mutter/clutter/clutter-actor.c
Emmanuele Bassi cdb78ec4d2 [units] Do not use fixed point and units interchangeably
Clutter units are, at the moment, implemented as a value in fixed point
notation using the same format as CoglFixed. This is, though, an
implementation detail. For this reason, units should not be treated as
CoglFixed values and should be converted to and from fixed point using
the provided macros.

This commit updates the usage of units and fixed point values in
ClutterActor and rationalises some of the transformation code that
heavily relied on the equivalency between them.
2008-12-19 12:53:57 +00:00

7594 lines
214 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-actor
* @short_description: Base abstract class for all visual stage actors.
*
* #ClutterActor is a base abstract class for all visual elements on the
* stage. Every object that must appear on the main #ClutterStage must also
* be a #ClutterActor, either by using one of the classes provided by
* Clutter, or by implementing a new #ClutterActor subclass.
*
* Every actor is a 2D surface positioned and optionally transformed
* in 3D space. The actor is positioned relative to top left corner of
* it parent with the childs origin being its anchor point (also top
* left by default).
*
* The actors 2D surface is contained inside its bounding box,
* described by the #ClutterActorBox structure:
*
* <figure id="actor-box">
* <title>Bounding box of an Actor</title>
* <graphic fileref="actor-box.png" format="PNG"/>
* </figure>
*
* The actor box represents the untransformed area occupied by an
* actor. Each visible actor that has been put on a #ClutterStage also
* has a transformed area, depending on the actual transformations
* applied to it by the developer (scale, rotation). Tranforms will
* also be applied to any child actors. Also applied to all actors by
* the #ClutterStage is a perspective transformation. API is provided
* for both tranformed and untransformed actor geometry information.
*
* The 'modelview' transform matrix for the actor is constructed from
* the actor settings by the following order of operations:
* <orderedlist>
* <listitem><para>Translation by actor x, y coords,</para></listitem>
* <listitem><para>Scaling by scale_x, scale_y,</para></listitem>
* <listitem><para>Negative translation by anchor point x,
* y,</para></listitem>
* <listitem><para>Rotation around z axis,</para></listitem>
* <listitem><para>Rotation around y axis,</para></listitem>
* <listitem><para>Rotation around x axis,</para></listitem>
* <listitem><para>Translation by actor depth (z),</para></listitem>
* <listitem><para>Rectangular Clip is applied (this is not an operation on
* the matrix as such, but it is done as part of the transform set
* up).</para></listitem>
* </orderedlist>
*
* An actor can either be explicitly sized and positioned, using the
* various size and position accessors, like clutter_actor_set_x() or
* clutter_actor_set_width(); or it can have a preferred width and
* height, which then allows a layout manager to implicitly size and
* position it by "allocating" an area for an actor. This allows for
* actors to be manipulate in both a fixed or static parent container
* (i.e. children of #ClutterGroup) and a more automatic or dynamic
* layout based parent container.
*
* When accessing the position and size of an actor, the simple accessors
* like clutter_actor_get_width() and clutter_actor_get_x() will return
* a value depending on whether the actor has been explicitly sized and
* positioned by the developer or implicitly by the layout manager.
*
* Depending on whether you are querying an actor or implementing a
* layout manager, you should either use the simple accessors or use the
* size negotiation API.
*
* Clutter actors are also able to receive input events and react to
* them. Events are handled in the following ways:
*
* <orderedlist>
* <listitem><para>Actors emit pointer events if set reactive, see
* clutter_actor_set_reactive()</para></listitem>
* <listitem><para>The stage is always reactive</para></listitem>
* <listitem><para>Events are handled by connecting signal handlers to
* the numerous event signal types.</para></listitem>
* <listitem><para>Event handlers must return %TRUE if they handled
* the event and wish to block the event emission chain, or %FALSE
* if the emission chain must continue</para></listitem>
* <listitem><para>Keyboard events are emitted if actor has focus, see
* clutter_stage_set_key_focus()</para></listitem>
* <listitem><para>Motion events (motion, enter, leave) are not emitted
* if clutter_set_motion_events_enabled() is called with %FALSE.
* See clutter_set_motion_events_enabled() documentation for more
* information.</para></listitem>
* <listitem><para>Once emitted, an event emission chain has two
* phases: capture and bubble. An emitted event starts in the capture
* phase (see ClutterActor::captured-event) beginning at the stage and
* traversing every child actor until the event source actor is reached.
* The emission then enters the bubble phase, traversing back up the
* chain via parents until it reaches the stage. Any event handler can
* abort this chain by returning %TRUE (meaning "event handled").
* </para></listitem>
* <listitem><para>Pointer events will 'pass through' non reactive
* overlapping actors.</para></listitem>
* </orderedlist>
*
* <figure id="event-flow">
* <title>Event flow in Clutter</title>
* <graphic fileref="event-flow.png" format="PNG"/>
* </figure>
*
* Every '?' box in the diagram above is an entry point for application
* code.
*
* For implementing a new custom actor class, please read <link
* linkend="clutter-subclassing-ClutterActor">the corresponding section</link>
* of the API reference.
*/
/**
* CLUTTER_ACTOR_IS_MAPPED:
* @e: a #ClutterActor
*
* Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
*
* Since: 0.2
*/
/**
* CLUTTER_ACTOR_IS_REALIZED:
* @e: a #ClutterActor
*
* Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
*
* Since: 0.2
*/
/**
* CLUTTER_ACTOR_IS_VISIBLE:
* @e: a #ClutterActor
*
* Evaluates to %TRUE if the actor is both realized and mapped.
*
* Since: 0.2
*/
/**
* CLUTTER_ACTOR_IS_REACTIVE:
* @e: a #ClutterActor
*
* Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
*
* Since: 0.6
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-actor.h"
#include "clutter-container.h"
#include "clutter-main.h"
#include "clutter-enum-types.h"
#include "clutter-scriptable.h"
#include "clutter-script.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-units.h"
#include "cogl/cogl.h"
typedef struct _ShaderData ShaderData;
#define CLUTTER_ACTOR_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
struct _ClutterActorPrivate
{
/* fixed_x, fixed_y, and the allocation box are all in parent
* coordinates.
*/
ClutterUnit fixed_x;
ClutterUnit fixed_y;
/* request mode */
ClutterRequestMode request_mode;
/* our cached request width is for this height */
ClutterUnit request_width_for_height;
ClutterUnit request_min_width;
ClutterUnit request_natural_width;
/* our cached request height is for this width */
ClutterUnit request_height_for_width;
ClutterUnit request_min_height;
ClutterUnit request_natural_height;
ClutterActorBox allocation;
guint position_set : 1;
guint min_width_set : 1;
guint min_height_set : 1;
guint natural_width_set : 1;
guint natural_height_set : 1;
/* cached request is invalid (implies allocation is too) */
guint needs_width_request : 1;
/* cached request is invalid (implies allocation is too) */
guint needs_height_request : 1;
/* cached allocation is invalid (request has changed, probably) */
guint needs_allocation : 1;
guint has_clip : 1;
ClutterUnit clip[4];
/* Rotation angles */
ClutterFixed rxang;
ClutterFixed ryang;
ClutterFixed rzang;
/* Rotation center: X axis */
ClutterUnit rxy;
ClutterUnit rxz;
/* Rotation center: Y axis */
ClutterUnit ryx;
ClutterUnit ryz;
/* Rotation center: Z axis */
ClutterUnit rzx;
ClutterUnit rzy;
/* Anchor point coordinates */
ClutterUnit anchor_x;
ClutterUnit anchor_y;
/* depth */
ClutterUnit z;
guint8 opacity;
ClutterActor *parent_actor;
gchar *name;
guint32 id; /* Unique ID */
ClutterFixed scale_x;
ClutterFixed scale_y;
ShaderData *shader_data;
gboolean show_on_set_parent;
};
enum
{
PROP_0,
PROP_NAME,
/* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
* when set they force a size request, when gotten they
* get the allocation if the allocation is valid, and the
* request otherwise. Also, they are in pixels, while
* all the underlying properties are in ClutterUnit.
*/
PROP_X,
PROP_Y,
PROP_WIDTH,
PROP_HEIGHT,
/* Then the rest of these size-related properties are the "actual"
* underlying properties set or gotten by X, Y, WIDTH, HEIGHT. All
* of these are in ClutterUnit not in pixels.
*/
PROP_FIXED_X,
PROP_FIXED_Y,
PROP_FIXED_POSITION_SET,
PROP_MIN_WIDTH,
PROP_MIN_WIDTH_SET,
PROP_MIN_HEIGHT,
PROP_MIN_HEIGHT_SET,
PROP_NATURAL_WIDTH,
PROP_NATURAL_WIDTH_SET,
PROP_NATURAL_HEIGHT,
PROP_NATURAL_HEIGHT_SET,
PROP_REQUEST_MODE,
/* Allocation properties are read-only */
PROP_ALLOCATION,
PROP_DEPTH,
PROP_CLIP,
PROP_HAS_CLIP,
PROP_OPACITY,
PROP_VISIBLE,
PROP_REACTIVE,
PROP_SCALE_X,
PROP_SCALE_Y,
PROP_ROTATION_ANGLE_X,
PROP_ROTATION_ANGLE_Y,
PROP_ROTATION_ANGLE_Z,
PROP_ROTATION_CENTER_X,
PROP_ROTATION_CENTER_Y,
PROP_ROTATION_CENTER_Z,
PROP_ANCHOR_X,
PROP_ANCHOR_Y,
PROP_SHOW_ON_SET_PARENT
};
enum
{
SHOW,
HIDE,
DESTROY,
PARENT_SET,
FOCUS_IN,
FOCUS_OUT,
PAINT,
REALIZE,
UNREALIZE,
EVENT,
CAPTURED_EVENT,
BUTTON_PRESS_EVENT,
BUTTON_RELEASE_EVENT,
SCROLL_EVENT,
KEY_PRESS_EVENT,
KEY_RELEASE_EVENT,
MOTION_EVENT,
ENTER_EVENT,
LEAVE_EVENT,
LAST_SIGNAL
};
static guint actor_signals[LAST_SIGNAL] = { 0, };
static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
static void _clutter_actor_apply_modelview_transform (ClutterActor *self);
static void clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat);
static void clutter_actor_shader_post_paint (ClutterActor *actor);
static void destroy_shader_data (ClutterActor *self);
/* These setters are all static for now, maybe they should be in the
* public API, but they are perhaps obscure enough to leave only as
* properties
*/
static void clutter_actor_set_min_width (ClutterActor *self,
ClutterUnit min_width);
static void clutter_actor_set_min_height (ClutterActor *self,
ClutterUnit min_height);
static void clutter_actor_set_natural_width (ClutterActor *self,
ClutterUnit natural_width);
static void clutter_actor_set_natural_height (ClutterActor *self,
ClutterUnit natural_height);
static void clutter_actor_set_min_width_set (ClutterActor *self,
gboolean use_min_width);
static void clutter_actor_set_min_height_set (ClutterActor *self,
gboolean use_min_height);
static void clutter_actor_set_natural_width_set (ClutterActor *self,
gboolean use_natural_width);
static void clutter_actor_set_natural_height_set (ClutterActor *self,
gboolean use_natural_height);
static void clutter_actor_set_request_mode (ClutterActor *self,
ClutterRequestMode mode);
G_DEFINE_ABSTRACT_TYPE_WITH_CODE (ClutterActor,
clutter_actor,
G_TYPE_INITIALLY_UNOWNED,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
clutter_scriptable_iface_init));
static void
clutter_actor_real_show (ClutterActor *self)
{
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
{
if (!CLUTTER_ACTOR_IS_REALIZED (self))
clutter_actor_realize (self);
/* the mapped flag on the top-level actors must be set by the
* per-backend implementation because it might be asynchronous
*/
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL))
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
clutter_actor_queue_relayout (self);
}
}
/**
* clutter_actor_show:
* @self: A #ClutterActor
*
* Flags an actor to be displayed. An actor that isn't shown will not
* be rendered on the stage.
*
* Actors are visible by default.
*
* If this function is called on an actor without a parent, the
* #ClutterActor:show-on-set-parent will be set to %TRUE as a side
* effect.
*/
void
clutter_actor_show (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
if (!priv->show_on_set_parent && !priv->parent_actor)
{
priv->show_on_set_parent = TRUE;
g_object_notify (G_OBJECT (self), "show-on-set-parent");
}
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
{
g_signal_emit (self, actor_signals[SHOW], 0);
g_object_notify (G_OBJECT (self), "visible");
}
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_show_all:
* @self: a #ClutterActor
*
* Calls clutter_actor_show() on all children of an actor (if any).
*
* Since: 0.2
*/
void
clutter_actor_show_all (ClutterActor *self)
{
ClutterActorClass *klass;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->show_all)
klass->show_all (self);
}
void
clutter_actor_real_hide (ClutterActor *self)
{
if (CLUTTER_ACTOR_IS_VISIBLE (self))
{
/* see comment in clutter_actor_real_show() on why we don't set
* the mapped flag on the top-level actors
*/
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL))
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
clutter_actor_queue_relayout (self);
}
}
/**
* clutter_actor_hide:
* @self: A #ClutterActor
*
* Flags an actor to be hidden. A hidden actor will not be
* rendered on the stage.
*
* Actors are visible by default.
*
* If this function is called on an actor without a parent, the
* #ClutterActor:show-on-set-parent property will be set to %FALSE
* as a side-effect.
*/
void
clutter_actor_hide (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
if (priv->show_on_set_parent && !priv->parent_actor)
{
priv->show_on_set_parent = FALSE;
g_object_notify (G_OBJECT (self), "show-on-set-parent");
}
if (CLUTTER_ACTOR_IS_MAPPED (self))
{
g_signal_emit (self, actor_signals[HIDE], 0);
g_object_notify (G_OBJECT (self), "visible");
}
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_hide_all:
* @self: a #ClutterActor
*
* Calls clutter_actor_hide() on all child actors (if any).
*
* Since: 0.2
*/
void
clutter_actor_hide_all (ClutterActor *self)
{
ClutterActorClass *klass;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->hide_all)
klass->hide_all (self);
}
/**
* clutter_actor_realize:
* @self: A #ClutterActor
*
* Creates any underlying graphics resources needed by the actor to be
* displayed.
**/
void
clutter_actor_realize (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (CLUTTER_ACTOR_IS_REALIZED (self))
return;
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
g_signal_emit (self, actor_signals[REALIZE], 0);
}
/**
* clutter_actor_unrealize:
* @self: A #ClutterActor
*
* Frees up any underlying graphics resources needed by the actor to be
* displayed.
**/
void
clutter_actor_unrealize (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (!CLUTTER_ACTOR_IS_REALIZED (self))
return;
/* unrealizing also means hiding a visible actor, exactly
* like showing implies realization if called on an unrealized
* actor. this keeps the flags in sync.
*/
clutter_actor_hide (self);
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
g_signal_emit (self, actor_signals[UNREALIZE], 0);
}
static void
clutter_actor_real_pick (ClutterActor *self,
const ClutterColor *color)
{
/* the default implementation is just to paint a rectangle
* with the same size of the actor using the passed color
*/
if (clutter_actor_should_pick_paint (self))
{
cogl_set_source_color4ub (color->red,
color->green,
color->blue,
color->alpha);
cogl_rectangle (0, 0,
clutter_actor_get_width (self),
clutter_actor_get_height (self));
}
}
/**
* clutter_actor_pick:
* @self: A #ClutterActor
* @color: A #ClutterColor
*
* Renders a silhouette of the actor using the supplied color. Used
* internally for mapping pointer events to actors.
*
* This function should never be called directly by applications.
*
* Subclasses overiding the ClutterActor::pick() method should call
* clutter_actor_should_pick_paint() to decide whether to render their
* silhouette. Containers should always recursively call pick for
* each child.
*
* Since: 0.4
**/
void
clutter_actor_pick (ClutterActor *self,
const ClutterColor *color)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (color != NULL);
CLUTTER_ACTOR_GET_CLASS (self)->pick (self, color);
}
/**
* clutter_actor_should_pick_paint:
* @self: A #ClutterActor
*
* Utility call for subclasses overiding the pick method.
*
* This function should never be called directly by applications.
*
* Return value: %TRUE if the actor should paint its silhouette,
* %FALSE otherwise
*/
gboolean
clutter_actor_should_pick_paint (ClutterActor *self)
{
ClutterMainContext *context;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
context = clutter_context_get_default ();
if (CLUTTER_ACTOR_IS_MAPPED (self) &&
(G_UNLIKELY (context->pick_mode == CLUTTER_PICK_ALL) ||
CLUTTER_ACTOR_IS_REACTIVE (self)))
return TRUE;
return FALSE;
}
static void
clutter_actor_real_get_preferred_width (ClutterActor *self,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
/* Default implementation is always 0x0, usually an actor
* using this default is relying on someone to set the
* request manually
*/
if (min_width_p)
*min_width_p = 0;
if (natural_width_p)
*natural_width_p = 0;
}
static void
clutter_actor_real_get_preferred_height (ClutterActor *self,
ClutterUnit for_width,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
/* Default implementation is always 0x0, usually an actor
* using this default is relying on someone to set the
* request manually
*/
if (min_height_p)
*min_height_p = 0;
if (natural_height_p)
*natural_height_p = 0;
}
static void
clutter_actor_store_old_geometry (ClutterActor *self,
ClutterActorBox *box)
{
*box = self->priv->allocation;
}
static inline void
clutter_actor_notify_if_geometry_changed (ClutterActor *self,
const ClutterActorBox *old)
{
ClutterUnit xu, yu;
ClutterUnit widthu, heightu;
clutter_actor_get_positionu (self, &xu, &yu);
clutter_actor_get_sizeu (self, &widthu, &heightu);
g_object_freeze_notify (G_OBJECT (self));
if (xu != old->x1)
g_object_notify (G_OBJECT (self), "x");
if (yu != old->y1)
g_object_notify (G_OBJECT (self), "y");
if (widthu != (old->x2 - old->x1))
g_object_notify (G_OBJECT (self), "width");
if (heightu != (old->y2 - old->y1))
g_object_notify (G_OBJECT (self), "height");
g_object_thaw_notify (G_OBJECT (self));
}
static void
clutter_actor_real_allocate (ClutterActor *self,
const ClutterActorBox *box,
gboolean absolute_origin_changed)
{
ClutterActorPrivate *priv = self->priv;
gboolean x1_changed, y1_changed, x2_changed, y2_changed;
ClutterActorBox old = { 0, };
clutter_actor_store_old_geometry (self, &old);
x1_changed = priv->allocation.x1 != box->x1;
y1_changed = priv->allocation.y1 != box->y1;
x2_changed = priv->allocation.x2 != box->x2;
y2_changed = priv->allocation.y2 != box->y2;
priv->allocation = *box;
priv->needs_allocation = FALSE;
g_object_freeze_notify (G_OBJECT (self));
if (x1_changed || y1_changed || x2_changed || y2_changed)
g_object_notify (G_OBJECT (self), "allocation");
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
}
/* like ClutterVertex, but using CoglFixed and with a w component */
typedef struct {
CoglFixed x;
CoglFixed y;
CoglFixed z;
CoglFixed w;
} fixed_vertex_t;
/* copies a fixed vertex into a ClutterVertex */
static inline void
fixed_vertex_to_units (const fixed_vertex_t *f,
ClutterVertex *u)
{
u->x = CLUTTER_UNITS_FROM_FIXED (f->x);
u->y = CLUTTER_UNITS_FROM_FIXED (f->y);
u->z = CLUTTER_UNITS_FROM_FIXED (f->z);
}
/*
* Utility functions for manipulating transformation matrix
*
* Matrix: 4x4 of ClutterFixed
*/
#define M(m,row,col) (m)[(col) * 4 + (row)]
/* Transforms a vertex using the passed matrix; vertex is
* an in-out parameter
*/
static inline void
mtx_transform (const ClutterFixed m[],
fixed_vertex_t *vertex)
{
ClutterFixed _x, _y, _z, _w;
_x = vertex->x;
_y = vertex->y;
_z = vertex->z;
_w = vertex->w;
/* We care lot about precision here, so have to use MUL instead
* of FAST_MUL
*/
vertex->x = COGL_FIXED_MUL (M (m, 0, 0), _x)
+ COGL_FIXED_MUL (M (m, 0, 1), _y)
+ COGL_FIXED_MUL (M (m, 0, 2), _z)
+ COGL_FIXED_MUL (M (m, 0, 3), _w);
vertex->y = COGL_FIXED_MUL (M (m, 1, 0), _x)
+ COGL_FIXED_MUL (M (m, 1, 1), _y)
+ COGL_FIXED_MUL (M (m, 1, 2), _z)
+ COGL_FIXED_MUL (M (m, 1, 3), _w);
vertex->z = COGL_FIXED_MUL (M (m, 2, 0), _x)
+ COGL_FIXED_MUL (M (m, 2, 1), _y)
+ COGL_FIXED_MUL (M (m, 2, 2), _z)
+ COGL_FIXED_MUL (M (m, 2, 3), _w);
vertex->w = COGL_FIXED_MUL (M (m, 3, 0), _x)
+ COGL_FIXED_MUL (M (m, 3, 1), _y)
+ COGL_FIXED_MUL (M (m, 3, 2), _z)
+ COGL_FIXED_MUL (M (m, 3, 3), _w);
/* Specially for Matthew: was going to put a comment here, but could not
* think of anything at all to say ;)
*/
}
#undef M
/* Help macros to scale from OpenGL <-1,1> coordinates system to our
* X-window based <0,window-size> coordinates
*/
#define MTX_GL_SCALE_X(x,w,v1,v2) (COGL_FIXED_MUL (((COGL_FIXED_DIV ((x), (w)) + COGL_FIXED_1) >> 1), (v1)) + (v2))
#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - COGL_FIXED_MUL (((COGL_FIXED_DIV ((y), (w)) + COGL_FIXED_1) >> 1), (v1)) + (v2))
#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
/* transforms a 4-tuple of coordinates using @matrix and
* places the result into a fixed @vertex
*/
static inline void
fixed_vertex_transform (const ClutterFixed matrix[],
ClutterFixed x,
ClutterFixed y,
ClutterFixed z,
ClutterFixed w,
fixed_vertex_t *vertex)
{
fixed_vertex_t tmp = { 0, };
tmp.x = x;
tmp.y = y;
tmp.z = z;
tmp.w = w;
mtx_transform (matrix, &tmp);
*vertex = tmp;
}
/* scales a fixed @vertex using @matrix and @viewport, and
* transforms the result into ClutterUnits, filling @vertex_p
*/
static inline void
fixed_vertex_scale (const ClutterFixed matrix[],
const fixed_vertex_t *vertex,
const ClutterFixed viewport[],
ClutterVertex *vertex_p)
{
ClutterFixed v_x, v_y, v_width, v_height;
fixed_vertex_t tmp = { 0, };
tmp = *vertex;
mtx_transform (matrix, &tmp);
v_x = viewport[0];
v_y = viewport[1];
v_width = viewport[2];
v_height = viewport[3];
tmp.x = MTX_GL_SCALE_X (tmp.x, tmp.w, v_width, v_x);
tmp.y = MTX_GL_SCALE_Y (tmp.y, tmp.w, v_height, v_y);
tmp.z = MTX_GL_SCALE_Z (tmp.z, tmp.w, v_width, v_x);
tmp.w = 0;
fixed_vertex_to_units (&tmp, vertex_p);
}
/* Applies the transforms associated with this actor and its ancestors,
* retrieves the resulting OpenGL modelview matrix, and uses the matrix
* to transform the supplied point
*
* The point coordinates are in-out parameters
*/
static void
clutter_actor_transform_point_relative (ClutterActor *actor,
ClutterActor *ancestor,
ClutterUnit *x,
ClutterUnit *y,
ClutterUnit *z,
ClutterUnit *w)
{
ClutterFixed mtx[16];
fixed_vertex_t vertex = { 0, };
vertex.x = (x != NULL) ? CLUTTER_UNITS_TO_FIXED (*x) : 0;
vertex.y = (y != NULL) ? CLUTTER_UNITS_TO_FIXED (*y) : 0;
vertex.z = (z != NULL) ? CLUTTER_UNITS_TO_FIXED (*z) : 0;
vertex.w = (w != NULL) ? CLUTTER_UNITS_TO_FIXED (*w) : 0;
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (actor, ancestor);
cogl_get_modelview_matrix (mtx);
mtx_transform (mtx, &vertex);
cogl_pop_matrix();
if (x)
*x = CLUTTER_UNITS_FROM_FIXED (vertex.x);
if (y)
*y = CLUTTER_UNITS_FROM_FIXED (vertex.y);
if (z)
*z = CLUTTER_UNITS_FROM_FIXED (vertex.z);
if (w)
*w = CLUTTER_UNITS_FROM_FIXED (vertex.w);
}
/* Applies the transforms associated with this actor and its ancestors,
* retrieves the resulting OpenGL modelview matrix, and uses the matrix
* to transform the supplied point
*/
static void
clutter_actor_transform_point (ClutterActor *actor,
ClutterUnit *x,
ClutterUnit *y,
ClutterUnit *z,
ClutterUnit *w)
{
ClutterFixed mtx[16];
fixed_vertex_t vertex = { 0, };
vertex.x = (x != NULL) ? CLUTTER_UNITS_TO_FIXED (*x) : 0;
vertex.y = (y != NULL) ? CLUTTER_UNITS_TO_FIXED (*y) : 0;
vertex.z = (z != NULL) ? CLUTTER_UNITS_TO_FIXED (*z) : 0;
vertex.w = (w != NULL) ? CLUTTER_UNITS_TO_FIXED (*w) : 0;
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (actor, NULL);
cogl_get_modelview_matrix (mtx);
mtx_transform (mtx, &vertex);
cogl_pop_matrix();
if (x)
*x = CLUTTER_UNITS_FROM_FIXED (vertex.x);
if (y)
*y = CLUTTER_UNITS_FROM_FIXED (vertex.y);
if (z)
*z = CLUTTER_UNITS_FROM_FIXED (vertex.z);
if (w)
*w = CLUTTER_UNITS_FROM_FIXED (vertex.w);
}
/**
* clutter_actor_apply_relative_transform_to_point:
* @self: A #ClutterActor
* @ancestor: A #ClutterActor ancestor, or %NULL to use the
* default #ClutterStage
* @point: A point as #ClutterVertex
* @vertex: The translated #ClutterVertex
*
* Transforms @point in coordinates relative to the actor into
* ancestor-relative coordinates using the relevant transform
* stack (i.e. scale, rotation, etc).
