mutter/clutter/clutter-actor.c
Emmanuele Bassi a1958da910 2007-06-14 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-box.[ch]: Base class for layout containers.

	* clutter/clutter-hbox.[ch]: Horizontal box actor.
	
	* clutter/clutter-vbox.[ch]: Vertical box actor.

	* clutter/clutter.h:
	* clutter/Makefile.am: Build glue

	* tests/Makefile.am:
	* tests/test-boxes.c: Test suite for ClutterBox API and
	implementations.
2007-06-14 15:29:52 +00:00

2605 lines
62 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.
*/
#include "config.h"
#include "clutter-actor.h"
#include "clutter-container.h"
#include "clutter-main.h"
#include "clutter-enum-types.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-units.h"
#include "cogl.h"
G_DEFINE_ABSTRACT_TYPE (ClutterActor,
clutter_actor,
G_TYPE_INITIALLY_UNOWNED);
static guint32 __id = 0;
#define CLUTTER_ACTOR_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
struct _ClutterActorPrivate
{
ClutterActorBox coords;
ClutterGeometry clip;
guint has_clip : 1;
ClutterFixed rxang, ryang, rzang; /* Rotation*/
gint rzx, rzy, rxy, rxz, ryx, ryz;
gint z;
guint8 opacity;
ClutterActor *parent_actor;
gchar *name;
ClutterFixed scale_x, scale_y;
guint32 id; /* Unique ID */
};
enum
{
PROP_0,
PROP_X,
PROP_Y,
PROP_WIDTH,
PROP_HEIGHT,
PROP_CLIP,
PROP_HAS_CLIP,
PROP_OPACITY,
PROP_NAME,
PROP_VISIBLE
};
enum
{
SHOW,
HIDE,
DESTROY,
PARENT_SET,
LAST_SIGNAL
};
static guint actor_signals[LAST_SIGNAL] = { 0, };
static gboolean
redraw_update_idle (gpointer data)
{
ClutterMainContext *ctx = CLUTTER_CONTEXT();
if (ctx->update_idle)
{
g_source_remove (ctx->update_idle);
ctx->update_idle = 0;
}
clutter_redraw ();
return FALSE;
}
static void
clutter_actor_real_show (ClutterActor *self)
{
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
{
if (!CLUTTER_ACTOR_IS_REALIZED (self))
clutter_actor_realize (self);
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
}
/**
* clutter_actor_show
* @self: A #ClutterActor
*
* Flags a clutter actor to be displayed. An actor not shown will not
* appear on the display.
**/
void
clutter_actor_show (ClutterActor *self)
{
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
{
g_object_ref (self);
g_signal_emit (self, actor_signals[SHOW], 0);
g_object_notify (G_OBJECT (self), "visible");
g_object_unref (self);
}
}
/**
* clutter_actor_show_all:
* @self: a #ClutterActor
*
* Recursively show an actor, and any child actor if @self has
* child actors.
*
* 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))
{
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
clutter_actor_queue_redraw (self);
}
}
/**
* clutter_actor_hide
* @self: A #ClutterActor
*
* Flags a clutter actor to be hidden. An actor not shown will not
* appear on the display.
**/
void
clutter_actor_hide (ClutterActor *self)
{
if (CLUTTER_ACTOR_IS_VISIBLE (self))
{
g_object_ref (self);
g_signal_emit (self, actor_signals[HIDE], 0);
g_object_notify (G_OBJECT (self), "visible");
g_object_unref (self);
}
}
/**
* clutter_actor_hide_all:
* @self: a #ClutterActor
*
* Recursively hides an actor, and any child actor if @self
* has child actors.
*
* 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)
{
ClutterActorClass *klass;
if (CLUTTER_ACTOR_IS_REALIZED (self))
return;
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->realize)
(klass->realize) (self);
}
/**
* 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)
{
ClutterActorClass *klass;
if (!CLUTTER_ACTOR_IS_REALIZED (self))
return;
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->unrealize)
(klass->unrealize) (self);
}
/**
* clutter_actor_pick:
* @self: A #ClutterActor
* @color: A #ClutterColor
*
* Renders a silhouette of the actor in supplied color.
*
* This function should not never be called directly by applications.
**/
void
clutter_actor_pick (ClutterActor *self,
const ClutterColor *color)
{
ClutterActorClass *klass;
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (G_UNLIKELY(klass->pick))
{
/* Its pretty unlikely anything other than a container actor
* would need to supply its own pick method.
