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With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
671 lines
18 KiB
C
671 lines
18 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-behaviour
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* @short_description: Class for providing behaviours to actors
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*
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* #ClutterBehaviour is the base class for implementing behaviours. A
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* behaviour is a controller object for #ClutterActor<!-- -->s; you can
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* use a behaviour to control one or more properties of an actor (such
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* as its opacity, or its position). A #ClutterBehaviour is driven by
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* an "alpha function" stored inside a #ClutterAlpha object; an alpha
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* function is a function depending solely on time. The alpha function
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* computes a value which is then applied to the properties of the
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* actors driven by a behaviour.
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*
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* Clutter provides some pre-defined behaviours, like #ClutterBehaviourPath,
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* which controls the position of a set of actors making them "walk" along
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* a set of nodes; #ClutterBehaviourOpacity, which controls the opacity
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* of a set of actors; #ClutterBehaviourScale, which controls the width
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* and height of a set of actors.
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*
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* To visualize the effects of different alpha functions on a
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* #ClutterBehaviour implementation it is possible to take the
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* #ClutterBehaviourPath as an example:
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*
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* <figure id="behaviour-path-alpha">
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* <title>Effects of alpha functions on a path</title>
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* <graphic fileref="path-alpha-func.png" format="PNG"/>
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* </figure>
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*
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* The actors position between the path's end points directly correlates
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* to the #ClutterAlpha's current alpha value driving the behaviour. With
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* the #ClutterAlpha's function set to %CLUTTER_ALPHA_RAMP_INC the actor
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* will follow the path at a constant velocity, but when changing to
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* %CLUTTER_ALPHA_SINE_INC the actor initially accelerates before quickly
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* decelerating.
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*
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* In order to implement a new behaviour you should subclass #ClutterBehaviour
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* and override the "alpha_notify" virtual function; inside the overridden
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* function you should obtain the alpha value from the #ClutterAlpha
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* instance bound to the behaviour and apply it to the desiderd property
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* (or properties) of every actor controlled by the behaviour.
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*
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* #ClutterBehaviour is available since Clutter 0.2
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-main.h"
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#include "clutter-actor.h"
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#include "clutter-behaviour.h"
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#include "clutter-debug.h"
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#include "clutter-private.h"
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#include "clutter-marshal.h"
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/**
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* clutter_knot_copy:
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* @knot: a #ClutterKnot
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*
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* Makes an allocated copy of a knot.
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*
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* Return value: the copied knot.
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*
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* Since: 0.2
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*/
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ClutterKnot *
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clutter_knot_copy (const ClutterKnot *knot)
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{
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ClutterKnot *copy;
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copy = g_slice_new0 (ClutterKnot);
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*copy = *knot;
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return copy;
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}
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/**
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* clutter_knot_free:
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* @knot: a #ClutterKnot
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*
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* Frees the memory of an allocated knot.
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*
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* Since: 0.2
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*/
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void
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clutter_knot_free (ClutterKnot *knot)
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{
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if (G_LIKELY (knot))
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{
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g_slice_free (ClutterKnot, knot);
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}
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}
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/**
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* clutter_knot_equal:
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* @knot_a: First knot
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* @knot_b: Second knot
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*
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* Compares to knot and checks if the point to the same location.
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*
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* Return value: %TRUE if the knots point to the same location.