*
* If @ancestor is %NULL the ancestor will be the #ClutterStage. In
* this case, the coordinates returned will be the coordinates on
* the stage before the projection is applied. This is different from
* the behaviour of clutter_actor_apply_transform_to_point().
*
* Since: 0.6
*/
void
clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
ClutterActor *ancestor,
const ClutterVertex *point,
ClutterVertex *vertex)
{
ClutterFixed v[4];
ClutterFixed x, y, z, w;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
g_return_if_fail (point != NULL);
g_return_if_fail (vertex != NULL);
x = CLUTTER_UNITS_TO_FIXED (vertex->x);
y = CLUTTER_UNITS_TO_FIXED (vertex->y);
z = CLUTTER_UNITS_TO_FIXED (vertex->z);
w = COGL_FIXED_1;
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point_relative (self, ancestor,
&x, &y, &z, &w);
cogl_get_viewport (v);
/*
* The w[3] parameter should always be 1.0 here, so we ignore it; otherwise
* we would have to divide the original verts with it.
*/
vertex->x =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((x + COGL_FIXED_0_5), v[2]));
vertex->y =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((COGL_FIXED_0_5 - y), v[3]));
vertex->z =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((z + COGL_FIXED_0_5), v[2]));
}
/**
* clutter_actor_apply_transform_to_point:
* @self: A #ClutterActor
* @point: A point as #ClutterVertex
* @vertex: The translated #ClutterVertex
*
* Transforms @point in coordinates relative to the actor
* into screen-relative coordinates with the current actor
* transformation (i.e. scale, rotation, etc)
*
* Since: 0.4
**/
void
clutter_actor_apply_transform_to_point (ClutterActor *self,
const ClutterVertex *point,
ClutterVertex *vertex)
{
ClutterFixed mtx_p[16];
ClutterFixed v[4];
fixed_vertex_t tmp = { 0, };
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (point != NULL);
g_return_if_fail (vertex != NULL);
tmp.x = CLUTTER_UNITS_TO_FIXED (vertex->x);
tmp.y = CLUTTER_UNITS_TO_FIXED (vertex->y);
tmp.z = CLUTTER_UNITS_TO_FIXED (vertex->z);
tmp.w = COGL_FIXED_1;
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point (self, &tmp.x, &tmp.y, &tmp.z, &tmp.w);
cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v);
/* Now, transform it again with the projection matrix */
mtx_transform (mtx_p, &tmp);
/* Finaly translate from OpenGL coords to window coords */
vertex->x =
CLUTTER_UNITS_FROM_FIXED (MTX_GL_SCALE_X (tmp.x, tmp.w, v[2], v[0]));
vertex->y =
CLUTTER_UNITS_FROM_FIXED (MTX_GL_SCALE_Y (tmp.y, tmp.w, v[3], v[1]));
vertex->z =
CLUTTER_UNITS_FROM_FIXED (MTX_GL_SCALE_Z (tmp.z, tmp.w, v[2], v[0]));
}
/* Recursively tranform supplied vertices with the tranform for the current
* actor and up to the ancestor (like clutter_actor_transform_point() but
* for all the vertices in one go).
*/
static void
clutter_actor_transform_vertices_relative (ClutterActor *self,
ClutterActor *ancestor,
fixed_vertex_t vertices[])
{
ClutterActorPrivate *priv = self->priv;
ClutterFixed mtx[16];
ClutterFixed width, height;
width = CLUTTER_UNITS_TO_FIXED (priv->allocation.x2 - priv->allocation.x1);
height = CLUTTER_UNITS_TO_FIXED (priv->allocation.y2 - priv->allocation.y1);
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (self, ancestor);
cogl_get_modelview_matrix (mtx);
fixed_vertex_transform (mtx, 0, 0, 0, COGL_FIXED_1, &vertices[0]);
fixed_vertex_transform (mtx, width, 0, 0, COGL_FIXED_1, &vertices[1]);
fixed_vertex_transform (mtx, 0, height, 0, COGL_FIXED_1, &vertices[2]);
fixed_vertex_transform (mtx, width, height, 0, COGL_FIXED_1, &vertices[3]);
cogl_pop_matrix();
}
/* Recursively tranform supplied box with the tranform for the current
* actor and all its ancestors (like clutter_actor_transform_point()
* but for all the vertices in one go) and project it into screen
* coordinates
*/
static void
clutter_actor_transform_and_project_box (ClutterActor *self,
const ClutterActorBox *box,
ClutterVertex verts[4])
{
ClutterActor *stage;
ClutterFixed mtx[16];
ClutterFixed mtx_p[16];
ClutterFixed v[4];
ClutterFixed width, height;
fixed_vertex_t vertices[4];
width = CLUTTER_UNITS_TO_FIXED (box->x2 - box->x1);
height = CLUTTER_UNITS_TO_FIXED (box->y2 - box->y1);
/* We essentially have to dupe some code from clutter_redraw() here
* to make sure GL Matrices etc are initialised if we're called and we
* havn't yet rendered anything.
*
* Simply duping code for now in wait for Cogl cleanup that can hopefully
* address this in a nicer way.
*/
stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - idealy the func should fail.
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
clutter_stage_ensure_current (CLUTTER_STAGE (stage));
_clutter_stage_maybe_setup_viewport (CLUTTER_STAGE (stage));
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (self, NULL);
cogl_get_modelview_matrix (mtx);
fixed_vertex_transform (mtx, 0, 0, 0, COGL_FIXED_1, &vertices[0]);
fixed_vertex_transform (mtx, width, 0, 0, COGL_FIXED_1, &vertices[1]);
fixed_vertex_transform (mtx, 0, height, 0, COGL_FIXED_1, &vertices[2]);
fixed_vertex_transform (mtx, width, height, 0, COGL_FIXED_1, &vertices[3]);
cogl_pop_matrix();
cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v);
fixed_vertex_scale (mtx_p, &vertices[0], v, &verts[0]);
fixed_vertex_scale (mtx_p, &vertices[1], v, &verts[1]);
fixed_vertex_scale (mtx_p, &vertices[2], v, &verts[2]);
fixed_vertex_scale (mtx_p, &vertices[3], v, &verts[3]);
}
/**
* clutter_actor_get_allocation_vertices:
* @self: A #ClutterActor
* @ancestor: A #ClutterActor to calculate the vertices against, or %NULL
* to use the default #ClutterStage
* @verts: return location for an array of 4 #ClutterVertex in which
* to store the result.
*
* Calculates the transformed coordinates of the four corners of the
* actor in the plane of @ancestor. The returned vertices relate to
* the #ClutterActorBox coordinates as follows:
* <itemizedlist>
* <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
* <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
* <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
* <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
* </itemizedlist>
*
* If @ancestor is %NULL the ancestor will be the #ClutterStage. In
* this case, the coordinates returned will be the coordinates on
* the stage before the projection is applied. This is different from
* the behaviour of clutter_actor_get_abs_allocation_vertices().
*
* Since: 0.6
*/
void
clutter_actor_get_allocation_vertices (ClutterActor *self,
ClutterActor *ancestor,
ClutterVertex verts[])
{
ClutterActorPrivate *priv;
ClutterActor *stage;
ClutterFixed v[4];
fixed_vertex_t vertices[4];
fixed_vertex_t tmp = { 0, };
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
priv = self->priv;
/* We essentially have to dupe some code from clutter_redraw() here
* to make sure GL Matrices etc are initialised if we're called and we
* havn't yet rendered anything.
*
* Simply duping code for now in wait for Cogl cleanup that can hopefully
* address this in a nicer way.
*/
stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - idealy the func should fail.
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
clutter_stage_ensure_current (CLUTTER_STAGE (stage));
_clutter_stage_maybe_setup_viewport (CLUTTER_STAGE (stage));
/* if the actor needs to be allocated we force a relayout, so that
* clutter_actor_transform_vertices_relative() will have valid values
* to use in the transformations
*/
if (priv->needs_allocation)
_clutter_stage_maybe_relayout (stage);
clutter_actor_transform_vertices_relative (self, ancestor, vertices);
cogl_get_viewport (v);
/*
* The w[3] parameter should always be 1.0 here, so we ignore it;
* otherwise we would have to divide the original verts with it.
*/
tmp.x = COGL_FIXED_MUL ((vertices[0].x + COGL_FIXED_0_5), v[2]);
tmp.y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - vertices[0].y), v[3]);
tmp.z = COGL_FIXED_MUL ((vertices[0].z + COGL_FIXED_0_5), v[2]);
fixed_vertex_to_units (&tmp, &verts[0]);
tmp.x = COGL_FIXED_MUL ((vertices[1].x + COGL_FIXED_0_5), v[2]);
tmp.y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - vertices[1].y), v[3]);
tmp.z = COGL_FIXED_MUL ((vertices[1].z + COGL_FIXED_0_5), v[2]);
fixed_vertex_to_units (&tmp, &verts[1]);
tmp.x = COGL_FIXED_MUL ((vertices[2].x + COGL_FIXED_0_5), v[2]);
tmp.y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - vertices[2].y), v[3]);
tmp.z = COGL_FIXED_MUL ((vertices[2].z + COGL_FIXED_0_5), v[2]);
fixed_vertex_to_units (&tmp, &verts[2]);
tmp.x = COGL_FIXED_MUL ((vertices[3].x + COGL_FIXED_0_5), v[2]);
tmp.y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - vertices[3].y), v[3]);
tmp.z = COGL_FIXED_MUL ((vertices[3].z + COGL_FIXED_0_5), v[2]);
fixed_vertex_to_units (&tmp, &verts[3]);
}
/**
* clutter_actor_get_abs_allocation_vertices:
* @self: A #ClutterActor
* @verts: Pointer to a location of an array of 4 #ClutterVertex where to
* store the result.
*
* Calculates the transformed screen coordinates of the four corners of
* the actor; the returned vertices relate to the #ClutterActorBox
* coordinates as follows:
* <itemizedlist>
* <listitem><para>v[0] contains (x1, y1)</para></listitem>
* <listitem><para>v[1] contains (x2, y1)</para></listitem>
* <listitem><para>v[2] contains (x1, y2)</para></listitem>
* <listitem><para>v[3] contains (x2, y2)</para></listitem>
* </itemizedlist>
*
* Since: 0.4
*/
void
clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
ClutterVertex verts[4])
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
/* if the actor needs to be allocated we force a relayout, so that
* the actor allocation box will be valid for
* clutter_actor_transform_and_project_box()
*/
if (priv->needs_allocation)
{
ClutterActor *stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - idealy the func should fail.
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
_clutter_stage_maybe_relayout (stage);
}
clutter_actor_transform_and_project_box (self,
&self->priv->allocation,
verts);
}
/* Applies the transforms associated with this actor to the
* OpenGL modelview matrix.
*
* This function does not push/pop matrix; it is the responsibility
* of the caller to do so as appropriate
*/
static void
_clutter_actor_apply_modelview_transform (ClutterActor *self)
{
ClutterActorPrivate *priv = self->priv;
gboolean is_stage = CLUTTER_IS_STAGE (self);
if (!is_stage)
cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->allocation.x1),
CLUTTER_UNITS_TO_FIXED (priv->allocation.y1),
0);
/*
* because the rotation involves translations, we must scale before
* applying the rotations (if we apply the scale after the rotations,
* the translations included in the rotation are not scaled and so the
* entire object will move on the screen as a result of rotating it).
*/
if (priv->scale_x != COGL_FIXED_1 || priv->scale_y != COGL_FIXED_1)
cogl_scale (priv->scale_x, priv->scale_y);
if (priv->rzang)
{
cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->rzx),
CLUTTER_UNITS_TO_FIXED (priv->rzy),
0);
cogl_rotatex (priv->rzang, 0, 0, COGL_FIXED_1);
cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->rzx),
CLUTTER_UNITS_TO_FIXED (-priv->rzy),
0);
}
if (priv->ryang)
{
cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->ryx),
0,
CLUTTER_UNITS_TO_FIXED (priv->z + priv->ryz));
cogl_rotatex (priv->ryang, 0, COGL_FIXED_1, 0);
cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->ryx),
0,
CLUTTER_UNITS_TO_FIXED (-(priv->z + priv->ryz)));
}
if (priv->rxang)
{
cogl_translatex (0,
CLUTTER_UNITS_TO_FIXED (priv->rxy),
CLUTTER_UNITS_TO_FIXED (priv->z + priv->rxz));
cogl_rotatex (priv->rxang, COGL_FIXED_1, 0, 0);
cogl_translatex (0,
CLUTTER_UNITS_TO_FIXED (-priv->rxy),
CLUTTER_UNITS_TO_FIXED (-(priv->z + priv->rxz)));
}
if (!is_stage && (priv->anchor_x || priv->anchor_y))
cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->anchor_x),
CLUTTER_UNITS_TO_FIXED (-priv->anchor_y),
0);
if (priv->z)
cogl_translatex (0, 0, priv->z);
}
/* Recursively applies the transforms associated with this actor and
* its ancestors to the OpenGL modelview matrix. Use NULL if you want this
* to go all the way down to the stage.
*
* This function does not push/pop matrix; it is the responsibility
* of the caller to do so as appropriate
*/
void
_clutter_actor_apply_modelview_transform_recursive (ClutterActor *self,
ClutterActor *ancestor)
{
ClutterActor *parent, *stage;
parent = clutter_actor_get_parent (self);
/*
* If we reached the ancestor, quit
* NB: NULL ancestor means the stage, and this will not trigger
* (as it should not)
*/
if (self == ancestor)
return;
stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - idealy the func should fail.
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
if (parent)
_clutter_actor_apply_modelview_transform_recursive (parent, ancestor);
else if (self != stage)
_clutter_actor_apply_modelview_transform (stage);
_clutter_actor_apply_modelview_transform (self);
}
/**
* clutter_actor_paint:
* @self: A #ClutterActor
*
* Renders the actor to display.
*
* This function should not be called directly by applications.
* Call clutter_actor_queue_redraw() to queue paints, instead.
*/
void
clutter_actor_paint (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterMainContext *context;
gboolean clip_set = FALSE;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (!CLUTTER_ACTOR_IS_REALIZED (self))
{
CLUTTER_NOTE (PAINT, "Attempting realize via paint()");
clutter_actor_realize(self);
if (!CLUTTER_ACTOR_IS_REALIZED (self))
{
CLUTTER_NOTE (PAINT, "Attempt failed, aborting paint");
return;
}
}
cogl_push_matrix();
_clutter_actor_apply_modelview_transform (self);
if (priv->has_clip)
{
cogl_clip_set (CLUTTER_UNITS_TO_FIXED (priv->clip[0]),
CLUTTER_UNITS_TO_FIXED (priv->clip[1]),
CLUTTER_UNITS_TO_FIXED (priv->clip[2]),
CLUTTER_UNITS_TO_FIXED (priv->clip[3]));
clip_set = TRUE;
}
context = clutter_context_get_default ();
if (G_UNLIKELY (context->pick_mode != CLUTTER_PICK_NONE))
{
ClutterColor col = { 0, };
_clutter_id_to_color (clutter_actor_get_gid (self), &col);
/* Actor will then paint silhouette of itself in supplied
* color. See clutter_stage_get_actor_at_pos() for where
* picking is enabled.