*/
(klass->pick) (self, color);
}
else
{
cogl_color (color);
cogl_rectangle (0,
0,
clutter_actor_get_width(self),
clutter_actor_get_height(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;
*x = CFX_QMUL (M (m,0,0), _x) + CFX_QMUL (M (m,0,1), _y) +
CFX_QMUL (M (m,0,2), _z) + CFX_QMUL (M (m,0,3), _w);
*y = CFX_QMUL (M (m,1,0), _x) + CFX_QMUL (M (m,1,1), _y) +
CFX_QMUL (M (m,1,2), _z) + CFX_QMUL (M (m,1,3), _w);
*z = CFX_QMUL (M (m,2,0), _x) + CFX_QMUL (M (m,2,1), _y) +
CFX_QMUL (M (m,2,2), _z) + CFX_QMUL (M (m,2,3), _w);
*w = CFX_QMUL (M (m,3,0), _x) + CFX_QMUL (M (m,3,1), _y) +
CFX_QMUL (M (m,3,2), _z) + CFX_QMUL (M (m,3,3), _w);
#if 0
g_debug ("Transforming %f, %f, %f -> %f, %f, %f (m00 %f)",
CLUTTER_FIXED_TO_FLOAT (_x),
CLUTTER_FIXED_TO_FLOAT (_y),
CLUTTER_FIXED_TO_FLOAT (_z),
CLUTTER_FIXED_TO_FLOAT (*x),
CLUTTER_FIXED_TO_FLOAT (*y),
CLUTTER_FIXED_TO_FLOAT (*z),
CLUTTER_FIXED_TO_FLOAT (M(m,0,0)));
#endif
}
static void
clutter_actor_transform_point (ClutterActor *actor,
ClutterUnit *x,
ClutterUnit *y,
ClutterUnit *z,
ClutterUnit *w)
{
ClutterFixed mtx[16];
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
priv = actor->priv;
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (actor);
cogl_get_modelview_matrix (mtx);
mtx_transform (mtx, x, y, z, w);
cogl_pop_matrix();
}
#define MTX_GL_SCALE(x,w,v1,v2) (CFX_MUL( \
((CFX_DIV (x,w) + CFX_ONE) >> 1), v1) \
+ v2)
#define MTX_GL_SCALE_Y(y,w,v1,v2) (v1 - CFX_MUL( \
((CFX_DIV (y,w) + CFX_ONE) >> 1), v1) \
+ v2)
#define MTX_GL_SCALE_Z(z,w) ((CFX_DIV (z,w) + CFX_ONE) >> 1)
/**
* clutter_actor_project_point:
* @self: A #ClutterActor
* @x: in/out X
* @y: in/out Y
* @z: in
*
* Transforms point [x,y,z] in coordinance relative to the actor
* into screen coordiances [x,y]
*
* Since: 0.4
**/
void
clutter_actor_project_point (ClutterActor *self,
ClutterUnit *x,
ClutterUnit *y,
ClutterUnit *z)
{
ClutterFixed mtx_p[16];
ClutterFixed v[4];
ClutterFixed w = CFX_ONE;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_transform_point (self, x, y, z, &w);
cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v);
mtx_transform (mtx_p, x, y, z, &w);
*x = MTX_GL_SCALE(*x,w,v[2],v[0]);
*y = MTX_GL_SCALE_Y(*y,w,v[3],v[1]);
*z = MTX_GL_SCALE(*z,w,v[2],v[0]);
}
/* Recursively tranform supplied vertices with the tranform for the current
* actor and all its ancestors
*/
static void
clutter_actor_transform_vertices (ClutterActor * self,
ClutterVertex verts[4],
ClutterFixed w[4])
{
ClutterFixed mtx[16];
ClutterFixed _x, _y, _z, _w;
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (self);
cogl_get_modelview_matrix (mtx);
#if 0
g_debug ("Modelview Matrix:\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n",
CLUTTER_FIXED_TO_FLOAT (M(mtx,0,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,0,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,0,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,0,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,1,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,1,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,1,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,1,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,2,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,2,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,2,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,2,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,3,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,3,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,3,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,3,3)));
#endif
_x = 0;
_y = 0;
_z = 0;
_w = CFX_ONE;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[0].x = _x;
verts[0].y = _y;
verts[0].z = _z;
w[0] = _w;
_x = priv->coords.x2 - priv->coords.x1;
_y = 0;
_z = 0;
_w = CFX_ONE;
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 = priv->coords.y2 - priv->coords.y1;
_z = 0;
_w = CFX_ONE;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[2].x = _x;
verts[2].y = _y;
verts[2].z = _z;
w[2] = _w;
_x = priv->coords.x2 - priv->coords.x1;
_y = priv->coords.y2 - priv->coords.y1;
_z = 0;
_w = CFX_ONE;
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();
}
/**
* clutter_actor_project_vertices:
* @self: A #ClutterActor
* @verts: Pointer to a location of an array of 4 #ClutterVertex where to
* store the result.
*
* Calculates the screen coordinaces of the four corners or the actor; the
* returned corners are in the following order: bottomleft, bottomright,
* topright, topleft.
*
* Since: 0.4
**/
void
clutter_actor_project_vertices (ClutterActor * self,
ClutterVertex verts[4])
{
ClutterFixed mtx_p[16];
ClutterFixed v[4];
ClutterFixed w[4];
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* FIXME: we should probably call query_cords on the actor to make
* sure untransformed box is up to date.
