mirror of
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90c815efb8
* clutter/clutter-actor.c: (parse_rotation_array), (clutter_actor_set_custom_property): Use the internal, unit based rotation setter when parsing the rotation from a ClutterScript file. (clutter_geometry_copy), (clutter_vertex_copy), (clutter_actor_box_copy): Use the more efficient g_slice_dup(). (clutter_actor_get_stage): Add documentation. * clutter/clutter-group.c: Documentation fix.
727 lines
19 KiB
C
727 lines
19 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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/**
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* SECTION:clutter-group
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* @short_description: Actor class containing multiple children.
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* actors.
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*
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* A #ClutterGroup is an Actor which contains multiple child actors positioned
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* relative to the #ClutterGroup position. Other operations such as scaling,
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* rotating and clipping of the group will apply to the child actors.
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*
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* A #ClutterGroup's size is defined by the size and position of its children.
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* Resize requests via parent #ClutterActor API will be ignored.
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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 <stdarg.h>
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#include "clutter-group.h"
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#include "clutter-container.h"
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#include "clutter-main.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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#include "clutter-marshal.h"
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#include "clutter-enum-types.h"
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#include "cogl/cogl.h"
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enum
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{
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ADD,
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REMOVE,
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LAST_SIGNAL
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};
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static guint group_signals[LAST_SIGNAL] = { 0 };
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static void clutter_container_iface_init (ClutterContainerIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterGroup,
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clutter_group,
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CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
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clutter_container_iface_init));
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#define CLUTTER_GROUP_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate))
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struct _ClutterGroupPrivate
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{
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GList *children;
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};
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static void
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clutter_group_paint (ClutterActor *actor)
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{
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ClutterGroup *self = CLUTTER_GROUP(actor);
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GList *child_item;
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CLUTTER_NOTE (PAINT, "ClutterGroup paint enter");
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cogl_push_matrix();
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for (child_item = self->priv->children;
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child_item != NULL;
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child_item = child_item->next)
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{
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ClutterActor *child = child_item->data;
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g_assert (child != NULL);
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if (CLUTTER_ACTOR_IS_VISIBLE (child))
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clutter_actor_paint (child);
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}
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cogl_pop_matrix();
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CLUTTER_NOTE (PAINT, "ClutterGroup paint leave");
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}
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static void
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clutter_group_unrealize (ClutterActor *actor)
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{
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clutter_container_foreach (CLUTTER_CONTAINER (actor),
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CLUTTER_CALLBACK (clutter_actor_unrealize),
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NULL);
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}
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static void
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clutter_group_pick (ClutterActor *actor,
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const ClutterColor *color)
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{
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/* Chain up so we get a bounding box pained (if we are reactive) */
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CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->pick (actor, color);
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/* Just forward to the paint call which in turn will trigger
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* the child actors also getting 'picked'.
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*/
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if (CLUTTER_ACTOR_IS_VISIBLE (actor))
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clutter_group_paint (actor);
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}
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static void
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clutter_group_request_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterActorBox cbox;
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clutter_actor_query_coords (self, &cbox);
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/* Only positioning works.
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* Sizing requests fail, use scale() instead
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*/
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box->x2 = box->x1 + (cbox.x2 - cbox.x1);
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box->y2 = box->y1 + (cbox.y2 - cbox.y1);
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CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->request_coords (self, box);
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}
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static void
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clutter_group_query_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterGroupPrivate *priv;
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GList *child_item;
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priv = CLUTTER_GROUP(self)->priv;
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child_item = priv->children;
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/* FIXME: Cache these values */
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box->x2 = box->x1;
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box->y2 = box->y1;
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if (child_item)
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{
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do
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{
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ClutterActor *child = CLUTTER_ACTOR(child_item->data);
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ClutterActorBox cbox;
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#if 0 /* XXX - Leave this post 0.6 ??? */
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if (clutter_actor_is_scaled (child) ||
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clutter_actor_is_rotated (child))
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{
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ClutterVertex vtx[4];
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clutter_actor_get_relative_vertices (child, self, vtx);
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clutter_actor_box_get_from_vertices (vtx, &cbox);
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}
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else
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#endif
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{
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gint anchor_x;
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gint anchor_y;
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clutter_actor_query_coords (child, &cbox);
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/*
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* Must adjust these by the anchor point, as we need the box
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* to be relative to the top-left corner of the parent
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*/
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clutter_actor_get_anchor_pointu (child, &anchor_x, &anchor_y);
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cbox.x1 -= anchor_x;
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cbox.x2 -= anchor_x;
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cbox.y1 -= anchor_y;
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cbox.y2 -= anchor_y;
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}
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/* FIXME: now that we go into the trouble of working out the
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* projected sizes, we should do better than this (probably resize
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* the box in all direction as required).
