mutter/clutter/clutter-group.c
Emmanuele Bassi d76f7e42ea 2008-02-15 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-actor.[ch]: Rename
	clutter_actor_get_box_from_vertices() to
	clutter_actor_box_get_from_vertices().

	* clutter/clutter-group.c (clutter_group_query_coords): Fix the
	query_coords() implementation.
2008-02-15 10:46:38 +00:00

728 lines
19 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-group
* @short_description: Actor class containing multiple children.
* actors.
*
* A #ClutterGroup is an Actor which contains multiple child actors positioned
* relative to the #ClutterGroup position. Other operations such as scaling,
* rotating and clipping of the group will child actors.
*
* A #ClutterGroup's size is defined by the size and position of it
* it children. Resize requests via parent #ClutterActor API will be
* ignored.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdarg.h>
#include "clutter-group.h"
#include "clutter-container.h"
#include "clutter-main.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-marshal.h"
#include "clutter-enum-types.h"
#include "cogl.h"
enum
{
ADD,
REMOVE,
LAST_SIGNAL
};
static guint group_signals[LAST_SIGNAL] = { 0 };
static void clutter_container_iface_init (ClutterContainerIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterGroup,
clutter_group,
CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
clutter_container_iface_init));
#define CLUTTER_GROUP_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate))
struct _ClutterGroupPrivate
{
GList *children;
};
static void
clutter_group_paint (ClutterActor *actor)
{
ClutterGroup *self = CLUTTER_GROUP(actor);
GList *child_item;
CLUTTER_NOTE (PAINT, "ClutterGroup paint enter");
cogl_push_matrix();
for (child_item = self->priv->children;
child_item != NULL;
child_item = child_item->next)
{
ClutterActor *child = child_item->data;
g_assert (child != NULL);
if (CLUTTER_ACTOR_IS_MAPPED (child))
clutter_actor_paint (child);
}
cogl_pop_matrix();
CLUTTER_NOTE (PAINT, "ClutterGroup paint leave");
}
static void
clutter_group_unrealize (ClutterActor *actor)
{
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_unrealize),
NULL);
}
static void
clutter_group_pick (ClutterActor *actor,
const ClutterColor *color)
{
/* Chain up so we get a bounding box pained (if we are reactive) */
CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->pick (actor, color);
/* Just forward to the paint call which in turn will trigger
* the child actors also getting 'picked'.
*/
if (CLUTTER_ACTOR_IS_MAPPED (actor))
clutter_group_paint (actor);
}
static void
clutter_group_request_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterActorBox cbox;
clutter_actor_query_coords (self, &cbox);
/* Only positioning works.
* Sizing requests fail, use scale() instead
*/
box->x2 = box->x1 + (cbox.x2 - cbox.x1);
box->y2 = box->y1 + (cbox.y2 - cbox.y1);
CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->request_coords (self, box);
}
static void
clutter_group_query_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterGroupPrivate *priv;
GList *child_item;
priv = CLUTTER_GROUP(self)->priv;
child_item = priv->children;
/* FIXME: Cache these values */
box->x2 = box->x1;
box->y2 = box->y1;
if (child_item)
{
do
{
ClutterActor *child = CLUTTER_ACTOR(child_item->data);
ClutterActorBox cbox;
#if 0 /* Leave this post 0.6 ??? */
if (clutter_actor_is_scaled (child) ||
clutter_actor_is_rotated (child))
{
ClutterVertex vtx[4];
clutter_actor_get_relative_vertices (child, self, vtx);
clutter_actor_box_get_from_vertices (vtx, &cbox);
}
else
#endif
{
gint anchor_x;
gint anchor_y;
clutter_actor_query_coords (child, &cbox);
/*
* Must adjust these by the anchor point, as we need the box
* to be relative to the top-left corner of the parent
*/
clutter_actor_get_anchor_pointu (child, &anchor_x, &anchor_y);
cbox.x1 -= anchor_x;
cbox.x2 -= anchor_x;
cbox.y1 -= anchor_y;
cbox.y2 -= anchor_y;
}
/* FIXME: now that we go into the trouble of working out the
* projected sizes, we should do better than this (probably resize
* the box in all direction as required).
