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ef78104227
Don't use ugly "#undef CLUTTER_DISABLE_DEPRECATED" inside source code using deprecated symbols; we have the handy CLUTTER_COMPILATION define that we can use as part of the "disable deprecated" conditional.
703 lines
19 KiB
C
703 lines
19 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* SECTION:clutter-behaviour
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* @Title: ClutterBehaviour
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* @short_description: Class for providing behaviours to actors
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* @Deprecated: 1.6: Use the implicit animation API instead.
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*
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* #ClutterBehaviour is the base class for implementing behaviours. A
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* behaviour is a controller object for #ClutterActor<!-- -->s; you can
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* use a behaviour to control one or more properties of an actor (such
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* as its opacity, or its position). A #ClutterBehaviour is driven by
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* an "alpha function" stored inside a #ClutterAlpha object; an alpha
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* function is a function depending solely on time. The alpha function
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* computes a value which is then applied to the properties of the
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* actors driven by a behaviour.
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*
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* Clutter provides some pre-defined behaviours, like #ClutterBehaviourPath,
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* which controls the position of a set of actors making them "walk" along
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* a set of nodes; #ClutterBehaviourOpacity, which controls the opacity
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* of a set of actors; #ClutterBehaviourScale, which controls the width
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* and height of a set of actors.
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*
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* To visualize the effects of different alpha functions on a
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* #ClutterBehaviour implementation it is possible to take the
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* #ClutterBehaviourPath as an example:
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*
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* <figure id="behaviour-path-alpha">
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* <title>Effects of alpha functions on a path</title>
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* <graphic fileref="path-alpha-func.png" format="PNG"/>
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* </figure>
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*
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* The actors position between the path's end points directly correlates
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* to the #ClutterAlpha's current alpha value driving the behaviour. With
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* the #ClutterAlpha's function set to a linear ramp the actor
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* will follow the path at a constant velocity, but when changing to
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* a sine wave the actor initially accelerates before quickly
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* decelerating.
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*
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* In order to implement a new behaviour you should subclass #ClutterBehaviour
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* and override the "alpha_notify" virtual function; inside the overridden
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* function you should obtain the alpha value from the #ClutterAlpha
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* instance bound to the behaviour and apply it to the desiderd property
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* (or properties) of every actor controlled by the behaviour.
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*
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* #ClutterBehaviour is available since Clutter 0.2.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-behaviour.h"
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#include "clutter-debug.h"
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#include "clutter-main.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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#include "clutter-scriptable.h"
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#include "clutter-script-private.h"
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/**
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* clutter_knot_copy:
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* @knot: a #ClutterKnot
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*
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* Makes an allocated copy of a knot.
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*
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* Return value: the copied knot.
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*
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* Since: 0.2
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*/
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ClutterKnot *
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clutter_knot_copy (const ClutterKnot *knot)
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{
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ClutterKnot *copy;
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copy = g_slice_new0 (ClutterKnot);
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*copy = *knot;
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return copy;
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}
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/**
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* clutter_knot_free:
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* @knot: a #ClutterKnot
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*
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* Frees the memory of an allocated knot.
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*
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* Since: 0.2
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*/
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void
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clutter_knot_free (ClutterKnot *knot)
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{
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if (G_LIKELY (knot))
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{
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g_slice_free (ClutterKnot, knot);
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}
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}
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/**
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* clutter_knot_equal:
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* @knot_a: First knot
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* @knot_b: Second knot
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*
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* Compares to knot and checks if the point to the same location.
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*
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* Return value: %TRUE if the knots point to the same location.
