update to 1.10.4
[profile/ivi/clutter.git] / clutter / clutter-actor.c
1 /*
2  * Clutter.
3  *
4  * An OpenGL based 'interactive canvas' library.
5  *
6  * Authored By Matthew Allum  <mallum@openedhand.com>
7  *
8  * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
9  * Copyright (C) 2009, 2010, 2011, 2012 Intel Corp
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library. If not, see <http://www.gnu.org/licenses/>.
23  */
24
25 /**
26  * SECTION:clutter-actor
27  * @short_description: The basic element of the scene graph 
28  *
29  * The ClutterActor class is the basic element of the scene graph in Clutter,
30  * and it encapsulates the position, size, and transformations of a node in
31  * the graph.
32  *
33  * <refsect2 id="ClutterActor-transformations">
34  *   <title>Actor transformations</title>
35  *   <para>Each actor can be transformed using methods like
36  *   clutter_actor_set_scale() or clutter_actor_set_rotation(). The order
37  *   in which the transformations are applied is decided by Clutter and it is
38  *   the following:</para>
39  *   <orderedlist>
40  *     <listitem><para>translation by the origin of the #ClutterActor:allocation;</para></listitem>
41  *     <listitem><para>translation by the actor's #ClutterActor:depth;</para></listitem>
42  *     <listitem><para>scaling by the #ClutterActor:scale-x and #ClutterActor:scale-y factors;</para></listitem>
43  *     <listitem><para>rotation around the #ClutterActor:rotation-z-angle and #ClutterActor:rotation-z-center;</para></listitem>
44  *     <listitem><para>rotation around the #ClutterActor:rotation-y-angle and #ClutterActor:rotation-y-center;</para></listitem>
45  *     <listitem><para>rotation around the #ClutterActor:rotation-x-angle and #ClutterActor:rotation-x-center;</para></listitem>
46  *     <listitem><para>negative translation by the #ClutterActor:anchor-x and #ClutterActor:anchor-y point.</para></listitem>
47  *   </orderedlist>
48  * </refsect2>
49  *
50  * <refsect2 id="ClutterActor-geometry">
51  *   <title>Modifying an actor's geometry</title>
52  *   <para>Each actor has a bounding box, called #ClutterActor:allocation
53  *   which is either set by its parent or explicitly through the
54  *   clutter_actor_set_position() and clutter_actor_set_size() methods.
55  *   Each actor also has an implicit preferred size.</para>
56  *   <para>An actor’s preferred size can be defined by any subclass by
57  *   overriding the #ClutterActorClass.get_preferred_width() and the
58  *   #ClutterActorClass.get_preferred_height() virtual functions, or it can
59  *   be explicitly set by using clutter_actor_set_width() and
60  *   clutter_actor_set_height().</para>
61  *   <para>An actor’s position can be set explicitly by using
62  *   clutter_actor_set_x() and clutter_actor_set_y(); the coordinates are
63  *   relative to the origin of the actor’s parent.</para>
64  * </refsect2>
65  *
66  * <refsect2 id="ClutterActor-children">
67  *   <title>Managing actor children</title>
68  *   <para>Each actor can have multiple children, by calling
69  *   clutter_actor_add_child() to add a new child actor, and
70  *   clutter_actor_remove_child() to remove an existing child. #ClutterActor
71  *   will hold a reference on each child actor, which will be released when
72  *   the child is removed from its parent, or destroyed using
73  *   clutter_actor_destroy().</para>
74  *   <informalexample><programlisting>
75  *  ClutterActor *actor = clutter_actor_new ();
76  *
77  *  /&ast; set the bounding box of the actor &ast;/
78  *  clutter_actor_set_position (actor, 0, 0);
79  *  clutter_actor_set_size (actor, 480, 640);
80  *
81  *  /&ast; set the background color of the actor &ast;/
82  *  clutter_actor_set_background_color (actor, CLUTTER_COLOR_Orange);
83  *
84  *  /&ast; set the bounding box of the child, relative to the parent &ast;/
85  *  ClutterActor *child = clutter_actor_new ();
86  *  clutter_actor_set_position (child, 20, 20);
87  *  clutter_actor_set_size (child, 80, 240);
88  *
89  *  /&ast; set the background color of the child &ast;/
90  *  clutter_actor_set_background_color (child, CLUTTER_COLOR_Blue);
91  *
92  *  /&ast; add the child to the actor &ast;/
93  *  clutter_actor_add_child (actor, child);
94  *   </programlisting></informalexample>
95  *   <para>Children can be inserted at a given index, or above and below
96  *   another child actor. The order of insertion determines the order of the
97  *   children when iterating over them. Iterating over children is performed
98  *   by using clutter_actor_get_first_child(), clutter_actor_get_previous_sibling(),
99  *   clutter_actor_get_next_sibling(), and clutter_actor_get_last_child(). It is
100  *   also possible to retrieve a list of children by using
101  *   clutter_actor_get_children(), as well as retrieving a specific child at a
102  *   given index by using clutter_actor_get_child_at_index().</para>
103  *   <para>If you need to track additions of children to a #ClutterActor, use
104  *   the #ClutterContainer::actor-added signal; similarly, to track removals
105  *   of children from a ClutterActor, use the #ClutterContainer::actor-removed
106  *   signal.</para>
107  *   <informalexample><programlisting>
108  * <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" parse="text" href="../../../../tests/interactive/test-actor.c">
109  *   <xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback>
110  * </xi:include>
111  *   </programlisting></informalexample>
112  *   <figure id="actor-example-image">
113  *     <title>Actors</title>
114  *     <graphic fileref="actor-example.png" format="PNG"/>
115  *   </figure>
116  * </refsect2>
117  *
118  * <refsect2 id="ClutterActor-painting">
119  *   <title>Painting an actor</title>
120  *   <para>There are three ways to paint an actor:</para>
121  *   <itemizedlist>
122  *     <listitem><para>set a delegate #ClutterContent as the value for the
123  *     #ClutterActor:content property of the actor;</para></listitem>
124  *     <listitem><para>subclass #ClutterActor and override the
125  *     #ClutterActorClass.paint_node() virtual function;</para></listitem>
126  *     <listitem><para>subclass #ClutterActor and override the
127  *     #ClutterActorClass.paint() virtual function.</para></listitem>
128  *   </itemizedlist>
129  *   <formalpara>
130  *     <title>Setting the Content property</title>
131  *     <para>A #ClutterContent is a delegate object that takes over the
132  *     painting operation of one, or more actors. The #ClutterContent
133  *     painting will be performed on top of the #ClutterActor:background-color
134  *     of the actor, and before calling the #ClutterActorClass.paint_node()
135  *     virtual function.</para>
136  *     <informalexample><programlisting>
137  * ClutterActor *actor = clutter_actor_new ();
138  *
139  * /&ast; set the bounding box &ast;/
140  * clutter_actor_set_position (actor, 50, 50);
141  * clutter_actor_set_size (actor, 100, 100);
142  *
143  * /&ast; set the content; the image_content variable is set elsewhere &ast;/
144  * clutter_actor_set_content (actor, image_content);
145  *     </programlisting></informalexample>
146  *   </formalpara>
147  *   <formalpara>
148  *     <title>Overriding the paint_node virtual function</title>
149  *     <para>The #ClutterActorClass.paint_node() virtual function is invoked
150  *     whenever an actor needs to be painted. The implementation of the
151  *     virtual function must only paint the contents of the actor itself,
152  *     and not the contents of its children, if the actor has any.</para>
153  *     <para>The #ClutterPaintNode passed to the virtual function is the
154  *     local root of the render tree; any node added to it will be
155  *     rendered at the correct position, as defined by the actor's
156  *     #ClutterActor:allocation.</para>
157  *     <informalexample><programlisting>
158  * static void
159  * my_actor_paint_node (ClutterActor     *actor,
160  *                      ClutterPaintNode *root)
161  * {
162  *   ClutterPaintNode *node;
163  *   ClutterActorBox box;
164  *
165  *   /&ast; where the content of the actor should be painted &ast;/
166  *   clutter_actor_get_allocation_box (actor, &box);
167  *
168  *   /&ast; the cogl_texture variable is set elsewhere &ast;/
169  *   node = clutter_texture_node_new (cogl_texture, CLUTTER_COLOR_White,
170  *                                    CLUTTER_SCALING_FILTER_TRILINEAR,
171  *                                    CLUTTER_SCALING_FILTER_LINEAR);
172  *
173  *   /&ast; paint the content of the node using the allocation &ast;/
174  *   clutter_paint_node_add_rectangle (node, &box);
175  *
176  *   /&ast; add the node, and transfer ownership &ast;/
177  *   clutter_paint_node_add_child (root, node);
178  *   clutter_paint_node_unref (node);
179  * }
180  *     </programlisting></informalexample>
181  *   </formalpara>
182  *   <formalpara>
183  *     <title>Overriding the paint virtual function</title>
184  *     <para>The #ClutterActorClass.paint() virtual function is invoked
185  *     when the #ClutterActor::paint signal is emitted, and after the other
186  *     signal handlers have been invoked. Overriding the paint virtual
187  *     function gives total control to the paint sequence of the actor
188  *     itself, including the children of the actor, if any.</para>
189  *     <warning><para>It is strongly discouraged to override the
190  *     #ClutterActorClass.paint() virtual function, as well as connecting
191  *     to the #ClutterActor::paint signal. These hooks into the paint
192  *     sequence are considered legacy, and will be removed when the Clutter
193  *     API changes.</para></warning>
194  *   </formalpara>
195  * </refsect2>
196  *
197  * <refsect2 id="ClutterActor-events">
198  *   <title>Handling events on an actor</title>
199  *   <para>A #ClutterActor can receive and handle input device events, for
200  *   instance pointer events and key events, as long as its
201  *   #ClutterActor:reactive property is set to %TRUE.</para>
202  *   <para>Once an actor has been determined to be the source of an event,
203  *   Clutter will traverse the scene graph from the top-level actor towards the
204  *   event source, emitting the #ClutterActor::captured-event signal on each
205  *   ancestor until it reaches the source; this phase is also called
206  *   <emphasis>the capture phase</emphasis>. If the event propagation was not
207  *   stopped, the graph is walked backwards, from the source actor to the
208  *   top-level, and the #ClutterActor::event signal, along with other event
209  *   signals if needed, is emitted; this phase is also called <emphasis>the
210  *   bubble phase</emphasis>. At any point of the signal emission, signal
211  *   handlers can stop the propagation through the scene graph by returning
212  *   %CLUTTER_EVENT_STOP; otherwise, they can continue the propagation by
213  *   returning %CLUTTER_EVENT_PROPAGATE.</para>
214  * </refsect2>
215  *
216  * <refsect2 id="ClutterActor-animation">
217  *   <title>Animation</title>
218  *   <para>Animation is a core concept of modern user interfaces; Clutter
219  *   provides a complete and powerful animation framework that automatically
220  *   tweens the actor's state without requiring direct, frame by frame
221  *   manipulation from your application code.</para>
222  *   <formalpara>
223  *     <title>Implicit animations</title>
224  *     <para>The implicit animation model of Clutter assumes that all the
225  *     changes in an actor state should be gradual and asynchronous; Clutter
226  *     will automatically transition an actor's property change between the
227  *     current state and the desired one without manual intervention.</para>
228  *     <para>By default, in the 1.0 API series, the transition happens with
229  *     a duration of zero milliseconds, and the implicit animation is an
230  *     opt in feature to retain backwards compatibility. In order to enable
231  *     implicit animations, it is necessary to change the easing state of
232  *     an actor by using clutter_actor_save_easing_state():</para>
233  *     <informalexample><programlisting>
234  * /&ast; assume that the actor is currently positioned at (100, 100) &ast;/
235  * clutter_actor_save_easing_state (actor);
236  * clutter_actor_set_position (actor, 500, 500);
237  * clutter_actor_restore_easing_state (actor);
238  *     </programlisting></informalexample>
239  *     <para>The example above will trigger an implicit animation of the
240  *     actor between its current position to a new position.</para>
241  *     <para>It is possible to animate multiple properties of an actor
242  *     at the same time, and you can animate multiple actors at the same
243  *     time as well, for instance:</para>
244  *     <informalexample><programlisting>
245  * /&ast; animate the actor's opacity and depth &ast;/
246  * clutter_actor_save_easing_state (actor);
247  * clutter_actor_set_opacity (actor, 0);
248  * clutter_actor_set_depth (actor, -100);
249  * clutter_actor_restore_easing_state (actor);
250  *
251  * /&ast; animate another actor's opacity &ast;/
252  * clutter_actor_save_easing_state (another_actor);
253  * clutter_actor_set_opacity (another_actor, 255);
254  * clutter_actor_set_depth (another_actor, 100);
255  * clutter_actor_restore_easing_state (another_actor);
256  *     </programlisting></informalexample>
257  *     <para>Implicit animations use a default duration of 250 milliseconds,
258  *     and a default easing mode of %CLUTTER_EASE_OUT_CUBIC, unless you call
259  *     clutter_actor_set_easing_mode() and clutter_actor_set_easing_duration()
260  *     after changing the easing state of the actor.</para>
261  *     <para>It is important to note that if you modify the state on an
262  *     animatable property while a transition is in flight, the transition's
263  *     final value will be updated, as well as its duration and progress
264  *     mode by using the current easing state; for instance, in the following
265  *     example:</para>
266  *     <informalexample><programlisting>
267  * clutter_actor_save_easing_state (actor);
268  * clutter_actor_set_x (actor, 200);
269  * clutter_actor_restore_easing_state (actor);
270  *
271  * clutter_actor_save_easing_state (actor);
272  * clutter_actor_set_x (actor, 100);
273  * clutter_actor_restore_easing_state (actor);
274  *     </programlisting></informalexample>
275  *     <para>the first call to clutter_actor_set_x() will begin a transition
276  *     of the #ClutterActor:x property to the value of 200; the second call
277  *     to clutter_actor_set_x() will change the transition's final value to
278  *     100.</para>
279  *     <para>It is possible to retrieve the #ClutterTransition used by the
280  *     animatable properties by using clutter_actor_get_transition() and using
281  *     the property name as the transition name.</para>
282  *   </formalpara>
283  *   <formalpara>
284  *     <title>Explicit animations</title>
285  *     <para>The explicit animation model supported by Clutter requires that
286  *     you create a #ClutterTransition object, and set the initial and
287  *     final values. The transition will not start unless you add it to the
288  *     #ClutterActor.</para>
289  *     <informalexample><programlisting>
290  * ClutterTransition *transition;
291  *
292  * transition = clutter_property_transition_new ("opacity");
293  * clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 3000);
294  * clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), 2);
295  * clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);
296  * clutter_transition_set_interval (transition, clutter_interval_new (G_TYPE_UINT, 255, 0));
297  *
298  * clutter_actor_add_transition (actor, "animate-opacity", transition);
299  *     </programlisting></informalexample>
300  *     <para>The example above will animate the #ClutterActor:opacity property
301  *     of an actor between fully opaque and fully transparent, and back, over
302  *     a span of 3 seconds. The animation does not begin until it is added to
303  *     the actor.</para>
304  *     <para>The explicit animation API should also be used when using custom
305  *     animatable properties for #ClutterAction, #ClutterConstraint, and
306  *     #ClutterEffect instances associated to an actor; see the section on
307  *     <ulink linkend="ClutterActor-custom-animatable-properties">custom
308  *     animatable properties below</ulink> for an example.</para>
309  *     <para>Finally, explicit animations are useful for creating animations
310  *     that run continuously, for instance:</para>
311  *     <informalexample><programlisting>
312  * /&ast; this animation will pulse the actor's opacity continuously &ast;/
313  * ClutterTransition *transition;
314  * ClutterInterval *interval;
315  *
316  * transition = clutter_property_transition_new ("opacity");
317  *
318  * /&ast; we want to animate the opacity between 0 and 255 &ast;/
319  * internal = clutter_interval_new (G_TYPE_UINT, 0, 255);
320  * clutter_transition_set_interval (transition, interval);
321  *
322  * /&ast; over a one second duration, running an infinite amount of times &ast;/
323  * clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 1000);
324  * clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), -1);
325  *
326  * /&ast; we want to fade in and out, so we need to auto-reverse the transition &ast;/
327  * clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);
328  *
329  * /&ast; and we want to use an easing function that eases both in and out &ast;/
330  * clutter_timeline_set_progress_mode (CLUTTER_TIMELINE (transition),
331  *                                     CLUTTER_EASE_IN_OUT_CUBIC);
332  *
333  * /&ast; add the transition to the desired actor; this will
334  *  &ast; start the animation.
335  *  &ast;/
336  * clutter_actor_add_transition (actor, "opacityAnimation", transition);
337  *     </programlisting></informalexample>
338  *   </formalpara>
339  * </refsect2>
340  *
341  * <refsect2 id="ClutterActor-subclassing">
342  *   <title>Implementing an actor</title>
343  *   <para>Careful consideration should be given when deciding to implement
344  *   a #ClutterActor sub-class. It is generally recommended to implement a
345  *   sub-class of #ClutterActor only for actors that should be used as leaf
346  *   nodes of a scene graph.</para>
347  *   <para>If your actor should be painted in a custom way, you should
348  *   override the #ClutterActor::paint signal class handler. You can either
349  *   opt to chain up to the parent class implementation or decide to fully
350  *   override the default paint implementation; Clutter will set up the
351  *   transformations and clip regions prior to emitting the #ClutterActor::paint
352  *   signal.</para>
353  *   <para>By overriding the #ClutterActorClass.get_preferred_width() and
354  *   #ClutterActorClass.get_preferred_height() virtual functions it is
355  *   possible to change or provide the preferred size of an actor; similarly,
356  *   by overriding the #ClutterActorClass.allocate() virtual function it is
357  *   possible to control the layout of the children of an actor. Make sure to
358  *   always chain up to the parent implementation of the
359  *   #ClutterActorClass.allocate() virtual function.</para>
360  *   <para>In general, it is strongly encouraged to use delegation and
361  *   composition instead of direct subclassing.</para>
362  * </refsect2>
363  *
364  * <refsect2 id="ClutterActor-script">
365  *   <title>ClutterActor custom properties for #ClutterScript</title>
366  *   <para>#ClutterActor defines a custom "rotation" property which
367  *   allows a short-hand description of the rotations to be applied
368  *   to an actor.</para>
369  *   <para>The syntax of the "rotation" property is the following:</para>
370  *   <informalexample>
371  *     <programlisting>
372  * "rotation" : [
373  *   { "&lt;axis&gt;" : [ &lt;angle&gt;, [ &lt;center&gt; ] ] }
374  * ]
375  *     </programlisting>
376  *   </informalexample>
377  *   <para>where the <emphasis>axis</emphasis> is the name of an enumeration
378  *   value of type #ClutterRotateAxis and <emphasis>angle</emphasis> is a
379  *   floating point value representing the rotation angle on the given axis,
380  *   in degrees.</para>
381  *   <para>The <emphasis>center</emphasis> array is optional, and if present
382  *   it must contain the center of rotation as described by two coordinates:
383  *   Y and Z for "x-axis"; X and Z for "y-axis"; and X and Y for
384  *   "z-axis".</para>
385  *   <para>#ClutterActor will also parse every positional and dimensional
386  *   property defined as a string through clutter_units_from_string(); you
387  *   should read the documentation for the #ClutterUnits parser format for
388  *   the valid units and syntax.</para>
389  * </refsect2>
390  *
391  * <refsect2 id="ClutterActor-custom-animatable-properties">
392  *   <title>Custom animatable properties</title>
393  *   <para>#ClutterActor allows accessing properties of #ClutterAction,
394  *   #ClutterEffect, and #ClutterConstraint instances associated to an actor
395  *   instance for animation purposes.</para>
396  *   <para>In order to access a specific #ClutterAction or a #ClutterConstraint
397  *   property it is necessary to set the #ClutterActorMeta:name property on the
398  *   given action or constraint.</para>
399  *   <para>The property can be accessed using the following syntax:</para>
400  *   <informalexample>
401  *     <programlisting>
402  * @&lt;section&gt;.&lt;meta-name&gt;.&lt;property-name&gt;
403  *     </programlisting>
404  *   </informalexample>
405  *   <para>The initial <emphasis>@</emphasis> is mandatory.</para>
406  *   <para>The <emphasis>section</emphasis> fragment can be one between
407  *   "actions", "constraints" and "effects".</para>
408  *   <para>The <emphasis>meta-name</emphasis> fragment is the name of the
409  *   action or constraint, as specified by the #ClutterActorMeta:name
410  *   property.</para>
411  *   <para>The <emphasis>property-name</emphasis> fragment is the name of the
412  *   action or constraint property to be animated.</para>
413  *   <para>The example below animates a #ClutterBindConstraint applied to an
414  *   actor using clutter_actor_animate(). The <emphasis>rect</emphasis> has
415  *   a binding constraint for the <emphasis>origin</emphasis> actor, and in
416  *   its initial state is overlapping the actor to which is bound to.</para>
417  *   <informalexample><programlisting>
418  * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0);
419  * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x");
420  * clutter_actor_add_constraint (rect, constraint);
421  *
422  * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0);
423  * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y");
424  * clutter_actor_add_constraint (rect, constraint);
425  *
426  * clutter_actor_set_reactive (origin, TRUE);
427  *
428  * g_signal_connect (origin, "button-press-event",
429  *                   G_CALLBACK (on_button_press),
430  *                   rect);
431  *   </programlisting></informalexample>
432  *   <para>On button press, the rectangle "slides" from behind the actor to
433  *   which is bound to, using the #ClutterBindConstraint:offset property to
434  *   achieve the effect:</para>
435  *   <informalexample><programlisting>
436  * gboolean
437  * on_button_press (ClutterActor *origin,
438  *                  ClutterEvent *event,
439  *                  ClutterActor *rect)
440  * {
441  *   ClutterTransition *transition;
442  *   ClutterInterval *interval;
443  *
444  *   /&ast; the offset that we want to apply; this will make the actor
445  *    &ast; slide in from behind the origin and rest at the right of
446  *    &ast; the origin, plus a padding value.
447  *    &ast;/
448  *   float new_offset = clutter_actor_get_width (origin) + h_padding;
449  *
450  *   /&ast; the property we wish to animate; the "@constraints" section
451  *    &ast; tells Clutter to check inside the constraints associated
452  *    &ast; with the actor; the "bind-x" section is the name of the
453  *    &ast; constraint; and the "offset" is the name of the property
454  *    &ast; on the constraint.
455  *    &ast;/
456  *   const char *prop = "@constraints.bind-x.offset";
457  *
458  *   /&ast; create a new transition for the given property &ast;/
459  *   transition = clutter_property_transition_new (prop);
460  *
461  *   /&ast; set the easing mode and duration &ast;/
462  *   clutter_timeline_set_progress_mode (CLUTTER_TIMELINE (transition),
463  *                                       CLUTTER_EASE_OUT_CUBIC);
464  *   clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 500);
465  *
466  *   /&ast; create the interval with the initial and final values &ast;/
467  *   interval = clutter_interval_new (G_TYPE_FLOAT, 0, new_offset);
468  *   clutter_transition_set_interval (transition, interval);
469  *
470  *   /&ast; add the transition to the actor; this causes the animation
471  *    &ast; to start. the name "offsetAnimation" can be used to retrieve
472  *    &ast; the transition later.
473  *    &ast;/
474  *   clutter_actor_add_transition (rect, "offsetAnimation", transition);
475  *
476  *   /&ast; we handled the event &ast;/
477  *   return CLUTTER_EVENT_STOP;
478  * }
479  *   </programlisting></informalexample>
480  * </refsect2>
481  */
482
483 /**
484  * CLUTTER_ACTOR_IS_MAPPED:
485  * @a: a #ClutterActor
486  *
487  * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
488  *
489  * The mapped state is set when the actor is visible and all its parents up
490  * to a top-level (e.g. a #ClutterStage) are visible, realized, and mapped.
491  *
492  * This check can be used to see if an actor is going to be painted, as only
493  * actors with the %CLUTTER_ACTOR_MAPPED flag set are going to be painted.
494  *
495  * The %CLUTTER_ACTOR_MAPPED flag is managed by Clutter itself, and it should
496  * not be checked directly; instead, the recommended usage is to connect a
497  * handler on the #GObject::notify signal for the #ClutterActor:mapped
498  * property of #ClutterActor, and check the presence of
499  * the %CLUTTER_ACTOR_MAPPED flag on state changes.
500  *
501  * It is also important to note that Clutter may delay the changes of
502  * the %CLUTTER_ACTOR_MAPPED flag on top-levels due to backend-specific
503  * limitations, or during the reparenting of an actor, to optimize
504  * unnecessary (and potentially expensive) state changes.
505  *
506  * Since: 0.2
507  */
508
509 /**
510  * CLUTTER_ACTOR_IS_REALIZED:
511  * @a: a #ClutterActor
512  *
513  * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
514  *
515  * The realized state has an actor-dependant interpretation. If an
516  * actor wants to delay allocating resources until it is attached to a
517  * stage, it may use the realize state to do so. However it is
518  * perfectly acceptable for an actor to allocate Cogl resources before
519  * being realized because there is only one drawing context used by Clutter
520  * so any resources will work on any stage.  If an actor is mapped it
521  * must also be realized, but an actor can be realized and unmapped
522  * (this is so hiding an actor temporarily doesn't do an expensive
523  * unrealize/realize).
524  *
525  * To be realized an actor must be inside a stage, and all its parents
526  * must be realized.
527  *
528  * Since: 0.2
529  */
530
531 /**
532  * CLUTTER_ACTOR_IS_VISIBLE:
533  * @a: a #ClutterActor
534  *
535  * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
536  * Equivalent to the ClutterActor::visible object property.
537  *
538  * Note that an actor is only painted onscreen if it's mapped, which
539  * means it's visible, and all its parents are visible, and one of the
540  * parents is a toplevel stage; see also %CLUTTER_ACTOR_IS_MAPPED.
541  *
542  * Since: 0.2
543  */
544
545 /**
546  * CLUTTER_ACTOR_IS_REACTIVE:
547  * @a: a #ClutterActor
548  *
549  * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
550  *
551  * Only reactive actors will receive event-related signals.
552  *
553  * Since: 0.6
554  */
555
556 #ifdef HAVE_CONFIG_H
557 #include "config.h"
558 #endif
559
560 #include <math.h>
561
562 #include <gobject/gvaluecollector.h>
563
564 #include <cogl/cogl.h>
565
566 #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
567 #define CLUTTER_ENABLE_EXPERIMENTAL_API
568
569 #include "clutter-actor-private.h"
570
571 #include "clutter-action.h"
572 #include "clutter-actor-meta-private.h"
573 #include "clutter-animatable.h"
574 #include "clutter-color-static.h"
575 #include "clutter-color.h"
576 #include "clutter-constraint.h"
577 #include "clutter-container.h"
578 #include "clutter-content-private.h"
579 #include "clutter-debug.h"
580 #include "clutter-effect-private.h"
581 #include "clutter-enum-types.h"
582 #include "clutter-fixed-layout.h"
583 #include "clutter-flatten-effect.h"
584 #include "clutter-interval.h"
585 #include "clutter-main.h"
586 #include "clutter-marshal.h"
587 #include "clutter-paint-nodes.h"
588 #include "clutter-paint-node-private.h"
589 #include "clutter-paint-volume-private.h"
590 #include "clutter-private.h"
591 #include "clutter-profile.h"
592 #include "clutter-property-transition.h"
593 #include "clutter-scriptable.h"
594 #include "clutter-script-private.h"
595 #include "clutter-stage-private.h"
596 #include "clutter-timeline.h"
597 #include "clutter-transition.h"
598 #include "clutter-units.h"
599
600 #include "deprecated/clutter-actor.h"
601 #include "deprecated/clutter-behaviour.h"
602 #include "deprecated/clutter-container.h"
603
604 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
605 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
606
607 /* Internal enum used to control mapped state update.  This is a hint
608  * which indicates when to do something other than just enforce
609  * invariants.
610  */
611 typedef enum {
612   MAP_STATE_CHECK,           /* just enforce invariants. */
613   MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
614                               * used when about to unparent.
615                               */
616   MAP_STATE_MAKE_MAPPED,     /* set mapped, error if invariants not met;
617                               * used to set mapped on toplevels.
618                               */
619   MAP_STATE_MAKE_UNMAPPED    /* set unmapped, even if parent is mapped,
620                               * used just before unmapping parent.
