mutter/clutter/clutter-actor.c
Neil Roberts 140e4e1be2 Minor fix to documentation for clutter_actor_get_anchor_point
In both versions of clutter_actor_get_anchor_point the description of
the @anchor_y parameter was slightly wrong in different ways.
2008-12-17 15:05:08 +00:00

7567 lines
212 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-actor
* @short_description: Base abstract class for all visual stage actors.
*
* #ClutterActor is a base abstract class for all visual elements on the
* stage. Every object that must appear on the main #ClutterStage must also
* be a #ClutterActor, either by using one of the classes provided by
* Clutter, or by implementing a new #ClutterActor subclass.
*
* Every actor is a 2D surface positioned and optionally transformed
* in 3D space. The actor is positioned relative to top left corner of
* it parent with the childs origin being its anchor point (also top
* left by default).
*
* The actors 2D surface is contained inside its bounding box,
* described by the #ClutterActorBox structure:
*
* <figure id="actor-box">
* <title>Bounding box of an Actor</title>
* <graphic fileref="actor-box.png" format="PNG"/>
* </figure>
*
* The actor box represents the untransformed area occupied by an
* actor. Each visible actor that has been put on a #ClutterStage also
* has a transformed area, depending on the actual transformations
* applied to it by the developer (scale, rotation). Tranforms will
* also be applied to any child actors. Also applied to all actors by
* the #ClutterStage is a perspective transformation. API is provided
* for both tranformed and untransformed actor geometry information.
*
* The 'modelview' transform matrix for the actor is constructed from
* the actor settings by the following order of operations:
* <orderedlist>
* <listitem><para>Translation by actor x, y coords,</para></listitem>
* <listitem><para>Scaling by scale_x, scale_y,</para></listitem>
* <listitem><para>Negative translation by anchor point x,
* y,</para></listitem>
* <listitem><para>Rotation around z axis,</para></listitem>
* <listitem><para>Rotation around y axis,</para></listitem>
* <listitem><para>Rotation around x axis,</para></listitem>
* <listitem><para>Translation by actor depth (z),</para></listitem>
* <listitem><para>Rectangular Clip is applied (this is not an operation on
* the matrix as such, but it is done as part of the transform set
* up).</para></listitem>
* </orderedlist>
*
* An actor can either be explicitly sized and positioned, using the
* various size and position accessors, like clutter_actor_set_x() or
* clutter_actor_set_width(); or it can have a preferred width and
* height, which then allows a layout manager to implicitly size and
* position it by "allocating" an area for an actor. This allows for
* actors to be manipulate in both a fixed or static parent container
* (i.e. children of #ClutterGroup) and a more automatic or dynamic
* layout based parent container.
*
* When accessing the position and size of an actor, the simple accessors
* like clutter_actor_get_width() and clutter_actor_get_x() will return
* a value depending on whether the actor has been explicitly sized and
* positioned by the developer or implicitly by the layout manager.
*
* Depending on whether you are querying an actor or implementing a
* layout manager, you should either use the simple accessors or use the
* size negotiation API.
*
* Clutter actors are also able to receive input events and react to
* them. Events are handled in the following ways:
*
* <orderedlist>
* <listitem><para>Actors emit pointer events if set reactive, see
* clutter_actor_set_reactive()</para></listitem>
* <listitem><para>The stage is always reactive</para></listitem>
* <listitem><para>Events are handled by connecting signal handlers to
* the numerous event signal types.</para></listitem>
* <listitem><para>Event handlers must return %TRUE if they handled
* the event and wish to block the event emission chain, or %FALSE
* if the emission chain must continue</para></listitem>
* <listitem><para>Keyboard events are emitted if actor has focus, see
* clutter_stage_set_key_focus()</para></listitem>
* <listitem><para>Motion events (motion, enter, leave) are not emitted
* if clutter_set_motion_events_enabled() is called with %FALSE.
* See clutter_set_motion_events_enabled() documentation for more
* information.</para></listitem>
* <listitem><para>Once emitted, an event emission chain has two
* phases: capture and bubble. An emitted event starts in the capture
* phase (see ClutterActor::captured-event) beginning at the stage and
* traversing every child actor until the event source actor is reached.
* The emission then enters the bubble phase, traversing back up the
* chain via parents until it reaches the stage. Any event handler can
* abort this chain by returning %TRUE (meaning "event handled").
* </para></listitem>
* <listitem><para>Pointer events will 'pass through' non reactive
* overlapping actors.</para></listitem>
* </orderedlist>
*
* <figure id="event-flow">
* <title>Event flow in Clutter</title>
* <graphic fileref="event-flow.png" format="PNG"/>
* </figure>
*
* Every '?' box in the diagram above is an entry point for application
* code.
*
* For implementing a new custom actor class, please read <link
* linkend="clutter-subclassing-ClutterActor">the corresponding section</link>
* of the API reference.
*/
/**
* CLUTTER_ACTOR_IS_MAPPED:
* @e: a #ClutterActor
*
* Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
*
* Since: 0.2
*/
/**
* CLUTTER_ACTOR_IS_REALIZED:
* @e: a #ClutterActor
*
* Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
*
* Since: 0.2
*/
/**
* CLUTTER_ACTOR_IS_VISIBLE:
* @e: a #ClutterActor
*
* Evaluates to %TRUE if the actor is both realized and mapped.
*
* Since: 0.2
*/
/**
* CLUTTER_ACTOR_IS_REACTIVE:
* @e: a #ClutterActor
*
* Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
*
* Since: 0.6
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-actor.h"
#include "clutter-container.h"
#include "clutter-main.h"
#include "clutter-enum-types.h"
#include "clutter-scriptable.h"
#include "clutter-script.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-units.h"
#include "cogl/cogl.h"
typedef struct _ShaderData ShaderData;
#define CLUTTER_ACTOR_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
struct _ClutterActorPrivate
{
/* fixed_x, fixed_y, and the allocation box are all in parent
* coordinates.
*/
ClutterUnit fixed_x;
ClutterUnit fixed_y;
/* request mode */
ClutterRequestMode request_mode;
/* our cached request width is for this height */
ClutterUnit request_width_for_height;
ClutterUnit request_min_width;
ClutterUnit request_natural_width;
/* our cached request height is for this width */
ClutterUnit request_height_for_width;
ClutterUnit request_min_height;
ClutterUnit request_natural_height;
ClutterActorBox allocation;
guint position_set : 1;
guint min_width_set : 1;
guint min_height_set : 1;
guint natural_width_set : 1;
guint natural_height_set : 1;
/* cached request is invalid (implies allocation is too) */
guint needs_width_request : 1;
/* cached request is invalid (implies allocation is too) */
guint needs_height_request : 1;
/* cached allocation is invalid (request has changed, probably) */
guint needs_allocation : 1;
guint has_clip : 1;
ClutterUnit clip[4];
/* Rotation angles */
ClutterFixed rxang;
ClutterFixed ryang;
ClutterFixed rzang;
/* Rotation center: X axis */
ClutterUnit rxy;
ClutterUnit rxz;
/* Rotation center: Y axis */
ClutterUnit ryx;
ClutterUnit ryz;
/* Rotation center: Z axis */
ClutterUnit rzx;
ClutterUnit rzy;
/* Anchor point coordinates */
ClutterUnit anchor_x;
ClutterUnit anchor_y;
/* depth */
ClutterUnit z;
guint8 opacity;
ClutterActor *parent_actor;
gchar *name;
guint32 id; /* Unique ID */
ClutterFixed scale_x;
ClutterFixed scale_y;
ShaderData *shader_data;
gboolean show_on_set_parent;
};
enum
{
PROP_0,
PROP_NAME,
/* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
* when set they force a size request, when gotten they
* get the allocation if the allocation is valid, and the
* request otherwise. Also, they are in pixels, while
* all the underlying properties are in ClutterUnit.
*/
PROP_X,
PROP_Y,
PROP_WIDTH,
PROP_HEIGHT,
/* Then the rest of these size-related properties are the "actual"
* underlying properties set or gotten by X, Y, WIDTH, HEIGHT. All
* of these are in ClutterUnit not in pixels.
*/
PROP_FIXED_X,
PROP_FIXED_Y,
PROP_FIXED_POSITION_SET,
PROP_MIN_WIDTH,
PROP_MIN_WIDTH_SET,
PROP_MIN_HEIGHT,
PROP_MIN_HEIGHT_SET,
PROP_NATURAL_WIDTH,
PROP_NATURAL_WIDTH_SET,
PROP_NATURAL_HEIGHT,
PROP_NATURAL_HEIGHT_SET,
PROP_REQUEST_MODE,
/* Allocation properties are read-only */
PROP_ALLOCATION,
PROP_DEPTH,
PROP_CLIP,
PROP_HAS_CLIP,
PROP_OPACITY,
PROP_VISIBLE,
PROP_REACTIVE,
PROP_SCALE_X,
PROP_SCALE_Y,
PROP_ROTATION_ANGLE_X,
PROP_ROTATION_ANGLE_Y,
PROP_ROTATION_ANGLE_Z,
PROP_ROTATION_CENTER_X,
PROP_ROTATION_CENTER_Y,
PROP_ROTATION_CENTER_Z,
PROP_ANCHOR_X,
PROP_ANCHOR_Y,
PROP_SHOW_ON_SET_PARENT
};
enum
{
SHOW,
HIDE,
DESTROY,
PARENT_SET,
FOCUS_IN,
FOCUS_OUT,
PAINT,
REALIZE,
UNREALIZE,
EVENT,
CAPTURED_EVENT,
BUTTON_PRESS_EVENT,
BUTTON_RELEASE_EVENT,
SCROLL_EVENT,
KEY_PRESS_EVENT,
KEY_RELEASE_EVENT,
MOTION_EVENT,
ENTER_EVENT,
LEAVE_EVENT,
LAST_SIGNAL
};
static guint actor_signals[LAST_SIGNAL] = { 0, };
static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
static void _clutter_actor_apply_modelview_transform (ClutterActor *self);
static void clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat);
static void clutter_actor_shader_post_paint (ClutterActor *actor);
static void destroy_shader_data (ClutterActor *self);
/* These setters are all static for now, maybe they should be in the
* public API, but they are perhaps obscure enough to leave only as
* properties
*/
static void clutter_actor_set_min_width (ClutterActor *self,
ClutterUnit min_width);
static void clutter_actor_set_min_height (ClutterActor *self,
ClutterUnit min_height);
static void clutter_actor_set_natural_width (ClutterActor *self,
ClutterUnit natural_width);
static void clutter_actor_set_natural_height (ClutterActor *self,
ClutterUnit natural_height);
static void clutter_actor_set_min_width_set (ClutterActor *self,
gboolean use_min_width);
static void clutter_actor_set_min_height_set (ClutterActor *self,
gboolean use_min_height);
static void clutter_actor_set_natural_width_set (ClutterActor *self,
gboolean use_natural_width);
static void clutter_actor_set_natural_height_set (ClutterActor *self,
gboolean use_natural_height);
static void clutter_actor_set_request_mode (ClutterActor *self,
ClutterRequestMode mode);
G_DEFINE_ABSTRACT_TYPE_WITH_CODE (ClutterActor,
clutter_actor,
G_TYPE_INITIALLY_UNOWNED,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
clutter_scriptable_iface_init));
static void
clutter_actor_real_show (ClutterActor *self)
{
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
{
if (!CLUTTER_ACTOR_IS_REALIZED (self))
clutter_actor_realize (self);
/* the mapped flag on the top-level actors must be set by the
* per-backend implementation because it might be asynchronous
*/
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL))
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
clutter_actor_queue_relayout (self);
}
}
/**
* clutter_actor_show:
* @self: A #ClutterActor
*
* Flags an actor to be displayed. An actor that isn't shown will not
* be rendered on the stage.
*
* Actors are visible by default.
*
* If this function is called on an actor without a parent, the
* #ClutterActor:show-on-set-parent will be set to %TRUE as a side
* effect.
*/
void
clutter_actor_show (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
if (!priv->show_on_set_parent && !priv->parent_actor)
{
priv->show_on_set_parent = TRUE;
g_object_notify (G_OBJECT (self), "show-on-set-parent");
}
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
{
g_signal_emit (self, actor_signals[SHOW], 0);
g_object_notify (G_OBJECT (self), "visible");
}
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_show_all:
* @self: a #ClutterActor
*
* Calls clutter_actor_show() on all children of an actor (if any).
*
* Since: 0.2
*/
void
clutter_actor_show_all (ClutterActor *self)
{
ClutterActorClass *klass;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->show_all)
klass->show_all (self);
}
void
clutter_actor_real_hide (ClutterActor *self)
{
if (CLUTTER_ACTOR_IS_VISIBLE (self))
{
/* see comment in clutter_actor_real_show() on why we don't set
* the mapped flag on the top-level actors
*/
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL))
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
clutter_actor_queue_relayout (self);
}
}
/**
* clutter_actor_hide:
* @self: A #ClutterActor
*
* Flags an actor to be hidden. A hidden actor will not be
* rendered on the stage.
*
* Actors are visible by default.
*
* If this function is called on an actor without a parent, the
* #ClutterActor:show-on-set-parent property will be set to %FALSE
* as a side-effect.
*/
void
clutter_actor_hide (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
if (priv->show_on_set_parent && !priv->parent_actor)
{
priv->show_on_set_parent = FALSE;
g_object_notify (G_OBJECT (self), "show-on-set-parent");
}
if (CLUTTER_ACTOR_IS_MAPPED (self))
{
g_signal_emit (self, actor_signals[HIDE], 0);
g_object_notify (G_OBJECT (self), "visible");
}
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_hide_all:
* @self: a #ClutterActor
*
* Calls clutter_actor_hide() on all child actors (if any).
*
* Since: 0.2
*/
void
clutter_actor_hide_all (ClutterActor *self)
{
ClutterActorClass *klass;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->hide_all)
klass->hide_all (self);
}
/**
* clutter_actor_realize:
* @self: A #ClutterActor
*
* Creates any underlying graphics resources needed by the actor to be
* displayed.
**/
void
clutter_actor_realize (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (CLUTTER_ACTOR_IS_REALIZED (self))
return;
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
g_signal_emit (self, actor_signals[REALIZE], 0);
}
/**
* clutter_actor_unrealize:
* @self: A #ClutterActor
*
* Frees up any underlying graphics resources needed by the actor to be
* displayed.
**/
void
clutter_actor_unrealize (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (!CLUTTER_ACTOR_IS_REALIZED (self))
return;
/* unrealizing also means hiding a visible actor, exactly
* like showing implies realization if called on an unrealized
* actor. this keeps the flags in sync.
*/
clutter_actor_hide (self);
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
g_signal_emit (self, actor_signals[UNREALIZE], 0);
}
static void
clutter_actor_real_pick (ClutterActor *self,
const ClutterColor *color)
{
/* the default implementation is just to paint a rectangle
* with the same size of the actor using the passed color
*/
if (clutter_actor_should_pick_paint (self))
{
cogl_set_source_color4ub (color->red,
color->green,
color->blue,
color->alpha);
cogl_rectangle (0, 0,
clutter_actor_get_width (self),
clutter_actor_get_height (self));
}
}
/**
* clutter_actor_pick:
* @self: A #ClutterActor
* @color: A #ClutterColor
*
* Renders a silhouette of the actor using the supplied color. Used
* internally for mapping pointer events to actors.
*
* This function should never be called directly by applications.
*
* Subclasses overiding the ClutterActor::pick() method should call
* clutter_actor_should_pick_paint() to decide whether to render their
* silhouette. Containers should always recursively call pick for
* each child.
*
* Since: 0.4
**/
void
clutter_actor_pick (ClutterActor *self,
const ClutterColor *color)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (color != NULL);
CLUTTER_ACTOR_GET_CLASS (self)->pick (self, color);
}
/**
* clutter_actor_should_pick_paint:
* @self: A #ClutterActor
*
* Utility call for subclasses overiding the pick method.
*
* This function should never be called directly by applications.
*
* Return value: %TRUE if the actor should paint its silhouette,
* %FALSE otherwise
*/
gboolean
clutter_actor_should_pick_paint (ClutterActor *self)
{
ClutterMainContext *context;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
context = clutter_context_get_default ();
if (CLUTTER_ACTOR_IS_MAPPED (self) &&
(G_UNLIKELY (context->pick_mode == CLUTTER_PICK_ALL) ||
CLUTTER_ACTOR_IS_REACTIVE (self)))
return TRUE;
return FALSE;
}
static void
clutter_actor_real_get_preferred_width (ClutterActor *self,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
/* Default implementation is always 0x0, usually an actor
* using this default is relying on someone to set the
* request manually
*/
if (min_width_p)
*min_width_p = 0;
if (natural_width_p)
*natural_width_p = 0;
}
static void
clutter_actor_real_get_preferred_height (ClutterActor *self,
ClutterUnit for_width,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
/* Default implementation is always 0x0, usually an actor
* using this default is relying on someone to set the
* request manually
*/
if (min_height_p)
*min_height_p = 0;
if (natural_height_p)
*natural_height_p = 0;
}
static void
clutter_actor_store_old_geometry (ClutterActor *self,
ClutterActorBox *box)
{
*box = self->priv->allocation;
}
static inline void
clutter_actor_notify_if_geometry_changed (ClutterActor *self,
const ClutterActorBox *old)
{
ClutterUnit xu, yu;
ClutterUnit widthu, heightu;
clutter_actor_get_positionu (self, &xu, &yu);
clutter_actor_get_sizeu (self, &widthu, &heightu);
g_object_freeze_notify (G_OBJECT (self));
if (xu != old->x1)
g_object_notify (G_OBJECT (self), "x");
if (yu != old->y1)
g_object_notify (G_OBJECT (self), "y");
if (widthu != (old->x2 - old->x1))
g_object_notify (G_OBJECT (self), "width");
if (heightu != (old->y2 - old->y1))
g_object_notify (G_OBJECT (self), "height");
g_object_thaw_notify (G_OBJECT (self));
}
static void
clutter_actor_real_allocate (ClutterActor *self,
const ClutterActorBox *box,
gboolean absolute_origin_changed)
{
ClutterActorPrivate *priv = self->priv;
gboolean x1_changed, y1_changed, x2_changed, y2_changed;
ClutterActorBox old = { 0, };
clutter_actor_store_old_geometry (self, &old);
x1_changed = priv->allocation.x1 != box->x1;
y1_changed = priv->allocation.y1 != box->y1;
x2_changed = priv->allocation.x2 != box->x2;
y2_changed = priv->allocation.y2 != box->y2;
priv->allocation = *box;
priv->needs_allocation = FALSE;
g_object_freeze_notify (G_OBJECT (self));
if (x1_changed || y1_changed || x2_changed || y2_changed)
g_object_notify (G_OBJECT (self), "allocation");
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
}
/*
* Utility functions for manipulating transformation matrix
*
* Matrix: 4x4 of ClutterFixed
*/
#define M(m,row,col) (m)[(col) * 4 + (row)]
/* Transform point (x,y,z) by matrix */
static void
mtx_transform (ClutterFixed m[16],
ClutterFixed *x, ClutterFixed *y, ClutterFixed *z,
ClutterFixed *w)
{
ClutterFixed _x, _y, _z, _w;
_x = *x;
_y = *y;
_z = *z;
_w = *w;
/* We care lot about precision here, so have to use QMUL */
*x = COGL_FIXED_MUL (M (m, 0, 0), _x)
+ COGL_FIXED_MUL (M (m, 0, 1), _y)
+ COGL_FIXED_MUL (M (m, 0, 2), _z)
+ COGL_FIXED_MUL (M (m, 0, 3), _w);
*y = COGL_FIXED_MUL (M (m, 1, 0), _x)
+ COGL_FIXED_MUL (M (m, 1, 1), _y)
+ COGL_FIXED_MUL (M (m, 1, 2), _z)
+ COGL_FIXED_MUL (M (m, 1, 3), _w);
*z = COGL_FIXED_MUL (M (m, 2, 0), _x)
+ COGL_FIXED_MUL (M (m, 2, 1), _y)
+ COGL_FIXED_MUL (M (m, 2, 2), _z)
+ COGL_FIXED_MUL (M (m, 2, 3), _w);
*w = COGL_FIXED_MUL (M (m, 3, 0), _x)
+ COGL_FIXED_MUL (M (m, 3, 1), _y)
+ COGL_FIXED_MUL (M (m, 3, 2), _z)
+ COGL_FIXED_MUL (M (m, 3, 3), _w);
/* Specially for Matthew: was going to put a comment here, but could not
* think of anything at all to say ;)
*/
}
#undef M
/* Applies the transforms associated with this actor and its ancestors,
* retrieves the resulting OpenGL modelview matrix, and uses the matrix
* to transform the supplied point
*/
static void
clutter_actor_transform_point_relative (ClutterActor *actor,
ClutterActor *ancestor,
ClutterUnit *x,
ClutterUnit *y,
ClutterUnit *z,
ClutterUnit *w)
{
ClutterFixed mtx[16];
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (actor, ancestor);
cogl_get_modelview_matrix (mtx);
mtx_transform (mtx, x, y, z, w);
cogl_pop_matrix();
}
/* Applies the transforms associated with this actor and its ancestors,
* retrieves the resulting OpenGL modelview matrix, and uses the matrix
* to transform the supplied point
*/
static void
clutter_actor_transform_point (ClutterActor *actor,
ClutterUnit *x,
ClutterUnit *y,
ClutterUnit *z,
ClutterUnit *w)
{
ClutterFixed mtx[16];
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (actor, NULL);
cogl_get_modelview_matrix (mtx);
mtx_transform (mtx, x, y, z, w);
cogl_pop_matrix();
}
/* Help macros to scale from OpenGL <-1,1> coordinates system to our
* X-window based <0,window-size> coordinates
*/
#define MTX_GL_SCALE_X(x,w,v1,v2) (COGL_FIXED_MUL (((COGL_FIXED_DIV ((x), (w)) + COGL_FIXED_1) >> 1), (v1)) + (v2))
#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - COGL_FIXED_MUL (((COGL_FIXED_DIV ((y), (w)) + COGL_FIXED_1) >> 1), (v1)) + (v2))
#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
/**
* clutter_actor_apply_relative_transform_to_point:
* @self: A #ClutterActor
* @ancestor: A #ClutterActor ancestor, or %NULL to use the
* default #ClutterStage
* @point: A point as #ClutterVertex
* @vertex: The translated #ClutterVertex
*
* Transforms @point in coordinates relative to the actor into
* ancestor-relative coordinates using the relevant transform
* stack (i.e. scale, rotation, etc).