*/
priv = self->priv;
clutter_actor_transform_vertices (self, verts, w);
#if 0
g_debug ("Transformed Vertices:\n"
"tl: %f, %f, %f, %f\n"
"tr: %f, %f, %f, %f\n"
"bl: %f, %f, %f, %f\n"
"br: %f, %f, %f, %f\n",
CLUTTER_FIXED_TO_FLOAT (verts[0].x),
CLUTTER_FIXED_TO_FLOAT (verts[0].y),
CLUTTER_FIXED_TO_FLOAT (verts[0].z),
CLUTTER_FIXED_TO_FLOAT (w[0]),
CLUTTER_FIXED_TO_FLOAT (verts[1].x),
CLUTTER_FIXED_TO_FLOAT (verts[1].y),
CLUTTER_FIXED_TO_FLOAT (verts[1].z),
CLUTTER_FIXED_TO_FLOAT (w[1]),
CLUTTER_FIXED_TO_FLOAT (verts[2].x),
CLUTTER_FIXED_TO_FLOAT (verts[2].y),
CLUTTER_FIXED_TO_FLOAT (verts[2].z),
CLUTTER_FIXED_TO_FLOAT (w[2]),
CLUTTER_FIXED_TO_FLOAT (verts[3].x),
CLUTTER_FIXED_TO_FLOAT (verts[3].y),
CLUTTER_FIXED_TO_FLOAT (verts[3].z),
CLUTTER_FIXED_TO_FLOAT (w[3]));
#endif
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 (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 (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 (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 (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 (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 (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 (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 (verts[3].z, w[3], v[2], v[0]);
#if 0
g_debug ("Projection Matrix:\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n",
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,3)));
g_debug ("Projected Vertices:\n"
"tl: %f, %f, %f\n"
"tr: %f, %f, %f\n"
"bl: %f, %f, %f\n"
"br: %f, %f, %f\n",
CLUTTER_FIXED_TO_FLOAT (verts[0].x),
CLUTTER_FIXED_TO_FLOAT (verts[0].y),
CLUTTER_FIXED_TO_FLOAT (verts[0].z),
CLUTTER_FIXED_TO_FLOAT (verts[1].x),
CLUTTER_FIXED_TO_FLOAT (verts[1].y),
CLUTTER_FIXED_TO_FLOAT (verts[1].z),
CLUTTER_FIXED_TO_FLOAT (verts[2].x),
CLUTTER_FIXED_TO_FLOAT (verts[2].y),
CLUTTER_FIXED_TO_FLOAT (verts[2].z),
CLUTTER_FIXED_TO_FLOAT (verts[3].x),
CLUTTER_FIXED_TO_FLOAT (verts[3].y),
CLUTTER_FIXED_TO_FLOAT (verts[3].z));
#endif
}
void
_clutter_actor_apply_modelview_transform (ClutterActor * self)
{
ClutterActorPrivate *priv = self->priv;
if (clutter_actor_get_parent (self) != NULL)
{
cogl_translate (CLUTTER_UNITS_TO_INT (priv->coords.x1),
CLUTTER_UNITS_TO_INT (priv->coords.y1),
0);
}
if (priv->rzang)
{
cogl_translate (priv->rzx, priv->rzy, 0);
cogl_rotatex (priv->rzang, 0, 0, CFX_ONE);
cogl_translate (-priv->rzx, -priv->rzy, 0);
}
if (priv->ryang)
{
cogl_translate (priv->ryx, 0, priv->z + priv->ryz);
cogl_rotatex (priv->ryang, 0, CFX_ONE, 0);
cogl_translate (-priv->ryx, 0, -(priv->z + priv->ryz));
}
if (priv->rxang)
{
cogl_translate (0, priv->rxy, priv->z + priv->rxz);
cogl_rotatex (priv->rxang, CFX_ONE, 0, CFX_ONE);
cogl_translate (0, -priv->rxy, -(priv->z - priv->rxz));
}
if (priv->z)
cogl_translate (0, 0, priv->z);
if (priv->scale_x != CFX_ONE ||
priv->scale_y != CFX_ONE)
{
cogl_scale (priv->scale_x, priv->scale_y);
}
if (priv->has_clip)
cogl_clip_set (&(priv->clip));
#if 0
float gl_mtx[16];
glGetFloatv (GL_MODELVIEW_MATRIX, &gl_mtx[0]);
g_debug ("Modelview Matrix (draw)\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n",
M(gl_mtx,0,0),
M(gl_mtx,0,1),
M(gl_mtx,0,2),
M(gl_mtx,0,3),
M(gl_mtx,1,0),
M(gl_mtx,1,1),
M(gl_mtx,1,2),
M(gl_mtx,1,3),
M(gl_mtx,2,0),
M(gl_mtx,2,1),
M(gl_mtx,2,2),
M(gl_mtx,2,3),
M(gl_mtx,3,0),
M(gl_mtx,3,1),
M(gl_mtx,3,2),
M(gl_mtx,3,3));
#endif
}
void
_clutter_actor_apply_modelview_transform_recursive (ClutterActor * self)
{
ClutterActor * parent;
_clutter_actor_apply_modelview_transform (self);
#if 0
float gl_mtx[16];
glGetFloatv (GL_MODELVIEW_MATRIX, &gl_mtx[0]);
g_debug ("Modelview Matrix (partial), %s\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n",
g_type_name (G_OBJECT_TYPE (self)),
M(gl_mtx,0,0),
M(gl_mtx,0,1),
M(gl_mtx,0,2),
M(gl_mtx,0,3),
M(gl_mtx,1,0),
M(gl_mtx,1,1),
M(gl_mtx,1,2),
M(gl_mtx,1,3),
M(gl_mtx,2,0),
M(gl_mtx,2,1),
M(gl_mtx,2,2),
M(gl_mtx,2,3),
M(gl_mtx,3,0),
M(gl_mtx,3,1),
M(gl_mtx,3,2),
M(gl_mtx,3,3));
#endif
parent = clutter_actor_get_parent (self);
if (parent)
_clutter_actor_apply_modelview_transform_recursive (parent);
}
/**
* clutter_actor_paint:
* @self: A #ClutterActor
*
* Renders the actor to display.
*
* This function should not be called directly by applications instead
* #clutter_actor_queue_redraw should be used to queue paints.
**/
void
clutter_actor_paint (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterActorClass *klass;
ClutterMainContext *context;
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;
}
}
context = clutter_context_get_default ();
klass = CLUTTER_ACTOR_GET_CLASS (self);
cogl_push_matrix();
_clutter_actor_apply_modelview_transform (self);
if (G_UNLIKELY(context->pick_mode == TRUE))
{
ClutterColor col;
guint32 id;
id = clutter_actor_get_id (self);
/* Encode the actor id into a color */
col.red = (id >> 16) & 0xff;
col.green = (id >> 8) & 0xff;
col.blue = id & 0xff;
col.alpha = 0xff;
/* 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
{
if (G_LIKELY(klass->paint))
(klass->paint) (self);
}
if (priv->has_clip)
cogl_clip_unset();
cogl_pop_matrix();
}
#undef M
/**
* clutter_actor_request_coords:
* @self: A #ClutterActor
* @box: A #ClutterActorBox with requested new co-ordinates.
