mutter/clutter/clutter-actor.h
Emmanuele Bassi b0e785c6c2 actor: Add bind_model_with_properties()
When binding models to actors to map items to children we don't often
need the full control of a function; in many cases we just need to
specify the type of the child we want to construct and the properties
on both the item and the child that we want to bind.

We should provide a simple convenience function that does all this for
us.
2015-07-10 11:26:34 +01:00

890 lines
58 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
* Copyright (C) 2009, 2010 Intel Corp
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#ifndef __CLUTTER_ACTOR_H__
#define __CLUTTER_ACTOR_H__
#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <clutter/clutter.h> can be included directly."
#endif
/* clutter-actor.h */
#include <gio/gio.h>
#include <pango/pango.h>
#include <atk/atk.h>
#include <cogl/cogl.h>
#include <clutter/clutter-types.h>
#include <clutter/clutter-event.h>
G_BEGIN_DECLS
#define CLUTTER_TYPE_ACTOR (clutter_actor_get_type ())
#define CLUTTER_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR, ClutterActor))
#define CLUTTER_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR, ClutterActorClass))
#define CLUTTER_IS_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR))
#define CLUTTER_IS_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR))
#define CLUTTER_ACTOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR, ClutterActorClass))
/**
* CLUTTER_ACTOR_SET_FLAGS:
* @a: a #ClutterActor
* @f: the #ClutterActorFlags to set
*
* Sets the given flags on a #ClutterActor
*
* Deprecated: 1.24: Changing flags directly is heavily discouraged in
* newly written code. #ClutterActor will take care of setting the
* internal state.
*/
#define CLUTTER_ACTOR_SET_FLAGS(a,f) (((ClutterActor*)(a))->flags |= (f))
/**
* CLUTTER_ACTOR_UNSET_FLAGS:
* @a: a #ClutterActor
* @f: the #ClutterActorFlags to unset
*
* Unsets the given flags on a #ClutterActor
*
* Deprecated: 1.24: Changing flags directly is heavily discouraged in
* newly written code. #ClutterActor will take care of unsetting the
* internal state.
*/
#define CLUTTER_ACTOR_UNSET_FLAGS(a,f) (((ClutterActor*)(a))->flags &= ~(f))
#define CLUTTER_ACTOR_IS_MAPPED(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_MAPPED) != FALSE)
#define CLUTTER_ACTOR_IS_REALIZED(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REALIZED) != FALSE)
#define CLUTTER_ACTOR_IS_VISIBLE(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_VISIBLE) != FALSE)
#define CLUTTER_ACTOR_IS_REACTIVE(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REACTIVE) != FALSE)
typedef struct _ClutterActorClass ClutterActorClass;
typedef struct _ClutterActorPrivate ClutterActorPrivate;
/**
* ClutterCallback:
* @actor: a #ClutterActor
* @data: (closure): user data
*
* Generic callback
*/
typedef void (*ClutterCallback) (ClutterActor *actor,
gpointer data);
/**
* CLUTTER_CALLBACK:
* @f: a function
*
* Convenience macro to cast a function to #ClutterCallback
*/
#define CLUTTER_CALLBACK(f) ((ClutterCallback) (f))
/**
* ClutterActor:
* @flags: #ClutterActorFlags
*
* Base class for actors.
*/
struct _ClutterActor
{
/*< private >*/
GInitiallyUnowned parent_instance;
/*< public >*/
guint32 flags;
/*< private >*/
guint32 private_flags;
ClutterActorPrivate *priv;
};
/**
* ClutterActorClass:
* @show: signal class handler for #ClutterActor::show; it must chain
* up to the parent's implementation
* @show_all: virtual function for containers and composite actors, to
* determine which children should be shown when calling
* clutter_actor_show_all() on the actor. Defaults to calling
* clutter_actor_show(). This virtual function is deprecated and it
* should not be overridden.
* @hide: signal class handler for #ClutterActor::hide; it must chain
* up to the parent's implementation
* @hide_all: virtual function for containers and composite actors, to
* determine which children should be shown when calling
* clutter_actor_hide_all() on the actor. Defaults to calling
* clutter_actor_hide(). This virtual function is deprecated and it
* should not be overridden.