*
* Ignore any children with offscreen ( negaive )
* positions.
*
* Also x1 and x2 will be set by parent caller.
*/
if (box->x2 - box->x1 < cbox.x2)
box->x2 = cbox.x2 + box->x1;
if (box->y2 - box->y1 < cbox.y2)
box->y2 = cbox.y2 + box->y1;
}
while ((child_item = g_list_next(child_item)) != NULL);
}
}
static void
clutter_group_dispose (GObject *object)
{
ClutterGroup *self = CLUTTER_GROUP (object);
ClutterGroupPrivate *priv = self->priv;
if (priv->children)
{
g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
priv->children = NULL;
}
G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object);
}
static void
clutter_group_real_show_all (ClutterActor *actor)
{
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_show),
NULL);
clutter_actor_show (actor);
}
static void
clutter_group_real_hide_all (ClutterActor *actor)
{
clutter_actor_hide (actor);
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_hide),
NULL);
}
static void
clutter_group_real_add (ClutterContainer *container,
ClutterActor *actor)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
g_object_ref (actor);
/* the old ClutterGroup::add signal was emitted before the
* actor was added to the group, so that the class handler
* would actually add it. we need to emit the ::add signal
* here so that handlers expecting it will not freak out.
*/
g_signal_emit (group, group_signals[ADD], 0, actor);
priv->children = g_list_append (priv->children, actor);
clutter_actor_set_parent (actor, CLUTTER_ACTOR (group));
g_signal_emit_by_name (container, "actor-added", actor);
clutter_group_sort_depth_order (group);
g_object_unref (actor);
}
static void
clutter_group_real_remove (ClutterContainer *container,
ClutterActor *actor)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
g_object_ref (actor);
/* the old ClutterGroup::remove signal was emitted before the
* actor was removed from the group. see the comment in
* clutter_group_real_add() above for why we need to emit ::remove
* here and not later
*/
g_signal_emit (group, group_signals[REMOVE], 0, actor);
priv->children = g_list_remove (priv->children, actor);
clutter_actor_unparent (actor);
/* at this point, the actor passed to the "actor-removed" signal
* handlers is not parented anymore to the container but since we
* are holding a reference on it, it's still valid
*/
g_signal_emit_by_name (container, "actor-removed", actor);
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (group)))
clutter_actor_queue_redraw (CLUTTER_ACTOR (group));
g_object_unref (actor);
}
static void
clutter_group_real_foreach (ClutterContainer *container,
ClutterCallback callback,
gpointer user_data)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
GList *l;
for (l = priv->children; l; l = l->next)
(* callback) (CLUTTER_ACTOR (l->data), user_data);
}
static void
clutter_group_real_raise (ClutterContainer *container,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterGroup *self = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = self->priv;
priv->children = g_list_remove (priv->children, actor);
/* Raise at the top */
if (!sibling)
{
GList *last_item;
last_item = g_list_last (priv->children);
if (last_item)
sibling = last_item->data;
priv->children = g_list_append (priv->children, actor);
}
else
{
gint pos;
pos = g_list_index (priv->children, sibling) + 1;
priv->children = g_list_insert (priv->children, actor, pos);
}
/* set Z ordering a value below, this will then call sort
* as values are equal ordering shouldn't change but Z
* values will be correct.