621                               */
622 } MapStateChange;
623
624 /* 3 entries should be a good compromise, few layout managers
625  * will ask for 3 different preferred size in each allocation cycle */
626 #define N_CACHED_SIZE_REQUESTS 3
627
628 struct _ClutterActorPrivate
629 {
630   /* request mode */
631   ClutterRequestMode request_mode;
632
633   /* our cached size requests for different width / height */
634   SizeRequest width_requests[N_CACHED_SIZE_REQUESTS];
635   SizeRequest height_requests[N_CACHED_SIZE_REQUESTS];
636
637   /* An age of 0 means the entry is not set */
638   guint cached_height_age;
639   guint cached_width_age;
640
641   /* the bounding box of the actor, relative to the parent's
642    * allocation
643    */
644   ClutterActorBox allocation;
645   ClutterAllocationFlags allocation_flags;
646
647   /* clip, in actor coordinates */
648   cairo_rectangle_t clip;
649
650   /* the cached transformation matrix; see apply_transform() */
651   CoglMatrix transform;
652
653   guint8 opacity;
654   gint opacity_override;
655
656   ClutterOffscreenRedirect offscreen_redirect;
657
658   /* This is an internal effect used to implement the
659      offscreen-redirect property */
660   ClutterEffect *flatten_effect;
661
662   /* scene graph */
663   ClutterActor *parent;
664   ClutterActor *prev_sibling;
665   ClutterActor *next_sibling;
666   ClutterActor *first_child;
667   ClutterActor *last_child;
668
669   gint n_children;
670
671   /* tracks whenever the children of an actor are changed; the
672    * age is incremented by 1 whenever an actor is added or
673    * removed. the age is not incremented when the first or the
674    * last child pointers are changed, or when grandchildren of
675    * an actor are changed.
676    */
677   gint age;
678
679   gchar *name; /* a non-unique name, used for debugging */
680   guint32 id; /* unique id, used for backward compatibility */
681
682   gint32 pick_id; /* per-stage unique id, used for picking */
683
684   /* a back-pointer to the Pango context that we can use
685    * to create pre-configured PangoLayout
686    */
687   PangoContext *pango_context;
688
689   /* the text direction configured for this child - either by
690    * application code, or by the actor's parent
691    */
692   ClutterTextDirection text_direction;
693
694   /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
695   gint internal_child;
696
697   /* meta classes */
698   ClutterMetaGroup *actions;
699   ClutterMetaGroup *constraints;
700   ClutterMetaGroup *effects;
701
702   /* delegate object used to allocate the children of this actor */
703   ClutterLayoutManager *layout_manager;
704
705   /* delegate object used to paint the contents of this actor */
706   ClutterContent *content;
707
708   ClutterActorBox content_box;
709   ClutterContentGravity content_gravity;
710   ClutterScalingFilter min_filter;
711   ClutterScalingFilter mag_filter;
712
713   /* used when painting, to update the paint volume */
714   ClutterEffect *current_effect;
715
716   /* This is used to store an effect which needs to be redrawn. A
717      redraw can be queued to start from a particular effect. This is
718      used by parametrised effects that can cache an image of the
719      actor. If a parameter of the effect changes then it only needs to
720      redraw the cached image, not the actual actor. The pointer is
721      only valid if is_dirty == TRUE. If the pointer is NULL then the
722      whole actor is dirty. */
723   ClutterEffect *effect_to_redraw;
724
725   /* This is used when painting effects to implement the
726      clutter_actor_continue_paint() function. It points to the node in
727      the list of effects that is next in the chain */
728   const GList *next_effect_to_paint;
729
730   ClutterPaintVolume paint_volume;
731
732   /* NB: This volume isn't relative to this actor, it is in eye
733    * coordinates so that it can remain valid after the actor changes.
734    */
735   ClutterPaintVolume last_paint_volume;
736
737   ClutterStageQueueRedrawEntry *queue_redraw_entry;
738
739   ClutterColor bg_color;
740
741   /* bitfields */
742
743   /* fixed position and sizes */
744   guint position_set                : 1;
745   guint min_width_set               : 1;
746   guint min_height_set              : 1;
747   guint natural_width_set           : 1;
748   guint natural_height_set          : 1;
749   /* cached request is invalid (implies allocation is too) */
750   guint needs_width_request         : 1;
751   /* cached request is invalid (implies allocation is too) */
752   guint needs_height_request        : 1;
753   /* cached allocation is invalid (request has changed, probably) */
754   guint needs_allocation            : 1;
755   guint show_on_set_parent          : 1;
756   guint has_clip                    : 1;
757   guint clip_to_allocation          : 1;
758   guint enable_model_view_transform : 1;
759   guint enable_paint_unmapped       : 1;
760   guint has_pointer                 : 1;
761   guint propagated_one_redraw       : 1;
762   guint paint_volume_valid          : 1;
763   guint last_paint_volume_valid     : 1;
764   guint in_clone_paint              : 1;
765   guint transform_valid             : 1;
766   /* This is TRUE if anything has queued a redraw since we were last
767      painted. In this case effect_to_redraw will point to an effect
768      the redraw was queued from or it will be NULL if the redraw was
769      queued without an effect. */
770   guint is_dirty                    : 1;
771   guint bg_color_set                : 1;
772   guint content_box_valid           : 1;
773 };
774
775 enum
776 {
777   PROP_0,
778
779   PROP_NAME,
780
781   /* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
782    * when set they force a size request, when gotten they
783    * get the allocation if the allocation is valid, and the
784    * request otherwise
785    */
786   PROP_X,
787   PROP_Y,
788   PROP_WIDTH,
789   PROP_HEIGHT,
790
791   /* Then the rest of these size-related properties are the "actual"
792    * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
793    */
794   PROP_FIXED_X,
795   PROP_FIXED_Y,
796
797   PROP_FIXED_POSITION_SET,
798
799   PROP_MIN_WIDTH,
800   PROP_MIN_WIDTH_SET,
801
802   PROP_MIN_HEIGHT,
803   PROP_MIN_HEIGHT_SET,
804
805   PROP_NATURAL_WIDTH,
806   PROP_NATURAL_WIDTH_SET,
807
808   PROP_NATURAL_HEIGHT,
809   PROP_NATURAL_HEIGHT_SET,
810
811   PROP_REQUEST_MODE,
812
813   /* Allocation properties are read-only */
814   PROP_ALLOCATION,
815
816   PROP_DEPTH,
817
818   PROP_CLIP,
819   PROP_HAS_CLIP,
820   PROP_CLIP_TO_ALLOCATION,
821
822   PROP_OPACITY,
823
824   PROP_OFFSCREEN_REDIRECT,
825
826   PROP_VISIBLE,
827   PROP_MAPPED,
828   PROP_REALIZED,
829   PROP_REACTIVE,
830
831   PROP_SCALE_X,
832   PROP_SCALE_Y,
833   PROP_SCALE_CENTER_X,
834   PROP_SCALE_CENTER_Y,
835   PROP_SCALE_GRAVITY,
836
837   PROP_ROTATION_ANGLE_X,
838   PROP_ROTATION_ANGLE_Y,
839   PROP_ROTATION_ANGLE_Z,
840   PROP_ROTATION_CENTER_X,
841   PROP_ROTATION_CENTER_Y,
842   PROP_ROTATION_CENTER_Z,
843   /* This property only makes sense for the z rotation because the
844      others would depend on the actor having a size along the
845      z-axis */
846   PROP_ROTATION_CENTER_Z_GRAVITY,
847
848   PROP_ANCHOR_X,
849   PROP_ANCHOR_Y,
850   PROP_ANCHOR_GRAVITY,
851
852   PROP_SHOW_ON_SET_PARENT,
853
854   PROP_TEXT_DIRECTION,
855   PROP_HAS_POINTER,
856
857   PROP_ACTIONS,
858   PROP_CONSTRAINTS,
859   PROP_EFFECT,
860
861   PROP_LAYOUT_MANAGER,
862
863   PROP_X_ALIGN,
864   PROP_Y_ALIGN,
865   PROP_MARGIN_TOP,
866   PROP_MARGIN_BOTTOM,
867   PROP_MARGIN_LEFT,
868   PROP_MARGIN_RIGHT,
869
870   PROP_BACKGROUND_COLOR,
871   PROP_BACKGROUND_COLOR_SET,
872
873   PROP_FIRST_CHILD,
874   PROP_LAST_CHILD,
875
876   PROP_CONTENT,
877   PROP_CONTENT_GRAVITY,
878   PROP_CONTENT_BOX,
879   PROP_MINIFICATION_FILTER,
880   PROP_MAGNIFICATION_FILTER,
881
882   PROP_LAST
883 };
884
885 static GParamSpec *obj_props[PROP_LAST];
886
887 enum
888 {
889   SHOW,
890   HIDE,
891   DESTROY,
892   PARENT_SET,
893   KEY_FOCUS_IN,
894   KEY_FOCUS_OUT,
895   PAINT,
896   PICK,
897   REALIZE,
898   UNREALIZE,
899   QUEUE_REDRAW,
900   QUEUE_RELAYOUT,
901   EVENT,
902   CAPTURED_EVENT,
903   BUTTON_PRESS_EVENT,
904   BUTTON_RELEASE_EVENT,
905   SCROLL_EVENT,
906   KEY_PRESS_EVENT,
907   KEY_RELEASE_EVENT,
908   MOTION_EVENT,
909   ENTER_EVENT,
910   LEAVE_EVENT,
911   ALLOCATION_CHANGED,
912   TRANSITIONS_COMPLETED,
913
914   LAST_SIGNAL
915 };
916
917 static guint actor_signals[LAST_SIGNAL] = { 0, };
918
919 static void clutter_container_iface_init  (ClutterContainerIface  *iface);
920 static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
921 static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
922 static void atk_implementor_iface_init    (AtkImplementorIface    *iface);
923
924 /* These setters are all static for now, maybe they should be in the
925  * public API, but they are perhaps obscure enough to leave only as
926  * properties
927  */
928 static void clutter_actor_set_min_width          (ClutterActor *self,
929                                                   gfloat        min_width);
930 static void clutter_actor_set_min_height         (ClutterActor *self,
931                                                   gfloat        min_height);
932 static void clutter_actor_set_natural_width      (ClutterActor *self,
933                                                   gfloat        natural_width);
934 static void clutter_actor_set_natural_height     (ClutterActor *self,
935                                                   gfloat        natural_height);
936 static void clutter_actor_set_min_width_set      (ClutterActor *self,
937                                                   gboolean      use_min_width);
938 static void clutter_actor_set_min_height_set     (ClutterActor *self,
939                                                   gboolean      use_min_height);
940 static void clutter_actor_set_natural_width_set  (ClutterActor *self,
941                                                   gboolean  use_natural_width);
942 static void clutter_actor_set_natural_height_set (ClutterActor *self,
943                                                   gboolean  use_natural_height);
944 static void clutter_actor_update_map_state       (ClutterActor  *self,
945                                                   MapStateChange change);
946 static void clutter_actor_unrealize_not_hiding   (ClutterActor *self);
947
948 /* Helper routines for managing anchor coords */
949 static void clutter_anchor_coord_get_units (ClutterActor      *self,
950                                             const AnchorCoord *coord,
951                                             gfloat            *x,
952                                             gfloat            *y,
953                                             gfloat            *z);
954 static void clutter_anchor_coord_set_units (AnchorCoord       *coord,
955                                             gfloat             x,
956                                             gfloat             y,
957                                             gfloat             z);
958
959 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
960 static void           clutter_anchor_coord_set_gravity (AnchorCoord       *coord,
961                                                         ClutterGravity     gravity);
962
963 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
964
965 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
966
967 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
968                                                                ClutterActor *ancestor,
969                                                                CoglMatrix *matrix);
970
971 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
972
973 static guint8   clutter_actor_get_paint_opacity_internal        (ClutterActor *self);
974
975 static inline void clutter_actor_set_background_color_internal (ClutterActor *self,
976                                                                 const ClutterColor *color);
977
978 static void on_layout_manager_changed (ClutterLayoutManager *manager,
979                                        ClutterActor         *self);
980
981 /* Helper macro which translates by the anchor coord, applies the
982    given transformation and then translates back */
983 #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform)  G_STMT_START { \
984   gfloat _tx, _ty, _tz;                                                \
985   clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz);         \
986   cogl_matrix_translate ((m), _tx, _ty, _tz);                          \
987   { _transform; }                                                      \
988   cogl_matrix_translate ((m), -_tx, -_ty, -_tz);        } G_STMT_END
989
990 static GQuark quark_shader_data = 0;
991 static GQuark quark_actor_layout_info = 0;
992 static GQuark quark_actor_transform_info = 0;
993 static GQuark quark_actor_animation_info = 0;
994
995 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
996                          clutter_actor,
997                          G_TYPE_INITIALLY_UNOWNED,
998                          G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
999                                                 clutter_container_iface_init)
1000                          G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
1001                                                 clutter_scriptable_iface_init)
1002                          G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
1003                                                 clutter_animatable_iface_init)
1004                          G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR,
1005                                                 atk_implementor_iface_init));
1006
1007 /*< private >
1008  * clutter_actor_get_debug_name:
1009  * @actor: a #ClutterActor
1010  *
1011  * Retrieves a printable name of @actor for debugging messages
1012  *
1013  * Return value: a string with a printable name
1014  */
1015 const gchar *
1016 _clutter_actor_get_debug_name (ClutterActor *actor)
1017 {
1018   return actor->priv->name != NULL ? actor->priv->name
1019                                    : G_OBJECT_TYPE_NAME (actor);
1020 }
1021
1022 #ifdef CLUTTER_ENABLE_DEBUG
1023 /* XXX - this is for debugging only, remove once working (or leave
1024  * in only in some debug mode). Should leave it for a little while
1025  * until we're confident in the new map/realize/visible handling.
1026  */
1027 static inline void
1028 clutter_actor_verify_map_state (ClutterActor *self)
1029 {
1030   ClutterActorPrivate *priv = self->priv;
1031
1032   if (CLUTTER_ACTOR_IS_REALIZED (self))
1033     {
1034       /* all bets are off during reparent when we're potentially realized,
1035        * but should not be according to invariants
1036        */
1037       if (!CLUTTER_ACTOR_IN_REPARENT (self))
1038         {
1039           if (priv->parent == NULL)
1040             {
1041               if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1042                 {
1043                 }
1044               else
1045                 g_warning ("Realized non-toplevel actor '%s' should "
1046                            "have a parent",
1047                            _clutter_actor_get_debug_name (self));
1048             }
1049           else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1050             {
1051               g_warning ("Realized actor %s has an unrealized parent %s",
1052                          _clutter_actor_get_debug_name (self),
1053                          _clutter_actor_get_debug_name (priv->parent));
1054             }
1055         }
1056     }
1057
1058   if (CLUTTER_ACTOR_IS_MAPPED (self))
1059     {
1060       if (!CLUTTER_ACTOR_IS_REALIZED (self))
1061         g_warning ("Actor '%s' is mapped but not realized",
1062                    _clutter_actor_get_debug_name (self));
1063
1064       /* remaining bets are off during reparent when we're potentially
1065        * mapped, but should not be according to invariants
1066        */
1067       if (!CLUTTER_ACTOR_IN_REPARENT (self))
1068         {
1069           if (priv->parent == NULL)
1070             {
1071               if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1072                 {
1073                   if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
1074                       !CLUTTER_ACTOR_IN_DESTRUCTION (self))
1075                     {
1076                       g_warning ("Toplevel actor '%s' is mapped "
1077                                  "but not visible",
1078                                  _clutter_actor_get_debug_name (self));
1079                     }
1080                 }
1081               else
1082                 {
1083                   g_warning ("Mapped actor '%s' should have a parent",
1084                              _clutter_actor_get_debug_name (self));
1085                 }
1086             }
1087           else
1088             {
1089               ClutterActor *iter = self;
1090
1091               /* check for the enable_paint_unmapped flag on the actor
1092                * and parents; if the flag is enabled at any point of this
1093                * branch of the scene graph then all the later checks
1094                * become pointless
1095                */
1096               while (iter != NULL)
1097                 {
1098                   if (iter->priv->enable_paint_unmapped)
1099                     return;
1100
1101                   iter = iter->priv->parent;
1102                 }
1103
1104               if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
1105                 {
1106                   g_warning ("Actor '%s' should not be mapped if parent '%s'"
1107                              "is not visible",
1108                              _clutter_actor_get_debug_name (self),
1109                              _clutter_actor_get_debug_name (priv->parent));
1110                 }
1111
1112               if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1113                 {
1114                   g_warning ("Actor '%s' should not be mapped if parent '%s'"
1115                              "is not realized",
1116                              _clutter_actor_get_debug_name (self),
1117                              _clutter_actor_get_debug_name (priv->parent));
1118                 }
1119
1120               if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
1121                 {
1122                   if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent))
1123                     g_warning ("Actor '%s' is mapped but its non-toplevel "
1124                                "parent '%s' is not mapped",
1125                                _clutter_actor_get_debug_name (self),
1126                                _clutter_actor_get_debug_name (priv->parent));
1127                 }
1128             }
1129         }
1130     }
1131 }
1132
1133 #endif /* CLUTTER_ENABLE_DEBUG */
1134
1135 static void
1136 clutter_actor_set_mapped (ClutterActor *self,
1137                           gboolean      mapped)
1138 {
1139   if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
1140     return;
1141
1142   if (mapped)
1143     {
1144       CLUTTER_ACTOR_GET_CLASS (self)->map (self);
1145       g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1146     }
1147   else
1148     {
1149       CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
1150       g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1151     }
1152 }
1153
1154 /* this function updates the mapped and realized states according to
1155  * invariants, in the appropriate order.
1156  */
1157 static void
1158 clutter_actor_update_map_state (ClutterActor  *self,
1159                                 MapStateChange change)
1160 {
1161   gboolean was_mapped;
1162
1163   was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1164
1165   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1166     {
1167       /* the mapped flag on top-level actors must be set by the
1168        * per-backend implementation because it might be asynchronous.
1169        *
1170        * That is, the MAPPED flag on toplevels currently tracks the X
1171        * server mapped-ness of the window, while the expected behavior
1172        * (if used to GTK) may be to track WM_STATE!=WithdrawnState.
1173        * This creates some weird complexity by breaking the invariant
1174        * that if we're visible and all ancestors shown then we are
1175        * also mapped - instead, we are mapped if all ancestors
1176        * _possibly excepting_ the stage are mapped. The stage
1177        * will map/unmap for example when it is minimized or
1178        * moved to another workspace.
1179        *
1180        * So, the only invariant on the stage is that if visible it
1181        * should be realized, and that it has to be visible to be
1182        * mapped.
1183        */
1184       if (CLUTTER_ACTOR_IS_VISIBLE (self))
1185         clutter_actor_realize (self);
1186
1187       switch (change)
1188         {
1189         case MAP_STATE_CHECK:
1190           break;
1191
1192         case MAP_STATE_MAKE_MAPPED:
1193           g_assert (!was_mapped);
1194           clutter_actor_set_mapped (self, TRUE);
1195           break;
1196
1197         case MAP_STATE_MAKE_UNMAPPED:
1198           g_assert (was_mapped);
1199           clutter_actor_set_mapped (self, FALSE);
1200           break;
1201
1202         case MAP_STATE_MAKE_UNREALIZED:
1203           /* we only use MAKE_UNREALIZED in unparent,
1204            * and unparenting a stage isn't possible.
1205            * If someone wants to just unrealize a stage
1206            * then clutter_actor_unrealize() doesn't
1207            * go through this codepath.
1208            */
1209           g_warning ("Trying to force unrealize stage is not allowed");
1210           break;
1211         }
1212
1213       if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1214           !CLUTTER_ACTOR_IS_VISIBLE (self) &&
1215           !CLUTTER_ACTOR_IN_DESTRUCTION (self))
1216         {
1217           g_warning ("Clutter toplevel of type '%s' is not visible, but "
1218                      "it is somehow still mapped",
1219                      _clutter_actor_get_debug_name (self));
1220         }
1221     }
1222   else
1223     {
1224       ClutterActorPrivate *priv = self->priv;
1225       ClutterActor *parent = priv->parent;
1226       gboolean should_be_mapped;
1227       gboolean may_be_realized;
1228       gboolean must_be_realized;
1229
1230       should_be_mapped = FALSE;
1231       may_be_realized = TRUE;
1232       must_be_realized = FALSE;
1233
1234       if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
1235         {
1236           may_be_realized = FALSE;
1237         }
1238       else
1239         {
1240           /* Maintain invariant that if parent is mapped, and we are
1241            * visible, then we are mapped ...  unless parent is a
1242            * stage, in which case we map regardless of parent's map
1243            * state but do require stage to be visible and realized.
1244            *
1245            * If parent is realized, that does not force us to be
1246            * realized; but if parent is unrealized, that does force
1247            * us to be unrealized.
1248            *
1249            * The reason we don't force children to realize with
1250            * parents is _clutter_actor_rerealize(); if we require that
1251            * a realized parent means children are realized, then to
1252            * unrealize an actor we would have to unrealize its
1253            * parents, which would end up meaning unrealizing and
1254            * hiding the entire stage. So we allow unrealizing a
1255            * child (as long as that child is not mapped) while that
1256            * child still has a realized parent.
1257            *
1258            * Also, if we unrealize from leaf nodes to root, and
1259            * realize from root to leaf, the invariants are never
1260            * violated if we allow children to be unrealized
1261            * while parents are realized.
1262            *
1263            * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
1264            * to force us to unmap, even though parent is still
1265            * mapped. This is because we're unmapping from leaf nodes
1266            * up to root nodes.
1267            */
1268           if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1269               change != MAP_STATE_MAKE_UNMAPPED)
1270             {
1271               gboolean parent_is_visible_realized_toplevel;
1272
1273               parent_is_visible_realized_toplevel =
1274                 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1275                  CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1276                  CLUTTER_ACTOR_IS_REALIZED (parent));
1277
1278               if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1279                   parent_is_visible_realized_toplevel)
1280                 {
1281                   must_be_realized = TRUE;
1282                   should_be_mapped = TRUE;
1283                 }
1284             }
1285
1286           /* if the actor has been set to be painted even if unmapped
1287            * then we should map it and check for realization as well;
1288            * this is an override for the branch of the scene graph
1289            * which begins with this node
1290            */
1291           if (priv->enable_paint_unmapped)
1292             {
1293               if (priv->parent == NULL)
1294                 g_warning ("Attempting to map an unparented actor '%s'",
1295                            _clutter_actor_get_debug_name (self));
1296
1297               should_be_mapped = TRUE;
1298               must_be_realized = TRUE;
1299             }
1300
1301           if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1302             may_be_realized = FALSE;
1303         }
1304
1305       if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1306         {
1307           if (parent == NULL)
1308             g_warning ("Attempting to map a child that does not "
1309                        "meet the necessary invariants: the actor '%s' "
1310                        "has no parent",
1311                        _clutter_actor_get_debug_name (self));
1312           else
1313             g_warning ("Attempting to map a child that does not "
1314                        "meet the necessary invariants: the actor '%s' "
1315                        "is parented to an unmapped actor '%s'",
1316                        _clutter_actor_get_debug_name (self),
1317                        _clutter_actor_get_debug_name (priv->parent));
1318         }
1319
1320       /* If in reparent, we temporarily suspend unmap and unrealize.
1321        *
1322        * We want to go in the order "realize, map" and "unmap, unrealize"
1323        */
1324
1325       /* Unmap */
1326       if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1327         clutter_actor_set_mapped (self, FALSE);
1328
1329       /* Realize */
1330       if (must_be_realized)
1331         clutter_actor_realize (self);
1332
1333       /* if we must be realized then we may be, presumably */
1334       g_assert (!(must_be_realized && !may_be_realized));
1335
1336       /* Unrealize */
1337       if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1338         clutter_actor_unrealize_not_hiding (self);
1339
1340       /* Map */
1341       if (should_be_mapped)
1342         {
1343           if (!must_be_realized)
1344             g_warning ("Somehow we think actor '%s' should be mapped but "
1345                        "not realized, which isn't allowed",
1346                        _clutter_actor_get_debug_name (self));
1347
1348           /* realization is allowed to fail (though I don't know what
1349            * an app is supposed to do about that - shouldn't it just
1350            * be a g_error? anyway, we have to avoid mapping if this
1351            * happens)
1352            */
1353           if (CLUTTER_ACTOR_IS_REALIZED (self))
1354             clutter_actor_set_mapped (self, TRUE);
1355         }
1356     }
1357
1358 #ifdef CLUTTER_ENABLE_DEBUG
1359   /* check all invariants were kept */
1360   clutter_actor_verify_map_state (self);
1361 #endif
1362 }
1363
1364 static void
1365 clutter_actor_real_map (ClutterActor *self)
1366 {
1367   ClutterActorPrivate *priv = self->priv;
1368   ClutterActor *stage, *iter;
1369
1370   g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1371
1372   CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1373                 _clutter_actor_get_debug_name (self));
1374
1375   CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1376
1377   stage = _clutter_actor_get_stage_internal (self);
1378   priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1379
1380   CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1381                 priv->pick_id,
1382                 _clutter_actor_get_debug_name (self));
1383
1384   /* notify on parent mapped before potentially mapping
1385    * children, so apps see a top-down notification.
1386    */
1387   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1388
1389   for (iter = self->priv->first_child;
1390        iter != NULL;
1391        iter = iter->priv->next_sibling)
1392     {
1393       clutter_actor_map (iter);
1394     }
1395 }
1396
1397 /**
1398  * clutter_actor_map:
1399  * @self: A #ClutterActor
1400  *
1401  * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
1402  * and realizes its children if they are visible. Does nothing if the
1403  * actor is not visible.
1404  *
1405  * Calling this function is strongly disencouraged: the default
1406  * implementation of #ClutterActorClass.map() will map all the children
1407  * of an actor when mapping its parent.
1408  *
1409  * When overriding map, it is mandatory to chain up to the parent
1410  * implementation.
1411  *
1412  * Since: 1.0
1413  */
1414 void
1415 clutter_actor_map (ClutterActor *self)
1416 {
1417   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1418
1419   if (CLUTTER_ACTOR_IS_MAPPED (self))
1420     return;
1421
1422   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1423     return;
1424
1425   clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1426 }
1427
1428 static void
1429 clutter_actor_real_unmap (ClutterActor *self)
1430 {
1431   ClutterActorPrivate *priv = self->priv;
1432   ClutterActor *iter;
1433
1434   g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1435
1436   CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1437                 _clutter_actor_get_debug_name (self));
1438
1439   for (iter = self->priv->first_child;
1440        iter != NULL;
1441        iter = iter->priv->next_sibling)
1442     {
1443       clutter_actor_unmap (iter);
1444     }
1445
1446   CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1447
1448   /* clear the contents of the last paint volume, so that hiding + moving +
1449    * showing will not result in the wrong area being repainted
1450    */
1451   _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1452   priv->last_paint_volume_valid = TRUE;
1453
1454   /* notify on parent mapped after potentially unmapping
1455    * children, so apps see a bottom-up notification.
1456    */
1457   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1458
1459   /* relinquish keyboard focus if we were unmapped while owning it */
1460   if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1461     {
1462       ClutterStage *stage;
1463
1464       stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1465
1466       if (stage != NULL)
1467         _clutter_stage_release_pick_id (stage, priv->pick_id);
1468
1469       priv->pick_id = -1;
1470
1471       if (stage != NULL &&
1472           clutter_stage_get_key_focus (stage) == self)
1473         {
1474           clutter_stage_set_key_focus (stage, NULL);
1475         }
1476     }
1477 }
1478
1479 /**
1480  * clutter_actor_unmap:
1481  * @self: A #ClutterActor
1482  *
1483  * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1484  * unmaps its children if they were mapped.
1485  *
1486  * Calling this function is not encouraged: the default #ClutterActor
1487  * implementation of #ClutterActorClass.unmap() will also unmap any
1488  * eventual children by default when their parent is unmapped.
1489  *
1490  * When overriding #ClutterActorClass.unmap(), it is mandatory to
1491  * chain up to the parent implementation.
1492  *
1493  * <note>It is important to note that the implementation of the
1494  * #ClutterActorClass.unmap() virtual function may be called after
1495  * the #ClutterActorClass.destroy() or the #GObjectClass.dispose()
1496  * implementation, but it is guaranteed to be called before the
1497  * #GObjectClass.finalize() implementation.</note>
1498  *
1499  * Since: 1.0
1500  */
1501 void
1502 clutter_actor_unmap (ClutterActor *self)
1503 {
1504   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1505
1506   if (!CLUTTER_ACTOR_IS_MAPPED (self))
1507     return;
1508
1509   clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1510 }
1511
1512 static void
1513 clutter_actor_real_show (ClutterActor *self)
1514 {
1515   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1516     {
1517       ClutterActorPrivate *priv = self->priv;
1518
1519       CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1520
1521       /* we notify on the "visible" flag in the clutter_actor_show()
1522        * wrapper so the entire show signal emission completes first
1523        * (?)
1524        */
1525       clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1526
1527       /* we queue a relayout unless the actor is inside a
1528        * container that explicitly told us not to
1529        */
1530       if (priv->parent != NULL &&
1531           (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1532         {
1533           /* While an actor is hidden the parent may not have
1534            * allocated/requested so we need to start from scratch
1535            * and avoid the short-circuiting in
1536            * clutter_actor_queue_relayout().
