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https://github.com/brl/mutter.git
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212c4a0ee8
Big rework of the actor management semantics: now ClutterActor objects behave like GtkObjects - that is they have an initial "floating" reference that gets "sunk" when they are added to a ClutterGroup. This makes a group responsible of de-allocating each actor inside it, so you just have to destroy the group to get every child actor destroyed. Also, now you can do: clutter_group_add (group, clutter_video_texture_new ()); without having to care about reference counting and explicit unreffing. * clutter/clutter-private.h: Add private flags setter and getter macros. * clutter/clutter-actor.h: * clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned; add a "visible" property; add the "destroy", "show" and "hide" signals to ClutterActorClass. (clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit the "show" and "hide" signals. (clutter_actor_set_property), (clutter_actor_get_property), (clutter_actor_class_init): Implement the "visible" property; add signals. (clutter_actor_finalize): Do not leak the actor's name, if it is set. (clutter_actor_dispose): Emit the "destroy" signal here. (clutter_actor_init): Sink the initial floating flag if needed. (clutter_actor_destroy): Add a function to explicitely destroy a ClutterActor. (clutter_actor_set_parent), (clutter_actor_get_parent), (clutter_actor_unparent): Make set_parent require a valid parent; add unparent; check on get_parent; ref_sink the actor when setting its parent and unref it when unsetting it. Probably we'll need a function that does reparenting as unparent+set_parent in a single shot. * clutter/clutter-group.h: * clutter/clutter-group.c (clutter_group_dispose), (clutter_group_finalize), (clutter_group_add), (clutter_group_remove): Make the group destroy its children when disposing it; clean up, and use the newly-available clutter_actor_unparent(). * clutter/clutter-stage.h: * clutter/clutter-stage.c (clutter_stage_init): ClutterStage is a top-level actor; clean up. * clutter/clutter-video-texture.h: * clutter/clutter-video-texture.c: Clean up. * examples/super-oh.c: * examples/test.c: * examples/video-player.c: * examples/test-text.c: * examples/video-cube.c: Remove the g_object_unref() call, as the ClutterStage object is destroyed on clutter_main_quit().
118 lines
3.7 KiB
C
118 lines
3.7 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifndef _HAVE_CLUTTER_GROUP_H
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#define _HAVE_CLUTTER_GROUP_H
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#include <glib-object.h>
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#include <clutter/clutter-actor.h>
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G_BEGIN_DECLS
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#define CLUTTER_TYPE_GROUP clutter_group_get_type()
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#define CLUTTER_GROUP(obj) \
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(G_TYPE_CHECK_INSTANCE_CAST ((obj), \
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CLUTTER_TYPE_GROUP, ClutterGroup))
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#define CLUTTER_GROUP_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_CAST ((klass), \
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CLUTTER_TYPE_GROUP, ClutterGroupClass))
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#define CLUTTER_IS_GROUP(obj) \
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(G_TYPE_CHECK_INSTANCE_TYPE ((obj), \
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CLUTTER_TYPE_GROUP))
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#define CLUTTER_IS_GROUP_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_TYPE ((klass), \
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CLUTTER_TYPE_GROUP))
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#define CLUTTER_GROUP_GET_CLASS(obj) \
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(G_TYPE_INSTANCE_GET_CLASS ((obj), \
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CLUTTER_TYPE_GROUP, ClutterGroupClass))
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typedef struct _ClutterGroup ClutterGroup;
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typedef struct _ClutterGroupClass ClutterGroupClass;
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typedef struct _ClutterGroupPrivate ClutterGroupPrivate;
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struct _ClutterGroup
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{
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ClutterActor parent_instance;
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/*< private >*/
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ClutterGroupPrivate *priv;
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};
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struct _ClutterGroupClass
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{
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/*< private >*/
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ClutterActorClass parent_class;
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void (*add) (ClutterGroup *group,
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ClutterActor *child);
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void (*remove) (ClutterGroup *group,
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ClutterActor *child);
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/* padding for future expansion */
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void (*_clutter_group_1) (void);
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void (*_clutter_group_2) (void);
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void (*_clutter_group_3) (void);
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void (*_clutter_group_4) (void);
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void (*_clutter_group_5) (void);
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void (*_clutter_group_6) (void);
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};
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GType clutter_group_get_type (void) G_GNUC_CONST;
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ClutterActor *clutter_group_new (void);
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GList * clutter_group_get_children (ClutterGroup *self);
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void clutter_group_foreach (ClutterGroup *self,
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ClutterCallback callback,
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gpointer user_data);
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void clutter_group_add (ClutterGroup *self,
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ClutterActor *actor);
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void clutter_group_add_many_valist (ClutterGroup *self,
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ClutterActor *first_actor,
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va_list args);
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void clutter_group_add_many (ClutterGroup *self,
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ClutterActor *first_actor,
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...) G_GNUC_NULL_TERMINATED;
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void clutter_group_remove (ClutterGroup *self,
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ClutterActor *actor);
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void clutter_group_show_all (ClutterGroup *self);
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void clutter_group_hide_all (ClutterGroup *self);
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ClutterActor *clutter_group_find_child_by_id (ClutterGroup *self,
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guint id);
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void clutter_group_raise (ClutterGroup *self,
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ClutterActor *actor,
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ClutterActor *sibling);
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void clutter_group_lower (ClutterGroup *self,
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ClutterActor *actor,
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ClutterActor *sibling);
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void clutter_group_sort_depth_order (ClutterGroup *self);
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G_END_DECLS
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#endif
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