*
* FIXME: optimise
*/
if (sibling &&
clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
{
clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
}
}
static void
clutter_group_real_lower (ClutterContainer *container,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterGroup *self = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = self->priv;
priv->children = g_list_remove (priv->children, actor);
/* Push to bottom */
if (!sibling)
{
GList *last_item;
last_item = g_list_first (priv->children);
if (last_item)
sibling = last_item->data;
priv->children = g_list_prepend (priv->children, actor);
}
else
{
gint pos;
pos = g_list_index (priv->children, sibling) + 1;
priv->children = g_list_insert (priv->children, actor, pos);
}
/* See comment in group_raise for this */
if (sibling &&
clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
{
clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
}
}
static gint
sort_z_order (gconstpointer a,
gconstpointer b)
{
int depth_a, depth_b;
depth_a = clutter_actor_get_depth (CLUTTER_ACTOR(a));
depth_b = clutter_actor_get_depth (CLUTTER_ACTOR(b));
return (depth_a - depth_b);
}
static void
clutter_group_real_sort_depth_order (ClutterContainer *container)
{
ClutterGroup *self = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = self->priv;
priv->children = g_list_sort (priv->children, sort_z_order);
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (self)))
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
}
static void
clutter_container_iface_init (ClutterContainerIface *iface)
{
iface->add = clutter_group_real_add;
iface->remove = clutter_group_real_remove;
iface->foreach = clutter_group_real_foreach;
iface->raise = clutter_group_real_raise;
iface->lower = clutter_group_real_lower;
iface->sort_depth_order = clutter_group_real_sort_depth_order;
}
static void
clutter_group_class_init (ClutterGroupClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
object_class->dispose = clutter_group_dispose;
actor_class->paint = clutter_group_paint;
actor_class->pick = clutter_group_pick;
actor_class->show_all = clutter_group_real_show_all;
actor_class->hide_all = clutter_group_real_hide_all;
actor_class->request_coords = clutter_group_request_coords;
actor_class->query_coords = clutter_group_query_coords;
actor_class->unrealize = clutter_group_unrealize;
/**
* ClutterGroup::add:
* @group: the #ClutterGroup that received the signal
* @actor: the actor added to the group
*
* The ::add signal is emitted each time an actor has been added
* to the group.
*
* @Deprecated: 0.4: This signal is deprecated, you should connect
* to the ClutterContainer::actor-added signal instead.
*/
group_signals[ADD] =
g_signal_new ("add",
G_OBJECT_CLASS_TYPE (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterGroupClass, add),
NULL, NULL,
clutter_marshal_VOID__OBJECT,
G_TYPE_NONE, 1,
CLUTTER_TYPE_ACTOR);
/**
* ClutterGroup::remove:
* @group: the #ClutterGroup that received the signal
* @actor: the actor added to the group
*
* The ::remove signal is emitted each time an actor has been removed
* from the group
*
* @Deprecated: 0.4: This signal is deprecated, you should connect
* to the ClutterContainer::actor-removed signal instead
*/
group_signals[REMOVE] =
g_signal_new ("remove",
G_OBJECT_CLASS_TYPE (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterGroupClass, remove),
NULL, NULL,
clutter_marshal_VOID__OBJECT,
G_TYPE_NONE, 1,
CLUTTER_TYPE_ACTOR);
g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate));
}
static void
clutter_group_init (ClutterGroup *self)
{
self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
}
/**
* clutter_group_new:
*
* Create a new #ClutterGroup instance.
*
* returns a new #ClutterGroup
**/
ClutterActor *
clutter_group_new (void)
{
return g_object_new (CLUTTER_TYPE_GROUP, NULL);
}
/**
* clutter_group_add_many_valist:
* @group: a #ClutterGroup
* @first_actor: the #ClutterActor actor to add to the group
* @var_args: the actors to be added
*
* Similar to clutter_group_add_many() but using a va_list. Use this
* function inside bindings.
*
* @Deprecated: 0.4: This function is obsolete, use
* clutter_container_add_valist() instead.
*/
void
clutter_group_add_many_valist (ClutterGroup *group,
ClutterActor *first_actor,
va_list var_args)
{
clutter_container_add_valist (CLUTTER_CONTAINER (group), first_actor, var_args);
}
/**
* clutter_group_add_many:
* @group: A #ClutterGroup
* @first_actor: the #ClutterActor actor to add to the group
* @Varargs: additional actors to add to the group
*
* Adds a NULL-terminated list of actors to a group. This function is
* equivalent to calling clutter_group_add() for each member of the list.
*
* @Deprecated: 0.4: This function is obsolete, use clutter_container_add()
* instead.