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*
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* Since: 0.2
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*/
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gboolean
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clutter_knot_equal (const ClutterKnot *knot_a,
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const ClutterKnot *knot_b)
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{
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g_return_val_if_fail (knot_a != NULL, FALSE);
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g_return_val_if_fail (knot_b != NULL, FALSE);
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if (knot_a == knot_b)
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return TRUE;
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return knot_a->x == knot_b->x && knot_a->y == knot_b->y;
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}
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G_DEFINE_BOXED_TYPE (ClutterKnot, clutter_knot,
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clutter_knot_copy,
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clutter_knot_free);
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static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
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G_DEFINE_ABSTRACT_TYPE_WITH_CODE (ClutterBehaviour,
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clutter_behaviour,
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G_TYPE_OBJECT,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
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clutter_scriptable_iface_init));
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struct _ClutterBehaviourPrivate
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{
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ClutterAlpha *alpha;
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guint notify_id;
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GSList *actors;
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};
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enum
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{
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PROP_0,
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PROP_ALPHA,
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PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST];
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enum {
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APPLIED,
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REMOVED,
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LAST_SIGNAL
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};
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static guint behave_signals[LAST_SIGNAL] = { 0 };
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#define CLUTTER_BEHAVIOUR_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_BEHAVIOUR, \
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ClutterBehaviourPrivate))
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static gboolean
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clutter_behaviour_parse_custom_node (ClutterScriptable *scriptable,
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ClutterScript *script,
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GValue *value,
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const gchar *name,
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JsonNode *node)
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{
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if (strncmp (name, "alpha", 5) == 0)
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{
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GObject *alpha;
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alpha = _clutter_script_parse_alpha (script, node);
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if (alpha != NULL)
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{
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g_value_init (value, CLUTTER_TYPE_ALPHA);
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g_value_set_object (value, alpha);
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return TRUE;
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}
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}
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return FALSE;
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}
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static void
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clutter_scriptable_iface_init (ClutterScriptableIface *iface)
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{
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iface->parse_custom_node = clutter_behaviour_parse_custom_node;
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}
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static void
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clutter_behaviour_dispose (GObject *gobject)
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{
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ClutterBehaviour *self = CLUTTER_BEHAVIOUR (gobject);
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clutter_behaviour_set_alpha (self, NULL);
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clutter_behaviour_remove_all (self);
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G_OBJECT_CLASS (clutter_behaviour_parent_class)->dispose (gobject);
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}
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static void
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clutter_behaviour_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterBehaviour *behaviour = CLUTTER_BEHAVIOUR (object);
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switch (prop_id)
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{
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case PROP_ALPHA:
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clutter_behaviour_set_alpha (behaviour, g_value_get_object (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_behaviour_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterBehaviour *behaviour = CLUTTER_BEHAVIOUR (object);
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ClutterBehaviourPrivate *priv = behaviour->priv;
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switch (prop_id)
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{
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case PROP_ALPHA:
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g_value_set_object (value, priv->alpha);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_behaviour_alpha_notify_unimplemented (ClutterBehaviour *behaviour,
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gdouble alpha_value)
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{
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g_warning ("ClutterBehaviourClass::alpha_notify not implemented for '%s'",
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g_type_name (G_TYPE_FROM_INSTANCE (behaviour)));
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}
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static void
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clutter_behaviour_class_init (ClutterBehaviourClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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object_class->dispose = clutter_behaviour_dispose;
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object_class->set_property = clutter_behaviour_set_property;
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object_class->get_property = clutter_behaviour_get_property;
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/**
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* ClutterBehaviour:alpha:
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*
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* The #ClutterAlpha object used to drive this behaviour. A #ClutterAlpha
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* object binds a #ClutterTimeline and a function which computes a value
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* (the "alpha") depending on the time. Each time the alpha value changes
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* the alpha-notify virtual function is called.
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*
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* Since: 0.2
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*/
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obj_props[PROP_ALPHA] =
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g_param_spec_object ("alpha",
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P_("Alpha"),
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P_("Alpha Object to drive the behaviour"),
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CLUTTER_TYPE_ALPHA,
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CLUTTER_PARAM_READWRITE);
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_clutter_object_class_install_properties (object_class,
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PROP_LAST,
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obj_props);
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klass->alpha_notify = clutter_behaviour_alpha_notify_unimplemented;
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/**
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* ClutterBehaviour::applied:
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* @behaviour: the #ClutterBehaviour that received the signal
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* @actor: the actor the behaviour was applied to.