* @realize: virtual function, used to allocate resources for the actor;
* it should chain up to the parent's implementation. This virtual
* function is deprecated and should not be overridden in newly
* written code.
* @unrealize: virtual function, used to deallocate resources allocated
* in ::realize; it should chain up to the parent's implementation. This
* function is deprecated and should not be overridden in newly
* written code.
* @map: virtual function for containers and composite actors, to
* map their children; it must chain up to the parent's implementation.
* Overriding this function is optional.
* @unmap: virtual function for containers and composite actors, to
* unmap their children; it must chain up to the parent's implementation.
* Overriding this function is optional.
* @paint: virtual function, used to paint the actor
* @get_preferred_width: virtual function, used when querying the minimum
* and natural widths of an actor for a given height; it is used by
* clutter_actor_get_preferred_width()
* @get_preferred_height: virtual function, used when querying the minimum
* and natural heights of an actor for a given width; it is used by
* clutter_actor_get_preferred_height()
* @allocate: virtual function, used when settings the coordinates of an
* actor; it is used by clutter_actor_allocate(); it must chain up to
* the parent's implementation, or call clutter_actor_set_allocation()
* @apply_transform: virtual function, used when applying the transformations
* to an actor before painting it or when transforming coordinates or
* the allocation; it must chain up to the parent's implementation
* @parent_set: signal class handler for the #ClutterActor::parent-set
* @destroy: signal class handler for #ClutterActor::destroy. It must
* chain up to the parent's implementation
* @pick: virtual function, used to draw an outline of the actor with
* the given color
* @queue_redraw: class handler for #ClutterActor::queue-redraw
* @event: class handler for #ClutterActor::event
* @button_press_event: class handler for #ClutterActor::button-press-event
* @button_release_event: class handler for
* #ClutterActor::button-release-event
* @scroll_event: signal class closure for #ClutterActor::scroll-event
* @key_press_event: signal class closure for #ClutterActor::key-press-event
* @key_release_event: signal class closure for
* #ClutterActor::key-release-event
* @motion_event: signal class closure for #ClutterActor::motion-event
* @enter_event: signal class closure for #ClutterActor::enter-event
* @leave_event: signal class closure for #ClutterActor::leave-event
* @captured_event: signal class closure for #ClutterActor::captured-event
* @key_focus_in: signal class closure for #ClutterActor::key-focus-in
* @key_focus_out: signal class closure for #ClutterActor::key-focus-out
* @queue_relayout: class handler for #ClutterActor::queue-relayout
* @get_accessible: virtual function, returns the accessible object that
* describes the actor to an assistive technology.
* @get_paint_volume: virtual function, for sub-classes to define their
* #ClutterPaintVolume
* @has_overlaps: virtual function for
* sub-classes to advertise whether they need an offscreen redirect
* to get the correct opacity. See
* clutter_actor_set_offscreen_redirect() for details.
* @paint_node: virtual function for creating paint nodes and attaching
* them to the render tree
* @touch_event: signal class closure for #ClutterActor::touch-event
*
* Base class for actors.
