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83700e97c7
* clutter/clutter-actor.c: * clutter/clutter-actor.h: Add new set_width/height API calls. Tweak scaling by reseting matrix. Make set_opactiy() take parent opacity into account. Fix clipping. * clutter/clutter-alpha.c: Add more sine functionality. * clutter/clutter-behaviour-opacity.c: Dont make a copy of all applied actors but use a foreach() * clutter/clutter-behaviour-scale.c: Give correct limits to propertys. Tweak gravity a little more. Update docs. : * clutter/clutter-behaviour.c: (clutter_behaviour_remove): Minor warning text change. * clutter/clutter-feature.c: (clutter_feature_wait_for_vblank): Minor dri ioctl tweak. * clutter/clutter-label.c: * clutter/clutter-label.h: Add new label_full api call.
251 lines
11 KiB
C
251 lines
11 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_ACTOR_H
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#define _HAVE_CLUTTER_ACTOR_H
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/* clutter-actor.h */
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#include <glib-object.h>
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#include "clutter-fixed.h"
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G_BEGIN_DECLS
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#define CLUTTER_TYPE_GEOMETRY (clutter_geometry_get_type ())
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#define CLUTTER_TYPE_ACTOR_BOX (clutter_actor_box_get_type ())
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#define CLUTTER_TYPE_ACTOR clutter_actor_get_type()
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#define CLUTTER_ACTOR(obj) \
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(G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR, ClutterActor))
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#define CLUTTER_ACTOR_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR, ClutterActorClass))
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#define CLUTTER_IS_ACTOR(obj) \
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(G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR))
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#define CLUTTER_IS_ACTOR_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR))
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#define CLUTTER_ACTOR_GET_CLASS(obj) \
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(G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR, ClutterActorClass))
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#define CLUTTER_ACTOR_SET_FLAGS(e,f) ((e)->flags |= (f))
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#define CLUTTER_ACTOR_UNSET_FLAGS(e,f) ((e)->flags &= ~(f))
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#define CLUTTER_ACTOR_IS_MAPPED(e) ((e)->flags & CLUTTER_ACTOR_MAPPED)
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#define CLUTTER_ACTOR_IS_REALIZED(e) ((e)->flags & CLUTTER_ACTOR_REALIZED)
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#define CLUTTER_ACTOR_IS_VISIBLE(e) (CLUTTER_ACTOR_IS_MAPPED (e) && \
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CLUTTER_ACTOR_IS_REALIZED (e))
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typedef struct _ClutterActor ClutterActor;
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typedef struct _ClutterActorClass ClutterActorClass;
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typedef struct _ClutterActorBox ClutterActorBox;
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typedef struct _ClutterActorPrivate ClutterActorPrivate;
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typedef struct _ClutterGeometry ClutterGeometry;
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typedef void (*ClutterCallback) (ClutterActor *actor, gpointer data);
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#define CLUTTER_CALLBACK(f) ((ClutterCallback) (f))
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struct _ClutterGeometry
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{
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/* FIXME:
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* It is likely gonna save a load of pain if we make
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* x,y unsigned...
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*/
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gint x;
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gint y;
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guint width;
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guint height;
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};
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GType clutter_geometry_get_type (void) G_GNUC_CONST;
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typedef enum
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{
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CLUTTER_ACTOR_MAPPED = 1 << 1,
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CLUTTER_ACTOR_REALIZED = 1 << 2
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} ClutterActorFlags;
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struct _ClutterActorBox { gint x1, y1, x2, y2; };
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GType clutter_actor_box_get_type (void) G_GNUC_CONST;
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struct _ClutterActor
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{
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/*< public >*/
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GObject parent_instance;
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guint32 flags;
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/*< private >*/
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guint32 private_flags;
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ClutterActorPrivate *priv;
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};
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struct _ClutterActorClass
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{
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GObjectClass parent_class;
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void (* show) (ClutterActor *actor);
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void (* show_all) (ClutterActor *actor);
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void (* hide) (ClutterActor *actor);
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void (* hide_all) (ClutterActor *actor);
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void (* realize) (ClutterActor *actor);
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void (* unrealize) (ClutterActor *actor);
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void (* paint) (ClutterActor *actor);
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void (* request_coords) (ClutterActor *actor,
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ClutterActorBox *box);
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void (* allocate_coords) (ClutterActor *actor,
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ClutterActorBox *box);
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void (* set_depth) (ClutterActor *actor,
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gint depth);
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gint (* get_depth) (ClutterActor *actor);
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void (* parent_set) (ClutterActor *actor,
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ClutterActor *old_parent);
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void (* destroy) (ClutterActor *actor);
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/* to go ? */
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void (* queue_redraw) (ClutterActor *actor);
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/* padding for future expansion */
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void (*_clutter_actor_1) (void);
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void (*_clutter_actor_2) (void);
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void (*_clutter_actor_3) (void);
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void (*_clutter_actor_4) (void);
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void (*_clutter_actor_5) (void);
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void (*_clutter_actor_6) (void);
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};
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GType clutter_actor_get_type (void) G_GNUC_CONST;
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void clutter_actor_show (ClutterActor *self);