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*
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* The ::apply signal is emitted each time the behaviour is applied
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* to an actor.
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*
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* Since: 0.4
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*/
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behave_signals[APPLIED] =
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g_signal_new ("applied",
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G_OBJECT_CLASS_TYPE (object_class),
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G_SIGNAL_RUN_FIRST,
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G_STRUCT_OFFSET (ClutterBehaviourClass, applied),
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NULL, NULL,
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_clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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/**
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* ClutterBehaviour::removed:
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* @behaviour: the #ClutterBehaviour that received the signal
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* @actor: the removed actor
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*
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* The ::removed signal is emitted each time a behaviour is not applied
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* to an actor anymore.
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*
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* Since: 0.4
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*/
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behave_signals[REMOVED] =
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g_signal_new ("removed",
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G_OBJECT_CLASS_TYPE (object_class),
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G_SIGNAL_RUN_FIRST,
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G_STRUCT_OFFSET (ClutterBehaviourClass, removed),
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NULL, NULL,
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_clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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g_type_class_add_private (klass, sizeof (ClutterBehaviourPrivate));
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}
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static void
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clutter_behaviour_init (ClutterBehaviour *self)
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{
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self->priv = CLUTTER_BEHAVIOUR_GET_PRIVATE (self);
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}
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static void
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remove_actor_on_destroy (ClutterActor *actor,
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ClutterBehaviour *behaviour)
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{
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clutter_behaviour_remove (behaviour, actor);
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}
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/**
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* clutter_behaviour_apply:
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* @behave: a #ClutterBehaviour
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* @actor: a #ClutterActor
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*
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* Applies @behave to @actor. This function adds a reference on
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* the actor.
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*
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* Since: 0.2
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*/
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void
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clutter_behaviour_apply (ClutterBehaviour *behave,
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ClutterActor *actor)
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{
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ClutterBehaviourPrivate *priv;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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priv = behave->priv;
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if (g_slist_find (priv->actors, actor))
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{
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g_warning ("The behaviour of type %s already applies "
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"to the actor of type %s",
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g_type_name (G_OBJECT_TYPE (behave)),
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g_type_name (G_OBJECT_TYPE (actor)));
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return;
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}
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priv->actors = g_slist_append (priv->actors, g_object_ref (actor));
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g_signal_connect (actor, "destroy",
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G_CALLBACK (remove_actor_on_destroy),
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behave);
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g_signal_emit (behave, behave_signals[APPLIED], 0, actor);
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}
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/**
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* clutter_behaviour_is_applied:
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* @behave: a #ClutterBehaviour
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* @actor: a #ClutterActor
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*
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* Check if @behave applied to @actor.
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*
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* Return value: TRUE if actor has behaviour. FALSE otherwise.
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*
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* Since: 0.4
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*/
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gboolean
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clutter_behaviour_is_applied (ClutterBehaviour *behave,
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ClutterActor *actor)
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{
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g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), FALSE);
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g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
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return (g_slist_find (behave->priv->actors, actor) != NULL);
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}
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/**
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* clutter_behaviour_remove:
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* @behave: a #ClutterBehaviour
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* @actor: a #ClutterActor
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*
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* Removes @actor from the list of #ClutterActor<!-- -->s to which
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* @behave applies. This function removes a reference on the actor.
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*
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* Since: 0.2
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*/
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void
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clutter_behaviour_remove (ClutterBehaviour *behave,
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ClutterActor *actor)
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{
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ClutterBehaviourPrivate *priv;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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priv = behave->priv;
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if (!g_slist_find (priv->actors, actor))
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{
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g_warning ("The behaviour of type %s is not applied "
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"to the actor of type %s",
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g_type_name (G_OBJECT_TYPE (behave)),
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g_type_name (G_OBJECT_TYPE (actor)));
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return;
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}
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g_signal_handlers_disconnect_by_func (actor,
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G_CALLBACK (remove_actor_on_destroy),
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behave);
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priv->actors = g_slist_remove (priv->actors, actor);
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g_signal_emit (behave, behave_signals[REMOVED], 0, actor);
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g_object_unref (actor);
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}
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/**
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* clutter_behaviour_get_n_actors:
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* @behave: a #ClutterBehaviour
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*
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* Gets the number of actors this behaviour is applied too.