1537            */
1538           priv->needs_width_request  = FALSE;
1539           priv->needs_height_request = FALSE;
1540           priv->needs_allocation     = FALSE;
1541           clutter_actor_queue_relayout (self);
1542         }
1543     }
1544 }
1545
1546 static inline void
1547 set_show_on_set_parent (ClutterActor *self,
1548                         gboolean      set_show)
1549 {
1550   ClutterActorPrivate *priv = self->priv;
1551
1552   set_show = !!set_show;
1553
1554   if (priv->show_on_set_parent == set_show)
1555     return;
1556
1557   if (priv->parent == NULL)
1558     {
1559       priv->show_on_set_parent = set_show;
1560       g_object_notify_by_pspec (G_OBJECT (self),
1561                                 obj_props[PROP_SHOW_ON_SET_PARENT]);
1562     }
1563 }
1564
1565 /**
1566  * clutter_actor_show:
1567  * @self: A #ClutterActor
1568  *
1569  * Flags an actor to be displayed. An actor that isn't shown will not
1570  * be rendered on the stage.
1571  *
1572  * Actors are visible by default.
1573  *
1574  * If this function is called on an actor without a parent, the
1575  * #ClutterActor:show-on-set-parent will be set to %TRUE as a side
1576  * effect.
1577  */
1578 void
1579 clutter_actor_show (ClutterActor *self)
1580 {
1581   ClutterActorPrivate *priv;
1582
1583   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1584
1585   /* simple optimization */
1586   if (CLUTTER_ACTOR_IS_VISIBLE (self))
1587     {
1588       /* we still need to set the :show-on-set-parent property, in
1589        * case show() is called on an unparented actor
1590        */
1591       set_show_on_set_parent (self, TRUE);
1592       return;
1593     }
1594
1595 #ifdef CLUTTER_ENABLE_DEBUG
1596   clutter_actor_verify_map_state (self);
1597 #endif
1598
1599   priv = self->priv;
1600
1601   g_object_freeze_notify (G_OBJECT (self));
1602
1603   set_show_on_set_parent (self, TRUE);
1604
1605   g_signal_emit (self, actor_signals[SHOW], 0);
1606   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1607
1608   if (priv->parent != NULL)
1609     clutter_actor_queue_redraw (priv->parent);
1610
1611   g_object_thaw_notify (G_OBJECT (self));
1612 }
1613
1614 /**
1615  * clutter_actor_show_all:
1616  * @self: a #ClutterActor
1617  *
1618  * Calls clutter_actor_show() on all children of an actor (if any).
1619  *
1620  * Since: 0.2
1621  *
1622  * Deprecated: 1.10: Actors are visible by default
1623  */
1624 void
1625 clutter_actor_show_all (ClutterActor *self)
1626 {
1627   ClutterActorClass *klass;
1628
1629   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1630
1631   klass = CLUTTER_ACTOR_GET_CLASS (self);
1632   if (klass->show_all)
1633     klass->show_all (self);
1634 }
1635
1636 static void
1637 clutter_actor_real_hide (ClutterActor *self)
1638 {
1639   if (CLUTTER_ACTOR_IS_VISIBLE (self))
1640     {
1641       ClutterActorPrivate *priv = self->priv;
1642
1643       CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1644
1645       /* we notify on the "visible" flag in the clutter_actor_hide()
1646        * wrapper so the entire hide signal emission completes first
1647        * (?)
1648        */
1649       clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1650
1651       /* we queue a relayout unless the actor is inside a
1652        * container that explicitly told us not to
1653        */
1654       if (priv->parent != NULL &&
1655           (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1656         clutter_actor_queue_relayout (priv->parent);
1657     }
1658 }
1659
1660 /**
1661  * clutter_actor_hide:
1662  * @self: A #ClutterActor
1663  *
1664  * Flags an actor to be hidden. A hidden actor will not be
1665  * rendered on the stage.
1666  *
1667  * Actors are visible by default.
1668  *
1669  * If this function is called on an actor without a parent, the
1670  * #ClutterActor:show-on-set-parent property will be set to %FALSE
1671  * as a side-effect.
1672  */
1673 void
1674 clutter_actor_hide (ClutterActor *self)
1675 {
1676   ClutterActorPrivate *priv;
1677
1678   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1679
1680   /* simple optimization */
1681   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1682     {
1683       /* we still need to set the :show-on-set-parent property, in
1684        * case hide() is called on an unparented actor
1685        */
1686       set_show_on_set_parent (self, FALSE);
1687       return;
1688     }
1689
1690 #ifdef CLUTTER_ENABLE_DEBUG
1691   clutter_actor_verify_map_state (self);
1692 #endif
1693
1694   priv = self->priv;
1695
1696   g_object_freeze_notify (G_OBJECT (self));
1697
1698   set_show_on_set_parent (self, FALSE);
1699
1700   g_signal_emit (self, actor_signals[HIDE], 0);
1701   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1702
1703   if (priv->parent != NULL)
1704     clutter_actor_queue_redraw (priv->parent);
1705
1706   g_object_thaw_notify (G_OBJECT (self));
1707 }
1708
1709 /**
1710  * clutter_actor_hide_all:
1711  * @self: a #ClutterActor
1712  *
1713  * Calls clutter_actor_hide() on all child actors (if any).
1714  *
1715  * Since: 0.2
1716  *
1717  * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1718  *   prevent its children from being painted as well.
1719  */
1720 void
1721 clutter_actor_hide_all (ClutterActor *self)
1722 {
1723   ClutterActorClass *klass;
1724
1725   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1726
1727   klass = CLUTTER_ACTOR_GET_CLASS (self);
1728   if (klass->hide_all)
1729     klass->hide_all (self);
1730 }
1731
1732 /**
1733  * clutter_actor_realize:
1734  * @self: A #ClutterActor
1735  *
1736  * Realization informs the actor that it is attached to a stage. It
1737  * can use this to allocate resources if it wanted to delay allocation
1738  * until it would be rendered. However it is perfectly acceptable for
1739  * an actor to create resources before being realized because Clutter
1740  * only ever has a single rendering context so that actor is free to
1741  * be moved from one stage to another.
1742  *
1743  * This function does nothing if the actor is already realized.
1744  *
1745  * Because a realized actor must have realized parent actors, calling
1746  * clutter_actor_realize() will also realize all parents of the actor.
1747  *
1748  * This function does not realize child actors, except in the special
1749  * case that realizing the stage, when the stage is visible, will
1750  * suddenly map (and thus realize) the children of the stage.
1751  **/
1752 void
1753 clutter_actor_realize (ClutterActor *self)
1754 {
1755   ClutterActorPrivate *priv;
1756
1757   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1758
1759   priv = self->priv;
1760
1761 #ifdef CLUTTER_ENABLE_DEBUG
1762   clutter_actor_verify_map_state (self);
1763 #endif
1764
1765   if (CLUTTER_ACTOR_IS_REALIZED (self))
1766     return;
1767
1768   /* To be realized, our parent actors must be realized first.
1769    * This will only succeed if we're inside a toplevel.
1770    */
1771   if (priv->parent != NULL)
1772     clutter_actor_realize (priv->parent);
1773
1774   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1775     {
1776       /* toplevels can be realized at any time */
1777     }
1778   else
1779     {
1780       /* "Fail" the realization if parent is missing or unrealized;
1781        * this should really be a g_warning() not some kind of runtime
1782        * failure; how can an app possibly recover? Instead it's a bug
1783        * in the app and the app should get an explanatory warning so
1784        * someone can fix it. But for now it's too hard to fix this
1785        * because e.g. ClutterTexture needs reworking.
1786        */
1787       if (priv->parent == NULL ||
1788           !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1789         return;
1790     }
1791
1792   CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1793
1794   CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1795   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1796
1797   g_signal_emit (self, actor_signals[REALIZE], 0);
1798
1799   /* Stage actor is allowed to unset the realized flag again in its
1800    * default signal handler, though that is a pathological situation.
1801    */
1802
1803   /* If realization "failed" we'll have to update child state. */
1804   clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1805 }
1806
1807 static void
1808 clutter_actor_real_unrealize (ClutterActor *self)
1809 {
1810   /* we must be unmapped (implying our children are also unmapped) */
1811   g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1812 }
1813
1814 /**
1815  * clutter_actor_unrealize:
1816  * @self: A #ClutterActor
1817  *
1818  * Unrealization informs the actor that it may be being destroyed or
1819  * moved to another stage. The actor may want to destroy any
1820  * underlying graphics resources at this point. However it is
1821  * perfectly acceptable for it to retain the resources until the actor
1822  * is destroyed because Clutter only ever uses a single rendering
1823  * context and all of the graphics resources are valid on any stage.
1824  *
1825  * Because mapped actors must be realized, actors may not be
1826  * unrealized if they are mapped. This function hides the actor to be
1827  * sure it isn't mapped, an application-visible side effect that you
1828  * may not be expecting.
1829  *
1830  * This function should not be called by application code.
1831  */
1832 void
1833 clutter_actor_unrealize (ClutterActor *self)
1834 {
1835   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1836   g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1837
1838 /* This function should not really be in the public API, because
1839  * there isn't a good reason to call it. ClutterActor will already
1840  * unrealize things for you when it's important to do so.
1841  *
1842  * If you were using clutter_actor_unrealize() in a dispose
1843  * implementation, then don't, just chain up to ClutterActor's
1844  * dispose.
1845  *
1846  * If you were using clutter_actor_unrealize() to implement
1847  * unrealizing children of your container, then don't, ClutterActor
1848  * will already take care of that.
1849  *
1850  * If you were using clutter_actor_unrealize() to re-realize to
1851  * create your resources in a different way, then use
1852  * _clutter_actor_rerealize() (inside Clutter) or just call your
1853  * code that recreates your resources directly (outside Clutter).
1854  */
1855
1856 #ifdef CLUTTER_ENABLE_DEBUG
1857   clutter_actor_verify_map_state (self);
1858 #endif
1859
1860   clutter_actor_hide (self);
1861
1862   clutter_actor_unrealize_not_hiding (self);
1863 }
1864
1865 static ClutterActorTraverseVisitFlags
1866 unrealize_actor_before_children_cb (ClutterActor *self,
1867                                     int depth,
1868                                     void *user_data)
1869 {
1870   /* If an actor is already unrealized we know its children have also
1871    * already been unrealized... */
1872   if (!CLUTTER_ACTOR_IS_REALIZED (self))
1873     return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN;
1874
1875   g_signal_emit (self, actor_signals[UNREALIZE], 0);
1876
1877   return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1878 }
1879
1880 static ClutterActorTraverseVisitFlags
1881 unrealize_actor_after_children_cb (ClutterActor *self,
1882                                    int depth,
1883                                    void *user_data)
1884 {
1885   /* We want to unset the realized flag only _after_
1886    * child actors are unrealized, to maintain invariants.
1887    */
1888   CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1889   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1890   return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1891 }
1892
1893 /*
1894  * clutter_actor_unrealize_not_hiding:
1895  * @self: A #ClutterActor
1896  *
1897  * Unrealization informs the actor that it may be being destroyed or
1898  * moved to another stage. The actor may want to destroy any
1899  * underlying graphics resources at this point. However it is
1900  * perfectly acceptable for it to retain the resources until the actor
1901  * is destroyed because Clutter only ever uses a single rendering
1902  * context and all of the graphics resources are valid on any stage.
1903  *
1904  * Because mapped actors must be realized, actors may not be
1905  * unrealized if they are mapped. You must hide the actor or one of
1906  * its parents before attempting to unrealize.
1907  *
1908  * This function is separate from clutter_actor_unrealize() because it
1909  * does not automatically hide the actor.
1910  * Actors need not be hidden to be unrealized, they just need to
1911  * be unmapped. In fact we don't want to mess up the application's
1912  * setting of the "visible" flag, so hiding is very undesirable.
1913  *
1914  * clutter_actor_unrealize() does a clutter_actor_hide() just for
1915  * backward compatibility.
1916  */
1917 static void
1918 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1919 {
1920   _clutter_actor_traverse (self,
1921                            CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1922                            unrealize_actor_before_children_cb,
1923                            unrealize_actor_after_children_cb,
1924                            NULL);
1925 }
1926
1927 /*
1928  * _clutter_actor_rerealize:
1929  * @self: A #ClutterActor
1930  * @callback: Function to call while unrealized
1931  * @data: data for callback
1932  *
1933  * If an actor is already unrealized, this just calls the callback.
1934  *
1935  * If it is realized, it unrealizes temporarily, calls the callback,
1936  * and then re-realizes the actor.
1937  *
1938  * As a side effect, leaves all children of the actor unrealized if
1939  * the actor was realized but not showing.  This is because when we
1940  * unrealize the actor temporarily we must unrealize its children
1941  * (e.g. children of a stage can't be realized if stage window is
1942  * gone). And we aren't clever enough to save the realization state of
1943  * all children. In most cases this should not matter, because
1944  * the children will automatically realize when they next become mapped.
1945  */
1946 void
1947 _clutter_actor_rerealize (ClutterActor    *self,
1948                           ClutterCallback  callback,
1949                           void            *data)
1950 {
1951   gboolean was_mapped;
1952   gboolean was_showing;
1953   gboolean was_realized;
1954
1955   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1956
1957 #ifdef CLUTTER_ENABLE_DEBUG
1958   clutter_actor_verify_map_state (self);
1959 #endif
1960
1961   was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1962   was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1963   was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1964
1965   /* Must be unmapped to unrealize. Note we only have to hide this
1966    * actor if it was mapped (if all parents were showing).  If actor
1967    * is merely visible (but not mapped), then that's fine, we can
1968    * leave it visible.
1969    */
1970   if (was_mapped)
1971     clutter_actor_hide (self);
1972
1973   g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1974
1975   /* unrealize self and all children */
1976   clutter_actor_unrealize_not_hiding (self);
1977
1978   if (callback != NULL)
1979     {
1980       (* callback) (self, data);
1981     }
1982
1983   if (was_showing)
1984     clutter_actor_show (self); /* will realize only if mapping implies it */
1985   else if (was_realized)
1986     clutter_actor_realize (self); /* realize self and all parents */
1987 }
1988
1989 static void
1990 clutter_actor_real_pick (ClutterActor       *self,
1991                          const ClutterColor *color)
1992 {
1993   /* the default implementation is just to paint a rectangle
1994    * with the same size of the actor using the passed color
1995    */
1996   if (clutter_actor_should_pick_paint (self))
1997     {
1998       ClutterActorBox box = { 0, };
1999       float width, height;
2000
2001       clutter_actor_get_allocation_box (self, &box);
2002
2003       width = box.x2 - box.x1;
2004       height = box.y2 - box.y1;
2005
2006       cogl_set_source_color4ub (color->red,
2007                                 color->green,
2008                                 color->blue,
2009                                 color->alpha);
2010
2011       cogl_rectangle (0, 0, width, height);
2012     }
2013
2014   /* XXX - this thoroughly sucks, but we need to maintain compatibility
2015    * with existing container classes that override the pick() virtual
2016    * and chain up to the default implementation - otherwise we'll end up
2017    * painting our children twice.
2018    *
2019    * this has to go away for 2.0; hopefully along the pick() itself.
2020    */
2021   if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
2022     {
2023       ClutterActor *iter;
2024
2025       for (iter = self->priv->first_child;
2026            iter != NULL;
2027            iter = iter->priv->next_sibling)
2028         clutter_actor_paint (iter);
2029     }
2030 }
2031
2032 /**
2033  * clutter_actor_should_pick_paint:
2034  * @self: A #ClutterActor
2035  *
2036  * Should be called inside the implementation of the
2037  * #ClutterActor::pick virtual function in order to check whether
2038  * the actor should paint itself in pick mode or not.
2039  *
2040  * This function should never be called directly by applications.
2041  *
2042  * Return value: %TRUE if the actor should paint its silhouette,
2043  *   %FALSE otherwise
2044  */
2045 gboolean
2046 clutter_actor_should_pick_paint (ClutterActor *self)
2047 {
2048   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2049
2050   if (CLUTTER_ACTOR_IS_MAPPED (self) &&
2051       (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
2052        CLUTTER_ACTOR_IS_REACTIVE (self)))
2053     return TRUE;
2054
2055   return FALSE;
2056 }
2057
2058 static void
2059 clutter_actor_real_get_preferred_width (ClutterActor *self,
2060                                         gfloat        for_height,
2061                                         gfloat       *min_width_p,
2062                                         gfloat       *natural_width_p)
2063 {
2064   ClutterActorPrivate *priv = self->priv;
2065
2066   if (priv->n_children != 0 &&
2067       priv->layout_manager != NULL)
2068     {
2069       ClutterContainer *container = CLUTTER_CONTAINER (self);
2070
2071       CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
2072                     "for the preferred width",
2073                     G_OBJECT_TYPE_NAME (priv->layout_manager),
2074                     priv->layout_manager);
2075
2076       clutter_layout_manager_get_preferred_width (priv->layout_manager,
2077                                                   container,
2078                                                   for_height,
2079                                                   min_width_p,
2080                                                   natural_width_p);
2081
2082       return;
2083     }
2084
2085   /* Default implementation is always 0x0, usually an actor
2086    * using this default is relying on someone to set the
2087    * request manually
2088    */
2089   CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
2090
2091   if (min_width_p)
2092     *min_width_p = 0;
2093
2094   if (natural_width_p)
2095     *natural_width_p = 0;
2096 }
2097
2098 static void
2099 clutter_actor_real_get_preferred_height (ClutterActor *self,
2100                                          gfloat        for_width,
2101                                          gfloat       *min_height_p,
2102                                          gfloat       *natural_height_p)
2103 {
2104   ClutterActorPrivate *priv = self->priv;
2105
2106   if (priv->n_children != 0 &&
2107       priv->layout_manager != NULL)
2108     {
2109       ClutterContainer *container = CLUTTER_CONTAINER (self);
2110
2111       CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
2112                     "for the preferred height",
2113                     G_OBJECT_TYPE_NAME (priv->layout_manager),
2114                     priv->layout_manager);
2115
2116       clutter_layout_manager_get_preferred_height (priv->layout_manager,
2117                                                    container,
2118                                                    for_width,
2119                                                    min_height_p,
2120                                                    natural_height_p);
2121
2122       return;
2123     }
2124   /* Default implementation is always 0x0, usually an actor
2125    * using this default is relying on someone to set the
2126    * request manually
2127    */
2128   CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
2129
2130   if (min_height_p)
2131     *min_height_p = 0;
2132
2133   if (natural_height_p)
2134     *natural_height_p = 0;
2135 }
2136
2137 static void
2138 clutter_actor_store_old_geometry (ClutterActor    *self,
2139                                   ClutterActorBox *box)
2140 {
2141   *box = self->priv->allocation;
2142 }
2143
2144 static inline void
2145 clutter_actor_notify_if_geometry_changed (ClutterActor          *self,
2146                                           const ClutterActorBox *old)
2147 {
2148   ClutterActorPrivate *priv = self->priv;
2149   GObject *obj = G_OBJECT (self);
2150
2151   g_object_freeze_notify (obj);
2152
2153   /* to avoid excessive requisition or allocation cycles we
2154    * use the cached values.
2155    *
2156    * - if we don't have an allocation we assume that we need
2157    *   to notify anyway
2158    * - if we don't have a width or a height request we notify
2159    *   width and height
2160    * - if we have a valid allocation then we check the old
2161    *   bounding box with the current allocation and we notify
2162    *   the changes
2163    */
2164   if (priv->needs_allocation)
2165     {
2166       g_object_notify_by_pspec (obj, obj_props[PROP_X]);
2167       g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
2168       g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2169       g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2170     }
2171   else if (priv->needs_width_request || priv->needs_height_request)
2172     {
2173       g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2174       g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2175     }
2176   else
2177     {
2178       gfloat x, y;
2179       gfloat width, height;
2180
2181       x = priv->allocation.x1;
2182       y = priv->allocation.y1;
2183       width = priv->allocation.x2 - priv->allocation.x1;
2184       height = priv->allocation.y2 - priv->allocation.y1;
2185
2186       if (x != old->x1)
2187         g_object_notify_by_pspec (obj, obj_props[PROP_X]);
2188
2189       if (y != old->y1)
2190         g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
2191
2192       if (width != (old->x2 - old->x1))
2193         g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2194
2195       if (height != (old->y2 - old->y1))
2196         g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2197     }
2198
2199   g_object_thaw_notify (obj);
2200 }
2201
2202 /*< private >
2203  * clutter_actor_set_allocation_internal:
2204  * @self: a #ClutterActor
2205  * @box: a #ClutterActorBox
2206  * @flags: allocation flags
2207  *
2208  * Stores the allocation of @self.
2209  *
2210  * This function only performs basic storage and property notification.
2211  *
2212  * This function should be called by clutter_actor_set_allocation()
2213  * and by the default implementation of #ClutterActorClass.allocate().
2214  *
2215  * Return value: %TRUE if the allocation of the #ClutterActor has been
2216  *   changed, and %FALSE otherwise
2217  */
2218 static inline gboolean
2219 clutter_actor_set_allocation_internal (ClutterActor           *self,
2220                                        const ClutterActorBox  *box,
2221                                        ClutterAllocationFlags  flags)
2222 {
2223   ClutterActorPrivate *priv = self->priv;
2224   GObject *obj;
2225   gboolean x1_changed, y1_changed, x2_changed, y2_changed;
2226   gboolean flags_changed;
2227   gboolean retval;
2228   ClutterActorBox old_alloc = { 0, };
2229
2230   obj = G_OBJECT (self);
2231
2232   g_object_freeze_notify (obj);
2233
2234   clutter_actor_store_old_geometry (self, &old_alloc);
2235
2236   x1_changed = priv->allocation.x1 != box->x1;
2237   y1_changed = priv->allocation.y1 != box->y1;
2238   x2_changed = priv->allocation.x2 != box->x2;
2239   y2_changed = priv->allocation.y2 != box->y2;
2240
2241   flags_changed = priv->allocation_flags != flags;
2242
2243   priv->allocation = *box;
2244   priv->allocation_flags = flags;
2245
2246   /* allocation is authoritative */
2247   priv->needs_width_request = FALSE;
2248   priv->needs_height_request = FALSE;
2249   priv->needs_allocation = FALSE;
2250
2251   if (x1_changed || y1_changed ||
2252       x2_changed || y2_changed ||
2253       flags_changed)
2254     {
2255       CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
2256                     _clutter_actor_get_debug_name (self));
2257
2258       priv->transform_valid = FALSE;
2259
2260       g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
2261
2262       /* if the allocation changes, so does the content box */
2263       if (priv->content != NULL)
2264         {
2265           priv->content_box_valid = FALSE;
2266           g_object_notify_by_pspec (obj, obj_props[PROP_CONTENT_BOX]);
2267         }
2268
2269       retval = TRUE;
2270     }
2271   else
2272     retval = FALSE;
2273
2274   clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2275
2276   g_object_thaw_notify (obj);
2277
2278   return retval;
2279 }
2280
2281 static void clutter_actor_real_allocate (ClutterActor           *self,
2282                                          const ClutterActorBox  *box,
2283                                          ClutterAllocationFlags  flags);
2284
2285 static inline void
2286 clutter_actor_maybe_layout_children (ClutterActor           *self,
2287                                      const ClutterActorBox  *allocation,
2288                                      ClutterAllocationFlags  flags)
2289 {
2290   ClutterActorPrivate *priv = self->priv;
2291
2292   /* this is going to be a bit hard to follow, so let's put an explanation
2293    * here.
2294    *
2295    * we want ClutterActor to have a default layout manager if the actor was
2296    * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2297    *
2298    * we also want any subclass of ClutterActor that does not override the
2299    * ::allocate() virtual function to delegate to a layout manager.
2300    *
2301    * finally, we want to allow people subclassing ClutterActor and overriding
2302    * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2303    *
2304    * on the other hand, we want existing actor subclasses overriding the
2305    * ::allocate() virtual function and chaining up to the parent's
2306    * implementation to continue working without allocating their children
2307    * twice, or without entering an allocation loop.
2308    *
2309    * for the first two points, we check if the class of the actor is
2310    * overridding the ::allocate() virtual function; if it isn't, then we
2311    * follow through with checking whether we have children and a layout
2312    * manager, and eventually calling clutter_layout_manager_allocate().
2313    *
2314    * for the third point, we check the CLUTTER_DELEGATE_LAYOUT flag in the
2315    * allocation flags that we got passed, and if it is present, we continue
2316    * with the check above.
2317    *
2318    * if neither of these two checks yields a positive result, we just
2319    * assume that the ::allocate() virtual function that resulted in this
2320    * function being called will also allocate the children of the actor.
2321    */
2322
2323   if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2324     goto check_layout;
2325
2326   if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2327     goto check_layout;
2328
2329   return;
2330
2331 check_layout:
2332   if (priv->n_children != 0 &&
2333       priv->layout_manager != NULL)
2334     {
2335       ClutterContainer *container = CLUTTER_CONTAINER (self);
2336       ClutterAllocationFlags children_flags;
2337       ClutterActorBox children_box;
2338
2339       /* normalize the box passed to the layout manager */
2340       children_box.x1 = children_box.y1 = 0.f;
2341       children_box.x2 = (allocation->x2 - allocation->x1);
2342       children_box.y2 = (allocation->y2 - allocation->y1);
2343
2344       /* remove the DELEGATE_LAYOUT flag; this won't be passed to
2345        * the actor's children, since it refers only to the current
2346        * actor's allocation.
2347        */
2348       children_flags = flags;
2349       children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2350
2351       CLUTTER_NOTE (LAYOUT,
2352                     "Allocating %d children of %s "
2353                     "at { %.2f, %.2f - %.2f x %.2f } "
2354                     "using %s",
2355                     priv->n_children,
2356                     _clutter_actor_get_debug_name (self),
2357                     allocation->x1,
2358                     allocation->y1,
2359                     (allocation->x2 - allocation->x1),
2360                     (allocation->y2 - allocation->y1),
2361                     G_OBJECT_TYPE_NAME (priv->layout_manager));
2362
2363       clutter_layout_manager_allocate (priv->layout_manager,
2364                                        container,
2365                                        &children_box,
2366                                        children_flags);
2367     }
2368 }
2369
2370 static void
2371 clutter_actor_real_allocate (ClutterActor           *self,
2372                              const ClutterActorBox  *box,
2373                              ClutterAllocationFlags  flags)
2374 {
2375   ClutterActorPrivate *priv = self->priv;
2376   gboolean changed;
2377
2378   g_object_freeze_notify (G_OBJECT (self));
2379
2380   changed = clutter_actor_set_allocation_internal (self, box, flags);
2381
2382   /* we allocate our children before we notify changes in our geometry,
2383    * so that people connecting to properties will be able to get valid
2384    * data out of the sub-tree of the scene graph that has this actor at
2385    * the root.
2386    */
2387   clutter_actor_maybe_layout_children (self, box, flags);
2388
2389   if (changed)
2390     {
2391       ClutterActorBox signal_box = priv->allocation;
2392       ClutterAllocationFlags signal_flags = priv->allocation_flags;
2393
2394       g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2395                      &signal_box,
2396                      signal_flags);
2397     }
2398
2399   g_object_thaw_notify (G_OBJECT (self));
2400 }
2401
2402 static void
2403 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2404                                     ClutterActor *origin)
2405 {
2406   /* no point in queuing a redraw on a destroyed actor */
2407   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2408     return;
2409
2410   /* NB: We can't bail out early here if the actor is hidden in case
2411    * the actor bas been cloned. In this case the clone will need to
2412    * receive the signal so it can queue its own redraw.
2413    */
2414
2415   /* calls klass->queue_redraw in default handler */
2416   g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2417 }
2418
2419 static void
2420 clutter_actor_real_queue_redraw (ClutterActor *self,
2421                                  ClutterActor *origin)
2422 {
2423   ClutterActor *parent;
2424
2425   CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
2426                 _clutter_actor_get_debug_name (self),
2427                 origin != NULL ? _clutter_actor_get_debug_name (origin)
2428                                : "same actor");
2429
2430   /* no point in queuing a redraw on a destroyed actor */
2431   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2432     return;
2433
2434   /* If the queue redraw is coming from a child then the actor has
2435      become dirty and any queued effect is no longer valid */
2436   if (self != origin)
2437     {
2438       self->priv->is_dirty = TRUE;
2439       self->priv->effect_to_redraw = NULL;
2440     }
2441
2442   /* If the actor isn't visible, we still had to emit the signal
2443    * to allow for a ClutterClone, but the appearance of the parent
2444    * won't change so we don't have to propagate up the hierarchy.
2445    */
2446   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2447     return;
2448
2449   /* Although we could determine here that a full stage redraw
2450    * has already been queued and immediately bail out, we actually
2451    * guarantee that we will propagate a queue-redraw signal to our
2452    * parent at least once so that it's possible to implement a
2453    * container that tracks which of its children have queued a
2454    * redraw.
2455    */
2456   if (self->priv->propagated_one_redraw)
2457     {
2458       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2459       if (stage != NULL &&
2460           _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2461         return;
2462     }
2463
2464   self->priv->propagated_one_redraw = TRUE;
2465
2466   /* notify parents, if they are all visible eventually we'll
2467    * queue redraw on the stage, which queues the redraw idle.
