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The chapter on how to subclass ClutterActor inside the API reference for Clutter is still using ClutterUnit and referencing to concepts that have been changed since the document was written.
676 lines
25 KiB
XML
676 lines
25 KiB
XML
<chapter id="clutter-subclassing-ClutterActor">
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<chapterinfo>
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<author>
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<firstname>Emmanuele</firstname>
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<surname>Bassi</surname>
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<affiliation>
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<address>
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<email>ebassi@linux.intel.com</email>
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</address>
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</affiliation>
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</author>
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</chapterinfo>
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<title>Implementing a new actor</title>
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<para>In order to implement a new #ClutterActor subclass the usual
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machinery for subclassing a #GObject should be used:</para>
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<informalexample>
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<programlisting>
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#define FOO_TYPE_ACTOR (foo_actor_get_type ())
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#define FOO_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), FOO_TYPE_ACTOR, FooActor))
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#define FOO_IS_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), FOO_TYPE_ACTOR))
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#define FOO_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), FOO_TYPE_ACTOR, FooActorClass))
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#define FOO_IS_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), FOO_TYPE_ACTOR))
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#define FOO_ACTOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), FOO_TYPE_ACTOR, FooActorClass))
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typedef struct _FooActor
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{
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ClutterActor parent_instance;
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} FooActor;
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typedef struct _FooActorClass
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{
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ClutterActorClass parent_class;
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} FooActorClass;
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G_DEFINE_TYPE (FooActor, foo_actor, CLUTTER_TYPE_ACTOR);
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static void
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foo_actor_class_init (FooActorClass *klass)
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{
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}
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static void
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foo_actor_init (FooActor *actor)
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{
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}
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</programlisting>
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</informalexample>
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<para>The implementation of an actor roughly depends on what kind
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of actor the class should display.</para>
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<para>The implementation process can be broken down into sections:
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<variablelist>
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<varlistentry>
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<term>size requisition</term>
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<listitem><para>used by containers to know how much space
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an actor requires for itself and its eventual
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children.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term>size allocation</term>
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<listitem><para>used by containers to define how much space
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an actor should have for itself and its eventual
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children.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term>painting and picking</term>
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<listitem><para>the actual actor painting and the "picking"
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done to determine the actors that received events</para></listitem>
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</varlistentry>
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<varlistentry>
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<term>realization and visibility</term>
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<listitem><para>used by containers and composite actors to
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determine whether their children should allocate (and deallocate)
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specific resources associated with being added to the #ClutterStage,
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and whether their children should be painted or not. A
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#ClutterContainer implementation should not care about overriding
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the <classname>ClutterActor</classname>::realize(),
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<classname>ClutterActor</classname>::unrealize(),
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<classname>ClutterActor</classname>::map() and
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<classname>ClutterActor</classname>::unmap() virtual functions, but
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composite actors with private children MUST implement at least
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<classname>ClutterActor</classname>::map() and
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<classname>ClutterActor</classname>::unmap().</para></listitem>
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</varlistentry>
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</variablelist>
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</para>
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<para>Container actors should also implement the #ClutterContainer
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interface to provide a consistent API for adding, removing and iterating
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over their children.</para>
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<refsect1 id="actor-size-requisition">
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<title>Size requisition</title>
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<para>Actors should usually implement the size requisition virtual
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functions unless they depend on explicit sizing by the developer,
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using the clutter_actor_set_width() and clutter_actor_set_height()
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functions and their wrappers.</para>
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<note><para>For instance, an actor that depends on the explicit
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sizing is the #ClutterRectangle actor.</para></note>
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<para>The size requisition is split into two different phases: width
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requisition and height requisition.</para>
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<para>The <classname>ClutterActor</classname>::get_preferred_width() and
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<classname>ClutterActor</classname>::get_preferred_height() methods of a
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#ClutterActor are invoked when clutter_actor_get_preferred_width() and
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clutter_actor_get_preferred_height() are respectively called on an instance
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of that actor class. They are used to return the preferred size of the
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actor. Container actors, or composite actors with internal children,
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should call clutter_actor_get_preferred_width() and
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clutter_actor_get_preferred_height() on each visible child inside
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their implementation of the get_preferred_width() and get_preferred_height()
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virtual functions.</para>
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<para>The get_preferred_width() and get_preferred_height() virtual
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functions return both the minimum size of the actor and its natural
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size. The minimum size is defined as the amount of space an actor
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must occupy to be useful; the natural size is defined as the amount
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of space an actor would occupy if nothing would constrain it.</para>
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<note><para>The natural size must always be greater than, or equal
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to the minimum size. #ClutterActor will just ignore a natural size
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lesser than a minimum size.</para></note>
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<para>The height request may be computed for a specific width, which
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is passed to the implementation, thus allowing height-for-width
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geometry management. Similarly, the width request may be computed
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for a specific height, allowing width-for-height geometry management.