*/
clutter_actor_pick (self, &col);
}
else
{
clutter_actor_shader_pre_paint (self, FALSE);
g_signal_emit (self, actor_signals[PAINT], 0);
clutter_actor_shader_post_paint (self);
}
if (clip_set)
cogl_clip_unset();
cogl_pop_matrix();
}
/* fixed point, unit based rotation setter, to be used by
* set_property() so that we don't lose precision in the
* center coordinates by converting them to and from units
*/
static inline void
clutter_actor_set_rotation_internal (ClutterActor *self,
ClutterRotateAxis axis,
ClutterFixed angle,
ClutterUnit center_x,
ClutterUnit center_y,
ClutterUnit center_z)
{
ClutterActorPrivate *priv = self->priv;
g_object_ref (self);
g_object_freeze_notify (G_OBJECT (self));
switch (axis)
{
case CLUTTER_X_AXIS:
priv->rxang = angle;
priv->rxy = center_y;
priv->rxz = center_z;
g_object_notify (G_OBJECT (self), "rotation-angle-x");
g_object_notify (G_OBJECT (self), "rotation-center-x");
break;
case CLUTTER_Y_AXIS:
priv->ryang = angle;
priv->ryx = center_x;
priv->ryz = center_z;
g_object_notify (G_OBJECT (self), "rotation-angle-y");
g_object_notify (G_OBJECT (self), "rotation-center-y");
break;
case CLUTTER_Z_AXIS:
priv->rzang = angle;
priv->rzx = center_x;
priv->rzy = center_y;
g_object_notify (G_OBJECT (self), "rotation-angle-z");
g_object_notify (G_OBJECT (self), "rotation-center-z");
break;
}
g_object_thaw_notify (G_OBJECT (self));
g_object_unref (self);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
static void
clutter_actor_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterActor *actor;
ClutterActorPrivate *priv;
actor = CLUTTER_ACTOR(object);
priv = actor->priv;
switch (prop_id)
{
case PROP_X:
clutter_actor_set_x (actor, g_value_get_int (value));
break;
case PROP_Y:
clutter_actor_set_y (actor, g_value_get_int (value));
break;
case PROP_WIDTH:
clutter_actor_set_width (actor, g_value_get_int (value));
break;
case PROP_HEIGHT:
clutter_actor_set_height (actor, g_value_get_int (value));
break;
case PROP_FIXED_X:
clutter_actor_set_xu (actor, clutter_value_get_unit (value));
break;
case PROP_FIXED_Y:
clutter_actor_set_yu (actor, clutter_value_get_unit (value));
break;
case PROP_FIXED_POSITION_SET:
clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
break;
case PROP_MIN_WIDTH:
clutter_actor_set_min_width (actor, clutter_value_get_unit (value));
break;
case PROP_MIN_HEIGHT:
clutter_actor_set_min_height (actor, clutter_value_get_unit (value));
break;
case PROP_NATURAL_WIDTH:
clutter_actor_set_natural_width (actor, clutter_value_get_unit (value));
break;
case PROP_NATURAL_HEIGHT:
clutter_actor_set_natural_height (actor, clutter_value_get_unit (value));
break;
case PROP_MIN_WIDTH_SET:
clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
break;
case PROP_MIN_HEIGHT_SET:
clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
break;
case PROP_NATURAL_WIDTH_SET:
clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
break;
case PROP_NATURAL_HEIGHT_SET:
clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
break;
case PROP_REQUEST_MODE:
clutter_actor_set_request_mode (actor, g_value_get_enum (value));
break;
case PROP_DEPTH:
clutter_actor_set_depth (actor, g_value_get_int (value));
break;
case PROP_OPACITY:
clutter_actor_set_opacity (actor, g_value_get_uchar (value));
break;
case PROP_NAME:
clutter_actor_set_name (actor, g_value_get_string (value));
break;
case PROP_VISIBLE:
if (g_value_get_boolean (value) == TRUE)
clutter_actor_show (actor);
else
clutter_actor_hide (actor);
break;
case PROP_SCALE_X:
clutter_actor_set_scalex
(actor,
COGL_FIXED_FROM_FLOAT (g_value_get_double (value)),
priv->scale_y);
break;
case PROP_SCALE_Y:
clutter_actor_set_scalex
(actor,
priv->scale_x,
COGL_FIXED_FROM_FLOAT (g_value_get_double (value)));
break;
case PROP_CLIP:
{
ClutterGeometry *geom = g_value_get_boxed (value);
clutter_actor_set_clip (actor,
geom->x, geom->y,
geom->width, geom->height);
}
break;
case PROP_REACTIVE:
clutter_actor_set_reactive (actor, g_value_get_boolean (value));
break;
case PROP_ROTATION_ANGLE_X:
{
ClutterFixed angle;
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
clutter_actor_set_rotation_internal (actor,
CLUTTER_X_AXIS,
angle,
0,
priv->rxy,
priv->rxz);
}
break;
case PROP_ROTATION_ANGLE_Y:
{
ClutterFixed angle;
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
clutter_actor_set_rotation_internal (actor,
CLUTTER_Y_AXIS,
angle,
priv->ryx,
0,
priv->ryz);
}
break;
case PROP_ROTATION_ANGLE_Z:
{
ClutterFixed angle;
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
clutter_actor_set_rotation_internal (actor,
CLUTTER_Z_AXIS,
angle,
priv->rzx,
priv->rzy,
0);
}
break;
case PROP_ROTATION_CENTER_X:
{
ClutterVertex *center;
center = g_value_get_boxed (value);
if (center)
clutter_actor_set_rotation_internal (actor,
CLUTTER_X_AXIS,
priv->rxang,
0,
center->y,
center->z);
}
break;
case PROP_ROTATION_CENTER_Y:
{
ClutterVertex *center;
center = g_value_get_boxed (value);
if (center)
clutter_actor_set_rotation_internal (actor,
CLUTTER_Y_AXIS,
priv->ryang,
center->x,
0,
center->z);
}
break;
case PROP_ROTATION_CENTER_Z:
{
ClutterVertex *center;
center = g_value_get_boxed (value);
if (center)
clutter_actor_set_rotation_internal (actor,
CLUTTER_Z_AXIS,
priv->rzang,
center->x,
center->y,
0);
}
break;
case PROP_ANCHOR_X:
{
int anchor_x = g_value_get_int (value);
clutter_actor_set_anchor_pointu (actor,
CLUTTER_UNITS_FROM_DEVICE (anchor_x),
priv->anchor_y);
}
break;
case PROP_ANCHOR_Y:
{
int anchor_y = g_value_get_int (value);
clutter_actor_set_anchor_pointu (actor,
priv->anchor_x,
CLUTTER_UNITS_FROM_DEVICE (anchor_y));
}
break;
case PROP_SHOW_ON_SET_PARENT:
priv->show_on_set_parent = g_value_get_boolean (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterActor *actor;
ClutterActorPrivate *priv;
actor = CLUTTER_ACTOR(object);
priv = actor->priv;
switch (prop_id)
{
case PROP_X:
g_value_set_int (value, clutter_actor_get_x (actor));
break;
case PROP_Y:
g_value_set_int (value, clutter_actor_get_y (actor));
break;
case PROP_WIDTH:
g_value_set_int (value, clutter_actor_get_width (actor));
break;
case PROP_HEIGHT:
g_value_set_int (value, clutter_actor_get_height (actor));
break;
case PROP_FIXED_X:
clutter_value_set_unit (value, priv->fixed_x);
break;
case PROP_FIXED_Y:
clutter_value_set_unit (value, priv->fixed_y);
break;
case PROP_FIXED_POSITION_SET:
g_value_set_boolean (value, priv->position_set);
break;
case PROP_MIN_WIDTH:
clutter_value_set_unit (value, priv->request_min_width);
break;
case PROP_MIN_HEIGHT:
clutter_value_set_unit (value, priv->request_min_height);
break;
case PROP_NATURAL_WIDTH:
clutter_value_set_unit (value, priv->request_natural_width);
break;
case PROP_NATURAL_HEIGHT:
clutter_value_set_unit (value, priv->request_natural_height);
break;
case PROP_MIN_WIDTH_SET:
g_value_set_boolean (value, priv->min_width_set);
break;
case PROP_MIN_HEIGHT_SET:
g_value_set_boolean (value, priv->min_height_set);
break;
case PROP_NATURAL_WIDTH_SET:
g_value_set_boolean (value, priv->natural_width_set);
break;
case PROP_NATURAL_HEIGHT_SET:
g_value_set_boolean (value, priv->natural_height_set);
break;
case PROP_REQUEST_MODE:
g_value_set_enum (value, priv->request_mode);
break;
case PROP_ALLOCATION:
g_value_set_boxed (value, &priv->allocation);
break;
case PROP_DEPTH:
g_value_set_int (value, clutter_actor_get_depth (actor));
break;
case PROP_OPACITY:
g_value_set_uchar (value, priv->opacity);
break;
case PROP_NAME:
g_value_set_string (value, priv->name);
break;
case PROP_VISIBLE:
g_value_set_boolean (value,
(CLUTTER_ACTOR_IS_VISIBLE (actor) != FALSE));
break;
case PROP_HAS_CLIP:
g_value_set_boolean (value, priv->has_clip);
break;
case PROP_CLIP:
{
ClutterGeometry clip = { 0, };
clip.x = CLUTTER_UNITS_TO_DEVICE (priv->clip[0]);
clip.y = CLUTTER_UNITS_TO_DEVICE (priv->clip[1]);
clip.width = CLUTTER_UNITS_TO_DEVICE (priv->clip[2]);
clip.height = CLUTTER_UNITS_TO_DEVICE (priv->clip[3]);
g_value_set_boxed (value, &clip);
}
break;
case PROP_SCALE_X:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->scale_x));
break;
case PROP_SCALE_Y:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->scale_y));
break;
case PROP_REACTIVE:
g_value_set_boolean (value, clutter_actor_get_reactive (actor));
break;
case PROP_ROTATION_ANGLE_X:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->rxang));
break;
case PROP_ROTATION_ANGLE_Y:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->ryang));
break;
case PROP_ROTATION_ANGLE_Z:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->rzang));
break;
case PROP_ROTATION_CENTER_X:
{
ClutterVertex center = { 0, };
center.y = priv->rxy;
center.z = priv->rxz;
g_value_set_boxed (value, &center);
}
break;
case PROP_ROTATION_CENTER_Y:
{
ClutterVertex center = { 0, };
center.x = priv->ryx;
center.z = priv->ryz;
g_value_set_boxed (value, &center);
}
break;
case PROP_ROTATION_CENTER_Z:
{
ClutterVertex center = { 0, };
center.x = priv->rzx;
center.y = priv->rzy;
g_value_set_boxed (value, &center);
}
break;
case PROP_ANCHOR_X:
g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (priv->anchor_x));
break;
case PROP_ANCHOR_Y:
g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (priv->anchor_y));
break;
case PROP_SHOW_ON_SET_PARENT:
g_value_set_boolean (value, priv->show_on_set_parent);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_dispose (GObject *object)
{
ClutterActor *self = CLUTTER_ACTOR (object);
ClutterActorPrivate *priv = self->priv;
CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type `%s' (ref_count:%d)",
self->priv->id,
g_type_name (G_OBJECT_TYPE (self)),
object->ref_count);
/* avoid recursing when called from clutter_actor_destroy() */
if (priv->parent_actor)
{
ClutterActor *parent = priv->parent_actor;
if (CLUTTER_IS_CONTAINER (parent))
clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
else
priv->parent_actor = NULL;
}
clutter_actor_unrealize (self);
destroy_shader_data (self);
g_signal_emit (self, actor_signals[DESTROY], 0);
G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
}
static void
clutter_actor_finalize (GObject *object)
{
ClutterActor *actor = CLUTTER_ACTOR (object);
CLUTTER_NOTE (MISC, "Finalize object (id=%d) of type `%s'",
actor->priv->id,
g_type_name (G_OBJECT_TYPE (actor)));
g_free (actor->priv->name);
clutter_id_pool_remove (CLUTTER_CONTEXT()->id_pool, actor->priv->id);
G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
}
static void
clutter_actor_class_init (ClutterActorClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
object_class->set_property = clutter_actor_set_property;
object_class->get_property = clutter_actor_get_property;
object_class->dispose = clutter_actor_dispose;
object_class->finalize = clutter_actor_finalize;
g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
/**
* ClutterActor:x:
*
* X coordinate of the actor in pixels. If written, forces a fixed
* position for the actor. If read, returns the fixed position if any,
* otherwise the allocation if available, otherwise 0.
*/
g_object_class_install_property (object_class,
PROP_X,
g_param_spec_int ("x",
"X coordinate",
"X coordinate of the actor",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:y:
*
* Y coordinate of the actor in pixels. If written, forces a fixed
* position for the actor. If read, returns the fixed position if
* any, otherwise the allocation if available, otherwise 0.
*/
g_object_class_install_property (object_class,
PROP_Y,
g_param_spec_int ("y",
"Y coordinate",
"Y coordinate of the actor",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:width:
*
* Width of the actor (in pixels). If written, forces the minimum and
* natural size request of the actor to the given width. If read, returns
* the allocated width if available, otherwise the width request.
*/
g_object_class_install_property (object_class,
PROP_WIDTH,
g_param_spec_int ("width",
"Width",
"Width of the actor",
0, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:height:
*
* Height of the actor (in pixels). If written, forces the minimum and
* natural size request of the actor to the given height. If read, returns
* the allocated height if available, otherwise the height request.
*/
g_object_class_install_property (object_class,
PROP_HEIGHT,
g_param_spec_int ("height",
"Height",
"Height of the actor",
0, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:fixed-x
*
* The fixed X position of the actor in ClutterUnit<!-- -->s. Writing this
* property sets the fixed-position-set property as well, as a side effect.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_FIXED_X,
clutter_param_spec_unit ("fixed-x",
"Fixed X",
"Forced X position of the actor",
CLUTTER_MINUNIT, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:fixed-y
*
* The fixed Y position of the actor in ClutterUnit<!-- -->s. Writing
* this property sets the fixed-position-set property as well, as a side
* effect.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_FIXED_Y,
clutter_param_spec_unit ("fixed-y",
"Fixed Y",
"Forced Y position of the actor",
CLUTTER_MINUNIT, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:fixed-position-set
*
* This flag controls whether the fixed-x and fixed-y properties are used.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_FIXED_POSITION_SET,
g_param_spec_boolean ("fixed-position-set",
"Fixed position set",
"Whether to use fixed positioning for the actor",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:min-width
*
* A forced minimum width request for the actor, in ClutterUnit<!-- -->s.
* Writing this property sets the min-width-set property as well, as a side
* effect. This property overrides the usual width request of the actor.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_MIN_WIDTH,
clutter_param_spec_unit ("min-width",
"Min Width",
"Forced minimum width request for the actor",
0, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:min-height
*
* A forced minimum height request for the actor, in
* ClutterUnit<!-- -->s. Writing this property sets the min-height-set
* property as well, as a side effect. This property overrides the usual
* height request of the actor.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_MIN_HEIGHT,
clutter_param_spec_unit ("min-height",
"Min Height",
"Forced minimum height request for the actor",
0, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:natural-width
*
* A forced natural width request for the actor, in ClutterUnit<!-- -->s.
* Writing this property sets the natural-width-set property as
* well, as a side effect. This property overrides the usual width request
* of the actor.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_NATURAL_WIDTH,
clutter_param_spec_unit ("natural-width",
"Natural Width",
"Forced natural width request for the actor",
0, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:natural-height
*
* A forced natural height request for the actor, in ClutterUnit<!-- -->s.
* Writing this property sets the natural-height-set property as well, as
* a side effect. This property overrides the usual height request
* of the actor.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_NATURAL_HEIGHT,
clutter_param_spec_unit ("natural-height",
"Natural Height",
"Forced natural height request for the actor",
0, CLUTTER_MAXUNIT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:min-width-set
*
* This flag controls whether the min-width property is used.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_MIN_WIDTH_SET,
g_param_spec_boolean ("min-width-set",
"Minimum width set",
"Whether to use the min-width property",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:min-height-set
*
* This flag controls whether the min-height property is used.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_MIN_HEIGHT_SET,
g_param_spec_boolean ("min-height-set",
"Minimum height set",
"Whether to use the min-height property",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:natural-width-set
*
* This flag controls whether the natural-width property is used.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_NATURAL_WIDTH_SET,
g_param_spec_boolean ("natural-width-set",
"Natural width set",
"Whether to use the natural-width property",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:natural-height-set
*
* This flag controls whether the natural-height property is used.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_NATURAL_HEIGHT_SET,
g_param_spec_boolean ("natural-height-set",
"Natural height set",
"Whether to use the natural-height property",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:allocation:
*
* The allocation for the actor, in ClutterUnit<!-- -->s. This is
* read-only, but you might monitor this property to know when an
* actor moves or resizes.
*
* Since: 0.8
*/
g_object_class_install_property (object_class,
PROP_ALLOCATION,
g_param_spec_boxed ("allocation",
"Allocation",
"The actor's allocation",
CLUTTER_TYPE_ACTOR_BOX,
CLUTTER_PARAM_READABLE));
/**
* ClutterActor:request-mode:
*
* Request mode for the #ClutterActor. The request mode determines the
* type of geometry management used by the actor, either height for width
* (the default) or width for height.
*
* For actors implementing height for width, the parent container should get
* the preferred width first, and then the preferred height for that width.
*
* For actors implementing width for height, the parent container should get
* the preferred height first, and then the preferred width for that height.
*
* For instance:
*
* |[
* ClutterRequestMode mode;
* ClutterUnit natural_width, min_width;
* ClutterUnit natural_height, min_height;
*
* g_object_get (G_OBJECT (child), "request-mode", &amp;mode, NULL);
* if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
* {
* clutter_actor_get_preferred_width (child, -1,
* &amp;min_width,
* &amp;natural_width);
* clutter_actor_get_preferred_height (child, natural_width,
* &amp;min_height,
* &amp;natural_height);
* }
* else
* {
* clutter_actor_get_preferred_height (child, -1,
* &amp;min_height,
* &amp;natural_height);
* clutter_actor_get_preferred_width (child, natural_height,
* &amp;min_width,
* &amp;natural_width);
* }
* ]|
*
* will retrieve the minimum and natural width and height depending on the
* preferred request mode of the #ClutterActor "child".
*
* The clutter_actor_get_preferred_size() function will implement this
* check for you.
*
* Since: 0.8
*/
g_object_class_install_property (object_class,
PROP_REQUEST_MODE,
g_param_spec_enum ("request-mode",
"Request Mode",
"The actor's request mode",
CLUTTER_TYPE_REQUEST_MODE,
CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:depth:
*
* Depth of the actor.
*
* Since: 0.6
*/
g_object_class_install_property (object_class,
PROP_DEPTH,
g_param_spec_int ("depth",
"Depth",
"Depth of actor",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:opacity:
*
* Opacity of the actor.
*/
g_object_class_install_property (object_class,
PROP_OPACITY,
g_param_spec_uchar ("opacity",
"Opacity",
"Opacity of actor",
0, 0xff,
0xff,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:visible:
*
* Whether the actor is visible or not.
*/
g_object_class_install_property (object_class,
PROP_VISIBLE,
g_param_spec_boolean ("visible",
"Visible",
"Whether the actor is visible or not",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:reactive:
*
* Whether the actor is reactive to events or not.
*
* Since: 0.6
*/
g_object_class_install_property (object_class,
PROP_REACTIVE,
g_param_spec_boolean ("reactive",
"Reactive",
"Whether the actor "
"is reactive to "
"events or not",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:has-clip:
*
* Whether the actor has the clip property set or not.
*/
g_object_class_install_property (object_class,
PROP_HAS_CLIP,
g_param_spec_boolean ("has-clip",
"Has Clip",
"Whether the actor "
"has a clip set or "
"not",
FALSE,
CLUTTER_PARAM_READABLE));
/**
* ClutterActor:clip:
*
* The clip region for the actor.
*/
g_object_class_install_property (object_class,
PROP_CLIP,
g_param_spec_boxed ("clip",
"Clip",
"The clip region for "
"the actor",
CLUTTER_TYPE_GEOMETRY,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:name:
*
* The name of the actor.
*
* Since: 0.2
*/
g_object_class_install_property (object_class,
PROP_NAME,
g_param_spec_string ("name",
"Name",
"Name of the actor",
NULL,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:scale-x:
*
* The horizontal scale of the actor
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_SCALE_X,
g_param_spec_double ("scale-x",
"Scale-X",
"Scale factor on the X axis",
0.0,
G_MAXDOUBLE,
1.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:scale-y:
*
* The vertical scale of the actor
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_SCALE_Y,
g_param_spec_double ("scale-y",
"Scale-Y",
"Scale factor on the Y axis",
0.0,
G_MAXDOUBLE,
1.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-angle-x:
*
* The rotation angle on the X axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_ANGLE_X,
g_param_spec_double ("rotation-angle-x",
"Rotation Angle X",
"The rotation angle on the X axis",
0.0,
G_MAXDOUBLE,
0.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-angle-y:
*
* The rotation angle on the Y axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_ANGLE_Y,
g_param_spec_double ("rotation-angle-y",
"Rotation Angle Y",
"The rotation angle on the Y axis",
0.0,
G_MAXDOUBLE,
0.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-angle-z:
*
* The rotation angle on the Z axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_ANGLE_Z,
g_param_spec_double ("rotation-angle-z",
"Rotation Angle Z",
"The rotation angle on the Z axis",
0.0,
G_MAXDOUBLE,
0.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-center-x:
*
* The rotation center on the X axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_CENTER_X,
g_param_spec_boxed ("rotation-center-x",
"Rotation Center X",
"The rotation center on the X axis",
CLUTTER_TYPE_VERTEX,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-center-y:
*
* The rotation center on the Y axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_CENTER_Y,
g_param_spec_boxed ("rotation-center-y",
"Rotation Center Y",
"The rotation center on the Y axis",
CLUTTER_TYPE_VERTEX,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:rotation-center-z:
*
* The rotation center on the Z axis.
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_ROTATION_CENTER_Z,
g_param_spec_boxed ("rotation-center-z",
"Rotation Center Z",
"The rotation center on the Z axis",
CLUTTER_TYPE_VERTEX,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:anchor-x:
*
* The X coordinate of an actor's anchor point, relative to
* the actor coordinate space, in pixels.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_ANCHOR_X,
g_param_spec_int ("anchor-x",
"Anchor X",
"X coordinate of the anchor point",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:anchor-y:
*
* The Y coordinate of an actor's anchor point, relative to
* the actor coordinate space, in pixels.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_ANCHOR_Y,
g_param_spec_int ("anchor-y",
"Anchor Y",
"Y coordinate of the anchor point",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:show-on-set-parent:
*
* If %TRUE, the actor is automatically shown when parented.
*
* Calling clutter_actor_hide() on an actor which has not been
* parented will set this property to %FALSE as a side effect.
*
* Since: 0.8
*/
g_object_class_install_property
(object_class,
PROP_SHOW_ON_SET_PARENT,
g_param_spec_boolean ("show-on-set-parent",
"Show on set parent",
"Whether the actor is shown"
" when parented",
TRUE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor::destroy:
* @actor: the object which received the signal
*
* The ::destroy signal is emitted when an actor is destroyed,
* either by direct invocation of clutter_actor_destroy() or
* when the #ClutterGroup that contains the actor is destroyed.