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*
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* Return value: The number of applied actors
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*
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* Since: 0.2
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*/
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gint
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clutter_behaviour_get_n_actors (ClutterBehaviour *behave)
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{
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g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), 0);
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return g_slist_length (behave->priv->actors);
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}
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/**
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* clutter_behaviour_get_nth_actor:
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* @behave: a #ClutterBehaviour
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* @index_: the index of an actor this behaviour is applied too.
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*
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* Gets an actor the behaviour was applied to referenced by index num.
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*
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* Return value: (transfer none): A Clutter actor or NULL if @index_ is invalid.
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*
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* Since: 0.2
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*/
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ClutterActor*
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clutter_behaviour_get_nth_actor (ClutterBehaviour *behave,
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gint index_)
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{
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g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), NULL);
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return g_slist_nth_data (behave->priv->actors, index_);
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}
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/**
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* clutter_behaviour_actors_foreach:
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* @behave: a #ClutterBehaviour
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* @func: (scope call): a function called for each actor
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* @data: optional data to be passed to the function, or %NULL
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*
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* Calls @func for every actor driven by @behave.
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*
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* Since: 0.2
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*/
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void
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clutter_behaviour_actors_foreach (ClutterBehaviour *behave,
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ClutterBehaviourForeachFunc func,
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gpointer data)
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{
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GSList *l;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
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g_return_if_fail (func != NULL);
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for (l = behave->priv->actors; l != NULL; l = l->next)
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{
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ClutterActor *actor = l->data;
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g_assert (CLUTTER_IS_ACTOR (actor));
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func (behave, actor, data);
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}
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}
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/**
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* clutter_behaviour_get_alpha:
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* @behave: a #ClutterBehaviour
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*
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* Retrieves the #ClutterAlpha object bound to @behave.
|
|
*
|
|
* Return value: (transfer none): a #ClutterAlpha object, or %NULL if no alpha
|
|
* object has been bound to this behaviour.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
ClutterAlpha *
|
|
clutter_behaviour_get_alpha (ClutterBehaviour *behave)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), NULL);
|
|
|
|
return behave->priv->alpha;
|
|
}
|
|
|
|
static void
|
|
notify_cb (GObject *object,
|
|
GParamSpec *param_spec,
|
|
ClutterBehaviour *behave)
|
|
{
|
|
ClutterBehaviourClass *klass;
|
|
|
|
klass = CLUTTER_BEHAVIOUR_GET_CLASS (behave);
|
|
|
|
CLUTTER_NOTE (BEHAVIOUR, "notify::alpha");
|
|
|
|
/* no actors, we can stop right here */
|
|
if (behave->priv->actors == NULL)
|
|
return;
|
|
|
|
if (klass->alpha_notify)
|
|
{
|
|
gdouble alpha_value = clutter_alpha_get_alpha (behave->priv->alpha);
|
|
|
|
CLUTTER_NOTE (BEHAVIOUR, "calling %s::alpha_notify (%p, %.4f)",
|
|
g_type_name (G_TYPE_FROM_CLASS (klass)),
|
|
behave, alpha_value);
|
|
|
|
klass->alpha_notify (behave, alpha_value);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_behaviour_set_alpha:
|
|
* @behave: a #ClutterBehaviour
|
|
* @alpha: a #ClutterAlpha or %NULL to unset a previously set alpha
|
|
*
|
|
* Binds @alpha to a #ClutterBehaviour. The #ClutterAlpha object
|
|
* is what makes a behaviour work: for each tick of the timeline
|
|
* used by #ClutterAlpha a new value of the alpha parameter is
|
|
* computed by the alpha function; the value should be used by
|
|
* the #ClutterBehaviour to update one or more properties of the
|
|
* actors to which the behaviour applies.