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By default, every #ClutterActor uses the height-for-width geometry
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management, but the setting can be changed by using the
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#ClutterActor:request-mode property.</para>
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<note><para>The clutter_actor_get_preferred_size() function will
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automatically check the geometry management preferred by the actor
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and return its preferred size depending on the value of the request-mode
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property and on the natural size of the actor. The get_preferred_size()
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method, though, will ignore any notion of "available size" so it should
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not be used inside a <classname>ClutterActor</classname>::allocate()
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implementation.</para></note>
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<para>The size requisition starts from the #ClutterStage and it is
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performed on every child of the stage following down the hierarchy
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of the scene graph.</para>
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<note><para>The size requisition should not take into account the
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actor's scale, rotation or anchor point unless an actor is performing
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layout management depending on those properties.</para></note>
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<note><para>All the sizes are expressed using pixels with subpixel
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precision. The sub-pixel precision is useful when animating actors
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but it can produce odd results on screen, so you might want to
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truncate the precision of the computed values.</para></note>
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<example id="clutter-actor-get-width-request-example">
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<title>Width requisition implementation of a container</title>
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<para>This example shows how an actor class should override the
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get_preferred_width() virtual function of #ClutterActor. In this case,
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the returned widths are the union of the extents of all the
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<classname>FooActor</classname> children.</para>
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<para>The get_preferred_height() implementation would be similar to the
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get_preferred_width() implementation, so it is omitted.</para>
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<programlisting>
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static void
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foo_actor_get_preferred_width (ClutterActor *actor,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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GList *l;
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ClutterUnit min_left, min_right;
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ClutterUnit natural_left, natural_right;
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min_left = 0;
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min_right = 0;
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natural_left = 0;
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natural_right = 0;
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for (l = children; l != NULL; l = l->next)
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{
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ClutterActor *child = l->data;
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gfloat child_x, child_min, child_natural;
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child_x = clutter_actor_get_xu (child);
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clutter_actor_get_preferred_width (child, for_height,
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&child_min,
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&child_natural);
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if (l == children)
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{
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/* First child */
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min_left = child_x;
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natural_left = child_x;
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min_right = min_left + child_min;
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natural_right = natural_left + child_natural;
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}
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else
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{
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if (child_x < min_left)
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min_left = child_x;
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if (child_x < natural_left)
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natural_left = child_x;
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if (child_x + child_min > min_right)
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min_right = child_x + child_min;
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if (child_x + child_natural > natural_right)
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natural_right = child_x + child_natural;
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}
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}
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/* The request is defined as the width and height we want starting from
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* our origin, since our allocation will set the origin; so we now need
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* to remove any part of the request that is to the left of the origin.
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*/
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if (min_left < 0)
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min_left = 0;
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if (natural_left < 0)
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natural_left = 0;
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if (min_right < 0)
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min_right = 0;
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if (natural_right < 0)
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natural_right = 0;
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g_assert (min_right >= min_left);
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g_assert (natural_right >= natural_left);
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if (min_width_p)
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*min_width_p = min_right - min_left;
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if (natural_width_p)
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*natural_width_p = natural_right - min_left;
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}
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</programlisting>
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</example>
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</refsect1> <!-- actor-size-requisition -->
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<refsect1 id="actor-size-allocation">
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<title>Size allocation</title>
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<para>The <classname>ClutterActor</classname>::allocate() method of a
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#ClutterActor is invoked when clutter_actor_allocate() is called on an
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instance of that actor class. It is used by a parent actor to set the
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coordinates of the bounding box for its children actors. Hence,
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container actors, or composite actors with internal children, should
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override the allocate() virtual function and call clutter_actor_allocate()
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on each visible child.</para>
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<para>Each actor can know from their allocation box whether they
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have been moved with respect to their parent actor. Each child will
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also be able to tell whether their parent has been moved with respect
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to the stage.</para>
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<note><para>The allocate() virtual function implementation will be
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notified whether the actor has been moved, while clutter_actor_allocate()
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will usually be invoked with the %CLUTTER_ABSOLUTE_ORIGIN_CHANGED flag,
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meaning that the parent has been moved.</para></note>
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<example id="container-allocate-example">
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<title>Allocation of a container</title>
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<para>In this example, <classname>FooActor</classname> acts like a