*/
void
clutter_group_add_many (ClutterGroup *group,
ClutterActor *first_actor,
...)
{
va_list args;
va_start (args, first_actor);
clutter_container_add_valist (CLUTTER_CONTAINER (group), first_actor, args);
va_end (args);
}
/**
* clutter_group_remove
* @group: A #ClutterGroup
* @actor: A #ClutterActor
*
* Removes a child #ClutterActor from the parent #ClutterGroup.
*
* @Deprecated: 0.4: This function is obsolete, use
* clutter_container_remove_actor() instead.
*/
void
clutter_group_remove (ClutterGroup *group,
ClutterActor *actor)
{
clutter_container_remove_actor (CLUTTER_CONTAINER (group), actor);
}
/**
* clutter_group_remove_all:
* @group: A #ClutterGroup
*
* Removes all children actors from the #ClutterGroup.
*/
void
clutter_group_remove_all (ClutterGroup *group)
{
GList *children;
g_return_if_fail (CLUTTER_IS_GROUP (group));
children = group->priv->children;
while (children)
{
ClutterActor *child = children->data;
children = children->next;
clutter_container_remove_actor (CLUTTER_CONTAINER (group), child);
}
}
/**
* clutter_group_get_children:
* @self: A #ClutterGroup
*
* Get a list containing all actors contained in the group.
*
* Return value: A list of #ClutterActors. You should free the returned
* list using g_list_free() when finished using it.
*
* @Deprecated: 0.4: This function is obsolete, use
* clutter_container_get_children() instead.
*/
GList*
clutter_group_get_children (ClutterGroup *self)
{
return clutter_container_get_children (CLUTTER_CONTAINER (self));
}
/**
* clutter_group_get_n_children:
* @self: A #ClutterGroup
*
* Gets the number of actors held in the group.
*
* Return value: The number of child actors held in the group.
*
* Since: 0.2
**/
gint
clutter_group_get_n_children (ClutterGroup *self)
{
g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0);
return g_list_length (self->priv->children);
}
/**
* clutter_group_get_nth_child:
* @self: A #ClutterGroup
* @index_: the position of the requested actor.
*
* Gets a groups child held at @index_ in stack.
*
* Return value: A Clutter actor or NULL if @index_ is invalid.
*
* Since: 0.2
**/
ClutterActor *
clutter_group_get_nth_child (ClutterGroup *self,
gint index_)
{
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
return g_list_nth_data (self->priv->children, index_);
}
/**
* clutter_group_raise:
* @self: a #ClutterGroup
* @actor: a #ClutterActor
* @sibling: a #ClutterActor
*
* FIXME
*
* Deprecated: 0.6: Use clutter_container_raise_child() instead.
*/
void
clutter_group_raise (ClutterGroup *self,
ClutterActor *actor,
ClutterActor *sibling)
{
g_return_if_fail (CLUTTER_IS_GROUP (self));
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
if (actor == sibling)
return;
clutter_container_raise_child (CLUTTER_CONTAINER (self), actor, sibling);
}
/**
* clutter_group_lower:
* @self: a #ClutterGroup
* @actor: a #ClutterActor
* @sibling: a #ClutterActor
*
* FIXME
*
* Deprecated: 0.6: Use clutter_container_lower_child() instead
*/
void
clutter_group_lower (ClutterGroup *self,
ClutterActor *actor,
ClutterActor *sibling)
{
g_return_if_fail (CLUTTER_IS_GROUP (self));
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
if (actor == sibling)
return;
clutter_container_lower_child (CLUTTER_CONTAINER (self), actor, sibling);
}
/**
* clutter_group_sort_depth_order:
* @self: A #ClutterGroup
*
* Sorts a #ClutterGroup's children by there depth value.
* This function should not be used by applications.
*
* Deprecated: 0.6: Use clutter_container_sort_depth_order() instead.
*/
void
clutter_group_sort_depth_order (ClutterGroup *self)
{
g_return_if_fail (CLUTTER_IS_GROUP (self));
clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
}