*
* Requests new co-ordinates for the #ClutterActor ralative to any parent.
*
* This function should not be called directly by applications instead
* the various position/geometry methods should be used.
**/
void
clutter_actor_request_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterActorClass *klass;
gboolean x_change, y_change, width_change, height_change;
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->request_coords)
klass->request_coords (self, box);
x_change = (self->priv->coords.x1 != box->x1);
y_change = (self->priv->coords.y1 != box->y1);
width_change = ((self->priv->coords.x2 - self->priv->coords.x1) !=
(box->x2 - box->x1));
height_change = ((self->priv->coords.y2 - self->priv->coords.y1) !=
(box->y2 - box->y1));
if (x_change || y_change || width_change || height_change)
{
self->priv->coords.x1 = box->x1;
self->priv->coords.y1 = box->y1;
self->priv->coords.x2 = box->x2;
self->priv->coords.y2 = box->y2;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
g_object_ref (self);
g_object_freeze_notify (G_OBJECT (self));
if (x_change)
g_object_notify (G_OBJECT (self), "x");
if (y_change)
g_object_notify (G_OBJECT (self), "y");
if (width_change)
g_object_notify (G_OBJECT (self), "width");
if (height_change)
g_object_notify (G_OBJECT (self), "height");
g_object_thaw_notify (G_OBJECT (self));
g_object_unref (self);
}
}
/**
* clutter_actor_query_coords:
* @self: A #ClutterActor
* @box: A location to store the actors #ClutterActorBox co-ordinates
*
* Requests the queryd un transformed co-ordinates for the #ClutterActor
* relative to any parent.
*
* This function should not be called directly by applications instead
* the various position/geometry methods should be used.
**/
void
clutter_actor_query_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterActorClass *klass;
klass = CLUTTER_ACTOR_GET_CLASS (self);
box->x1 = self->priv->coords.x1;
box->y1 = self->priv->coords.y1;
box->x2 = self->priv->coords.x2;
box->y2 = self->priv->coords.y2;
if (klass->query_coords)
{
/* FIXME: This is kind of a cludge - we pass out *private*
* co-ords down to any subclasses so they can modify
* we then resync any changes. Needed for group class.
* Need to figure out nicer way.
*/
klass->query_coords(self, box);
self->priv->coords.x1 = box->x1;
self->priv->coords.y1 = box->y1;
self->priv->coords.x2 = box->x2;
self->priv->coords.y2 = box->y2;
}
}
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_position (actor,
g_value_get_int (value),
clutter_actor_get_y (actor));
break;
case PROP_Y:
clutter_actor_set_position (actor,
clutter_actor_get_x (actor),
g_value_get_int (value));
break;
case PROP_WIDTH:
clutter_actor_set_size (actor,
g_value_get_int (value),
clutter_actor_get_height (actor));
break;
case PROP_HEIGHT:
clutter_actor_set_size (actor,
clutter_actor_get_width (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_CLIP:
{
ClutterGeometry *geom = g_value_get_boxed (value);
clutter_actor_set_clip (actor,
geom->x, geom->y,
geom->width, geom->height);
}
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_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:
g_value_set_boxed (value, &(priv->clip));
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);
CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type `%s'",
self->priv->id,
g_type_name (G_OBJECT_TYPE (self)));
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
{
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
g_signal_emit (self, actor_signals[DESTROY], 0);
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
}
G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
}
static void
clutter_actor_finalize (GObject *object)
{
ClutterActor *actor = CLUTTER_ACTOR (object);
g_free (actor->priv->name);
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.
*/
g_object_class_install_property (object_class,
PROP_X,
g_param_spec_int ("x",
"X co-ord",
"X co-ord of actor",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:y:
*
* Y coordinate of the actor.
*/
g_object_class_install_property (object_class,
PROP_Y,
g_param_spec_int ("y",
"Y co-ord",
"Y co-ord of actor",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:width:
*
* Width of the actor (in pixels).
*/
g_object_class_install_property (object_class,
PROP_WIDTH,
g_param_spec_int ("width",
"Width",
"Width of actor in pixels",
0, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:height:
*
* Height of the actor (in pixels).
*/
g_object_class_install_property (object_class,
PROP_HEIGHT,
g_param_spec_int ("height",
"Height",
"Height of actor in pixels",
0, 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,
G_PARAM_CONSTRUCT | 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: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::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 becomes visible.
*
* 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 visible.
*
* 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);
klass->show = clutter_actor_real_show;
klass->show_all = clutter_actor_show;
klass->hide = clutter_actor_real_hide;
klass->hide_all = clutter_actor_hide;
}
static void
clutter_actor_init (ClutterActor *self)
{
self->priv = CLUTTER_ACTOR_GET_PRIVATE (self);
self->priv->parent_actor = NULL;
self->priv->has_clip = FALSE;
self->priv->opacity = 0xff;
self->priv->id = __id++;
self->priv->scale_x = CFX_ONE;
self->priv->scale_y = CFX_ONE;
clutter_actor_set_position (self, 0, 0);
clutter_actor_set_size (self, 0, 0);
}
/**
* 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
* group, the actor will be removed from the group.
*
* When you destroy a group its children will be destroyed as well.