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horizontal box with overflowing, like a toolbar which will display
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more children as it expands. The children falling outside of the
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allocated area will not be allocated.</para>
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<programlisting language="C">
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static void
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foo_actor_allocate (ClutterActor *actor,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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FooActor *foo_actor = FOO_ACTOR (actor);
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gfloat available_width, available_height;
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gfloat current_width, current_height;
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gfloat row_height;
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GList *l;
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/* chain up to store the allocation of the actor */
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CLUTTER_ACTOR_CLASS (foo_actor_parent_class)->allocate (actor, box, flags);
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clutter_actor_box_get_size (box,
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&available_width,
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&available_height);
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current_width = 0;
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current_height = 0;
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row_height = 0;
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for (l = foo_actor->children;
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l != NULL;
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l = l->next)
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{
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ClutterActor *child = l->data;
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ClutterActorBox child_box = { 0, };
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gfloat child_width, child_height;
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ClutterRequestMode mode;
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/* do not allocate invisible children */
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if (!CLUTTER_ACTOR_IS_VISIBLE (child))
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continue;
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g_object_get (G_OBJECT (child), "request-mode", &mode, NULL);
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if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
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{
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gfloat min, natural;
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clutter_actor_get_preferred_width (child, available_height,
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&min, &natural);
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child_width = MAX (min, MIN (natural, available_width));
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clutter_actor_get_preferred_height (child, child_width,
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&min, &natural);
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child_height = MAX (min, MIN (natural, available_height));
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}
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else (mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
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{
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gfloat min, natural;
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clutter_actor_get_preferred_height (child, available_width,
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&min, &natural);
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child_height = MAX (min, MIN (natural, available_height));
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clutter_actor_get_preferred_width (child, child_height,
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&min, &natural);
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child_width = MAX (min, MIN (natural, available_width));
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}
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else
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g_assert_not_reached ();
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/* overflow */
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if (current_width + child_width > available_width)
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{
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current_width = 0;
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current_height += row_height;
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}
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else
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current_width += child_width;
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/* stop allocating if we are overflowing the available height */
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if (current_height + child_height > available_height)
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break;
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child_box.x1 = current_width;
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child_box.y1 = current_height;
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child_box.x2 = child_box.x1 + child_width;
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child_box.y2 = child_box.y1 + child_height;
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/* update the allocation */
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clutter_actor_allocate (child,
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&child_box,
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flags);
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row_height = MAX (row_height, child_height);
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}
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}
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</programlisting>
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</example>
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<para>The allocation is also the "paint area", that is the area where
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the paint operations should be performed.</para>
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</refsect1> <!-- actor-size-allocation -->
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<refsect1 id="actor-painting-and-picking">
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<title>Painting and picking</title>
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<para>The <classname>ClutterActor</classname>::paint() method should be
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overridden if the actor needs to control its drawing process, either by
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using the Clutter GL and GLES abstraction library (COGL) or by directly
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using the GL or GLES API.</para>
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<example id="simple-actor-paint-example">
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<title>Paint implementation of a simple actor</title>
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<para>In this example, the <classname>FooActor</classname>
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implementation of the paint() virtual function is drawing a rectangle
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with rounded corners with a custom color. The COGL API is used, to
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allow portability between GL and GLES platforms.</para>
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<programlisting>
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static void
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foo_actor_paint (ClutterActor *actor)
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{
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FooActor *foo_actor = FOO_ACTOR (actor);
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ClutterActorBox allocation = { 0, };
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gfloat width, height;
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/* FooActor has a specific background color
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*
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* the alpha component must take into account the absolute
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* opacity of the actor on the screen at this point in the
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* scenegraph; this value is obtained by calling
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* clutter_actor_get_paint_opacity().
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*/
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cogl_set_source_color4ub (priv->fgcol.red,
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priv->fgcol.green,
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priv->fgcol.blue,
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clutter_actor_get_paint_opacity (actor));
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clutter_actor_get_allocation_box (actor, &allocation);
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clutter_actor_box_get_size (&allocation &width, &height);
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/* paint a rounded rectangle using GL primitives; the area of
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* paint is (0, 0) - (width, height), which means the whole
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* allocation or, if the actor has a fixed size, the size that
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* has been set.