2468    */
2469   parent = clutter_actor_get_parent (self);
2470   if (parent != NULL)
2471     {
2472       /* this will go up recursively */
2473       _clutter_actor_signal_queue_redraw (parent, origin);
2474     }
2475 }
2476
2477 static void
2478 clutter_actor_real_queue_relayout (ClutterActor *self)
2479 {
2480   ClutterActorPrivate *priv = self->priv;
2481
2482   /* no point in queueing a redraw on a destroyed actor */
2483   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2484     return;
2485
2486   priv->needs_width_request  = TRUE;
2487   priv->needs_height_request = TRUE;
2488   priv->needs_allocation     = TRUE;
2489
2490   /* reset the cached size requests */
2491   memset (priv->width_requests, 0,
2492           N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2493   memset (priv->height_requests, 0,
2494           N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2495
2496   /* We need to go all the way up the hierarchy */
2497   if (priv->parent != NULL)
2498     _clutter_actor_queue_only_relayout (priv->parent);
2499 }
2500
2501 /**
2502  * clutter_actor_apply_relative_transform_to_point:
2503  * @self: A #ClutterActor
2504  * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
2505  *   default #ClutterStage
2506  * @point: A point as #ClutterVertex
2507  * @vertex: (out caller-allocates): The translated #ClutterVertex
2508  *
2509  * Transforms @point in coordinates relative to the actor into
2510  * ancestor-relative coordinates using the relevant transform
2511  * stack (i.e. scale, rotation, etc).
2512  *
2513  * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2514  * this case, the coordinates returned will be the coordinates on
2515  * the stage before the projection is applied. This is different from
2516  * the behaviour of clutter_actor_apply_transform_to_point().
2517  *
2518  * Since: 0.6
2519  */
2520 void
2521 clutter_actor_apply_relative_transform_to_point (ClutterActor        *self,
2522                                                  ClutterActor        *ancestor,
2523                                                  const ClutterVertex *point,
2524                                                  ClutterVertex       *vertex)
2525 {
2526   gfloat w;
2527   CoglMatrix matrix;
2528
2529   g_return_if_fail (CLUTTER_IS_ACTOR (self));
2530   g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2531   g_return_if_fail (point != NULL);
2532   g_return_if_fail (vertex != NULL);
2533
2534   *vertex = *point;
2535   w = 1.0;
2536
2537   if (ancestor == NULL)
2538     ancestor = _clutter_actor_get_stage_internal (self);
2539
2540   if (ancestor == NULL)
2541     {
2542       *vertex = *point;
2543       return;
2544     }
2545
2546   _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2547   cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2548 }
2549
2550 static gboolean
2551 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2552                                          const ClutterVertex *vertices_in,
2553                                          ClutterVertex *vertices_out,
2554                                          int n_vertices)
2555 {
2556   ClutterActor *stage;
2557   CoglMatrix modelview;
2558   CoglMatrix projection;
2559   float viewport[4];
2560
2561   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2562
2563   stage = _clutter_actor_get_stage_internal (self);
2564
2565   /* We really can't do anything meaningful in this case so don't try
2566    * to do any transform */
2567   if (stage == NULL)
2568     return FALSE;
2569
2570   /* Note: we pass NULL as the ancestor because we don't just want the modelview
2571    * that gets us to stage coordinates, we want to go all the way to eye
2572    * coordinates */
2573   _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2574
2575   /* Fetch the projection and viewport */
2576   _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2577   _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2578                                &viewport[0],
2579                                &viewport[1],
2580                                &viewport[2],
2581                                &viewport[3]);
2582
2583   _clutter_util_fully_transform_vertices (&modelview,
2584                                           &projection,
2585                                           viewport,
2586                                           vertices_in,
2587                                           vertices_out,
2588                                           n_vertices);
2589
2590   return TRUE;
2591 }
2592
2593 /**
2594  * clutter_actor_apply_transform_to_point:
2595  * @self: A #ClutterActor
2596  * @point: A point as #ClutterVertex
2597  * @vertex: (out caller-allocates): The translated #ClutterVertex
2598  *
2599  * Transforms @point in coordinates relative to the actor
2600  * into screen-relative coordinates with the current actor
2601  * transformation (i.e. scale, rotation, etc)
2602  *
2603  * Since: 0.4
2604  **/
2605 void
2606 clutter_actor_apply_transform_to_point (ClutterActor        *self,
2607                                         const ClutterVertex *point,
2608                                         ClutterVertex       *vertex)
2609 {
2610   g_return_if_fail (point != NULL);
2611   g_return_if_fail (vertex != NULL);
2612   _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2613 }
2614
2615 /*
2616  * _clutter_actor_get_relative_transformation_matrix:
2617  * @self: The actor whose coordinate space you want to transform from.
2618  * @ancestor: The ancestor actor whose coordinate space you want to transform too
2619  *            or %NULL if you want to transform all the way to eye coordinates.
2620  * @matrix: A #CoglMatrix to store the transformation
2621  *
2622  * This gets a transformation @matrix that will transform coordinates from the
2623  * coordinate space of @self into the coordinate space of @ancestor.
2624  *
2625  * For example if you need a matrix that can transform the local actor
2626  * coordinates of @self into stage coordinates you would pass the actor's stage
2627  * pointer as the @ancestor.
2628  *
2629  * If you pass %NULL then the transformation will take you all the way through
2630  * to eye coordinates. This can be useful if you want to extract the entire
2631  * modelview transform that Clutter applies before applying the projection
2632  * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2633  * using cogl_set_modelview_matrix() for example then you would want a matrix
2634  * that transforms into eye coordinates.
2635  *
2636  * <note><para>This function explicitly initializes the given @matrix. If you just
2637  * want clutter to multiply a relative transformation with an existing matrix
2638  * you can use clutter_actor_apply_relative_transformation_matrix()
2639  * instead.</para></note>
2640  *
2641  */
2642 /* XXX: We should consider caching the stage relative modelview along with
2643  * the actor itself */
2644 static void
2645 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2646                                                    ClutterActor *ancestor,
2647                                                    CoglMatrix *matrix)
2648 {
2649   cogl_matrix_init_identity (matrix);
2650
2651   _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2652 }
2653
2654 /* Project the given @box into stage window coordinates, writing the
2655  * transformed vertices to @verts[]. */
2656 static gboolean
2657 _clutter_actor_transform_and_project_box (ClutterActor          *self,
2658                                           const ClutterActorBox *box,
2659                                           ClutterVertex          verts[])
2660 {
2661   ClutterVertex box_vertices[4];
2662
2663   box_vertices[0].x = box->x1;
2664   box_vertices[0].y = box->y1;
2665   box_vertices[0].z = 0;
2666   box_vertices[1].x = box->x2;
2667   box_vertices[1].y = box->y1;
2668   box_vertices[1].z = 0;
2669   box_vertices[2].x = box->x1;
2670   box_vertices[2].y = box->y2;
2671   box_vertices[2].z = 0;
2672   box_vertices[3].x = box->x2;
2673   box_vertices[3].y = box->y2;
2674   box_vertices[3].z = 0;
2675
2676   return
2677     _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2678 }
2679
2680 /**
2681  * clutter_actor_get_allocation_vertices:
2682  * @self: A #ClutterActor
2683  * @ancestor: (allow-none): A #ClutterActor to calculate the vertices
2684  *   against, or %NULL to use the #ClutterStage
2685  * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return
2686  *   location for an array of 4 #ClutterVertex in which to store the result
2687  *
2688  * Calculates the transformed coordinates of the four corners of the
2689  * actor in the plane of @ancestor. The returned vertices relate to
2690  * the #ClutterActorBox coordinates as follows:
2691  * <itemizedlist>
2692  *   <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
2693  *   <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
2694  *   <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
2695  *   <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
2696  * </itemizedlist>
2697  *
2698  * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2699  * this case, the coordinates returned will be the coordinates on
2700  * the stage before the projection is applied. This is different from
2701  * the behaviour of clutter_actor_get_abs_allocation_vertices().
2702  *
2703  * Since: 0.6
2704  */
2705 void
2706 clutter_actor_get_allocation_vertices (ClutterActor  *self,
2707                                        ClutterActor  *ancestor,
2708                                        ClutterVertex  verts[])
2709 {
2710   ClutterActorPrivate *priv;
2711   ClutterActorBox box;
2712   ClutterVertex vertices[4];
2713   CoglMatrix modelview;
2714
2715   g_return_if_fail (CLUTTER_IS_ACTOR (self));
2716   g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2717
2718   if (ancestor == NULL)
2719     ancestor = _clutter_actor_get_stage_internal (self);
2720
2721   /* Fallback to a NOP transform if the actor isn't parented under a
2722    * stage. */
2723   if (ancestor == NULL)
2724     ancestor = self;
2725
2726   priv = self->priv;
2727
2728   /* if the actor needs to be allocated we force a relayout, so that
2729    * we will have valid values to use in the transformations */
2730   if (priv->needs_allocation)
2731     {
2732       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2733       if (stage)
2734         _clutter_stage_maybe_relayout (stage);
2735       else
2736         {
2737           box.x1 = box.y1 = 0;
2738           /* The result isn't really meaningful in this case but at
2739            * least try to do something *vaguely* reasonable... */
2740           clutter_actor_get_size (self, &box.x2, &box.y2);
2741         }
2742     }
2743
2744   clutter_actor_get_allocation_box (self, &box);
2745
2746   vertices[0].x = box.x1;
2747   vertices[0].y = box.y1;
2748   vertices[0].z = 0;
2749   vertices[1].x = box.x2;
2750   vertices[1].y = box.y1;
2751   vertices[1].z = 0;
2752   vertices[2].x = box.x1;
2753   vertices[2].y = box.y2;
2754   vertices[2].z = 0;
2755   vertices[3].x = box.x2;
2756   vertices[3].y = box.y2;
2757   vertices[3].z = 0;
2758
2759   _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2760                                                      &modelview);
2761
2762   cogl_matrix_transform_points (&modelview,
2763                                 3,
2764                                 sizeof (ClutterVertex),
2765                                 vertices,
2766                                 sizeof (ClutterVertex),
2767                                 vertices,
2768                                 4);
2769 }
2770
2771 /**
2772  * clutter_actor_get_abs_allocation_vertices:
2773  * @self: A #ClutterActor
2774  * @verts: (out) (array fixed-size=4): Pointer to a location of an array
2775  *   of 4 #ClutterVertex where to store the result.
2776  *
2777  * Calculates the transformed screen coordinates of the four corners of
2778  * the actor; the returned vertices relate to the #ClutterActorBox
2779  * coordinates  as follows:
2780  * <itemizedlist>
2781  *   <listitem><para>v[0] contains (x1, y1)</para></listitem>
2782  *   <listitem><para>v[1] contains (x2, y1)</para></listitem>
2783  *   <listitem><para>v[2] contains (x1, y2)</para></listitem>
2784  *   <listitem><para>v[3] contains (x2, y2)</para></listitem>
2785  * </itemizedlist>
2786  *
2787  * Since: 0.4
2788  */
2789 void
2790 clutter_actor_get_abs_allocation_vertices (ClutterActor  *self,
2791                                            ClutterVertex  verts[])
2792 {
2793   ClutterActorPrivate *priv;
2794   ClutterActorBox actor_space_allocation;
2795
2796   g_return_if_fail (CLUTTER_IS_ACTOR (self));
2797
2798   priv = self->priv;
2799
2800   /* if the actor needs to be allocated we force a relayout, so that
2801    * the actor allocation box will be valid for
2802    * _clutter_actor_transform_and_project_box()
2803    */
2804   if (priv->needs_allocation)
2805     {
2806       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2807       /* There's nothing meaningful we can do now */
2808       if (!stage)
2809         return;
2810
2811       _clutter_stage_maybe_relayout (stage);
2812     }
2813
2814   /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's
2815    * own coordinate space... */
2816   actor_space_allocation.x1 = 0;
2817   actor_space_allocation.y1 = 0;
2818   actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1;
2819   actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1;
2820   _clutter_actor_transform_and_project_box (self,
2821                                             &actor_space_allocation,
2822                                             verts);
2823 }
2824
2825 static void
2826 clutter_actor_real_apply_transform (ClutterActor *self,
2827                                     CoglMatrix   *matrix)
2828 {
2829   ClutterActorPrivate *priv = self->priv;
2830
2831   if (!priv->transform_valid)
2832     {
2833       CoglMatrix *transform = &priv->transform;
2834       const ClutterTransformInfo *info;
2835
2836       info = _clutter_actor_get_transform_info_or_defaults (self);
2837
2838       cogl_matrix_init_identity (transform);
2839
2840       cogl_matrix_translate (transform,
2841                              priv->allocation.x1,
2842                              priv->allocation.y1,
2843                              0.0);
2844
2845       if (info->depth)
2846         cogl_matrix_translate (transform, 0, 0, info->depth);
2847
2848       /*
2849        * because the rotation involves translations, we must scale
2850        * before applying the rotations (if we apply the scale after
2851        * the rotations, the translations included in the rotation are
2852        * not scaled and so the entire object will move on the screen
2853        * as a result of rotating it).
2854        */
2855       if (info->scale_x != 1.0 || info->scale_y != 1.0)
2856         {
2857           TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2858                                         &info->scale_center,
2859                                         cogl_matrix_scale (transform,
2860                                                            info->scale_x,
2861                                                            info->scale_y,
2862                                                            1.0));
2863         }
2864
2865       if (info->rz_angle)
2866         TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2867                                       &info->rz_center,
2868                                       cogl_matrix_rotate (transform,
2869                                                           info->rz_angle,
2870                                                           0, 0, 1.0));
2871
2872       if (info->ry_angle)
2873         TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2874                                       &info->ry_center,
2875                                       cogl_matrix_rotate (transform,
2876                                                           info->ry_angle,
2877                                                           0, 1.0, 0));
2878
2879       if (info->rx_angle)
2880         TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2881                                       &info->rx_center,
2882                                       cogl_matrix_rotate (transform,
2883                                                           info->rx_angle,
2884                                                           1.0, 0, 0));
2885
2886       if (!clutter_anchor_coord_is_zero (&info->anchor))
2887         {
2888           gfloat x, y, z;
2889
2890           clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2891           cogl_matrix_translate (transform, -x, -y, -z);
2892         }
2893
2894       priv->transform_valid = TRUE;
2895     }
2896
2897   cogl_matrix_multiply (matrix, matrix, &priv->transform);
2898 }
2899
2900 /* Applies the transforms associated with this actor to the given
2901  * matrix. */
2902 void
2903 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2904                                           CoglMatrix *matrix)
2905 {
2906   CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2907 }
2908
2909 /*
2910  * clutter_actor_apply_relative_transformation_matrix:
2911  * @self: The actor whose coordinate space you want to transform from.
2912  * @ancestor: The ancestor actor whose coordinate space you want to transform too
2913  *            or %NULL if you want to transform all the way to eye coordinates.
2914  * @matrix: A #CoglMatrix to apply the transformation too.
2915  *
2916  * This multiplies a transform with @matrix that will transform coordinates
2917  * from the coordinate space of @self into the coordinate space of @ancestor.
2918  *
2919  * For example if you need a matrix that can transform the local actor
2920  * coordinates of @self into stage coordinates you would pass the actor's stage
2921  * pointer as the @ancestor.
2922  *
2923  * If you pass %NULL then the transformation will take you all the way through
2924  * to eye coordinates. This can be useful if you want to extract the entire
2925  * modelview transform that Clutter applies before applying the projection
2926  * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2927  * using cogl_set_modelview_matrix() for example then you would want a matrix
2928  * that transforms into eye coordinates.
2929  *
2930  * <note>This function doesn't initialize the given @matrix, it simply
2931  * multiplies the requested transformation matrix with the existing contents of
2932  * @matrix. You can use cogl_matrix_init_identity() to initialize the @matrix
2933  * before calling this function, or you can use
2934  * clutter_actor_get_relative_transformation_matrix() instead.</note>
2935  */
2936 void
2937 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2938                                                      ClutterActor *ancestor,
2939                                                      CoglMatrix *matrix)
2940 {
2941   ClutterActor *parent;
2942
2943   /* Note we terminate before ever calling stage->apply_transform()
2944    * since that would conceptually be relative to the underlying
2945    * window OpenGL coordinates so we'd need a special @ancestor
2946    * value to represent the fake parent of the stage. */
2947   if (self == ancestor)
2948     return;
2949
2950   parent = clutter_actor_get_parent (self);
2951
2952   if (parent != NULL)
2953     _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2954                                                          matrix);
2955
2956   _clutter_actor_apply_modelview_transform (self, matrix);
2957 }
2958
2959 static void
2960 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2961                                        ClutterPaintVolume *pv,
2962                                        const char *label,
2963                                        const CoglColor *color)
2964 {
2965   static CoglPipeline *outline = NULL;
2966   CoglPrimitive *prim;
2967   ClutterVertex line_ends[12 * 2];
2968   int n_vertices;
2969   CoglContext *ctx =
2970     clutter_backend_get_cogl_context (clutter_get_default_backend ());
2971   /* XXX: at some point we'll query this from the stage but we can't
2972    * do that until the osx backend uses Cogl natively. */
2973   CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
2974
2975   if (outline == NULL)
2976     outline = cogl_pipeline_new (ctx);
2977
2978   _clutter_paint_volume_complete (pv);
2979
2980   n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2981
2982   /* Front face */
2983   line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2984   line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2985   line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2986   line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2987
2988   if (!pv->is_2d)
2989     {
2990       /* Back face */
2991       line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2992       line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2993       line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2994       line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2995
2996       /* Lines connecting front face to back face */
2997       line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2998       line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2999       line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
3000       line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
3001     }
3002
3003   prim = cogl_primitive_new_p3 (ctx, COGL_VERTICES_MODE_LINES,
3004                                 n_vertices,
3005                                 (CoglVertexP3 *)line_ends);
3006
3007   cogl_pipeline_set_color (outline, color);
3008   cogl_framebuffer_draw_primitive (fb, outline, prim);
3009   cogl_object_unref (prim);
3010
3011   if (label)
3012     {
3013       PangoLayout *layout;
3014       layout = pango_layout_new (clutter_actor_get_pango_context (self));
3015       pango_layout_set_text (layout, label, -1);
3016       cogl_pango_render_layout (layout,
3017                                 pv->vertices[0].x,
3018                                 pv->vertices[0].y,
3019                                 color,
3020                                 0);
3021       g_object_unref (layout);
3022     }
3023 }
3024
3025 static void
3026 _clutter_actor_draw_paint_volume (ClutterActor *self)
3027 {
3028   ClutterPaintVolume *pv;
3029   CoglColor color;
3030
3031   pv = _clutter_actor_get_paint_volume_mutable (self);
3032   if (!pv)
3033     {
3034       gfloat width, height;
3035       ClutterPaintVolume fake_pv;
3036
3037       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
3038       _clutter_paint_volume_init_static (&fake_pv, stage);
3039
3040       clutter_actor_get_size (self, &width, &height);
3041       clutter_paint_volume_set_width (&fake_pv, width);
3042       clutter_paint_volume_set_height (&fake_pv, height);
3043
3044       cogl_color_init_from_4f (&color, 0, 0, 1, 1);
3045       _clutter_actor_draw_paint_volume_full (self, &fake_pv,
3046                                              _clutter_actor_get_debug_name (self),
3047                                              &color);
3048
3049       clutter_paint_volume_free (&fake_pv);
3050     }
3051   else
3052     {
3053       cogl_color_init_from_4f (&color, 0, 1, 0, 1);
3054       _clutter_actor_draw_paint_volume_full (self, pv,
3055                                              _clutter_actor_get_debug_name (self),
3056                                              &color);
3057     }
3058 }
3059
3060 static void
3061 _clutter_actor_paint_cull_result (ClutterActor *self,
3062                                   gboolean success,
3063                                   ClutterCullResult result)
3064 {
3065   ClutterPaintVolume *pv;
3066   CoglColor color;
3067
3068   if (success)
3069     {
3070       if (result == CLUTTER_CULL_RESULT_IN)
3071         cogl_color_init_from_4f (&color, 0, 1, 0, 1);
3072       else if (result == CLUTTER_CULL_RESULT_OUT)
3073         cogl_color_init_from_4f (&color, 0, 0, 1, 1);
3074       else
3075         cogl_color_init_from_4f (&color, 0, 1, 1, 1);
3076     }
3077   else
3078     cogl_color_init_from_4f (&color, 1, 1, 1, 1);
3079
3080   if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
3081     _clutter_actor_draw_paint_volume_full (self, pv,
3082                                            _clutter_actor_get_debug_name (self),
3083                                            &color);
3084   else
3085     {
3086       PangoLayout *layout;
3087       char *label =
3088         g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
3089       cogl_color_init_from_4f (&color, 1, 1, 1, 1);
3090       cogl_set_source_color (&color);
3091
3092       layout = pango_layout_new (clutter_actor_get_pango_context (self));
3093       pango_layout_set_text (layout, label, -1);
3094       cogl_pango_render_layout (layout,
3095                                 0,
3096                                 0,
3097                                 &color,
3098                                 0);
3099       g_free (label);
3100       g_object_unref (layout);
3101     }
3102 }
3103
3104 static int clone_paint_level = 0;
3105
3106 void
3107 _clutter_actor_push_clone_paint (void)
3108 {
3109   clone_paint_level++;
3110 }
3111
3112 void
3113 _clutter_actor_pop_clone_paint (void)
3114 {
3115   clone_paint_level--;
3116 }
3117
3118 static gboolean
3119 in_clone_paint (void)
3120 {
3121   return clone_paint_level > 0;
3122 }
3123
3124 /* Returns TRUE if the actor can be ignored */
3125 /* FIXME: we should return a ClutterCullResult, and
3126  * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
3127  * means there's no point in trying to cull descendants of the current
3128  * node. */
3129 static gboolean
3130 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
3131 {
3132   ClutterActorPrivate *priv = self->priv;
3133   ClutterActor *stage;
3134   const ClutterPlane *stage_clip;
3135
3136   if (!priv->last_paint_volume_valid)
3137     {
3138       CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3139                     "->last_paint_volume_valid == FALSE",
3140                     _clutter_actor_get_debug_name (self));
3141       return FALSE;
3142     }
3143
3144   if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
3145     return FALSE;
3146
3147   stage = _clutter_actor_get_stage_internal (self);
3148   stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
3149   if (G_UNLIKELY (!stage_clip))
3150     {
3151       CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3152                     "No stage clip set",
3153                     _clutter_actor_get_debug_name (self));
3154       return FALSE;
3155     }
3156
3157   if (cogl_get_draw_framebuffer () !=
3158       _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
3159     {
3160       CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3161                     "Current framebuffer doesn't correspond to stage",
3162                     _clutter_actor_get_debug_name (self));
3163       return FALSE;
3164     }
3165
3166   *result_out =
3167     _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
3168   return TRUE;
3169 }
3170
3171 static void
3172 _clutter_actor_update_last_paint_volume (ClutterActor *self)
3173 {
3174   ClutterActorPrivate *priv = self->priv;
3175   const ClutterPaintVolume *pv;
3176
3177   if (priv->last_paint_volume_valid)
3178     {
3179       clutter_paint_volume_free (&priv->last_paint_volume);
3180       priv->last_paint_volume_valid = FALSE;
3181     }
3182
3183   pv = clutter_actor_get_paint_volume (self);
3184   if (!pv)
3185     {
3186       CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
3187                     "Actor failed to report a paint volume",
3188                     _clutter_actor_get_debug_name (self));
3189       return;
3190     }
3191
3192   _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
3193
3194   _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
3195                                             NULL); /* eye coordinates */
3196
3197   priv->last_paint_volume_valid = TRUE;
3198 }
3199
3200 static inline gboolean
3201 actor_has_shader_data (ClutterActor *self)
3202 {
3203   return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
3204 }
3205
3206 guint32
3207 _clutter_actor_get_pick_id (ClutterActor *self)
3208 {
3209   if (self->priv->pick_id < 0)
3210     return 0;
3211
3212   return self->priv->pick_id;
3213 }
3214
3215 /* This is the same as clutter_actor_add_effect except that it doesn't
3216    queue a redraw and it doesn't notify on the effect property */
3217 static void
3218 _clutter_actor_add_effect_internal (ClutterActor  *self,
3219                                     ClutterEffect *effect)
3220 {
3221   ClutterActorPrivate *priv = self->priv;
3222
3223   if (priv->effects == NULL)
3224     {
3225       priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
3226       priv->effects->actor = self;
3227     }
3228
3229   _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
3230 }
3231
3232 /* This is the same as clutter_actor_remove_effect except that it doesn't
3233    queue a redraw and it doesn't notify on the effect property */
3234 static void
3235 _clutter_actor_remove_effect_internal (ClutterActor  *self,
3236                                        ClutterEffect *effect)
3237 {
3238   ClutterActorPrivate *priv = self->priv;
3239
3240   if (priv->effects == NULL)
3241     return;
3242
3243   _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
3244
3245   if (_clutter_meta_group_peek_metas (priv->effects) == NULL)
3246     g_clear_object (&priv->effects);
3247 }
3248
3249 static gboolean
3250 needs_flatten_effect (ClutterActor *self)
3251 {
3252   ClutterActorPrivate *priv = self->priv;
3253
3254   if (G_UNLIKELY (clutter_paint_debug_flags &
3255                   CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
3256     return FALSE;
3257
3258   if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
3259     return TRUE;
3260   else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
3261     {
3262       if (clutter_actor_get_paint_opacity (self) < 255 &&
3263           clutter_actor_has_overlaps (self))
3264         return TRUE;
3265     }
3266
3267   return FALSE;
3268 }
3269
3270 static void
3271 add_or_remove_flatten_effect (ClutterActor *self)
3272 {
3273   ClutterActorPrivate *priv = self->priv;
3274
3275   /* Add or remove the flatten effect depending on the
3276      offscreen-redirect property. */
3277   if (needs_flatten_effect (self))
3278     {
3279       if (priv->flatten_effect == NULL)
3280         {
3281           ClutterActorMeta *actor_meta;
3282           gint priority;
3283
3284           priv->flatten_effect = _clutter_flatten_effect_new ();
3285           /* Keep a reference to the effect so that we can queue
3286              redraws from it */
3287           g_object_ref_sink (priv->flatten_effect);
3288
3289           /* Set the priority of the effect to high so that it will
3290              always be applied to the actor first. It uses an internal
3291              priority so that it won't be visible to applications */
3292           actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3293           priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3294           _clutter_actor_meta_set_priority (actor_meta, priority);
3295
3296           /* This will add the effect without queueing a redraw */
3297           _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3298         }
3299     }
3300   else
3301     {
3302       if (priv->flatten_effect != NULL)
3303         {
3304           /* Destroy the effect so that it will lose its fbo cache of
3305              the actor */
3306           _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3307           g_clear_object (&priv->flatten_effect);
3308         }
3309     }
3310 }
3311
3312 static void
3313 clutter_actor_real_paint (ClutterActor *actor)
3314 {
3315   ClutterActorPrivate *priv = actor->priv;
3316   ClutterActor *iter;
3317
3318   for (iter = priv->first_child;
3319        iter != NULL;
3320        iter = iter->priv->next_sibling)
3321     {
3322       CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3323                     _clutter_actor_get_debug_name (iter),
3324                     _clutter_actor_get_debug_name (actor),
3325                     iter->priv->allocation.x1,
3326                     iter->priv->allocation.y1,
3327                     iter->priv->allocation.x2 - iter->priv->allocation.x1,
3328                     iter->priv->allocation.y2 - iter->priv->allocation.y1);
3329
3330       clutter_actor_paint (iter);
3331     }
3332 }
3333
3334 static gboolean
3335 clutter_actor_paint_node (ClutterActor     *actor,
3336                           ClutterPaintNode *root)
3337 {
3338   ClutterActorPrivate *priv = actor->priv;
3339
3340   if (root == NULL)
3341     return FALSE;
3342
3343   if (priv->bg_color_set &&
3344       !clutter_color_equal (&priv->bg_color, CLUTTER_COLOR_Transparent))
3345     {
3346       ClutterPaintNode *node;
3347       ClutterColor bg_color;
3348       ClutterActorBox box;
3349
3350       box.x1 = 0.f;
3351       box.y1 = 0.f;
3352       box.x2 = clutter_actor_box_get_width (&priv->allocation);
3353       box.y2 = clutter_actor_box_get_height (&priv->allocation);
3354
3355       bg_color = priv->bg_color;
3356       bg_color.alpha = clutter_actor_get_paint_opacity_internal (actor)
3357                      * priv->bg_color.alpha
3358                      / 255;
3359
3360       node = clutter_color_node_new (&bg_color);
3361       clutter_paint_node_set_name (node, "backgroundColor");
3362       clutter_paint_node_add_rectangle (node, &box);
3363       clutter_paint_node_add_child (root, node);
3364       clutter_paint_node_unref (node);
3365     }
3366
3367   if (priv->content != NULL)
3368     _clutter_content_paint_content (priv->content, actor, root);
3369
3370   if (CLUTTER_ACTOR_GET_CLASS (actor)->paint_node != NULL)
3371     CLUTTER_ACTOR_GET_CLASS (actor)->paint_node (actor, root);
3372
3373   if (clutter_paint_node_get_n_children (root) == 0)
3374     return FALSE;
3375
3376 #ifdef CLUTTER_ENABLE_DEBUG
3377   if (CLUTTER_HAS_DEBUG (PAINT))
3378     {
3379       /* dump the tree only if we have one */
3380       _clutter_paint_node_dump_tree (root);
3381     }
3382 #endif /* CLUTTER_ENABLE_DEBUG */
3383
3384   _clutter_paint_node_paint (root);
3385
3386 #if 0
3387   /* XXX: Uncomment this when we disable emitting the paint signal */
3388   CLUTTER_ACTOR_GET_CLASS (actor)->paint (actor);
3389 #endif
3390
3391   return TRUE;
3392 }
3393
3394 /**
3395  * clutter_actor_paint:
3396  * @self: A #ClutterActor
3397  *
3398  * Renders the actor to display.