*/
void
clutter_actor_destroy (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
g_object_run_dispose (G_OBJECT (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)
{
ClutterMainContext *ctx = CLUTTER_CONTEXT();
if (!ctx->update_idle)
{
CLUTTER_TIMESTAMP (SCHEDULER,
"Adding ideler for actor: %p", self);
ctx->update_idle = g_idle_add_full (G_PRIORITY_DEFAULT + 10,
redraw_update_idle,
NULL, NULL);
}
}
/**
* clutter_actor_set_geometry:
* @self: A #ClutterActor
* @geometry: A #ClutterGeometry
*
* Sets the actors geometry in pixels relative to any parent actor.
*/
void
clutter_actor_set_geometry (ClutterActor *self,
const ClutterGeometry *geometry)
{
ClutterActorBox box;
box.x1 = CLUTTER_UNITS_FROM_INT (geometry->x);
box.y1 = CLUTTER_UNITS_FROM_INT (geometry->y);
box.x2 = CLUTTER_UNITS_FROM_INT (geometry->x + geometry->width);
box.y2 = CLUTTER_UNITS_FROM_INT (geometry->y + geometry->height);
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_get_geometry:
* @self: A #ClutterActor
* @geometry: A location to store actors #ClutterGeometry
*
* Gets the actors geometry in pixels relative to any parent actor.
*/
void
clutter_actor_get_geometry (ClutterActor *self,
ClutterGeometry *geometry)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_query_coords (self, &box);
geometry->x = CLUTTER_UNITS_TO_INT (box.x1);
geometry->y = CLUTTER_UNITS_TO_INT (box.y1);
geometry->width = CLUTTER_UNITS_TO_INT (box.x2 - box.x1);
geometry->height = CLUTTER_UNITS_TO_INT (box.y2 - box.y1);
}
/**
* clutter_actor_get_coords:
* @self: A #ClutterActor
* @x1: A location to store actors left position if non NULL.
* @y1: A location to store actors top position if non NULL.
* @x2: A location to store actors right position if non NULL.
* @y2: A location to store actors bottom position if non NULL.
*
* Gets the actors bounding rectangle co-ordinates in pixels
* relative to any parent actor.
*/
void
clutter_actor_get_coords (ClutterActor *self,
gint *x1,
gint *y1,
gint *x2,
gint *y2)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_query_coords (self, &box);
if (x1)
*x1 = CLUTTER_UNITS_TO_INT (box.x1);
if (y1)
*y1 = CLUTTER_UNITS_TO_INT (box.y1);
if (x2)
*x2 = CLUTTER_UNITS_TO_INT (box.x2);
if (y2)
*y2 = CLUTTER_UNITS_TO_INT (box.y2);
}
/**
* 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 actors position in pixels relative to any
* parent actor.
*/
void
clutter_actor_set_position (ClutterActor *self,
gint x,
gint y)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_query_coords (self, &box);
box.x2 += (CLUTTER_UNITS_FROM_INT (x) - box.x1);
box.y2 += (CLUTTER_UNITS_FROM_INT (y) - box.y1);
box.x1 = CLUTTER_UNITS_FROM_INT (x);
box.y1 = CLUTTER_UNITS_FROM_INT (y);
clutter_actor_request_coords (self, &box);
}
/**
* 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 specified distance relative to
* current position.
*
* Since: 0.2
*/
void
clutter_actor_move_by (ClutterActor *self,
gint dx,
gint dy)
{
ClutterActorBox box;
gint32 dxu = CLUTTER_UNITS_FROM_INT (dx);
gint32 dyu = CLUTTER_UNITS_FROM_INT (dy);
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_query_coords (self, &box);
box.x2 += dxu;
box.y2 += dyu;
box.x1 += dxu;
box.y1 += dyu;
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_set_size
* @self: A #ClutterActor
* @width: New width of actor in pixels
* @height: New height of actor in pixels
*
* Sets the actors position in pixels relative to any
* parent actor.
*/
void
clutter_actor_set_size (ClutterActor *self,
gint width,
gint height)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_query_coords (self, &box);
box.x2 = box.x1 + CLUTTER_UNITS_FROM_INT (width);
box.y2 = box.y1 + CLUTTER_UNITS_FROM_INT (height);
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_get_size:
* @self: A #ClutterActor
* @width: Location to store width if non NULL.
* @height: Location to store height if non NULL.
*
* Gets the size of an actor ignoring any scaling factors
*
* 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_abs_position_units
* @self: A #ClutterActor
* @x: Location to store x position if non NULL.
* @y: Location to store y position if non NULL.
*
* Gets the absolute position of an actor in clutter units relative
* to the stage.
*
* Since: 0.4
*/
static void
clutter_actor_get_abs_position_units (ClutterActor *self,
gint32 *x,
gint32 *y)
{
ClutterUnit zu = 0;
*x = *y = 0;
clutter_actor_project_point (self, x, y, &zu);
}
/**
* clutter_actor_get_abs_position
* @self: A #ClutterActor
* @x: Location to store x position if non NULL.
* @y: Location to store y position if non NULL.
*
* Gets the absolute position of an actor in pixels relative
* to the stage.
*/
void
clutter_actor_get_abs_position (ClutterActor *self,
gint *x,
gint *y)
{
gint32 xu, yu;
clutter_actor_get_abs_position_units (self, &xu, &yu);
*x = CLUTTER_UNITS_TO_INT (xu);
*y = CLUTTER_UNITS_TO_INT (yu);
}
/*
* clutter_actor_get_abs_size_units:
* @self: A #ClutterActor
* @width: Location to store width if non NULL.
* @height: Location to store height if non NULL.
*
* Gets the absolute size of an actor in clutter units taking into account
* an scaling factors.