*/
struct _ClutterActorClass
{
/*< private >*/
GInitiallyUnownedClass parent_class;
/*< public >*/
void (* show) (ClutterActor *self);
void (* show_all) (ClutterActor *self);
void (* hide) (ClutterActor *self);
void (* hide_all) (ClutterActor *self);
void (* realize) (ClutterActor *self);
void (* unrealize) (ClutterActor *self);
void (* map) (ClutterActor *self);
void (* unmap) (ClutterActor *self);
void (* paint) (ClutterActor *self);
void (* parent_set) (ClutterActor *actor,
ClutterActor *old_parent);
void (* destroy) (ClutterActor *self);
void (* pick) (ClutterActor *actor,
const ClutterColor *color);
void (* queue_redraw) (ClutterActor *actor,
ClutterActor *leaf_that_queued);
/* size negotiation */
void (* get_preferred_width) (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p);
void (* get_preferred_height) (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p);
void (* allocate) (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags);
/* transformations */
void (* apply_transform) (ClutterActor *actor,
ClutterMatrix *matrix);
/* event signals */
gboolean (* event) (ClutterActor *actor,
ClutterEvent *event);
gboolean (* button_press_event) (ClutterActor *actor,
ClutterButtonEvent *event);
gboolean (* button_release_event) (ClutterActor *actor,
ClutterButtonEvent *event);
gboolean (* scroll_event) (ClutterActor *actor,
ClutterScrollEvent *event);
gboolean (* key_press_event) (ClutterActor *actor,
ClutterKeyEvent *event);
gboolean (* key_release_event) (ClutterActor *actor,
ClutterKeyEvent *event);
gboolean (* motion_event) (ClutterActor *actor,
ClutterMotionEvent *event);
gboolean (* enter_event) (ClutterActor *actor,
ClutterCrossingEvent *event);
gboolean (* leave_event) (ClutterActor *actor,
ClutterCrossingEvent *event);
gboolean (* captured_event) (ClutterActor *actor,
ClutterEvent *event);
void (* key_focus_in) (ClutterActor *actor);
void (* key_focus_out) (ClutterActor *actor);
void (* queue_relayout) (ClutterActor *self);
/* accessibility support */
AtkObject * (* get_accessible) (ClutterActor *self);
gboolean (* get_paint_volume) (ClutterActor *actor,
ClutterPaintVolume *volume);
gboolean (* has_overlaps) (ClutterActor *self);
void (* paint_node) (ClutterActor *self,
ClutterPaintNode *root);
gboolean (* touch_event) (ClutterActor *self,
ClutterTouchEvent *event);
/*< private >*/
/* padding for future expansion */
gpointer _padding_dummy[26];
};
/**
* ClutterActorIter:
*
* An iterator structure that allows to efficiently iterate over a
* section of the scene graph.
*
* The contents of the #ClutterActorIter structure
* are private and should only be accessed using the provided API.
*
* Since: 1.10
*/
struct _ClutterActorIter
{
/*< private >*/
gpointer CLUTTER_PRIVATE_FIELD (dummy1);
gpointer CLUTTER_PRIVATE_FIELD (dummy2);
gpointer CLUTTER_PRIVATE_FIELD (dummy3);
gint CLUTTER_PRIVATE_FIELD (dummy4);
gpointer CLUTTER_PRIVATE_FIELD (dummy5);
};
CLUTTER_AVAILABLE_IN_ALL
GType clutter_actor_get_type (void) G_GNUC_CONST;
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_new (void);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_flags (ClutterActor *self,
ClutterActorFlags flags);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_unset_flags (ClutterActor *self,
ClutterActorFlags flags);
CLUTTER_AVAILABLE_IN_ALL
ClutterActorFlags clutter_actor_get_flags (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_show (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_hide (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_realize (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_unrealize (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_map (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_unmap (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_paint (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_continue_paint (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_queue_redraw (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_queue_redraw_with_clip (ClutterActor *self,
const cairo_rectangle_int_t *clip);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_queue_relayout (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_destroy (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_name (ClutterActor *self,
const gchar *name);
CLUTTER_AVAILABLE_IN_ALL
const gchar * clutter_actor_get_name (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
AtkObject * clutter_actor_get_accessible (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_24
gboolean clutter_actor_is_visible (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_24
gboolean clutter_actor_is_mapped (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_24
gboolean clutter_actor_is_realized (ClutterActor *self);
/* Size negotiation */
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_request_mode (ClutterActor *self,
ClutterRequestMode mode);
CLUTTER_AVAILABLE_IN_ALL
ClutterRequestMode clutter_actor_get_request_mode (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_preferred_size (ClutterActor *self,
gfloat *min_width_p,
gfloat *min_height_p,
gfloat *natural_width_p,
gfloat *natural_height_p);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_allocate_preferred_size (ClutterActor *self,
ClutterAllocationFlags flags);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_allocate_available_size (ClutterActor *self,
gfloat x,
gfloat y,
gfloat available_width,
gfloat available_height,