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*
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* Since: 0.2
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*/
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gboolean
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clutter_knot_equal (const ClutterKnot *knot_a,
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const ClutterKnot *knot_b)
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{
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g_return_val_if_fail (knot_a != NULL, FALSE);
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g_return_val_if_fail (knot_b != NULL, FALSE);
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if (knot_a == knot_b)
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return TRUE;
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return knot_a->x == knot_b->x && knot_a->y == knot_b->y;
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}
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GType
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clutter_knot_get_type (void)
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{
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static GType our_type = 0;
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if (G_UNLIKELY (!our_type))
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{
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our_type =
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g_boxed_type_register_static (I_("ClutterKnot"),
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(GBoxedCopyFunc) clutter_knot_copy,
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(GBoxedFreeFunc) clutter_knot_free);
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}
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return our_type;
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}
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G_DEFINE_ABSTRACT_TYPE (ClutterBehaviour,
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clutter_behaviour,
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G_TYPE_OBJECT);
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struct _ClutterBehaviourPrivate
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{
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ClutterAlpha *alpha;
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guint notify_id;
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GSList *actors;
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};
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enum
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{
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PROP_0,
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PROP_ALPHA
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};
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enum {
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APPLIED,
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REMOVED,
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LAST_SIGNAL
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};
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static guint behave_signals[LAST_SIGNAL] = { 0 };
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#define CLUTTER_BEHAVIOUR_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_BEHAVIOUR, \
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ClutterBehaviourPrivate))
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static void
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clutter_behaviour_dispose (GObject *gobject)
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{
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ClutterBehaviour *self = CLUTTER_BEHAVIOUR (gobject);
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clutter_behaviour_set_alpha (self, NULL);
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clutter_behaviour_remove_all (self);
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G_OBJECT_CLASS (clutter_behaviour_parent_class)->dispose (gobject);
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}
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static void
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clutter_behaviour_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterBehaviour *behaviour = CLUTTER_BEHAVIOUR (object);
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switch (prop_id)
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{
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case PROP_ALPHA:
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clutter_behaviour_set_alpha (behaviour, g_value_get_object (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_behaviour_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterBehaviour *behaviour = CLUTTER_BEHAVIOUR (object);
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ClutterBehaviourPrivate *priv = behaviour->priv;
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switch (prop_id)
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{
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case PROP_ALPHA:
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g_value_set_object (value, priv->alpha);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_behaviour_alpha_notify_unimplemented (ClutterBehaviour *behaviour,
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gdouble alpha_value)
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{
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g_warning ("ClutterBehaviourClass::alpha_notify not implemented for '%s'",
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g_type_name (G_TYPE_FROM_INSTANCE (behaviour)));
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}
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static void
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clutter_behaviour_class_init (ClutterBehaviourClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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object_class->dispose = clutter_behaviour_dispose;
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object_class->set_property = clutter_behaviour_set_property;
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object_class->get_property = clutter_behaviour_get_property;
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/**
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* ClutterBehaviour:alpha:
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*
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* The #ClutterAlpha object used to drive this behaviour. A #ClutterAlpha
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* object binds a #ClutterTimeline and a function which computes a value
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* (the "alpha") depending on the time. Each time the alpha value changes
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* the alpha-notify virtual function is called.
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*
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* Since: 0.2
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*/
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g_object_class_install_property (object_class,
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PROP_ALPHA,
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g_param_spec_object ("alpha",
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"Alpha",
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"Alpha Object to drive the behaviour",
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CLUTTER_TYPE_ALPHA,
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CLUTTER_PARAM_READWRITE));
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klass->alpha_notify = clutter_behaviour_alpha_notify_unimplemented;
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/**
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* ClutterBehaviour::applied:
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* @behaviour: the #ClutterBehaviour that received the signal
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* @actor: the actor the behaviour was applied to.
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*
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* The ::apply signal is emitted each time the behaviour is applied
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* to an actor.
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*
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* Since: 0.4
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*/
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behave_signals[APPLIED] =
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g_signal_new ("applied",
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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 (ClutterBehaviourClass, applied),
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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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* ClutterBehaviour::removed:
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* @behaviour: the #ClutterBehaviour that received the signal
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* @actor: the removed actor
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*
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* The ::removed signal is emitted each time a behaviour is not applied
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* to an actor anymore.
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*
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*/
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behave_signals[REMOVED] =
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g_signal_new ("removed",
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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 (ClutterBehaviourClass, removed),
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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 (klass, sizeof (ClutterBehaviourPrivate));
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}
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static void
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clutter_behaviour_init (ClutterBehaviour *self)
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{
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ClutterBehaviourPrivate *priv;
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self->priv = priv = CLUTTER_BEHAVIOUR_GET_PRIVATE (self);
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}
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static void
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remove_actor_on_destroy (ClutterActor *actor,
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ClutterBehaviour *behaviour)
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{
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clutter_behaviour_remove (behaviour, actor);
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}
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/**
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* clutter_behaviour_apply:
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* @behave: a #ClutterBehaviour
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* @actor: a #ClutterActor
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*
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* Applies @behave to @actor. This function adds a reference on
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* the actor.
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*
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* Since: 0.2
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*/
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void
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clutter_behaviour_apply (ClutterBehaviour *behave,
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ClutterActor *actor)
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{
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ClutterBehaviourPrivate *priv;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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priv = behave->priv;
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if (g_slist_find (priv->actors, actor))
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{
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g_warning ("The behaviour of type %s already applies "
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"to the actor of type %s",
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g_type_name (G_OBJECT_TYPE (behave)),
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g_type_name (G_OBJECT_TYPE (actor)));
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return;
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}
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priv->actors = g_slist_append (priv->actors, g_object_ref (actor));
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g_signal_connect (actor, "destroy",
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G_CALLBACK (remove_actor_on_destroy),
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behave);
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g_signal_emit (behave, behave_signals[APPLIED], 0, actor);
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}
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/**
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* clutter_behaviour_is_applied:
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* @behave: a #ClutterBehaviour
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* @actor: a #ClutterActor
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*
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* Check if @behave applied to @actor.