*
* 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_abs_position() - if you need this information, you need
* to use clutter_actor_project_vertices() to get the coords of the actual
* quadrangle.
*
* Since: 0.4
*/
static void
clutter_actor_get_abs_size_units (ClutterActor *self,
gint32 *width,
gint32 *height)
{
ClutterVertex v[4];
ClutterFixed x_min, x_max, y_min, y_max;
gint i;
clutter_actor_project_vertices (self, v);
x_min = x_max = v[0].x;
y_min = y_max = v[0].y;
for (i = 1; i < sizeof(v)/sizeof(v[0]); ++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;
}
*width = x_max - x_min;
*height = y_max - y_min;
}
/**
* clutter_actor_get_abs_size:
* @self: A #ClutterActor
* @width: Location to store width if non NULL.
* @height: Location to store height if non NULL.
*
* Gets the absolute size of an actor taking into account
* an scaling factors
*/
void
clutter_actor_get_abs_size (ClutterActor *self,
guint *width,
guint *height)
{
gint32 wu, hu;
clutter_actor_get_abs_size_units (self, &wu, &hu);
*width = CLUTTER_UNITS_TO_INT (wu);
*height = CLUTTER_UNITS_TO_INT (hu);
}
/**
* clutter_actor_get_width
* @self: A #ClutterActor
*
* Retrieves the actors width.
*
* Return value: The actor width in pixels
**/
guint
clutter_actor_get_width (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_query_coords (self, &box);
return CLUTTER_UNITS_TO_INT (box.x2 - box.x1);
}
/**
* clutter_actor_get_height
* @self: A #ClutterActor
*
* Retrieves the actors height.
*
* Return value: The actor height in pixels
**/
guint
clutter_actor_get_height (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_query_coords (self, &box);
return CLUTTER_UNITS_TO_INT (box.y2 - box.y1);
}
/**
* clutter_actor_set_width
* @self: A #ClutterActor
* @width: Requested new width for actor
*
* Requests a new width for actor
*
* since: 2.0
**/
void
clutter_actor_set_width (ClutterActor *self, guint width)
{
clutter_actor_set_size (self,
width,
clutter_actor_get_height (self));
}
/**
* clutter_actor_set_height
* @self: A #ClutterActor
* @height: Requested new height for actor
*
* Requests a new height for actor
*
* since: 2.0
**/
void
clutter_actor_set_height (ClutterActor *self, guint height)
{
clutter_actor_set_size (self,
clutter_actor_get_width (self),
height);
}
/**
* clutter_actor_get_x
* @self: A #ClutterActor
*
* Retrieves the actors x position relative to any parent.
*
* Return value: The actor x position in pixels
**/
gint
clutter_actor_get_x (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_query_coords (self, &box);
return CLUTTER_UNITS_TO_INT (box.x1);
}
/**
* clutter_actor_get_y:
* @self: A #ClutterActor
*
* Retrieves the actors y position relative to any parent.
*
* Return value: The actor y position in pixels
**/
gint
clutter_actor_get_y (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_query_coords (self, &box);
return CLUTTER_UNITS_TO_INT (box.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.
*
* Scale an actor.
*/
void
clutter_actor_set_scalex (ClutterActor *self,
ClutterFixed scale_x,
ClutterFixed scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->scale_x = scale_x;
self->priv->scale_y = scale_y;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_scale:
* @self: A #ClutterActor
* @scale_x: double
* @scale_y: double
*
* FIXME
*
* Since: 0.2
*/
void
clutter_actor_set_scale (ClutterActor *self,
double scale_x,
double scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_scalex (self,
CLUTTER_FLOAT_TO_FIXED (scale_x),
CLUTTER_FLOAT_TO_FIXED (scale_y));
}
/**
* clutter_actor_get_scalex:
* @self: A #ClutterActor
* @scale_x: FIXME
* @scale_y: FIXME
*
* FIXME
*
* Since: 0.2
*/
void
clutter_actor_get_scalex (ClutterActor *self,
ClutterFixed *scale_x,
ClutterFixed *scale_y)
{
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: FIXME
* @scale_y: FIXME
*
* FIXME
*
* Since: 0.2
*/
void
clutter_actor_get_scale (ClutterActor *self,
gdouble *scale_x,
gdouble *scale_y)
{
if (scale_x)
*scale_x = CLUTTER_FIXED_TO_FLOAT (self->priv->scale_x);
if (scale_y)
*scale_y = CLUTTER_FIXED_TO_FLOAT (self->priv->scale_y);
}
/**
* clutter_actor_set_scale_with_gravity:
* @self: A #ClutterActor
* @scale_x: scaling factor for x axis
* @scale_y: scaling factor for y axis
* @gravity: #ClutterGravity to apply to scaling.
*
* Scales the actor by scale_x, scale_y taking into consideration the
* required gravity.
*
* Since: 0.4
*/
void
clutter_actor_set_scale_with_gravity (ClutterActor *self,
gfloat scale_x,
gfloat scale_y,
ClutterGravity gravity)
{
clutter_actor_set_scale_with_gravityx (self,
CLUTTER_FLOAT_TO_FIXED (scale_x),
CLUTTER_FLOAT_TO_FIXED (scale_y),
gravity);
}
/**
* clutter_actor_set_scale_with_gravityx:
* @self: A #ClutterActor
* @scale_x: #ClutterFixed scaling factor for x axis
* @scale_y: #ClutterFixed scaling factor for y axis
* @gravity: #ClutterGravity to apply to scaling.
*
* Scales the actor by scale_x, scale_y taking into consideration the
* required gravity.