ClutterAllocationFlags flags);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_allocate_align_fill (ClutterActor *self,
const ClutterActorBox *box,
gdouble x_align,
gdouble y_align,
gboolean x_fill,
gboolean y_fill,
ClutterAllocationFlags flags);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_allocation (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_allocation_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_allocation_vertices (ClutterActor *self,
ClutterActor *ancestor,
ClutterVertex verts[]);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_has_allocation (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_size (ClutterActor *self,
gfloat width,
gfloat height);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_size (ClutterActor *self,
gfloat *width,
gfloat *height);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_position (ClutterActor *self,
gfloat x,
gfloat y);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_position (ClutterActor *self,
gfloat *x,
gfloat *y);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_get_fixed_position_set (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_fixed_position_set (ClutterActor *self,
gboolean is_set);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_move_by (ClutterActor *self,
gfloat dx,
gfloat dy);
/* Actor geometry */
CLUTTER_AVAILABLE_IN_ALL
gfloat clutter_actor_get_width (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gfloat clutter_actor_get_height (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_width (ClutterActor *self,
gfloat width);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_height (ClutterActor *self,
gfloat height);
CLUTTER_AVAILABLE_IN_ALL
gfloat clutter_actor_get_x (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gfloat clutter_actor_get_y (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_x (ClutterActor *self,
gfloat x);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_y (ClutterActor *self,
gfloat y);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_z_position (ClutterActor *self,
gfloat z_position);
CLUTTER_AVAILABLE_IN_1_12
gfloat clutter_actor_get_z_position (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_layout_manager (ClutterActor *self,
ClutterLayoutManager *manager);
CLUTTER_AVAILABLE_IN_1_10
ClutterLayoutManager * clutter_actor_get_layout_manager (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_x_align (ClutterActor *self,
ClutterActorAlign x_align);
CLUTTER_AVAILABLE_IN_1_10
ClutterActorAlign clutter_actor_get_x_align (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_y_align (ClutterActor *self,
ClutterActorAlign y_align);
CLUTTER_AVAILABLE_IN_1_10
ClutterActorAlign clutter_actor_get_y_align (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_margin_top (ClutterActor *self,
gfloat margin);
CLUTTER_AVAILABLE_IN_1_10
gfloat clutter_actor_get_margin_top (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_margin_bottom (ClutterActor *self,
gfloat margin);
CLUTTER_AVAILABLE_IN_1_10
gfloat clutter_actor_get_margin_bottom (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_margin_left (ClutterActor *self,
gfloat margin);
CLUTTER_AVAILABLE_IN_1_10
gfloat clutter_actor_get_margin_left (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_margin_right (ClutterActor *self,
gfloat margin);
CLUTTER_AVAILABLE_IN_1_10
gfloat clutter_actor_get_margin_right (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_margin (ClutterActor *self,
const ClutterMargin *margin);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_get_margin (ClutterActor *self,
ClutterMargin *margin);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_x_expand (ClutterActor *self,
gboolean expand);
CLUTTER_AVAILABLE_IN_1_12
gboolean clutter_actor_get_x_expand (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_y_expand (ClutterActor *self,
gboolean expand);
CLUTTER_AVAILABLE_IN_1_12
gboolean clutter_actor_get_y_expand (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_12
gboolean clutter_actor_needs_expand (ClutterActor *self,
ClutterOrientation orientation);
/* Paint */
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_clip (ClutterActor *self,
gfloat xoff,
gfloat yoff,
gfloat width,
gfloat height);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_remove_clip (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_has_clip (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_clip (ClutterActor *self,
gfloat *xoff,
gfloat *yoff,
gfloat *width,
gfloat *height);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_clip_to_allocation (ClutterActor *self,
gboolean clip_set);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_get_clip_to_allocation (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_opacity (ClutterActor *self,
guint8 opacity);
CLUTTER_AVAILABLE_IN_ALL
guint8 clutter_actor_get_opacity (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
guint8 clutter_actor_get_paint_opacity (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_get_paint_visibility (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_8
void clutter_actor_set_offscreen_redirect (ClutterActor *self,
ClutterOffscreenRedirect redirect);
CLUTTER_AVAILABLE_IN_1_8
ClutterOffscreenRedirect clutter_actor_get_offscreen_redirect (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_should_pick_paint (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_is_in_clone_paint (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_get_paint_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_AVAILABLE_IN_1_8