*
* Since: 0.2
*/
actor_signals[DESTROY] =
g_signal_new ("destroy",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
G_STRUCT_OFFSET (ClutterActorClass, destroy),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::show:
* @actor: the object which received the signal
*
* The ::show signal is emitted when an actor is visible and
* rendered on the stage.
*
* Since: 0.2
*/
actor_signals[SHOW] =
g_signal_new ("show",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterActorClass, show),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::hide:
* @actor: the object which received the signal
*
* The ::hide signal is emitted when an actor is no longer rendered
* on the stage.
*
* Since: 0.2
*/
actor_signals[HIDE] =
g_signal_new ("hide",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterActorClass, hide),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::parent-set:
* @actor: the object which received the signal
* @old_parent: the previous parent of the actor, or %NULL
*
* This signal is emitted when the parent of the actor changes.
*
* Since: 0.2
*/
actor_signals[PARENT_SET] =
g_signal_new ("parent-set",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, parent_set),
NULL, NULL,
clutter_marshal_VOID__OBJECT,
G_TYPE_NONE, 1,
CLUTTER_TYPE_ACTOR);
/**
* ClutterActor::event:
* @actor: the actor which received the event
* @event: a #ClutterEvent
*
* The ::event signal is emitted each time an event is received
* by the @actor. This signal will be emitted on every actor,
* following the hierarchy chain, until it reaches the top-level
* container (the #ClutterStage).
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[EVENT] =
g_signal_new ("event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::button-press-event:
* @actor: the actor which received the event
* @event: a #ClutterButtonEvent
*
* The ::button-press-event signal is emitted each time a mouse button
* is pressed on @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[BUTTON_PRESS_EVENT] =
g_signal_new ("button-press-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::button-release-event:
* @actor: the actor which received the event
* @event: a #ClutterButtonEvent
*
* The ::button-release-event signal is emitted each time a mouse button
* is released on @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[BUTTON_RELEASE_EVENT] =
g_signal_new ("button-release-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::scroll-event:
* @actor: the actor which received the event
* @event: a #ClutterScrollEvent
*
* The ::scroll-event signal is emitted each time the mouse is
* scrolled on @actor
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[SCROLL_EVENT] =
g_signal_new ("scroll-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::key-press-event:
* @actor: the actor which received the event
* @event: a #ClutterKeyEvent
*
* The ::key-press-event signal is emitted each time a keyboard button
* is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[KEY_PRESS_EVENT] =
g_signal_new ("key-press-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::key-release-event:
* @actor: the actor which received the event
* @event: a #ClutterKeyEvent
*
* The ::key-release-event signal is emitted each time a keyboard button
* is released while @actor has key focus (see
* clutter_stage_set_key_focus()).
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[KEY_RELEASE_EVENT] =
g_signal_new ("key-release-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::motion-event:
* @actor: the actor which received the event
* @event: a #ClutterMotionEvent
*
* The ::motion-event signal is emitted each time the mouse pointer is
* moved over @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[MOTION_EVENT] =
g_signal_new ("motion-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, motion_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::focus-in:
* @actor: the actor which now has key focus
*
* The ::focus-in signal is emitted when @actor recieves key focus.
*
* Since: 0.6
*/
actor_signals[FOCUS_IN] =
g_signal_new ("focus-in",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, focus_in),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::focus-out:
* @actor: the actor which now has key focus
*
* The ::focus-out signal is emitted when @actor loses key focus.
*
* Since: 0.6
*/
actor_signals[FOCUS_OUT] =
g_signal_new ("focus-out",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, focus_out),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::enter-event:
* @actor: the actor which the pointer has entered.
* @event: a #ClutterCrossingEvent
*
* The ::enter-event signal is emitted when the pointer enters the @actor
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[ENTER_EVENT] =
g_signal_new ("enter-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, enter_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::leave-event:
* @actor: the actor which the pointer has left
* @event: a #ClutterCrossingEvent
*
* The ::leave-event signal is emitted when the pointer leaves the @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[LEAVE_EVENT] =
g_signal_new ("leave-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, leave_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::captured-event:
* @actor: the actor which received the signal
* @event: a #ClutterEvent
*
* The ::captured-event signal is emitted when an event is captured
* by Clutter. This signal will be emitted starting from the top-level
* container (the #ClutterStage) to the actor which received the event
* going down the hierarchy. This signal can be used to intercept every
* event before the specialized events (like
* ClutterActor::button-press-event or ::key-released-event) are
* emitted.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[CAPTURED_EVENT] =
g_signal_new ("captured-event",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, captured_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::paint:
* @actor: the #ClutterActor that received the signal
*
* The ::paint signal is emitted each time an actor is being painted.
*
* Subclasses of #ClutterActor should override the class signal handler
* and paint themselves in that function.
*
* It is possible to connect a handler to the ::paint signal in order
* to set up some custom aspect of a paint.
*
* Since: 0.8
*/
actor_signals[PAINT] =
g_signal_new (I_("paint"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, paint),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::realize:
* @actor: the #ClutterActor that received the signal
*
* The ::realize signal is emitted each time an actor is being
* realized.
*
* Since: 0.8
*/
actor_signals[REALIZE] =
g_signal_new (I_("realize"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, realize),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::unrealize:
* @actor: the #ClutterActor that received the signal
*
* The ::unrealize signal is emitted each time an actor is being
* unrealized.
*
* Since: 0.8
*/
actor_signals[UNREALIZE] =
g_signal_new (I_("unrealize"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, unrealize),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
klass->show = clutter_actor_real_show;
klass->show_all = clutter_actor_show;
klass->hide = clutter_actor_real_hide;
klass->hide_all = clutter_actor_hide;
klass->pick = clutter_actor_real_pick;
klass->get_preferred_width = clutter_actor_real_get_preferred_width;
klass->get_preferred_height = clutter_actor_real_get_preferred_height;
klass->allocate = clutter_actor_real_allocate;
}
static void
clutter_actor_init (ClutterActor *self)
{
ClutterActorPrivate *priv;
self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
priv->parent_actor = NULL;
priv->has_clip = FALSE;
priv->opacity = 0xff;
priv->id = clutter_id_pool_add (CLUTTER_CONTEXT()->id_pool, self);
priv->scale_x = COGL_FIXED_1;
priv->scale_y = COGL_FIXED_1;
priv->shader_data = NULL;
priv->show_on_set_parent = TRUE;
priv->needs_width_request = TRUE;
priv->needs_height_request = TRUE;
priv->needs_allocation = TRUE;
memset (priv->clip, 0, sizeof (ClutterUnit) * 4);
}
/**
* clutter_actor_destroy:
* @self: a #ClutterActor
*
* Destroys an actor. When an actor is destroyed, it will break any
* references it holds to other objects. If the actor is inside a
* container, the actor will be removed.
*
* When you destroy a container, its children will be destroyed as well.
*
* Note: you cannot destroy the #ClutterStage returned by
* clutter_stage_get_default().
*/
void
clutter_actor_destroy (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_ref (self);
/* avoid recursion while destroying */
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
{
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
g_object_run_dispose (G_OBJECT (self));
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
}
g_object_unref (self);
}
/**
* clutter_actor_queue_redraw:
* @self: A #ClutterActor
*
* Queues up a redraw of an actor and any children. The redraw occurs
* once the main loop becomes idle (after the current batch of events
* has been processed, roughly).
*
* Applications rarely need to call this, as redraws are handled
* automatically by modification functions.
*/
void
clutter_actor_queue_redraw (ClutterActor *self)
{
ClutterActor *stage;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* FIXME: should we check we're visible here? */
if ((stage = clutter_actor_get_stage (self)) != NULL)
clutter_stage_queue_redraw (CLUTTER_STAGE (stage));
}
/**
* clutter_actor_queue_relayout:
* @self: A #ClutterActor
*
* Indicates that the actor's size request or other layout-affecting
* properties may have changed. This function is used inside #ClutterActor
* subclass implementations, not by applications directly.
*
* Queueing a new layout automatically queues a redraw as well.
*
* Since: 0.8
*/
void
clutter_actor_queue_relayout (ClutterActor *self)
{
ClutterActorPrivate *priv;
priv = self->priv;
if (priv->needs_width_request &&
priv->needs_height_request &&
priv->needs_allocation)
return; /* save some cpu cycles */
priv->needs_width_request = TRUE;
priv->needs_height_request = TRUE;
priv->needs_allocation = TRUE;
/* always repaint also */
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
/* We need to go all the way up the hierarchy */
if (priv->parent_actor)
clutter_actor_queue_relayout (priv->parent_actor);
}
/**
* clutter_actor_get_preferred_size:
* @self: a #ClutterActor
* @min_width_p: return location for the minimum width, or %NULL
* @min_height_p: return location for the minimum height, or %NULL
* @natural_width_p: return location for the natural width, or %NULL
* @natural_height_p: return location for the natural height, or %NULL
*
* Computes the preferred minimum and natural size of an actor, taking into
* account the actor's geometry management (either height-for-width
* or width-for-height).
*
* The width and height used to compute the preferred height and preferred
* width are the actor's natural ones.
*
* If you need to control the height for the preferred width, or the width for
* the preferred height, you should use clutter_actor_get_preferred_width()
* and clutter_actor_get_preferred_height(), and check the actor's preferred
* geometry management using the #ClutterActor:request-mode property.
*
* Since: 0.8
*/
void
clutter_actor_get_preferred_size (ClutterActor *self,
ClutterUnit *min_width_p,
ClutterUnit *min_height_p,
ClutterUnit *natural_width_p,
ClutterUnit *natural_height_p)
{
ClutterActorPrivate *priv;
ClutterUnit for_width, for_height;
ClutterUnit min_width, min_height;
ClutterUnit natural_width, natural_height;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
for_width = for_height = 0;
min_width = min_height = 0;
natural_width = natural_height = 0;
if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
{
clutter_actor_get_preferred_width (self, -1,
&min_width,
&natural_width);
clutter_actor_get_preferred_height (self, natural_width,
&min_height,
&natural_height);
}
else
{
clutter_actor_get_preferred_height (self, -1,
&min_height,
&natural_height);
clutter_actor_get_preferred_width (self, natural_height,
&min_width,
&natural_width);
}
if (min_width_p)
*min_width_p = min_width;
if (min_height_p)
*min_height_p = min_height;
if (natural_width_p)
*natural_width_p = natural_width;
if (natural_height_p)
*natural_height_p = natural_height;
}
/**
* clutter_actor_get_preferred_width:
* @self: A #ClutterActor
* @for_height: available height when computing the preferred width,
* or a negative value to indicate that no height is defined
* @min_width_p: return location for minimum width, or %NULL
* @natural_width_p: return location for the natural width, or %NULL
*
* Computes the requested minimum and natural widths for an actor,
* optionally depending on the specified height, or if they are
* already computed, returns the cached values.
*
* An actor may not get its request - depending on the layout
* manager that's in effect.
*
* A request should not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* Since: 0.8
*/
void
clutter_actor_get_preferred_width (ClutterActor *self,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
ClutterActorClass *klass;
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
priv = self->priv;
if (priv->needs_width_request ||
priv->request_width_for_height != for_height)
{
ClutterUnit min_width, natural_width;
min_width = natural_width = 0;
klass->get_preferred_width (self, for_height,
&min_width,
&natural_width);
if (natural_width < min_width)
{
g_warning ("Actor of type %s reported a natural width of %d (%d px) "
"lower than min width %d (%d px)",
G_OBJECT_TYPE_NAME (self),
natural_width, CLUTTER_UNITS_TO_DEVICE (natural_width),
min_width, CLUTTER_UNITS_TO_DEVICE (min_width));
}
if (!priv->min_width_set)
priv->request_min_width = min_width;
if (!priv->natural_width_set)
priv->request_natural_width = natural_width;
priv->request_width_for_height = for_height;
priv->needs_width_request = FALSE;
}
if (min_width_p)
*min_width_p = priv->request_min_width;
if (natural_width_p)
*natural_width_p = priv->request_natural_width;
}
/**
* clutter_actor_get_preferred_height:
* @self: A #ClutterActor
* @for_width: available width to assume in computing desired height,
* or a negative value to indicate that no width is defined
* @min_height_p: return location for minimum height, or %NULL
* @natural_height_p: return location for natural height, or %NULL
*
* Computes the requested minimum and natural heights for an actor,
* or if they are already computed, returns the cached values.
*
* An actor may not get its request - depending on the layout
* manager that's in effect.
*
* A request should not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* Since: 0.8
*/
void
clutter_actor_get_preferred_height (ClutterActor *self,
ClutterUnit for_width,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
ClutterActorClass *klass;
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
priv = self->priv;
if (priv->needs_height_request ||
priv->request_height_for_width != for_width)
{
ClutterUnit min_height, natural_height;
min_height = natural_height = 0;
klass->get_preferred_height (self, for_width,
&min_height,
&natural_height);
if (natural_height < min_height)
{
g_warning ("Actor of type %s reported a natural height of %d "
"(%d px) lower than min height %d (%d px)",
G_OBJECT_TYPE_NAME (self),
natural_height, CLUTTER_UNITS_TO_DEVICE (natural_height),
min_height, CLUTTER_UNITS_TO_DEVICE (min_height));
}
if (!priv->min_height_set)
priv->request_min_height = min_height;
if (!priv->natural_height_set)
priv->request_natural_height = natural_height;
priv->request_height_for_width = for_width;
priv->needs_height_request = FALSE;
}
if (min_height_p)
*min_height_p = priv->request_min_height;
if (natural_height_p)
*natural_height_p = priv->request_natural_height;
}
/**
* clutter_actor_get_allocation_coords:
* @self: A #ClutterActor
* @x_1: x1 coordinate
* @y_1: y1 coordinate
* @x_2: x2 coordinate
* @y_2: y2 coordinate
*
* Gets the layout box an actor has been assigned. The allocation can
* only be assumed valid inside a paint() method; anywhere else, it
* may be out-of-date.
*
* An allocation does not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* The returned coordinates are in pixels.
*
* Since: 0.8
*/
void
clutter_actor_get_allocation_coords (ClutterActor *self,
gint *x_1,
gint *y_1,
gint *x_2,
gint *y_2)
{
ClutterActorBox allocation = { 0, };
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_get_allocation_box (self, &allocation);
if (x_1)
*x_1 = CLUTTER_UNITS_TO_DEVICE (allocation.x1);
if (y_1)
*y_1 = CLUTTER_UNITS_TO_DEVICE (allocation.y1);
if (x_2)
*x_2 = CLUTTER_UNITS_TO_DEVICE (allocation.x2);
if (y_2)
*y_2 = CLUTTER_UNITS_TO_DEVICE (allocation.y2);
}
/**
* clutter_actor_get_allocation_box:
* @self: A #ClutterActor
* @box: the function fills this in with the actor's allocation
*
* Gets the layout box an actor has been assigned. The allocation can
* only be assumed valid inside a paint() method; anywhere else, it
* may be out-of-date.
*
* An allocation does not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* <note>Do not call any of the clutter_actor_get_allocation_*() family
* of functions inside the implementation of the get_preferred_width()
* or get_preferred_height() virtual functions.</note>
*
* Since: 0.8
*/
void
clutter_actor_get_allocation_box (ClutterActor *self,
ClutterActorBox *box)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* FIXME - if needs_allocation=TRUE, we can either 1)
* g_return_if_fail, which limits calling get_allocation to inside
* paint() basically; or we can 2) force a layout, which could be
* expensive if someone calls get_allocation somewhere silly; or we
* can 3) just return the latest value, allowing it to be
* out-of-date, and assume people know what they are doing.
*
* The least-surprises approach that keeps existing code working is
* likely to be 2). People can end up doing some inefficient things,
* though, and in general code that requires 2) is probably broken.
*/
/* this implements 2) */
if (G_UNLIKELY (self->priv->needs_allocation))
{
ClutterActor *stage = clutter_actor_get_stage (self);
/* do not queue a relayout on an unparented actor */
if (stage)
_clutter_stage_maybe_relayout (stage);
}
/* commenting out the code above and just keeping this assigment
* implements 3)
*/
*box = self->priv->allocation;
}
/**
* clutter_actor_get_allocation_geometry:
* @self: A #ClutterActor
* @geom: allocation geometry in pixels
*
* Gets the layout box an actor has been assigned. The allocation can
* only be assumed valid inside a paint() method; anywhere else, it
* may be out-of-date.
*
* An allocation does not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* The returned rectangle is in pixels.
*
* Since: 0.8
*/
void
clutter_actor_get_allocation_geometry (ClutterActor *self,
ClutterGeometry *geom)
{
int x2, y2;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_get_allocation_coords (self, &geom->x, &geom->y, &x2, &y2);
geom->width = x2 - geom->x;
geom->height = y2 - geom->y;
}
/**
* clutter_actor_allocate:
* @self: A #ClutterActor
* @box: new allocation of the actor, in parent-relative coordinates
* @absolute_origin_changed: whether the position of the parent has
* changed in stage coordinates
*
* Called by the parent of an actor to assign the actor its size.
* Should never be called by applications (except when implementing
* a container or layout manager).
*
* Actors can know from their allocation box whether they have moved
* with respect to their parent actor. The absolute_origin_changed
* parameter additionally indicates whether the parent has moved with
* respect to the stage, for example because a grandparent's origin
* has moved.
*
* Since: 0.8
*/
void
clutter_actor_allocate (ClutterActor *self,
const ClutterActorBox *box,
gboolean absolute_origin_changed)
{
ClutterActorPrivate *priv;
ClutterActorClass *klass;
gboolean child_moved;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
klass = CLUTTER_ACTOR_GET_CLASS (self);
child_moved = (box->x1 != priv->allocation.x1 ||
box->y1 != priv->allocation.y1);
/* If we get an allocation "out of the blue"
* (we did not queue relayout), then we want to
* ignore it. But if we have needs_allocation set,
* we want to guarantee that allocate() virtual
* method is always called, i.e. that queue_relayout()
* always results in an allocate() invocation on
* an actor.
*
* The optimization here is to avoid re-allocating
* actors that did not queue relayout and were
* not moved.
*/
if (!priv->needs_allocation &&
!absolute_origin_changed &&
!child_moved &&
box->x2 == priv->allocation.x2 &&
box->y2 == priv->allocation.y2)
{
CLUTTER_NOTE (ACTOR, "No allocation needed");
return;
}
/* When absolute_origin_changed is passed in to
* clutter_actor_allocate(), it indicates whether the parent has its
* absolute origin moved; when passed in to ClutterActor::allocate()
* virtual method though, it indicates whether the child has its
* absolute origin moved. So we set it to TRUE if child_moved.
*/
klass->allocate (self, box, absolute_origin_changed || child_moved);
}
/**
* clutter_actor_set_geometry:
* @self: A #ClutterActor
* @geometry: A #ClutterGeometry
*
* Sets the actor's fixed position and forces its minimum and natural
* size, in pixels. This means the untransformed actor will have the
* given geometry. This is the same as calling clutter_actor_set_position()
* and clutter_actor_set_size().
*/
void
clutter_actor_set_geometry (ClutterActor *self,
const ClutterGeometry *geometry)
{
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_position (self, geometry->x, geometry->y);
clutter_actor_set_size (self, geometry->width, geometry->height);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_get_geometry:
* @self: A #ClutterActor
* @geometry: A location to store actors #ClutterGeometry
*
* Gets the size and position of an actor relative to its parent
* actor. This is the same as calling clutter_actor_get_position() and
* clutter_actor_get_size(). It tries to "do what you mean" and get the
* requested size and position if the actor's allocation is invalid.
*/
void
clutter_actor_get_geometry (ClutterActor *self,
ClutterGeometry *geometry)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_get_position (self, &geometry->x, &geometry->y);
clutter_actor_get_size (self, &geometry->width, &geometry->height);
}
/**
* clutter_actor_set_position
* @self: A #ClutterActor
* @x: New left position of actor in pixels.
* @y: New top position of actor in pixels.
*
* Sets the actor's fixed position in pixels relative to any parent
* actor.
*
* If a layout manager is in use, this position will override the
* layout manager and force a fixed position.
*/
void
clutter_actor_set_position (ClutterActor *self,
gint x,
gint y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_x (self, x);
clutter_actor_set_y (self, y);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_positionu
* @self: A #ClutterActor
* @x: New left position of actor in #ClutterUnit<!-- -->s
* @y: New top position of actor in #ClutterUnit<!-- -->s
*
* Sets the actor's position in #ClutterUnit<!-- -->s relative to any
* parent actor.
*
* If a layout manager is in use, this position will override the
* layout manager and force a fixed position.
*
* Since: 0.6
*/
void
clutter_actor_set_positionu (ClutterActor *self,
ClutterUnit x,
ClutterUnit y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_xu (self, x);
clutter_actor_set_yu (self, y);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_get_fixed_position_set:
* @self: A #ClutterActor
*
* Checks whether an actor has a fixed position set (and will thus be
* unaffected by any layout manager).
*
* Return value: %TRUE if the fixed position is set on the actor
*
* Since: 0.8
*/
gboolean
clutter_actor_get_fixed_position_set (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
return self->priv->position_set;
}
/**
* clutter_actor_set_fixed_position_set:
* @self: A #ClutterActor
* @is_set: whether to use fixed position
*
* Sets whether an actor has a fixed position set (and will thus be
* unaffected by any layout manager).
*
* Since: 0.8
*/
void
clutter_actor_set_fixed_position_set (ClutterActor *self,
gboolean is_set)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (self->priv->position_set == (is_set != FALSE))
return;
self->priv->position_set = is_set != FALSE;
g_object_notify (G_OBJECT (self), "fixed-position-set");
clutter_actor_queue_relayout (self);
}
/**
* clutter_actor_move_by:
* @self: A #ClutterActor
* @dx: Distance to move Actor on X axis.
