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e3259435f2
We're starting from scratch.
445 lines
13 KiB
C
445 lines
13 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2012 Intel Corporation
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* SECTION:clutter-scroll-actor
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* @Title: ClutterScrollActor
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* @Short_Description: An actor for displaying a portion of its children
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*
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* #ClutterScrollActor is an actor that can be used to display a portion
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* of the contents of its children.
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*
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* The extent of the area of a #ClutterScrollActor is defined by the size
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* of its children; the visible region of the children of a #ClutterScrollActor
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* is set by using clutter_scroll_actor_scroll_to_point() or by using
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* clutter_scroll_actor_scroll_to_rect() to define a point or a rectangle
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* acting as the origin, respectively.
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*
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* #ClutterScrollActor does not provide pointer or keyboard event handling,
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* nor does it provide visible scroll handles.
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*
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* <informalexample>
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* <programlisting>
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* <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" parse="text" href="../../../../examples/scroll-actor.c">
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* <xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback>
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* </xi:include>
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* </programlisting>
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* </informalexample>
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*
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* #ClutterScrollActor is available since Clutter 1.12.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-scroll-actor.h"
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#include "clutter-actor-private.h"
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#include "clutter-animatable.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-private.h"
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#include "clutter-property-transition.h"
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#include "clutter-transition.h"
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struct _ClutterScrollActorPrivate
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{
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ClutterPoint scroll_to;
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ClutterScrollMode scroll_mode;
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ClutterTransition *transition;
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};
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enum
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{
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PROP_0,
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PROP_SCROLL_MODE,
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PROP_LAST
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};
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enum
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{
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ANIM_PROP_0,
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ANIM_PROP_SCROLL_TO,
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ANIM_PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST] = { NULL, };
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static GParamSpec *animatable_props[ANIM_PROP_LAST] = { NULL, };
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static ClutterAnimatableIface *parent_animatable_iface = NULL;
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static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterScrollActor, clutter_scroll_actor, CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
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clutter_animatable_iface_init))
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static void
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clutter_scroll_actor_set_scroll_to_internal (ClutterScrollActor *self,
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const ClutterPoint *point)
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{
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ClutterScrollActorPrivate *priv = self->priv;
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ClutterActor *actor = CLUTTER_ACTOR (self);
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ClutterMatrix m = CLUTTER_MATRIX_INIT_IDENTITY;
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float dx, dy;
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if (clutter_point_equals (&priv->scroll_to, point))
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return;
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if (point == NULL)
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clutter_point_init (&priv->scroll_to, 0.f, 0.f);
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else
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priv->scroll_to = *point;
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if (priv->scroll_mode & CLUTTER_SCROLL_HORIZONTALLY)
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dx = -priv->scroll_to.x;
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else
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dx = 0.f;
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if (priv->scroll_mode & CLUTTER_SCROLL_VERTICALLY)
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dy = -priv->scroll_to.y;
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else
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dy = 0.f;
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cogl_matrix_translate (&m, dx, dy, 0.f);
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clutter_actor_set_child_transform (actor, &m);
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}
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static void
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clutter_scroll_actor_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterScrollActor *actor = CLUTTER_SCROLL_ACTOR (gobject);
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switch (prop_id)
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{
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case PROP_SCROLL_MODE:
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clutter_scroll_actor_set_scroll_mode (actor, g_value_get_flags (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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}
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}
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static void
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clutter_scroll_actor_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterScrollActor *actor = CLUTTER_SCROLL_ACTOR (gobject);
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switch (prop_id)
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{
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case PROP_SCROLL_MODE:
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g_value_set_flags (value, actor->priv->scroll_mode);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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}
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}
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static void
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clutter_scroll_actor_class_init (ClutterScrollActorClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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g_type_class_add_private (klass, sizeof (ClutterScrollActorPrivate));
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gobject_class->set_property = clutter_scroll_actor_set_property;
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gobject_class->get_property = clutter_scroll_actor_get_property;
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/**
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* ClutterScrollActor:scroll-mode:
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*
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* The scrollin direction.