gboolean clutter_actor_has_overlaps (ClutterActor *self);
/* Content */
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_content (ClutterActor *self,
ClutterContent *content);
CLUTTER_AVAILABLE_IN_1_10
ClutterContent * clutter_actor_get_content (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_content_gravity (ClutterActor *self,
ClutterContentGravity gravity);
CLUTTER_AVAILABLE_IN_1_10
ClutterContentGravity clutter_actor_get_content_gravity (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_content_scaling_filters (ClutterActor *self,
ClutterScalingFilter min_filter,
ClutterScalingFilter mag_filter);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_get_content_scaling_filters (ClutterActor *self,
ClutterScalingFilter *min_filter,
ClutterScalingFilter *mag_filter);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_content_repeat (ClutterActor *self,
ClutterContentRepeat repeat);
CLUTTER_AVAILABLE_IN_1_12
ClutterContentRepeat clutter_actor_get_content_repeat (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_get_content_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_background_color (ClutterActor *self,
const ClutterColor *color);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_get_background_color (ClutterActor *self,
ClutterColor *color);
CLUTTER_AVAILABLE_IN_1_6
const ClutterPaintVolume * clutter_actor_get_paint_volume (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_6
const ClutterPaintVolume * clutter_actor_get_transformed_paint_volume (ClutterActor *self,
ClutterActor *relative_to_ancestor);
CLUTTER_AVAILABLE_IN_1_10
const ClutterPaintVolume * clutter_actor_get_default_paint_volume (ClutterActor *self);
/* Events */
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_reactive (ClutterActor *actor,
gboolean reactive);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_get_reactive (ClutterActor *actor);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_has_key_focus (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_grab_key_focus (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_event (ClutterActor *actor,
const ClutterEvent *event,
gboolean capture);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_has_pointer (ClutterActor *self);
/* Text */
CLUTTER_AVAILABLE_IN_ALL
PangoContext * clutter_actor_get_pango_context (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
PangoContext * clutter_actor_create_pango_context (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
PangoLayout * clutter_actor_create_pango_layout (ClutterActor *self,
const gchar *text);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_text_direction (ClutterActor *self,
ClutterTextDirection text_dir);
CLUTTER_AVAILABLE_IN_ALL
ClutterTextDirection clutter_actor_get_text_direction (ClutterActor *self);
/* Actor hierarchy */
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_add_child (ClutterActor *self,
ClutterActor *child);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_insert_child_at_index (ClutterActor *self,
ClutterActor *child,
gint index_);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_insert_child_above (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_insert_child_below (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_replace_child (ClutterActor *self,
ClutterActor *old_child,
ClutterActor *new_child);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_remove_child (ClutterActor *self,
ClutterActor *child);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_remove_all_children (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_destroy_all_children (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
GList * clutter_actor_get_children (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
gint clutter_actor_get_n_children (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_get_child_at_index (ClutterActor *self,
gint index_);
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_get_previous_sibling (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_get_next_sibling (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_get_first_child (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_get_last_child (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
ClutterActor * clutter_actor_get_parent (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_4
gboolean clutter_actor_contains (ClutterActor *self,
ClutterActor *descendant);
CLUTTER_AVAILABLE_IN_ALL
ClutterActor* clutter_actor_get_stage (ClutterActor *actor);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_child_below_sibling (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_child_above_sibling (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_child_at_index (ClutterActor *self,
ClutterActor *child,
gint index_);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_iter_init (ClutterActorIter *iter,
ClutterActor *root);
CLUTTER_AVAILABLE_IN_1_10
gboolean clutter_actor_iter_next (ClutterActorIter *iter,
ClutterActor **child);
CLUTTER_AVAILABLE_IN_1_10
gboolean clutter_actor_iter_prev (ClutterActorIter *iter,
ClutterActor **child);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_iter_remove (ClutterActorIter *iter);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_iter_destroy (ClutterActorIter *iter);
CLUTTER_AVAILABLE_IN_1_12