* @dy: Distance to move Actor on Y axis.
*
* Moves an actor by the specified distance relative to its current
* position in pixels. This function modifies the fixed position of an
* actor and thus removes it from any layout management. Another way
* to move an actor is with an anchor point, see
* clutter_actor_set_anchor_point().
*
* Since: 0.2
*/
void
clutter_actor_move_by (ClutterActor *self,
gint dx,
gint dy)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_move_byu (self,
CLUTTER_UNITS_FROM_DEVICE (dx),
CLUTTER_UNITS_FROM_DEVICE (dy));
}
/**
* clutter_actor_move_byu:
* @self: A #ClutterActor
* @dx: Distance to move Actor on X axis, in #ClutterUnit<!-- -->s.
* @dy: Distance to move Actor on Y axis, in #ClutterUnit<!-- -->s.
*
* Moves an actor by the specified distance relative to its current
* position.
*
* The move is accomplished by setting a fixed position, overriding
* any layout manager, see clutter_actor_set_positionu().
*
* Since: 0.6
*/
void
clutter_actor_move_byu (ClutterActor *self,
ClutterUnit dx,
ClutterUnit dy)
{
ClutterUnit x, y;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
x = self->priv->fixed_x;
y = self->priv->fixed_y;
clutter_actor_set_positionu (self, x + dx, y + dy);
}
static void
clutter_actor_set_min_width (ClutterActor *self,
ClutterUnit min_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->min_width_set && min_width == priv->request_min_width)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_min_width = min_width;
g_object_notify (G_OBJECT (self), "min-width");
clutter_actor_set_min_width_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_min_height (ClutterActor *self,
ClutterUnit min_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->min_height_set && min_height == priv->request_min_height)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_min_height = min_height;
g_object_notify (G_OBJECT (self), "min-height");
clutter_actor_set_min_height_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_width (ClutterActor *self,
ClutterUnit natural_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->natural_width_set &&
natural_width == priv->request_natural_width)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_natural_width = natural_width;
g_object_notify (G_OBJECT (self), "natural-width");
clutter_actor_set_natural_width_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_height (ClutterActor *self,
ClutterUnit natural_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->natural_height_set &&
natural_height == priv->request_natural_height)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_natural_height = natural_height;
g_object_notify (G_OBJECT (self), "natural-height");
clutter_actor_set_natural_height_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_min_width_set (ClutterActor *self,
gboolean use_min_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->min_width_set == (use_min_width != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->min_width_set = use_min_width != FALSE;
g_object_notify (G_OBJECT (self), "min-width-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_min_height_set (ClutterActor *self,
gboolean use_min_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->min_height_set == (use_min_height != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->min_height_set = use_min_height != FALSE;
g_object_notify (G_OBJECT (self), "min-height-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_width_set (ClutterActor *self,
gboolean use_natural_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->natural_width_set == (use_natural_width != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->natural_width_set = use_natural_width != FALSE;
g_object_notify (G_OBJECT (self), "natural-width-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_height_set (ClutterActor *self,
gboolean use_natural_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->natural_height_set == (use_natural_height != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->natural_height_set = use_natural_height != FALSE;
g_object_notify (G_OBJECT (self), "natural-height-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_request_mode (ClutterActor *self,
ClutterRequestMode mode)
{
ClutterActorPrivate *priv = self->priv;
if (priv->request_mode == mode)
return;
priv->request_mode = mode;
priv->needs_width_request = TRUE;
priv->needs_height_request = TRUE;
g_object_notify (G_OBJECT (self), "request-mode");
clutter_actor_queue_relayout (self);
}
/**
* clutter_actor_set_size
* @self: A #ClutterActor
* @width: New width of actor in pixels, or -1
* @height: New height of actor in pixels, or -1
*
* Sets the actor's size request in pixels. This overrides any
* "normal" size request the actor would have. For example
* a text actor might normally request the size of the text;
* this function would force a specific size instead.
*
* If @width and/or @height are -1 the actor will use its
* "normal" size request instead of overriding it, i.e.
* you can "unset" the size with -1.
*
* This function sets or unsets both the minimum and natural size.
*/
void
clutter_actor_set_size (ClutterActor *self,
gint width,
gint height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_sizeu (self,
CLUTTER_UNITS_FROM_DEVICE (width),
CLUTTER_UNITS_FROM_DEVICE (height));
}
/**
* clutter_actor_set_sizeu
* @self: A #ClutterActor
* @width: New width of actor in #ClutterUnit<!-- -->s, or -1
* @height: New height of actor in #ClutterUnit<!-- -->s, or -1
*
* Overrides the actor's size request in #ClutterUnit<!-- -->s. If @width
* and/or @height are -1 the actor will use its normal size request (the
* override is removed).
*
* This function sets or unsets both the minimum and natural size.
*
* Since: 0.6
*/
void
clutter_actor_set_sizeu (ClutterActor *self,
ClutterUnit width,
ClutterUnit height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
if (width >= 0)
{
clutter_actor_set_min_width (self, width);
clutter_actor_set_natural_width (self, width);
}
else
{
clutter_actor_set_min_width_set (self, FALSE);
clutter_actor_set_natural_width_set (self, FALSE);
}
if (height >= 0)
{
clutter_actor_set_min_height (self, height);
clutter_actor_set_natural_height (self, height);
}
else
{
clutter_actor_set_min_height_set (self, FALSE);
clutter_actor_set_natural_height_set (self, FALSE);
}
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_get_size:
* @self: A #ClutterActor
* @width: return location for the width, or %NULL.
* @height: return location for the height, or %NULL.
*
* This function tries to "do what you mean" and return
* the size an actor will have. If the actor has a valid
* allocation, the allocation will be returned; otherwise,
* the actors natural size request will be returned.
*
* If you care whether you get the request vs. the allocation, you
* should probably call a different function like
* clutter_actor_get_allocation_coords() or
* clutter_actor_get_preferred_width().
*
* Since: 0.2
*/
void
clutter_actor_get_size (ClutterActor *self,
guint *width,
guint *height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (width)
*width = clutter_actor_get_width (self);
if (height)
*height = clutter_actor_get_height (self);
}
/**
* clutter_actor_get_sizeu:
* @self: A #ClutterActor
* @width: return location for the width, or %NULL
* @height: return location for the height, or %NULL
*
* This function tries to "do what you mean" and return
* the size an actor will have. If the actor has a valid
* allocation, the allocation will be returned; otherwise,
* the actors natural size request will be returned.
*
* If you care whether you get the request vs. the allocation, you
* should probably call a different function like
* clutter_actor_get_allocation_coords() or
* clutter_actor_get_preferred_width().
*
* Since: 0.6
*/
void
clutter_actor_get_sizeu (ClutterActor *self,
ClutterUnit *width,
ClutterUnit *height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (width)
*width = clutter_actor_get_widthu (self);
if (height)
*height = clutter_actor_get_heightu (self);
}
/**
* clutter_actor_get_position:
* @self: a #ClutterActor
* @x: return location for the X coordinate, or %NULL
* @y: return location for the Y coordinate, or %NULL
*
* This function tries to "do what you mean" and tell you where the
* actor is, prior to any transformations. Retrieves the fixed
* position of an actor in pixels, if one has been set; otherwise, if
* the allocation is valid, returns the actor's allocated position;
* otherwise, returns 0,0.
*
* The returned position is in pixels.
*
* Since: 0.6
*/
void
clutter_actor_get_position (ClutterActor *self,
gint *x,
gint *y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (x)
*x = clutter_actor_get_x (self);
if (y)
*y = clutter_actor_get_y (self);
}
/**
* clutter_actor_get_positionu:
* @self: a #ClutterActor
* @x: return location for the X coordinate, or %NULL
* @y: return location for the Y coordinate, or %NULL
*
* This function tries to "do what you mean" and tell you where the
* actor is, prior to any transformations. Retrieves the fixed
* position of an actor in pixels, if one has been set; otherwise, if
* the allocation is valid, returns the actor's allocated position;
* otherwise, returns 0,0.
*
* The returned position is in #ClutterUnit<!-- -->s.
*
* Since: 0.6
*/
void
clutter_actor_get_positionu (ClutterActor *self,
ClutterUnit *x,
ClutterUnit *y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (x)
*x = clutter_actor_get_xu (self);
if (y)
*y = clutter_actor_get_yu (self);
}
/**
* clutter_actor_get_transformed_positionu
* @self: A #ClutterActor
* @x: return location for the X coordinate, or %NULL
* @y: return location for the Y coordinate, or %NULL
*
* Gets the absolute position of an actor, in #ClutterUnit<!-- -->s,
* relative to the stage.
*
* Since: 0.8
*/
void
clutter_actor_get_transformed_positionu (ClutterActor *self,
ClutterUnit *x,
ClutterUnit *y)
{
ClutterVertex v1 = { 0, };
ClutterVertex v2 = { 0, };
clutter_actor_apply_transform_to_point (self, &v1, &v2);
if (x)
*x = v2.x;
if (y)
*y = v2.y;
}
/**
* clutter_actor_get_transformed_position
* @self: A #ClutterActor
* @x: return location for the X coordinate, or %NULL
* @y: return location for the Y coordinate, or %NULL
*
* Gets the absolute position of an actor, in pixels, relative
* to the stage.
*
* Since: 0.8
*/
void
clutter_actor_get_transformed_position (ClutterActor *self,
gint *x,
gint *y)
{
ClutterUnit xu, yu;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
xu = yu = 0;
clutter_actor_get_transformed_positionu (self, &xu, &yu);
if (x)
*x = CLUTTER_UNITS_TO_DEVICE (xu);
if (y)
*y = CLUTTER_UNITS_TO_DEVICE (yu);
}
/**
* clutter_actor_get_transformed_sizeu:
* @self: A #ClutterActor
* @width: return location for the width, or %NULL
* @height: return location for the height, or %NULL
*
* Gets the absolute size of an actor in #ClutterUnits<!-- -->s, taking
* into account the scaling factors.
*
* If the actor has a valid allocation, the allocated size will be used.
* If the actor has not a valid allocation then the preferred size will
* be transformed and returned.
*
* If you want the transformed allocation, see
* clutter_actor_get_abs_allocation_vertices() instead.
*
* <note>When the actor (or one of its ancestors) is rotated around the
* X or Y axis, it no longer appears as on the stage as a rectangle, but
* as a generic quadrangle; in that case this function returns the size
* of the smallest rectangle that encapsulates the entire quad. Please
* note that in this case no assumptions can be made about the relative
* position of this envelope to the absolute position of the actor, as
* returned by clutter_actor_get_transformed_position(); if you need this
* information, you need to use clutter_actor_get_abs_allocation_vertices()
* to get the coords of the actual quadrangle.</note>
*
* Since: 0.8
*/
void
clutter_actor_get_transformed_sizeu (ClutterActor *self,
ClutterUnit *width,
ClutterUnit *height)
{
ClutterActorPrivate *priv;
ClutterVertex v[4];
ClutterFixed x_min, x_max, y_min, y_max;
gint i;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
/* if the actor hasn't been allocated yet, get the preferred
* size and transform that
*/
if (priv->needs_allocation)
{
ClutterUnit natural_width, natural_height;
ClutterActorBox box;
/* make a fake allocation to transform */
clutter_actor_get_positionu (self, &box.x1, &box.y1);
natural_width = natural_height = 0;
clutter_actor_get_preferred_size (self, NULL, NULL,
&natural_width,
&natural_height);
box.x2 = box.x1 + natural_width;
box.y2 = box.y1 + natural_height;
clutter_actor_transform_and_project_box (self, &box, v);
}
else
clutter_actor_get_abs_allocation_vertices (self, v);
x_min = x_max = v[0].x;
y_min = y_max = v[0].y;
for (i = 1; i < G_N_ELEMENTS (v); ++i)
{
if (v[i].x < x_min)
x_min = v[i].x;
if (v[i].x > x_max)
x_max = v[i].x;
if (v[i].y < y_min)
y_min = v[i].y;
if (v[i].y > y_max)
y_max = v[i].y;
}
if (width)
*width = x_max - x_min;
if (height)
*height = y_max - y_min;
}
/**
* clutter_actor_get_transformed_size:
* @self: A #ClutterActor
* @width: return location for the width, or %NULL
* @height: return location for the height, or %NULL
*
* Gets the absolute size of an actor taking into account
* any scaling factors
*
* Since: 0.8
*/
void
clutter_actor_get_transformed_size (ClutterActor *self,
guint *width,
guint *height)
{
ClutterUnit wu, hu;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
wu = hu = 0;
clutter_actor_get_transformed_sizeu (self, &wu, &hu);
if (width)
*width = CLUTTER_UNITS_TO_DEVICE (wu);
if (height)
*height = CLUTTER_UNITS_TO_DEVICE (hu);
}
/**
* clutter_actor_get_width
* @self: A #ClutterActor
*
* Retrieves the width of a #ClutterActor.
*
* If the actor has a valid allocation, this function will return the
* width of the allocated area given to the actor.
*
* If the actor does not have a valid allocation, this function will
* return the actor's natural width, that is the preferred width of
* the actor.
*
* If you care whether you get the preferred width or the width that
* has been assigned to the actor, you should probably call a different
* function like clutter_actor_get_allocation_coords() to retrieve the
* allocated size or clutter_actor_get_preferred_width() to retrieve the
* preferred width.
*
* If an actor has a fixed width, for instance a width that has been
* assigned using clutter_actor_set_width(), the width returned will
* be the same value.
*
* Return value: the width of the actor, in pixels
*/
guint
clutter_actor_get_width (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_widthu (self));
}
/**
* clutter_actor_get_widthu
* @self: A #ClutterActor
*
* Retrieves the width of a #ClutterActor, in #ClutterUnit<!-- -->s.
*
* If the actor has a valid allocation, this function will return the
* width of the allocated area given to the actor.
*
* If the actor does not have a valid allocation, this function will
* return the actor's natural width, that is the preferred width of
* the actor.
*
* If you care whether you get the preferred width or the width that
* has been assigned to the actor, you should probably call a different
* function like clutter_actor_get_allocation_coords() to retrieve the
* allocated size or clutter_actor_get_preferred_width() to retrieve the
* preferred width.
*
* If an actor has a fixed width, for instance a width that has been
* assigned using clutter_actor_set_width(), the width returned will
* be the same value.
*
* Return value: the width of the actor, in #ClutterUnit<!-- -->s
*
* since: 0.6
*/
ClutterUnit
clutter_actor_get_widthu (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
if (self->priv->needs_allocation)
{
ClutterUnit natural_width = 0;
if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
else
{
ClutterUnit natural_height = 0;
clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
clutter_actor_get_preferred_width (self, natural_height,
NULL,
&natural_width);
}
return natural_width;
}
else
return self->priv->allocation.x2 - self->priv->allocation.x1;
}
/**
* clutter_actor_get_height
* @self: A #ClutterActor
*
* Retrieves the height of a #ClutterActor.
*
* If the actor has a valid allocation, this function will return the
* height of the allocated area given to the actor.
*
* If the actor does not have a valid allocation, this function will
* return the actor's natural height, that is the preferred height of
* the actor.
*
* If you care whether you get the preferred height or the height that
* has been assigned to the actor, you should probably call a different
* function like clutter_actor_get_allocation_coords() to retrieve the
* allocated size or clutter_actor_get_preferred_height() to retrieve the
* preferred height.
*
* If an actor has a fixed height, for instance a height that has been
* assigned using clutter_actor_set_height(), the height returned will
* be the same value.
*
* Return value: the height of the actor, in pixels
*/
guint
clutter_actor_get_height (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_heightu (self));
}
/**
* clutter_actor_get_heightu
* @self: A #ClutterActor
*
* Retrieves the height of a #ClutterActor, in #ClutterUnit<!-- -->s.
*
* If the actor has a valid allocation, this function will return the
* height of the allocated area given to the actor.
*
* If the actor does not have a valid allocation, this function will
* return the actor's natural height, that is the preferred height of
* the actor.
*
* If you care whether you get the preferred height or the height that
* has been assigned to the actor, you should probably call a different
* function like clutter_actor_get_allocation_coords() to retrieve the
* allocated size or clutter_actor_get_preferred_height() to retrieve the
* preferred height.
*
* If an actor has a fixed height, for instance a height that has been
* assigned using clutter_actor_set_height(), the height returned will
* be the same value.
*
* Return value: the height of the actor, in #ClutterUnit<!-- -->s
*
* since: 0.6
*/
ClutterUnit
clutter_actor_get_heightu (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
if (self->priv->needs_allocation)
{
ClutterUnit natural_height = 0;
if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
{
ClutterUnit natural_width = 0;
clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
clutter_actor_get_preferred_height (self, natural_width,
NULL, &natural_height);
}
else
clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
return natural_height;
}
else
return self->priv->allocation.y2 - self->priv->allocation.y1;
}
/**
* clutter_actor_set_width
* @self: A #ClutterActor
* @width: Requested new width for the actor, in pixels
*
* Forces a width on an actor, causing the actor's preferred width
* and height (if any) to be ignored.
*
* This function sets both the minimum and natural size of the actor.
*
* since: 0.2
**/
void
clutter_actor_set_width (ClutterActor *self,
guint width)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_widthu (self, CLUTTER_UNITS_FROM_DEVICE (width));
}
/**
* clutter_actor_set_widthu
* @self: A #ClutterActor
* @width: Requested new width for the actor, in #ClutterUnit<!-- -->s
*
* Forces a width on an actor, causing the actor's preferred width
* and height (if any) to be ignored.
*
* This function sets both the minimum and natural size of the actor.
*
* since: 0.6
**/
void
clutter_actor_set_widthu (ClutterActor *self,
ClutterUnit width)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_min_width (self, width);
clutter_actor_set_natural_width (self, width);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_height
* @self: A #ClutterActor
* @height: Requested new height for the actor, in pixels
*
* Forces a height on an actor, causing the actor's preferred width
* and height (if any) to be ignored.
*
* This function sets both the minimum and natural size of the actor.
*
* since: 0.2
**/
void
clutter_actor_set_height (ClutterActor *self,
guint height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_heightu (self, CLUTTER_UNITS_FROM_DEVICE (height));
}
/**
* clutter_actor_set_heightu
* @self: A #ClutterActor
* @height: Requested new height for the actor, in #ClutterUnit<!-- -->s
*
* Forces a height on an actor, causing the actor's preferred width
* and height (if any) to be ignored.
*
* This function sets both the minimum and natural size of the actor.
*
* since: 0.6
**/
void
clutter_actor_set_heightu (ClutterActor *self,
ClutterUnit height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_min_height (self, height);
clutter_actor_set_natural_height (self, height);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_x:
* @self: a #ClutterActor
* @x: the actor's position on the X axis
*
* Sets the actor's X coordinate, relative to its parent, in pixels.
*
* Overrides any layout manager and forces a fixed position for
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_x (ClutterActor *self,
gint x)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_xu (self, CLUTTER_UNITS_FROM_DEVICE (x));
}
/**
* clutter_actor_set_xu:
* @self: a #ClutterActor
* @x: the actor's position on the X axis, in #ClutterUnit<!-- -->s
*
* Sets the actor's X coordinate, relative to its parent.
*
* Overrides any layout manager and forces a fixed position for
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_xu (ClutterActor *self,
ClutterUnit x)
{
ClutterActorBox old = { 0, };
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (self->priv->position_set &&
self->priv->fixed_x == x)
return;
clutter_actor_store_old_geometry (self, &old);
self->priv->fixed_x = x;
clutter_actor_set_fixed_position_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
/**
* clutter_actor_set_y:
* @self: a #ClutterActor
* @y: the actor's position on the Y axis
*
* Sets the actor's Y coordinate, relative to its parent, in pixels.#
*
* Overrides any layout manager and forces a fixed position for
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_y (ClutterActor *self,
gint y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_yu (self, CLUTTER_UNITS_FROM_DEVICE (y));
}
/**
* clutter_actor_set_yu:
* @self: a #ClutterActor
* @y: the actor's position on the Y axis, in #ClutterUnit<!-- -->s
*
* Sets the actor's Y coordinate, relative to its parent.
*
* Overrides any layout manager and forces a fixed position for
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_yu (ClutterActor *self,
ClutterUnit y)
{
ClutterActorBox old = { 0, };
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (self->priv->position_set &&
self->priv->fixed_y == y)
return;
clutter_actor_store_old_geometry (self, &old);
self->priv->fixed_y = y;
clutter_actor_set_fixed_position_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
/**
* clutter_actor_get_x
* @self: A #ClutterActor
*
* Retrieves the X coordinate of a #ClutterActor.
*
* This function tries to "do what you mean", by returning the
* correct value depending on the actor's state.
*
* If the actor has a valid allocation, this function will return
* the X coordinate of the origin of the allocation box.
*
* If the actor has any fixed coordinate set using clutter_actor_set_x(),
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
* function will return that coordinate.
*
* If both the allocation and a fixed position are missing, this function
* will return 0.
*
* Return value: the X coordinate, in pixels, ignoring any
* transformation (i.e. scaling, rotation)
*/
gint
clutter_actor_get_x (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_xu (self));
}
/**
* clutter_actor_get_xu
* @self: A #ClutterActor
*
* Retrieves the X coordinate of a #ClutterActor, in #ClutterUnit<!-- -->s.
*
* This function tries to "do what you mean", by returning the
* correct value depending on the actor's state.
*
* If the actor has a valid allocation, this function will return
* the X coordinate of the origin of the allocation box.