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*
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*
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*/
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obj_props[PROP_SCROLL_MODE] =
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g_param_spec_flags ("scroll-mode",
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P_("Scroll Mode"),
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P_("The scrolling direction"),
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CLUTTER_TYPE_SCROLL_MODE,
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CLUTTER_SCROLL_BOTH,
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G_PARAM_READWRITE |
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G_PARAM_STATIC_STRINGS);
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g_object_class_install_properties (gobject_class, PROP_LAST, obj_props);
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}
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static void
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clutter_scroll_actor_init (ClutterScrollActor *self)
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{
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self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_SCROLL_ACTOR,
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ClutterScrollActorPrivate);
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self->priv->scroll_mode = CLUTTER_SCROLL_BOTH;
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clutter_actor_set_clip_to_allocation (CLUTTER_ACTOR (self), TRUE);
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}
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static GParamSpec *
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clutter_scroll_actor_find_property (ClutterAnimatable *animatable,
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const char *property_name)
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{
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if (strcmp (property_name, "scroll-to") == 0)
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return animatable_props[ANIM_PROP_SCROLL_TO];
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return parent_animatable_iface->find_property (animatable, property_name);
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}
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static void
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clutter_scroll_actor_set_final_state (ClutterAnimatable *animatable,
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const char *property_name,
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const GValue *value)
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{
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if (strcmp (property_name, "scroll-to") == 0)
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{
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ClutterScrollActor *self = CLUTTER_SCROLL_ACTOR (animatable);
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const ClutterPoint *point = g_value_get_boxed (value);
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clutter_scroll_actor_set_scroll_to_internal (self, point);
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}
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else
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parent_animatable_iface->set_final_state (animatable, property_name, value);
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}
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static void
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clutter_scroll_actor_get_initial_state (ClutterAnimatable *animatable,
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const char *property_name,
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GValue *value)
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{
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if (strcmp (property_name, "scroll-to") == 0)
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{
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ClutterScrollActor *self = CLUTTER_SCROLL_ACTOR (animatable);
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g_value_set_boxed (value, &self->priv->scroll_to);
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}
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else
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parent_animatable_iface->get_initial_state (animatable, property_name, value);
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}
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static void
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clutter_animatable_iface_init (ClutterAnimatableIface *iface)
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{
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parent_animatable_iface = g_type_interface_peek_parent (iface);
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animatable_props[ANIM_PROP_SCROLL_TO] =
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g_param_spec_boxed ("scroll-to",
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"Scroll To",
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"The point to scroll the actor to",
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CLUTTER_TYPE_POINT,
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G_PARAM_READWRITE |
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G_PARAM_STATIC_STRINGS |
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CLUTTER_PARAM_ANIMATABLE);
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iface->find_property = clutter_scroll_actor_find_property;
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iface->get_initial_state = clutter_scroll_actor_get_initial_state;
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iface->set_final_state = clutter_scroll_actor_set_final_state;
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}
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/**
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* clutter_scroll_actor_new:
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*
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* Creates a new #ClutterScrollActor.
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*
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* Return value: The newly created #ClutterScrollActor
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* instance.
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*
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*
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*/
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ClutterActor *
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clutter_scroll_actor_new (void)
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{
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return g_object_new (CLUTTER_TYPE_SCROLL_ACTOR, NULL);
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}
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/**
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* clutter_scroll_actor_set_scroll_mode:
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* @actor: a #ClutterScrollActor
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* @mode: a #ClutterScrollMode
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*
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* Sets the #ClutterScrollActor:scroll-mode property.
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*
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*
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*/
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void
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clutter_scroll_actor_set_scroll_mode (ClutterScrollActor *actor,
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ClutterScrollMode mode)
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{
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ClutterScrollActorPrivate *priv;
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g_return_if_fail (CLUTTER_IS_SCROLL_ACTOR (actor));
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priv = actor->priv;
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if (priv->scroll_mode == mode)
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return;
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priv->scroll_mode = mode;
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g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_SCROLL_MODE]);
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}
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/**
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* clutter_scroll_actor_get_scroll_mode:
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* @actor: a #ClutterScrollActor
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*
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* Retrieves the #ClutterScrollActor:scroll-mode property
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*
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* Return value: the scrolling mode
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*
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*
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*/
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ClutterScrollMode
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clutter_scroll_actor_get_scroll_mode (ClutterScrollActor *actor)
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{
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g_return_val_if_fail (CLUTTER_IS_SCROLL_ACTOR (actor), CLUTTER_SCROLL_NONE);
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return actor->priv->scroll_mode;
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}
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/**
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* clutter_scroll_actor_scroll_to_point:
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* @actor: a #ClutterScrollActor
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* @point: a #ClutterPoint
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*
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* Scrolls the contents of @actor so that @point is the new origin
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* of the visible area.