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*/
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cogl_path_round_rectangle (0, 0, width, height, foo_actor->radius, 5);
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/* and fill it with the current color */
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cogl_path_fill ();
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}
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</programlisting>
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</example>
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<note><para>When inside the <classname>ClutterActor</classname>::paint()
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method the actor is already positioned at the coordinates specified by
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its parent; all the paint operations should take place from the (0, 0)
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coordinates.</para></note>
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<para>Container actors or composite actors with internal children should
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also override the paint method, and call clutter_actor_paint() on every
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visible child:</para>
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<example id="container-actor-paint-example">
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<title>Paint implementation of a container</title>
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<para>In this example, <classname>FooActor</classname> is a simple
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container invoking clutter_actor_paint() on every visible child.</para>
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<programlisting>
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static void
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foo_actor_paint (ClutterActor *actor)
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{
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FooActor *foo_actor = FOO_ACTOR (actor);
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GList *child;
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for (child = foo_actor->children;
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child != NULL;
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child = child->next)
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{
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ClutterActor *child_actor = child->data;
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clutter_actor_paint (child_actor);
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}
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}
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</programlisting>
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</example>
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<para>If the actor has a non-rectangular shape, or it has internal
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children that need to be distinguished by the events delivery mechanism,
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the <classname>ClutterActor</classname>::pick() method should also be
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overridden. The pick() method works exactly like the paint() method, but
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the actor should paint just its shape with the passed colour:</para>
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<example id="simple-actor-pick-example">
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<title>Pick implementation of a simple actor</title>
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<para>In this example, <classname>FooActor</classname> overrides the
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pick() virtual function default implementation to paint itself with a
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shaped silhouette, to allow events only on the actual shape of the actor
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instead of the whole paint area.</para>
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<programlisting>
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static void
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foo_actor_pick (ClutterActor *actor,
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const ClutterColor *pick_color)
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{
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FooActor *foo_actor = FOO_ACTOR (actor);
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ClutterActorBox allocation = { 0, };
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gfloat width, height;
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/* it is possible to avoid a costly paint by checking whether the
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* actor should really be painted in pick mode
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*/
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if (!clutter_actor_should_pick_paint (actor))
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return;
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clutter_actor_get_allocation_box (actor, &allocation);
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clutter_actor_box_get_size (&allocation, &width, &height);
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/* use the passed color to paint ourselves */
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cogl_set_source_color4ub (pick_color->red,
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pick_color->green,
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pick_color->blue,
|
|
pick_color->alpha);
|
|
|
|
/* paint a round rectangle */
|
|
cogl_path_round_rectangle (0, 0, width, height, foo_actor->radius, 5);
|
|
|
|
/* and fill it with the current color */
|
|
cogl_path_fill ();
|
|
}
|
|
</programlisting>
|
|
</example>
|
|
|
|
<para>Containers should simply chain up to the parent class'
|
|
pick() implementation to get their silhouette painted and then
|
|
paint their children:</para>
|
|
|
|
<example id="container-actor-pick-example">
|
|
<title>Pick implementation of a container</title>
|
|
<para>In this example, <classname>FooActor</classname> allows the
|
|
picking of each child it contains, as well as itself.</para>
|
|
<programlisting>
|
|
static void
|
|
foo_actor_pick (ClutterActor *actor,
|
|
const ClutterColor *pick_color)
|
|
{
|
|
FooActor *foo_actor = FOO_ACTOR (actor);
|
|
|
|
/* this will paint a silhouette corresponding to the paint box */
|
|
CLUTTER_ACTOR_CLASS (foo_actor_parent_class)->pick (actor, pick_color);
|
|
|
|
/* clutter_actor_paint() is context-sensitive, and will perform
|
|
* a pick paint if the scene graph is in pick mode
|
|
*/
|
|
clutter_actor_paint (foo_actor->child);
|
|
}
|
|
</programlisting>
|
|
</example>
|
|
|
|
</refsect1> <!-- actor-painting-and-picking -->
|
|
|
|
<refsect1 id="implementing-clutter-container">
|
|
<title>Implementing Containers</title>
|
|
|
|
<para>
|
|
The #ClutterContainer interface should be implemented by subclasses
|
|
of #ClutterActor who wants to provide a general API for adding child
|
|
actors.