3399  *
3400  * This function should not be called directly by applications.
3401  * Call clutter_actor_queue_redraw() to queue paints, instead.
3402  *
3403  * This function is context-aware, and will either cause a
3404  * regular paint or a pick paint.
3405  *
3406  * This function will emit the #ClutterActor::paint signal or
3407  * the #ClutterActor::pick signal, depending on the context.
3408  *
3409  * This function does not paint the actor if the actor is set to 0,
3410  * unless it is performing a pick paint.
3411  */
3412 void
3413 clutter_actor_paint (ClutterActor *self)
3414 {
3415   ClutterActorPrivate *priv;
3416   ClutterPickMode pick_mode;
3417   gboolean clip_set = FALSE;
3418   gboolean shader_applied = FALSE;
3419
3420   CLUTTER_STATIC_COUNTER (actor_paint_counter,
3421                           "Actor real-paint counter",
3422                           "Increments each time any actor is painted",
3423                           0 /* no application private data */);
3424   CLUTTER_STATIC_COUNTER (actor_pick_counter,
3425                           "Actor pick-paint counter",
3426                           "Increments each time any actor is painted "
3427                           "for picking",
3428                           0 /* no application private data */);
3429
3430   g_return_if_fail (CLUTTER_IS_ACTOR (self));
3431
3432   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3433     return;
3434
3435   priv = self->priv;
3436
3437   pick_mode = _clutter_context_get_pick_mode ();
3438
3439   if (pick_mode == CLUTTER_PICK_NONE)
3440     priv->propagated_one_redraw = FALSE;
3441
3442   /* It's an important optimization that we consider painting of
3443    * actors with 0 opacity to be a NOP... */
3444   if (pick_mode == CLUTTER_PICK_NONE &&
3445       /* ignore top-levels, since they might be transparent */
3446       !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3447       /* Use the override opacity if its been set */
3448       ((priv->opacity_override >= 0) ?
3449        priv->opacity_override : priv->opacity) == 0)
3450     return;
3451
3452   /* if we aren't paintable (not in a toplevel with all
3453    * parents paintable) then do nothing.
3454    */
3455   if (!CLUTTER_ACTOR_IS_MAPPED (self))
3456     return;
3457
3458   /* mark that we are in the paint process */
3459   CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3460
3461   cogl_push_matrix();
3462
3463   if (priv->enable_model_view_transform)
3464     {
3465       CoglMatrix matrix;
3466
3467       /* XXX: It could be better to cache the modelview with the actor
3468        * instead of progressively building up the transformations on
3469        * the matrix stack every time we paint. */
3470       cogl_get_modelview_matrix (&matrix);
3471       _clutter_actor_apply_modelview_transform (self, &matrix);
3472
3473 #ifdef CLUTTER_ENABLE_DEBUG
3474       /* Catch when out-of-band transforms have been made by actors not as part
3475        * of an apply_transform vfunc... */
3476       if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3477         {
3478           CoglMatrix expected_matrix;
3479
3480           _clutter_actor_get_relative_transformation_matrix (self, NULL,
3481                                                              &expected_matrix);
3482
3483           if (!cogl_matrix_equal (&matrix, &expected_matrix))
3484             {
3485               GString *buf = g_string_sized_new (1024);
3486               ClutterActor *parent;
3487
3488               parent = self;
3489               while (parent != NULL)
3490                 {
3491                   g_string_append (buf, _clutter_actor_get_debug_name (parent));
3492
3493                   if (parent->priv->parent != NULL)
3494                     g_string_append (buf, "->");
3495
3496                   parent = parent->priv->parent;
3497                 }
3498
3499               g_warning ("Unexpected transform found when painting actor "
3500                          "\"%s\". This will be caused by one of the actor's "
3501                          "ancestors (%s) using the Cogl API directly to transform "
3502                          "children instead of using ::apply_transform().",
3503                          _clutter_actor_get_debug_name (self),
3504                          buf->str);
3505
3506               g_string_free (buf, TRUE);
3507             }
3508         }
3509 #endif /* CLUTTER_ENABLE_DEBUG */
3510
3511       cogl_set_modelview_matrix (&matrix);
3512     }
3513
3514   if (priv->has_clip)
3515     {
3516       cogl_clip_push_rectangle (priv->clip.x,
3517                                 priv->clip.y,
3518                                 priv->clip.x + priv->clip.width,
3519                                 priv->clip.y + priv->clip.height);
3520       clip_set = TRUE;
3521     }
3522   else if (priv->clip_to_allocation)
3523     {
3524       gfloat width, height;
3525
3526       width  = priv->allocation.x2 - priv->allocation.x1;
3527       height = priv->allocation.y2 - priv->allocation.y1;
3528
3529       cogl_clip_push_rectangle (0, 0, width, height);
3530       clip_set = TRUE;
3531     }
3532
3533   if (pick_mode == CLUTTER_PICK_NONE)
3534     {
3535       CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3536
3537       /* We check whether we need to add the flatten effect before
3538          each paint so that we can avoid having a mechanism for
3539          applications to notify when the value of the
3540          has_overlaps virtual changes. */
3541       add_or_remove_flatten_effect (self);
3542     }
3543   else
3544     CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3545
3546   /* We save the current paint volume so that the next time the
3547    * actor queues a redraw we can constrain the redraw to just
3548    * cover the union of the new bounding box and the old.
3549    *
3550    * We also fetch the current paint volume to perform culling so
3551    * we can avoid painting actors outside the current clip region.
3552    *
3553    * If we are painting inside a clone, we should neither update
3554    * the paint volume or use it to cull painting, since the paint
3555    * box represents the location of the source actor on the
3556    * screen.
3557    *
3558    * XXX: We are starting to do a lot of vertex transforms on
3559    * the CPU in a typical paint, so at some point we should
3560    * audit these and consider caching some things.
3561    *
3562    * NB: We don't perform culling while picking at this point because
3563    * clutter-stage.c doesn't setup the clipping planes appropriately.
3564    *
3565    * NB: We don't want to update the last-paint-volume during picking
3566    * because the last-paint-volume is used to determine the old screen
3567    * space location of an actor that has moved so we can know the
3568    * minimal region to redraw to clear an old view of the actor. If we
3569    * update this during picking then by the time we come around to
3570    * paint then the last-paint-volume would likely represent the new
3571    * actor position not the old.
3572    */
3573   if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3574     {
3575       gboolean success;
3576       /* annoyingly gcc warns if uninitialized even though
3577        * the initialization is redundant :-( */
3578       ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3579
3580       if (G_LIKELY ((clutter_paint_debug_flags &
3581                      (CLUTTER_DEBUG_DISABLE_CULLING |
3582                       CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3583                     (CLUTTER_DEBUG_DISABLE_CULLING |
3584                      CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3585         _clutter_actor_update_last_paint_volume (self);
3586
3587       success = cull_actor (self, &result);
3588
3589       if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3590         _clutter_actor_paint_cull_result (self, success, result);
3591       else if (result == CLUTTER_CULL_RESULT_OUT && success)
3592         goto done;
3593     }
3594
3595   if (priv->effects == NULL)
3596     {
3597       if (pick_mode == CLUTTER_PICK_NONE &&
3598           actor_has_shader_data (self))
3599         {
3600           _clutter_actor_shader_pre_paint (self, FALSE);
3601           shader_applied = TRUE;
3602         }
3603
3604       priv->next_effect_to_paint = NULL;
3605     }
3606   else
3607     priv->next_effect_to_paint =
3608       _clutter_meta_group_peek_metas (priv->effects);
3609
3610   clutter_actor_continue_paint (self);
3611
3612   if (shader_applied)
3613     _clutter_actor_shader_post_paint (self);
3614
3615   if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3616                   pick_mode == CLUTTER_PICK_NONE))
3617     _clutter_actor_draw_paint_volume (self);
3618
3619 done:
3620   /* If we make it here then the actor has run through a complete
3621      paint run including all the effects so it's no longer dirty */
3622   if (pick_mode == CLUTTER_PICK_NONE)
3623     priv->is_dirty = FALSE;
3624
3625   if (clip_set)
3626     cogl_clip_pop();
3627
3628   cogl_pop_matrix();
3629
3630   /* paint sequence complete */
3631   CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3632 }
3633
3634 /**
3635  * clutter_actor_continue_paint:
3636  * @self: A #ClutterActor
3637  *
3638  * Run the next stage of the paint sequence. This function should only
3639  * be called within the implementation of the ‘run’ virtual of a
3640  * #ClutterEffect. It will cause the run method of the next effect to
3641  * be applied, or it will paint the actual actor if the current effect
3642  * is the last effect in the chain.
3643  *
3644  * Since: 1.8
3645  */
3646 void
3647 clutter_actor_continue_paint (ClutterActor *self)
3648 {
3649   ClutterActorPrivate *priv;
3650
3651   g_return_if_fail (CLUTTER_IS_ACTOR (self));
3652   /* This should only be called from with in the ‘run’ implementation
3653      of a ClutterEffect */
3654   g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3655
3656   priv = self->priv;
3657
3658   /* Skip any effects that are disabled */
3659   while (priv->next_effect_to_paint &&
3660          !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3661     priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3662
3663   /* If this has come from the last effect then we'll just paint the
3664      actual actor */
3665   if (priv->next_effect_to_paint == NULL)
3666     {
3667       if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3668         {
3669           ClutterPaintNode *dummy;
3670
3671           /* XXX - this will go away in 2.0, when we can get rid of this
3672            * stuff and switch to a pure retained render tree of PaintNodes
3673            * for the entire frame, starting from the Stage; the paint()
3674            * virtual function can then be called directly.
3675            */
3676           dummy = _clutter_dummy_node_new (self);
3677           clutter_paint_node_set_name (dummy, "Root");
3678
3679           /* XXX - for 1.12, we use the return value of paint_node() to
3680            * decide whether we should emit the ::paint signal.
3681            */
3682           clutter_actor_paint_node (self, dummy);
3683           clutter_paint_node_unref (dummy);
3684
3685           g_signal_emit (self, actor_signals[PAINT], 0);
3686         }
3687       else
3688         {
3689           ClutterColor col = { 0, };
3690
3691           _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3692
3693           /* Actor will then paint silhouette of itself in supplied
3694            * color.  See clutter_stage_get_actor_at_pos() for where
3695            * picking is enabled.
3696            */
3697           g_signal_emit (self, actor_signals[PICK], 0, &col);
3698         }
3699     }
3700   else
3701     {
3702       ClutterEffect *old_current_effect;
3703       ClutterEffectPaintFlags run_flags = 0;
3704
3705       /* Cache the current effect so that we can put it back before
3706          returning */
3707       old_current_effect = priv->current_effect;
3708
3709       priv->current_effect = priv->next_effect_to_paint->data;
3710       priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3711
3712       if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3713         {
3714           if (priv->is_dirty)
3715             {
3716               /* If there's an effect queued with this redraw then all
3717                  effects up to that one will be considered dirty. It
3718                  is expected the queued effect will paint the cached
3719                  image and not call clutter_actor_continue_paint again
3720                  (although it should work ok if it does) */
3721               if (priv->effect_to_redraw == NULL ||
3722                   priv->current_effect != priv->effect_to_redraw)
3723                 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3724             }
3725
3726           _clutter_effect_paint (priv->current_effect, run_flags);
3727         }
3728       else
3729         {
3730           /* We can't determine when an actor has been modified since
3731              its last pick so lets just assume it has always been
3732              modified */
3733           run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3734
3735           _clutter_effect_pick (priv->current_effect, run_flags);
3736         }
3737
3738       priv->current_effect = old_current_effect;
3739     }
3740 }
3741
3742 static ClutterActorTraverseVisitFlags
3743 invalidate_queue_redraw_entry (ClutterActor *self,
3744                                int           depth,
3745                                gpointer      user_data)
3746 {
3747   ClutterActorPrivate *priv = self->priv;
3748
3749   if (priv->queue_redraw_entry != NULL)
3750     {
3751       _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3752       priv->queue_redraw_entry = NULL;
3753     }
3754
3755   return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3756 }
3757
3758 static inline void
3759 remove_child (ClutterActor *self,
3760               ClutterActor *child)
3761 {
3762   ClutterActor *prev_sibling, *next_sibling;
3763
3764   prev_sibling = child->priv->prev_sibling;
3765   next_sibling = child->priv->next_sibling;
3766
3767   if (prev_sibling != NULL)
3768     prev_sibling->priv->next_sibling = next_sibling;
3769
3770   if (next_sibling != NULL)
3771     next_sibling->priv->prev_sibling = prev_sibling;
3772
3773   if (self->priv->first_child == child)
3774     self->priv->first_child = next_sibling;
3775
3776   if (self->priv->last_child == child)
3777     self->priv->last_child = prev_sibling;
3778
3779   child->priv->parent = NULL;
3780   child->priv->prev_sibling = NULL;
3781   child->priv->next_sibling = NULL;
3782 }
3783
3784 typedef enum {
3785   REMOVE_CHILD_DESTROY_META       = 1 << 0,
3786   REMOVE_CHILD_EMIT_PARENT_SET    = 1 << 1,
3787   REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3788   REMOVE_CHILD_CHECK_STATE        = 1 << 3,
3789   REMOVE_CHILD_FLUSH_QUEUE        = 1 << 4,
3790   REMOVE_CHILD_NOTIFY_FIRST_LAST  = 1 << 5,
3791
3792   /* default flags for public API */
3793   REMOVE_CHILD_DEFAULT_FLAGS      = REMOVE_CHILD_DESTROY_META |
3794                                     REMOVE_CHILD_EMIT_PARENT_SET |
3795                                     REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3796                                     REMOVE_CHILD_CHECK_STATE |
3797                                     REMOVE_CHILD_FLUSH_QUEUE |
3798                                     REMOVE_CHILD_NOTIFY_FIRST_LAST,
3799
3800   /* flags for legacy/deprecated API */
3801   REMOVE_CHILD_LEGACY_FLAGS       = REMOVE_CHILD_CHECK_STATE |
3802                                     REMOVE_CHILD_FLUSH_QUEUE |
3803                                     REMOVE_CHILD_EMIT_PARENT_SET |
3804                                     REMOVE_CHILD_NOTIFY_FIRST_LAST
3805 } ClutterActorRemoveChildFlags;
3806
3807 /*< private >
3808  * clutter_actor_remove_child_internal:
3809  * @self: a #ClutterActor
3810  * @child: the child of @self that has to be removed
3811  * @flags: control the removal operations
3812  *
3813  * Removes @child from the list of children of @self.
3814  */
3815 static void
3816 clutter_actor_remove_child_internal (ClutterActor                 *self,
3817                                      ClutterActor                 *child,
3818                                      ClutterActorRemoveChildFlags  flags)
3819 {
3820   ClutterActor *old_first, *old_last;
3821   gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3822   gboolean flush_queue;
3823   gboolean notify_first_last;
3824   gboolean was_mapped;
3825
3826   destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3827   emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3828   emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3829   check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3830   flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3831   notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3832
3833   g_object_freeze_notify (G_OBJECT (self));
3834
3835   if (destroy_meta)
3836     clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3837
3838   if (check_state)
3839     {
3840       was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3841
3842       /* we need to unrealize *before* we set parent_actor to NULL,
3843        * because in an unrealize method actors are dissociating from the
3844        * stage, which means they need to be able to
3845        * clutter_actor_get_stage().
3846        *
3847        * yhis should unmap and unrealize, unless we're reparenting.
3848        */
3849       clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3850     }
3851   else
3852     was_mapped = FALSE;
3853
3854   if (flush_queue)
3855     {
3856       /* We take this opportunity to invalidate any queue redraw entry
3857        * associated with the actor and descendants since we won't be able to
3858        * determine the appropriate stage after this.
3859        *
3860        * we do this after we updated the mapped state because actors might
3861        * end up queueing redraws inside their mapped/unmapped virtual
3862        * functions, and if we invalidate the redraw entry we could end up
3863        * with an inconsistent state and weird memory corruption. see
3864        * bugs:
3865        *
3866        *   http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3867        *   https://bugzilla.gnome.org/show_bug.cgi?id=652036
3868        */
3869       _clutter_actor_traverse (child,
3870                                0,
3871                                invalidate_queue_redraw_entry,
3872                                NULL,
3873                                NULL);
3874     }
3875
3876   old_first = self->priv->first_child;
3877   old_last = self->priv->last_child;
3878
3879   remove_child (self, child);
3880
3881   self->priv->n_children -= 1;
3882
3883   self->priv->age += 1;
3884
3885   /* clutter_actor_reparent() will emit ::parent-set for us */
3886   if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3887     g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3888
3889   /* if the child was mapped then we need to relayout ourselves to account
3890    * for the removed child
3891    */
3892   if (was_mapped)
3893     clutter_actor_queue_relayout (self);
3894
3895   /* we need to emit the signal before dropping the reference */
3896   if (emit_actor_removed)
3897     g_signal_emit_by_name (self, "actor-removed", child);
3898
3899   if (notify_first_last)
3900     {
3901       if (old_first != self->priv->first_child)
3902         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3903
3904       if (old_last != self->priv->last_child)
3905         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3906     }
3907
3908   g_object_thaw_notify (G_OBJECT (self));
3909
3910   /* remove the reference we acquired in clutter_actor_add_child() */
3911   g_object_unref (child);
3912 }
3913
3914 static const ClutterTransformInfo default_transform_info = {
3915   0.0, { 0, },          /* rotation-x */
3916   0.0, { 0, },          /* rotation-y */
3917   0.0, { 0, },          /* rotation-z */
3918
3919   1.0, 1.0, { 0, },     /* scale */
3920
3921   { 0, },               /* anchor */
3922
3923   0.0,                  /* depth */
3924 };
3925
3926 /*< private >
3927  * _clutter_actor_get_transform_info_or_defaults:
3928  * @self: a #ClutterActor
3929  *
3930  * Retrieves the ClutterTransformInfo structure associated to an actor.
3931  *
3932  * If the actor does not have a ClutterTransformInfo structure associated
3933  * to it, then the default structure will be returned.
3934  *
3935  * This function should only be used for getters.
3936  *
3937  * Return value: a const pointer to the ClutterTransformInfo structure
3938  */
3939 const ClutterTransformInfo *
3940 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3941 {
3942   ClutterTransformInfo *info;
3943
3944   info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3945   if (info != NULL)
3946     return info;
3947
3948   return &default_transform_info;
3949 }
3950
3951 static void
3952 clutter_transform_info_free (gpointer data)
3953 {
3954   if (data != NULL)
3955     g_slice_free (ClutterTransformInfo, data);
3956 }
3957
3958 /*< private >
3959  * _clutter_actor_get_transform_info:
3960  * @self: a #ClutterActor
3961  *
3962  * Retrieves a pointer to the ClutterTransformInfo structure.
3963  *
3964  * If the actor does not have a ClutterTransformInfo associated to it, one
3965  * will be created and initialized to the default values.
3966  *
3967  * This function should be used for setters.
3968  *
3969  * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3970  * instead.
3971  *
3972  * Return value: (transfer none): a pointer to the ClutterTransformInfo
3973  *   structure
3974  */
3975 ClutterTransformInfo *
3976 _clutter_actor_get_transform_info (ClutterActor *self)
3977 {
3978   ClutterTransformInfo *info;
3979
3980   info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3981   if (info == NULL)
3982     {
3983       info = g_slice_new (ClutterTransformInfo);
3984
3985       *info = default_transform_info;
3986
3987       g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3988                                info,
3989                                clutter_transform_info_free);
3990     }
3991
3992   return info;
3993 }
3994
3995 /*< private >
3996  * clutter_actor_set_rotation_angle_internal:
3997  * @self: a #ClutterActor
3998  * @axis: the axis of the angle to change
3999  * @angle: the angle of rotation
4000  *
4001  * Sets the rotation angle on the given axis without affecting the
4002  * rotation center point.
4003  */
4004 static inline void
4005 clutter_actor_set_rotation_angle_internal (ClutterActor      *self,
4006                                            ClutterRotateAxis  axis,
4007                                            gdouble            angle)
4008 {
4009   GObject *obj = G_OBJECT (self);
4010   ClutterTransformInfo *info;
4011
4012   info = _clutter_actor_get_transform_info (self);
4013
4014   g_object_freeze_notify (obj);
4015
4016   switch (axis)
4017     {
4018     case CLUTTER_X_AXIS:
4019       info->rx_angle = angle;
4020       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
4021       break;
4022
4023     case CLUTTER_Y_AXIS:
4024       info->ry_angle = angle;
4025       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
4026       break;
4027
4028     case CLUTTER_Z_AXIS:
4029       info->rz_angle = angle;
4030       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
4031       break;
4032     }
4033
4034   self->priv->transform_valid = FALSE;
4035
4036   g_object_thaw_notify (obj);
4037
4038   clutter_actor_queue_redraw (self);
4039 }
4040
4041 static inline void
4042 clutter_actor_set_rotation_angle (ClutterActor      *self,
4043                                   ClutterRotateAxis  axis,
4044                                   gdouble            angle)
4045 {
4046   const ClutterTransformInfo *info;
4047   const double *cur_angle_p = NULL;
4048   GParamSpec *pspec = NULL;
4049
4050   info = _clutter_actor_get_transform_info_or_defaults (self);
4051
4052   switch (axis)
4053     {
4054     case CLUTTER_X_AXIS:
4055       cur_angle_p = &info->rx_angle;
4056       pspec = obj_props[PROP_ROTATION_ANGLE_X];
4057       break;
4058
4059     case CLUTTER_Y_AXIS:
4060       cur_angle_p = &info->ry_angle;
4061       pspec = obj_props[PROP_ROTATION_ANGLE_Y];
4062       break;
4063
4064     case CLUTTER_Z_AXIS:
4065       cur_angle_p = &info->rz_angle;
4066       pspec = obj_props[PROP_ROTATION_ANGLE_Z];
4067       break;
4068     }
4069
4070   g_assert (pspec != NULL);
4071   g_assert (cur_angle_p != NULL);
4072
4073   if (_clutter_actor_get_transition (self, pspec) == NULL)
4074     _clutter_actor_create_transition (self, pspec, *cur_angle_p, angle);
4075   else
4076     _clutter_actor_update_transition (self, pspec, angle);
4077
4078   clutter_actor_queue_redraw (self);
4079 }
4080
4081 /*< private >
4082  * clutter_actor_set_rotation_center_internal:
4083  * @self: a #ClutterActor
4084  * @axis: the axis of the center to change
4085  * @center: the coordinates of the rotation center
4086  *
4087  * Sets the rotation center on the given axis without affecting the
4088  * rotation angle.