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*
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* The coordinates of @point must be relative to the @actor.
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*
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* This function will use the currently set easing state of the @actor
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* to transition from the current scroll origin to the new one.
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*
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*
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*/
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void
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clutter_scroll_actor_scroll_to_point (ClutterScrollActor *actor,
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const ClutterPoint *point)
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{
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ClutterScrollActorPrivate *priv;
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const ClutterAnimationInfo *info;
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g_return_if_fail (CLUTTER_IS_SCROLL_ACTOR (actor));
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g_return_if_fail (point != NULL);
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priv = actor->priv;
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info = _clutter_actor_get_animation_info (CLUTTER_ACTOR (actor));
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/* jump to the end if there is no easing state, or if the easing
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* state has a duration of 0 msecs
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*/
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if (info->cur_state == NULL ||
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info->cur_state->easing_duration == 0)
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{
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/* ensure that we remove any currently running transition */
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if (priv->transition != NULL)
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{
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clutter_actor_remove_transition (CLUTTER_ACTOR (actor),
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"scroll-to");
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priv->transition = NULL;
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}
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clutter_scroll_actor_set_scroll_to_internal (actor, point);
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return;
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}
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if (priv->transition == NULL)
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{
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priv->transition = clutter_property_transition_new ("scroll-to");
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clutter_transition_set_animatable (priv->transition,
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CLUTTER_ANIMATABLE (actor));
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clutter_transition_set_remove_on_complete (priv->transition, TRUE);
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/* delay only makes sense if the transition has just been created */
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clutter_timeline_set_delay (CLUTTER_TIMELINE (priv->transition),
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info->cur_state->easing_delay);
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/* we need this to clear the priv->transition pointer */
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g_object_add_weak_pointer (G_OBJECT (priv->transition), (gpointer *) &priv->transition);
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clutter_actor_add_transition (CLUTTER_ACTOR (actor),
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"scroll-to",
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priv->transition);
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/* the actor now owns the transition */
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g_object_unref (priv->transition);
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}
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/* if a transition already exist, update its bounds */
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clutter_transition_set_from (priv->transition,
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CLUTTER_TYPE_POINT,
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&priv->scroll_to);
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clutter_transition_set_to (priv->transition,
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CLUTTER_TYPE_POINT,
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point);
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/* always use the current easing state */
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clutter_timeline_set_duration (CLUTTER_TIMELINE (priv->transition),
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info->cur_state->easing_duration);
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clutter_timeline_set_progress_mode (CLUTTER_TIMELINE (priv->transition),
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info->cur_state->easing_mode);
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/* ensure that we start from the beginning */
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clutter_timeline_rewind (CLUTTER_TIMELINE (priv->transition));
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clutter_timeline_start (CLUTTER_TIMELINE (priv->transition));
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}
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/**
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* clutter_scroll_actor_scroll_to_rect:
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* @actor: a #ClutterScrollActor
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* @rect: a #ClutterRect
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*
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* Scrolls @actor so that @rect is in the visible portion.
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*
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*
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*/
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void
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clutter_scroll_actor_scroll_to_rect (ClutterScrollActor *actor,
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const ClutterRect *rect)
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{
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ClutterRect n_rect;
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g_return_if_fail (CLUTTER_IS_SCROLL_ACTOR (actor));
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g_return_if_fail (rect != NULL);
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n_rect = *rect;
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/* normalize, so that we have a valid origin */
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clutter_rect_normalize (&n_rect);
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clutter_scroll_actor_scroll_to_point (actor, &n_rect.origin);
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}
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