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*
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* Ignore any children with offscreen ( negaive )
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* positions.
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*
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* Also x1 and x2 will be set by parent caller.
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*/
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if (box->x2 - box->x1 < cbox.x2)
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box->x2 = cbox.x2 + box->x1;
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if (box->y2 - box->y1 < cbox.y2)
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box->y2 = cbox.y2 + box->y1;
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}
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while ((child_item = g_list_next(child_item)) != NULL);
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}
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}
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static void
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clutter_group_dispose (GObject *object)
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{
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ClutterGroup *self = CLUTTER_GROUP (object);
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ClutterGroupPrivate *priv = self->priv;
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if (priv->children)
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{
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g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
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priv->children = NULL;
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}
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G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object);
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}
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static void
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clutter_group_real_show_all (ClutterActor *actor)
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{
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clutter_container_foreach (CLUTTER_CONTAINER (actor),
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CLUTTER_CALLBACK (clutter_actor_show),
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NULL);
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clutter_actor_show (actor);
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}
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static void
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clutter_group_real_hide_all (ClutterActor *actor)
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{
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clutter_actor_hide (actor);
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clutter_container_foreach (CLUTTER_CONTAINER (actor),
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CLUTTER_CALLBACK (clutter_actor_hide),
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NULL);
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}
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static void
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clutter_group_real_add (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterGroup *group = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = group->priv;
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g_object_ref (actor);
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/* the old ClutterGroup::add signal was emitted before the
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* actor was added to the group, so that the class handler
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* would actually add it. we need to emit the ::add signal
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* here so that handlers expecting it will not freak out.
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*/
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g_signal_emit (group, group_signals[ADD], 0, actor);
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priv->children = g_list_append (priv->children, actor);
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clutter_actor_set_parent (actor, CLUTTER_ACTOR (group));
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g_signal_emit_by_name (container, "actor-added", actor);
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clutter_group_sort_depth_order (group);
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g_object_unref (actor);
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}
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static void
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clutter_group_real_remove (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterGroup *group = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = group->priv;
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g_object_ref (actor);
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/* the old ClutterGroup::remove signal was emitted before the
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* actor was removed from the group. see the comment in
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* clutter_group_real_add() above for why we need to emit ::remove
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* here and not later
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*/
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g_signal_emit (group, group_signals[REMOVE], 0, actor);
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priv->children = g_list_remove (priv->children, actor);
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clutter_actor_unparent (actor);
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/* at this point, the actor passed to the "actor-removed" signal
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* handlers is not parented anymore to the container but since we
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* are holding a reference on it, it's still valid
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*/
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g_signal_emit_by_name (container, "actor-removed", actor);
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if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (group)))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (group));
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g_object_unref (actor);
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}
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static void
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clutter_group_real_foreach (ClutterContainer *container,
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ClutterCallback callback,
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gpointer user_data)
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{
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ClutterGroup *group = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = group->priv;
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GList *l;
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for (l = priv->children; l; l = l->next)
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(* callback) (CLUTTER_ACTOR (l->data), user_data);
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}
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static void
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clutter_group_real_raise (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroup *self = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = self->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Raise at the top */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_last (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_append (priv->children, actor);
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}
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else
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{
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gint pos;
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pos = g_list_index (priv->children, sibling) + 1;
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priv->children = g_list_insert (priv->children, actor, pos);
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}
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/* set Z ordering a value below, this will then call sort
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* as values are equal ordering shouldn't change but Z
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* values will be correct.