*
* If the actor has any fixed coordinate set using clutter_actor_set_x(),
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
* function will return that coordinate.
*
* If both the allocation and a fixed position are missing, this function
* will return 0.
*
* Return value: the X coordinate, in #ClutterUnit<!-- -->s, ignoring
* any transformation (i.e. scaling, rotation)
*
* Since: 0.6
*/
ClutterUnit
clutter_actor_get_xu (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
if (self->priv->needs_allocation)
{
if (self->priv->position_set)
return self->priv->fixed_x;
else
return 0;
}
else
return self->priv->allocation.x1;
}
/**
* clutter_actor_get_y
* @self: A #ClutterActor
*
* Retrieves the Y coordinate of a #ClutterActor.
*
* This function tries to "do what you mean", by returning the
* correct value depending on the actor's state.
*
* If the actor has a valid allocation, this function will return
* the Y coordinate of the origin of the allocation box.
*
* If the actor has any fixed coordinate set using clutter_actor_set_y(),
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
* function will return that coordinate.
*
* If both the allocation and a fixed position are missing, this function
* will return 0.
*
* Return value: the Y coordinate, in pixels, ignoring any
* transformation (i.e. scaling, rotation)
*/
gint
clutter_actor_get_y (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_yu (self));
}
/**
* clutter_actor_get_yu
* @self: A #ClutterActor
*
* Retrieves the Y coordinate of a #ClutterActor, in #ClutterUnit<!-- -->s.
*
* This function tries to "do what you mean", by returning the
* correct value depending on the actor's state.
*
* If the actor has a valid allocation, this function will return
* the Y coordinate of the origin of the allocation box.
*
* If the actor has any fixed coordinate set using clutter_actor_set_y(),
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
* function will return that coordinate.
*
* If both the allocation and a fixed position are missing, this function
* will return 0.
*
* Return value: the Y coordinate, in #ClutterUnit<!-- -->s, ignoring
* any transformation (i.e. scaling, rotation)
*
* Since: 0.6
*/
ClutterUnit
clutter_actor_get_yu (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
if (self->priv->needs_allocation)
{
if (self->priv->position_set)
return self->priv->fixed_y;
else
return 0;
}
else
return self->priv->allocation.y1;
}
/**
* clutter_actor_set_scalex:
* @self: A #ClutterActor
* @scale_x: #ClutterFixed factor to scale actor by horizontally.
* @scale_y: #ClutterFixed factor to scale actor by vertically.
*
* Fixed point version of clutter_actor_set_scale().
*
* Scales an actor with the given factors. The scaling is always
* relative to the anchor point.
*/
void
clutter_actor_set_scalex (ClutterActor *self,
ClutterFixed scale_x,
ClutterFixed scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_ref (self);
g_object_freeze_notify (G_OBJECT (self));
self->priv->scale_x = scale_x;
g_object_notify (G_OBJECT (self), "scale-x");
self->priv->scale_y = scale_y;
g_object_notify (G_OBJECT (self), "scale-y");
g_object_thaw_notify (G_OBJECT (self));
g_object_unref (self);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_scale:
* @self: A #ClutterActor
* @scale_x: double factor to scale actor by horizontally.
* @scale_y: double factor to scale actor by vertically.
*
* Scales an actor with the given factors. The scaling is always
* relative to the anchor point.
*
* Since: 0.2
*/
void
clutter_actor_set_scale (ClutterActor *self,
gdouble scale_x,
gdouble scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_scalex (self,
COGL_FIXED_FROM_FLOAT (scale_x),
COGL_FIXED_FROM_FLOAT (scale_y));
}
/**
* clutter_actor_get_scalex:
* @self: A #ClutterActor
* @scale_x: Location to store horizonal scale factor, or %NULL.
* @scale_y: Location to store vertical scale factor, or %NULL.
*
* Fixed point version of clutter_actor_get_scale().
*
* Retrieves the scale factors of an actor.
*
* Since: 0.2
*/
void
clutter_actor_get_scalex (ClutterActor *self,
ClutterFixed *scale_x,
ClutterFixed *scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (scale_x)
*scale_x = self->priv->scale_x;
if (scale_y)
*scale_y = self->priv->scale_y;
}
/**
* clutter_actor_get_scale:
* @self: A #ClutterActor
* @scale_x: Location to store horizonal float scale factor, or %NULL.
* @scale_y: Location to store vertical float scale factor, or %NULL.
*
* Retrieves an actors scale in floating point.
*
* Since: 0.2
*/
void
clutter_actor_get_scale (ClutterActor *self,
gdouble *scale_x,
gdouble *scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (scale_x)
*scale_x = COGL_FIXED_TO_FLOAT (self->priv->scale_x);
if (scale_y)
*scale_y = COGL_FIXED_TO_FLOAT (self->priv->scale_y);
}
/**
* clutter_actor_set_opacity:
* @self: A #ClutterActor
* @opacity: New opacity value for the actor.
*
* Sets the actor's opacity, with zero being completely transparent and
* 255 (0xff) being fully opaque.
*/
void
clutter_actor_set_opacity (ClutterActor *self,
guint8 opacity)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->opacity = opacity;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_get_paint_opacity:
* @self: A #ClutterActor
*
* Retrieves the absolute opacity of the actor, as it appears on the stage.
*
* This function traverses the hierarchy chain and composites the opacity of
* the actor with that of its parents.
*
* This function is intended for subclasses to use in the paint virtual
* function, to paint themselves with the correct opacity.
*
* Return value: The actor opacity value.
*
* Since: 0.8
*/
guint8
clutter_actor_get_paint_opacity (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterActor *parent;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
priv = self->priv;
parent = priv->parent_actor;
/* Factor in the actual actors opacity with parents */
if (G_LIKELY (parent))
{
guint8 opacity = clutter_actor_get_paint_opacity (parent);
if (opacity != 0xff)
return (opacity * priv->opacity) / 0xff;
}
return clutter_actor_get_opacity (self);
}
/**
* clutter_actor_get_opacity:
* @self: a #ClutterActor
*
* Retrieves the opacity value of an actor, as set by
* clutter_actor_set_opacity().
*
* For retrieving the absolute opacity of the actor inside a paint
* virtual function, see clutter_actor_get_paint_opacity().
*
* Return value: the opacity of the actor
*/
guint8
clutter_actor_get_opacity (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return self->priv->opacity;
}
/**
* clutter_actor_set_name:
* @self: A #ClutterActor
* @name: Textual tag to apply to actor
*
* Sets the given name to @self. The name can be used to identify
* a #ClutterActor.
*/
void
clutter_actor_set_name (ClutterActor *self,
const gchar *name)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_free (self->priv->name);
self->priv->name = g_strdup (name);
g_object_notify (G_OBJECT (self), "name");
}
/**
* clutter_actor_get_name:
* @self: A #ClutterActor
*
* Retrieves the name of @self.
*
* Return value: the name of the actor, or %NULL. The returned string is
* owned by the actor and should not be modified or freed.
*/
G_CONST_RETURN gchar *
clutter_actor_get_name (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
return self->priv->name;
}
/**
* clutter_actor_get_gid:
* @self: A #ClutterActor
*
* Retrieves the unique id for @self.
*
* Return value: Globally unique value for this object instance.
*
* Since: 0.6
*/
guint32
clutter_actor_get_gid (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return self->priv->id;
}
/**
* clutter_actor_set_depth:
* @self: a #ClutterActor
* @depth: Z co-ord
*
* Sets the Z co-ordinate of @self to @depth. The Units of which are dependant
* on the perspective setup.
*/
void
clutter_actor_set_depth (ClutterActor *self,
gint depth)
{
clutter_actor_set_depthu (self, CLUTTER_UNITS_FROM_DEVICE (depth));
}
/**
* clutter_actor_set_depthu:
* @self: a #ClutterActor
* @depth: Z co-ordinate, in #ClutterUnit<!-- -->s
*
* Sets the Z co-ordinate of @self to @depth in #ClutterUnit<!-- -->s, the
* units of which are dependant on the perspective setup.
*/
void
clutter_actor_set_depthu (ClutterActor *self,
ClutterUnit depth)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (priv->z != depth)
{
/* Sets Z value. - FIXME: should invert ?*/
priv->z = depth;
if (priv->parent_actor && CLUTTER_IS_CONTAINER (priv->parent_actor))
{
ClutterContainer *parent;
/* We need to resort the container stacking order as to
* correctly render alpha values.
*
* FIXME: This is sub optimal. maybe queue the the sort
* before stacking
*/
parent = CLUTTER_CONTAINER (priv->parent_actor);
clutter_container_sort_depth_order (parent);
}
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
g_object_notify (G_OBJECT (self), "depth");
}
}
/**
* clutter_actor_get_depth:
* @self: a #ClutterActor
*
* Retrieves the depth of @self.
*
* Return value: the depth of the actor
*/
gint
clutter_actor_get_depth (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
return CLUTTER_UNITS_TO_DEVICE (self->priv->z);
}
/**
* clutter_actor_get_depthu:
* @self: a #ClutterActor
*
* Retrieves the depth of @self.
*
* Return value: the depth of the actor, in #ClutterUnit<!-- -->s
*
* Since: 0.6
*/
ClutterUnit
clutter_actor_get_depthu (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
return self->priv->z;
}
/**
* clutter_actor_set_rotationu:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @angle: the angle of rotation
* @x: X coordinate of the rotation center, in #ClutterUnit<!-- -->s
* @y: Y coordinate of the rotation center, in #ClutterUnit<!-- -->s
* @z: Z coordinate of the rotation center, in #ClutterUnit<!-- -->s
*
* Sets the rotation angle of @self around the given axis.
*
* This function is the units based variant of clutter_actor_set_rotation().
*
* Since: 0.8
*/
void
clutter_actor_set_rotationu (ClutterActor *self,
ClutterRotateAxis axis,
gdouble angle,
ClutterUnit x,
ClutterUnit y,
ClutterUnit z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_rotation_internal (self, axis,
COGL_FIXED_FROM_FLOAT (angle),
x, y, z);
}
/**
* clutter_actor_set_rotationx:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @angle: the angle of rotation
* @x: X coordinate of the rotation center
* @y: Y coordinate of the rotation center
* @z: Z coordinate of the rotation center
*
* Sets the rotation angle of @self around the given axis.
*
* This function is the fixed point variant of clutter_actor_set_rotation().
*
* Since: 0.6
*/
void
clutter_actor_set_rotationx (ClutterActor *self,
ClutterRotateAxis axis,
ClutterFixed angle,
gint x,
gint y,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_rotation_internal (self, axis, angle,
CLUTTER_UNITS_FROM_DEVICE (x),
CLUTTER_UNITS_FROM_DEVICE (y),
CLUTTER_UNITS_FROM_DEVICE (z));
}
/**
* clutter_actor_set_rotation:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @angle: the angle of rotation
* @x: X coordinate of the rotation center
* @y: Y coordinate of the rotation center
* @z: Z coordinate of the rotation center
*
* Sets the rotation angle of @self around the given axis.
*
* The rotation center coordinates used depend on the value of @axis:
* <itemizedlist>
* <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
* <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
* <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
* </itemizedlist>
*
* The rotation coordinates are relative to the anchor point of the
* actor, set using clutter_actor_set_anchor_point(). If no anchor
* point is set, the upper left corner is assumed as the origin.
*
* Since: 0.6
*/
void
clutter_actor_set_rotation (ClutterActor *self,
ClutterRotateAxis axis,
gdouble angle,
gint x,
gint y,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_rotationx (self, axis,
COGL_FIXED_FROM_FLOAT (angle),
x, y, z);
}
/**
* clutter_actor_get_rotationu:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @x: return value for the X coordinate of the center of rotation,
* in #ClutterUnit<!-- -->s
* @y: return value for the Y coordinate of the center of rotation,
* in #ClutterUnit<!-- -->s
* @z: return value for the Z coordinate of the center of rotation,
* in #ClutterUnit<!-- -->s
*
* Retrieves the angle and center of rotation on the given axis,
* set using clutter_actor_set_rotation().
*
* This function is the units based variant of clutter_actor_get_rotation().
*
* Return value: the angle of rotation
*
* Since: 0.8
*/
gdouble
clutter_actor_get_rotationu (ClutterActor *self,
ClutterRotateAxis axis,
ClutterUnit *x,
ClutterUnit *y,
ClutterUnit *z)
{
ClutterActorPrivate *priv;
gdouble retval = 0;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
priv = self->priv;
switch (axis)
{
case CLUTTER_X_AXIS:
retval = COGL_FIXED_TO_DOUBLE (priv->rxang);
if (y)
*y = priv->rxy;
if (z)
*z = priv->rxz;
break;
case CLUTTER_Y_AXIS:
retval = COGL_FIXED_TO_DOUBLE (priv->ryang);
if (x)
*x = priv->ryx;
if (z)
*z = priv->ryz;
break;
case CLUTTER_Z_AXIS:
retval = COGL_FIXED_TO_DOUBLE (priv->rzang);
if (x)
*x = priv->rzx;
if (y)
*y = priv->rzy;
break;
}
return retval;
}
/**
* clutter_actor_get_rotationx:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @x: return value for the X coordinate of the center of rotation
* @y: return value for the Y coordinate of the center of rotation
* @z: return value for the Z coordinate of the center of rotation
*
* Retrieves the angle and center of rotation on the given axis,
* set using clutter_actor_set_rotation().
*
* This function is the fixed point variant of clutter_actor_get_rotation().
*
* Return value: the angle of rotation as a fixed point value.
*
* Since: 0.6
*/
ClutterFixed
clutter_actor_get_rotationx (ClutterActor *self,
ClutterRotateAxis axis,
gint *x,
gint *y,
gint *z)
{
ClutterActorPrivate *priv;
ClutterFixed retval = 0;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
priv = self->priv;
switch (axis)
{
case CLUTTER_X_AXIS:
retval = priv->rxang;
if (y)
*y = CLUTTER_UNITS_TO_DEVICE (priv->rxy);
if (z)
*z = CLUTTER_UNITS_TO_DEVICE (priv->rxz);
break;
case CLUTTER_Y_AXIS:
retval = priv->ryang;
if (x)
*x = CLUTTER_UNITS_TO_DEVICE (priv->ryx);
if (z)
*z = CLUTTER_UNITS_TO_DEVICE (priv->ryz);
break;
case CLUTTER_Z_AXIS:
retval = priv->rzang;
if (x)
*x = CLUTTER_UNITS_TO_DEVICE (priv->rzx);
if (y)
*y = CLUTTER_UNITS_TO_DEVICE (priv->rzy);
break;
}
return retval;
}
/**
* clutter_actor_get_rotation:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @x: return value for the X coordinate of the center of rotation
* @y: return value for the Y coordinate of the center of rotation
* @z: return value for the Z coordinate of the center of rotation
*
* Retrieves the angle and center of rotation on the given axis,
* set using clutter_actor_set_angle().
*
* The coordinates of the center returned by this function depend on
* the axis passed.
*
* Return value: the angle of rotation.
*
* Since: 0.6
*/
gdouble
clutter_actor_get_rotation (ClutterActor *self,
ClutterRotateAxis axis,
gint *x,
gint *y,
gint *z)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
return COGL_FIXED_TO_FLOAT (clutter_actor_get_rotationx (self,
axis,
x, y, z));
}
/**
* clutter_actor_set_clipu:
* @self: A #ClutterActor
* @xoff: X offset of the clip rectangle, in #ClutterUnit<!-- -->s
* @yoff: Y offset of the clip rectangle, in #ClutterUnit<!-- -->s
* @width: Width of the clip rectangle, in #ClutterUnit<!-- -->s
* @height: Height of the clip rectangle, in #ClutterUnit<!-- -->s
*
* Unit-based variant of clutter_actor_set_clip()
*
* Sets clip area for @self. The clip area is always computed from the
* upper left corner of the actor, even if the anchor point is set
* otherwise.
*
* Since: 0.6
*/
void
clutter_actor_set_clipu (ClutterActor *self,
ClutterUnit xoff,
ClutterUnit yoff,
ClutterUnit width,
ClutterUnit height)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
priv->clip[0] = xoff;
priv->clip[1] = yoff;
priv->clip[2] = width;
priv->clip[3] = height;
priv->has_clip = TRUE;
clutter_actor_queue_redraw (self);
g_object_notify (G_OBJECT (self), "has-clip");
g_object_notify (G_OBJECT (self), "clip");
}
/**
* clutter_actor_set_clip:
* @self: A #ClutterActor
* @xoff: X offset of the clip rectangle, in pixels
* @yoff: Y offset of the clip rectangle, in pixels
* @width: Width of the clip rectangle, in pixels
* @height: Height of the clip rectangle, in pixels
*
* Sets clip area in pixels for @self. The clip area is always computed
* from the upper left corner of the actor, even if the anchor point is
* set otherwise.
*/
void
clutter_actor_set_clip (ClutterActor *self,
gint xoff,
gint yoff,
gint width,
gint height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_clipu (self,
CLUTTER_UNITS_FROM_DEVICE (xoff),
CLUTTER_UNITS_FROM_DEVICE (yoff),
CLUTTER_UNITS_FROM_DEVICE (width),
CLUTTER_UNITS_FROM_DEVICE (height));
}
/**
* clutter_actor_remove_clip
* @self: A #ClutterActor
*
* Removes clip area from @self.
*/
void
clutter_actor_remove_clip (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->has_clip = FALSE;
clutter_actor_queue_redraw (self);
g_object_notify (G_OBJECT (self), "has-clip");
}
/**
* clutter_actor_has_clip:
* @self: a #ClutterActor
*
* Determines whether the actor has a clip area set or not.
*
* Return value: %TRUE if the actor has a clip area set.
*
* Since: 0.1.1
*/
gboolean
clutter_actor_has_clip (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
return self->priv->has_clip;
}
/**
* clutter_actor_get_clipu:
* @self: a #ClutterActor
* @xoff: return location for the X offset of the clip rectangle, or %NULL
* @yoff: return location for the Y offset of the clip rectangle, or %NULL
* @width: return location for the width of the clip rectangle, or %NULL
* @height: return location for the height of the clip rectangle, or %NULL
*
* Unit-based variant of clutter_actor_get_clip().
*
* Gets the clip area for @self, in #ClutterUnit<!-- -->s.
*
* Since: 0.6
*/
void
clutter_actor_get_clipu (ClutterActor *self,
ClutterUnit *xoff,
ClutterUnit *yoff,
ClutterUnit *width,
ClutterUnit *height)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (!priv->has_clip)
return;
if (xoff)
*xoff = priv->clip[0];
if (yoff)
*yoff = priv->clip[1];
if (width)
*width = priv->clip[2];
if (height)
*height = priv->clip[3];
}
/**
* clutter_actor_get_clip:
* @self: a #ClutterActor
* @xoff: return location for the X offset of the clip rectangle, or %NULL
* @yoff: return location for the Y offset of the clip rectangle, or %NULL
* @width: return location for the width of the clip rectangle, or %NULL
* @height: return location for the height of the clip rectangle, or %NULL
*
* Gets the clip area for @self, in pixels.
*
* Since: 0.6
*/
void
clutter_actor_get_clip (ClutterActor *self,
gint *xoff,
gint *yoff,
gint *width,
gint *height)
{
struct clipu { ClutterUnit x, y, width, height; } c = { 0, };
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_get_clipu (self, &c.x, &c.y, &c.width, &c.height);
if (xoff)
*xoff = CLUTTER_UNITS_TO_DEVICE (c.x);
if (yoff)
*yoff = CLUTTER_UNITS_TO_DEVICE (c.y);
if (width)
*width = CLUTTER_UNITS_TO_DEVICE (c.width);
if (height)
*height = CLUTTER_UNITS_TO_DEVICE (c.height);
}
/**
* clutter_actor_set_parent:
* @self: A #ClutterActor
* @parent: A new #ClutterActor parent
*
* Sets the parent of @self to @parent. The opposite function is
* clutter_actor_unparent().
*
* This function should not be used by applications, but by custom
* container actor subclasses.
*/
void
clutter_actor_set_parent (ClutterActor *self,
ClutterActor *parent)
{
ClutterMainContext *clutter_context;
ClutterActorPrivate *priv;
clutter_context = clutter_context_get_default ();
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (CLUTTER_IS_ACTOR (parent));
g_return_if_fail (self != parent);
g_return_if_fail (clutter_context != NULL);
priv = self->priv;
if (priv->parent_actor != NULL)
{
g_warning ("Cannot set a parent on an actor which has a parent.\n"
"You must use clutter_actor_unparent() first.\n");
return;
}
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
g_warning ("Cannot set a parent on a toplevel actor\n");
return;
}
g_object_ref_sink (self);
priv->parent_actor = parent;
/* clutter_actor_reparent() will emit ::parent-set for us */
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
g_signal_emit (self, actor_signals[PARENT_SET], 0, NULL);
/* the invariant is: if the parent is realized, the we must be
* realized after set_parent(). the call to clutter_actor_show()
* will cause this anyway, but we need to maintain the invariant
* even for actors that have :show-on-set-parent set to FALSE
*/
if (CLUTTER_ACTOR_IS_REALIZED (priv->parent_actor))
clutter_actor_realize (self);
if (priv->show_on_set_parent)
clutter_actor_show (self);
if (CLUTTER_ACTOR_IS_VISIBLE (priv->parent_actor) &&
CLUTTER_ACTOR_IS_VISIBLE (self))
{
clutter_actor_queue_redraw (self);
}
/* maintain the invariant that if an actor needs layout,
* its parents do as well
*/
if (priv->needs_width_request ||
priv->needs_height_request ||
priv->needs_allocation)
{
clutter_actor_queue_relayout (self);
}
}
/**
* clutter_actor_get_parent:
* @self: A #ClutterActor
*
* Retrieves the parent of @self.