*
* Since: 0.4
*/
void
clutter_actor_set_scale_with_gravityx (ClutterActor *self,
ClutterFixed scale_x,
ClutterFixed scale_y,
ClutterGravity gravity)
{
ClutterActorBox box;
gint32 sw, sh, w, h;
gint32 x, y;
clutter_actor_get_abs_size_units (self, &w, &h);
clutter_actor_set_scalex (self, scale_x, scale_y);
if (gravity == CLUTTER_GRAVITY_NONE ||
gravity == CLUTTER_GRAVITY_NORTH_WEST)
return;
clutter_actor_get_abs_size_units (self, &sw, &sh);
clutter_actor_query_coords (self, &box);
x = box.x1;
y = box.y1;
switch (gravity)
{
case CLUTTER_GRAVITY_NORTH:
x = x - ((sw - w) / 2);
break;
case CLUTTER_GRAVITY_NORTH_EAST:
x = x + w - sw;
break;
case CLUTTER_GRAVITY_EAST:
x = x + w - sw;
y = y - ((sh - h) / 2);
break;
case CLUTTER_GRAVITY_SOUTH_EAST:
x = x + w - sw;
y = y + h - sh;
break;
case CLUTTER_GRAVITY_SOUTH:
x = x - ((sw - w) / 2);
y = y + h - sh;
break;
case CLUTTER_GRAVITY_SOUTH_WEST:
y = y + h - sh;
break;
case CLUTTER_GRAVITY_WEST:
y = y - ((sh - h) / 2);
break;
case CLUTTER_GRAVITY_CENTER:
x = x - ((sw - w) / 2);
y = y - ((sh - h) / 2);
default:
break;
}
box.x2 += (x - box.x1);
box.y2 += (y - box.y1);
box.x1 = x;
box.y1 = y;
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_set_opacity:
* @self: A #ClutterActor
* @opacity: New opacity value for actor.
*
* Sets the actors opacity, with zero being completely transparent.
*/
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_opacity:
* @self: A #ClutterActor
*
* Retrieves the actors opacity.
*
* Return value: The actor opacity value.
*/
guint8
clutter_actor_get_opacity (ClutterActor *self)
{
ClutterActor *parent;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
parent = self->priv->parent_actor;
/* Factor in the actual actors opacity with parents */
if (parent && clutter_actor_get_opacity (parent) != 0xff)
return (clutter_actor_get_opacity(parent) * self->priv->opacity) / 0xff;
return self->priv->opacity;
}
/**
* clutter_actor_set_name:
* @self: A #ClutterActor
* @name: Textual tag to apply to actor
*
* Sets a textual tag to the actor.
*/
void
clutter_actor_set_name (ClutterActor *self,
const gchar *name)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_ref (self);
g_free (self->priv->name);
if (name && name[0] != '\0')
self->priv->name = g_strdup(name);
g_object_notify (G_OBJECT (self), "name");
g_object_unref (self);
}
/**
* clutter_actor_get_name:
* @self: A #ClutterActor
*
* Retrieves the name of @self.
*
* Return value: pointer to textual tag for the actor. 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_id:
* @self: A #ClutterActor
*
* Retrieves the unique id for @self.
*
* Return value: Globally unique value for object instance.
*/
guint32
clutter_actor_get_id (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.
*/
void
clutter_actor_set_depth (ClutterActor *self,
gint depth)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
/* Sets Z value. - FIXME: should invert ?*/
priv->z = depth;
if (priv->parent_actor)
{
/* We need to resort the group stacking order as to
* correctly render alpha values.
*
* FIXME: This is sub optimal. maybe queue the the sort
* before stacking
*/
clutter_group_sort_depth_order (CLUTTER_GROUP (priv->parent_actor));
}
}
/**
* clutter_actor_get_depth:
* @self: a #ClutterActor
*
* Retrieves the depth of @self.
*
* Return value: the depth of a #ClutterActor
*/
gint
clutter_actor_get_depth (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
return self->priv->z;
}
/**
* clutter_actor_rotate_z:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @x: X co-ord to rotate actor around ( relative to actor position )
* @y: Y co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the Z axis.
*/
void
clutter_actor_rotate_z (ClutterActor *self,
gfloat angle,
gint x,
gint y)
{
/* FIXME: FIXED VERSION */
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->rzang = CLUTTER_FLOAT_TO_FIXED (angle);
self->priv->rzx = x;
self->priv->rzy = y;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_rotate_x:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @y: Y co-ord to rotate actor around ( relative to actor position )
* @z: Z co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the X axis.
*/
void
clutter_actor_rotate_x (ClutterActor *self,
gfloat angle,
gint y,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* FIXME: FIXED API Version */
self->priv->rxang = CLUTTER_FLOAT_TO_FIXED(angle);
self->priv->rxy = y;
self->priv->rxz = z;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_rotate_y:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @x: X co-ord to rotate actor around ( relative to actor position )
* @z: Z co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the X axis.
*/
void
clutter_actor_rotate_y (ClutterActor *self,
gfloat angle,
gint x,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* FIXME: FIXED API VERSION */
self->priv->ryang = CLUTTER_FLOAT_TO_FIXED(angle);
self->priv->ryx = x;
self->priv->ryz = z;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_clip:
* @self: A #ClutterActor
* @xoff: X offset of the clip rectangle
* @yoff: Y offset of the clip rectangle
* @width: Width of the clip rectangle
* @height: Height of the clip rectangle
*
* Sets clip area for @self.