4089  */
4090 static inline void
4091 clutter_actor_set_rotation_center_internal (ClutterActor        *self,
4092                                             ClutterRotateAxis    axis,
4093                                             const ClutterVertex *center)
4094 {
4095   GObject *obj = G_OBJECT (self);
4096   ClutterTransformInfo *info;
4097   ClutterVertex v = { 0, 0, 0 };
4098
4099   info = _clutter_actor_get_transform_info (self);
4100
4101   if (center != NULL)
4102     v = *center;
4103
4104   g_object_freeze_notify (obj);
4105
4106   switch (axis)
4107     {
4108     case CLUTTER_X_AXIS:
4109       clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
4110       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
4111       break;
4112
4113     case CLUTTER_Y_AXIS:
4114       clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
4115       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
4116       break;
4117
4118     case CLUTTER_Z_AXIS:
4119       /* if the previously set rotation center was fractional, then
4120        * setting explicit coordinates will have to notify the
4121        * :rotation-center-z-gravity property as well
4122        */
4123       if (info->rz_center.is_fractional)
4124         g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
4125
4126       clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
4127       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
4128       break;
4129     }
4130
4131   self->priv->transform_valid = FALSE;
4132
4133   g_object_thaw_notify (obj);
4134
4135   clutter_actor_queue_redraw (self);
4136 }
4137
4138 static void
4139 clutter_actor_set_scale_factor_internal (ClutterActor *self,
4140                                          double factor,
4141                                          GParamSpec *pspec)
4142 {
4143   GObject *obj = G_OBJECT (self);
4144   ClutterTransformInfo *info;
4145
4146   info = _clutter_actor_get_transform_info (self);
4147
4148   if (pspec == obj_props[PROP_SCALE_X])
4149     info->scale_x = factor;
4150   else
4151     info->scale_y = factor;
4152
4153   self->priv->transform_valid = FALSE;
4154   clutter_actor_queue_redraw (self);
4155   g_object_notify_by_pspec (obj, pspec);
4156 }
4157
4158 static inline void
4159 clutter_actor_set_scale_factor (ClutterActor      *self,
4160                                 ClutterRotateAxis  axis,
4161                                 gdouble            factor)
4162 {
4163   const ClutterTransformInfo *info;
4164   const double *scale_p = NULL;
4165   GParamSpec *pspec = NULL;
4166
4167   info = _clutter_actor_get_transform_info_or_defaults (self);
4168
4169   switch (axis)
4170     {
4171     case CLUTTER_X_AXIS:
4172       pspec = obj_props[PROP_SCALE_X];
4173       scale_p = &info->scale_x;
4174       break;
4175
4176     case CLUTTER_Y_AXIS:
4177       pspec = obj_props[PROP_SCALE_Y];
4178       scale_p = &info->scale_y;
4179       break;
4180
4181     case CLUTTER_Z_AXIS:
4182       break;
4183     }
4184
4185   g_assert (pspec != NULL);
4186   g_assert (scale_p != NULL);
4187
4188   if (_clutter_actor_get_transition (self, pspec) == NULL)
4189     _clutter_actor_create_transition (self, pspec, *scale_p, factor);
4190   else
4191     _clutter_actor_update_transition (self, pspec, factor);
4192
4193   clutter_actor_queue_redraw (self);
4194 }
4195
4196 static inline void
4197 clutter_actor_set_scale_center (ClutterActor      *self,
4198                                 ClutterRotateAxis  axis,
4199                                 gfloat             coord)
4200 {
4201   GObject *obj = G_OBJECT (self);
4202   ClutterTransformInfo *info;
4203   gfloat center_x, center_y;
4204
4205   info = _clutter_actor_get_transform_info (self);
4206
4207   g_object_freeze_notify (obj);
4208
4209   /* get the current scale center coordinates */
4210   clutter_anchor_coord_get_units (self, &info->scale_center,
4211                                   &center_x,
4212                                   &center_y,
4213                                   NULL);
4214
4215   /* we need to notify this too, because setting explicit coordinates will
4216    * change the gravity as a side effect
4217    */
4218   if (info->scale_center.is_fractional)
4219     g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
4220
4221   switch (axis)
4222     {
4223     case CLUTTER_X_AXIS:
4224       clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
4225       g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
4226       break;
4227
4228     case CLUTTER_Y_AXIS:
4229       clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
4230       g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
4231       break;
4232
4233     default:
4234       g_assert_not_reached ();
4235     }
4236
4237   self->priv->transform_valid = FALSE;
4238
4239   clutter_actor_queue_redraw (self);
4240
4241   g_object_thaw_notify (obj);
4242 }
4243
4244 static inline void
4245 clutter_actor_set_scale_gravity (ClutterActor   *self,
4246                                  ClutterGravity  gravity)
4247 {
4248   ClutterTransformInfo *info;
4249   GObject *obj;
4250
4251   info = _clutter_actor_get_transform_info (self);
4252   obj = G_OBJECT (self);
4253
4254   if (gravity == CLUTTER_GRAVITY_NONE)
4255     clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
4256   else
4257     clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
4258
4259   self->priv->transform_valid = FALSE;
4260
4261   g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
4262   g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
4263   g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
4264
4265   clutter_actor_queue_redraw (self);
4266 }
4267
4268 static inline void
4269 clutter_actor_set_anchor_coord (ClutterActor      *self,
4270                                 ClutterRotateAxis  axis,
4271                                 gfloat             coord)
4272 {
4273   GObject *obj = G_OBJECT (self);
4274   ClutterTransformInfo *info;
4275   gfloat anchor_x, anchor_y;
4276
4277   info = _clutter_actor_get_transform_info (self);
4278
4279   g_object_freeze_notify (obj);
4280
4281   clutter_anchor_coord_get_units (self, &info->anchor,
4282                                   &anchor_x,
4283                                   &anchor_y,
4284                                   NULL);
4285
4286   if (info->anchor.is_fractional)
4287     g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
4288
4289   switch (axis)
4290     {
4291     case CLUTTER_X_AXIS:
4292       clutter_anchor_coord_set_units (&info->anchor,
4293                                       coord,
4294                                       anchor_y,
4295                                       0.0);
4296       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
4297       break;
4298
4299     case CLUTTER_Y_AXIS:
4300       clutter_anchor_coord_set_units (&info->anchor,
4301                                       anchor_x,
4302                                       coord,
4303                                       0.0);
4304       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
4305       break;
4306
4307     default:
4308       g_assert_not_reached ();
4309     }
4310
4311   self->priv->transform_valid = FALSE;
4312
4313   clutter_actor_queue_redraw (self);
4314
4315   g_object_thaw_notify (obj);
4316 }
4317
4318 static void
4319 clutter_actor_set_property (GObject      *object,
4320                             guint         prop_id,
4321                             const GValue *value,
4322                             GParamSpec   *pspec)
4323 {
4324   ClutterActor *actor = CLUTTER_ACTOR (object);
4325   ClutterActorPrivate *priv = actor->priv;
4326
4327   switch (prop_id)
4328     {
4329     case PROP_X:
4330       clutter_actor_set_x (actor, g_value_get_float (value));
4331       break;
4332
4333     case PROP_Y:
4334       clutter_actor_set_y (actor, g_value_get_float (value));
4335       break;
4336
4337     case PROP_WIDTH:
4338       clutter_actor_set_width (actor, g_value_get_float (value));
4339       break;
4340
4341     case PROP_HEIGHT:
4342       clutter_actor_set_height (actor, g_value_get_float (value));
4343       break;
4344
4345     case PROP_FIXED_X:
4346       clutter_actor_set_x (actor, g_value_get_float (value));
4347       break;
4348
4349     case PROP_FIXED_Y:
4350       clutter_actor_set_y (actor, g_value_get_float (value));
4351       break;
4352
4353     case PROP_FIXED_POSITION_SET:
4354       clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
4355       break;
4356
4357     case PROP_MIN_WIDTH:
4358       clutter_actor_set_min_width (actor, g_value_get_float (value));
4359       break;
4360
4361     case PROP_MIN_HEIGHT:
4362       clutter_actor_set_min_height (actor, g_value_get_float (value));
4363       break;
4364
4365     case PROP_NATURAL_WIDTH:
4366       clutter_actor_set_natural_width (actor, g_value_get_float (value));
4367       break;
4368
4369     case PROP_NATURAL_HEIGHT:
4370       clutter_actor_set_natural_height (actor, g_value_get_float (value));
4371       break;
4372
4373     case PROP_MIN_WIDTH_SET:
4374       clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
4375       break;
4376
4377     case PROP_MIN_HEIGHT_SET:
4378       clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
4379       break;
4380
4381     case PROP_NATURAL_WIDTH_SET:
4382       clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
4383       break;
4384
4385     case PROP_NATURAL_HEIGHT_SET:
4386       clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
4387       break;
4388
4389     case PROP_REQUEST_MODE:
4390       clutter_actor_set_request_mode (actor, g_value_get_enum (value));
4391       break;
4392
4393     case PROP_DEPTH:
4394       clutter_actor_set_depth (actor, g_value_get_float (value));
4395       break;
4396
4397     case PROP_OPACITY:
4398       clutter_actor_set_opacity (actor, g_value_get_uint (value));
4399       break;
4400
4401     case PROP_OFFSCREEN_REDIRECT:
4402       clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
4403       break;
4404
4405     case PROP_NAME:
4406       clutter_actor_set_name (actor, g_value_get_string (value));
4407       break;
4408
4409     case PROP_VISIBLE:
4410       if (g_value_get_boolean (value) == TRUE)
4411         clutter_actor_show (actor);
4412       else
4413         clutter_actor_hide (actor);
4414       break;
4415
4416     case PROP_SCALE_X:
4417       clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
4418                                       g_value_get_double (value));
4419       break;
4420
4421     case PROP_SCALE_Y:
4422       clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
4423                                       g_value_get_double (value));
4424       break;
4425
4426     case PROP_SCALE_CENTER_X:
4427       clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
4428                                       g_value_get_float (value));
4429       break;
4430
4431     case PROP_SCALE_CENTER_Y:
4432       clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4433                                       g_value_get_float (value));
4434       break;
4435
4436     case PROP_SCALE_GRAVITY:
4437       clutter_actor_set_scale_gravity (actor, g_value_get_enum (value));
4438       break;
4439
4440     case PROP_CLIP:
4441       {
4442         const ClutterGeometry *geom = g_value_get_boxed (value);
4443
4444         clutter_actor_set_clip (actor,
4445                                 geom->x, geom->y,
4446                                 geom->width, geom->height);
4447       }
4448       break;
4449
4450     case PROP_CLIP_TO_ALLOCATION:
4451       clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4452       break;
4453
4454     case PROP_REACTIVE:
4455       clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4456       break;
4457
4458     case PROP_ROTATION_ANGLE_X:
4459       clutter_actor_set_rotation_angle (actor,
4460                                         CLUTTER_X_AXIS,
4461                                         g_value_get_double (value));
4462       break;
4463
4464     case PROP_ROTATION_ANGLE_Y:
4465       clutter_actor_set_rotation_angle (actor,
4466                                         CLUTTER_Y_AXIS,
4467                                         g_value_get_double (value));
4468       break;
4469
4470     case PROP_ROTATION_ANGLE_Z:
4471       clutter_actor_set_rotation_angle (actor,
4472                                         CLUTTER_Z_AXIS,
4473                                         g_value_get_double (value));
4474       break;
4475
4476     case PROP_ROTATION_CENTER_X:
4477       clutter_actor_set_rotation_center_internal (actor,
4478                                                   CLUTTER_X_AXIS,
4479                                                   g_value_get_boxed (value));
4480       break;
4481
4482     case PROP_ROTATION_CENTER_Y:
4483       clutter_actor_set_rotation_center_internal (actor,
4484                                                   CLUTTER_Y_AXIS,
4485                                                   g_value_get_boxed (value));
4486       break;
4487
4488     case PROP_ROTATION_CENTER_Z:
4489       clutter_actor_set_rotation_center_internal (actor,
4490                                                   CLUTTER_Z_AXIS,
4491                                                   g_value_get_boxed (value));
4492       break;
4493
4494     case PROP_ROTATION_CENTER_Z_GRAVITY:
4495       {
4496         const ClutterTransformInfo *info;
4497
4498         info = _clutter_actor_get_transform_info_or_defaults (actor);
4499         clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4500                                                    g_value_get_enum (value));
4501       }
4502       break;
4503
4504     case PROP_ANCHOR_X:
4505       clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4506                                       g_value_get_float (value));
4507       break;
4508
4509     case PROP_ANCHOR_Y:
4510       clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4511                                       g_value_get_float (value));
4512       break;
4513
4514     case PROP_ANCHOR_GRAVITY:
4515       clutter_actor_set_anchor_point_from_gravity (actor,
4516                                                    g_value_get_enum (value));
4517       break;
4518
4519     case PROP_SHOW_ON_SET_PARENT:
4520       priv->show_on_set_parent = g_value_get_boolean (value);
4521       break;
4522
4523     case PROP_TEXT_DIRECTION:
4524       clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4525       break;
4526
4527     case PROP_ACTIONS:
4528       clutter_actor_add_action (actor, g_value_get_object (value));
4529       break;
4530
4531     case PROP_CONSTRAINTS:
4532       clutter_actor_add_constraint (actor, g_value_get_object (value));
4533       break;
4534
4535     case PROP_EFFECT:
4536       clutter_actor_add_effect (actor, g_value_get_object (value));
4537       break;
4538
4539     case PROP_LAYOUT_MANAGER:
4540       clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4541       break;
4542
4543     case PROP_X_ALIGN:
4544       clutter_actor_set_x_align (actor, g_value_get_enum (value));
4545       break;
4546
4547     case PROP_Y_ALIGN:
4548       clutter_actor_set_y_align (actor, g_value_get_enum (value));
4549       break;
4550
4551     case PROP_MARGIN_TOP:
4552       clutter_actor_set_margin_top (actor, g_value_get_float (value));
4553       break;
4554
4555     case PROP_MARGIN_BOTTOM:
4556       clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4557       break;
4558
4559     case PROP_MARGIN_LEFT:
4560       clutter_actor_set_margin_left (actor, g_value_get_float (value));
4561       break;
4562
4563     case PROP_MARGIN_RIGHT:
4564       clutter_actor_set_margin_right (actor, g_value_get_float (value));
4565       break;
4566
4567     case PROP_BACKGROUND_COLOR:
4568       clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4569       break;
4570
4571     case PROP_CONTENT:
4572       clutter_actor_set_content (actor, g_value_get_object (value));
4573       break;
4574
4575     case PROP_CONTENT_GRAVITY:
4576       clutter_actor_set_content_gravity (actor, g_value_get_enum (value));
4577       break;
4578
4579     case PROP_MINIFICATION_FILTER:
4580       clutter_actor_set_content_scaling_filters (actor,
4581                                                  g_value_get_enum (value),
4582                                                  actor->priv->mag_filter);
4583       break;
4584
4585     case PROP_MAGNIFICATION_FILTER:
4586       clutter_actor_set_content_scaling_filters (actor,
4587                                                  actor->priv->min_filter,
4588                                                  g_value_get_enum (value));
4589       break;
4590
4591     default:
4592       G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4593       break;
4594     }
4595 }
4596
4597 static void
4598 clutter_actor_get_property (GObject    *object,
4599                             guint       prop_id,
4600                             GValue     *value,
4601                             GParamSpec *pspec)
4602 {
4603   ClutterActor *actor = CLUTTER_ACTOR (object);
4604   ClutterActorPrivate *priv = actor->priv;
4605
4606   switch (prop_id)
4607     {
4608     case PROP_X:
4609       g_value_set_float (value, clutter_actor_get_x (actor));
4610       break;
4611
4612     case PROP_Y:
4613       g_value_set_float (value, clutter_actor_get_y (actor));
4614       break;
4615
4616     case PROP_WIDTH:
4617       g_value_set_float (value, clutter_actor_get_width (actor));
4618       break;
4619
4620     case PROP_HEIGHT:
4621       g_value_set_float (value, clutter_actor_get_height (actor));
4622       break;
4623
4624     case PROP_FIXED_X:
4625       {
4626         const ClutterLayoutInfo *info;
4627
4628         info = _clutter_actor_get_layout_info_or_defaults (actor);
4629         g_value_set_float (value, info->fixed_x);
4630       }
4631       break;
4632
4633     case PROP_FIXED_Y:
4634       {
4635         const ClutterLayoutInfo *info;
4636
4637         info = _clutter_actor_get_layout_info_or_defaults (actor);
4638         g_value_set_float (value, info->fixed_y);
4639       }
4640       break;
4641
4642     case PROP_FIXED_POSITION_SET:
4643       g_value_set_boolean (value, priv->position_set);
4644       break;
4645
4646     case PROP_MIN_WIDTH:
4647       {
4648         const ClutterLayoutInfo *info;
4649
4650         info = _clutter_actor_get_layout_info_or_defaults (actor);
4651         g_value_set_float (value, info->min_width);
4652       }
4653       break;
4654
4655     case PROP_MIN_HEIGHT:
4656       {
4657         const ClutterLayoutInfo *info;
4658
4659         info = _clutter_actor_get_layout_info_or_defaults (actor);
4660         g_value_set_float (value, info->min_height);
4661       }
4662       break;
4663
4664     case PROP_NATURAL_WIDTH:
4665       {
4666         const ClutterLayoutInfo *info;
4667
4668         info = _clutter_actor_get_layout_info_or_defaults (actor);
4669         g_value_set_float (value, info->natural_width);
4670       }
4671       break;
4672
4673     case PROP_NATURAL_HEIGHT:
4674       {
4675         const ClutterLayoutInfo *info;
4676
4677         info = _clutter_actor_get_layout_info_or_defaults (actor);
4678         g_value_set_float (value, info->natural_height);
4679       }
4680       break;
4681
4682     case PROP_MIN_WIDTH_SET:
4683       g_value_set_boolean (value, priv->min_width_set);
4684       break;
4685
4686     case PROP_MIN_HEIGHT_SET:
4687       g_value_set_boolean (value, priv->min_height_set);
4688       break;
4689
4690     case PROP_NATURAL_WIDTH_SET:
4691       g_value_set_boolean (value, priv->natural_width_set);
4692       break;
4693
4694     case PROP_NATURAL_HEIGHT_SET:
4695       g_value_set_boolean (value, priv->natural_height_set);
4696       break;
4697
4698     case PROP_REQUEST_MODE:
4699       g_value_set_enum (value, priv->request_mode);
4700       break;
4701
4702     case PROP_ALLOCATION:
4703       g_value_set_boxed (value, &priv->allocation);
4704       break;
4705
4706     case PROP_DEPTH:
4707       g_value_set_float (value, clutter_actor_get_depth (actor));
4708       break;
4709
4710     case PROP_OPACITY:
4711       g_value_set_uint (value, priv->opacity);
4712       break;
4713
4714     case PROP_OFFSCREEN_REDIRECT:
4715       g_value_set_enum (value, priv->offscreen_redirect);
4716       break;
4717
4718     case PROP_NAME:
4719       g_value_set_string (value, priv->name);
4720       break;
4721
4722     case PROP_VISIBLE:
4723       g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4724       break;
4725
4726     case PROP_MAPPED:
4727       g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4728       break;
4729
4730     case PROP_REALIZED:
4731       g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4732       break;
4733
4734     case PROP_HAS_CLIP:
4735       g_value_set_boolean (value, priv->has_clip);
4736       break;
4737
4738     case PROP_CLIP:
4739       {
4740         ClutterGeometry clip;
4741
4742         clip.x      = CLUTTER_NEARBYINT (priv->clip.x);
4743         clip.y      = CLUTTER_NEARBYINT (priv->clip.y);
4744         clip.width  = CLUTTER_NEARBYINT (priv->clip.width);
4745         clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4746
4747         g_value_set_boxed (value, &clip);
4748       }
4749       break;
4750
4751     case PROP_CLIP_TO_ALLOCATION:
4752       g_value_set_boolean (value, priv->clip_to_allocation);
4753       break;
4754
4755     case PROP_SCALE_X:
4756       {
4757         const ClutterTransformInfo *info;
4758
4759         info = _clutter_actor_get_transform_info_or_defaults (actor);
4760         g_value_set_double (value, info->scale_x);
4761       }
4762       break;
4763
4764     case PROP_SCALE_Y:
4765       {
4766         const ClutterTransformInfo *info;
4767
4768         info = _clutter_actor_get_transform_info_or_defaults (actor);
4769         g_value_set_double (value, info->scale_y);
4770       }
4771       break;
4772
4773     case PROP_SCALE_CENTER_X:
4774       {
4775         gfloat center;
4776
4777         clutter_actor_get_scale_center (actor, &center, NULL);
4778
4779         g_value_set_float (value, center);
4780       }
4781       break;
4782
4783     case PROP_SCALE_CENTER_Y:
4784       {
4785         gfloat center;
4786
4787         clutter_actor_get_scale_center (actor, NULL, &center);
4788
4789         g_value_set_float (value, center);
4790       }
4791       break;
4792
4793     case PROP_SCALE_GRAVITY:
4794       g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4795       break;
4796
4797     case PROP_REACTIVE:
4798       g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4799       break;
4800
4801     case PROP_ROTATION_ANGLE_X:
4802       {
4803         const ClutterTransformInfo *info;
4804
4805         info = _clutter_actor_get_transform_info_or_defaults (actor);
4806         g_value_set_double (value, info->rx_angle);
4807       }
4808       break;
4809
4810     case PROP_ROTATION_ANGLE_Y:
4811       {
4812         const ClutterTransformInfo *info;
4813
4814         info = _clutter_actor_get_transform_info_or_defaults (actor);
4815         g_value_set_double (value, info->ry_angle);
4816       }
4817       break;
4818
4819     case PROP_ROTATION_ANGLE_Z:
4820       {
4821         const ClutterTransformInfo *info;
4822
4823         info = _clutter_actor_get_transform_info_or_defaults (actor);
4824         g_value_set_double (value, info->rz_angle);
4825       }
4826       break;
4827
4828     case PROP_ROTATION_CENTER_X:
4829       {
4830         ClutterVertex center;
4831
4832         clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4833                                     &center.x,
4834                                     &center.y,
4835                                     &center.z);
4836
4837         g_value_set_boxed (value, &center);
4838       }
4839       break;
4840
4841     case PROP_ROTATION_CENTER_Y:
4842       {
4843         ClutterVertex center;
4844
4845         clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4846                                     &center.x,
4847                                     &center.y,
4848                                     &center.z);
4849
4850         g_value_set_boxed (value, &center);
4851       }
4852       break;
4853
4854     case PROP_ROTATION_CENTER_Z:
4855       {
4856         ClutterVertex center;
4857
4858         clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4859                                     &center.x,
4860                                     &center.y,
4861                                     &center.z);
4862
4863         g_value_set_boxed (value, &center);
4864       }
4865       break;
4866
4867     case PROP_ROTATION_CENTER_Z_GRAVITY:
4868       g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4869       break;
4870
4871     case PROP_ANCHOR_X:
4872       {
4873         const ClutterTransformInfo *info;
4874         gfloat anchor_x;
4875
4876         info = _clutter_actor_get_transform_info_or_defaults (actor);
4877         clutter_anchor_coord_get_units (actor, &info->anchor,
4878                                         &anchor_x,
4879                                         NULL,
4880                                         NULL);
4881         g_value_set_float (value, anchor_x);
4882       }
4883       break;
4884
4885     case PROP_ANCHOR_Y:
4886       {
4887         const ClutterTransformInfo *info;
4888         gfloat anchor_y;
4889
4890         info = _clutter_actor_get_transform_info_or_defaults (actor);
4891         clutter_anchor_coord_get_units (actor, &info->anchor,
4892                                         NULL,
4893                                         &anchor_y,
4894                                         NULL);
4895         g_value_set_float (value, anchor_y);
4896       }
4897       break;
4898
4899     case PROP_ANCHOR_GRAVITY:
4900       g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4901       break;
4902
4903     case PROP_SHOW_ON_SET_PARENT:
4904       g_value_set_boolean (value, priv->show_on_set_parent);
4905       break;
4906
4907     case PROP_TEXT_DIRECTION:
4908       g_value_set_enum (value, priv->text_direction);
4909       break;
4910
4911     case PROP_HAS_POINTER:
4912       g_value_set_boolean (value, priv->has_pointer);
4913       break;
4914
4915     case PROP_LAYOUT_MANAGER:
4916       g_value_set_object (value, priv->layout_manager);
4917       break;
4918
4919     case PROP_X_ALIGN:
4920       {
4921         const ClutterLayoutInfo *info;
4922
4923         info = _clutter_actor_get_layout_info_or_defaults (actor);
4924         g_value_set_enum (value, info->x_align);
4925       }
4926       break;
4927
4928     case PROP_Y_ALIGN:
4929       {
4930         const ClutterLayoutInfo *info;
4931
4932         info = _clutter_actor_get_layout_info_or_defaults (actor);
4933         g_value_set_enum (value, info->y_align);
4934       }
4935       break;
4936
4937     case PROP_MARGIN_TOP:
4938       {
4939         const ClutterLayoutInfo *info;
4940
4941         info = _clutter_actor_get_layout_info_or_defaults (actor);
4942         g_value_set_float (value, info->margin.top);
4943       }
4944       break;
4945
4946     case PROP_MARGIN_BOTTOM:
4947       {
4948         const ClutterLayoutInfo *info;
4949
4950         info = _clutter_actor_get_layout_info_or_defaults (actor);
4951         g_value_set_float (value, info->margin.bottom);
4952       }
4953       break;
4954
4955     case PROP_MARGIN_LEFT:
4956       {
4957         const ClutterLayoutInfo *info;
4958
4959         info = _clutter_actor_get_layout_info_or_defaults (actor);
4960         g_value_set_float (value, info->margin.left);
4961       }
4962       break;
4963
4964     case PROP_MARGIN_RIGHT:
4965       {
4966         const ClutterLayoutInfo *info;
4967
4968         info = _clutter_actor_get_layout_info_or_defaults (actor);
4969         g_value_set_float (value, info->margin.right);
4970       }
4971       break;
4972
4973     case PROP_BACKGROUND_COLOR_SET:
4974       g_value_set_boolean (value, priv->bg_color_set);
4975       break;
4976
4977     case PROP_BACKGROUND_COLOR:
4978       g_value_set_boxed (value, &priv->bg_color);
4979       break;
4980
4981     case PROP_FIRST_CHILD:
4982       g_value_set_object (value, priv->first_child);
4983       break;
4984
4985     case PROP_LAST_CHILD:
4986       g_value_set_object (value, priv->last_child);
4987       break;
4988
4989     case PROP_CONTENT:
4990       g_value_set_object (value, priv->content);
4991       break;
4992
4993     case PROP_CONTENT_GRAVITY:
4994       g_value_set_enum (value, priv->content_gravity);
4995       break;
4996
4997     case PROP_CONTENT_BOX:
4998       {
4999         ClutterActorBox box = { 0, };
5000
5001         clutter_actor_get_content_box (actor, &box);
5002         g_value_set_boxed (value, &box);
5003       }
5004       break;
5005
5006     case PROP_MINIFICATION_FILTER:
5007       g_value_set_enum (value, priv->min_filter);
5008       break;
5009
5010     case PROP_MAGNIFICATION_FILTER:
5011       g_value_set_enum (value, priv->mag_filter);
5012       break;
5013
5014     default:
5015       G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
5016       break;
5017     }
5018 }
5019
5020 static void
5021 clutter_actor_dispose (GObject *object)
5022 {
5023   ClutterActor *self = CLUTTER_ACTOR (object);
5024   ClutterActorPrivate *priv = self->priv;
5025
5026   CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
5027                 priv->id,
5028                 g_type_name (G_OBJECT_TYPE (self)),
5029                 object->ref_count);
5030
5031   g_signal_emit (self, actor_signals[DESTROY], 0);
5032
5033   /* avoid recursing when called from clutter_actor_destroy() */
5034   if (priv->parent != NULL)
5035     {
5036       ClutterActor *parent = priv->parent;
5037
5038       /* go through the Container implementation unless this
5039        * is an internal child and has been marked as such.
5040        *
5041        * removing the actor from its parent will reset the
5042        * realized and mapped states.
5043        */
5044       if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
5045         clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
5046       else
5047         clutter_actor_remove_child_internal (parent, self,
5048                                              REMOVE_CHILD_LEGACY_FLAGS);
5049     }
5050
5051   /* parent must be gone at this point */
5052   g_assert (priv->parent == NULL);
5053
5054   if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
5055     {
5056       /* can't be mapped or realized with no parent */
5057       g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
5058       g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
5059     }
5060
5061   g_clear_object (&priv->pango_context);
5062   g_clear_object (&priv->actions);
5063   g_clear_object (&priv->constraints);
5064   g_clear_object (&priv->effects);
5065   g_clear_object (&priv->flatten_effect);
5066
5067   if (priv->layout_manager != NULL)
5068     {
5069       clutter_layout_manager_set_container (priv->layout_manager, NULL);
5070       g_clear_object (&priv->layout_manager);
5071     }
5072
5073   if (priv->content != NULL)
5074     {
5075       _clutter_content_detached (priv->content, self);
5076       g_clear_object (&priv->content);
5077     }
5078
5079   G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
5080 }
5081
5082 static void
5083 clutter_actor_finalize (GObject *object)
5084 {
5085   ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
5086
5087   CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
5088                 priv->name != NULL ? priv->name : "<none>",
5089                 priv->id,
5090                 g_type_name (G_OBJECT_TYPE (object)));
5091
5092   _clutter_context_release_id (priv->id);
5093
5094   g_free (priv->name);
5095
5096   G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
5097 }
5098
5099
5100 /**
5101  * clutter_actor_get_accessible:
5102  * @self: a #ClutterActor
5103  *
5104  * Returns the accessible object that describes the actor to an
5105  * assistive technology.
5106  *
5107  * If no class-specific #AtkObject implementation is available for the
5108  * actor instance in question, it will inherit an #AtkObject
5109  * implementation from the first ancestor class for which such an
5110  * implementation is defined.
5111  *
5112  * The documentation of the <ulink
5113  * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
5114  * library contains more information about accessible objects and
5115  * their uses.
5116  *
5117  * Returns: (transfer none): the #AtkObject associated with @actor
5118  */
5119 AtkObject *
5120 clutter_actor_get_accessible (ClutterActor *self)
5121 {
5122   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
5123
5124   return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
5125 }
5126
5127 static AtkObject *
5128 clutter_actor_real_get_accessible (ClutterActor *actor)
5129 {
5130   return atk_gobject_accessible_for_object (G_OBJECT (actor));
5131 }
5132
5133 static AtkObject *
5134 _clutter_actor_ref_accessible (AtkImplementor *implementor)
5135 {
5136   AtkObject *accessible;
5137
5138   accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
5139   if (accessible != NULL)
5140     g_object_ref (accessible);
5141
5142   return accessible;
5143 }
5144
5145 static void
5146 atk_implementor_iface_init (AtkImplementorIface *iface)
5147 {
5148   iface->ref_accessible = _clutter_actor_ref_accessible;
5149 }
5150
5151 static gboolean
5152 clutter_actor_update_default_paint_volume (ClutterActor       *self,
5153                                            ClutterPaintVolume *volume)
5154 {
5155   ClutterActorPrivate *priv = self->priv;
5156   gboolean res = FALSE;
5157
5158   /* we start from the allocation */
5159   clutter_paint_volume_set_width (volume,
5160                                   priv->allocation.x2 - priv->allocation.x1);
5161   clutter_paint_volume_set_height (volume,
5162                                    priv->allocation.y2 - priv->allocation.y1);
5163
5164   /* if the actor has a clip set then we have a pretty definite
5165    * size for the paint volume: the actor cannot possibly paint
5166    * outside the clip region.
5167    */
5168   if (priv->clip_to_allocation)
5169     {
5170       /* the allocation has already been set, so we just flip the
5171        * return value
5172        */
5173       res = TRUE;
5174     }
5175   else
5176     {
5177       ClutterActor *child;
5178
5179       if (priv->has_clip &&
5180           priv->clip.width >= 0 &&
5181           priv->clip.height >= 0)
5182         {
5183           ClutterVertex origin;
5184
5185           origin.x = priv->clip.x;
5186           origin.y = priv->clip.y;
5187           origin.z = 0;
5188
5189           clutter_paint_volume_set_origin (volume, &origin);
5190           clutter_paint_volume_set_width (volume, priv->clip.width);
5191           clutter_paint_volume_set_height (volume, priv->clip.height);
5192
5193           res = TRUE;
5194         }
5195
5196       /* if we don't have children we just bail out here... */
5197       if (priv->n_children == 0)
5198         return res;
5199
5200       /* ...but if we have children then we ask for their paint volume in
5201        * our coordinates. if any of our children replies that it doesn't
5202        * have a paint volume, we bail out
5203        */
5204       for (child = priv->first_child;
5205            child != NULL;
5206            child = child->priv->next_sibling)
5207         {
5208           const ClutterPaintVolume *child_volume;
5209
5210           if (!CLUTTER_ACTOR_IS_MAPPED (child))
5211             continue;
5212
5213           child_volume = clutter_actor_get_transformed_paint_volume (child, self);
5214           if (child_volume == NULL)
5215             {
5216               res = FALSE;
5217               break;
5218             }
5219
5220           clutter_paint_volume_union (volume, child_volume);
5221           res = TRUE;
5222         }
5223     }
5224
5225   return res;
5226
5227 }
5228
5229 static gboolean
5230 clutter_actor_real_get_paint_volume (ClutterActor       *self,
5231                                      ClutterPaintVolume *volume)
5232 {
5233   ClutterActorClass *klass;
5234   gboolean res;
5235
5236   klass = CLUTTER_ACTOR_GET_CLASS (self);
5237
5238   /* XXX - this thoroughly sucks, but we don't want to penalize users
5239    * who use ClutterActor as a "new ClutterGroup" by forcing a full-stage
5240    * redraw. This should go away in 2.0.
5241    */
5242   if (klass->paint == clutter_actor_real_paint &&
5243       klass->get_paint_volume == clutter_actor_real_get_paint_volume)
5244     {
5245       res = TRUE;
5246     }
5247   else
5248     {
5249       /* this is the default return value: we cannot know if a class
5250        * is going to paint outside its allocation, so we take the
5251        * conservative approach.
5252        */
5253       res = FALSE;
5254     }
5255
5256   if (clutter_actor_update_default_paint_volume (self, volume))
5257     return res;
5258
5259   return FALSE;
5260 }
5261
5262 /**
5263  * clutter_actor_get_default_paint_volume:
5264  * @self: a #ClutterActor
5265  *
5266  * Retrieves the default paint volume for @self.