*
* If @ancestor is %NULL the ancestor will be the #ClutterStage. In
* this case, the coordinates returned will be the coordinates on
* the stage before the projection is applied. This is different from
* the behaviour of clutter_actor_apply_transform_to_point().
*
* Since: 0.6
*/
void
clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
ClutterActor *ancestor,
const ClutterVertex *point,
ClutterVertex *vertex)
{
ClutterVertex tmp = { 0, };
ClutterFixed v[4];
ClutterFixed w = COGL_FIXED_1;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
g_return_if_fail (point != NULL);
g_return_if_fail (vertex != NULL);
tmp = *point;
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point_relative (self, ancestor,
&tmp.x, &tmp.y, &tmp.z,
&w);
cogl_get_viewport (v);
/*
* The w[3] parameter should always be 1.0 here, so we ignore it; otherwise
* we would have to divide the original verts with it.
*/
vertex->x = COGL_FIXED_MUL ((tmp.x + COGL_FIXED_0_5), v[2]);
vertex->y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - tmp.y), v[3]);
vertex->z = COGL_FIXED_MUL ((tmp.z + COGL_FIXED_0_5), v[2]);
}
/**
* clutter_actor_apply_transform_to_point:
* @self: A #ClutterActor
* @point: A point as #ClutterVertex
* @vertex: The translated #ClutterVertex
*
* Transforms @point in coordinates relative to the actor
* into screen-relative coordinates with the current actor
* transformation (i.e. scale, rotation, etc)
*
* Since: 0.4
**/
void
clutter_actor_apply_transform_to_point (ClutterActor *self,
const ClutterVertex *point,
ClutterVertex *vertex)
{
ClutterVertex tmp = { 0, };
ClutterFixed mtx_p[16];
ClutterFixed v[4];
ClutterFixed w = COGL_FIXED_1;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (point != NULL);
g_return_if_fail (vertex != NULL);
tmp = *point;
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point (self, &tmp.x, &tmp.y, &tmp.z, &w);
cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v);
/* Now, transform it again with the projection matrix */
mtx_transform (mtx_p, &tmp.x, &tmp.y, &tmp.z, &w);
/* Finaly translate from OpenGL coords to window coords */
vertex->x = MTX_GL_SCALE_X (tmp.x, w, v[2], v[0]);
vertex->y = MTX_GL_SCALE_Y (tmp.y, w, v[3], v[1]);
vertex->z = MTX_GL_SCALE_Z (tmp.z, w, v[2], v[0]);
}
/* Recursively tranform supplied vertices with the tranform for the current
* actor and up to the ancestor (like clutter_actor_transform_point() but
* for all the vertices in one go).
*/
static void
clutter_actor_transform_vertices_relative (ClutterActor *self,
ClutterActor *ancestor,
ClutterVertex verts[4],
ClutterFixed w[4])
{
ClutterFixed mtx[16];
ClutterFixed _x, _y, _z, _w;
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (self, ancestor);
cogl_get_modelview_matrix (mtx);
_x = 0;
_y = 0;
_z = 0;
_w = COGL_FIXED_1;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[0].x = _x;
verts[0].y = _y;
verts[0].z = _z;
w[0] = _w;
_x = self->priv->allocation.x2 - self->priv->allocation.x1;
_y = 0;
_z = 0;
_w = COGL_FIXED_1;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[1].x = _x;
verts[1].y = _y;
verts[1].z = _z;
w[1] = _w;
_x = 0;
_y = self->priv->allocation.y2 - self->priv->allocation.y1;
_z = 0;
_w = COGL_FIXED_1;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[2].x = _x;
verts[2].y = _y;
verts[2].z = _z;
w[2] = _w;
_x = self->priv->allocation.x2 - self->priv->allocation.x1;
_y = self->priv->allocation.y2 - self->priv->allocation.y1;
_z = 0;
_w = COGL_FIXED_1;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[3].x = _x;
verts[3].y = _y;
verts[3].z = _z;
w[3] = _w;
cogl_pop_matrix();
}
/* Recursively tranform supplied box with the tranform for the current
* actor and all its ancestors (like clutter_actor_transform_point()
* but for all the vertices in one go) and project it into screen
* coordinates
*/
static void
clutter_actor_transform_and_project_box (ClutterActor *self,
const ClutterActorBox *box,
ClutterVertex verts[4])
{
ClutterActor *stage;
ClutterFixed mtx[16];
ClutterFixed mtx_p[16];
ClutterFixed _x, _y, _z, _w;
ClutterFixed w[4];
ClutterFixed v[4];
/* We essentially have to dupe some code from clutter_redraw() here
* to make sure GL Matrices etc are initialised if we're called and we
* havn't yet rendered anything.
*
* Simply duping code for now in wait for Cogl cleanup that can hopefully
* address this in a nicer way.
*/
stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - idealy the func should fail.
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
clutter_stage_ensure_current (CLUTTER_STAGE (stage));
_clutter_stage_maybe_setup_viewport (CLUTTER_STAGE (stage));
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (self, NULL);
cogl_get_modelview_matrix (mtx);
_x = 0;
_y = 0;
_z = 0;
_w = COGL_FIXED_1;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[0].x = _x;
verts[0].y = _y;
verts[0].z = _z;
w[0] = _w;
_x = box->x2 - box->x1;
_y = 0;
_z = 0;
_w = COGL_FIXED_1;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[1].x = _x;
verts[1].y = _y;
verts[1].z = _z;
w[1] = _w;
_x = 0;
_y = box->y2 - box->y1;
_z = 0;
_w = COGL_FIXED_1;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[2].x = _x;
verts[2].y = _y;
verts[2].z = _z;
w[2] = _w;
_x = box->x2 - box->x1;
_y = box->y2 - box->y1;
_z = 0;
_w = COGL_FIXED_1;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[3].x = _x;
verts[3].y = _y;
verts[3].z = _z;
w[3] = _w;
cogl_pop_matrix();
cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v);
mtx_transform (mtx_p,
&verts[0].x,
&verts[0].y,
&verts[0].z,
&w[0]);
verts[0].x = MTX_GL_SCALE_X (verts[0].x, w[0], v[2], v[0]);
verts[0].y = MTX_GL_SCALE_Y (verts[0].y, w[0], v[3], v[1]);
verts[0].z = MTX_GL_SCALE_Z (verts[0].z, w[0], v[2], v[0]);
mtx_transform (mtx_p,
&verts[1].x,
&verts[1].y,
&verts[1].z,
&w[1]);
verts[1].x = MTX_GL_SCALE_X (verts[1].x, w[1], v[2], v[0]);
verts[1].y = MTX_GL_SCALE_Y (verts[1].y, w[1], v[3], v[1]);
verts[1].z = MTX_GL_SCALE_Z (verts[1].z, w[1], v[2], v[0]);
mtx_transform (mtx_p,
&verts[2].x,
&verts[2].y,
&verts[2].z,
&w[2]);
verts[2].x = MTX_GL_SCALE_X (verts[2].x, w[2], v[2], v[0]);
verts[2].y = MTX_GL_SCALE_Y (verts[2].y, w[2], v[3], v[1]);
verts[2].z = MTX_GL_SCALE_Z (verts[2].z, w[2], v[2], v[0]);
mtx_transform (mtx_p,
&verts[3].x,
&verts[3].y,
&verts[3].z,
&w[3]);
verts[3].x = MTX_GL_SCALE_X (verts[3].x, w[3], v[2], v[0]);
verts[3].y = MTX_GL_SCALE_Y (verts[3].y, w[3], v[3], v[1]);
verts[3].z = MTX_GL_SCALE_Z (verts[3].z, w[3], v[2], v[0]);
}
/**
* clutter_actor_get_allocation_vertices:
* @self: A #ClutterActor
* @ancestor: A #ClutterActor to calculate the vertices against, or %NULL
* to use the default #ClutterStage
* @verts: return location for an array of 4 #ClutterVertex in which
* to store the result.
*
* Calculates the transformed coordinates of the four corners of the
* actor in the plane of @ancestor. The returned vertices relate to
* the #ClutterActorBox coordinates as follows:
* <itemizedlist>
* <listitem><para>v[0] contains (x1, y1)</para></listitem>
* <listitem><para>v[1] contains (x2, y1)</para></listitem>
* <listitem><para>v[2] contains (x1, y2)</para></listitem>
* <listitem><para>v[3] contains (x2, y2)</para></listitem>
* </itemizedlist>
*
* If @ancestor is %NULL the ancestor will be the #ClutterStage. In
* this case, the coordinates returned will be the coordinates on
* the stage before the projection is applied. This is different from
* the behaviour of clutter_actor_get_abs_allocation_vertices().
*
* Since: 0.6
*/
void
clutter_actor_get_allocation_vertices (ClutterActor *self,
ClutterActor *ancestor,
ClutterVertex verts[4])
{
ClutterFixed v[4];
ClutterFixed w[4];
ClutterActorPrivate *priv;
ClutterActor *stage;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
priv = self->priv;
/* We essentially have to dupe some code from clutter_redraw() here
* to make sure GL Matrices etc are initialised if we're called and we
* havn't yet rendered anything.
*
* Simply duping code for now in wait for Cogl cleanup that can hopefully
* address this in a nicer way.
*/
stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - idealy the func should fail.
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
clutter_stage_ensure_current (CLUTTER_STAGE (stage));
_clutter_stage_maybe_setup_viewport (CLUTTER_STAGE (stage));
/* if the actor needs to be allocated we force a relayout, so that
* clutter_actor_transform_vertices_relative() will have valid values
* to use in the transformations
*/
if (priv->needs_allocation)
_clutter_stage_maybe_relayout (stage);
clutter_actor_transform_vertices_relative (self, ancestor, verts, w);
cogl_get_viewport (v);
/*
* The w[3] parameter should always be 1.0 here, so we ignore it; otherwise
* we would have to devide the original verts with it.
*/
verts[0].x = COGL_FIXED_MUL ((verts[0].x + COGL_FIXED_0_5), v[2]);
verts[0].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[0].y), v[3]);
verts[0].z = COGL_FIXED_MUL ((verts[0].z + COGL_FIXED_0_5), v[2]);
verts[1].x = COGL_FIXED_MUL ((verts[1].x + COGL_FIXED_0_5), v[2]);
verts[1].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[1].y), v[3]);
verts[1].z = COGL_FIXED_MUL ((verts[1].z + COGL_FIXED_0_5), v[2]);
verts[2].x = COGL_FIXED_MUL ((verts[2].x + COGL_FIXED_0_5), v[2]);
verts[2].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[2].y), v[3]);
verts[2].z = COGL_FIXED_MUL ((verts[2].z + COGL_FIXED_0_5), v[2]);
verts[3].x = COGL_FIXED_MUL ((verts[3].x + COGL_FIXED_0_5), v[2]);
verts[3].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[3].y), v[3]);
verts[3].z = COGL_FIXED_MUL ((verts[3].z + COGL_FIXED_0_5), v[2]);
}
/**
* clutter_actor_get_abs_allocation_vertices:
* @self: A #ClutterActor
* @verts: Pointer to a location of an array of 4 #ClutterVertex where to
* store the result.
*
* Calculates the transformed screen coordinates of the four corners of
* the actor; the returned vertices relate to the #ClutterActorBox
* coordinates as follows:
* <itemizedlist>
* <listitem><para>v[0] contains (x1, y1)</para></listitem>
* <listitem><para>v[1] contains (x2, y1)</para></listitem>
* <listitem><para>v[2] contains (x1, y2)</para></listitem>
* <listitem><para>v[3] contains (x2, y2)</para></listitem>
* </itemizedlist>
*
* Since: 0.4
*/
void
clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
ClutterVertex verts[4])
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
/* if the actor needs to be allocated we force a relayout, so that
* the actor allocation box will be valid for
* clutter_actor_transform_and_project_box()
*/
if (priv->needs_allocation)
{
ClutterActor *stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - idealy the func should fail.
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
_clutter_stage_maybe_relayout (stage);
}
clutter_actor_transform_and_project_box (self,
&self->priv->allocation,
verts);
}
/* Applies the transforms associated with this actor to the
* OpenGL modelview matrix.
*
* This function does not push/pop matrix; it is the responsibility
* of the caller to do so as appropriate
*/
static void
_clutter_actor_apply_modelview_transform (ClutterActor *self)
{
ClutterActorPrivate *priv = self->priv;
gboolean is_stage = CLUTTER_IS_STAGE (self);
if (!is_stage)
cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->allocation.x1),
CLUTTER_UNITS_TO_FIXED (priv->allocation.y1),
0);
/*
* because the rotation involves translations, we must scale before
* applying the rotations (if we apply the scale after the rotations,
* the translations included in the rotation are not scaled and so the
* entire object will move on the screen as a result of rotating it).
*/
if (priv->scale_x != COGL_FIXED_1 || priv->scale_y != COGL_FIXED_1)
cogl_scale (priv->scale_x, priv->scale_y);
if (priv->rzang)
{
cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->rzx),
CLUTTER_UNITS_TO_FIXED (priv->rzy),
0);
cogl_rotatex (priv->rzang, 0, 0, COGL_FIXED_1);
cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->rzx),
CLUTTER_UNITS_TO_FIXED (-priv->rzy),
0);
}
if (priv->ryang)
{
cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->ryx),
0,
CLUTTER_UNITS_TO_FIXED (priv->z + priv->ryz));
cogl_rotatex (priv->ryang, 0, COGL_FIXED_1, 0);
cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->ryx),
0,
CLUTTER_UNITS_TO_FIXED (-(priv->z + priv->ryz)));
}
if (priv->rxang)
{
cogl_translatex (0,
CLUTTER_UNITS_TO_FIXED (priv->rxy),
CLUTTER_UNITS_TO_FIXED (priv->z + priv->rxz));
cogl_rotatex (priv->rxang, COGL_FIXED_1, 0, 0);
cogl_translatex (0,
CLUTTER_UNITS_TO_FIXED (-priv->rxy),
CLUTTER_UNITS_TO_FIXED (-(priv->z + priv->rxz)));
}
if (!is_stage && (priv->anchor_x || priv->anchor_y))
cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->anchor_x),
CLUTTER_UNITS_TO_FIXED (-priv->anchor_y),
0);
if (priv->z)
cogl_translatex (0, 0, priv->z);
}
/* Recursively applies the transforms associated with this actor and
* its ancestors to the OpenGL modelview matrix. Use NULL if you want this
* to go all the way down to the stage.
*
* This function does not push/pop matrix; it is the responsibility
* of the caller to do so as appropriate
*/
void
_clutter_actor_apply_modelview_transform_recursive (ClutterActor *self,
ClutterActor *ancestor)
{
ClutterActor *parent, *stage;
parent = clutter_actor_get_parent (self);
/*
* If we reached the ancestor, quit
* NB: NULL ancestor means the stage, and this will not trigger
* (as it should not)
*/
if (self == ancestor)
return;
stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - idealy the func should fail.
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
if (parent)
_clutter_actor_apply_modelview_transform_recursive (parent, ancestor);
else if (self != stage)
_clutter_actor_apply_modelview_transform (stage);
_clutter_actor_apply_modelview_transform (self);
}
/**
* clutter_actor_paint:
* @self: A #ClutterActor
*
* Renders the actor to display.
*
* This function should not be called directly by applications.
* Call clutter_actor_queue_redraw() to queue paints, instead.
*/
void
clutter_actor_paint (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterMainContext *context;
gboolean clip_set = FALSE;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (!CLUTTER_ACTOR_IS_REALIZED (self))
{
CLUTTER_NOTE (PAINT, "Attempting realize via paint()");
clutter_actor_realize(self);
if (!CLUTTER_ACTOR_IS_REALIZED (self))
{
CLUTTER_NOTE (PAINT, "Attempt failed, aborting paint");
return;
}
}
cogl_push_matrix();
_clutter_actor_apply_modelview_transform (self);
if (priv->has_clip)
{
cogl_clip_set (CLUTTER_UNITS_TO_FIXED (priv->clip[0]),
CLUTTER_UNITS_TO_FIXED (priv->clip[1]),
CLUTTER_UNITS_TO_FIXED (priv->clip[2]),
CLUTTER_UNITS_TO_FIXED (priv->clip[3]));
clip_set = TRUE;
}
context = clutter_context_get_default ();
if (G_UNLIKELY (context->pick_mode != CLUTTER_PICK_NONE))
{
ClutterColor col = { 0, };
_clutter_id_to_color (clutter_actor_get_gid (self), &col);
/* Actor will then paint silhouette of itself in supplied
* color. See clutter_stage_get_actor_at_pos() for where
* picking is enabled.