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*
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* Return value: TRUE if actor has behaviour. FALSE otherwise.
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*
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* Since: 0.4
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*/
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gboolean
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clutter_behaviour_is_applied (ClutterBehaviour *behave,
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ClutterActor *actor)
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{
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g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), FALSE);
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g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
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return (g_slist_find (behave->priv->actors, actor) != NULL);
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}
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/**
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* clutter_behaviour_remove:
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* @behave: a #ClutterBehaviour
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* @actor: a #ClutterActor
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*
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* Removes @actor from the list of #ClutterActor<!-- -->s to which
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* @behave applies. This function removes a reference on the actor.
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*
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* Since: 0.2
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*/
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void
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clutter_behaviour_remove (ClutterBehaviour *behave,
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ClutterActor *actor)
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{
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ClutterBehaviourPrivate *priv;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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priv = behave->priv;
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if (!g_slist_find (priv->actors, actor))
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{
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g_warning ("The behaviour of type %s is not applied "
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"to the actor of type %s",
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g_type_name (G_OBJECT_TYPE (behave)),
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g_type_name (G_OBJECT_TYPE (actor)));
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return;
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}
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g_signal_handlers_disconnect_by_func (actor,
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G_CALLBACK (remove_actor_on_destroy),
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behave);
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priv->actors = g_slist_remove (priv->actors, actor);
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g_signal_emit (behave, behave_signals[REMOVED], 0, actor);
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g_object_unref (actor);
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}
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/**
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* clutter_behaviour_get_n_actors:
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* @behave: a #ClutterBehaviour
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*
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* Gets the number of actors this behaviour is applied too.
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*
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* Return value: The number of applied actors
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*
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* Since: 0.2
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*/
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gint
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clutter_behaviour_get_n_actors (ClutterBehaviour *behave)
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{
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g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), 0);
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return g_slist_length (behave->priv->actors);
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}
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/**
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* clutter_behaviour_get_nth_actor:
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* @behave: a #ClutterBehaviour
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* @index_: the index of an actor this behaviour is applied too.
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*
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* Gets an actor the behaviour was applied to referenced by index num.
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*
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* Return value: (transfer none): A Clutter actor or NULL if @index_ is invalid.
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*
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* Since: 0.2
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*/
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ClutterActor*
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clutter_behaviour_get_nth_actor (ClutterBehaviour *behave,
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gint index_)
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{
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g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), NULL);
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return g_slist_nth_data (behave->priv->actors, index_);
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}
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/**
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* clutter_behaviour_actors_foreach:
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* @behave: a #ClutterBehaviour
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* @func: a function called for each actor
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* @data: optional data to be passed to the function, or %NULL
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*
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* Calls @func for every actor driven by @behave.
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*
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* Since: 0.2
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*/
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void
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clutter_behaviour_actors_foreach (ClutterBehaviour *behave,
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ClutterBehaviourForeachFunc func,
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gpointer data)
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{
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GSList *l;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
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g_return_if_fail (func != NULL);
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for (l = behave->priv->actors; l != NULL; l = l->next)
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{
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ClutterActor *actor = l->data;
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g_assert (CLUTTER_IS_ACTOR (actor));
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func (behave, actor, data);
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}
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}
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/**
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* clutter_behaviour_get_alpha:
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|
* @behave: a #ClutterBehaviour
|
|
*
|
|
* Retrieves the #ClutterAlpha object bound to @behave.