*
* Return Value: The #ClutterActor parent, or %NULL if no parent is set
*/
ClutterActor *
clutter_actor_get_parent (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
return self->priv->parent_actor;
}
/**
* clutter_actor_get_paint_visibility:
* @self: A #ClutterActor
*
* Retrieves the 'paint' visibility of an actor recursively checking for non
* visible parents.
*
* Return Value: TRUE if the actor is visibile and will be painted.
*
* Since: 0.8.4
*/
gboolean
clutter_actor_get_paint_visibility (ClutterActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
do
{
if (!CLUTTER_ACTOR_IS_VISIBLE (actor))
return FALSE;
if (CLUTTER_PRIVATE_FLAGS (actor) & CLUTTER_ACTOR_IS_TOPLEVEL)
return TRUE;
}
while ((actor = clutter_actor_get_parent (actor)) != NULL);
return FALSE;
}
/**
* clutter_actor_unparent:
* @self: a #ClutterActor
*
* Removes the parent of @self.
*
* This function should not be used in applications. It should be called by
* implementations of container actors, to dissociate a child from the
* container.
*
* Since: 0.1.1
*/
void
clutter_actor_unparent (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterActor *old_parent;
gboolean show_on_set_parent_enabled = TRUE;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (priv->parent_actor == NULL)
return;
show_on_set_parent_enabled = priv->show_on_set_parent;
old_parent = priv->parent_actor;
priv->parent_actor = NULL;
/* if we are uparenting we hide ourselves; if we are just reparenting
* there's no need to do that, as the paint is fast enough.
*/
if (CLUTTER_ACTOR_IS_REALIZED (self))
{
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
clutter_actor_hide (self);
}
/* clutter_actor_hide() will set the :show-on-set-parent property
* to FALSE because the actor doesn't have a parent anymore; but
* we need to return the actor to its initial state, so we force
* the state of the :show-on-set-parent property to its value
* previous the unparenting
*/
priv->show_on_set_parent = show_on_set_parent_enabled;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
/* clutter_actor_reparent() will emit ::parent-set for us */
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
/* Queue a redraw on old_parent */
if (CLUTTER_ACTOR_IS_VISIBLE (old_parent))
clutter_actor_queue_redraw (old_parent);
/* Could also need to relayout */
if (old_parent->priv->needs_width_request ||
old_parent->priv->needs_height_request ||
old_parent->priv->needs_allocation)
{
clutter_actor_queue_relayout (old_parent);
}
/* remove the reference we acquired in clutter_actor_set_parent() */
g_object_unref (self);
}
/**
* clutter_actor_reparent:
* @self: a #ClutterActor
* @new_parent: the new #ClutterActor parent
*
* This function resets the parent actor of @self. It is
* logically equivalent to calling clutter_actor_unparent()
* and clutter_actor_set_parent().
*
* Since: 0.2
*/
void
clutter_actor_reparent (ClutterActor *self,
ClutterActor *new_parent)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
g_return_if_fail (self != new_parent);
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
g_warning ("Cannot set a parent on a toplevel actor\n");
return;
}
priv = self->priv;
if (priv->parent_actor != new_parent)
{
ClutterActor *old_parent;
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
old_parent = priv->parent_actor;
g_object_ref (self);
if (CLUTTER_IS_CONTAINER (priv->parent_actor))
{
ClutterContainer *parent = CLUTTER_CONTAINER (priv->parent_actor);
/* Note, will call unparent() */
clutter_container_remove_actor (parent, self);
}
else
clutter_actor_unparent (self);
if (CLUTTER_IS_CONTAINER (new_parent))
/* Note, will call parent() */
clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
else
clutter_actor_set_parent (self, new_parent);
/* we emit the ::parent-set signal once */
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
g_object_unref (self);
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
}
}
/**
* clutter_actor_raise:
* @self: A #ClutterActor
* @below: A #ClutterActor to raise above.
*
* Puts @self above @below.
*
* Both actors must have the same parent.
*
* This function is the equivalent of clutter_container_raise_child().
*/
void
clutter_actor_raise (ClutterActor *self,
ClutterActor *below)
{
ClutterActor *parent;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
parent = clutter_actor_get_parent (self);
if (!parent)
{
g_warning ("Actor of type %s is not inside a container",
g_type_name (G_OBJECT_TYPE (self)));
return;
}
if (below)
{
if (parent != clutter_actor_get_parent (below))
{
g_warning ("Actor of type %s is not in the same "
"container of actor of type %s",
g_type_name (G_OBJECT_TYPE (self)),
g_type_name (G_OBJECT_TYPE (below)));
return;
}
}
clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
}
/**
* clutter_actor_lower:
* @self: A #ClutterActor
* @above: A #ClutterActor to lower below
*
* Puts @self below @above.
*
* Both actors must have the same parent.
*
* This function is the equivalent of clutter_container_lower_child().
*/
void
clutter_actor_lower (ClutterActor *self,
ClutterActor *above)
{
ClutterActor *parent;
g_return_if_fail (CLUTTER_IS_ACTOR(self));
parent = clutter_actor_get_parent (self);
if (!parent)
{
g_warning ("Actor of type %s is not inside a container",
g_type_name (G_OBJECT_TYPE (self)));
return;
}
if (above)
{
if (parent != clutter_actor_get_parent (above))
{
g_warning ("Actor of type %s is not in the same "
"container of actor of type %s",
g_type_name (G_OBJECT_TYPE (self)),
g_type_name (G_OBJECT_TYPE (above)));
return;
}
}
clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
}
/**
* clutter_actor_raise_top:
* @self: A #ClutterActor
*
* Raises @self to the top.
*
* This function calls clutter_actor_raise() internally.
*/
void
clutter_actor_raise_top (ClutterActor *self)
{
clutter_actor_raise (self, NULL);
}
/**
* clutter_actor_lower_bottom:
* @self: A #ClutterActor
*
* Lowers @self to the bottom.
*
* This function calls clutter_actor_lower() internally.
*/
void
clutter_actor_lower_bottom (ClutterActor *self)
{
clutter_actor_lower (self, NULL);
}
/*
* Event handling
*/
/**
* clutter_actor_event:
* @actor: a #ClutterActor
* @event: a #ClutterEvent
* @capture: TRUE if event in in capture phase, FALSE otherwise.
*
* This function is used to emit an event on the main stage.
* You should rarely need to use this function, except for
* synthetising events.
*
* Return value: the return value from the signal emission: %TRUE
* if the actor handled the event, or %FALSE if the event was
* not handled
*
* Since: 0.6
*/
gboolean
clutter_actor_event (ClutterActor *actor,
ClutterEvent *event,
gboolean capture)
{
gboolean retval = FALSE;
gint signal_num = -1;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
g_return_val_if_fail (event != NULL, FALSE);
g_object_ref (actor);
if (capture)
{
g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
event,
&retval);
goto out;
}
g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
if (!retval)
{
switch (event->type)
{
case CLUTTER_NOTHING:
break;
case CLUTTER_BUTTON_PRESS:
signal_num = BUTTON_PRESS_EVENT;
break;
case CLUTTER_BUTTON_RELEASE:
signal_num = BUTTON_RELEASE_EVENT;
break;
case CLUTTER_SCROLL:
signal_num = SCROLL_EVENT;
break;
case CLUTTER_KEY_PRESS:
signal_num = KEY_PRESS_EVENT;
break;
case CLUTTER_KEY_RELEASE:
signal_num = KEY_RELEASE_EVENT;
break;
case CLUTTER_MOTION:
signal_num = MOTION_EVENT;
break;
case CLUTTER_ENTER:
signal_num = ENTER_EVENT;
break;
case CLUTTER_LEAVE:
signal_num = LEAVE_EVENT;
break;
case CLUTTER_DELETE:
case CLUTTER_DESTROY_NOTIFY:
case CLUTTER_CLIENT_MESSAGE:
default:
signal_num = -1;
break;
}
if (signal_num != -1)
g_signal_emit (actor, actor_signals[signal_num], 0,
event, &retval);
}
out:
g_object_unref (actor);
return retval;
}
/**
* clutter_actor_set_reactive:
* @actor: a #ClutterActor
* @reactive: whether the actor should be reactive to events
*
* Sets @actor as reactive. Reactive actors will receive events.
*
* Since: 0.6
*/
void
clutter_actor_set_reactive (ClutterActor *actor,
gboolean reactive)
{
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
return;
if (reactive)
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
else
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
g_object_notify (G_OBJECT (actor), "reactive");
}
/**
* clutter_actor_get_reactive:
* @actor: a #ClutterActor
*
* Checks whether @actor is marked as reactive.
*
* Return value: %TRUE if the actor is reactive
*
* Since: 0.6
*/
gboolean
clutter_actor_get_reactive (ClutterActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
}
/**
* clutter_actor_set_anchor_point:
* @self: a #ClutterActor
* @anchor_x: X coordinate of the anchor point
* @anchor_y: Y coordinate of the anchor point
*
* Sets an anchor point for the @actor. The anchor point is a point in the
* coordinate space of an actor to which the actor position within its
* parent is relative; the default is (0, 0), i.e. the top-left corner of
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_anchor_point (ClutterActor *self,
gint anchor_x,
gint anchor_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_anchor_pointu (self,
CLUTTER_UNITS_FROM_DEVICE (anchor_x),
CLUTTER_UNITS_FROM_DEVICE (anchor_y));
}
/**
* clutter_actor_move_anchor_point:
* @self: a #ClutterActor
* @anchor_x: X coordinate of the anchor point
* @anchor_y: Y coordinate of the anchor point
*
* Sets an anchor point for the @actor, and adjusts the actor postion so
* that the relative position of the actor toward its parent remains the
* same.
*
* Since: 0.6
*/
void
clutter_actor_move_anchor_point (ClutterActor *self,
gint anchor_x,
gint anchor_y)
{
ClutterActorPrivate *priv;
ClutterUnit ax = CLUTTER_UNITS_FROM_DEVICE (anchor_x);
ClutterUnit ay = CLUTTER_UNITS_FROM_DEVICE (anchor_y);
ClutterUnit dx;
ClutterUnit dy;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
dx = ax - priv->anchor_x;
dy = ay - priv->anchor_y;
priv->anchor_x = ax;
priv->anchor_y = ay;
if (priv->position_set)
clutter_actor_move_byu (self, dx, dy);
}
/**
* clutter_actor_get_anchor_point:
* @self: a #ClutterActor
* @anchor_x: return location for the X coordinate of the anchor point
* @anchor_y: return location for the Y coordinate of the anchor point
*
* Gets the current anchor point of the @actor in pixels.
*
* Since: 0.6
*/
void
clutter_actor_get_anchor_point (ClutterActor *self,
gint *anchor_x,
gint *anchor_y)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (anchor_x)
*anchor_x = CLUTTER_UNITS_TO_DEVICE (priv->anchor_x);
if (anchor_y)
*anchor_y = CLUTTER_UNITS_TO_DEVICE (priv->anchor_y);
}
/**
* clutter_actor_set_anchor_pointu:
* @self: a #ClutterActor
* @anchor_x: X coordinate of the anchor point, in #ClutterUnit<!-- -->s
* @anchor_y: Y coordinate of the anchor point, in #ClutterUnit<!-- -->s
*
* Sets an anchor point for @self. The anchor point is a point in the
* coordinate space of an actor to which the actor position within its
* parent is relative; the default is (0, 0), i.e. the top-left corner
* of the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_anchor_pointu (ClutterActor *self,
ClutterUnit anchor_x,
ClutterUnit anchor_y)
{
ClutterActorPrivate *priv;
gboolean changed = FALSE;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
if (priv->anchor_x != anchor_x)
{
priv->anchor_x = anchor_x;
g_object_notify (G_OBJECT (self), "anchor-x");
changed = TRUE;
}
if (priv->anchor_y != anchor_y)
{
priv->anchor_y = anchor_y;
g_object_notify (G_OBJECT (self), "anchor-y");
changed = TRUE;
}
g_object_thaw_notify (G_OBJECT (self));
if (changed && CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_move_anchor_pointu:
* @self: a #ClutterActor
* @anchor_x: X coordinate of the anchor point
* @anchor_y: Y coordinate of the anchor point
*
* Sets an anchor point for the actor, and adjusts the actor postion so that
* the relative position of the actor toward its parent remains the same.
*
* Since: 0.6
*/
void
clutter_actor_move_anchor_pointu (ClutterActor *self,
ClutterUnit anchor_x,
ClutterUnit anchor_y)
{
ClutterActorPrivate *priv;
ClutterUnit dx;
ClutterUnit dy;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
dx = anchor_x - priv->anchor_x;
dy = anchor_y - priv->anchor_y;
priv->anchor_x = anchor_x;
priv->anchor_y = anchor_y;
if (priv->position_set)
clutter_actor_move_byu (self, dx, dy);
}
/**
* clutter_actor_get_anchor_pointu:
* @self: a #ClutterActor
* @anchor_x: return location for the X coordinate of the anchor point
* @anchor_y: return location for the Y coordinate of the anchor point
*
* Gets the current anchor point of the @actor in #ClutterUnit<!-- -->s.
*
* Since: 0.6
*/
void
clutter_actor_get_anchor_pointu (ClutterActor *self,
ClutterUnit *anchor_x,
ClutterUnit *anchor_y)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (anchor_x)
*anchor_x = priv->anchor_x;
if (anchor_y)
*anchor_y = priv->anchor_y;
}
/**
* clutter_actor_move_anchor_point_from_gravity:
* @self: a #ClutterActor
* @gravity: #ClutterGravity.
*
* Sets an anchor point on the actor based on the given gravity, adjusting the
* actor postion so that its relative position within its parent remains
* unchanged.
*
* Note that the anchor is still stored as a point and the gravity
* value is forgotten. For example, if you set the anchor point to
* %CLUTTER_GRAVITY_SOUTH_EAST and later double the size of the actor,
* the anchor point will not move to the bottom right and will now be
* in the center of the actor.
*
* Since: 0.6
*/
void
clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
ClutterGravity gravity)
{
ClutterUnit ax, ay, dx, dy;
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
ax = priv->anchor_x;
ay = priv->anchor_y;
clutter_actor_set_anchor_point_from_gravity (self, gravity);
dx = priv->anchor_x - ax;
dy = priv->anchor_y - ay;
if (priv->position_set)
{
clutter_actor_move_byu (self, dx, dy);
}
}
/**
* clutter_actor_set_anchor_point_from_gravity:
* @self: a #ClutterActor
* @gravity: #ClutterGravity.
*
* Sets an anchor point on the actor, based on the given gravity (this is a
* convenience function wrapping clutter_actor_set_anchor_point()).
*
* Note that the anchor is still stored as a point and the gravity
* value is forgotten. For example, if you set the anchor point to
* %CLUTTER_GRAVITY_SOUTH_EAST and later double the size of the actor,
* the anchor point will not move to the bottom right and will now be
* in the center of the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
ClutterGravity gravity)
{
ClutterActorPrivate *priv;
ClutterUnit w, h, x, y;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
x = 0;
y = 0;
clutter_actor_get_sizeu (self, &w, &h);
switch (gravity)
{
case CLUTTER_GRAVITY_NORTH:
x = w / 2;
break;
case CLUTTER_GRAVITY_SOUTH:
x = w / 2;
y = h;
break;
case CLUTTER_GRAVITY_EAST:
x = w;
y = h / 2;
break;
case CLUTTER_GRAVITY_NORTH_EAST:
x = w;
break;
case CLUTTER_GRAVITY_SOUTH_EAST:
x = w;
y = h;
break;
case CLUTTER_GRAVITY_SOUTH_WEST:
y = h;
break;
case CLUTTER_GRAVITY_WEST:
y = h / 2;
break;
case CLUTTER_GRAVITY_CENTER:
x = w / 2;
y = h / 2;
break;
case CLUTTER_GRAVITY_NONE:
case CLUTTER_GRAVITY_NORTH_WEST:
break;
}
clutter_actor_set_anchor_pointu (self, x, y);
}
typedef enum
{
PARSE_X,
PARSE_Y,
PARSE_WIDTH,
PARSE_HEIGHT,
PARSE_ANCHOR_X,
PARSE_ANCHOR_Y
} ParseDimension;
static ClutterUnit
parse_units (ClutterActor *self,
ParseDimension dimension,
JsonNode *node)
{
GValue value = { 0, };
ClutterUnit retval = 0;
if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
return 0;
json_node_get_value (node, &value);
if (G_VALUE_HOLDS (&value, G_TYPE_INT))
{
gint pixels = g_value_get_int (&value);
retval = CLUTTER_UNITS_FROM_DEVICE (pixels);
}
else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
{
gint64 val;
gchar *end;
val = g_ascii_strtoll (g_value_get_string (&value), &end, 10);
/* skip whitespace */
while (g_ascii_isspace (*end))
end++;
/* assume pixels */
if (*end == '\0')
{
retval = CLUTTER_UNITS_FROM_DEVICE (val);
goto out;
}
if (strcmp (end, "px") == 0)
{
retval = CLUTTER_UNITS_FROM_DEVICE (val);
goto out;
}
if (strcmp (end, "mm") == 0)
{
retval = CLUTTER_UNITS_FROM_MM (val);
goto out;
}
if (strcmp (end, "pt") == 0)
{
retval = CLUTTER_UNITS_FROM_POINTS (val);
goto out;
}
if (end[0] == '%' && end[1] == '\0')
{
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
g_warning ("Unable to set percentage of %s on a top-level "
"actor of type `%s'",
(dimension == PARSE_X ||
dimension == PARSE_WIDTH ||
dimension == PARSE_ANCHOR_X) ? "width" : "height",
g_type_name (G_OBJECT_TYPE (self)));
retval = 0;
goto out;
}
if (dimension == PARSE_X ||
dimension == PARSE_WIDTH ||
dimension == PARSE_ANCHOR_X)
retval = CLUTTER_UNITS_FROM_STAGE_WIDTH_PERCENTAGE (val);
else
retval = CLUTTER_UNITS_FROM_STAGE_HEIGHT_PERCENTAGE (val);
goto out;
}
g_warning ("Invalid value `%s': integers, strings or floating point "
"values can be used for the x, y, width and height "
"properties. Valid modifiers for strings are `px', 'mm' "
"and '%%'.",
g_value_get_string (&value));
retval = 0;
}
else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
{
gint val;
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
g_warning ("Unable to set percentage of %s on a top-level "
"actor of type `%s'",
(dimension == PARSE_X || dimension == PARSE_WIDTH) ? "width"
: "height",
g_type_name (G_OBJECT_TYPE (self)));
retval = 0;
goto out;
}
val = CLAMP (g_value_get_double (&value) * 100, 0, 100);
if (dimension == PARSE_X ||
dimension == PARSE_WIDTH ||
dimension == PARSE_ANCHOR_X)
retval = CLUTTER_UNITS_FROM_STAGE_WIDTH_PERCENTAGE (val);
else
retval = CLUTTER_UNITS_FROM_STAGE_HEIGHT_PERCENTAGE (val);
}
else
{
g_warning ("Invalid value of type `%s': integers, strings of floating "
"point values can be used for the x, y, width, height "
"anchor-x and anchor-y properties.",
g_type_name (G_VALUE_TYPE (&value)));
}
out:
g_value_unset (&value);
return retval;
}
typedef struct {
ClutterRotateAxis axis;
ClutterFixed angle;
ClutterUnit center_x;
ClutterUnit center_y;
ClutterUnit center_z;
} RotationInfo;
static inline gboolean
parse_rotation_array (ClutterActor *actor,
JsonArray *array,
RotationInfo *info)
{
JsonNode *element;
if (json_array_get_length (array) != 2)
return FALSE;
/* angle */
element = json_array_get_element (array, 0);
if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
info->angle = COGL_FIXED_FROM_FLOAT (json_node_get_double (element));
else
return FALSE;
/* center */
element = json_array_get_element (array, 1);
if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
{
JsonArray *center = json_node_get_array (element);
if (json_array_get_length (center) != 2)
return FALSE;
switch (info->axis)
{
case CLUTTER_X_AXIS:
info->center_y = parse_units (actor, PARSE_Y,
json_array_get_element (center, 0));
info->center_z = parse_units (actor, PARSE_Y,
json_array_get_element (center, 1));
return TRUE;
case CLUTTER_Y_AXIS:
info->center_x = parse_units (actor, PARSE_X,
json_array_get_element (center, 0));
info->center_z = parse_units (actor, PARSE_X,
json_array_get_element (center, 1));
return TRUE;
case CLUTTER_Z_AXIS:
info->center_x = parse_units (actor, PARSE_X,
json_array_get_element (center, 0));
info->center_y = parse_units (actor, PARSE_Y,
json_array_get_element (center, 1));
return TRUE;
}
}
return FALSE;
}
static gboolean
parse_rotation (ClutterActor *actor,
JsonNode *node,
RotationInfo *info)
{
JsonArray *array;
guint len, i;
gboolean retval = FALSE;
if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
{
g_warning ("Invalid node of type `%s' found, expecting an array",
json_node_type_name (node));
return FALSE;
}
array = json_node_get_array (node);
len = json_array_get_length (array);
for (i = 0; i < len; i++)
{
JsonNode *element = json_array_get_element (array, i);
JsonObject *object;
JsonNode *member;
if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
{
g_warning ("Invalid node of type `%s' found, expecting an object",
json_node_type_name (element));
return FALSE;
}
object = json_node_get_object (element);
if (json_object_has_member (object, "x-axis"))
{
member = json_object_get_member (object, "x-axis");
info->axis = CLUTTER_X_AXIS;
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
{
info->angle = json_node_get_double (member);
retval = TRUE;
}
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
retval = parse_rotation_array (actor,
json_node_get_array (member),
info);
else
retval = FALSE;
}
else if (json_object_has_member (object, "y-axis"))
{
member = json_object_get_member (object, "y-axis");
info->axis = CLUTTER_Y_AXIS;
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
{
info->angle = json_node_get_double (member);
retval = TRUE;
}
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
retval = parse_rotation_array (actor,
json_node_get_array (member),
info);
else
retval = FALSE;
}
else if (json_object_has_member (object, "z-axis"))
{
member = json_object_get_member (object, "z-axis");
info->axis = CLUTTER_Z_AXIS;
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
{
info->angle = json_node_get_double (member);
retval = TRUE;
}
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
retval = parse_rotation_array (actor,
json_node_get_array (member),
info);
else
retval = FALSE;
}
}
return retval;
}
static gboolean
clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
ClutterScript *script,
GValue *value,
const gchar *name,
JsonNode *node)
{
ClutterActor *actor = CLUTTER_ACTOR (scriptable);
gboolean retval = FALSE;
if ((name[0] == 'x' && name[1] == '\0') ||
(name[0] == 'y' && name[1] == '\0') ||
(strcmp (name, "width") == 0) ||
(strcmp (name, "height") == 0) ||
(strcmp (name, "anchor_x") == 0) ||
(strcmp (name, "anchor_y") == 0))
{
ClutterUnit units;
ParseDimension dimension;
if (name[0] == 'x')
dimension = PARSE_X;
else if (name[0] == 'y')
dimension = PARSE_Y;
else if (name[0] == 'w')
dimension = PARSE_WIDTH;
else if (name[0] == 'h')
dimension = PARSE_HEIGHT;
else if (name[0] == 'a' && name[7] == 'x')
dimension = PARSE_ANCHOR_X;
else if (name[0] == 'a' && name[7] == 'y')
dimension = PARSE_ANCHOR_Y;
else
return FALSE;
units = parse_units (actor, dimension, node);
/* convert back to pixels: all properties are pixel-based */
g_value_init (value, G_TYPE_INT);
g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (units));
retval = TRUE;
}
else if (strcmp (name, "rotation") == 0)
{
RotationInfo *info;
info = g_slice_new0 (RotationInfo);
retval = parse_rotation (actor, node, info);
if (retval)
{
g_value_init (value, G_TYPE_POINTER);
g_value_set_pointer (value, info);
}
else
g_slice_free (RotationInfo, info);
}
return retval;
}
static void
clutter_actor_set_custom_property (ClutterScriptable *scriptable,
ClutterScript *script,
const gchar *name,
const GValue *value)
{
CLUTTER_NOTE (SCRIPT, "in ClutterActor::set_custom_property('%s')", name);
if (strcmp (name, "rotation") == 0)
{
RotationInfo *info;
if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
return;
info = g_value_get_pointer (value);
clutter_actor_set_rotation_internal (CLUTTER_ACTOR (scriptable),
info->axis, info->angle,
info->center_x,
info->center_y,
info->center_z);
g_slice_free (RotationInfo, info);
}
else
g_object_set_property (G_OBJECT (scriptable), name, value);
}
static void
clutter_scriptable_iface_init (ClutterScriptableIface *iface)
{
iface->parse_custom_node = clutter_actor_parse_custom_node;
iface->set_custom_property = clutter_actor_set_custom_property;
}
/**
* clutter_actor_transform_stage_point
* @self: A #ClutterActor
* @x: x screen coordinate of the point to unproject, in #ClutterUnit<!-- -->s
* @y: y screen coordinate of the point to unproject, in #ClutterUnit<!-- -->s
* @x_out: return location for the unprojected x coordinance, in
* #ClutterUnit<!-- -->s
* @y_out: return location for the unprojected y coordinance, in
* #ClutterUnit<!-- -->s
*
* This function translates screen coordinates (@x, @y) to
* coordinates relative to the actor. For example, it can be used to translate
* screen events from global screen coordinates into actor-local coordinates.