*/
clutter_actor_pick (self, &col);
}
else
{
clutter_actor_shader_pre_paint (self, FALSE);
g_signal_emit (self, actor_signals[PAINT], 0);
clutter_actor_shader_post_paint (self);
}
if (clip_set)
cogl_clip_unset();
cogl_pop_matrix();
}
/* fixed point, unit based rotation setter, to be used by
* set_property() so that we don't lose precision in the
* center coordinates by converting them to and from units
*/
static inline void
clutter_actor_set_rotation_internal (ClutterActor *self,
ClutterRotateAxis axis,
ClutterFixed angle,
ClutterUnit center_x,
ClutterUnit center_y,
ClutterUnit center_z)
{
ClutterActorPrivate *priv = self->priv;
g_object_ref (self);
g_object_freeze_notify (G_OBJECT (self));
switch (axis)
{
case CLUTTER_X_AXIS:
priv->rxang = angle;
priv->rxy = center_y;
priv->rxz = center_z;
g_object_notify (G_OBJECT (self), "rotation-angle-x");
g_object_notify (G_OBJECT (self), "rotation-center-x");
break;
case CLUTTER_Y_AXIS:
priv->ryang = angle;
priv->ryx = center_x;
priv->ryz = center_z;
g_object_notify (G_OBJECT (self), "rotation-angle-y");
g_object_notify (G_OBJECT (self), "rotation-center-y");
break;
case CLUTTER_Z_AXIS:
priv->rzang = angle;
priv->rzx = center_x;
priv->rzy = center_y;
g_object_notify (G_OBJECT (self), "rotation-angle-z");
g_object_notify (G_OBJECT (self), "rotation-center-z");
break;
}
g_object_thaw_notify (G_OBJECT (self));
g_object_unref (self);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
static void
clutter_actor_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterActor *actor;
ClutterActorPrivate *priv;
actor = CLUTTER_ACTOR(object);
priv = actor->priv;
switch (prop_id)
{
case PROP_X:
clutter_actor_set_x (actor, g_value_get_int (value));
break;
case PROP_Y:
clutter_actor_set_y (actor, g_value_get_int (value));
break;
case PROP_WIDTH:
clutter_actor_set_width (actor, g_value_get_int (value));
break;
case PROP_HEIGHT:
clutter_actor_set_height (actor, g_value_get_int (value));
break;
case PROP_FIXED_X:
clutter_actor_set_xu (actor, clutter_value_get_unit (value));
break;
case PROP_FIXED_Y:
clutter_actor_set_yu (actor, clutter_value_get_unit (value));
break;
case PROP_FIXED_POSITION_SET:
clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
break;
case PROP_MIN_WIDTH:
clutter_actor_set_min_width (actor, clutter_value_get_unit (value));
break;
case PROP_MIN_HEIGHT:
clutter_actor_set_min_height (actor, clutter_value_get_unit (value));
break;
case PROP_NATURAL_WIDTH:
clutter_actor_set_natural_width (actor, clutter_value_get_unit (value));
break;
case PROP_NATURAL_HEIGHT:
clutter_actor_set_natural_height (actor, clutter_value_get_unit (value));
break;
case PROP_MIN_WIDTH_SET:
clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
break;
case PROP_MIN_HEIGHT_SET:
clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
break;
case PROP_NATURAL_WIDTH_SET:
clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
break;
case PROP_NATURAL_HEIGHT_SET:
clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
break;
case PROP_REQUEST_MODE:
clutter_actor_set_request_mode (actor, g_value_get_enum (value));
break;
case PROP_DEPTH:
clutter_actor_set_depth (actor, g_value_get_int (value));
break;
case PROP_OPACITY:
clutter_actor_set_opacity (actor, g_value_get_uchar (value));
break;
case PROP_NAME:
clutter_actor_set_name (actor, g_value_get_string (value));
break;
case PROP_VISIBLE:
if (g_value_get_boolean (value) == TRUE)
clutter_actor_show (actor);
else
clutter_actor_hide (actor);
break;
case PROP_SCALE_X:
clutter_actor_set_scalex
(actor,
COGL_FIXED_FROM_FLOAT (g_value_get_double (value)),
priv->scale_y);
break;
case PROP_SCALE_Y:
clutter_actor_set_scalex
(actor,
priv->scale_x,
COGL_FIXED_FROM_FLOAT (g_value_get_double (value)));
break;
case PROP_CLIP:
{
ClutterGeometry *geom = g_value_get_boxed (value);
clutter_actor_set_clip (actor,
geom->x, geom->y,
geom->width, geom->height);
}
break;
case PROP_REACTIVE:
clutter_actor_set_reactive (actor, g_value_get_boolean (value));
break;
case PROP_ROTATION_ANGLE_X:
{
ClutterFixed angle;
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
clutter_actor_set_rotation_internal (actor,
CLUTTER_X_AXIS,
angle,
0,
priv->rxy,
priv->rxz);
}
break;
case PROP_ROTATION_ANGLE_Y:
{
ClutterFixed angle;
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
clutter_actor_set_rotation_internal (actor,
CLUTTER_Y_AXIS,
angle,
priv->ryx,
0,
priv->ryz);
}
break;
case PROP_ROTATION_ANGLE_Z:
{
ClutterFixed angle;
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
clutter_actor_set_rotation_internal (actor,
CLUTTER_Z_AXIS,
angle,
priv->rzx,
priv->rzy,
0);
}
break;
case PROP_ROTATION_CENTER_X:
{
ClutterVertex *center;
center = g_value_get_boxed (value);
if (center)
clutter_actor_set_rotation_internal (actor,
CLUTTER_X_AXIS,
priv->rxang,
0,
center->y,
center->z);
}
break;
case PROP_ROTATION_CENTER_Y:
{
ClutterVertex *center;
center = g_value_get_boxed (value);
if (center)
clutter_actor_set_rotation_internal (actor,
CLUTTER_Y_AXIS,
priv->ryang,
center->x,
0,
center->z);
}
break;
case PROP_ROTATION_CENTER_Z:
{
ClutterVertex *center;
center = g_value_get_boxed (value);
if (center)
clutter_actor_set_rotation_internal (actor,
CLUTTER_Z_AXIS,
priv->rzang,
center->x,
center->y,
0);
}
break;
case PROP_ANCHOR_X:
{
int anchor_x = g_value_get_int (value);
clutter_actor_set_anchor_pointu (actor,
CLUTTER_UNITS_FROM_DEVICE (anchor_x),
priv->anchor_y);
}
break;
case PROP_ANCHOR_Y:
{
int anchor_y = g_value_get_int (value);
clutter_actor_set_anchor_pointu (actor,
priv->anchor_x,
CLUTTER_UNITS_FROM_DEVICE (anchor_y));
}
break;
case PROP_SHOW_ON_SET_PARENT:
priv->show_on_set_parent = g_value_get_boolean (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterActor *actor;
ClutterActorPrivate *priv;
actor = CLUTTER_ACTOR(object);
priv = actor->priv;
switch (prop_id)
{
case PROP_X:
g_value_set_int (value, clutter_actor_get_x (actor));
break;
case PROP_Y:
g_value_set_int (value, clutter_actor_get_y (actor));
break;
case PROP_WIDTH:
g_value_set_int (value, clutter_actor_get_width (actor));
break;
case PROP_HEIGHT:
g_value_set_int (value, clutter_actor_get_height (actor));
break;
case PROP_FIXED_X:
clutter_value_set_unit (value, priv->fixed_x);
break;
case PROP_FIXED_Y:
clutter_value_set_unit (value, priv->fixed_y);
break;
case PROP_FIXED_POSITION_SET:
g_value_set_boolean (value, priv->position_set);
break;
case PROP_MIN_WIDTH:
clutter_value_set_unit (value, priv->request_min_width);
break;
case PROP_MIN_HEIGHT:
clutter_value_set_unit (value, priv->request_min_height);
break;
case PROP_NATURAL_WIDTH:
clutter_value_set_unit (value, priv->request_natural_width);
break;
case PROP_NATURAL_HEIGHT:
clutter_value_set_unit (value, priv->request_natural_height);
break;
case PROP_MIN_WIDTH_SET:
g_value_set_boolean (value, priv->min_width_set);
break;
case PROP_MIN_HEIGHT_SET:
g_value_set_boolean (value, priv->min_height_set);
break;
case PROP_NATURAL_WIDTH_SET:
g_value_set_boolean (value, priv->natural_width_set);
break;
case PROP_NATURAL_HEIGHT_SET:
g_value_set_boolean (value, priv->natural_height_set);
break;
case PROP_REQUEST_MODE:
g_value_set_enum (value, priv->request_mode);
break;
case PROP_ALLOCATION:
g_value_set_boxed (value, &priv->allocation);
break;
case PROP_DEPTH:
g_value_set_int (value, clutter_actor_get_depth (actor));
break;
case PROP_OPACITY:
g_value_set_uchar (value, priv->opacity);
break;
case PROP_NAME:
g_value_set_string (value, priv->name);
break;
case PROP_VISIBLE:
g_value_set_boolean (value,
(CLUTTER_ACTOR_IS_VISIBLE (actor) != FALSE));
break;
case PROP_HAS_CLIP:
g_value_set_boolean (value, priv->has_clip);
break;
case PROP_CLIP:
{
ClutterGeometry clip = { 0, };
clip.x = CLUTTER_UNITS_TO_DEVICE (priv->clip[0]);
clip.y = CLUTTER_UNITS_TO_DEVICE (priv->clip[1]);
clip.width = CLUTTER_UNITS_TO_DEVICE (priv->clip[2]);
clip.height = CLUTTER_UNITS_TO_DEVICE (priv->clip[3]);
g_value_set_boxed (value, &clip);
}
break;
case PROP_SCALE_X:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->scale_x));
break;
case PROP_SCALE_Y:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->scale_y));
break;
case PROP_REACTIVE:
g_value_set_boolean (value, clutter_actor_get_reactive (actor));
break;
case PROP_ROTATION_ANGLE_X:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->rxang));
break;
case PROP_ROTATION_ANGLE_Y:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->ryang));
break;
case PROP_ROTATION_ANGLE_Z:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->rzang));
break;
case PROP_ROTATION_CENTER_X:
{
ClutterVertex center = { 0, };
center.y = priv->rxy;
center.z = priv->rxz;
g_value_set_boxed (value, &center);
}
break;
case PROP_ROTATION_CENTER_Y:
{
ClutterVertex center = { 0, };
center.x = priv->ryx;
center.z = priv->ryz;
g_value_set_boxed (value, &center);
}
break;
case PROP_ROTATION_CENTER_Z:
{
ClutterVertex center = { 0, };
center.x = priv->rzx;
center.y = priv->rzy;
g_value_set_boxed (value, &center);
}
break;
case PROP_ANCHOR_X:
g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (priv->anchor_x));
break;
case PROP_ANCHOR_Y:
g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (priv->anchor_y));
break;
case PROP_SHOW_ON_SET_PARENT:
g_value_set_boolean (value, priv->show_on_set_parent);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_dispose (GObject *object)
{
ClutterActor *self = CLUTTER_ACTOR (object);
ClutterActorPrivate *priv = self->priv;
CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type `%s' (ref_count:%d)",
self->priv->id,
g_type_name (G_OBJECT_TYPE (self)),
object->ref_count);
/* avoid recursing when called from clutter_actor_destroy() */
if (priv->parent_actor)
{
ClutterActor *parent = priv->parent_actor;
if (CLUTTER_IS_CONTAINER (parent))
clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
else
priv->parent_actor = NULL;
}
clutter_actor_unrealize (self);
destroy_shader_data (self);
g_signal_emit (self, actor_signals[DESTROY], 0);
G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
}
static void
clutter_actor_finalize (GObject *object)
{
ClutterActor *actor = CLUTTER_ACTOR (object);
CLUTTER_NOTE (MISC, "Finalize object (id=%d) of type `%s'",
actor->priv->id,
g_type_name (G_OBJECT_TYPE (actor)));
g_free (actor->priv->name);
clutter_id_pool_remove (CLUTTER_CONTEXT()->id_pool, actor->priv->id);
G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
}
static void
clutter_actor_class_init (ClutterActorClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
object_class->set_property = clutter_actor_set_property;
object_class->get_property = clutter_actor_get_property;
object_class->dispose = clutter_actor_dispose;
object_class->finalize = clutter_actor_finalize;
g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
/**
* ClutterActor:x:
*
* X coordinate of the actor in pixels. If written, forces a fixed
* position for the actor. If read, returns the fixed position if any,
* otherwise the allocation if available, otherwise 0.
*/
g_object_class_install_property (object_class,
PROP_X,
g_param_spec_int ("x",
"X coordinate",
"X coordinate of the actor",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:y:
*
* Y coordinate of the actor in pixels. If written, forces a fixed
* position for the actor. If read, returns the fixed position if
* any, otherwise the allocation if available, otherwise 0.
*/
g_object_class_install_property (object_class,
PROP_Y,
g_param_spec_int ("y",
"Y coordinate",
"Y coordinate of the actor",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:width:
*
* Width of the actor (in pixels). If written, forces the minimum and
* natural size request of the actor to the given width. If read, returns
* the allocated width if available, otherwise the width request.
*/
g_object_class_install_property (object_class,
PROP_WIDTH,
g_param_spec_int ("width",
"Width",
"Width of the actor",
0, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:height:
*
* Height of the actor (in pixels). If written, forces the minimum and
* natural size request of the actor to the given height. If read, returns
* the allocated height if available, otherwise the height request.
*/
g_object_class_install_property (object_class,
PROP_HEIGHT,
g_param_spec_int ("height",
"Height",
"Height of the actor",
0, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:fixed-x
*
* The fixed X position of the actor in ClutterUnit<!-- -->s. Writing this
* property sets the fixed-position-set property as well, as a side effect.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_FIXED_X,
clutter_param_spec_unit ("fixed-x",
"Fixed X",
"Forced X position of the actor",
CLUTTER_MINUNIT, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:fixed-y
*
* The fixed Y position of the actor in ClutterUnit<!-- -->s. Writing
* this property sets the fixed-position-set property as well, as a side
* effect.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_FIXED_Y,
clutter_param_spec_unit ("fixed-y",
"Fixed Y",
"Forced Y position of the actor",
CLUTTER_MINUNIT, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:fixed-position-set
*
* This flag controls whether the fixed-x and fixed-y properties are used.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_FIXED_POSITION_SET,
g_param_spec_boolean ("fixed-position-set",
"Fixed position set",
"Whether to use fixed positioning for the actor",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:min-width
*
* A forced minimum width request for the actor, in ClutterUnit<!-- -->s.
* Writing this property sets the min-width-set property as well, as a side
* effect. This property overrides the usual width request of the actor.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_MIN_WIDTH,
clutter_param_spec_unit ("min-width",
"Min Width",
"Forced minimum width request for the actor",
0, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:min-height
*
* A forced minimum height request for the actor, in
* ClutterUnit<!-- -->s. Writing this property sets the min-height-set
* property as well, as a side effect. This property overrides the usual
* height request of the actor.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_MIN_HEIGHT,
clutter_param_spec_unit ("min-height",
"Min Height",
"Forced minimum height request for the actor",
0, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:natural-width
*
* A forced natural width request for the actor, in ClutterUnit<!-- -->s.
* Writing this property sets the natural-width-set property as
* well, as a side effect. This property overrides the usual width request
* of the actor.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_NATURAL_WIDTH,
clutter_param_spec_unit ("natural-width",
"Natural Width",
"Forced natural width request for the actor",
0, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:natural-height
*
* A forced natural height request for the actor, in ClutterUnit<!-- -->s.
* Writing this property sets the natural-height-set property as well, as
* a side effect. This property overrides the usual height request
* of the actor.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_NATURAL_HEIGHT,
clutter_param_spec_unit ("natural-height",
"Natural Height",
"Forced natural height request for the actor",
0, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:min-width-set
*
* This flag controls whether the min-width property is used.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_MIN_WIDTH_SET,
g_param_spec_boolean ("min-width-set",
"Minimum width set",
"Whether to use the min-width property",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:min-height-set
*
* This flag controls whether the min-height property is used.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_MIN_HEIGHT_SET,
g_param_spec_boolean ("min-height-set",
"Minimum height set",
"Whether to use the min-height property",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:natural-width-set
*
* This flag controls whether the natural-width property is used.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_NATURAL_WIDTH_SET,
g_param_spec_boolean ("natural-width-set",
"Natural width set",
"Whether to use the natural-width property",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:natural-height-set
*
* This flag controls whether the natural-height property is used.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_NATURAL_HEIGHT_SET,
g_param_spec_boolean ("natural-height-set",
"Natural height set",
"Whether to use the natural-height property",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:allocation:
*
* The allocation for the actor, in ClutterUnit<!-- -->s. This is
* read-only, but you might monitor this property to know when an
* actor moves or resizes.
*
* Since: 0.8
*/
g_object_class_install_property (object_class,
PROP_ALLOCATION,
g_param_spec_boxed ("allocation",
"Allocation",
"The actor's allocation",
CLUTTER_TYPE_ACTOR_BOX,
CLUTTER_PARAM_READABLE));
/**
* ClutterActor:request-mode:
*
* Request mode for the #ClutterActor. The request mode determines the
* type of geometry management used by the actor, either height for width
* (the default) or width for height.
*
* For actors implementing height for width, the parent container should get
* the preferred width first, and then the preferred height for that width.
*
* For actors implementing width for height, the parent container should get
* the preferred height first, and then the preferred width for that height.
*
* For instance:
*
* |[
* ClutterRequestMode mode;
* ClutterUnit natural_width, min_width;
* ClutterUnit natural_height, min_height;
*
* g_object_get (G_OBJECT (child), "request-mode", &amp;mode, NULL);
* if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
* {
* clutter_actor_get_preferred_width (child, -1,
* &amp;min_width,
* &amp;natural_width);
* clutter_actor_get_preferred_height (child, natural_width,
* &amp;min_height,
* &amp;natural_height);
* }
* else
* {
* clutter_actor_get_preferred_height (child, -1,
* &amp;min_height,
* &amp;natural_height);
* clutter_actor_get_preferred_width (child, natural_height,
* &amp;min_width,
* &amp;natural_width);
* }
* ]|
*
* will retrieve the minimum and natural width and height depending on the
* preferred request mode of the #ClutterActor "child".
*
* The clutter_actor_get_preferred_size() function will implement this
* check for you.
*
* Since: 0.8
*/
g_object_class_install_property (object_class,
PROP_REQUEST_MODE,
g_param_spec_enum ("request-mode",
"Request Mode",
"The actor's request mode",
CLUTTER_TYPE_REQUEST_MODE,
CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:depth:
*
* Depth of the actor.
*
* Since: 0.6
*/
g_object_class_install_property (object_class,
PROP_DEPTH,
g_param_spec_int ("depth",
"Depth",
"Depth of actor",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:opacity:
*
* Opacity of the actor.
*/
g_object_class_install_property (object_class,
PROP_OPACITY,
g_param_spec_uchar ("opacity",
"Opacity",
"Opacity of actor",
0, 0xff,
0xff,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:visible:
*
* Whether the actor is visible or not.
*/
g_object_class_install_property (object_class,
PROP_VISIBLE,
g_param_spec_boolean ("visible",
"Visible",
"Whether the actor is visible or not",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:reactive:
*
* Whether the actor is reactive to events or not.
*
* Since: 0.6
*/
g_object_class_install_property (object_class,
PROP_REACTIVE,
g_param_spec_boolean ("reactive",
"Reactive",
"Whether the actor "
"is reactive to "
"events or not",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:has-clip:
*
* Whether the actor has the clip property set or not.
*/
g_object_class_install_property (object_class,
PROP_HAS_CLIP,
g_param_spec_boolean ("has-clip",
"Has Clip",
"Whether the actor "
"has a clip set or "
"not",
FALSE,
CLUTTER_PARAM_READABLE));
/**
* ClutterActor:clip:
*
* The clip region for the actor.
*/
g_object_class_install_property (object_class,
PROP_CLIP,
g_param_spec_boxed ("clip",
"Clip",
"The clip region for "
"the actor",
CLUTTER_TYPE_GEOMETRY,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:name:
*
* The name of the actor.
*
* Since: 0.2
*/
g_object_class_install_property (object_class,
PROP_NAME,
g_param_spec_string ("name",
"Name",
"Name of the actor",
NULL,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:scale-x:
*
* The horizontal scale of the actor
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_SCALE_X,
g_param_spec_double ("scale-x",
"Scale-X",
"Scale factor on the X axis",
0.0,
G_MAXDOUBLE,
1.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:scale-y:
*
* The vertical scale of the actor
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_SCALE_Y,
g_param_spec_double ("scale-y",
"Scale-Y",
"Scale factor on the Y axis",
0.0,
G_MAXDOUBLE,
1.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-angle-x:
*
* The rotation angle on the X axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_ANGLE_X,
g_param_spec_double ("rotation-angle-x",
"Rotation Angle X",
"The rotation angle on the X axis",
0.0,
G_MAXDOUBLE,
0.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-angle-y:
*
* The rotation angle on the Y axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_ANGLE_Y,
g_param_spec_double ("rotation-angle-y",
"Rotation Angle Y",
"The rotation angle on the Y axis",
0.0,
G_MAXDOUBLE,
0.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-angle-z:
*
* The rotation angle on the Z axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_ANGLE_Z,
g_param_spec_double ("rotation-angle-z",
"Rotation Angle Z",
"The rotation angle on the Z axis",
0.0,
G_MAXDOUBLE,
0.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-center-x:
*
* The rotation center on the X axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_CENTER_X,
g_param_spec_boxed ("rotation-center-x",
"Rotation Center X",
"The rotation center on the X axis",
CLUTTER_TYPE_VERTEX,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-center-y:
*
* The rotation center on the Y axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_CENTER_Y,
g_param_spec_boxed ("rotation-center-y",
"Rotation Center Y",
"The rotation center on the Y axis",
CLUTTER_TYPE_VERTEX,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-center-z:
*
* The rotation center on the Z axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_CENTER_Z,
g_param_spec_boxed ("rotation-center-z",
"Rotation Center Z",
"The rotation center on the Z axis",
CLUTTER_TYPE_VERTEX,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:anchor-x:
*
* The X coordinate of an actor's anchor point, relative to
* the actor coordinate space, in pixels.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_ANCHOR_X,
g_param_spec_int ("anchor-x",
"Anchor X",
"X coordinate of the anchor point",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:anchor-y:
*
* The Y coordinate of an actor's anchor point, relative to
* the actor coordinate space, in pixels.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_ANCHOR_Y,
g_param_spec_int ("anchor-y",
"Anchor Y",
"Y coordinate of the anchor point",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:show-on-set-parent:
*
* If %TRUE, the actor is automatically shown when parented.
*
* Calling clutter_actor_hide() on an actor which has not been
* parented will set this property to %FALSE as a side effect.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_SHOW_ON_SET_PARENT,
g_param_spec_boolean ("show-on-set-parent",
"Show on set parent",
"Whether the actor is shown"
" when parented",
TRUE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor::destroy:
* @actor: the object which received the signal
*
* The ::destroy signal is emitted when an actor is destroyed,
* either by direct invocation of clutter_actor_destroy() or
* when the #ClutterGroup that contains the actor is destroyed.
*
* Since: 0.2
*/
actor_signals[DESTROY] =
g_signal_new ("destroy",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
G_STRUCT_OFFSET (ClutterActorClass, destroy),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::show:
* @actor: the object which received the signal
*
* The ::show signal is emitted when an actor is visible and
* rendered on the stage.
*
* Since: 0.2
*/
actor_signals[SHOW] =
g_signal_new ("show",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterActorClass, show),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::hide:
* @actor: the object which received the signal
*
* The ::hide signal is emitted when an actor is no longer rendered
* on the stage.
*
* Since: 0.2
*/
actor_signals[HIDE] =
g_signal_new ("hide",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterActorClass, hide),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::parent-set:
* @actor: the object which received the signal
* @old_parent: the previous parent of the actor, or %NULL
*
* This signal is emitted when the parent of the actor changes.
*
* Since: 0.2
*/
actor_signals[PARENT_SET] =
g_signal_new ("parent-set",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, parent_set),
NULL, NULL,
clutter_marshal_VOID__OBJECT,
G_TYPE_NONE, 1,
CLUTTER_TYPE_ACTOR);
/**
* ClutterActor::event:
* @actor: the actor which received the event
* @event: a #ClutterEvent
*
* The ::event signal is emitted each time an event is received
* by the @actor. This signal will be emitted on every actor,
* following the hierarchy chain, until it reaches the top-level
* container (the #ClutterStage).