|
|
*
|
|
* Return value: (transfer none): a #ClutterAlpha object, or %NULL if no alpha
|
|
* object has been bound to this behaviour.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
ClutterAlpha *
|
|
clutter_behaviour_get_alpha (ClutterBehaviour *behave)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), NULL);
|
|
|
|
return behave->priv->alpha;
|
|
}
|
|
|
|
static void
|
|
notify_cb (GObject *object,
|
|
GParamSpec *param_spec,
|
|
ClutterBehaviour *behave)
|
|
{
|
|
ClutterBehaviourClass *klass;
|
|
|
|
klass = CLUTTER_BEHAVIOUR_GET_CLASS (behave);
|
|
|
|
CLUTTER_NOTE (BEHAVIOUR, "notify::alpha");
|
|
|
|
/* no actors, we can stop right here */
|
|
if (behave->priv->actors == NULL)
|
|
return;
|
|
|
|
if (klass->alpha_notify)
|
|
{
|
|
gdouble alpha_value = clutter_alpha_get_alpha (behave->priv->alpha);
|
|
|
|
CLUTTER_NOTE (BEHAVIOUR, "calling %s::alpha_notify (%p, %.4f)",
|
|
g_type_name (G_TYPE_FROM_CLASS (klass)),
|
|
behave, alpha_value);
|
|
|
|
klass->alpha_notify (behave, alpha_value);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_behaviour_set_alpha:
|
|
* @behave: a #ClutterBehaviour
|
|
* @alpha: a #ClutterAlpha or %NULL to unset a previously set alpha
|
|
*
|
|
* Binds @alpha to a #ClutterBehaviour. The #ClutterAlpha object
|
|
* is what makes a behaviour work: for each tick of the timeline
|
|
* used by #ClutterAlpha a new value of the alpha parameter is
|
|
* computed by the alpha function; the value should be used by
|
|
* the #ClutterBehaviour to update one or more properties of the
|
|
* actors to which the behaviour applies.
|
|
*
|
|
* If @alpha is not %NULL, the #ClutterBehaviour will take ownership
|
|
* of the #ClutterAlpha instance.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_behaviour_set_alpha (ClutterBehaviour *behave,
|
|
ClutterAlpha *alpha)
|
|
{
|
|
ClutterBehaviourPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
|
|
g_return_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha));
|
|
|
|
priv = behave->priv;
|
|
|
|
if (alpha)
|
|
g_object_ref_sink (alpha);
|
|
|
|
if (priv->notify_id)
|
|
{
|
|
CLUTTER_NOTE (BEHAVIOUR, "removing previous notify-id (%d)",
|
|
priv->notify_id);
|
|
|
|
g_signal_handler_disconnect (priv->alpha, priv->notify_id);
|
|
priv->notify_id = 0;
|
|
}
|
|
|
|
if (priv->alpha)
|
|
{
|
|
CLUTTER_NOTE (BEHAVIOUR, "removing previous alpha object");
|
|
|
|
g_object_unref (priv->alpha);
|
|
priv->alpha = NULL;
|
|
}
|
|
|
|
if (alpha)
|
|
{
|
|
priv->alpha = alpha;
|
|
|
|
priv->notify_id = g_signal_connect (priv->alpha, "notify::alpha",
|
|
G_CALLBACK(notify_cb),
|
|
behave);
|
|
|
|
CLUTTER_NOTE (BEHAVIOUR, "setting new alpha object (%p, notify:%d)",
|
|
priv->alpha, priv->notify_id);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_behaviour_get_actors:
|
|
* @behave: a #ClutterBehaviour
|
|
*
|
|
* Retrieves all the actors to which @behave applies. It is not recommended
|
|
* for derived classes to use this in there alpha notify method but use
|
|
* #clutter_behaviour_actors_foreach as it avoids alot of needless allocations.
|
|
*
|
|
* Return value: (transfer container) (element-type ClutterActor): a list of actors.
|
|
* You should free the returned list with g_slist_free() when finished using it.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
GSList *
|
|
clutter_behaviour_get_actors (ClutterBehaviour *behave)
|
|
{
|
|
ClutterBehaviourPrivate *priv;
|
|
GSList *retval, *l;
|
|
|
|
g_return_val_if_fail (CLUTTER_BEHAVIOUR (behave), NULL);
|
|
|
|
priv = behave->priv;
|
|
retval = NULL;
|
|
for (l = priv->actors; l != NULL; l = l->next)
|
|
retval = g_slist_prepend (retval, l->data);
|
|
|
|
return g_slist_reverse (retval);
|
|
}
|
|
|
|
/**
|
|
* clutter_behaviour_remove_all:
|
|
* @behave: a #ClutterBehaviour
|
|
*
|
|
* Removes every actor from the list that @behave holds.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_behaviour_remove_all (ClutterBehaviour *behave)
|
|
{
|
|
ClutterBehaviourPrivate *priv;
|
|
GSList *l;
|
|
|
|
g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
|
|
|
|
priv = behave->priv;
|
|
for (l = priv->actors; l != NULL; l = l->next)
|
|
{
|
|
ClutterActor *actor = l->data;
|
|
|
|
g_signal_emit (behave, behave_signals[REMOVED], 0, actor);
|
|
g_signal_handlers_disconnect_by_func (actor,
|
|
G_CALLBACK (remove_actor_on_destroy),
|
|
behave);
|
|
g_object_unref (actor);
|
|
}
|
|
|
|
g_slist_free (priv->actors);
|
|
priv->actors = NULL;
|
|
}
|