gboolean clutter_actor_iter_is_valid (const ClutterActorIter *iter);
/* Transformations */
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_is_rotated (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_is_scaled (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_pivot_point (ClutterActor *self,
gfloat pivot_x,
gfloat pivot_y);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_get_pivot_point (ClutterActor *self,
gfloat *pivot_x,
gfloat *pivot_y);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_pivot_point_z (ClutterActor *self,
gfloat pivot_z);
CLUTTER_AVAILABLE_IN_1_12
gfloat clutter_actor_get_pivot_point_z (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_rotation_angle (ClutterActor *self,
ClutterRotateAxis axis,
gdouble angle);
CLUTTER_AVAILABLE_IN_1_12
gdouble clutter_actor_get_rotation_angle (ClutterActor *self,
ClutterRotateAxis axis);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_scale (ClutterActor *self,
gdouble scale_x,
gdouble scale_y);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_scale (ClutterActor *self,
gdouble *scale_x,
gdouble *scale_y);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_scale_z (ClutterActor *self,
gdouble scale_z);
CLUTTER_AVAILABLE_IN_1_12
gdouble clutter_actor_get_scale_z (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_translation (ClutterActor *self,
gfloat translate_x,
gfloat translate_y,
gfloat translate_z);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_get_translation (ClutterActor *self,
gfloat *translate_x,
gfloat *translate_y,
gfloat *translate_z);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_transform (ClutterActor *self,
const ClutterMatrix *transform);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_get_transform (ClutterActor *self,
ClutterMatrix *transform);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_child_transform (ClutterActor *self,
const ClutterMatrix *transform);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_get_child_transform (ClutterActor *self,
ClutterMatrix *transform);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_transformed_position (ClutterActor *self,
gfloat *x,
gfloat *y);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_transformed_size (ClutterActor *self,
gfloat *width,
gfloat *height);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_transform_stage_point (ClutterActor *self,
gfloat x,
gfloat y,
gfloat *x_out,
gfloat *y_out);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
ClutterVertex verts[]);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_apply_transform_to_point (ClutterActor *self,
const ClutterVertex *point,
ClutterVertex *vertex);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
ClutterActor *ancestor,
const ClutterVertex *point,
ClutterVertex *vertex);
/* Implicit animations */
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_save_easing_state (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_restore_easing_state (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_easing_mode (ClutterActor *self,
ClutterAnimationMode mode);
CLUTTER_AVAILABLE_IN_1_10
ClutterAnimationMode clutter_actor_get_easing_mode (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_easing_duration (ClutterActor *self,
guint msecs);
CLUTTER_AVAILABLE_IN_1_10
guint clutter_actor_get_easing_duration (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_easing_delay (ClutterActor *self,
guint msecs);
CLUTTER_AVAILABLE_IN_1_10
guint clutter_actor_get_easing_delay (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
ClutterTransition * clutter_actor_get_transition (ClutterActor *self,
const char *name);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_add_transition (ClutterActor *self,
const char *name,
ClutterTransition *transition);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_remove_transition (ClutterActor *self,
const char *name);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_remove_all_transitions (ClutterActor *self);
/* Experimental API */
#ifdef CLUTTER_ENABLE_EXPERIMENTAL_API
CLUTTER_AVAILABLE_IN_1_16
gboolean clutter_actor_has_mapped_clones (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_22
void clutter_actor_set_opacity_override (ClutterActor *self,
gint opacity);
CLUTTER_AVAILABLE_IN_1_22
gint clutter_actor_get_opacity_override (ClutterActor *self);
#endif
/**
* ClutterActorCreateChildFunc:
* @item: (type GObject): the item in the model
* @user_data: Data passed to clutter_actor_bind_model()
*
* Creates a #ClutterActor using the @item in the model.
*
* The usual way to implement this function is to create a #ClutterActor
* instance and then bind the #GObject properties to the actor properties
* of interest, using g_object_bind_property(). This way, when the @item
* in the #GListModel changes, the #ClutterActor changes as well.
*
* Returns: (transfer full): The newly created child #ClutterActor
*
* Since: 1.24
*/
typedef ClutterActor * (* ClutterActorCreateChildFunc) (gpointer item,
gpointer user_data);
CLUTTER_AVAILABLE_IN_1_24
void clutter_actor_bind_model (ClutterActor *self,
GListModel *model,
ClutterActorCreateChildFunc create_child_func,
gpointer user_data,
GDestroyNotify notify);
CLUTTER_AVAILABLE_IN_1_24
void clutter_actor_bind_model_with_properties (ClutterActor *self,
GListModel *model,
GType child_type,
const char *first_model_property,
...);
G_END_DECLS
#endif /* __CLUTTER_ACTOR_H__ */