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[EVENT] =
g_signal_new ("event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::button-press-event:
* @actor: the actor which received the event
* @event: a #ClutterButtonEvent
*
* The ::button-press-event signal is emitted each time a mouse button
* is pressed on @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[BUTTON_PRESS_EVENT] =
g_signal_new ("button-press-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::button-release-event:
* @actor: the actor which received the event
* @event: a #ClutterButtonEvent
*
* The ::button-release-event signal is emitted each time a mouse button
* is released on @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[BUTTON_RELEASE_EVENT] =
g_signal_new ("button-release-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::scroll-event:
* @actor: the actor which received the event
* @event: a #ClutterScrollEvent
*
* The ::scroll-event signal is emitted each time the mouse is
* scrolled on @actor
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[SCROLL_EVENT] =
g_signal_new ("scroll-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::key-press-event:
* @actor: the actor which received the event
* @event: a #ClutterKeyEvent
*
* The ::key-press-event signal is emitted each time a keyboard button
* is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[KEY_PRESS_EVENT] =
g_signal_new ("key-press-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::key-release-event:
* @actor: the actor which received the event
* @event: a #ClutterKeyEvent
*
* The ::key-release-event signal is emitted each time a keyboard button
* is released while @actor has key focus (see
* clutter_stage_set_key_focus()).
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[KEY_RELEASE_EVENT] =
g_signal_new ("key-release-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::motion-event:
* @actor: the actor which received the event
* @event: a #ClutterMotionEvent
*
* The ::motion-event signal is emitted each time the mouse pointer is
* moved over @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[MOTION_EVENT] =
g_signal_new ("motion-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, motion_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::focus-in:
* @actor: the actor which now has key focus
*
* The ::focus-in signal is emitted when @actor recieves key focus.
*
* Since: 0.6
*/
actor_signals[FOCUS_IN] =
g_signal_new ("focus-in",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, focus_in),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::focus-out:
* @actor: the actor which now has key focus
*
* The ::focus-out signal is emitted when @actor loses key focus.
*
* Since: 0.6
*/
actor_signals[FOCUS_OUT] =
g_signal_new ("focus-out",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, focus_out),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::enter-event:
* @actor: the actor which the pointer has entered.
* @event: a #ClutterCrossingEvent
*
* The ::enter-event signal is emitted when the pointer enters the @actor
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[ENTER_EVENT] =
g_signal_new ("enter-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, enter_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::leave-event:
* @actor: the actor which the pointer has left
* @event: a #ClutterCrossingEvent
*
* The ::leave-event signal is emitted when the pointer leaves the @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[LEAVE_EVENT] =
g_signal_new ("leave-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, leave_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::captured-event:
* @actor: the actor which received the signal
* @event: a #ClutterEvent
*
* The ::captured-event signal is emitted when an event is captured
* by Clutter. This signal will be emitted starting from the top-level
* container (the #ClutterStage) to the actor which received the event
* going down the hierarchy. This signal can be used to intercept every
* event before the specialized events (like
* ClutterActor::button-press-event or ::key-released-event) are
* emitted.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[CAPTURED_EVENT] =
g_signal_new ("captured-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, captured_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::paint:
* @actor: the #ClutterActor that received the signal
*
* The ::paint signal is emitted each time an actor is being painted.
*
* Subclasses of #ClutterActor should override the class signal handler
* and paint themselves in that function.
*
* It is possible to connect a handler to the ::paint signal in order
* to set up some custom aspect of a paint.
*
* Since: 0.8
*/
actor_signals[PAINT] =
g_signal_new (I_("paint"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, paint),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::realize:
* @actor: the #ClutterActor that received the signal
*
* The ::realize signal is emitted each time an actor is being
* realized.
*
* Since: 0.8
*/
actor_signals[REALIZE] =
g_signal_new (I_("realize"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, realize),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::unrealize:
* @actor: the #ClutterActor that received the signal
*
* The ::unrealize signal is emitted each time an actor is being
* unrealized.
*
* Since: 0.8
*/
actor_signals[UNREALIZE] =
g_signal_new (I_("unrealize"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, unrealize),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
klass->show = clutter_actor_real_show;
klass->show_all = clutter_actor_show;
klass->hide = clutter_actor_real_hide;
klass->hide_all = clutter_actor_hide;
klass->pick = clutter_actor_real_pick;
klass->get_preferred_width = clutter_actor_real_get_preferred_width;
klass->get_preferred_height = clutter_actor_real_get_preferred_height;
klass->allocate = clutter_actor_real_allocate;
}
static void
clutter_actor_init (ClutterActor *self)
{
ClutterActorPrivate *priv;
self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
priv->parent_actor = NULL;
priv->has_clip = FALSE;
priv->opacity = 0xff;
priv->id = clutter_id_pool_add (CLUTTER_CONTEXT()->id_pool, self);
priv->scale_x = COGL_FIXED_1;
priv->scale_y = COGL_FIXED_1;
priv->shader_data = NULL;
priv->show_on_set_parent = TRUE;
priv->needs_width_request = TRUE;
priv->needs_height_request = TRUE;
priv->needs_allocation = TRUE;
memset (priv->clip, 0, sizeof (ClutterUnit) * 4);
}
/**
* clutter_actor_destroy:
* @self: a #ClutterActor
*
* Destroys an actor. When an actor is destroyed, it will break any
* references it holds to other objects. If the actor is inside a
* container, the actor will be removed.
*
* When you destroy a container, its children will be destroyed as well.
*
* Note: you cannot destroy the #ClutterStage returned by
* clutter_stage_get_default().
*/
void
clutter_actor_destroy (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_ref (self);
/* avoid recursion while destroying */
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
{
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
g_object_run_dispose (G_OBJECT (self));
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
}
g_object_unref (self);
}
/**
* clutter_actor_queue_redraw:
* @self: A #ClutterActor
*
* Queues up a redraw of an actor and any children. The redraw occurs
* once the main loop becomes idle (after the current batch of events
* has been processed, roughly).
*
* Applications rarely need to call this, as redraws are handled
* automatically by modification functions.
*/
void
clutter_actor_queue_redraw (ClutterActor *self)
{
ClutterActor *stage;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* FIXME: should we check we're visible here? */
if ((stage = clutter_actor_get_stage (self)) != NULL)
clutter_stage_queue_redraw (CLUTTER_STAGE (stage));
}
/**
* clutter_actor_queue_relayout:
* @self: A #ClutterActor
*
* Indicates that the actor's size request or other layout-affecting
* properties may have changed. This function is used inside #ClutterActor
* subclass implementations, not by applications directly.
*
* Queueing a new layout automatically queues a redraw as well.
*
* Since: 0.8
*/
void
clutter_actor_queue_relayout (ClutterActor *self)
{
ClutterActorPrivate *priv;
priv = self->priv;
if (priv->needs_width_request &&
priv->needs_height_request &&
priv->needs_allocation)
return; /* save some cpu cycles */
priv->needs_width_request = TRUE;
priv->needs_height_request = TRUE;
priv->needs_allocation = TRUE;
/* always repaint also */
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
/* We need to go all the way up the hierarchy */
if (priv->parent_actor)
clutter_actor_queue_relayout (priv->parent_actor);
}
/**
* clutter_actor_get_preferred_size:
* @self: a #ClutterActor
* @min_width_p: return location for the minimum width, or %NULL
* @min_height_p: return location for the minimum height, or %NULL
* @natural_width_p: return location for the natural width, or %NULL
* @natural_height_p: return location for the natural height, or %NULL
*
* Computes the preferred minimum and natural size of an actor, taking into
* account the actor's geometry management (either height-for-width
* or width-for-height).
*
* The width and height used to compute the preferred height and preferred
* width are the actor's natural ones.
*
* If you need to control the height for the preferred width, or the width for
* the preferred height, you should use clutter_actor_get_preferred_width()
* and clutter_actor_get_preferred_height(), and check the actor's preferred
* geometry management using the #ClutterActor:request-mode property.
*
* Since: 0.8
*/
void
clutter_actor_get_preferred_size (ClutterActor *self,
ClutterUnit *min_width_p,
ClutterUnit *min_height_p,
ClutterUnit *natural_width_p,
ClutterUnit *natural_height_p)
{
ClutterActorPrivate *priv;
ClutterUnit for_width, for_height;
ClutterUnit min_width, min_height;
ClutterUnit natural_width, natural_height;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
for_width = for_height = 0;
min_width = min_height = 0;
natural_width = natural_height = 0;
if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
{
clutter_actor_get_preferred_width (self, -1,
&min_width,
&natural_width);
clutter_actor_get_preferred_height (self, natural_width,
&min_height,
&natural_height);
}
else
{
clutter_actor_get_preferred_height (self, -1,
&min_height,
&natural_height);
clutter_actor_get_preferred_width (self, natural_height,
&min_width,
&natural_width);
}
if (min_width_p)
*min_width_p = min_width;
if (min_height_p)
*min_height_p = min_height;
if (natural_width_p)
*natural_width_p = natural_width;
if (natural_height_p)
*natural_height_p = natural_height;
}
/**
* clutter_actor_get_preferred_width:
* @self: A #ClutterActor
* @for_height: available height when computing the preferred width,
* or a negative value to indicate that no height is defined
* @min_width_p: return location for minimum width, or %NULL
* @natural_width_p: return location for the natural width, or %NULL
*
* Computes the requested minimum and natural widths for an actor,
* optionally depending on the specified height, or if they are
* already computed, returns the cached values.
*
* An actor may not get its request - depending on the layout
* manager that's in effect.
*
* A request should not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* Since: 0.8
*/
void
clutter_actor_get_preferred_width (ClutterActor *self,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
ClutterActorClass *klass;
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
priv = self->priv;
if (priv->needs_width_request ||
priv->request_width_for_height != for_height)
{
ClutterUnit min_width, natural_width;
min_width = natural_width = 0;
klass->get_preferred_width (self, for_height,
&min_width,
&natural_width);
if (natural_width < min_width)
{
g_warning ("Actor of type %s reported a natural width of %d (%d px) "
"lower than min width %d (%d px)",
G_OBJECT_TYPE_NAME (self),
natural_width, CLUTTER_UNITS_TO_DEVICE (natural_width),
min_width, CLUTTER_UNITS_TO_DEVICE (min_width));
}
if (!priv->min_width_set)
priv->request_min_width = min_width;
if (!priv->natural_width_set)
priv->request_natural_width = natural_width;
priv->request_width_for_height = for_height;
priv->needs_width_request = FALSE;
}
if (min_width_p)
*min_width_p = priv->request_min_width;
if (natural_width_p)
*natural_width_p = priv->request_natural_width;
}
/**
* clutter_actor_get_preferred_height:
* @self: A #ClutterActor
* @for_width: available width to assume in computing desired height,
* or a negative value to indicate that no width is defined
* @min_height_p: return location for minimum height, or %NULL
* @natural_height_p: return location for natural height, or %NULL
*
* Computes the requested minimum and natural heights for an actor,
* or if they are already computed, returns the cached values.
*
* An actor may not get its request - depending on the layout
* manager that's in effect.
*
* A request should not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* Since: 0.8
*/
void
clutter_actor_get_preferred_height (ClutterActor *self,
ClutterUnit for_width,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
ClutterActorClass *klass;
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
priv = self->priv;
if (priv->needs_height_request ||
priv->request_height_for_width != for_width)
{
ClutterUnit min_height, natural_height;
min_height = natural_height = 0;
klass->get_preferred_height (self, for_width,
&min_height,
&natural_height);
if (natural_height < min_height)
{
g_warning ("Actor of type %s reported a natural height of %d "
"(%d px) lower than min height %d (%d px)",
G_OBJECT_TYPE_NAME (self),
natural_height, CLUTTER_UNITS_TO_DEVICE (natural_height),
min_height, CLUTTER_UNITS_TO_DEVICE (min_height));
}
if (!priv->min_height_set)
priv->request_min_height = min_height;
if (!priv->natural_height_set)
priv->request_natural_height = natural_height;
priv->request_height_for_width = for_width;
priv->needs_height_request = FALSE;
}
if (min_height_p)
*min_height_p = priv->request_min_height;
if (natural_height_p)
*natural_height_p = priv->request_natural_height;
}
/**
* clutter_actor_get_allocation_coords:
* @self: A #ClutterActor
* @x_1: x1 coordinate
* @y_1: y1 coordinate
* @x_2: x2 coordinate
* @y_2: y2 coordinate
*
* Gets the layout box an actor has been assigned. The allocation can
* only be assumed valid inside a paint() method; anywhere else, it
* may be out-of-date.
*
* An allocation does not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* The returned coordinates are in pixels.
*
* Since: 0.8
*/
void
clutter_actor_get_allocation_coords (ClutterActor *self,
gint *x_1,
gint *y_1,
gint *x_2,
gint *y_2)
{
ClutterActorBox allocation = { 0, };
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_get_allocation_box (self, &allocation);
if (x_1)
*x_1 = CLUTTER_UNITS_TO_DEVICE (allocation.x1);
if (y_1)
*y_1 = CLUTTER_UNITS_TO_DEVICE (allocation.y1);
if (x_2)
*x_2 = CLUTTER_UNITS_TO_DEVICE (allocation.x2);
if (y_2)
*y_2 = CLUTTER_UNITS_TO_DEVICE (allocation.y2);
}
/**
* clutter_actor_get_allocation_box:
* @self: A #ClutterActor
* @box: the function fills this in with the actor's allocation
*
* Gets the layout box an actor has been assigned. The allocation can
* only be assumed valid inside a paint() method; anywhere else, it
* may be out-of-date.
*
* An allocation does not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* <note>Do not call any of the clutter_actor_get_allocation_*() family
* of functions inside the implementation of the get_preferred_width()
* or get_preferred_height() virtual functions.</note>
*
* Since: 0.8
*/
void
clutter_actor_get_allocation_box (ClutterActor *self,
ClutterActorBox *box)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* FIXME - if needs_allocation=TRUE, we can either 1)
* g_return_if_fail, which limits calling get_allocation to inside
* paint() basically; or we can 2) force a layout, which could be
* expensive if someone calls get_allocation somewhere silly; or we
* can 3) just return the latest value, allowing it to be
* out-of-date, and assume people know what they are doing.
*
* The least-surprises approach that keeps existing code working is
* likely to be 2). People can end up doing some inefficient things,
* though, and in general code that requires 2) is probably broken.
*/
/* this implements 2) */
if (G_UNLIKELY (self->priv->needs_allocation))
{
ClutterActor *stage = clutter_actor_get_stage (self);
/* do not queue a relayout on an unparented actor */
if (stage)
_clutter_stage_maybe_relayout (stage);
}
/* commenting out the code above and just keeping this assigment
* implements 3)
*/
*box = self->priv->allocation;
}
/**
* clutter_actor_get_allocation_geometry:
* @self: A #ClutterActor
* @geom: allocation geometry in pixels
*
* Gets the layout box an actor has been assigned. The allocation can
* only be assumed valid inside a paint() method; anywhere else, it
* may be out-of-date.
*
* An allocation does not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* The returned rectangle is in pixels.
*
* Since: 0.8
*/
void
clutter_actor_get_allocation_geometry (ClutterActor *self,
ClutterGeometry *geom)
{
int x2, y2;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_get_allocation_coords (self, &geom->x, &geom->y, &x2, &y2);
geom->width = x2 - geom->x;
geom->height = y2 - geom->y;
}
/**
* clutter_actor_allocate:
* @self: A #ClutterActor
* @box: new allocation of the actor, in parent-relative coordinates
* @absolute_origin_changed: whether the position of the parent has
* changed in stage coordinates
*
* Called by the parent of an actor to assign the actor its size.
* Should never be called by applications (except when implementing
* a container or layout manager).
*
* Actors can know from their allocation box whether they have moved
* with respect to their parent actor. The absolute_origin_changed
* parameter additionally indicates whether the parent has moved with
* respect to the stage, for example because a grandparent's origin
* has moved.
*
* Since: 0.8
*/
void
clutter_actor_allocate (ClutterActor *self,
const ClutterActorBox *box,
gboolean absolute_origin_changed)
{
ClutterActorPrivate *priv;
ClutterActorClass *klass;
gboolean child_moved;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
klass = CLUTTER_ACTOR_GET_CLASS (self);
child_moved = (box->x1 != priv->allocation.x1 ||
box->y1 != priv->allocation.y1);
/* If we get an allocation "out of the blue"
* (we did not queue relayout), then we want to
* ignore it. But if we have needs_allocation set,
* we want to guarantee that allocate() virtual
* method is always called, i.e. that queue_relayout()
* always results in an allocate() invocation on
* an actor.
*
* The optimization here is to avoid re-allocating
* actors that did not queue relayout and were
* not moved.
*/
if (!priv->needs_allocation &&
!absolute_origin_changed &&
!child_moved &&
box->x2 == priv->allocation.x2 &&
box->y2 == priv->allocation.y2)
{
CLUTTER_NOTE (ACTOR, "No allocation needed");
return;
}
/* When absolute_origin_changed is passed in to
* clutter_actor_allocate(), it indicates whether the parent has its
* absolute origin moved; when passed in to ClutterActor::allocate()
* virtual method though, it indicates whether the child has its
* absolute origin moved. So we set it to TRUE if child_moved.
*/
klass->allocate (self, box, absolute_origin_changed || child_moved);
}
/**
* clutter_actor_set_geometry:
* @self: A #ClutterActor
* @geometry: A #ClutterGeometry
*
* Sets the actor's fixed position and forces its minimum and natural
* size, in pixels. This means the untransformed actor will have the
* given geometry. This is the same as calling clutter_actor_set_position()
* and clutter_actor_set_size().
*/
void
clutter_actor_set_geometry (ClutterActor *self,
const ClutterGeometry *geometry)
{
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_position (self, geometry->x, geometry->y);
clutter_actor_set_size (self, geometry->width, geometry->height);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_get_geometry:
* @self: A #ClutterActor
* @geometry: A location to store actors #ClutterGeometry
*
* Gets the size and position of an actor relative to its parent
* actor. This is the same as calling clutter_actor_get_position() and
* clutter_actor_get_size(). It tries to "do what you mean" and get the
* requested size and position if the actor's allocation is invalid.
*/
void
clutter_actor_get_geometry (ClutterActor *self,
ClutterGeometry *geometry)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_get_position (self, &geometry->x, &geometry->y);
clutter_actor_get_size (self, &geometry->width, &geometry->height);
}
/**
* clutter_actor_set_position
* @self: A #ClutterActor
* @x: New left position of actor in pixels.
* @y: New top position of actor in pixels.
*
* Sets the actor's fixed position in pixels relative to any parent
* actor.
*
* If a layout manager is in use, this position will override the
* layout manager and force a fixed position.
*/
void
clutter_actor_set_position (ClutterActor *self,
gint x,
gint y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_x (self, x);
clutter_actor_set_y (self, y);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_positionu
* @self: A #ClutterActor
* @x: New left position of actor in #ClutterUnit<!-- -->s
* @y: New top position of actor in #ClutterUnit<!-- -->s
*
* Sets the actor's position in #ClutterUnit<!-- -->s relative to any
* parent actor.
*
* If a layout manager is in use, this position will override the
* layout manager and force a fixed position.
*
* Since: 0.6
*/
void
clutter_actor_set_positionu (ClutterActor *self,
ClutterUnit x,
ClutterUnit y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_xu (self, x);
clutter_actor_set_yu (self, y);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_get_fixed_position_set:
* @self: A #ClutterActor
*
* Checks whether an actor has a fixed position set (and will thus be
* unaffected by any layout manager).
*
* Return value: %TRUE if the fixed position is set on the actor
*
* Since: 0.8
*/
gboolean
clutter_actor_get_fixed_position_set (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
return self->priv->position_set;
}
/**
* clutter_actor_set_fixed_position_set:
* @self: A #ClutterActor
* @is_set: whether to use fixed position
*
* Sets whether an actor has a fixed position set (and will thus be
* unaffected by any layout manager).
*
* Since: 0.8
*/
void
clutter_actor_set_fixed_position_set (ClutterActor *self,
gboolean is_set)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (self->priv->position_set == (is_set != FALSE))
return;
self->priv->position_set = is_set != FALSE;
g_object_notify (G_OBJECT (self), "fixed-position-set");
clutter_actor_queue_relayout (self);
}
/**
* clutter_actor_move_by:
* @self: A #ClutterActor
* @dx: Distance to move Actor on X axis.
* @dy: Distance to move Actor on Y axis.
*
* Moves an actor by the specified distance relative to its current
* position in pixels. This function modifies the fixed position of an
* actor and thus removes it from any layout management. Another way
* to move an actor is with an anchor point, see
* clutter_actor_set_anchor_point().
*
* Since: 0.2
*/
void
clutter_actor_move_by (ClutterActor *self,
gint dx,
gint dy)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_move_byu (self,
CLUTTER_UNITS_FROM_DEVICE (dx),
CLUTTER_UNITS_FROM_DEVICE (dy));
}
/**
* clutter_actor_move_byu:
* @self: A #ClutterActor
* @dx: Distance to move Actor on X axis, in #ClutterUnit<!-- -->s.
* @dy: Distance to move Actor on Y axis, in #ClutterUnit<!-- -->s.
*
* Moves an actor by the specified distance relative to its current
* position.
*
* The move is accomplished by setting a fixed position, overriding
* any layout manager, see clutter_actor_set_positionu().
