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280429bac8
For ClutterText, the resource scale the text is drawn with affects the size of the allocation: ClutterText will choose a font scale based on the resource scale, and that font scale can lead to a slight difference in size compared to the unscaled font. We currently handle that by queuing a relayout inside the "resource-scale-changed" signal handler. This solution is a bit problematic though since it will take one more allocation cycle until the allocation is actually updated after a scale-change, so the actor is painted using the wrong allocation for one frame. Also the current solution can lead to relayout loops in a few cases, for example if a ClutterText is located near the edge on a 1x scaled monitor and is moved to intersect a 2x scaled monitor: Now the resource scale will change to 2 and a new allocation box is calculated; if this allocation box is slightly smaller than the old one because of the new font scale, the allocation won't intersect the 2x scaled monitor again and the resource scale switches back to 1. Now the allocation gets larger again and intersects the 2x scaled monitor again. This commit introduces a way to properly support those actors: In case an actors resource scale might affect its allocation, it should call the private function clutter_actor_queue_immediate_relayout(). This will make sure the actor gets a relayout before the upcoming paint happens afte every resource scale change. Also potential relayout loops can be handled by the actors themselves using a "phase" argument that's passed to implementations of the calculate_resource_scale() vfunc. The new API is private because resource scales are not meant to be used in a way where the scale affects the allocation. With ClutterText and the current behavior of Pango, that can't be avoid though, so we need it anyway. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1276
299 lines
14 KiB
C
299 lines
14 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) 2010 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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#ifndef __CLUTTER_ACTOR_PRIVATE_H__
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#define __CLUTTER_ACTOR_PRIVATE_H__
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#include <clutter/clutter-actor.h>
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G_BEGIN_DECLS
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/*< private >
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* ClutterRedrawFlags:
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* @CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION: Tells clutter the maximum
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* extents of what needs to be redrawn lies within the actors
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* current allocation. (Only use this for 2D actors though because
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* any actor with depth may be projected outside of its allocation)
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*
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* Flags passed to the clutter_actor_queue_redraw_with_clip ()
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* function
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*
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* Since: 1.6
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*/
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typedef enum
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{
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CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION = 1 << 0
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} ClutterRedrawFlags;
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/*< private >
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* ClutterActorTraverseFlags:
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* CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST: Traverse the graph in
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* a depth first order.
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* CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST: Traverse the graph in a
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* breadth first order.
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*
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* Controls some options for how clutter_actor_traverse() iterates
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* through the graph.
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*/
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typedef enum
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{
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CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST = 1L<<0,
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CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST = 1L<<1
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} ClutterActorTraverseFlags;
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/*< private >
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* ClutterActorTraverseVisitFlags:
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* CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE: Continue traversing as
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* normal
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* CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN: Don't traverse the
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* children of the last visited actor. (Not applicable when using
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* %CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST_POST_ORDER since the children
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* are visited before having an opportunity to bail out)
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* CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK: Immediately bail out without
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* visiting any more actors.
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*
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* Each time an actor is visited during a scenegraph traversal the
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* ClutterTraverseCallback can return a set of flags that may affect
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* the continuing traversal. It may stop traversal completely, just
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* skip over children for the current actor or continue as normal.
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*/
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typedef enum
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{
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CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE = 1L<<0,
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CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN = 1L<<1,
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CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK = 1L<<2
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} ClutterActorTraverseVisitFlags;
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/*< private >
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* ClutterTraverseCallback:
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*
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* The callback prototype used with clutter_actor_traverse. The
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* returned flags can be used to affect the continuing traversal
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* either by continuing as normal, skipping over children of an
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* actor or bailing out completely.
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*/
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typedef ClutterActorTraverseVisitFlags (*ClutterTraverseCallback) (ClutterActor *actor,
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gint depth,
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gpointer user_data);
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/*< private >
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* ClutterForeachCallback:
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* @actor: The actor being iterated
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* @user_data: The private data specified when starting the iteration
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*
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* A generic callback for iterating over actor, such as with
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* _clutter_actor_foreach_child. The difference when compared to
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* #ClutterCallback is that it returns a boolean so it is possible to break
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* out of an iteration early.
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*
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* Return value: %TRUE to continue iterating or %FALSE to break iteration
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* early.
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*/
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typedef gboolean (*ClutterForeachCallback) (ClutterActor *actor,
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gpointer user_data);
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typedef struct _SizeRequest SizeRequest;
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typedef struct _ClutterLayoutInfo ClutterLayoutInfo;
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typedef struct _ClutterTransformInfo ClutterTransformInfo;
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typedef struct _ClutterAnimationInfo ClutterAnimationInfo;
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struct _SizeRequest
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{
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guint age;
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gfloat for_size;
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gfloat min_size;
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gfloat natural_size;
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};
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/*< private >
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* ClutterLayoutInfo:
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* @fixed_pos: the fixed position of the actor
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* @margin: the composed margin of the actor
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* @x_align: the horizontal alignment, if the actor expands horizontally
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* @y_align: the vertical alignment, if the actor expands vertically
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* @x_expand: whether the actor should expand horizontally
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* @y_expand: whether the actor should expand vertically
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* @minimum: the fixed minimum size
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* @natural: the fixed natural size
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*
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* Ancillary layout information for an actor.