|
|
*
|
|
* If @alpha is not %NULL, the #ClutterBehaviour will take ownership
|
|
* of the #ClutterAlpha instance.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_behaviour_set_alpha (ClutterBehaviour *behave,
|
|
ClutterAlpha *alpha)
|
|
{
|
|
ClutterBehaviourPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
|
|
g_return_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha));
|
|
|
|
priv = behave->priv;
|
|
|
|
if (priv->alpha == alpha)
|
|
return;
|
|
|
|
if (priv->notify_id)
|
|
{
|
|
CLUTTER_NOTE (BEHAVIOUR, "removing previous notify-id (%d)",
|
|
priv->notify_id);
|
|
|
|
g_signal_handler_disconnect (priv->alpha, priv->notify_id);
|
|
priv->notify_id = 0;
|
|
}
|
|
|
|
if (priv->alpha != NULL)
|
|
{
|
|
CLUTTER_NOTE (BEHAVIOUR, "removing previous alpha object");
|
|
|
|
g_object_unref (priv->alpha);
|
|
priv->alpha = NULL;
|
|
}
|
|
|
|
if (alpha != NULL)
|
|
{
|
|
priv->alpha = g_object_ref_sink (alpha);
|
|
|
|
priv->notify_id = g_signal_connect (priv->alpha, "notify::alpha",
|
|
G_CALLBACK(notify_cb),
|
|
behave);
|
|
|
|
CLUTTER_NOTE (BEHAVIOUR, "setting new alpha object (%p, notify:%d)",
|
|
priv->alpha, priv->notify_id);
|
|
}
|
|
|
|
_clutter_notify_by_pspec (G_OBJECT (behave), obj_props[PROP_ALPHA]);
|
|
}
|
|
|
|
/**
|
|
* clutter_behaviour_get_actors:
|
|
* @behave: a #ClutterBehaviour
|
|
*
|
|
* Retrieves all the actors to which @behave applies. It is not recommended
|
|
* for derived classes to use this in there alpha notify method but use
|
|
* #clutter_behaviour_actors_foreach as it avoids alot of needless allocations.
|
|
*
|
|
* Return value: (transfer container) (element-type Clutter.Actor): a list of
|
|
* actors. You should free the returned list with g_slist_free() when
|
|
* finished using it.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
GSList *
|
|
clutter_behaviour_get_actors (ClutterBehaviour *behave)
|
|
{
|
|
ClutterBehaviourPrivate *priv;
|
|
GSList *retval, *l;
|
|
|
|
g_return_val_if_fail (CLUTTER_BEHAVIOUR (behave), NULL);
|
|
|
|
priv = behave->priv;
|
|
retval = NULL;
|
|
for (l = priv->actors; l != NULL; l = l->next)
|
|
retval = g_slist_prepend (retval, l->data);
|
|
|
|
return g_slist_reverse (retval);
|
|
}
|
|
|
|
/**
|
|
* clutter_behaviour_remove_all:
|
|
* @behave: a #ClutterBehaviour
|
|
*
|
|
* Removes every actor from the list that @behave holds.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_behaviour_remove_all (ClutterBehaviour *behave)
|
|
{
|
|
ClutterBehaviourPrivate *priv;
|
|
GSList *l;
|
|
|
|
g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
|
|
|
|
priv = behave->priv;
|
|
for (l = priv->actors; l != NULL; l = l->next)
|
|
{
|
|
ClutterActor *actor = l->data;
|
|
|
|
g_signal_emit (behave, behave_signals[REMOVED], 0, actor);
|
|
g_signal_handlers_disconnect_by_func (actor,
|
|
G_CALLBACK (remove_actor_on_destroy),
|
|
behave);
|
|
g_object_unref (actor);
|
|
}
|
|
|
|
g_slist_free (priv->actors);
|
|
priv->actors = NULL;
|
|
}
|