*
* Since: 0.6
*/
void
clutter_actor_move_byu (ClutterActor *self,
ClutterUnit dx,
ClutterUnit dy)
{
ClutterUnit x, y;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
x = self->priv->fixed_x;
y = self->priv->fixed_y;
clutter_actor_set_positionu (self, x + dx, y + dy);
}
static void
clutter_actor_set_min_width (ClutterActor *self,
ClutterUnit min_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->min_width_set && min_width == priv->request_min_width)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_min_width = min_width;
g_object_notify (G_OBJECT (self), "min-width");
clutter_actor_set_min_width_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_min_height (ClutterActor *self,
ClutterUnit min_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->min_height_set && min_height == priv->request_min_height)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_min_height = min_height;
g_object_notify (G_OBJECT (self), "min-height");
clutter_actor_set_min_height_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_width (ClutterActor *self,
ClutterUnit natural_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->natural_width_set &&
natural_width == priv->request_natural_width)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_natural_width = natural_width;
g_object_notify (G_OBJECT (self), "natural-width");
clutter_actor_set_natural_width_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_height (ClutterActor *self,
ClutterUnit natural_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->natural_height_set &&
natural_height == priv->request_natural_height)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_natural_height = natural_height;
g_object_notify (G_OBJECT (self), "natural-height");
clutter_actor_set_natural_height_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_min_width_set (ClutterActor *self,
gboolean use_min_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->min_width_set == (use_min_width != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->min_width_set = use_min_width != FALSE;
g_object_notify (G_OBJECT (self), "min-width-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_min_height_set (ClutterActor *self,
gboolean use_min_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->min_height_set == (use_min_height != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->min_height_set = use_min_height != FALSE;
g_object_notify (G_OBJECT (self), "min-height-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_width_set (ClutterActor *self,
gboolean use_natural_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->natural_width_set == (use_natural_width != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->natural_width_set = use_natural_width != FALSE;
g_object_notify (G_OBJECT (self), "natural-width-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_height_set (ClutterActor *self,
gboolean use_natural_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->natural_height_set == (use_natural_height != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->natural_height_set = use_natural_height != FALSE;
g_object_notify (G_OBJECT (self), "natural-height-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_request_mode (ClutterActor *self,
ClutterRequestMode mode)
{
ClutterActorPrivate *priv = self->priv;
if (priv->request_mode == mode)
return;
priv->request_mode = mode;
priv->needs_width_request = TRUE;
priv->needs_height_request = TRUE;
g_object_notify (G_OBJECT (self), "request-mode");
clutter_actor_queue_relayout (self);
}
/**
* clutter_actor_set_size
* @self: A #ClutterActor
* @width: New width of actor in pixels, or -1
* @height: New height of actor in pixels, or -1
*
* Sets the actor's size request in pixels. This overrides any
* "normal" size request the actor would have. For example
* a text actor might normally request the size of the text;
* this function would force a specific size instead.
*
* If @width and/or @height are -1 the actor will use its
* "normal" size request instead of overriding it, i.e.
* you can "unset" the size with -1.
*
* This function sets or unsets both the minimum and natural size.
*/
void
clutter_actor_set_size (ClutterActor *self,
gint width,
gint height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_sizeu (self,
CLUTTER_UNITS_FROM_DEVICE (width),
CLUTTER_UNITS_FROM_DEVICE (height));
}
/**
* clutter_actor_set_sizeu
* @self: A #ClutterActor
* @width: New width of actor in #ClutterUnit<!-- -->s, or -1
* @height: New height of actor in #ClutterUnit<!-- -->s, or -1
*
* Overrides the actor's size request in #ClutterUnit<!-- -->s. If @width
* and/or @height are -1 the actor will use its normal size request (the
* override is removed).
*
* This function sets or unsets both the minimum and natural size.
*
* Since: 0.6
*/
void
clutter_actor_set_sizeu (ClutterActor *self,
ClutterUnit width,
ClutterUnit height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
if (width >= 0)
{
clutter_actor_set_min_width (self, width);
clutter_actor_set_natural_width (self, width);
}
else
{
clutter_actor_set_min_width_set (self, FALSE);
clutter_actor_set_natural_width_set (self, FALSE);
}
if (height >= 0)
{
clutter_actor_set_min_height (self, height);
clutter_actor_set_natural_height (self, height);
}
else
{
clutter_actor_set_min_height_set (self, FALSE);
clutter_actor_set_natural_height_set (self, FALSE);
}
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_get_size:
* @self: A #ClutterActor
* @width: return location for the width, or %NULL.
* @height: return location for the height, or %NULL.
*
* This function tries to "do what you mean" and return
* the size an actor will have. If the actor has a valid
* allocation, the allocation will be returned; otherwise,
* the actors natural size request will be returned.
*
* If you care whether you get the request vs. the allocation, you
* should probably call a different function like
* clutter_actor_get_allocation_coords() or
* clutter_actor_get_preferred_width().
*
* Since: 0.2
*/
void
clutter_actor_get_size (ClutterActor *self,
guint *width,
guint *height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (width)
*width = clutter_actor_get_width (self);
if (height)
*height = clutter_actor_get_height (self);
}
/**
* clutter_actor_get_sizeu:
* @self: A #ClutterActor
* @width: return location for the width, or %NULL
* @height: return location for the height, or %NULL
*
* This function tries to "do what you mean" and return
* the size an actor will have. If the actor has a valid
* allocation, the allocation will be returned; otherwise,
* the actors natural size request will be returned.
*
* If you care whether you get the request vs. the allocation, you
* should probably call a different function like
* clutter_actor_get_allocation_coords() or
* clutter_actor_get_preferred_width().
*
* Since: 0.6
*/
void
clutter_actor_get_sizeu (ClutterActor *self,
ClutterUnit *width,
ClutterUnit *height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (width)
*width = clutter_actor_get_widthu (self);
if (height)
*height = clutter_actor_get_heightu (self);
}
/**
* clutter_actor_get_position:
* @self: a #ClutterActor
* @x: return location for the X coordinate, or %NULL
* @y: return location for the Y coordinate, or %NULL
*
* This function tries to "do what you mean" and tell you where the
* actor is, prior to any transformations. Retrieves the fixed
* position of an actor in pixels, if one has been set; otherwise, if
* the allocation is valid, returns the actor's allocated position;
* otherwise, returns 0,0.
*
* The returned position is in pixels.
*
* Since: 0.6
*/
void
clutter_actor_get_position (ClutterActor *self,
gint *x,
gint *y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (x)
*x = clutter_actor_get_x (self);
if (y)
*y = clutter_actor_get_y (self);
}
/**
* clutter_actor_get_positionu:
* @self: a #ClutterActor
* @x: return location for the X coordinate, or %NULL
* @y: return location for the Y coordinate, or %NULL
*
* This function tries to "do what you mean" and tell you where the
* actor is, prior to any transformations. Retrieves the fixed
* position of an actor in pixels, if one has been set; otherwise, if
* the allocation is valid, returns the actor's allocated position;
* otherwise, returns 0,0.
*
* The returned position is in #ClutterUnit<!-- -->s.
*
* Since: 0.6
*/
void
clutter_actor_get_positionu (ClutterActor *self,
ClutterUnit *x,
ClutterUnit *y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (x)
*x = clutter_actor_get_xu (self);
if (y)
*y = clutter_actor_get_yu (self);
}
/**
* clutter_actor_get_transformed_positionu
* @self: A #ClutterActor
* @x: return location for the X coordinate, or %NULL
* @y: return location for the Y coordinate, or %NULL
*
* Gets the absolute position of an actor, in #ClutterUnit<!-- -->s,
* relative to the stage.
*
* Since: 0.8
*/
void
clutter_actor_get_transformed_positionu (ClutterActor *self,
ClutterUnit *x,
ClutterUnit *y)
{
ClutterVertex v1 = { 0, };
ClutterVertex v2 = { 0, };
clutter_actor_apply_transform_to_point (self, &v1, &v2);
if (x)
*x = v2.x;
if (y)
*y = v2.y;
}
/**
* clutter_actor_get_transformed_position
* @self: A #ClutterActor
* @x: return location for the X coordinate, or %NULL
* @y: return location for the Y coordinate, or %NULL
*
* Gets the absolute position of an actor, in pixels, relative
* to the stage.
*
* Since: 0.8
*/
void
clutter_actor_get_transformed_position (ClutterActor *self,
gint *x,
gint *y)
{
ClutterUnit xu, yu;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
xu = yu = 0;
clutter_actor_get_transformed_positionu (self, &xu, &yu);
if (x)
*x = CLUTTER_UNITS_TO_DEVICE (xu);
if (y)
*y = CLUTTER_UNITS_TO_DEVICE (yu);
}
/**
* clutter_actor_get_transformed_sizeu:
* @self: A #ClutterActor
* @width: return location for the width, or %NULL
* @height: return location for the height, or %NULL
*
* Gets the absolute size of an actor in #ClutterUnits<!-- -->s, taking
* into account the scaling factors.
*
* If the actor has a valid allocation, the allocated size will be used.
* If the actor has not a valid allocation then the preferred size will
* be transformed and returned.
*
* If you want the transformed allocation, see
* clutter_actor_get_abs_allocation_vertices() instead.
*
* <note>When the actor (or one of its ancestors) is rotated around the
* X or Y axis, it no longer appears as on the stage as a rectangle, but
* as a generic quadrangle; in that case this function returns the size
* of the smallest rectangle that encapsulates the entire quad. Please
* note that in this case no assumptions can be made about the relative
* position of this envelope to the absolute position of the actor, as
* returned by clutter_actor_get_transformed_position(); if you need this
* information, you need to use clutter_actor_get_abs_allocation_vertices()
* to get the coords of the actual quadrangle.</note>
*
* Since: 0.8
*/
void
clutter_actor_get_transformed_sizeu (ClutterActor *self,
ClutterUnit *width,
ClutterUnit *height)
{
ClutterActorPrivate *priv;
ClutterVertex v[4];
ClutterFixed x_min, x_max, y_min, y_max;
gint i;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
/* if the actor hasn't been allocated yet, get the preferred
* size and transform that
*/
if (priv->needs_allocation)
{
ClutterUnit natural_width, natural_height;
ClutterActorBox box;
/* make a fake allocation to transform */
clutter_actor_get_positionu (self, &box.x1, &box.y1);
natural_width = natural_height = 0;
clutter_actor_get_preferred_size (self, NULL, NULL,
&natural_width,
&natural_height);
box.x2 = box.x1 + natural_width;
box.y2 = box.y1 + natural_height;
clutter_actor_transform_and_project_box (self, &box, v);
}
else
clutter_actor_get_abs_allocation_vertices (self, v);
x_min = x_max = v[0].x;
y_min = y_max = v[0].y;
for (i = 1; i < G_N_ELEMENTS (v); ++i)
{
if (v[i].x < x_min)
x_min = v[i].x;
if (v[i].x > x_max)
x_max = v[i].x;
if (v[i].y < y_min)
y_min = v[i].y;
if (v[i].y > y_max)
y_max = v[i].y;
}
if (width)
*width = x_max - x_min;
if (height)
*height = y_max - y_min;
}
/**
* clutter_actor_get_transformed_size:
* @self: A #ClutterActor
* @width: return location for the width, or %NULL
* @height: return location for the height, or %NULL
*
* Gets the absolute size of an actor taking into account
* any scaling factors
*
* Since: 0.8
*/
void
clutter_actor_get_transformed_size (ClutterActor *self,
guint *width,
guint *height)
{
ClutterUnit wu, hu;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
wu = hu = 0;
clutter_actor_get_transformed_sizeu (self, &wu, &hu);
if (width)
*width = CLUTTER_UNITS_TO_DEVICE (wu);
if (height)
*height = CLUTTER_UNITS_TO_DEVICE (hu);
}
/**
* clutter_actor_get_width
* @self: A #ClutterActor
*
* Retrieves the width of a #ClutterActor.
*
* If the actor has a valid allocation, this function will return the
* width of the allocated area given to the actor.
*
* If the actor does not have a valid allocation, this function will
* return the actor's natural width, that is the preferred width of
* the actor.
*
* If you care whether you get the preferred width or the width that
* has been assigned to the actor, you should probably call a different
* function like clutter_actor_get_allocation_coords() to retrieve the
* allocated size or clutter_actor_get_preferred_width() to retrieve the
* preferred width.
*
* If an actor has a fixed width, for instance a width that has been
* assigned using clutter_actor_set_width(), the width returned will
* be the same value.
*
* Return value: the width of the actor, in pixels
*/
guint
clutter_actor_get_width (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_widthu (self));
}
/**
* clutter_actor_get_widthu
* @self: A #ClutterActor
*
* Retrieves the width of a #ClutterActor, in #ClutterUnit<!-- -->s.
*
* If the actor has a valid allocation, this function will return the
* width of the allocated area given to the actor.
*
* If the actor does not have a valid allocation, this function will
* return the actor's natural width, that is the preferred width of
* the actor.
*
* If you care whether you get the preferred width or the width that
* has been assigned to the actor, you should probably call a different
* function like clutter_actor_get_allocation_coords() to retrieve the
* allocated size or clutter_actor_get_preferred_width() to retrieve the
* preferred width.
*
* If an actor has a fixed width, for instance a width that has been
* assigned using clutter_actor_set_width(), the width returned will
* be the same value.
*
* Return value: the width of the actor, in #ClutterUnit<!-- -->s
*
* since: 0.6
*/
ClutterUnit
clutter_actor_get_widthu (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
if (self->priv->needs_allocation)
{
ClutterUnit natural_width = 0;
if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
else
{
ClutterUnit natural_height = 0;
clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
clutter_actor_get_preferred_width (self, natural_height,
NULL,
&natural_width);
}
return natural_width;
}
else
return self->priv->allocation.x2 - self->priv->allocation.x1;
}
/**
* clutter_actor_get_height
* @self: A #ClutterActor
*
* Retrieves the height of a #ClutterActor.
*
* If the actor has a valid allocation, this function will return the
* height of the allocated area given to the actor.
*
* If the actor does not have a valid allocation, this function will
* return the actor's natural height, that is the preferred height of
* the actor.
*
* If you care whether you get the preferred height or the height that
* has been assigned to the actor, you should probably call a different
* function like clutter_actor_get_allocation_coords() to retrieve the
* allocated size or clutter_actor_get_preferred_height() to retrieve the
* preferred height.
*
* If an actor has a fixed height, for instance a height that has been
* assigned using clutter_actor_set_height(), the height returned will
* be the same value.
*
* Return value: the height of the actor, in pixels
*/
guint
clutter_actor_get_height (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_heightu (self));
}
/**
* clutter_actor_get_heightu
* @self: A #ClutterActor
*
* Retrieves the height of a #ClutterActor, in #ClutterUnit<!-- -->s.
*
* If the actor has a valid allocation, this function will return the
* height of the allocated area given to the actor.
*
* If the actor does not have a valid allocation, this function will
* return the actor's natural height, that is the preferred height of
* the actor.
*
* If you care whether you get the preferred height or the height that
* has been assigned to the actor, you should probably call a different
* function like clutter_actor_get_allocation_coords() to retrieve the
* allocated size or clutter_actor_get_preferred_height() to retrieve the
* preferred height.
*
* If an actor has a fixed height, for instance a height that has been
* assigned using clutter_actor_set_height(), the height returned will
* be the same value.
*
* Return value: the height of the actor, in #ClutterUnit<!-- -->s
*
* since: 0.6
*/
ClutterUnit
clutter_actor_get_heightu (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
if (self->priv->needs_allocation)
{
ClutterUnit natural_height = 0;
if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
{
ClutterUnit natural_width = 0;
clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
clutter_actor_get_preferred_height (self, natural_width,
NULL, &natural_height);
}
else
clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
return natural_height;
}
else
return self->priv->allocation.y2 - self->priv->allocation.y1;
}
/**
* clutter_actor_set_width
* @self: A #ClutterActor
* @width: Requested new width for the actor, in pixels
*
* Forces a width on an actor, causing the actor's preferred width
* and height (if any) to be ignored.
*
* This function sets both the minimum and natural size of the actor.
*
* since: 0.2
**/
void
clutter_actor_set_width (ClutterActor *self,
guint width)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_widthu (self, CLUTTER_UNITS_FROM_DEVICE (width));
}
/**
* clutter_actor_set_widthu
* @self: A #ClutterActor
* @width: Requested new width for the actor, in #ClutterUnit<!-- -->s
*
* Forces a width on an actor, causing the actor's preferred width
* and height (if any) to be ignored.
*
* This function sets both the minimum and natural size of the actor.
*
* since: 0.6
**/
void
clutter_actor_set_widthu (ClutterActor *self,
ClutterUnit width)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_min_width (self, width);
clutter_actor_set_natural_width (self, width);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_height
* @self: A #ClutterActor
* @height: Requested new height for the actor, in pixels
*
* Forces a height on an actor, causing the actor's preferred width
* and height (if any) to be ignored.
*
* This function sets both the minimum and natural size of the actor.
*
* since: 0.2
**/
void
clutter_actor_set_height (ClutterActor *self,
guint height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_heightu (self, CLUTTER_UNITS_FROM_DEVICE (height));
}
/**
* clutter_actor_set_heightu
* @self: A #ClutterActor
* @height: Requested new height for the actor, in #ClutterUnit<!-- -->s
*
* Forces a height on an actor, causing the actor's preferred width
* and height (if any) to be ignored.
*
* This function sets both the minimum and natural size of the actor.
*
* since: 0.6
**/
void
clutter_actor_set_heightu (ClutterActor *self,
ClutterUnit height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_min_height (self, height);
clutter_actor_set_natural_height (self, height);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_x:
* @self: a #ClutterActor
* @x: the actor's position on the X axis
*
* Sets the actor's X coordinate, relative to its parent, in pixels.
*
* Overrides any layout manager and forces a fixed position for
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_x (ClutterActor *self,
gint x)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_xu (self, CLUTTER_UNITS_FROM_DEVICE (x));
}
/**
* clutter_actor_set_xu:
* @self: a #ClutterActor
* @x: the actor's position on the X axis, in #ClutterUnit<!-- -->s
*
* Sets the actor's X coordinate, relative to its parent.
*
* Overrides any layout manager and forces a fixed position for
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_xu (ClutterActor *self,
ClutterUnit x)
{
ClutterActorBox old = { 0, };
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (self->priv->position_set &&
self->priv->fixed_x == x)
return;
clutter_actor_store_old_geometry (self, &old);
self->priv->fixed_x = x;
clutter_actor_set_fixed_position_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
/**
* clutter_actor_set_y:
* @self: a #ClutterActor
* @y: the actor's position on the Y axis
*
* Sets the actor's Y coordinate, relative to its parent, in pixels.#
*
* Overrides any layout manager and forces a fixed position for
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_y (ClutterActor *self,
gint y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_yu (self, CLUTTER_UNITS_FROM_DEVICE (y));
}
/**
* clutter_actor_set_yu:
* @self: a #ClutterActor
* @y: the actor's position on the Y axis, in #ClutterUnit<!-- -->s
*
* Sets the actor's Y coordinate, relative to its parent.
*
* Overrides any layout manager and forces a fixed position for
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_yu (ClutterActor *self,
ClutterUnit y)
{
ClutterActorBox old = { 0, };
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (self->priv->position_set &&
self->priv->fixed_y == y)
return;
clutter_actor_store_old_geometry (self, &old);
self->priv->fixed_y = y;
clutter_actor_set_fixed_position_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
/**
* clutter_actor_get_x
* @self: A #ClutterActor
*
* Retrieves the X coordinate of a #ClutterActor.
*
* This function tries to "do what you mean", by returning the
* correct value depending on the actor's state.
*
* If the actor has a valid allocation, this function will return
* the X coordinate of the origin of the allocation box.
*
* If the actor has any fixed coordinate set using clutter_actor_set_x(),
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
* function will return that coordinate.
*
* If both the allocation and a fixed position are missing, this function
* will return 0.
*
* Return value: the X coordinate, in pixels, ignoring any
* transformation (i.e. scaling, rotation)
*/
gint
clutter_actor_get_x (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_xu (self));
}
/**
* clutter_actor_get_xu
* @self: A #ClutterActor
*
* Retrieves the X coordinate of a #ClutterActor, in #ClutterUnit<!-- -->s.
*
* This function tries to "do what you mean", by returning the
* correct value depending on the actor's state.
*
* If the actor has a valid allocation, this function will return
* the X coordinate of the origin of the allocation box.
*
* If the actor has any fixed coordinate set using clutter_actor_set_x(),
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
* function will return that coordinate.
*
* If both the allocation and a fixed position are missing, this function
* will return 0.
*
* Return value: the X coordinate, in #ClutterUnit<!-- -->s, ignoring
* any transformation (i.e. scaling, rotation)
*
* Since: 0.6
*/
ClutterUnit
clutter_actor_get_xu (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
if (self->priv->needs_allocation)
{
if (self->priv->position_set)
return self->priv->fixed_x;
else
return 0;
}
else
return self->priv->allocation.x1;
}
/**
* clutter_actor_get_y
* @self: A #ClutterActor
*
* Retrieves the Y coordinate of a #ClutterActor.
*
* This function tries to "do what you mean", by returning the
* correct value depending on the actor's state.
*
* If the actor has a valid allocation, this function will return
* the Y coordinate of the origin of the allocation box.
*
* If the actor has any fixed coordinate set using clutter_actor_set_y(),
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
* function will return that coordinate.
*
* If both the allocation and a fixed position are missing, this function
* will return 0.