*
* The conversion can fail, notably if the transform stack results in the
* actor being projected on the screen as a mere line.
*
* The conversion should not be expected to be pixel-perfect due to the
* nature of the operation. In general the error grows when the skewing
* of the actor rectangle on screen increases.
*
* Note: This function is fairly computationally intensive.
*
* Note: This function only works when the allocation is up-to-date, i.e. inside of paint()
*
* Return value: %TRUE if conversion was successful.
*
* Since: 0.6
*/
gboolean
clutter_actor_transform_stage_point (ClutterActor *self,
ClutterUnit x,
ClutterUnit y,
ClutterUnit *x_out,
ClutterUnit *y_out)
{
ClutterVertex v[4];
ClutterFixed ST[3][3];
ClutterFixed RQ[3][3];
int du, dv, xi, yi;
ClutterUnit px, py;
ClutterFixed xf, yf, wf, det;
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
priv = self->priv;
/*
* This implementation is based on the quad -> quad projection algorithm
* described by Paul Heckbert in
*
* http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
*
* and the sample implementation at http://www.cs.cmu.edu/~ph/src/texfund/.
*
* Our texture is a rectangle with origin [0, 0], so we are mapping from
* quad to rectangle only, which significantly simplifies things; the
* function calls have been unrolled, and most of the math is done in fixed
* point.
*/
clutter_actor_get_abs_allocation_vertices (self, v);
/*
* Keeping these as ints simplifies the multiplication (no significant loss
* of precision here).
*/
du = CLUTTER_UNITS_TO_DEVICE (priv->allocation.x2 - priv->allocation.x1);
dv = CLUTTER_UNITS_TO_DEVICE (priv->allocation.y2 - priv->allocation.y1);
if (!du || !dv)
return FALSE;
#define FP2FX COGL_FIXED_FROM_FLOAT
#define FX2FP COGL_FIXED_TO_DOUBLE
#define UX2FP CLUTTER_UNITS_TO_FLOAT
#define UX2FX CLUTTER_UNITS_TO_FIXED
#define FP2INT CLUTTER_FLOAT_TO_INT
#define DET2X(a,b,c,d) (COGL_FIXED_MUL ((a), (d)) - COGL_FIXED_MUL ((b), (c)))
#define DET2FP(a,b,c,d) ((a) * (d) - (b) * (c))
/*
* First, find mapping from unit uv square to xy quadrilateral; this
* equivalent to the pmap_square_quad() functions in the sample
* implementation, which we can simplify, since our target is always
* a rectangle.
*/
px = v[0].x - v[1].x + v[3].x - v[2].x;
py = v[0].y - v[1].y + v[3].y - v[2].y;
if (!px && !py)
{
/* affine transform */
RQ[0][0] = UX2FX (v[1].x - v[0].x);
RQ[1][0] = UX2FX (v[3].x - v[1].x);
RQ[2][0] = UX2FX (v[0].x);
RQ[0][1] = UX2FX (v[1].y - v[0].y);
RQ[1][1] = UX2FX (v[3].y - v[1].y);
RQ[2][1] = UX2FX (v[0].y);
RQ[0][2] = 0;
RQ[1][2] = 0;
RQ[2][2] = COGL_FIXED_1;
}
else
{
/* projective transform
*
* Must do this in floating point, as the del value can overflow the
* range of ClutterFixed for large actors.
*
* TODO -- see if we could do this with sufficient precision in 26.8
* fixed.
*/
double dx1, dx2, dy1, dy2, del;
dx1 = UX2FP (v[1].x - v[3].x);
dx2 = UX2FP (v[2].x - v[3].x);
dy1 = UX2FP (v[1].y - v[3].y);
dy2 = UX2FP (v[2].y - v[3].y);
del = DET2FP (dx1, dx2, dy1, dy2);
if (!del)
return FALSE;
/*
* The division here needs to be done in floating point for
* precisions reasons.
*/
RQ[0][2] = FP2FX (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
RQ[1][2] = FP2FX (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
RQ[1][2] = FP2FX (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
RQ[2][2] = COGL_FIXED_1;
RQ[0][0] = UX2FX (v[1].x - v[0].x)
+ COGL_FIXED_MUL (RQ[0][2], UX2FX (v[1].x));
RQ[1][0] = UX2FX (v[2].x - v[0].x)
+ COGL_FIXED_MUL (RQ[1][2], UX2FX (v[2].x));
RQ[2][0] = UX2FX (v[0].x);
RQ[0][1] = UX2FX (v[1].y - v[0].y)
+ COGL_FIXED_MUL (RQ[0][2], UX2FX (v[1].y));
RQ[1][1] = UX2FX (v[2].y - v[0].y)
+ COGL_FIXED_MUL (RQ[1][2], UX2FX (v[2].y));
RQ[2][1] = UX2FX (v[0].y);
}
/*
* Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
* square. Since our rectangle is based at 0,0 we only need to scale.
*/
RQ[0][0] /= du;
RQ[1][0] /= dv;
RQ[0][1] /= du;
RQ[1][1] /= dv;
RQ[0][2] /= du;
RQ[1][2] /= dv;
/*
* Now RQ is transform from uv rectangle to xy quadrilateral; we need an
* inverse of that.
*/
ST[0][0] = DET2X(RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
ST[1][0] = DET2X(RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
ST[2][0] = DET2X(RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
ST[0][1] = DET2X(RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
ST[1][1] = DET2X(RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
ST[2][1] = DET2X(RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
ST[0][2] = DET2X(RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
ST[1][2] = DET2X(RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
ST[2][2] = DET2X(RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
/*
* Check the resutling martix is OK.
*/
det = COGL_FIXED_MUL (RQ[0][0], ST[0][0])
+ COGL_FIXED_MUL (RQ[0][1], ST[0][1])
+ COGL_FIXED_MUL (RQ[0][2], ST[0][2]);
if (!det)
return FALSE;
/*
* Now transform our point with the ST matrix; the notional w
* coordinate is 1, hence the last part is simply added.
*/
xi = CLUTTER_UNITS_TO_DEVICE (x);
yi = CLUTTER_UNITS_TO_DEVICE (y);
xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
/*
* The division needs to be done in floating point for precision reasons.
*/
if (x_out)
*x_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (xf) / FX2FP (wf));
if (y_out)
*y_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (yf) / FX2FP (wf));
#undef UX2FX
#undef UX2FP
#undef FP2FX
#undef FX2FP
#undef FP2INT
#undef DET2X
return TRUE;
}
/*
* ClutterGeometry
*/
static ClutterGeometry*
clutter_geometry_copy (const ClutterGeometry *geometry)
{
return g_slice_dup (ClutterGeometry, geometry);
}
static void
clutter_geometry_free (ClutterGeometry *geometry)
{
if (G_LIKELY (geometry))
g_slice_free (ClutterGeometry, geometry);
}
GType
clutter_geometry_get_type (void)
{
static GType our_type = 0;
if (G_UNLIKELY (our_type == 0))
our_type =
g_boxed_type_register_static (I_("ClutterGeometry"),
(GBoxedCopyFunc) clutter_geometry_copy,
(GBoxedFreeFunc) clutter_geometry_free);
return our_type;
}
/*
* ClutterVertices
*/
static ClutterVertex *
clutter_vertex_copy (const ClutterVertex *vertex)
{
return g_slice_dup (ClutterVertex, vertex);
}
static void
clutter_vertex_free (ClutterVertex *vertex)
{
if (G_UNLIKELY (vertex))
g_slice_free (ClutterVertex, vertex);
}
GType
clutter_vertex_get_type (void)
{
static GType our_type = 0;
if (G_UNLIKELY (our_type == 0))
our_type =
g_boxed_type_register_static (I_("ClutterVertex"),
(GBoxedCopyFunc) clutter_vertex_copy,
(GBoxedFreeFunc) clutter_vertex_free);
return our_type;
}
/*
* ClutterActorBox
*/
static ClutterActorBox *
clutter_actor_box_copy (const ClutterActorBox *box)
{
return g_slice_dup (ClutterActorBox, box);
}
static void
clutter_actor_box_free (ClutterActorBox *box)
{
if (G_LIKELY (box))
g_slice_free (ClutterActorBox, box);
}
GType
clutter_actor_box_get_type (void)
{
static GType our_type = 0;
if (G_UNLIKELY (our_type == 0))
our_type =
g_boxed_type_register_static (I_("ClutterActorBox"),
(GBoxedCopyFunc) clutter_actor_box_copy,
(GBoxedFreeFunc) clutter_actor_box_free);
return our_type;
}
/******************************************************************************/
struct _ShaderData
{
ClutterShader *shader;
GHashTable *value_hash; /*< list of GValue's that should be set
* on the shader before each paint cycle
*/
};
static void
shader_value_free (gpointer data)
{
GValue *var = data;
g_value_unset (var);
g_slice_free (GValue, var);
}
static void
destroy_shader_data (ClutterActor *self)
{
ClutterActorPrivate *actor_priv = self->priv;
ShaderData *shader_data = actor_priv->shader_data;
if (!shader_data)
return;
if (shader_data->shader)
{
g_object_unref (shader_data->shader);
shader_data->shader = NULL;
}
if (shader_data->value_hash)
{
g_hash_table_destroy (shader_data->value_hash);
shader_data->value_hash = NULL;
}
g_free (shader_data);
actor_priv->shader_data = NULL;
}
/**
* clutter_actor_get_shader:
* @self: a #ClutterActor
*
* Queries the currently set #ClutterShader on @self.
*
* Return value: The currently set #ClutterShader or %NULL if no
* shader is set.
*
* Since: 0.6
*/
ClutterShader *
clutter_actor_get_shader (ClutterActor *self)
{
ClutterActorPrivate *actor_priv;
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
actor_priv = self->priv;
shader_data = actor_priv->shader_data;
if (!shader_data)
return NULL;
return shader_data->shader;
}
/**
* clutter_actor_set_shader:
* @self: a #ClutterActor
* @shader: a #ClutterShader or %NULL to unset the shader.
*
* Sets the #ClutterShader to be used when rendering @self.
* If @shader is %NULL it will unset any currently set shader
* for the actor.
*
* Return value: %TRUE if the shader was successfully applied
*
* Since: 0.6
*/
gboolean
clutter_actor_set_shader (ClutterActor *self,
ClutterShader *shader)
{
ClutterActorPrivate *actor_priv;
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
/* if shader passed in is NULL we destroy the shader */
if (shader == NULL)
{
destroy_shader_data (self);
}
actor_priv = self->priv;
shader_data = actor_priv->shader_data;
if (!shader_data)
{
actor_priv->shader_data = shader_data = g_new0 (ShaderData, 1);
shader_data->value_hash =
g_hash_table_new_full (g_str_hash, g_str_equal,
g_free,
shader_value_free);
}
if (shader_data->shader)
{
g_object_unref (shader_data->shader);
shader_data->shader = NULL;
}
if (shader)
{
shader_data->shader = g_object_ref (shader);
}
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
return TRUE;
}
static void
set_each_param (gpointer key,
gpointer value,
gpointer user_data)
{
ClutterShader *shader = user_data;
GValue *var = value;
clutter_shader_set_uniform (shader, (const gchar *)key, var);
}
static void
clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
ClutterShader *shader;
ClutterMainContext *context;
priv = actor->priv;
shader_data = priv->shader_data;
if (!shader_data)
return;
context = clutter_context_get_default ();
shader = shader_data->shader;
if (shader)
{
clutter_shader_set_is_enabled (shader, TRUE);
g_hash_table_foreach (shader_data->value_hash, set_each_param, shader);
if (!repeat)
context->shaders = g_slist_prepend (context->shaders, actor);
}
}
static void
clutter_actor_shader_post_paint (ClutterActor *actor)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
ClutterShader *shader;
ClutterMainContext *context;
priv = actor->priv;
shader_data = priv->shader_data;
if (!shader_data)
return;
context = clutter_context_get_default ();
shader = shader_data->shader;
if (shader)
{
clutter_shader_set_is_enabled (shader, FALSE);
context->shaders = g_slist_remove (context->shaders, actor);
if (context->shaders)
{
/* call pre-paint again, this time with the second argument being
* TRUE, indicating that we are reapplying the shader and thus
* should not be prepended to the stack
*/
clutter_actor_shader_pre_paint (context->shaders->data, TRUE);
}
}
}
/**
* clutter_actor_set_shader_param:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named parameter of the shader applied
* to @actor.
*
* Since: 1.0
*/
void
clutter_actor_set_shader_param (ClutterActor *self,
const gchar *param,
const GValue *value)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
GValue *var;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (param != NULL);
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_INT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value) ||
G_VALUE_HOLDS_FLOAT (value) ||
G_VALUE_HOLDS_INT (value));
priv = self->priv;
shader_data = priv->shader_data;
if (!shader_data)
return;
var = g_slice_new0 (GValue);
g_value_init (var, G_VALUE_TYPE (value));
g_value_copy (value, var);
g_hash_table_insert (shader_data->value_hash, g_strdup (param), var);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_shader_param_float:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named float parameter of the shader applied
* to @actor.
*
* Since: 0.8
*/
void
clutter_actor_set_shader_param_float (ClutterActor *self,
const gchar *param,
gfloat value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_FLOAT);
g_value_set_float (&var, value);
clutter_actor_set_shader_param (self, param, &var);
g_value_unset (&var);
}
/**
* clutter_actor_set_shader_param_int:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named int parameter of the shader applied to
* @actor.
*
* Since: 0.8
*/
void
clutter_actor_set_shader_param_int (ClutterActor *self,
const gchar *param,
gint value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_INT);
g_value_set_int (&var, value);
clutter_actor_set_shader_param (self, param, &var);
g_value_unset (&var);
}
/**
* clutter_actor_is_rotated:
* @self: a #ClutterActor
*
* Checks whether any rotation is applied to the actor.
*
* Return value: %TRUE if the actor is rotated.
*
* Since: 0.6
*/
gboolean
clutter_actor_is_rotated (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
priv = self->priv;
if (priv->rxang || priv->ryang || priv->rzang)
return TRUE;
return FALSE;
}
/**
* clutter_actor_is_scaled:
* @self: a #ClutterActor
*
* Checks whether the actor is scaled in either dimension.
*
* Return value: %TRUE if the actor is scaled.
*
* Since: 0.6
*/
gboolean
clutter_actor_is_scaled (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
priv = self->priv;
if (priv->scale_x != COGL_FIXED_1 || priv->scale_y != COGL_FIXED_1)
return TRUE;
return FALSE;
}
/**
* clutter_actor_box_get_from_vertices:
* @vtx: array of four #ClutterVertex
* @box: return location for a #ClutterActorBox
*
* Calculates the bounding box represented by the four vertices; for details
* of the vertex array see clutter_actor_get_abs_allocation_vertices().
*
* Since: 0.6
*/
void
clutter_actor_get_box_from_vertices (ClutterVertex vtx[4],
ClutterActorBox *box)
{
ClutterUnit x_1, x_2, y_1, y_2;
/* 4-way min/max */
x_1 = vtx[0].x;
y_1 = vtx[0].y;
if (vtx[1].x < x_1)
x_1 = vtx[1].x;
if (vtx[2].x < x_1)
x_1 = vtx[2].x;
if (vtx[3].x < x_1)
x_1 = vtx[3].x;
if (vtx[1].y < y_1)
y_1 = vtx[1].y;
if (vtx[2].y < y_1)
y_1 = vtx[2].y;
if (vtx[3].y < y_1)
y_1 = vtx[3].y;
x_2 = vtx[0].x;
y_2 = vtx[0].y;
if (vtx[1].x > x_2)
x_2 = vtx[1].x;
if (vtx[2].x > x_2)
x_2 = vtx[2].x;
if (vtx[3].x > x_2)
x_2 = vtx[3].x;
if (vtx[1].y > y_2)
y_2 = vtx[1].y;
if (vtx[2].y > y_2)
y_2 = vtx[2].y;
if (vtx[3].y > y_2)
y_2 = vtx[3].y;
box->x1 = x_1;
box->x2 = x_2;
box->y1 = y_1;
box->y2 = y_2;
}
/**
* clutter_actor_get_stage:
* @actor: a #ClutterActor
*
* Retrieves the #ClutterStage where @actor is contained.
*
* Return value: the stage containing the actor, or %NULL
*
* Since: 0.8
*/
ClutterActor *
clutter_actor_get_stage (ClutterActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
while (actor && !(CLUTTER_PRIVATE_FLAGS (actor) & CLUTTER_ACTOR_IS_TOPLEVEL))
actor = clutter_actor_get_parent (actor);
return actor;
}
/**
* clutter_actor_allocate_preferred_size:
* @self: a #ClutterActor
* @absolute_origin_changed: whether the position of the parent has
* changed in stage coordinates
*
* Allocates the natural size of @self.
*
* This function is a utility call for #ClutterActor implementations
* that allocates the actor's preferred natural size. It can be used
* by fixed layout managers (like #ClutterGroup or so called
* 'composite actors') inside the ClutterActor::allocate
* implementation to give each child exactly how much space it
* requires.
*
* This function is not meant to be used by applications. It is also
* not meant to be used outside the implementation of the
* ClutterActor::allocate virtual function.
*
* Since: 0.8
*/
void
clutter_actor_allocate_preferred_size (ClutterActor *self,
gboolean absolute_origin_changed)
{
ClutterUnit actor_x, actor_y;
ClutterUnit natural_width, natural_height;
ClutterActorBox actor_box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
actor_x = clutter_actor_get_xu (self);
actor_y = clutter_actor_get_yu (self);
clutter_actor_get_preferred_size (self,
NULL, NULL,
&natural_width,
&natural_height);
actor_box.x1 = actor_x;
actor_box.y1 = actor_y;
actor_box.x2 = actor_box.x1 + natural_width;
actor_box.y2 = actor_box.y1 + natural_height;
clutter_actor_allocate (self, &actor_box, absolute_origin_changed);
}