|
|
</para>
|
|
|
|
<para>
|
|
If the #ClutterActor subclass only handles internal children, or it's
|
|
not suitable for having generic actors added to it, it should not
|
|
implement the #ClutterContainer interface, but simply use
|
|
clutter_actor_set_parent():
|
|
</para>
|
|
|
|
<example id="clutter-actor-set-parent-example">
|
|
<title>Parenting an actor</title>
|
|
<para>In this example, <classname>FooActor</classname> has an internal
|
|
child of type <classname>BazActor</classname> which is assigned using a
|
|
specific function called foo_actor_add_baz(). The
|
|
<classname>FooActor</classname> instance takes ownership of the
|
|
<classname>BazActor</classname> instance and sets the parent-child
|
|
relationship using clutter_actor_set_parent().</para>
|
|
<programlisting>
|
|
void
|
|
foo_actor_add_baz (FooActor *foo_actor,
|
|
BazActor *baz_actor)
|
|
{
|
|
g_return_if_fail (FOO_IS_ACTOR (foo_actor));
|
|
g_return_if_fail (BAZ_IS_ACTOR (baz_actor));
|
|
|
|
/* unparent the previous BazActor; this will automatically call
|
|
* g_object_unref() on the actor
|
|
*/
|
|
if (foo_actor->baz)
|
|
clutter_actor_unparent (foo_actor->baz);
|
|
|
|
foo_actor->baz = baz_actor;
|
|
|
|
/* this will cause the initial floating reference of ClutterActor to
|
|
* disappear, and add a new reference on baz_actor. foo_actor has now
|
|
* taken ownership of baz_actor, so that:
|
|
*
|
|
* foo_actor_add_baz (foo_actor, baz_actor_new ());
|
|
*
|
|
* is a safe statement (no reference is leaked).
|
|
*/
|
|
clutter_actor_set_parent (CLUTTER_ACTOR (baz_actor),
|
|
CLUTTER_ACTOR (foo_actor));
|
|
|
|
/* a container should queue a change in the layout */
|
|
clutter_actor_queue_relayout (CLUTTER_ACTOR (foo_actor));
|
|
|
|
/* emit a signal and notification */
|
|
g_signal_emit (foo_actor, foo_actor_signals[BAZ_CHANGED], 0, baz_actor);
|
|
g_object_notify (G_OBJECT (foo_actor), "baz");
|
|
}
|
|
</programlisting>
|
|
</example>
|
|
|
|
<para>
|
|
In order to implement the #ClutterContainer interface, these virtual
|
|
functions must be defined:
|
|
|
|
<variablelist>
|
|
<varlistentry>
|
|
<term>ClutterContainer::add</term>
|
|
<listitem>
|
|
<para>The container actor should hold a pointer to the passed
|
|
#ClutterActor, call clutter_actor_set_parent() on it, queue
|
|
a relayout on itself and then emit the
|
|
#ClutterContainer::actor-added signal to notify
|
|
handlers of the newly added actor.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term>ClutterContainer::remove</term>
|
|
<listitem>
|
|
<para>The container actor should increase the reference count
|
|
of the passed #ClutterActor, remove the pointer held on the
|
|
child and call clutter_actor_unparent() on it; then, emit the
|
|
#ClutterContainer::actor-removed signal and decrease the
|
|
reference count.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term>ClutterContainer::foreach</term>
|
|
<listitem>
|
|
<para>The container should invoke the callback on every
|
|
child it is holding.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term>ClutterContainer::foreach_with_internals</term>
|
|
<listitem>
|
|
<para>The container should invoke the callback on every
|
|
child it is holding, including eventual private children
|
|
that should not be handled by the #ClutterContainer API.
|
|
This method can be ignored if the container does not
|
|
have internal children.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term>ClutterContainer::raise</term>
|
|
<listitem>
|
|
<para>The container should move the passed child on top
|
|
of the given sibling, or on top of the paint stack in
|
|
case the sibling is NULL. This method can be ignored if the
|
|
container does not have overlapping children.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term>ClutterContainer::lower</term>
|
|
<listitem>
|
|
<para>The container should move the passed child below
|
|
the given sibling, or on the bottom of the paint stack
|
|
in case the sibling is NULL. This method can be ignored
|
|
if the container does not have overlapping children.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term>ClutterContainer::sort_depth_order</term>
|
|
<listitem>
|
|
<para>The container should sort the paint stack depending
|
|
on the relative depths of each child. This method can
|
|
be ignored if the container does not have overlapping
|
|
children.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
</variablelist>
|
|
|
|
</para>
|
|
|
|
</refsect1> <!-- implementing-clutter-container -->
|
|
|
|
</chapter>
|