*
* Return value: the Y coordinate, in pixels, ignoring any
* transformation (i.e. scaling, rotation)
*/
gint
clutter_actor_get_y (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_yu (self));
}
/**
* clutter_actor_get_yu
* @self: A #ClutterActor
*
* Retrieves the Y coordinate of a #ClutterActor, in #ClutterUnit<!-- -->s.
*
* This function tries to "do what you mean", by returning the
* correct value depending on the actor's state.
*
* If the actor has a valid allocation, this function will return
* the Y coordinate of the origin of the allocation box.
*
* If the actor has any fixed coordinate set using clutter_actor_set_y(),
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
* function will return that coordinate.
*
* If both the allocation and a fixed position are missing, this function
* will return 0.
*
* Return value: the Y coordinate, in #ClutterUnit<!-- -->s, ignoring
* any transformation (i.e. scaling, rotation)
*
* Since: 0.6
*/
ClutterUnit
clutter_actor_get_yu (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
if (self->priv->needs_allocation)
{
if (self->priv->position_set)
return self->priv->fixed_y;
else
return 0;
}
else
return self->priv->allocation.y1;
}
/**
* clutter_actor_set_scalex:
* @self: A #ClutterActor
* @scale_x: #ClutterFixed factor to scale actor by horizontally.
* @scale_y: #ClutterFixed factor to scale actor by vertically.
*
* Fixed point version of clutter_actor_set_scale().
*
* Scales an actor with the given factors. The scaling is always
* relative to the anchor point.
*/
void
clutter_actor_set_scalex (ClutterActor *self,
ClutterFixed scale_x,
ClutterFixed scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_ref (self);
g_object_freeze_notify (G_OBJECT (self));
self->priv->scale_x = scale_x;
g_object_notify (G_OBJECT (self), "scale-x");
self->priv->scale_y = scale_y;
g_object_notify (G_OBJECT (self), "scale-y");
g_object_thaw_notify (G_OBJECT (self));
g_object_unref (self);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_scale:
* @self: A #ClutterActor
* @scale_x: double factor to scale actor by horizontally.
* @scale_y: double factor to scale actor by vertically.
*
* Scales an actor with the given factors. The scaling is always
* relative to the anchor point.
*
* Since: 0.2
*/
void
clutter_actor_set_scale (ClutterActor *self,
gdouble scale_x,
gdouble scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_scalex (self,
COGL_FIXED_FROM_FLOAT (scale_x),
COGL_FIXED_FROM_FLOAT (scale_y));
}
/**
* clutter_actor_get_scalex:
* @self: A #ClutterActor
* @scale_x: Location to store horizonal scale factor, or %NULL.
* @scale_y: Location to store vertical scale factor, or %NULL.
*
* Fixed point version of clutter_actor_get_scale().
*
* Retrieves the scale factors of an actor.
*
* Since: 0.2
*/
void
clutter_actor_get_scalex (ClutterActor *self,
ClutterFixed *scale_x,
ClutterFixed *scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (scale_x)
*scale_x = self->priv->scale_x;
if (scale_y)
*scale_y = self->priv->scale_y;
}
/**
* clutter_actor_get_scale:
* @self: A #ClutterActor
* @scale_x: Location to store horizonal float scale factor, or %NULL.
* @scale_y: Location to store vertical float scale factor, or %NULL.
*
* Retrieves an actors scale in floating point.
*
* Since: 0.2
*/
void
clutter_actor_get_scale (ClutterActor *self,
gdouble *scale_x,
gdouble *scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (scale_x)
*scale_x = COGL_FIXED_TO_FLOAT (self->priv->scale_x);
if (scale_y)
*scale_y = COGL_FIXED_TO_FLOAT (self->priv->scale_y);
}
/**
* clutter_actor_set_opacity:
* @self: A #ClutterActor
* @opacity: New opacity value for the actor.
*
* Sets the actor's opacity, with zero being completely transparent and
* 255 (0xff) being fully opaque.
*/
void
clutter_actor_set_opacity (ClutterActor *self,
guint8 opacity)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->opacity = opacity;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_get_paint_opacity:
* @self: A #ClutterActor
*
* Retrieves the absolute opacity of the actor, as it appears on the stage.
*
* This function traverses the hierarchy chain and composites the opacity of
* the actor with that of its parents.
*
* This function is intended for subclasses to use in the paint virtual
* function, to paint themselves with the correct opacity.
*
* Return value: The actor opacity value.
*
* Since: 0.8
*/
guint8
clutter_actor_get_paint_opacity (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterActor *parent;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
priv = self->priv;
parent = priv->parent_actor;
/* Factor in the actual actors opacity with parents */
if (G_LIKELY (parent))
{
guint8 opacity = clutter_actor_get_paint_opacity (parent);
if (opacity != 0xff)
return (opacity * priv->opacity) / 0xff;
}
return clutter_actor_get_opacity (self);
}
/**
* clutter_actor_get_opacity:
* @self: a #ClutterActor
*
* Retrieves the opacity value of an actor, as set by
* clutter_actor_set_opacity().
*
* For retrieving the absolute opacity of the actor inside a paint
* virtual function, see clutter_actor_get_paint_opacity().
*
* Return value: the opacity of the actor
*/
guint8
clutter_actor_get_opacity (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return self->priv->opacity;
}
/**
* clutter_actor_set_name:
* @self: A #ClutterActor
* @name: Textual tag to apply to actor
*
* Sets the given name to @self. The name can be used to identify
* a #ClutterActor.
*/
void
clutter_actor_set_name (ClutterActor *self,
const gchar *name)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_free (self->priv->name);
self->priv->name = g_strdup (name);
g_object_notify (G_OBJECT (self), "name");
}
/**
* clutter_actor_get_name:
* @self: A #ClutterActor
*
* Retrieves the name of @self.
*
* Return value: the name of the actor, or %NULL. The returned string is
* owned by the actor and should not be modified or freed.
*/
G_CONST_RETURN gchar *
clutter_actor_get_name (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
return self->priv->name;
}
/**
* clutter_actor_get_gid:
* @self: A #ClutterActor
*
* Retrieves the unique id for @self.
*
* Return value: Globally unique value for this object instance.
*
* Since: 0.6
*/
guint32
clutter_actor_get_gid (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return self->priv->id;
}
/**
* clutter_actor_set_depth:
* @self: a #ClutterActor
* @depth: Z co-ord
*
* Sets the Z co-ordinate of @self to @depth. The Units of which are dependant
* on the perspective setup.
*/
void
clutter_actor_set_depth (ClutterActor *self,
gint depth)
{
clutter_actor_set_depthu (self, CLUTTER_UNITS_FROM_DEVICE (depth));
}
/**
* clutter_actor_set_depthu:
* @self: a #ClutterActor
* @depth: Z co-ordinate, in #ClutterUnit<!-- -->s
*
* Sets the Z co-ordinate of @self to @depth in #ClutterUnit<!-- -->s, the
* units of which are dependant on the perspective setup.
*/
void
clutter_actor_set_depthu (ClutterActor *self,
ClutterUnit depth)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (priv->z != depth)
{
/* Sets Z value. - FIXME: should invert ?*/
priv->z = depth;
if (priv->parent_actor && CLUTTER_IS_CONTAINER (priv->parent_actor))
{
ClutterContainer *parent;
/* We need to resort the container stacking order as to
* correctly render alpha values.
*
* FIXME: This is sub optimal. maybe queue the the sort
* before stacking
*/
parent = CLUTTER_CONTAINER (priv->parent_actor);
clutter_container_sort_depth_order (parent);
}
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
g_object_notify (G_OBJECT (self), "depth");
}
}
/**
* clutter_actor_get_depth:
* @self: a #ClutterActor
*
* Retrieves the depth of @self.
*
* Return value: the depth of the actor
*/
gint
clutter_actor_get_depth (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
return CLUTTER_UNITS_TO_DEVICE (self->priv->z);
}
/**
* clutter_actor_get_depthu:
* @self: a #ClutterActor
*
* Retrieves the depth of @self.
*
* Return value: the depth of the actor, in #ClutterUnit<!-- -->s
*
* Since: 0.6
*/
ClutterUnit
clutter_actor_get_depthu (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
return self->priv->z;
}
/**
* clutter_actor_set_rotationu:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @angle: the angle of rotation
* @x: X coordinate of the rotation center, in #ClutterUnit<!-- -->s
* @y: Y coordinate of the rotation center, in #ClutterUnit<!-- -->s
* @z: Z coordinate of the rotation center, in #ClutterUnit<!-- -->s
*
* Sets the rotation angle of @self around the given axis.
*
* This function is the units based variant of clutter_actor_set_rotation().
*
* Since: 0.8
*/
void
clutter_actor_set_rotationu (ClutterActor *self,
ClutterRotateAxis axis,
gdouble angle,
ClutterUnit x,
ClutterUnit y,
ClutterUnit z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_rotation_internal (self, axis,
COGL_FIXED_FROM_FLOAT (angle),
x, y, z);
}
/**
* clutter_actor_set_rotationx:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @angle: the angle of rotation
* @x: X coordinate of the rotation center
* @y: Y coordinate of the rotation center
* @z: Z coordinate of the rotation center
*
* Sets the rotation angle of @self around the given axis.
*
* This function is the fixed point variant of clutter_actor_set_rotation().
*
* Since: 0.6
*/
void
clutter_actor_set_rotationx (ClutterActor *self,
ClutterRotateAxis axis,
ClutterFixed angle,
gint x,
gint y,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_rotation_internal (self, axis, angle,
CLUTTER_UNITS_FROM_DEVICE (x),
CLUTTER_UNITS_FROM_DEVICE (y),
CLUTTER_UNITS_FROM_DEVICE (z));
}
/**
* clutter_actor_set_rotation:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @angle: the angle of rotation
* @x: X coordinate of the rotation center
* @y: Y coordinate of the rotation center
* @z: Z coordinate of the rotation center
*
* Sets the rotation angle of @self around the given axis.
*
* The rotation center coordinates used depend on the value of @axis:
* <itemizedlist>
* <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
* <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
* <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
* </itemizedlist>
*
* The rotation coordinates are relative to the anchor point of the
* actor, set using clutter_actor_set_anchor_point(). If no anchor
* point is set, the upper left corner is assumed as the origin.
*
* Since: 0.6
*/
void
clutter_actor_set_rotation (ClutterActor *self,
ClutterRotateAxis axis,
gdouble angle,
gint x,
gint y,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_rotationx (self, axis,
COGL_FIXED_FROM_FLOAT (angle),
x, y, z);
}
/**
* clutter_actor_get_rotationu:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @x: return value for the X coordinate of the center of rotation,
* in #ClutterUnit<!-- -->s
* @y: return value for the Y coordinate of the center of rotation,
* in #ClutterUnit<!-- -->s
* @z: return value for the Z coordinate of the center of rotation,
* in #ClutterUnit<!-- -->s
*
* Retrieves the angle and center of rotation on the given axis,
* set using clutter_actor_set_rotation().
*
* This function is the units based variant of clutter_actor_get_rotation().
*
* Return value: the angle of rotation
*
* Since: 0.8
*/
gdouble
clutter_actor_get_rotationu (ClutterActor *self,
ClutterRotateAxis axis,
ClutterUnit *x,
ClutterUnit *y,
ClutterUnit *z)
{
ClutterActorPrivate *priv;
gdouble retval = 0;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
priv = self->priv;
switch (axis)
{
case CLUTTER_X_AXIS:
retval = COGL_FIXED_TO_DOUBLE (priv->rxang);
if (y)
*y = priv->rxy;
if (z)
*z = priv->rxz;
break;
case CLUTTER_Y_AXIS:
retval = COGL_FIXED_TO_DOUBLE (priv->ryang);
if (x)
*x = priv->ryx;
if (z)
*z = priv->ryz;
break;
case CLUTTER_Z_AXIS:
retval = COGL_FIXED_TO_DOUBLE (priv->rzang);
if (x)
*x = priv->rzx;
if (y)
*y = priv->rzy;
break;
}
return retval;
}
/**
* clutter_actor_get_rotationx:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @x: return value for the X coordinate of the center of rotation
* @y: return value for the Y coordinate of the center of rotation
* @z: return value for the Z coordinate of the center of rotation
*
* Retrieves the angle and center of rotation on the given axis,
* set using clutter_actor_set_rotation().
*
* This function is the fixed point variant of clutter_actor_get_rotation().
*
* Return value: the angle of rotation as a fixed point value.
*
* Since: 0.6
*/
ClutterFixed
clutter_actor_get_rotationx (ClutterActor *self,
ClutterRotateAxis axis,
gint *x,
gint *y,
gint *z)
{
ClutterActorPrivate *priv;
ClutterFixed retval = 0;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
priv = self->priv;
switch (axis)
{
case CLUTTER_X_AXIS:
retval = priv->rxang;
if (y)
*y = CLUTTER_UNITS_TO_DEVICE (priv->rxy);
if (z)
*z = CLUTTER_UNITS_TO_DEVICE (priv->rxz);
break;
case CLUTTER_Y_AXIS:
retval = priv->ryang;
if (x)
*x = CLUTTER_UNITS_TO_DEVICE (priv->ryx);
if (z)
*z = CLUTTER_UNITS_TO_DEVICE (priv->ryz);
break;
case CLUTTER_Z_AXIS:
retval = priv->rzang;
if (x)
*x = CLUTTER_UNITS_TO_DEVICE (priv->rzx);
if (y)
*y = CLUTTER_UNITS_TO_DEVICE (priv->rzy);
break;
}
return retval;
}
/**
* clutter_actor_get_rotation:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @x: return value for the X coordinate of the center of rotation
* @y: return value for the Y coordinate of the center of rotation
* @z: return value for the Z coordinate of the center of rotation
*
* Retrieves the angle and center of rotation on the given axis,
* set using clutter_actor_set_angle().
*
* The coordinates of the center returned by this function depend on
* the axis passed.
*
* Return value: the angle of rotation.
*
* Since: 0.6
*/
gdouble
clutter_actor_get_rotation (ClutterActor *self,
ClutterRotateAxis axis,
gint *x,
gint *y,
gint *z)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
return COGL_FIXED_TO_FLOAT (clutter_actor_get_rotationx (self,
axis,
x, y, z));
}
/**
* clutter_actor_set_clipu:
* @self: A #ClutterActor
* @xoff: X offset of the clip rectangle, in #ClutterUnit<!-- -->s
* @yoff: Y offset of the clip rectangle, in #ClutterUnit<!-- -->s
* @width: Width of the clip rectangle, in #ClutterUnit<!-- -->s
* @height: Height of the clip rectangle, in #ClutterUnit<!-- -->s
*
* Unit-based variant of clutter_actor_set_clip()
*
* Sets clip area for @self. The clip area is always computed from the
* upper left corner of the actor, even if the anchor point is set
* otherwise.
*
* Since: 0.6
*/
void
clutter_actor_set_clipu (ClutterActor *self,
ClutterUnit xoff,
ClutterUnit yoff,
ClutterUnit width,
ClutterUnit height)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
priv->clip[0] = xoff;
priv->clip[1] = yoff;
priv->clip[2] = width;
priv->clip[3] = height;
priv->has_clip = TRUE;
clutter_actor_queue_redraw (self);
g_object_notify (G_OBJECT (self), "has-clip");
g_object_notify (G_OBJECT (self), "clip");
}
/**
* clutter_actor_set_clip:
* @self: A #ClutterActor
* @xoff: X offset of the clip rectangle, in pixels
* @yoff: Y offset of the clip rectangle, in pixels
* @width: Width of the clip rectangle, in pixels
* @height: Height of the clip rectangle, in pixels
*
* Sets clip area in pixels for @self. The clip area is always computed
* from the upper left corner of the actor, even if the anchor point is
* set otherwise.
*/
void
clutter_actor_set_clip (ClutterActor *self,
gint xoff,
gint yoff,
gint width,
gint height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_clipu (self,
CLUTTER_UNITS_FROM_DEVICE (xoff),
CLUTTER_UNITS_FROM_DEVICE (yoff),
CLUTTER_UNITS_FROM_DEVICE (width),
CLUTTER_UNITS_FROM_DEVICE (height));
}
/**
* clutter_actor_remove_clip
* @self: A #ClutterActor
*
* Removes clip area from @self.
*/
void
clutter_actor_remove_clip (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->has_clip = FALSE;
clutter_actor_queue_redraw (self);
g_object_notify (G_OBJECT (self), "has-clip");
}
/**
* clutter_actor_has_clip:
* @self: a #ClutterActor
*
* Determines whether the actor has a clip area set or not.
*
* Return value: %TRUE if the actor has a clip area set.
*
* Since: 0.1.1
*/
gboolean
clutter_actor_has_clip (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
return self->priv->has_clip;
}
/**
* clutter_actor_get_clipu:
* @self: a #ClutterActor
* @xoff: return location for the X offset of the clip rectangle, or %NULL
* @yoff: return location for the Y offset of the clip rectangle, or %NULL
* @width: return location for the width of the clip rectangle, or %NULL
* @height: return location for the height of the clip rectangle, or %NULL
*
* Unit-based variant of clutter_actor_get_clip().
*
* Gets the clip area for @self, in #ClutterUnit<!-- -->s.
*
* Since: 0.6
*/
void
clutter_actor_get_clipu (ClutterActor *self,
ClutterUnit *xoff,
ClutterUnit *yoff,
ClutterUnit *width,
ClutterUnit *height)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (!priv->has_clip)
return;
if (xoff)
*xoff = priv->clip[0];
if (yoff)
*yoff = priv->clip[1];
if (width)
*width = priv->clip[2];
if (height)
*height = priv->clip[3];
}
/**
* clutter_actor_get_clip:
* @self: a #ClutterActor
* @xoff: return location for the X offset of the clip rectangle, or %NULL
* @yoff: return location for the Y offset of the clip rectangle, or %NULL
* @width: return location for the width of the clip rectangle, or %NULL
* @height: return location for the height of the clip rectangle, or %NULL
*
* Gets the clip area for @self, in pixels.
*
* Since: 0.6
*/
void
clutter_actor_get_clip (ClutterActor *self,
gint *xoff,
gint *yoff,
gint *width,
gint *height)
{
struct clipu { ClutterUnit x, y, width, height; } c = { 0, };
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_get_clipu (self, &c.x, &c.y, &c.width, &c.height);
if (xoff)
*xoff = CLUTTER_UNITS_TO_DEVICE (c.x);
if (yoff)
*yoff = CLUTTER_UNITS_TO_DEVICE (c.y);
if (width)
*width = CLUTTER_UNITS_TO_DEVICE (c.width);
if (height)
*height = CLUTTER_UNITS_TO_DEVICE (c.height);
}
/**
* clutter_actor_set_parent:
* @self: A #ClutterActor
* @parent: A new #ClutterActor parent
*
* Sets the parent of @self to @parent. The opposite function is
* clutter_actor_unparent().
*
* This function should not be used by applications, but by custom
* container actor subclasses.
*/
void
clutter_actor_set_parent (ClutterActor *self,
ClutterActor *parent)
{
ClutterMainContext *clutter_context;
ClutterActorPrivate *priv;
clutter_context = clutter_context_get_default ();
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (CLUTTER_IS_ACTOR (parent));
g_return_if_fail (self != parent);
g_return_if_fail (clutter_context != NULL);
priv = self->priv;
if (priv->parent_actor != NULL)
{
g_warning ("Cannot set a parent on an actor which has a parent.\n"
"You must use clutter_actor_unparent() first.\n");
return;
}
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
g_warning ("Cannot set a parent on a toplevel actor\n");
return;
}
g_object_ref_sink (self);
priv->parent_actor = parent;
/* clutter_actor_reparent() will emit ::parent-set for us */
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
g_signal_emit (self, actor_signals[PARENT_SET], 0, NULL);
/* the invariant is: if the parent is realized, the we must be
* realized after set_parent(). the call to clutter_actor_show()
* will cause this anyway, but we need to maintain the invariant
* even for actors that have :show-on-set-parent set to FALSE
*/
if (CLUTTER_ACTOR_IS_REALIZED (priv->parent_actor))
clutter_actor_realize (self);
if (priv->show_on_set_parent)
clutter_actor_show (self);
if (CLUTTER_ACTOR_IS_VISIBLE (priv->parent_actor) &&
CLUTTER_ACTOR_IS_VISIBLE (self))
{
clutter_actor_queue_redraw (self);
}
/* maintain the invariant that if an actor needs layout,
* its parents do as well
*/
if (priv->needs_width_request ||
priv->needs_height_request ||
priv->needs_allocation)
{
clutter_actor_queue_relayout (self);
}
}
/**
* clutter_actor_get_parent:
* @self: A #ClutterActor
*
* Retrieves the parent of @self.
*
* Return Value: The #ClutterActor parent, or %NULL if no parent is set
*/
ClutterActor *
clutter_actor_get_parent (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
return self->priv->parent_actor;
}
/**
* clutter_actor_get_paint_visibility:
* @self: A #ClutterActor
*
* Retrieves the 'paint' visibility of an actor recursively checking for non
* visible parents.
*
* Return Value: TRUE if the actor is visibile and will be painted.