5267  *
5268  * This function provides the same #ClutterPaintVolume that would be
5269  * computed by the default implementation inside #ClutterActor of the
5270  * #ClutterActorClass.get_paint_volume() virtual function.
5271  *
5272  * This function should only be used by #ClutterActor subclasses that
5273  * cannot chain up to the parent implementation when computing their
5274  * paint volume.
5275  *
5276  * Return value: (transfer none): a pointer to the default
5277  *   #ClutterPaintVolume, relative to the #ClutterActor, or %NULL if
5278  *   the actor could not compute a valid paint volume. The returned value
5279  *   is not guaranteed to be stable across multiple frames, so if you
5280  *   want to retain it, you will need to copy it using
5281  *   clutter_paint_volume_copy().
5282  *
5283  * Since: 1.10
5284  */
5285 const ClutterPaintVolume *
5286 clutter_actor_get_default_paint_volume (ClutterActor *self)
5287 {
5288   ClutterPaintVolume volume;
5289   ClutterPaintVolume *res;
5290
5291   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
5292
5293   res = NULL;
5294   _clutter_paint_volume_init_static (&volume, self);
5295   if (clutter_actor_update_default_paint_volume (self, &volume))
5296     {
5297       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
5298
5299       if (stage != NULL)
5300         {
5301           res = _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
5302           _clutter_paint_volume_copy_static (&volume, res);
5303         }
5304     }
5305
5306   clutter_paint_volume_free (&volume);
5307
5308   return res;
5309 }
5310
5311 static gboolean
5312 clutter_actor_real_has_overlaps (ClutterActor *self)
5313 {
5314   /* By default we'll assume that all actors need an offscreen redirect to get
5315    * the correct opacity. Actors such as ClutterTexture that would never need
5316    * an offscreen redirect can override this to return FALSE. */
5317   return TRUE;
5318 }
5319
5320 static void
5321 clutter_actor_real_destroy (ClutterActor *actor)
5322 {
5323   ClutterActorIter iter;
5324
5325   g_object_freeze_notify (G_OBJECT (actor));
5326
5327   clutter_actor_iter_init (&iter, actor);
5328   while (clutter_actor_iter_next (&iter, NULL))
5329     clutter_actor_iter_destroy (&iter);
5330
5331   g_object_thaw_notify (G_OBJECT (actor));
5332 }
5333
5334 static GObject *
5335 clutter_actor_constructor (GType gtype,
5336                            guint n_props,
5337                            GObjectConstructParam *props)
5338 {
5339   GObjectClass *gobject_class;
5340   ClutterActor *self;
5341   GObject *retval;
5342
5343   gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
5344   retval = gobject_class->constructor (gtype, n_props, props);
5345   self = CLUTTER_ACTOR (retval);
5346
5347   if (self->priv->layout_manager == NULL)
5348     {
5349       ClutterLayoutManager *default_layout;
5350
5351       CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
5352
5353       default_layout = clutter_fixed_layout_new ();
5354       clutter_actor_set_layout_manager (self, default_layout);
5355     }
5356
5357   return retval;
5358 }
5359
5360 static void
5361 clutter_actor_class_init (ClutterActorClass *klass)
5362 {
5363   GObjectClass *object_class = G_OBJECT_CLASS (klass);
5364
5365   quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
5366   quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
5367   quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
5368   quark_actor_animation_info = g_quark_from_static_string ("-clutter-actor-animation-info");
5369
5370   object_class->constructor = clutter_actor_constructor;
5371   object_class->set_property = clutter_actor_set_property;
5372   object_class->get_property = clutter_actor_get_property;
5373   object_class->dispose = clutter_actor_dispose;
5374   object_class->finalize = clutter_actor_finalize;
5375
5376   klass->show = clutter_actor_real_show;
5377   klass->show_all = clutter_actor_show;
5378   klass->hide = clutter_actor_real_hide;
5379   klass->hide_all = clutter_actor_hide;
5380   klass->map = clutter_actor_real_map;
5381   klass->unmap = clutter_actor_real_unmap;
5382   klass->unrealize = clutter_actor_real_unrealize;
5383   klass->pick = clutter_actor_real_pick;
5384   klass->get_preferred_width = clutter_actor_real_get_preferred_width;
5385   klass->get_preferred_height = clutter_actor_real_get_preferred_height;
5386   klass->allocate = clutter_actor_real_allocate;
5387   klass->queue_redraw = clutter_actor_real_queue_redraw;
5388   klass->queue_relayout = clutter_actor_real_queue_relayout;
5389   klass->apply_transform = clutter_actor_real_apply_transform;
5390   klass->get_accessible = clutter_actor_real_get_accessible;
5391   klass->get_paint_volume = clutter_actor_real_get_paint_volume;
5392   klass->has_overlaps = clutter_actor_real_has_overlaps;
5393   klass->paint = clutter_actor_real_paint;
5394   klass->destroy = clutter_actor_real_destroy;
5395
5396   g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
5397
5398   /**
5399    * ClutterActor:x:
5400    *
5401    * X coordinate of the actor in pixels. If written, forces a fixed
5402    * position for the actor. If read, returns the fixed position if any,
5403    * otherwise the allocation if available, otherwise 0.
5404    *
5405    * The #ClutterActor:x property is animatable.
5406    */
5407   obj_props[PROP_X] =
5408     g_param_spec_float ("x",
5409                         P_("X coordinate"),
5410                         P_("X coordinate of the actor"),
5411                         -G_MAXFLOAT, G_MAXFLOAT,
5412                         0.0,
5413                         G_PARAM_READWRITE |
5414                         G_PARAM_STATIC_STRINGS |
5415                         CLUTTER_PARAM_ANIMATABLE);
5416
5417   /**
5418    * ClutterActor:y:
5419    *
5420    * Y coordinate of the actor in pixels. If written, forces a fixed
5421    * position for the actor.  If read, returns the fixed position if
5422    * any, otherwise the allocation if available, otherwise 0.
5423    *
5424    * The #ClutterActor:y property is animatable.
5425    */
5426   obj_props[PROP_Y] =
5427     g_param_spec_float ("y",
5428                         P_("Y coordinate"),
5429                         P_("Y coordinate of the actor"),
5430                         -G_MAXFLOAT, G_MAXFLOAT,
5431                         0.0,
5432                         G_PARAM_READWRITE |
5433                         G_PARAM_STATIC_STRINGS |
5434                         CLUTTER_PARAM_ANIMATABLE);
5435
5436   /**
5437    * ClutterActor:width:
5438    *
5439    * Width of the actor (in pixels). If written, forces the minimum and
5440    * natural size request of the actor to the given width. If read, returns
5441    * the allocated width if available, otherwise the width request.
5442    *
5443    * The #ClutterActor:width property is animatable.
5444    */
5445   obj_props[PROP_WIDTH] =
5446     g_param_spec_float ("width",
5447                         P_("Width"),
5448                         P_("Width of the actor"),
5449                         0.0, G_MAXFLOAT,
5450                         0.0,
5451                         G_PARAM_READWRITE |
5452                         G_PARAM_STATIC_STRINGS |
5453                         CLUTTER_PARAM_ANIMATABLE);
5454
5455   /**
5456    * ClutterActor:height:
5457    *
5458    * Height of the actor (in pixels).  If written, forces the minimum and
5459    * natural size request of the actor to the given height. If read, returns
5460    * the allocated height if available, otherwise the height request.
5461    *
5462    * The #ClutterActor:height property is animatable.
5463    */
5464   obj_props[PROP_HEIGHT] =
5465     g_param_spec_float ("height",
5466                         P_("Height"),
5467                         P_("Height of the actor"),
5468                         0.0, G_MAXFLOAT,
5469                         0.0,
5470                         G_PARAM_READWRITE |
5471                         G_PARAM_STATIC_STRINGS |
5472                         CLUTTER_PARAM_ANIMATABLE);
5473
5474   /**
5475    * ClutterActor:fixed-x:
5476    *
5477    * The fixed X position of the actor in pixels.
5478    *
5479    * Writing this property sets #ClutterActor:fixed-position-set
5480    * property as well, as a side effect
5481    *
5482    * Since: 0.8
5483    */
5484   obj_props[PROP_FIXED_X] =
5485     g_param_spec_float ("fixed-x",
5486                         P_("Fixed X"),
5487                         P_("Forced X position of the actor"),
5488                         -G_MAXFLOAT, G_MAXFLOAT,
5489                         0.0,
5490                         CLUTTER_PARAM_READWRITE);
5491
5492   /**
5493    * ClutterActor:fixed-y:
5494    *
5495    * The fixed Y position of the actor in pixels.
5496    *
5497    * Writing this property sets the #ClutterActor:fixed-position-set
5498    * property as well, as a side effect
5499    *
5500    * Since: 0.8
5501    */
5502   obj_props[PROP_FIXED_Y] =
5503     g_param_spec_float ("fixed-y",
5504                         P_("Fixed Y"),
5505                         P_("Forced Y position of the actor"),
5506                         -G_MAXFLOAT, G_MAXFLOAT,
5507                         0,
5508                         CLUTTER_PARAM_READWRITE);
5509
5510   /**
5511    * ClutterActor:fixed-position-set:
5512    *
5513    * This flag controls whether the #ClutterActor:fixed-x and
5514    * #ClutterActor:fixed-y properties are used
5515    *
5516    * Since: 0.8
5517    */
5518   obj_props[PROP_FIXED_POSITION_SET] =
5519     g_param_spec_boolean ("fixed-position-set",
5520                           P_("Fixed position set"),
5521                           P_("Whether to use fixed positioning for the actor"),
5522                           FALSE,
5523                           CLUTTER_PARAM_READWRITE);
5524
5525   /**
5526    * ClutterActor:min-width:
5527    *
5528    * A forced minimum width request for the actor, in pixels
5529    *
5530    * Writing this property sets the #ClutterActor:min-width-set property
5531    * as well, as a side effect.
5532    *
5533    *This property overrides the usual width request of the actor.
5534    *
5535    * Since: 0.8
5536    */
5537   obj_props[PROP_MIN_WIDTH] =
5538     g_param_spec_float ("min-width",
5539                         P_("Min Width"),
5540                         P_("Forced minimum width request for the actor"),
5541                         0.0, G_MAXFLOAT,
5542                         0.0,
5543                         CLUTTER_PARAM_READWRITE);
5544
5545   /**
5546    * ClutterActor:min-height:
5547    *
5548    * A forced minimum height request for the actor, in pixels
5549    *
5550    * Writing this property sets the #ClutterActor:min-height-set property
5551    * as well, as a side effect. This property overrides the usual height
5552    * request of the actor.
5553    *
5554    * Since: 0.8
5555    */
5556   obj_props[PROP_MIN_HEIGHT] =
5557     g_param_spec_float ("min-height",
5558                         P_("Min Height"),
5559                         P_("Forced minimum height request for the actor"),
5560                         0.0, G_MAXFLOAT,
5561                         0.0,
5562                         CLUTTER_PARAM_READWRITE);
5563
5564   /**
5565    * ClutterActor:natural-width:
5566    *
5567    * A forced natural width request for the actor, in pixels
5568    *
5569    * Writing this property sets the #ClutterActor:natural-width-set
5570    * property as well, as a side effect. This property overrides the
5571    * usual width request of the actor
5572    *
5573    * Since: 0.8
5574    */
5575   obj_props[PROP_NATURAL_WIDTH] =
5576     g_param_spec_float ("natural-width",
5577                         P_("Natural Width"),
5578                         P_("Forced natural width request for the actor"),
5579                         0.0, G_MAXFLOAT,
5580                         0.0,
5581                         CLUTTER_PARAM_READWRITE);
5582
5583   /**
5584    * ClutterActor:natural-height:
5585    *
5586    * A forced natural height request for the actor, in pixels
5587    *
5588    * Writing this property sets the #ClutterActor:natural-height-set
5589    * property as well, as a side effect. This property overrides the
5590    * usual height request of the actor
5591    *
5592    * Since: 0.8
5593    */
5594   obj_props[PROP_NATURAL_HEIGHT] =
5595     g_param_spec_float ("natural-height",
5596                         P_("Natural Height"),
5597                         P_("Forced natural height request for the actor"),
5598                         0.0, G_MAXFLOAT,
5599                         0.0,
5600                         CLUTTER_PARAM_READWRITE);
5601
5602   /**
5603    * ClutterActor:min-width-set:
5604    *
5605    * This flag controls whether the #ClutterActor:min-width property
5606    * is used
5607    *
5608    * Since: 0.8
5609    */
5610   obj_props[PROP_MIN_WIDTH_SET] =
5611     g_param_spec_boolean ("min-width-set",
5612                           P_("Minimum width set"),
5613                           P_("Whether to use the min-width property"),
5614                           FALSE,
5615                           CLUTTER_PARAM_READWRITE);
5616
5617   /**
5618    * ClutterActor:min-height-set:
5619    *
5620    * This flag controls whether the #ClutterActor:min-height property
5621    * is used
5622    *
5623    * Since: 0.8
5624    */
5625   obj_props[PROP_MIN_HEIGHT_SET] =
5626     g_param_spec_boolean ("min-height-set",
5627                           P_("Minimum height set"),
5628                           P_("Whether to use the min-height property"),
5629                           FALSE,
5630                           CLUTTER_PARAM_READWRITE);
5631
5632   /**
5633    * ClutterActor:natural-width-set:
5634    *
5635    * This flag controls whether the #ClutterActor:natural-width property
5636    * is used
5637    *
5638    * Since: 0.8
5639    */
5640   obj_props[PROP_NATURAL_WIDTH_SET] =
5641     g_param_spec_boolean ("natural-width-set",
5642                           P_("Natural width set"),
5643                           P_("Whether to use the natural-width property"),
5644                           FALSE,
5645                           CLUTTER_PARAM_READWRITE);
5646
5647   /**
5648    * ClutterActor:natural-height-set:
5649    *
5650    * This flag controls whether the #ClutterActor:natural-height property
5651    * is used
5652    *
5653    * Since: 0.8
5654    */
5655   obj_props[PROP_NATURAL_HEIGHT_SET] =
5656     g_param_spec_boolean ("natural-height-set",
5657                           P_("Natural height set"),
5658                           P_("Whether to use the natural-height property"),
5659                           FALSE,
5660                           CLUTTER_PARAM_READWRITE);
5661
5662   /**
5663    * ClutterActor:allocation:
5664    *
5665    * The allocation for the actor, in pixels
5666    *
5667    * This is property is read-only, but you might monitor it to know when an
5668    * actor moves or resizes
5669    *
5670    * Since: 0.8
5671    */
5672   obj_props[PROP_ALLOCATION] =
5673     g_param_spec_boxed ("allocation",
5674                         P_("Allocation"),
5675                         P_("The actor's allocation"),
5676                         CLUTTER_TYPE_ACTOR_BOX,
5677                         CLUTTER_PARAM_READABLE);
5678
5679   /**
5680    * ClutterActor:request-mode:
5681    *
5682    * Request mode for the #ClutterActor. The request mode determines the
5683    * type of geometry management used by the actor, either height for width
5684    * (the default) or width for height.
5685    *
5686    * For actors implementing height for width, the parent container should get
5687    * the preferred width first, and then the preferred height for that width.
5688    *
5689    * For actors implementing width for height, the parent container should get
5690    * the preferred height first, and then the preferred width for that height.
5691    *
5692    * For instance:
5693    *
5694    * |[
5695    *   ClutterRequestMode mode;
5696    *   gfloat natural_width, min_width;
5697    *   gfloat natural_height, min_height;
5698    *
5699    *   mode = clutter_actor_get_request_mode (child);
5700    *   if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5701    *     {
5702    *       clutter_actor_get_preferred_width (child, -1,
5703    *                                          &amp;min_width,
5704    *                                          &amp;natural_width);
5705    *       clutter_actor_get_preferred_height (child, natural_width,
5706    *                                           &amp;min_height,
5707    *                                           &amp;natural_height);
5708    *     }
5709    *   else
5710    *     {
5711    *       clutter_actor_get_preferred_height (child, -1,
5712    *                                           &amp;min_height,
5713    *                                           &amp;natural_height);
5714    *       clutter_actor_get_preferred_width (child, natural_height,
5715    *                                          &amp;min_width,
5716    *                                          &amp;natural_width);
5717    *     }
5718    * ]|
5719    *
5720    * will retrieve the minimum and natural width and height depending on the
5721    * preferred request mode of the #ClutterActor "child".
5722    *
5723    * The clutter_actor_get_preferred_size() function will implement this
5724    * check for you.
5725    *
5726    * Since: 0.8
5727    */
5728   obj_props[PROP_REQUEST_MODE] =
5729     g_param_spec_enum ("request-mode",
5730                        P_("Request Mode"),
5731                        P_("The actor's request mode"),
5732                        CLUTTER_TYPE_REQUEST_MODE,
5733                        CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5734                        CLUTTER_PARAM_READWRITE);
5735
5736   /**
5737    * ClutterActor:depth:
5738    *
5739    * The position of the actor on the Z axis.
5740    *
5741    * The #ClutterActor:depth property is relative to the parent's
5742    * modelview matrix.
5743    *
5744    * The #ClutterActor:depth property is animatable.
5745    *
5746    * Since: 0.6
5747    */
5748   obj_props[PROP_DEPTH] =
5749     g_param_spec_float ("depth",
5750                         P_("Depth"),
5751                         P_("Position on the Z axis"),
5752                         -G_MAXFLOAT, G_MAXFLOAT,
5753                         0.0,
5754                         G_PARAM_READWRITE |
5755                         G_PARAM_STATIC_STRINGS |
5756                         CLUTTER_PARAM_ANIMATABLE);
5757
5758   /**
5759    * ClutterActor:opacity:
5760    *
5761    * Opacity of an actor, between 0 (fully transparent) and
5762    * 255 (fully opaque)
5763    *
5764    * The #ClutterActor:opacity property is animatable.
5765    */
5766   obj_props[PROP_OPACITY] =
5767     g_param_spec_uint ("opacity",
5768                        P_("Opacity"),
5769                        P_("Opacity of an actor"),
5770                        0, 255,
5771                        255,
5772                        G_PARAM_READWRITE |
5773                        G_PARAM_STATIC_STRINGS |
5774                        CLUTTER_PARAM_ANIMATABLE);
5775
5776   /**
5777    * ClutterActor:offscreen-redirect:
5778    *
5779    * Determines the conditions in which the actor will be redirected
5780    * to an offscreen framebuffer while being painted. For example this
5781    * can be used to cache an actor in a framebuffer or for improved
5782    * handling of transparent actors. See
5783    * clutter_actor_set_offscreen_redirect() for details.
5784    *
5785    * Since: 1.8
5786    */
5787   obj_props[PROP_OFFSCREEN_REDIRECT] =
5788     g_param_spec_flags ("offscreen-redirect",
5789                         P_("Offscreen redirect"),
5790                         P_("Flags controlling when to flatten the actor into a single image"),
5791                         CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5792                         0,
5793                         CLUTTER_PARAM_READWRITE);
5794
5795   /**
5796    * ClutterActor:visible:
5797    *
5798    * Whether the actor is set to be visible or not
5799    *
5800    * See also #ClutterActor:mapped
5801    */
5802   obj_props[PROP_VISIBLE] =
5803     g_param_spec_boolean ("visible",
5804                           P_("Visible"),
5805                           P_("Whether the actor is visible or not"),
5806                           FALSE,
5807                           CLUTTER_PARAM_READWRITE);
5808
5809   /**
5810    * ClutterActor:mapped:
5811    *
5812    * Whether the actor is mapped (will be painted when the stage
5813    * to which it belongs is mapped)
5814    *
5815    * Since: 1.0
5816    */
5817   obj_props[PROP_MAPPED] =
5818     g_param_spec_boolean ("mapped",
5819                           P_("Mapped"),
5820                           P_("Whether the actor will be painted"),
5821                           FALSE,
5822                           CLUTTER_PARAM_READABLE);
5823
5824   /**
5825    * ClutterActor:realized:
5826    *
5827    * Whether the actor has been realized
5828    *
5829    * Since: 1.0
5830    */
5831   obj_props[PROP_REALIZED] =
5832     g_param_spec_boolean ("realized",
5833                           P_("Realized"),
5834                           P_("Whether the actor has been realized"),
5835                           FALSE,
5836                           CLUTTER_PARAM_READABLE);
5837
5838   /**
5839    * ClutterActor:reactive:
5840    *
5841    * Whether the actor is reactive to events or not
5842    *
5843    * Only reactive actors will emit event-related signals
5844    *
5845    * Since: 0.6
5846    */
5847   obj_props[PROP_REACTIVE] =
5848     g_param_spec_boolean ("reactive",
5849                           P_("Reactive"),
5850                           P_("Whether the actor is reactive to events"),
5851                           FALSE,
5852                           CLUTTER_PARAM_READWRITE);
5853
5854   /**
5855    * ClutterActor:has-clip:
5856    *
5857    * Whether the actor has the #ClutterActor:clip property set or not
5858    */
5859   obj_props[PROP_HAS_CLIP] =
5860     g_param_spec_boolean ("has-clip",
5861                           P_("Has Clip"),
5862                           P_("Whether the actor has a clip set"),
5863                           FALSE,
5864                           CLUTTER_PARAM_READABLE);
5865
5866   /**
5867    * ClutterActor:clip:
5868    *
5869    * The clip region for the actor, in actor-relative coordinates
5870    *
5871    * Every part of the actor outside the clip region will not be
5872    * painted
5873    */
5874   obj_props[PROP_CLIP] =
5875     g_param_spec_boxed ("clip",
5876                         P_("Clip"),
5877                         P_("The clip region for the actor"),
5878                         CLUTTER_TYPE_GEOMETRY,
5879                         CLUTTER_PARAM_READWRITE);
5880
5881   /**
5882    * ClutterActor:name:
5883    *
5884    * The name of the actor
5885    *
5886    * Since: 0.2
5887    */
5888   obj_props[PROP_NAME] =
5889     g_param_spec_string ("name",
5890                          P_("Name"),
5891                          P_("Name of the actor"),
5892                          NULL,
5893                          CLUTTER_PARAM_READWRITE);
5894
5895   /**
5896    * ClutterActor:scale-x:
5897    *
5898    * The horizontal scale of the actor.
5899    *
5900    * The #ClutterActor:scale-x property is animatable.
5901    *
5902    * Since: 0.6
5903    */
5904   obj_props[PROP_SCALE_X] =
5905     g_param_spec_double ("scale-x",
5906                          P_("Scale X"),
5907                          P_("Scale factor on the X axis"),
5908                          0.0, G_MAXDOUBLE,
5909                          1.0,
5910                          G_PARAM_READWRITE |
5911                          G_PARAM_STATIC_STRINGS |
5912                          CLUTTER_PARAM_ANIMATABLE);
5913
5914   /**
5915    * ClutterActor:scale-y:
5916    *
5917    * The vertical scale of the actor.
5918    *
5919    * The #ClutterActor:scale-y property is animatable.
5920    *
5921    * Since: 0.6
5922    */
5923   obj_props[PROP_SCALE_Y] =
5924     g_param_spec_double ("scale-y",
5925                          P_("Scale Y"),
5926                          P_("Scale factor on the Y axis"),
5927                          0.0, G_MAXDOUBLE,
5928                          1.0,
5929                          G_PARAM_READWRITE |
5930                          G_PARAM_STATIC_STRINGS |
5931                          CLUTTER_PARAM_ANIMATABLE);
5932
5933   /**
5934    * ClutterActor:scale-center-x:
5935    *
5936    * The horizontal center point for scaling
5937    *
5938    * Since: 1.0
5939    */
5940   obj_props[PROP_SCALE_CENTER_X] =
5941     g_param_spec_float ("scale-center-x",
5942                         P_("Scale Center X"),
5943                         P_("Horizontal scale center"),
5944                         -G_MAXFLOAT, G_MAXFLOAT,
5945                         0.0,
5946                         CLUTTER_PARAM_READWRITE);
5947
5948   /**
5949    * ClutterActor:scale-center-y:
5950    *
5951    * The vertical center point for scaling
5952    *
5953    * Since: 1.0
5954    */
5955   obj_props[PROP_SCALE_CENTER_Y] =
5956     g_param_spec_float ("scale-center-y",
5957                         P_("Scale Center Y"),
5958                         P_("Vertical scale center"),
5959                         -G_MAXFLOAT, G_MAXFLOAT,
5960                         0.0,
5961                         CLUTTER_PARAM_READWRITE);
5962
5963   /**
5964    * ClutterActor:scale-gravity:
5965    *
5966    * The center point for scaling expressed as a #ClutterGravity
5967    *
5968    * Since: 1.0
5969    */
5970   obj_props[PROP_SCALE_GRAVITY] =
5971     g_param_spec_enum ("scale-gravity",
5972                        P_("Scale Gravity"),
5973                        P_("The center of scaling"),
5974                        CLUTTER_TYPE_GRAVITY,
5975                        CLUTTER_GRAVITY_NONE,
5976                        CLUTTER_PARAM_READWRITE);
5977
5978   /**
5979    * ClutterActor:rotation-angle-x:
5980    *
5981    * The rotation angle on the X axis.
5982    *
5983    * The #ClutterActor:rotation-angle-x property is animatable.
5984    *
5985    * Since: 0.6
5986    */
5987   obj_props[PROP_ROTATION_ANGLE_X] =
5988     g_param_spec_double ("rotation-angle-x",
5989                          P_("Rotation Angle X"),
5990                          P_("The rotation angle on the X axis"),
5991                          -G_MAXDOUBLE, G_MAXDOUBLE,
5992                          0.0,
5993                          G_PARAM_READWRITE |
5994                          G_PARAM_STATIC_STRINGS |
5995                          CLUTTER_PARAM_ANIMATABLE);
5996
5997   /**
5998    * ClutterActor:rotation-angle-y:
5999    *
6000    * The rotation angle on the Y axis
6001    *
6002    * The #ClutterActor:rotation-angle-y property is animatable.
6003    *
6004    * Since: 0.6
6005    */
6006   obj_props[PROP_ROTATION_ANGLE_Y] =
6007     g_param_spec_double ("rotation-angle-y",
6008                          P_("Rotation Angle Y"),
6009                          P_("The rotation angle on the Y axis"),
6010                          -G_MAXDOUBLE, G_MAXDOUBLE,
6011                          0.0,
6012                          G_PARAM_READWRITE |
6013                          G_PARAM_STATIC_STRINGS |
6014                          CLUTTER_PARAM_ANIMATABLE);
6015
6016   /**
6017    * ClutterActor:rotation-angle-z:
6018    *
6019    * The rotation angle on the Z axis
6020    *
6021    * The #ClutterActor:rotation-angle-z property is animatable.
6022    *
6023    * Since: 0.6
6024    */
6025   obj_props[PROP_ROTATION_ANGLE_Z] =
6026     g_param_spec_double ("rotation-angle-z",
6027                          P_("Rotation Angle Z"),
6028                          P_("The rotation angle on the Z axis"),
6029                          -G_MAXDOUBLE, G_MAXDOUBLE,
6030                          0.0,
6031                          G_PARAM_READWRITE |
6032                          G_PARAM_STATIC_STRINGS |
6033                          CLUTTER_PARAM_ANIMATABLE);
6034
6035   /**
6036    * ClutterActor:rotation-center-x:
6037    *
6038    * The rotation center on the X axis.
6039    *
6040    * Since: 0.6
6041    */
6042   obj_props[PROP_ROTATION_CENTER_X] =
6043     g_param_spec_boxed ("rotation-center-x",
6044                         P_("Rotation Center X"),
6045                         P_("The rotation center on the X axis"),
6046                         CLUTTER_TYPE_VERTEX,
6047                         CLUTTER_PARAM_READWRITE);
6048
6049   /**
6050    * ClutterActor:rotation-center-y:
6051    *
6052    * The rotation center on the Y axis.
6053    *
6054    * Since: 0.6
6055    */
6056   obj_props[PROP_ROTATION_CENTER_Y] =
6057     g_param_spec_boxed ("rotation-center-y",
6058                         P_("Rotation Center Y"),
6059                         P_("The rotation center on the Y axis"),
6060                         CLUTTER_TYPE_VERTEX,
6061                         CLUTTER_PARAM_READWRITE);
6062
6063   /**
6064    * ClutterActor:rotation-center-z:
6065    *
6066    * The rotation center on the Z axis.
6067    *
6068    * Since: 0.6
6069    */
6070   obj_props[PROP_ROTATION_CENTER_Z] =
6071     g_param_spec_boxed ("rotation-center-z",
6072                         P_("Rotation Center Z"),
6073                         P_("The rotation center on the Z axis"),
6074                         CLUTTER_TYPE_VERTEX,
6075                         CLUTTER_PARAM_READWRITE);
6076
6077   /**
6078    * ClutterActor:rotation-center-z-gravity:
6079    *
6080    * The rotation center on the Z axis expressed as a #ClutterGravity.