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void clutter_actor_show_all (ClutterActor *self);
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void clutter_actor_hide (ClutterActor *self);
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void clutter_actor_hide_all (ClutterActor *self);
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void clutter_actor_realize (ClutterActor *self);
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void clutter_actor_unrealize (ClutterActor *self);
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void clutter_actor_paint (ClutterActor *self);
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void clutter_actor_queue_redraw (ClutterActor *self);
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void clutter_actor_destroy (ClutterActor *self);
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void clutter_actor_request_coords (ClutterActor *self,
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ClutterActorBox *box);
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void clutter_actor_allocate_coords (ClutterActor *self,
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ClutterActorBox *box);
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void clutter_actor_set_geometry (ClutterActor *self,
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const ClutterGeometry *geometry);
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void clutter_actor_get_geometry (ClutterActor *self,
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ClutterGeometry *geometry);
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void clutter_actor_get_coords (ClutterActor *self,
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gint *x1,
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gint *y1,
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gint *x2,
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gint *y2);
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void clutter_actor_set_size (ClutterActor *self,
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gint width,
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gint height);
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void clutter_actor_set_position (ClutterActor *self,
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gint x,
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gint y);
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void clutter_actor_get_abs_position (ClutterActor *self,
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gint *x,
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gint *y);
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guint clutter_actor_get_width (ClutterActor *self);
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guint clutter_actor_get_height (ClutterActor *self);
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void clutter_actor_set_width (ClutterActor *self,
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guint width);
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void clutter_actor_set_height (ClutterActor *self,
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guint height);
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gint clutter_actor_get_x (ClutterActor *self);
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gint clutter_actor_get_y (ClutterActor *self);
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void clutter_actor_rotate_x (ClutterActor *self,
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gfloat angle,
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gint y,
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gint z);
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void clutter_actor_rotate_y (ClutterActor *self,
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gfloat angle,
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gint x,
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gint z);
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void clutter_actor_rotate_z (ClutterActor *self,
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gfloat angle,
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gint x,
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gint y);
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void clutter_actor_set_opacity (ClutterActor *self,
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guint8 opacity);
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guint8 clutter_actor_get_opacity (ClutterActor *self);
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void clutter_actor_set_name (ClutterActor *self,
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const gchar *name);
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G_CONST_RETURN gchar *clutter_actor_get_name (ClutterActor *self);
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guint32 clutter_actor_get_id (ClutterActor *self);
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void clutter_actor_set_clip (ClutterActor *self,
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gint xoff,
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gint yoff,
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gint width,
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gint height);
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void clutter_actor_remove_clip (ClutterActor *self);
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gboolean clutter_actor_has_clip (ClutterActor *self);
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void clutter_actor_set_parent (ClutterActor *self,
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ClutterActor *parent);
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ClutterActor * clutter_actor_get_parent (ClutterActor *self);
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void clutter_actor_reparent (ClutterActor *self,
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ClutterActor *new_parent);
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void clutter_actor_unparent (ClutterActor *self);
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void clutter_actor_raise (ClutterActor *self,
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ClutterActor *below);
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void clutter_actor_lower (ClutterActor *self,
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ClutterActor *above);
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void clutter_actor_raise_top (ClutterActor *self);
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void clutter_actor_lower_bottom (ClutterActor *self);
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void clutter_actor_set_depth (ClutterActor *self,
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gint depth);
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gint clutter_actor_get_depth (ClutterActor *self);
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void clutter_actor_set_scalex (ClutterActor *self,
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ClutterFixed scale_x,
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ClutterFixed scale_y);
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void clutter_actor_set_scale (ClutterActor *self,
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gdouble scale_x,
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gdouble scale_y);
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void clutter_actor_get_scalex (ClutterActor *self,
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ClutterFixed *scale_x,
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ClutterFixed *scale_y);
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void clutter_actor_get_scale (ClutterActor *self,
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gdouble *scale_x,
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gdouble *scale_y);
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void clutter_actor_get_abs_size (ClutterActor *self,
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guint *width,
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guint *height);
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void clutter_actor_get_size (ClutterActor *self,
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guint *width,
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guint *height);
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void clutter_actor_move_by (ClutterActor *self,
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gint dx,
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gint dy);
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G_END_DECLS
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#endif /* _HAVE_CLUTTER_ACTOR_H */
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