*
* Since: 0.8.4
*/
gboolean
clutter_actor_get_paint_visibility (ClutterActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
do
{
if (!CLUTTER_ACTOR_IS_VISIBLE (actor))
return FALSE;
if (CLUTTER_PRIVATE_FLAGS (actor) & CLUTTER_ACTOR_IS_TOPLEVEL)
return TRUE;
}
while ((actor = clutter_actor_get_parent (actor)) != NULL);
return FALSE;
}
/**
* clutter_actor_unparent:
* @self: a #ClutterActor
*
* Removes the parent of @self.
*
* This function should not be used in applications. It should be called by
* implementations of container actors, to dissociate a child from the
* container.
*
* Since: 0.1.1
*/
void
clutter_actor_unparent (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterActor *old_parent;
gboolean show_on_set_parent_enabled = TRUE;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (priv->parent_actor == NULL)
return;
show_on_set_parent_enabled = priv->show_on_set_parent;
old_parent = priv->parent_actor;
priv->parent_actor = NULL;
/* if we are uparenting we hide ourselves; if we are just reparenting
* there's no need to do that, as the paint is fast enough.
*/
if (CLUTTER_ACTOR_IS_REALIZED (self))
{
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
clutter_actor_hide (self);
}
/* clutter_actor_hide() will set the :show-on-set-parent property
* to FALSE because the actor doesn't have a parent anymore; but
* we need to return the actor to its initial state, so we force
* the state of the :show-on-set-parent property to its value
* previous the unparenting
*/
priv->show_on_set_parent = show_on_set_parent_enabled;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
/* clutter_actor_reparent() will emit ::parent-set for us */
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
/* Queue a redraw on old_parent */
if (CLUTTER_ACTOR_IS_VISIBLE (old_parent))
clutter_actor_queue_redraw (old_parent);
/* Could also need to relayout */
if (old_parent->priv->needs_width_request ||
old_parent->priv->needs_height_request ||
old_parent->priv->needs_allocation)
{
clutter_actor_queue_relayout (old_parent);
}
/* remove the reference we acquired in clutter_actor_set_parent() */
g_object_unref (self);
}
/**
* clutter_actor_reparent:
* @self: a #ClutterActor
* @new_parent: the new #ClutterActor parent
*
* This function resets the parent actor of @self. It is
* logically equivalent to calling clutter_actor_unparent()
* and clutter_actor_set_parent().
*
* Since: 0.2
*/
void
clutter_actor_reparent (ClutterActor *self,
ClutterActor *new_parent)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
g_return_if_fail (self != new_parent);
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
g_warning ("Cannot set a parent on a toplevel actor\n");
return;
}
priv = self->priv;
if (priv->parent_actor != new_parent)
{
ClutterActor *old_parent;
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
old_parent = priv->parent_actor;
g_object_ref (self);
if (CLUTTER_IS_CONTAINER (priv->parent_actor))
{
ClutterContainer *parent = CLUTTER_CONTAINER (priv->parent_actor);
/* Note, will call unparent() */
clutter_container_remove_actor (parent, self);
}
else
clutter_actor_unparent (self);
if (CLUTTER_IS_CONTAINER (new_parent))
/* Note, will call parent() */
clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
else
clutter_actor_set_parent (self, new_parent);
/* we emit the ::parent-set signal once */
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
g_object_unref (self);
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
}
}
/**
* clutter_actor_raise:
* @self: A #ClutterActor
* @below: A #ClutterActor to raise above.
*
* Puts @self above @below.
*
* Both actors must have the same parent.
*
* This function is the equivalent of clutter_container_raise_child().
*/
void
clutter_actor_raise (ClutterActor *self,
ClutterActor *below)
{
ClutterActor *parent;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
parent = clutter_actor_get_parent (self);
if (!parent)
{
g_warning ("Actor of type %s is not inside a container",
g_type_name (G_OBJECT_TYPE (self)));
return;
}
if (below)
{
if (parent != clutter_actor_get_parent (below))
{
g_warning ("Actor of type %s is not in the same "
"container of actor of type %s",
g_type_name (G_OBJECT_TYPE (self)),
g_type_name (G_OBJECT_TYPE (below)));
return;
}
}
clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
}
/**
* clutter_actor_lower:
* @self: A #ClutterActor
* @above: A #ClutterActor to lower below
*
* Puts @self below @above.
*
* Both actors must have the same parent.
*
* This function is the equivalent of clutter_container_lower_child().
*/
void
clutter_actor_lower (ClutterActor *self,
ClutterActor *above)
{
ClutterActor *parent;
g_return_if_fail (CLUTTER_IS_ACTOR(self));
parent = clutter_actor_get_parent (self);
if (!parent)
{
g_warning ("Actor of type %s is not inside a container",
g_type_name (G_OBJECT_TYPE (self)));
return;
}
if (above)
{
if (parent != clutter_actor_get_parent (above))
{
g_warning ("Actor of type %s is not in the same "
"container of actor of type %s",
g_type_name (G_OBJECT_TYPE (self)),
g_type_name (G_OBJECT_TYPE (above)));
return;
}
}
clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
}
/**
* clutter_actor_raise_top:
* @self: A #ClutterActor
*
* Raises @self to the top.
*
* This function calls clutter_actor_raise() internally.
*/
void
clutter_actor_raise_top (ClutterActor *self)
{
clutter_actor_raise (self, NULL);
}
/**
* clutter_actor_lower_bottom:
* @self: A #ClutterActor
*
* Lowers @self to the bottom.
*
* This function calls clutter_actor_lower() internally.
*/
void
clutter_actor_lower_bottom (ClutterActor *self)
{
clutter_actor_lower (self, NULL);
}
/*
* Event handling
*/
/**
* clutter_actor_event:
* @actor: a #ClutterActor
* @event: a #ClutterEvent
* @capture: TRUE if event in in capture phase, FALSE otherwise.
*
* This function is used to emit an event on the main stage.
* You should rarely need to use this function, except for
* synthetising events.
*
* Return value: the return value from the signal emission: %TRUE
* if the actor handled the event, or %FALSE if the event was
* not handled
*
* Since: 0.6
*/
gboolean
clutter_actor_event (ClutterActor *actor,
ClutterEvent *event,
gboolean capture)
{
gboolean retval = FALSE;
gint signal_num = -1;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
g_return_val_if_fail (event != NULL, FALSE);
g_object_ref (actor);
if (capture)
{
g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
event,
&retval);
goto out;
}
g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
if (!retval)
{
switch (event->type)
{
case CLUTTER_NOTHING:
break;
case CLUTTER_BUTTON_PRESS:
signal_num = BUTTON_PRESS_EVENT;
break;
case CLUTTER_BUTTON_RELEASE:
signal_num = BUTTON_RELEASE_EVENT;
break;
case CLUTTER_SCROLL:
signal_num = SCROLL_EVENT;
break;
case CLUTTER_KEY_PRESS:
signal_num = KEY_PRESS_EVENT;
break;
case CLUTTER_KEY_RELEASE:
signal_num = KEY_RELEASE_EVENT;
break;
case CLUTTER_MOTION:
signal_num = MOTION_EVENT;
break;
case CLUTTER_ENTER:
signal_num = ENTER_EVENT;
break;
case CLUTTER_LEAVE:
signal_num = LEAVE_EVENT;
break;
case CLUTTER_DELETE:
case CLUTTER_DESTROY_NOTIFY:
case CLUTTER_CLIENT_MESSAGE:
default:
signal_num = -1;
break;
}
if (signal_num != -1)
g_signal_emit (actor, actor_signals[signal_num], 0,
event, &retval);
}
out:
g_object_unref (actor);
return retval;
}
/**
* clutter_actor_set_reactive:
* @actor: a #ClutterActor
* @reactive: whether the actor should be reactive to events
*
* Sets @actor as reactive. Reactive actors will receive events.
*
* Since: 0.6
*/
void
clutter_actor_set_reactive (ClutterActor *actor,
gboolean reactive)
{
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
return;
if (reactive)
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
else
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
g_object_notify (G_OBJECT (actor), "reactive");
}
/**
* clutter_actor_get_reactive:
* @actor: a #ClutterActor
*
* Checks whether @actor is marked as reactive.
*
* Return value: %TRUE if the actor is reactive
*
* Since: 0.6
*/
gboolean
clutter_actor_get_reactive (ClutterActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
}
/**
* clutter_actor_set_anchor_point:
* @self: a #ClutterActor
* @anchor_x: X coordinate of the anchor point
* @anchor_y: Y coordinate of the anchor point
*
* Sets an anchor point for the @actor. The anchor point is a point in the
* coordinate space of an actor to which the actor position within its
* parent is relative; the default is (0, 0), i.e. the top-left corner of
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_anchor_point (ClutterActor *self,
gint anchor_x,
gint anchor_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_anchor_pointu (self,
CLUTTER_UNITS_FROM_DEVICE (anchor_x),
CLUTTER_UNITS_FROM_DEVICE (anchor_y));
}
/**
* clutter_actor_move_anchor_point:
* @self: a #ClutterActor
* @anchor_x: X coordinate of the anchor point
* @anchor_y: Y coordinate of the anchor point
*
* Sets an anchor point for the @actor, and adjusts the actor postion so
* that the relative position of the actor toward its parent remains the
* same.
*
* Since: 0.6
*/
void
clutter_actor_move_anchor_point (ClutterActor *self,
gint anchor_x,
gint anchor_y)
{
ClutterActorPrivate *priv;
ClutterUnit ax = CLUTTER_UNITS_FROM_DEVICE (anchor_x);
ClutterUnit ay = CLUTTER_UNITS_FROM_DEVICE (anchor_y);
ClutterUnit dx;
ClutterUnit dy;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
dx = ax - priv->anchor_x;
dy = ay - priv->anchor_y;
priv->anchor_x = ax;
priv->anchor_y = ay;
if (priv->position_set)
clutter_actor_move_byu (self, dx, dy);
}
/**
* clutter_actor_get_anchor_point:
* @self: a #ClutterActor
* @anchor_x: return location for the X coordinate of the anchor point
* @anchor_y: return location for the Y coordinate of the anchor point
*
* Gets the current anchor point of the @actor in pixels.
*
* Since: 0.6
*/
void
clutter_actor_get_anchor_point (ClutterActor *self,
gint *anchor_x,
gint *anchor_y)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (anchor_x)
*anchor_x = CLUTTER_UNITS_TO_DEVICE (priv->anchor_x);
if (anchor_y)
*anchor_y = CLUTTER_UNITS_TO_DEVICE (priv->anchor_y);
}
/**
* clutter_actor_set_anchor_pointu:
* @self: a #ClutterActor
* @anchor_x: X coordinate of the anchor point, in #ClutterUnit<!-- -->s
* @anchor_y: Y coordinate of the anchor point, in #ClutterUnit<!-- -->s
*
* Sets an anchor point for @self. The anchor point is a point in the
* coordinate space of an actor to which the actor position within its
* parent is relative; the default is (0, 0), i.e. the top-left corner
* of the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_anchor_pointu (ClutterActor *self,
ClutterUnit anchor_x,
ClutterUnit anchor_y)
{
ClutterActorPrivate *priv;
gboolean changed = FALSE;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
if (priv->anchor_x != anchor_x)
{
priv->anchor_x = anchor_x;
g_object_notify (G_OBJECT (self), "anchor-x");
changed = TRUE;
}
if (priv->anchor_y != anchor_y)
{
priv->anchor_y = anchor_y;
g_object_notify (G_OBJECT (self), "anchor-y");
changed = TRUE;
}
g_object_thaw_notify (G_OBJECT (self));
if (changed && CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_move_anchor_pointu:
* @self: a #ClutterActor
* @anchor_x: X coordinate of the anchor point
* @anchor_y: Y coordinate of the anchor point
*
* Sets an anchor point for the actor, and adjusts the actor postion so that
* the relative position of the actor toward its parent remains the same.
*
* Since: 0.6
*/
void
clutter_actor_move_anchor_pointu (ClutterActor *self,
ClutterUnit anchor_x,
ClutterUnit anchor_y)
{
ClutterActorPrivate *priv;
ClutterUnit dx;
ClutterUnit dy;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
dx = anchor_x - priv->anchor_x;
dy = anchor_y - priv->anchor_y;
priv->anchor_x = anchor_x;
priv->anchor_y = anchor_y;
if (priv->position_set)
clutter_actor_move_byu (self, dx, dy);
}
/**
* clutter_actor_get_anchor_pointu:
* @self: a #ClutterActor
* @anchor_x: return location for the X coordinate of the anchor point
* @anchor_y: return location for the Y coordinate of the anchor point
*
* Gets the current anchor point of the @actor in #ClutterUnit<!-- -->s.
*
* Since: 0.6
*/
void
clutter_actor_get_anchor_pointu (ClutterActor *self,
ClutterUnit *anchor_x,
ClutterUnit *anchor_y)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (anchor_x)
*anchor_x = priv->anchor_x;
if (anchor_y)
*anchor_y = priv->anchor_y;
}
/**
* clutter_actor_move_anchor_point_from_gravity:
* @self: a #ClutterActor
* @gravity: #ClutterGravity.
*
* Sets an anchor point on the actor based on the given gravity, adjusting the
* actor postion so that its relative position within its parent remains
* unchanged.
*
* Note that the anchor is still stored as a point and the gravity
* value is forgotten. For example, if you set the anchor point to
* %CLUTTER_GRAVITY_SOUTH_EAST and later double the size of the actor,
* the anchor point will not move to the bottom right and will now be
* in the center of the actor.
*
* Since: 0.6
*/
void
clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
ClutterGravity gravity)
{
ClutterUnit ax, ay, dx, dy;
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
ax = priv->anchor_x;
ay = priv->anchor_y;
clutter_actor_set_anchor_point_from_gravity (self, gravity);
dx = priv->anchor_x - ax;
dy = priv->anchor_y - ay;
if (priv->position_set)
{
clutter_actor_move_byu (self, dx, dy);
}
}
/**
* clutter_actor_set_anchor_point_from_gravity:
* @self: a #ClutterActor
* @gravity: #ClutterGravity.
*
* Sets an anchor point on the actor, based on the given gravity (this is a
* convenience function wrapping clutter_actor_set_anchor_point()).
*
* Note that the anchor is still stored as a point and the gravity
* value is forgotten. For example, if you set the anchor point to
* %CLUTTER_GRAVITY_SOUTH_EAST and later double the size of the actor,
* the anchor point will not move to the bottom right and will now be
* in the center of the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
ClutterGravity gravity)
{
ClutterActorPrivate *priv;
ClutterUnit w, h, x, y;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
x = 0;
y = 0;
clutter_actor_get_sizeu (self, &w, &h);
switch (gravity)
{
case CLUTTER_GRAVITY_NORTH:
x = w / 2;
break;
case CLUTTER_GRAVITY_SOUTH:
x = w / 2;
y = h;
break;
case CLUTTER_GRAVITY_EAST:
x = w;
y = h / 2;
break;
case CLUTTER_GRAVITY_NORTH_EAST:
x = w;
break;
case CLUTTER_GRAVITY_SOUTH_EAST:
x = w;
y = h;
break;
case CLUTTER_GRAVITY_SOUTH_WEST:
y = h;
break;
case CLUTTER_GRAVITY_WEST:
y = h / 2;
break;
case CLUTTER_GRAVITY_CENTER:
x = w / 2;
y = h / 2;
break;
case CLUTTER_GRAVITY_NONE:
case CLUTTER_GRAVITY_NORTH_WEST:
break;
}
clutter_actor_set_anchor_pointu (self, x, y);
}
typedef enum
{
PARSE_X,
PARSE_Y,
PARSE_WIDTH,
PARSE_HEIGHT,
PARSE_ANCHOR_X,
PARSE_ANCHOR_Y
} ParseDimension;
static ClutterUnit
parse_units (ClutterActor *self,
ParseDimension dimension,
JsonNode *node)
{
GValue value = { 0, };
ClutterUnit retval = 0;
if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
return 0;
json_node_get_value (node, &value);
if (G_VALUE_HOLDS (&value, G_TYPE_INT))
{
gint pixels = g_value_get_int (&value);
retval = CLUTTER_UNITS_FROM_DEVICE (pixels);
}
else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
{
gint64 val;
gchar *end;
val = g_ascii_strtoll (g_value_get_string (&value), &end, 10);
/* skip whitespace */
while (g_ascii_isspace (*end))
end++;
/* assume pixels */
if (*end == '\0')
{
retval = CLUTTER_UNITS_FROM_DEVICE (val);
goto out;
}
if (strcmp (end, "px") == 0)
{
retval = CLUTTER_UNITS_FROM_DEVICE (val);
goto out;
}
if (strcmp (end, "mm") == 0)
{
retval = CLUTTER_UNITS_FROM_MM (val);
goto out;
}
if (strcmp (end, "pt") == 0)
{
retval = CLUTTER_UNITS_FROM_POINTS (val);
goto out;
}
if (end[0] == '%' && end[1] == '\0')
{
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
g_warning ("Unable to set percentage of %s on a top-level "
"actor of type `%s'",
(dimension == PARSE_X ||
dimension == PARSE_WIDTH ||
dimension == PARSE_ANCHOR_X) ? "width" : "height",
g_type_name (G_OBJECT_TYPE (self)));
retval = 0;
goto out;
}
if (dimension == PARSE_X ||
dimension == PARSE_WIDTH ||
dimension == PARSE_ANCHOR_X)
retval = CLUTTER_UNITS_FROM_STAGE_WIDTH_PERCENTAGE (val);
else
retval = CLUTTER_UNITS_FROM_STAGE_HEIGHT_PERCENTAGE (val);
goto out;
}
g_warning ("Invalid value `%s': integers, strings or floating point "
"values can be used for the x, y, width and height "
"properties. Valid modifiers for strings are `px', 'mm' "
"and '%%'.",
g_value_get_string (&value));
retval = 0;
}
else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
{
gint val;
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
g_warning ("Unable to set percentage of %s on a top-level "
"actor of type `%s'",
(dimension == PARSE_X || dimension == PARSE_WIDTH) ? "width"
: "height",
g_type_name (G_OBJECT_TYPE (self)));
retval = 0;
goto out;
}
val = CLAMP (g_value_get_double (&value) * 100, 0, 100);
if (dimension == PARSE_X ||
dimension == PARSE_WIDTH ||
dimension == PARSE_ANCHOR_X)
retval = CLUTTER_UNITS_FROM_STAGE_WIDTH_PERCENTAGE (val);
else
retval = CLUTTER_UNITS_FROM_STAGE_HEIGHT_PERCENTAGE (val);
}
else
{
g_warning ("Invalid value of type `%s': integers, strings of floating "
"point values can be used for the x, y, width, height "
"anchor-x and anchor-y properties.",
g_type_name (G_VALUE_TYPE (&value)));
}
out:
g_value_unset (&value);
return retval;
}
typedef struct {
ClutterRotateAxis axis;
ClutterFixed angle;
ClutterUnit center_x;
ClutterUnit center_y;
ClutterUnit center_z;
} RotationInfo;
static inline gboolean
parse_rotation_array (ClutterActor *actor,
JsonArray *array,
RotationInfo *info)
{
JsonNode *element;
if (json_array_get_length (array) != 2)
return FALSE;
/* angle */
element = json_array_get_element (array, 0);
if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
info->angle = COGL_FIXED_FROM_FLOAT (json_node_get_double (element));
else
return FALSE;
/* center */
element = json_array_get_element (array, 1);
if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
{
JsonArray *center = json_node_get_array (element);
if (json_array_get_length (center) != 2)
return FALSE;
switch (info->axis)
{
case CLUTTER_X_AXIS:
info->center_y = parse_units (actor, PARSE_Y,
json_array_get_element (center, 0));
info->center_z = parse_units (actor, PARSE_Y,
json_array_get_element (center, 1));
return TRUE;
case CLUTTER_Y_AXIS:
info->center_x = parse_units (actor, PARSE_X,
json_array_get_element (center, 0));
info->center_z = parse_units (actor, PARSE_X,
json_array_get_element (center, 1));
return TRUE;
case CLUTTER_Z_AXIS:
info->center_x = parse_units (actor, PARSE_X,
json_array_get_element (center, 0));
info->center_y = parse_units (actor, PARSE_Y,
json_array_get_element (center, 1));
return TRUE;
}
}
return FALSE;
}
static gboolean
parse_rotation (ClutterActor *actor,
JsonNode *node,
RotationInfo *info)
{
JsonArray *array;
guint len, i;
gboolean retval = FALSE;
if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
{
g_warning ("Invalid node of type `%s' found, expecting an array",
json_node_type_name (node));
return FALSE;
}
array = json_node_get_array (node);
len = json_array_get_length (array);
for (i = 0; i < len; i++)
{
JsonNode *element = json_array_get_element (array, i);
JsonObject *object;
JsonNode *member;
if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
{
g_warning ("Invalid node of type `%s' found, expecting an object",
json_node_type_name (element));
return FALSE;
}
object = json_node_get_object (element);
if (json_object_has_member (object, "x-axis"))
{
member = json_object_get_member (object, "x-axis");
info->axis = CLUTTER_X_AXIS;
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
{
info->angle = json_node_get_double (member);
retval = TRUE;
}
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
retval = parse_rotation_array (actor,
json_node_get_array (member),
info);
else
retval = FALSE;
}
else if (json_object_has_member (object, "y-axis"))
{
member = json_object_get_member (object, "y-axis");
info->axis = CLUTTER_Y_AXIS;
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
{
info->angle = json_node_get_double (member);
retval = TRUE;
}
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
retval = parse_rotation_array (actor,
json_node_get_array (member),
info);
else
retval = FALSE;
}
else if (json_object_has_member (object, "z-axis"))
{
member = json_object_get_member (object, "z-axis");
info->axis = CLUTTER_Z_AXIS;
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
{
info->angle = json_node_get_double (member);
retval = TRUE;
}
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
retval = parse_rotation_array (actor,
json_node_get_array (member),
info);
else
retval = FALSE;
}
}
return retval;
}
static gboolean
clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
ClutterScript *script,
GValue *value,
const gchar *name,
JsonNode *node)
{
ClutterActor *actor = CLUTTER_ACTOR (scriptable);
gboolean retval = FALSE;
if ((name[0] == 'x' && name[1] == '\0') ||
(name[0] == 'y' && name[1] == '\0') ||
(strcmp (name, "width") == 0) ||
(strcmp (name, "height") == 0) ||
(strcmp (name, "anchor_x") == 0) ||
(strcmp (name, "anchor_y") == 0))
{
ClutterUnit units;
ParseDimension dimension;
if (name[0] == 'x')
dimension = PARSE_X;
else if (name[0] == 'y')
dimension = PARSE_Y;
else if (name[0] == 'w')
dimension = PARSE_WIDTH;
else if (name[0] == 'h')
dimension = PARSE_HEIGHT;
else if (name[0] == 'a' && name[7] == 'x')
dimension = PARSE_ANCHOR_X;
else if (name[0] == 'a' && name[7] == 'y')
dimension = PARSE_ANCHOR_Y;
else
return FALSE;
units = parse_units (actor, dimension, node);
/* convert back to pixels: all properties are pixel-based */
g_value_init (value, G_TYPE_INT);
g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (units));
retval = TRUE;
}
else if (strcmp (name, "rotation") == 0)
{
RotationInfo *info;
info = g_slice_new0 (RotationInfo);
retval = parse_rotation (actor, node, info);
if (retval)
{
g_value_init (value, G_TYPE_POINTER);
g_value_set_pointer (value, info);
}
else
g_slice_free (RotationInfo, info);
}
return retval;
}
static void
clutter_actor_set_custom_property (ClutterScriptable *scriptable,
ClutterScript *script,
const gchar *name,
const GValue *value)
{
CLUTTER_NOTE (SCRIPT, "in ClutterActor::set_custom_property('%s')", name);
if (strcmp (name, "rotation") == 0)
{
RotationInfo *info;
if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
return;
info = g_value_get_pointer (value);
clutter_actor_set_rotation_internal (CLUTTER_ACTOR (scriptable),
info->axis, info->angle,
info->center_x,
info->center_y,
info->center_z);
g_slice_free (RotationInfo, info);
}
else
g_object_set_property (G_OBJECT (scriptable), name, value);
}
static void
clutter_scriptable_iface_init (ClutterScriptableIface *iface)
{
iface->parse_custom_node = clutter_actor_parse_custom_node;
iface->set_custom_property = clutter_actor_set_custom_property;
}
/**
* clutter_actor_transform_stage_point
* @self: A #ClutterActor
* @x: x screen coordinate of the point to unproject, in #ClutterUnit<!-- -->s
* @y: y screen coordinate of the point to unproject, in #ClutterUnit<!-- -->s
* @x_out: return location for the unprojected x coordinance, in
* #ClutterUnit<!-- -->s
* @y_out: return location for the unprojected y coordinance, in
* #ClutterUnit<!-- -->s
*
* This function translates screen coordinates (@x, @y) to
* coordinates relative to the actor. For example, it can be used to translate
* screen events from global screen coordinates into actor-local coordinates.