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*
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* FIXME: optimise
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*/
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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}
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static void
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clutter_group_real_lower (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroup *self = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = self->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Push to bottom */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_first (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_prepend (priv->children, actor);
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}
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else
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{
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gint pos;
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pos = g_list_index (priv->children, sibling);
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priv->children = g_list_insert (priv->children, actor, pos);
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}
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/* See comment in group_raise for this */
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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}
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static gint
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sort_z_order (gconstpointer a,
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gconstpointer b)
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{
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int depth_a, depth_b;
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depth_a = clutter_actor_get_depth (CLUTTER_ACTOR(a));
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depth_b = clutter_actor_get_depth (CLUTTER_ACTOR(b));
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return (depth_a - depth_b);
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}
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static void
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clutter_group_real_sort_depth_order (ClutterContainer *container)
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{
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ClutterGroup *self = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = self->priv;
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priv->children = g_list_sort (priv->children, sort_z_order);
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if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (self)))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
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}
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static void
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clutter_container_iface_init (ClutterContainerIface *iface)
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{
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iface->add = clutter_group_real_add;
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iface->remove = clutter_group_real_remove;
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iface->foreach = clutter_group_real_foreach;
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iface->raise = clutter_group_real_raise;
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iface->lower = clutter_group_real_lower;
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iface->sort_depth_order = clutter_group_real_sort_depth_order;
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}
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static void
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clutter_group_class_init (ClutterGroupClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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object_class->dispose = clutter_group_dispose;
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actor_class->paint = clutter_group_paint;
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actor_class->pick = clutter_group_pick;
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actor_class->show_all = clutter_group_real_show_all;
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actor_class->hide_all = clutter_group_real_hide_all;
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actor_class->request_coords = clutter_group_request_coords;
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actor_class->query_coords = clutter_group_query_coords;
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actor_class->unrealize = clutter_group_unrealize;
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/**
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* ClutterGroup::add:
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* @group: the #ClutterGroup that received the signal
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* @actor: the actor added to the group
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*
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* The ::add signal is emitted each time an actor has been added
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* to the group.
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*
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* @Deprecated: 0.4: This signal is deprecated, you should connect
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* to the ClutterContainer::actor-added signal instead.
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*/
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group_signals[ADD] =
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g_signal_new ("add",
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G_OBJECT_CLASS_TYPE (object_class),
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G_SIGNAL_RUN_FIRST,
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G_STRUCT_OFFSET (ClutterGroupClass, add),
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NULL, NULL,
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clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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/**
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* ClutterGroup::remove:
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* @group: the #ClutterGroup that received the signal
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* @actor: the actor added to the group
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*
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* The ::remove signal is emitted each time an actor has been removed
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* from the group
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*
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* @Deprecated: 0.4: This signal is deprecated, you should connect
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* to the ClutterContainer::actor-removed signal instead
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*/
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group_signals[REMOVE] =
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g_signal_new ("remove",
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G_OBJECT_CLASS_TYPE (object_class),
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G_SIGNAL_RUN_FIRST,
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G_STRUCT_OFFSET (ClutterGroupClass, remove),
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NULL, NULL,
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clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate));
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}
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static void
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clutter_group_init (ClutterGroup *self)
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{
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self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
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}
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/**
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* clutter_group_new:
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*
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* Create a new #ClutterGroup.
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*
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* Return value: the newly created #ClutterGroup actor
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*/
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ClutterActor *
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clutter_group_new (void)
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{
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return g_object_new (CLUTTER_TYPE_GROUP, NULL);
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}
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/**
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* clutter_group_add_many_valist:
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* @group: a #ClutterGroup
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* @first_actor: the #ClutterActor actor to add to the group
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* @var_args: the actors to be added
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*
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* Similar to clutter_group_add_many() but using a va_list. Use this
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* function inside bindings.
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*
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* @Deprecated: 0.4: This function is obsolete, use
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* clutter_container_add_valist() instead.
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*/
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void
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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
|
|
*
|
|
* Raises @actor to @sibling level in the depth ordering.
|
|
*
|
|
* 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
|
|
*
|
|
* Lowers @actor to @sibling level in the depth ordering.
|
|
*
|
|
* 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 their 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));
|
|
}
|