*/
void
clutter_actor_set_clip (ClutterActor *self,
gint xoff,
gint yoff,
gint width,
gint height)
{
ClutterGeometry *clip;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clip = &(self->priv->clip);
clip->x = xoff;
clip->y = yoff;
clip->width = width;
clip->height = height;
self->priv->has_clip = TRUE;
g_object_notify (G_OBJECT (self), "has-clip");
g_object_notify (G_OBJECT (self), "clip");
}
/**
* 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;
g_object_notify (G_OBJECT (self), "has-clip");
}
/**
* clutter_actor_has_clip:
* @self: a #ClutterActor
*
* Gets whether the actor has a clip set or not.
*
* Return value: %TRUE if the actor has a clip 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_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.
*/
void
clutter_actor_set_parent (ClutterActor *self,
ClutterActor *parent)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (CLUTTER_IS_ACTOR (parent));
g_return_if_fail (self != parent);
if (self->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);
self->priv->parent_actor = parent;
g_signal_emit (self, actor_signals[PARENT_SET], 0, NULL);
if (CLUTTER_ACTOR_IS_REALIZED (self->priv->parent_actor))
clutter_actor_realize (self);
if (CLUTTER_ACTOR_IS_VISIBLE (self->priv->parent_actor) &&
CLUTTER_ACTOR_IS_VISIBLE (self))
{
clutter_actor_queue_redraw (self);
}
}
/**
* clutter_actor_get_parent:
* @self: A #ClutterActor
*
* Retrieves the parent of @self.
*
* Return Value: The #ClutterActor parent or NULL
*/
ClutterActor *
clutter_actor_get_parent (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
return self->priv->parent_actor;
}
/**
* clutter_actor_unparent:
* @self: a #ClutterActor
*
* This function should not be used in applications. It should be called by
* implementations of group actors, to dissociate a child from the container.
*
* Since: 0.1.1
*/
void
clutter_actor_unparent (ClutterActor *self)
{
ClutterActor *old_parent;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (self->priv->parent_actor == NULL)
return;
/* just hide the actor if we are reparenting it */
if (CLUTTER_ACTOR_IS_REALIZED (self))
{
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT)
clutter_actor_hide (self);
else
clutter_actor_unrealize (self);
}
old_parent = self->priv->parent_actor;
self->priv->parent_actor = NULL;
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_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_actory_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;
/* if the actor and the parent have already been realized,
* mark the actor as reparenting, so that clutter_actor_unparent()
* just hides the actor instead of unrealize it.
*/
if (CLUTTER_ACTOR_IS_REALIZED (self) &&
CLUTTER_ACTOR_IS_REALIZED (new_parent))
{
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
}
old_parent = priv->parent_actor;
g_object_ref (self);
/* XXX: below assumes only containers can reparent */
clutter_container_remove_actor (CLUTTER_CONTAINER (priv->parent_actor), self);
clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
g_object_unref (self);
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT)
{
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
clutter_actor_queue_redraw (self);
}
}
}
/**
* clutter_actor_raise:
* @self: A #ClutterActor
* @below: A #ClutterActor to raise above.
*
* Puts @self above @below.
* Both actors must have the same parent.
*/
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 group",
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 "
"group of actor of type %s",
g_type_name (G_OBJECT_TYPE (self)),
g_type_name (G_OBJECT_TYPE (below)));
return;
}
}
clutter_group_raise (CLUTTER_GROUP (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.
*/
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 group",
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 "
"group of actor of type %s",
g_type_name (G_OBJECT_TYPE (self)),
g_type_name (G_OBJECT_TYPE (above)));
return;
}
}
/* FIXME: group_lower should be an overidable method ? */
clutter_group_lower (CLUTTER_GROUP (parent), self, above);
}
/**
* clutter_actor_raise_top:
* @self: A #ClutterActor
*
* Raises @self to the top.
*/
void
clutter_actor_raise_top (ClutterActor *self)
{
clutter_actor_raise (self, NULL);
}
/**
* clutter_actor_lower_bottom:
* @self: A #ClutterActor
*
* Lowers @self to the bottom.
*/
void
clutter_actor_lower_bottom (ClutterActor *self)
{
clutter_actor_lower (self, NULL);
}
/*
* ClutterGemoetry
*/
static ClutterGeometry*
clutter_geometry_copy (const ClutterGeometry *geometry)
{
ClutterGeometry *result = g_new (ClutterGeometry, 1);
*result = *geometry;
return result;
}
GType
clutter_geometry_get_type (void)
{
static GType our_type = 0;
if (our_type == 0)
our_type = g_boxed_type_register_static (
g_intern_static_string ("ClutterGeometry"),
(GBoxedCopyFunc) clutter_geometry_copy,
(GBoxedFreeFunc) g_free);
return our_type;
}
/*
* ClutterVertices
*/
static ClutterVertex*
clutter_vertex_copy (const ClutterVertex *vertex)
{
ClutterVertex *result = g_new (ClutterVertex, 1);
*result = *vertex;
return result;
}
GType
clutter_vertex_get_type (void)
{
static GType our_type = 0;
if (our_type == 0)
our_type = g_boxed_type_register_static (
g_intern_static_string ("ClutterVertex"),
(GBoxedCopyFunc) clutter_vertex_copy,
(GBoxedFreeFunc) g_free);
return our_type;
}
/*
* ClutterActorBox
*/
static ClutterActorBox *
clutter_actor_box_copy (const ClutterActorBox *box)
{
ClutterActorBox *result = g_new (ClutterActorBox, 1);
*result = *box;
return result;
}
GType
clutter_actor_box_get_type (void)
{
static GType our_type = 0;
if (our_type == 0)
our_type = g_boxed_type_register_static (
g_intern_static_string ("ClutterActorBox"),
(GBoxedCopyFunc) clutter_actor_box_copy,
(GBoxedFreeFunc) g_free);
return our_type;
}