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*/
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struct _ClutterLayoutInfo
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{
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/* fixed position coordinates */
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graphene_point_t fixed_pos;
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ClutterMargin margin;
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guint x_align : 4;
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guint y_align : 4;
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guint x_expand : 1;
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guint y_expand : 1;
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graphene_size_t minimum;
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graphene_size_t natural;
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};
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const ClutterLayoutInfo * _clutter_actor_get_layout_info_or_defaults (ClutterActor *self);
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ClutterLayoutInfo * _clutter_actor_get_layout_info (ClutterActor *self);
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ClutterLayoutInfo * _clutter_actor_peek_layout_info (ClutterActor *self);
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struct _ClutterTransformInfo
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{
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/* rotation */
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gdouble rx_angle;
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gdouble ry_angle;
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gdouble rz_angle;
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/* scaling */
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gdouble scale_x;
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gdouble scale_y;
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gdouble scale_z;
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/* translation */
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graphene_point3d_t translation;
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/* z_position */
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gfloat z_position;
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/* transformation center */
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graphene_point_t pivot;
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gfloat pivot_z;
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CoglMatrix transform;
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guint transform_set : 1;
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CoglMatrix child_transform;
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guint child_transform_set : 1;
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};
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const ClutterTransformInfo * _clutter_actor_get_transform_info_or_defaults (ClutterActor *self);
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ClutterTransformInfo * _clutter_actor_get_transform_info (ClutterActor *self);
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typedef struct _AState {
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guint easing_duration;
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guint easing_delay;
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ClutterAnimationMode easing_mode;
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} AState;
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struct _ClutterAnimationInfo
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{
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GArray *states;
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AState *cur_state;
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GHashTable *transitions;
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};
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const ClutterAnimationInfo * _clutter_actor_get_animation_info_or_defaults (ClutterActor *self);
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ClutterAnimationInfo * _clutter_actor_get_animation_info (ClutterActor *self);
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ClutterTransition * _clutter_actor_create_transition (ClutterActor *self,
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GParamSpec *pspec,
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...);
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gboolean _clutter_actor_foreach_child (ClutterActor *self,
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ClutterForeachCallback callback,
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gpointer user_data);
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void _clutter_actor_traverse (ClutterActor *actor,
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ClutterActorTraverseFlags flags,
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ClutterTraverseCallback before_children_callback,
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ClutterTraverseCallback after_children_callback,
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gpointer user_data);
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ClutterActor * _clutter_actor_get_stage_internal (ClutterActor *actor);
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void _clutter_actor_apply_modelview_transform (ClutterActor *self,
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CoglMatrix *matrix);
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void _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
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ClutterActor *ancestor,
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CoglMatrix *matrix);
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void _clutter_actor_rerealize (ClutterActor *self,
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ClutterCallback callback,
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gpointer data);
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void _clutter_actor_set_in_clone_paint (ClutterActor *self,
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gboolean is_in_clone_paint);
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void _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
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gboolean enable);
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void _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
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gboolean enable);
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void _clutter_actor_set_has_pointer (ClutterActor *self,
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gboolean has_pointer);
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void _clutter_actor_set_has_key_focus (ClutterActor *self,
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gboolean has_key_focus);
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void _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
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ClutterRedrawFlags flags,
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const ClutterPaintVolume *clip_volume);
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void _clutter_actor_queue_redraw_full (ClutterActor *self,
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ClutterRedrawFlags flags,
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const ClutterPaintVolume *volume,
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ClutterEffect *effect);
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void _clutter_actor_finish_queue_redraw (ClutterActor *self,
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ClutterPaintVolume *clip);
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gboolean _clutter_actor_set_default_paint_volume (ClutterActor *self,
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GType check_gtype,
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ClutterPaintVolume *volume);
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const gchar * _clutter_actor_get_debug_name (ClutterActor *self);
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void _clutter_actor_push_clone_paint (void);
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void _clutter_actor_pop_clone_paint (void);
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void _clutter_actor_shader_pre_paint (ClutterActor *actor,
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gboolean repeat);
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void _clutter_actor_shader_post_paint (ClutterActor *actor);
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ClutterActorAlign _clutter_actor_get_effective_x_align (ClutterActor *self);
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void _clutter_actor_handle_event (ClutterActor *actor,
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const ClutterEvent *event);
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void _clutter_actor_attach_clone (ClutterActor *actor,
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ClutterActor *clone);
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void _clutter_actor_detach_clone (ClutterActor *actor,
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ClutterActor *clone);
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void _clutter_actor_queue_redraw_on_clones (ClutterActor *actor);
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void _clutter_actor_queue_relayout_on_clones (ClutterActor *actor);
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void _clutter_actor_queue_only_relayout (ClutterActor *actor);
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void clutter_actor_clear_stage_views_recursive (ClutterActor *actor);
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float clutter_actor_get_real_resource_scale (ClutterActor *actor);
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ClutterPaintNode * clutter_actor_create_texture_paint_node (ClutterActor *self,
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CoglTexture *texture);
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void clutter_actor_update_stage_views (ClutterActor *self,
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int phase);
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void clutter_actor_queue_immediate_relayout (ClutterActor *self);
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G_END_DECLS
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#endif /* __CLUTTER_ACTOR_PRIVATE_H__ */
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