*
* The conversion can fail, notably if the transform stack results in the
* actor being projected on the screen as a mere line.
*
* The conversion should not be expected to be pixel-perfect due to the
* nature of the operation. In general the error grows when the skewing
* of the actor rectangle on screen increases.
*
* Note: This function is fairly computationally intensive.
*
* Note: This function only works when the allocation is up-to-date, i.e. inside of paint()
*
* Return value: %TRUE if conversion was successful.
*
* Since: 0.6
*/
gboolean
clutter_actor_transform_stage_point (ClutterActor *self,
ClutterUnit x,
ClutterUnit y,
ClutterUnit *x_out,
ClutterUnit *y_out)
{
ClutterVertex v[4];
ClutterFixed ST[3][3];
ClutterFixed RQ[3][3];
int du, dv, xi, yi;
ClutterFixed xf, yf, wf, px, py, det;
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
priv = self->priv;
/*
* This implementation is based on the quad -> quad projection algorithm
* described by Paul Heckbert in
*
* http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
*
* and the sample implementaion at http://www.cs.cmu.edu/~ph/src/texfund/.
*
* Our texture is a rectangle with origin [0,0], so we are mapping from quad
* to rectangle only, which significantly simplifies things; the function
* calls have been unrolled, and most of the math is done in fixed point.
*/
clutter_actor_get_abs_allocation_vertices (self, v);
/*
* Keeping these as ints simplifies the multiplication (no significant loss
* of precision here).
*/
du = CLUTTER_UNITS_TO_DEVICE (priv->allocation.x2 - priv->allocation.x1);
dv = CLUTTER_UNITS_TO_DEVICE (priv->allocation.y2 - priv->allocation.y1);
if (!du || !dv)
return FALSE;
#define FP2FX COGL_FIXED_FROM_FLOAT
#define FX2FP COGL_FIXED_TO_DOUBLE
#define FP2INT CLUTTER_FLOAT_TO_INT
#define DET2X(a,b,c,d) (COGL_FIXED_MUL (a, d) - COGL_FIXED_MUL (b, c))
#define DET2FP(a,b,c,d) (a*d - b*c)
/*
* First, find mapping from unit uv square to xy quadrilateral; this
* equivalent to the pmap_square_quad() functions in the sample
* implementation, which we can simplify, since our target is always
* a rectangle.
*/
px = v[0].x - v[1].x + v[3].x - v[2].x;
py = v[0].y - v[1].y + v[3].y - v[2].y;
if (!px && !py)
{ /* affine transform */
RQ[0][0] = v[1].x - v[0].x;
RQ[1][0] = v[3].x - v[1].x;
RQ[2][0] = v[0].x;
RQ[0][1] = v[1].y - v[0].y;
RQ[1][1] = v[3].y - v[1].y;
RQ[2][1] = v[0].y;
RQ[0][2] = 0;
RQ[1][2] = 0;
RQ[2][2] = COGL_FIXED_1;
}
else
{ /*
* projective transform
*
* Must do this in floating point, as the del value can overflow the
* range of ClutterFixed for large actors.
*
* TODO -- see if we could do this with sufficient precision in 26.8
* fixed.
*/
double dx1, dx2, dy1, dy2, del;
dx1 = FX2FP (v[1].x - v[3].x);
dx2 = FX2FP (v[2].x - v[3].x);
dy1 = FX2FP (v[1].y - v[3].y);
dy2 = FX2FP (v[2].y - v[3].y);
del = DET2FP (dx1,dx2, dy1,dy2);
if (!del)
return FALSE;
/*
* The division here needs to be done in floating point for
* precisions reasons.
*/
RQ[0][2] = FP2FX (DET2FP (FX2FP(px),dx2, FX2FP(py),dy2) / del);
RQ[1][2] = FP2FX (DET2FP (dx1,FX2FP(px), dy1,FX2FP(py)) / del);
RQ[1][2] = FP2FX (DET2FP(dx1,FX2FP(px), dy1,FX2FP(py))/del);
RQ[2][2] = COGL_FIXED_1;
RQ[0][0] = v[1].x - v[0].x + COGL_FIXED_MUL (RQ[0][2], v[1].x);
RQ[1][0] = v[2].x - v[0].x + COGL_FIXED_MUL (RQ[1][2], v[2].x);
RQ[2][0] = v[0].x;
RQ[0][1] = v[1].y - v[0].y + COGL_FIXED_MUL (RQ[0][2], v[1].y);
RQ[1][1] = v[2].y - v[0].y + COGL_FIXED_MUL (RQ[1][2], v[2].y);
RQ[2][1] = v[0].y;
}
/*
* Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
* square. Since our rectangle is based at 0,0 we only need to scale.
*/
RQ[0][0] /= du;
RQ[1][0] /= dv;
RQ[0][1] /= du;
RQ[1][1] /= dv;
RQ[0][2] /= du;
RQ[1][2] /= dv;
/*
* Now RQ is transform from uv rectangle to xy quadrilateral; we need an
* inverse of that.
*/
ST[0][0] = DET2X(RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
ST[1][0] = DET2X(RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
ST[2][0] = DET2X(RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
ST[0][1] = DET2X(RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
ST[1][1] = DET2X(RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
ST[2][1] = DET2X(RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
ST[0][2] = DET2X(RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
ST[1][2] = DET2X(RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
ST[2][2] = DET2X(RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
/*
* Check the resutling martix is OK.
*/
det = COGL_FIXED_MUL (RQ[0][0], ST[0][0])
+ COGL_FIXED_MUL (RQ[0][1], ST[0][1])
+ COGL_FIXED_MUL (RQ[0][2], ST[0][2]);
if (!det)
return FALSE;
/*
* Now transform our point with the ST matrix; the notional w coordiance
* is 1, hence the last part is simply added.
*/
xi = CLUTTER_UNITS_TO_DEVICE (x);
yi = CLUTTER_UNITS_TO_DEVICE (y);
xf = xi*ST[0][0] + yi*ST[1][0] + ST[2][0];
yf = xi*ST[0][1] + yi*ST[1][1] + ST[2][1];
wf = xi*ST[0][2] + yi*ST[1][2] + ST[2][2];
/*
* The division needs to be done in floating point for precision reasons.
*/
if (x_out)
*x_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (xf) / FX2FP (wf));
if (y_out)
*y_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (yf) / FX2FP (wf));
#undef FP2FX
#undef FX2FP
#undef FP2INT
#undef DET2X
return TRUE;
}
/*
* ClutterGeometry
*/
static ClutterGeometry*
clutter_geometry_copy (const ClutterGeometry *geometry)
{
return g_slice_dup (ClutterGeometry, geometry);
}
static void
clutter_geometry_free (ClutterGeometry *geometry)
{
if (G_LIKELY (geometry))
g_slice_free (ClutterGeometry, geometry);
}
GType
clutter_geometry_get_type (void)
{
static GType our_type = 0;
if (G_UNLIKELY (our_type == 0))
our_type =
g_boxed_type_register_static (I_("ClutterGeometry"),
(GBoxedCopyFunc) clutter_geometry_copy,
(GBoxedFreeFunc) clutter_geometry_free);
return our_type;
}
/*
* ClutterVertices
*/
static ClutterVertex *
clutter_vertex_copy (const ClutterVertex *vertex)
{
return g_slice_dup (ClutterVertex, vertex);
}
static void
clutter_vertex_free (ClutterVertex *vertex)
{
if (G_UNLIKELY (vertex))
g_slice_free (ClutterVertex, vertex);
}
GType
clutter_vertex_get_type (void)
{
static GType our_type = 0;
if (G_UNLIKELY (our_type == 0))
our_type =
g_boxed_type_register_static (I_("ClutterVertex"),
(GBoxedCopyFunc) clutter_vertex_copy,
(GBoxedFreeFunc) clutter_vertex_free);
return our_type;
}
/*
* ClutterActorBox
*/
static ClutterActorBox *
clutter_actor_box_copy (const ClutterActorBox *box)
{
return g_slice_dup (ClutterActorBox, box);
}
static void
clutter_actor_box_free (ClutterActorBox *box)
{
if (G_LIKELY (box))
g_slice_free (ClutterActorBox, box);
}
GType
clutter_actor_box_get_type (void)
{
static GType our_type = 0;
if (G_UNLIKELY (our_type == 0))
our_type =
g_boxed_type_register_static (I_("ClutterActorBox"),
(GBoxedCopyFunc) clutter_actor_box_copy,
(GBoxedFreeFunc) clutter_actor_box_free);
return our_type;
}
/******************************************************************************/
struct _ShaderData
{
ClutterShader *shader;
GHashTable *value_hash; /*< list of GValue's that should be set
* on the shader before each paint cycle
*/
};
static void
shader_value_free (gpointer data)
{
GValue *var = data;
g_value_unset (var);
g_slice_free (GValue, var);
}
static void
destroy_shader_data (ClutterActor *self)
{
ClutterActorPrivate *actor_priv = self->priv;
ShaderData *shader_data = actor_priv->shader_data;
if (!shader_data)
return;
if (shader_data->shader)
{
g_object_unref (shader_data->shader);
shader_data->shader = NULL;
}
if (shader_data->value_hash)
{
g_hash_table_destroy (shader_data->value_hash);
shader_data->value_hash = NULL;
}
g_free (shader_data);
actor_priv->shader_data = NULL;
}
/**
* clutter_actor_get_shader:
* @self: a #ClutterActor
*
* Queries the currently set #ClutterShader on @self.
*
* Return value: The currently set #ClutterShader or %NULL if no
* shader is set.
*
* Since: 0.6
*/
ClutterShader *
clutter_actor_get_shader (ClutterActor *self)
{
ClutterActorPrivate *actor_priv;
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
actor_priv = self->priv;
shader_data = actor_priv->shader_data;
if (!shader_data)
return NULL;
return shader_data->shader;
}
/**
* clutter_actor_set_shader:
* @self: a #ClutterActor
* @shader: a #ClutterShader or %NULL to unset the shader.
*
* Sets the #ClutterShader to be used when rendering @self.
* If @shader is %NULL it will unset any currently set shader
* for the actor.
*
* Return value: %TRUE if the shader was successfully applied
*
* Since: 0.6
*/
gboolean
clutter_actor_set_shader (ClutterActor *self,
ClutterShader *shader)
{
ClutterActorPrivate *actor_priv;
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
/* if shader passed in is NULL we destroy the shader */
if (shader == NULL)
{
destroy_shader_data (self);
}
actor_priv = self->priv;
shader_data = actor_priv->shader_data;
if (!shader_data)
{
actor_priv->shader_data = shader_data = g_new0 (ShaderData, 1);
shader_data->value_hash =
g_hash_table_new_full (g_str_hash, g_str_equal,
g_free,
shader_value_free);
}
if (shader_data->shader)
{
g_object_unref (shader_data->shader);
shader_data->shader = NULL;
}
if (shader)
{
shader_data->shader = g_object_ref (shader);
}
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
return TRUE;
}
static void
set_each_param (gpointer key,
gpointer value,
gpointer user_data)
{
ClutterShader *shader = user_data;
GValue *var = value;
clutter_shader_set_uniform (shader, (const gchar *)key, var);
}
static void
clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
ClutterShader *shader;
ClutterMainContext *context;
priv = actor->priv;
shader_data = priv->shader_data;
if (!shader_data)
return;
context = clutter_context_get_default ();
shader = shader_data->shader;
if (shader)
{
clutter_shader_set_is_enabled (shader, TRUE);
g_hash_table_foreach (shader_data->value_hash, set_each_param, shader);
if (!repeat)
context->shaders = g_slist_prepend (context->shaders, actor);
}
}
static void
clutter_actor_shader_post_paint (ClutterActor *actor)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
ClutterShader *shader;
ClutterMainContext *context;
priv = actor->priv;
shader_data = priv->shader_data;
if (!shader_data)
return;
context = clutter_context_get_default ();
shader = shader_data->shader;
if (shader)
{
clutter_shader_set_is_enabled (shader, FALSE);
context->shaders = g_slist_remove (context->shaders, actor);
if (context->shaders)
{
/* call pre-paint again, this time with the second argument being
* TRUE, indicating that we are reapplying the shader and thus
* should not be prepended to the stack
*/
clutter_actor_shader_pre_paint (context->shaders->data, TRUE);
}
}
}
/**
* clutter_actor_set_shader_param:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named parameter of the shader applied
* to @actor.
*
* Since: 1.0
*/
void
clutter_actor_set_shader_param (ClutterActor *self,
const gchar *param,
const GValue *value)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
GValue *var;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (param != NULL);
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_INT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value) ||
G_VALUE_HOLDS_FLOAT (value) ||
G_VALUE_HOLDS_INT (value));
priv = self->priv;
shader_data = priv->shader_data;
if (!shader_data)
return;
var = g_slice_new0 (GValue);
g_value_init (var, G_VALUE_TYPE (value));
g_value_copy (value, var);
g_hash_table_insert (shader_data->value_hash, g_strdup (param), var);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_shader_param_float:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named float parameter of the shader applied
* to @actor.
*
* Since: 0.8
*/
void
clutter_actor_set_shader_param_float (ClutterActor *self,
const gchar *param,
gfloat value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_FLOAT);
g_value_set_float (&var, value);
clutter_actor_set_shader_param (self, param, &var);
g_value_unset (&var);
}
/**
* clutter_actor_set_shader_param_int:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named int parameter of the shader applied to
* @actor.
*
* Since: 0.8
*/
void
clutter_actor_set_shader_param_int (ClutterActor *self,
const gchar *param,
gint value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_INT);
g_value_set_int (&var, value);
clutter_actor_set_shader_param (self, param, &var);
g_value_unset (&var);
}
/**
* clutter_actor_is_rotated:
* @self: a #ClutterActor
*
* Checks whether any rotation is applied to the actor.
*
* Return value: %TRUE if the actor is rotated.
*
* Since: 0.6
*/
gboolean
clutter_actor_is_rotated (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
priv = self->priv;
if (priv->rxang || priv->ryang || priv->rzang)
return TRUE;
return FALSE;
}
/**
* clutter_actor_is_scaled:
* @self: a #ClutterActor
*
* Checks whether the actor is scaled in either dimension.
*
* Return value: %TRUE if the actor is scaled.
*
* Since: 0.6
*/
gboolean
clutter_actor_is_scaled (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
priv = self->priv;
if (priv->scale_x != COGL_FIXED_1 || priv->scale_y != COGL_FIXED_1)
return TRUE;
return FALSE;
}
/**
* clutter_actor_box_get_from_vertices:
* @vtx: array of four #ClutterVertex
* @box: return location for a #ClutterActorBox
*
* Calculates the bounding box represented by the four vertices; for details
* of the vertex array see clutter_actor_get_abs_allocation_vertices().
*
* Since: 0.6
*/
void
clutter_actor_get_box_from_vertices (ClutterVertex vtx[4],
ClutterActorBox *box)
{
ClutterUnit x_1, x_2, y_1, y_2;
/* 4-way min/max */
x_1 = vtx[0].x;
y_1 = vtx[0].y;
if (vtx[1].x < x_1)
x_1 = vtx[1].x;
if (vtx[2].x < x_1)
x_1 = vtx[2].x;
if (vtx[3].x < x_1)
x_1 = vtx[3].x;
if (vtx[1].y < y_1)
y_1 = vtx[1].y;
if (vtx[2].y < y_1)
y_1 = vtx[2].y;
if (vtx[3].y < y_1)
y_1 = vtx[3].y;
x_2 = vtx[0].x;
y_2 = vtx[0].y;
if (vtx[1].x > x_2)
x_2 = vtx[1].x;
if (vtx[2].x > x_2)
x_2 = vtx[2].x;
if (vtx[3].x > x_2)
x_2 = vtx[3].x;
if (vtx[1].y > y_2)
y_2 = vtx[1].y;
if (vtx[2].y > y_2)
y_2 = vtx[2].y;
if (vtx[3].y > y_2)
y_2 = vtx[3].y;
box->x1 = x_1;
box->x2 = x_2;
box->y1 = y_1;
box->y2 = y_2;
}
/**
* clutter_actor_get_stage:
* @actor: a #ClutterActor
*
* Retrieves the #ClutterStage where @actor is contained.
*
* Return value: the stage containing the actor, or %NULL
*
* Since: 0.8
*/
ClutterActor *
clutter_actor_get_stage (ClutterActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
while (actor && !(CLUTTER_PRIVATE_FLAGS (actor) & CLUTTER_ACTOR_IS_TOPLEVEL))
actor = clutter_actor_get_parent (actor);
return actor;
}
/**
* clutter_actor_allocate_preferred_size:
* @self: a #ClutterActor
* @absolute_origin_changed: whether the position of the parent has
* changed in stage coordinates
*
* Allocates the natural size of @self.
*
* This function is a utility call for #ClutterActor implementations
* that allocates the actor's preferred natural size. It can be used
* by fixed layout managers (like #ClutterGroup or so called
* 'composite actors') inside the ClutterActor::allocate
* implementation to give each child exactly how much space it
* requires.
*
* This function is not meant to be used by applications. It is also
* not meant to be used outside the implementation of the
* ClutterActor::allocate virtual function.
*
* Since: 0.8
*/
void
clutter_actor_allocate_preferred_size (ClutterActor *self,
gboolean absolute_origin_changed)
{
ClutterUnit actor_x, actor_y;
ClutterUnit natural_width, natural_height;
ClutterActorBox actor_box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
actor_x = clutter_actor_get_xu (self);
actor_y = clutter_actor_get_yu (self);
clutter_actor_get_preferred_size (self,
NULL, NULL,
&natural_width,
&natural_height);
actor_box.x1 = actor_x;
actor_box.y1 = actor_y;
actor_box.x2 = actor_box.x1 + natural_width;
actor_box.y2 = actor_box.y1 + natural_height;
clutter_actor_allocate (self, &actor_box, absolute_origin_changed);
}