6081    *
6082    * Since: 1.0
6083    */
6084   obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
6085     g_param_spec_enum ("rotation-center-z-gravity",
6086                        P_("Rotation Center Z Gravity"),
6087                        P_("Center point for rotation around the Z axis"),
6088                        CLUTTER_TYPE_GRAVITY,
6089                        CLUTTER_GRAVITY_NONE,
6090                        CLUTTER_PARAM_READWRITE);
6091
6092   /**
6093    * ClutterActor:anchor-x:
6094    *
6095    * The X coordinate of an actor's anchor point, relative to
6096    * the actor coordinate space, in pixels
6097    *
6098    * Since: 0.8
6099    */
6100   obj_props[PROP_ANCHOR_X] =
6101     g_param_spec_float ("anchor-x",
6102                         P_("Anchor X"),
6103                         P_("X coordinate of the anchor point"),
6104                         -G_MAXFLOAT, G_MAXFLOAT,
6105                         0,
6106                         CLUTTER_PARAM_READWRITE);
6107
6108   /**
6109    * ClutterActor:anchor-y:
6110    *
6111    * The Y coordinate of an actor's anchor point, relative to
6112    * the actor coordinate space, in pixels
6113    *
6114    * Since: 0.8
6115    */
6116   obj_props[PROP_ANCHOR_Y] =
6117     g_param_spec_float ("anchor-y",
6118                         P_("Anchor Y"),
6119                         P_("Y coordinate of the anchor point"),
6120                         -G_MAXFLOAT, G_MAXFLOAT,
6121                         0,
6122                         CLUTTER_PARAM_READWRITE);
6123
6124   /**
6125    * ClutterActor:anchor-gravity:
6126    *
6127    * The anchor point expressed as a #ClutterGravity
6128    *
6129    * Since: 1.0
6130    */
6131   obj_props[PROP_ANCHOR_GRAVITY] =
6132     g_param_spec_enum ("anchor-gravity",
6133                        P_("Anchor Gravity"),
6134                        P_("The anchor point as a ClutterGravity"),
6135                        CLUTTER_TYPE_GRAVITY,
6136                        CLUTTER_GRAVITY_NONE,
6137                        CLUTTER_PARAM_READWRITE);
6138
6139   /**
6140    * ClutterActor:show-on-set-parent:
6141    *
6142    * If %TRUE, the actor is automatically shown when parented.
6143    *
6144    * Calling clutter_actor_hide() on an actor which has not been
6145    * parented will set this property to %FALSE as a side effect.
6146    *
6147    * Since: 0.8
6148    */
6149   obj_props[PROP_SHOW_ON_SET_PARENT] =
6150     g_param_spec_boolean ("show-on-set-parent",
6151                           P_("Show on set parent"),
6152                           P_("Whether the actor is shown when parented"),
6153                           TRUE,
6154                           CLUTTER_PARAM_READWRITE);
6155
6156   /**
6157    * ClutterActor:clip-to-allocation:
6158    *
6159    * Whether the clip region should track the allocated area
6160    * of the actor.
6161    *
6162    * This property is ignored if a clip area has been explicitly
6163    * set using clutter_actor_set_clip().
6164    *
6165    * Since: 1.0
6166    */
6167   obj_props[PROP_CLIP_TO_ALLOCATION] =
6168     g_param_spec_boolean ("clip-to-allocation",
6169                           P_("Clip to Allocation"),
6170                           P_("Sets the clip region to track the actor's allocation"),
6171                           FALSE,
6172                           CLUTTER_PARAM_READWRITE);
6173
6174   /**
6175    * ClutterActor:text-direction:
6176    *
6177    * The direction of the text inside a #ClutterActor.
6178    *
6179    * Since: 1.0
6180    */
6181   obj_props[PROP_TEXT_DIRECTION] =
6182     g_param_spec_enum ("text-direction",
6183                        P_("Text Direction"),
6184                        P_("Direction of the text"),
6185                        CLUTTER_TYPE_TEXT_DIRECTION,
6186                        CLUTTER_TEXT_DIRECTION_LTR,
6187                        CLUTTER_PARAM_READWRITE);
6188
6189   /**
6190    * ClutterActor:has-pointer:
6191    *
6192    * Whether the actor contains the pointer of a #ClutterInputDevice
6193    * or not.
6194    *
6195    * Since: 1.2
6196    */
6197   obj_props[PROP_HAS_POINTER] =
6198     g_param_spec_boolean ("has-pointer",
6199                           P_("Has Pointer"),
6200                           P_("Whether the actor contains the pointer of an input device"),
6201                           FALSE,
6202                           CLUTTER_PARAM_READABLE);
6203
6204   /**
6205    * ClutterActor:actions:
6206    *
6207    * Adds a #ClutterAction to the actor
6208    *
6209    * Since: 1.4
6210    */
6211   obj_props[PROP_ACTIONS] =
6212     g_param_spec_object ("actions",
6213                          P_("Actions"),
6214                          P_("Adds an action to the actor"),
6215                          CLUTTER_TYPE_ACTION,
6216                          CLUTTER_PARAM_WRITABLE);
6217
6218   /**
6219    * ClutterActor:constraints:
6220    *
6221    * Adds a #ClutterConstraint to the actor
6222    *
6223    * Since: 1.4
6224    */
6225   obj_props[PROP_CONSTRAINTS] =
6226     g_param_spec_object ("constraints",
6227                          P_("Constraints"),
6228                          P_("Adds a constraint to the actor"),
6229                          CLUTTER_TYPE_CONSTRAINT,
6230                          CLUTTER_PARAM_WRITABLE);
6231
6232   /**
6233    * ClutterActor:effect:
6234    *
6235    * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
6236    *
6237    * Since: 1.4
6238    */
6239   obj_props[PROP_EFFECT] =
6240     g_param_spec_object ("effect",
6241                          P_("Effect"),
6242                          P_("Add an effect to be applied on the actor"),
6243                          CLUTTER_TYPE_EFFECT,
6244                          CLUTTER_PARAM_WRITABLE);
6245
6246   /**
6247    * ClutterActor:layout-manager:
6248    *
6249    * A delegate object for controlling the layout of the children of
6250    * an actor.
6251    *
6252    * Since: 1.10
6253    */
6254   obj_props[PROP_LAYOUT_MANAGER] =
6255     g_param_spec_object ("layout-manager",
6256                          P_("Layout Manager"),
6257                          P_("The object controlling the layout of an actor's children"),
6258                          CLUTTER_TYPE_LAYOUT_MANAGER,
6259                          CLUTTER_PARAM_READWRITE);
6260
6261
6262   /**
6263    * ClutterActor:x-align:
6264    *
6265    * The alignment of an actor on the X axis, if the actor has been given
6266    * extra space for its allocation.
6267    *
6268    * Since: 1.10
6269    */
6270   obj_props[PROP_X_ALIGN] =
6271     g_param_spec_enum ("x-align",
6272                        P_("X Alignment"),
6273                        P_("The alignment of the actor on the X axis within its allocation"),
6274                        CLUTTER_TYPE_ACTOR_ALIGN,
6275                        CLUTTER_ACTOR_ALIGN_FILL,
6276                        CLUTTER_PARAM_READWRITE);
6277
6278   /**
6279    * ClutterActor:y-align:
6280    *
6281    * The alignment of an actor on the Y axis, if the actor has been given
6282    * extra space for its allocation.
6283    *
6284    * Since: 1.10
6285    */
6286   obj_props[PROP_Y_ALIGN] =
6287     g_param_spec_enum ("y-align",
6288                        P_("Y Alignment"),
6289                        P_("The alignment of the actor on the Y axis within its allocation"),
6290                        CLUTTER_TYPE_ACTOR_ALIGN,
6291                        CLUTTER_ACTOR_ALIGN_FILL,
6292                        CLUTTER_PARAM_READWRITE);
6293
6294   /**
6295    * ClutterActor:margin-top:
6296    *
6297    * The margin (in pixels) from the top of the actor.
6298    *
6299    * This property adds a margin to the actor's preferred size; the margin
6300    * will be automatically taken into account when allocating the actor.
6301    *
6302    * Since: 1.10
6303    */
6304   obj_props[PROP_MARGIN_TOP] =
6305     g_param_spec_float ("margin-top",
6306                         P_("Margin Top"),
6307                         P_("Extra space at the top"),
6308                         0.0, G_MAXFLOAT,
6309                         0.0,
6310                         CLUTTER_PARAM_READWRITE);
6311
6312   /**
6313    * ClutterActor:margin-bottom:
6314    *
6315    * The margin (in pixels) from the bottom of the actor.
6316    *
6317    * This property adds a margin to the actor's preferred size; the margin
6318    * will be automatically taken into account when allocating the actor.
6319    *
6320    * Since: 1.10
6321    */
6322   obj_props[PROP_MARGIN_BOTTOM] =
6323     g_param_spec_float ("margin-bottom",
6324                         P_("Margin Bottom"),
6325                         P_("Extra space at the bottom"),
6326                         0.0, G_MAXFLOAT,
6327                         0.0,
6328                         CLUTTER_PARAM_READWRITE);
6329
6330   /**
6331    * ClutterActor:margin-left:
6332    *
6333    * The margin (in pixels) from the left of the actor.
6334    *
6335    * This property adds a margin to the actor's preferred size; the margin
6336    * will be automatically taken into account when allocating the actor.
6337    *
6338    * Since: 1.10
6339    */
6340   obj_props[PROP_MARGIN_LEFT] =
6341     g_param_spec_float ("margin-left",
6342                         P_("Margin Left"),
6343                         P_("Extra space at the left"),
6344                         0.0, G_MAXFLOAT,
6345                         0.0,
6346                         CLUTTER_PARAM_READWRITE);
6347
6348   /**
6349    * ClutterActor:margin-right:
6350    *
6351    * The margin (in pixels) from the right of the actor.
6352    *
6353    * This property adds a margin to the actor's preferred size; the margin
6354    * will be automatically taken into account when allocating the actor.
6355    *
6356    * Since: 1.10
6357    */
6358   obj_props[PROP_MARGIN_RIGHT] =
6359     g_param_spec_float ("margin-right",
6360                         P_("Margin Right"),
6361                         P_("Extra space at the right"),
6362                         0.0, G_MAXFLOAT,
6363                         0.0,
6364                         CLUTTER_PARAM_READWRITE);
6365
6366   /**
6367    * ClutterActor:background-color-set:
6368    *
6369    * Whether the #ClutterActor:background-color property has been set.
6370    *
6371    * Since: 1.10
6372    */
6373   obj_props[PROP_BACKGROUND_COLOR_SET] =
6374     g_param_spec_boolean ("background-color-set",
6375                           P_("Background Color Set"),
6376                           P_("Whether the background color is set"),
6377                           FALSE,
6378                           CLUTTER_PARAM_READABLE);
6379
6380   /**
6381    * ClutterActor:background-color:
6382    *
6383    * Paints a solid fill of the actor's allocation using the specified
6384    * color.
6385    *
6386    * The #ClutterActor:background-color property is animatable.
6387    *
6388    * Since: 1.10
6389    */
6390   obj_props[PROP_BACKGROUND_COLOR] =
6391     clutter_param_spec_color ("background-color",
6392                               P_("Background color"),
6393                               P_("The actor's background color"),
6394                               CLUTTER_COLOR_Transparent,
6395                               G_PARAM_READWRITE |
6396                               G_PARAM_STATIC_STRINGS |
6397                               CLUTTER_PARAM_ANIMATABLE);
6398
6399   /**
6400    * ClutterActor:first-child:
6401    *
6402    * The actor's first child.
6403    *
6404    * Since: 1.10
6405    */
6406   obj_props[PROP_FIRST_CHILD] =
6407     g_param_spec_object ("first-child",
6408                          P_("First Child"),
6409                          P_("The actor's first child"),
6410                          CLUTTER_TYPE_ACTOR,
6411                          CLUTTER_PARAM_READABLE);
6412
6413   /**
6414    * ClutterActor:last-child:
6415    *
6416    * The actor's last child.
6417    *
6418    * Since: 1.10
6419    */
6420   obj_props[PROP_LAST_CHILD] =
6421     g_param_spec_object ("last-child",
6422                          P_("Last Child"),
6423                          P_("The actor's last child"),
6424                          CLUTTER_TYPE_ACTOR,
6425                          CLUTTER_PARAM_READABLE);
6426
6427   /**
6428    * ClutterActor:content:
6429    *
6430    * The #ClutterContent implementation that controls the content
6431    * of the actor.
6432    *
6433    * Since: 1.10
6434    */
6435   obj_props[PROP_CONTENT] =
6436     g_param_spec_object ("content",
6437                          P_("Content"),
6438                          P_("Delegate object for painting the actor's content"),
6439                          CLUTTER_TYPE_CONTENT,
6440                          CLUTTER_PARAM_READWRITE);
6441
6442   /**
6443    * ClutterActor:content-gravity:
6444    *
6445    * The alignment that should be honoured by the #ClutterContent
6446    * set with the #ClutterActor:content property.
6447    *
6448    * Changing the value of this property will change the bounding box of
6449    * the content; you can use the #ClutterActor:content-box property to
6450    * get the position and size of the content within the actor's
6451    * allocation.
6452    *
6453    * This property is meaningful only for #ClutterContent implementations
6454    * that have a preferred size, and if the preferred size is smaller than
6455    * the actor's allocation.
6456    *
6457    * The #ClutterActor:content-gravity property is animatable.
6458    *
6459    * Since: 1.10
6460    */
6461   obj_props[PROP_CONTENT_GRAVITY] =
6462     g_param_spec_enum ("content-gravity",
6463                        P_("Content Gravity"),
6464                        P_("Alignment of the actor's content"),
6465                        CLUTTER_TYPE_CONTENT_GRAVITY,
6466                        CLUTTER_CONTENT_GRAVITY_RESIZE_FILL,
6467                        CLUTTER_PARAM_READWRITE);
6468
6469   /**
6470    * ClutterActor:content-box:
6471    *
6472    * The bounding box for the #ClutterContent used by the actor.
6473    *
6474    * The value of this property is controlled by the #ClutterActor:allocation
6475    * and #ClutterActor:content-gravity properties of #ClutterActor.
6476    *
6477    * The bounding box for the content is guaranteed to never exceed the
6478    * allocation's of the actor.
6479    *
6480    * Since: 1.10
6481    */
6482   obj_props[PROP_CONTENT_BOX] =
6483     g_param_spec_boxed ("content-box",
6484                         P_("Content Box"),
6485                         P_("The bounding box of the actor's content"),
6486                         CLUTTER_TYPE_ACTOR_BOX,
6487                         G_PARAM_READABLE |
6488                         G_PARAM_STATIC_STRINGS |
6489                         CLUTTER_PARAM_ANIMATABLE);
6490
6491   obj_props[PROP_MINIFICATION_FILTER] =
6492     g_param_spec_enum ("minification-filter",
6493                        P_("Minification Filter"),
6494                        P_("The filter used when reducing the size of the content"),
6495                        CLUTTER_TYPE_SCALING_FILTER,
6496                        CLUTTER_SCALING_FILTER_LINEAR,
6497                        CLUTTER_PARAM_READWRITE);
6498
6499   obj_props[PROP_MAGNIFICATION_FILTER] =
6500     g_param_spec_enum ("magnification-filter",
6501                        P_("Magnification Filter"),
6502                        P_("The filter used when increasing the size of the content"),
6503                        CLUTTER_TYPE_SCALING_FILTER,
6504                        CLUTTER_SCALING_FILTER_LINEAR,
6505                        CLUTTER_PARAM_READWRITE);
6506
6507   g_object_class_install_properties (object_class, PROP_LAST, obj_props);
6508
6509   /**
6510    * ClutterActor::destroy:
6511    * @actor: the #ClutterActor which emitted the signal
6512    *
6513    * The ::destroy signal notifies that all references held on the
6514    * actor which emitted it should be released.
6515    *
6516    * The ::destroy signal should be used by all holders of a reference
6517    * on @actor.
6518    *
6519    * This signal might result in the finalization of the #ClutterActor
6520    * if all references are released.
6521    *
6522    * Composite actors and actors implementing the #ClutterContainer
6523    * interface should override the default implementation of the
6524    * class handler of this signal and call clutter_actor_destroy() on
6525    * their children. When overriding the default class handler, it is
6526    * required to chain up to the parent's implementation.
6527    *
6528    * Since: 0.2
6529    */
6530   actor_signals[DESTROY] =
6531     g_signal_new (I_("destroy"),
6532                   G_TYPE_FROM_CLASS (object_class),
6533                   G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
6534                   G_STRUCT_OFFSET (ClutterActorClass, destroy),
6535                   NULL, NULL,
6536                   _clutter_marshal_VOID__VOID,
6537                   G_TYPE_NONE, 0);
6538   /**
6539    * ClutterActor::show:
6540    * @actor: the object which received the signal
6541    *
6542    * The ::show signal is emitted when an actor is visible and
6543    * rendered on the stage.
6544    *
6545    * Since: 0.2
6546    */
6547   actor_signals[SHOW] =
6548     g_signal_new (I_("show"),
6549                   G_TYPE_FROM_CLASS (object_class),
6550                   G_SIGNAL_RUN_FIRST,
6551                   G_STRUCT_OFFSET (ClutterActorClass, show),
6552                   NULL, NULL,
6553                   _clutter_marshal_VOID__VOID,
6554                   G_TYPE_NONE, 0);
6555   /**
6556    * ClutterActor::hide:
6557    * @actor: the object which received the signal
6558    *
6559    * The ::hide signal is emitted when an actor is no longer rendered
6560    * on the stage.
6561    *
6562    * Since: 0.2
6563    */
6564   actor_signals[HIDE] =
6565     g_signal_new (I_("hide"),
6566                   G_TYPE_FROM_CLASS (object_class),
6567                   G_SIGNAL_RUN_FIRST,
6568                   G_STRUCT_OFFSET (ClutterActorClass, hide),
6569                   NULL, NULL,
6570                   _clutter_marshal_VOID__VOID,
6571                   G_TYPE_NONE, 0);
6572   /**
6573    * ClutterActor::parent-set:
6574    * @actor: the object which received the signal
6575    * @old_parent: (allow-none): the previous parent of the actor, or %NULL
6576    *
6577    * This signal is emitted when the parent of the actor changes.
6578    *
6579    * Since: 0.2
6580    */
6581   actor_signals[PARENT_SET] =
6582     g_signal_new (I_("parent-set"),
6583                   G_TYPE_FROM_CLASS (object_class),
6584                   G_SIGNAL_RUN_LAST,
6585                   G_STRUCT_OFFSET (ClutterActorClass, parent_set),
6586                   NULL, NULL,
6587                   _clutter_marshal_VOID__OBJECT,
6588                   G_TYPE_NONE, 1,
6589                   CLUTTER_TYPE_ACTOR);
6590
6591   /**
6592    * ClutterActor::queue-redraw:
6593    * @actor: the actor we're bubbling the redraw request through
6594    * @origin: the actor which initiated the redraw request
6595    *
6596    * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
6597    * is called on @origin.
6598    *
6599    * The default implementation for #ClutterActor chains up to the
6600    * parent actor and queues a redraw on the parent, thus "bubbling"
6601    * the redraw queue up through the actor graph. The default
6602    * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
6603    * in a main loop idle handler.
6604    *
6605    * Note that the @origin actor may be the stage, or a container; it
6606    * does not have to be a leaf node in the actor graph.
6607    *
6608    * Toolkits embedding a #ClutterStage which require a redraw and
6609    * relayout cycle can stop the emission of this signal using the
6610    * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
6611    * themselves, like:
6612    *
6613    * |[
6614    *   static void
6615    *   on_redraw_complete (gpointer data)
6616    *   {
6617    *     ClutterStage *stage = data;
6618    *
6619    *     /&ast; execute the Clutter drawing pipeline &ast;/
6620    *     clutter_stage_ensure_redraw (stage);
6621    *   }
6622    *
6623    *   static void
6624    *   on_stage_queue_redraw (ClutterStage *stage)
6625    *   {
6626    *     /&ast; this prevents the default handler to run &ast;/
6627    *     g_signal_stop_emission_by_name (stage, "queue-redraw");
6628    *
6629    *     /&ast; queue a redraw with the host toolkit and call
6630    *      &ast; a function when the redraw has been completed
6631    *      &ast;/
6632    *     queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
6633    *   }
6634    * ]|
6635    *
6636    * <note><para>This signal is emitted before the Clutter paint
6637    * pipeline is executed. If you want to know when the pipeline has
6638    * been completed you should connect to the ::paint signal on the
6639    * Stage with g_signal_connect_after().</para></note>
6640    *
6641    * Since: 1.0
6642    */
6643   actor_signals[QUEUE_REDRAW] =
6644     g_signal_new (I_("queue-redraw"),
6645                   G_TYPE_FROM_CLASS (object_class),
6646                   G_SIGNAL_RUN_LAST |
6647                   G_SIGNAL_NO_HOOKS,
6648                   G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
6649                   NULL, NULL,
6650                   _clutter_marshal_VOID__OBJECT,
6651                   G_TYPE_NONE, 1,
6652                   CLUTTER_TYPE_ACTOR);
6653
6654   /**
6655    * ClutterActor::queue-relayout:
6656    * @actor: the actor being queued for relayout
6657    *
6658    * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
6659    * is called on an actor.
6660    *
6661    * The default implementation for #ClutterActor chains up to the
6662    * parent actor and queues a relayout on the parent, thus "bubbling"
6663    * the relayout queue up through the actor graph.
6664    *
6665    * The main purpose of this signal is to allow relayout to be propagated
6666    * properly in the procense of #ClutterClone actors. Applications will
6667    * not normally need to connect to this signal.
6668    *
6669    * Since: 1.2
6670    */
6671   actor_signals[QUEUE_RELAYOUT] =
6672     g_signal_new (I_("queue-relayout"),
6673                   G_TYPE_FROM_CLASS (object_class),
6674                   G_SIGNAL_RUN_LAST |
6675                   G_SIGNAL_NO_HOOKS,
6676                   G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
6677                   NULL, NULL,
6678                   _clutter_marshal_VOID__VOID,
6679                   G_TYPE_NONE, 0);
6680
6681   /**
6682    * ClutterActor::event:
6683    * @actor: the actor which received the event
6684    * @event: a #ClutterEvent
6685    *
6686    * The ::event signal is emitted each time an event is received
6687    * by the @actor. This signal will be emitted on every actor,
6688    * following the hierarchy chain, until it reaches the top-level
6689    * container (the #ClutterStage).
6690    *
6691    * Return value: %TRUE if the event has been handled by the actor,
6692    *   or %FALSE to continue the emission.
6693    *
6694    * Since: 0.6
6695    */
6696   actor_signals[EVENT] =
6697     g_signal_new (I_("event"),
6698                   G_TYPE_FROM_CLASS (object_class),
6699                   G_SIGNAL_RUN_LAST,
6700                   G_STRUCT_OFFSET (ClutterActorClass, event),
6701                   _clutter_boolean_handled_accumulator, NULL,
6702                   _clutter_marshal_BOOLEAN__BOXED,
6703                   G_TYPE_BOOLEAN, 1,
6704                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6705   /**
6706    * ClutterActor::button-press-event:
6707    * @actor: the actor which received the event
6708    * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6709    *
6710    * The ::button-press-event signal is emitted each time a mouse button
6711    * is pressed on @actor.
6712    *
6713    * Return value: %TRUE if the event has been handled by the actor,
6714    *   or %FALSE to continue the emission.
6715    *
6716    * Since: 0.6
6717    */
6718   actor_signals[BUTTON_PRESS_EVENT] =
6719     g_signal_new (I_("button-press-event"),
6720                   G_TYPE_FROM_CLASS (object_class),
6721                   G_SIGNAL_RUN_LAST,
6722                   G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6723                   _clutter_boolean_handled_accumulator, NULL,
6724                   _clutter_marshal_BOOLEAN__BOXED,
6725                   G_TYPE_BOOLEAN, 1,
6726                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6727   /**
6728    * ClutterActor::button-release-event:
6729    * @actor: the actor which received the event
6730    * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6731    *
6732    * The ::button-release-event signal is emitted each time a mouse button
6733    * is released on @actor.
6734    *
6735    * Return value: %TRUE if the event has been handled by the actor,
6736    *   or %FALSE to continue the emission.
6737    *
6738    * Since: 0.6
6739    */
6740   actor_signals[BUTTON_RELEASE_EVENT] =
6741     g_signal_new (I_("button-release-event"),
6742                   G_TYPE_FROM_CLASS (object_class),
6743                   G_SIGNAL_RUN_LAST,
6744                   G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6745                   _clutter_boolean_handled_accumulator, NULL,
6746                   _clutter_marshal_BOOLEAN__BOXED,
6747                   G_TYPE_BOOLEAN, 1,
6748                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6749   /**
6750    * ClutterActor::scroll-event:
6751    * @actor: the actor which received the event
6752    * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6753    *
6754    * The ::scroll-event signal is emitted each time the mouse is
6755    * scrolled on @actor
6756    *
6757    * Return value: %TRUE if the event has been handled by the actor,
6758    *   or %FALSE to continue the emission.
6759    *
6760    * Since: 0.6
6761    */
6762   actor_signals[SCROLL_EVENT] =
6763     g_signal_new (I_("scroll-event"),
6764                   G_TYPE_FROM_CLASS (object_class),
6765                   G_SIGNAL_RUN_LAST,
6766                   G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6767                   _clutter_boolean_handled_accumulator, NULL,
6768                   _clutter_marshal_BOOLEAN__BOXED,
6769                   G_TYPE_BOOLEAN, 1,
6770                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6771   /**
6772    * ClutterActor::key-press-event:
6773    * @actor: the actor which received the event
6774    * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6775    *
6776    * The ::key-press-event signal is emitted each time a keyboard button
6777    * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6778    *
6779    * Return value: %TRUE if the event has been handled by the actor,
6780    *   or %FALSE to continue the emission.
6781    *
6782    * Since: 0.6
6783    */
6784   actor_signals[KEY_PRESS_EVENT] =
6785     g_signal_new (I_("key-press-event"),
6786                   G_TYPE_FROM_CLASS (object_class),
6787                   G_SIGNAL_RUN_LAST,
6788                   G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6789                   _clutter_boolean_handled_accumulator, NULL,
6790                   _clutter_marshal_BOOLEAN__BOXED,
6791                   G_TYPE_BOOLEAN, 1,
6792                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6793   /**
6794    * ClutterActor::key-release-event:
6795    * @actor: the actor which received the event
6796    * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6797    *
6798    * The ::key-release-event signal is emitted each time a keyboard button
6799    * is released while @actor has key focus (see
6800    * clutter_stage_set_key_focus()).
6801    *
6802    * Return value: %TRUE if the event has been handled by the actor,
6803    *   or %FALSE to continue the emission.
6804    *
6805    * Since: 0.6
6806    */
6807   actor_signals[KEY_RELEASE_EVENT] =
6808     g_signal_new (I_("key-release-event"),
6809                   G_TYPE_FROM_CLASS (object_class),
6810                   G_SIGNAL_RUN_LAST,
6811                   G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6812                   _clutter_boolean_handled_accumulator, NULL,
6813                   _clutter_marshal_BOOLEAN__BOXED,
6814                   G_TYPE_BOOLEAN, 1,
6815                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6816   /**
6817    * ClutterActor::motion-event:
6818    * @actor: the actor which received the event
6819    * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6820    *
6821    * The ::motion-event signal is emitted each time the mouse pointer is
6822    * moved over @actor.
6823    *
6824    * Return value: %TRUE if the event has been handled by the actor,
6825    *   or %FALSE to continue the emission.
6826    *
6827    * Since: 0.6
6828    */
6829   actor_signals[MOTION_EVENT] =
6830     g_signal_new (I_("motion-event"),
6831                   G_TYPE_FROM_CLASS (object_class),
6832                   G_SIGNAL_RUN_LAST,
6833                   G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6834                   _clutter_boolean_handled_accumulator, NULL,
6835                   _clutter_marshal_BOOLEAN__BOXED,
6836                   G_TYPE_BOOLEAN, 1,
6837                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6838
6839   /**
6840    * ClutterActor::key-focus-in:
6841    * @actor: the actor which now has key focus
6842    *
6843    * The ::key-focus-in signal is emitted when @actor receives key focus.
6844    *
6845    * Since: 0.6
6846    */
6847   actor_signals[KEY_FOCUS_IN] =
6848     g_signal_new (I_("key-focus-in"),
6849                   G_TYPE_FROM_CLASS (object_class),
6850                   G_SIGNAL_RUN_LAST,
6851                   G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6852                   NULL, NULL,
6853                   _clutter_marshal_VOID__VOID,
6854                   G_TYPE_NONE, 0);
6855
6856   /**
6857    * ClutterActor::key-focus-out:
6858    * @actor: the actor which now has key focus
6859    *
6860    * The ::key-focus-out signal is emitted when @actor loses key focus.
6861    *
6862    * Since: 0.6
6863    */
6864   actor_signals[KEY_FOCUS_OUT] =
6865     g_signal_new (I_("key-focus-out"),
6866                   G_TYPE_FROM_CLASS (object_class),
6867                   G_SIGNAL_RUN_LAST,
6868                   G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6869                   NULL, NULL,
6870                   _clutter_marshal_VOID__VOID,
6871                   G_TYPE_NONE, 0);
6872
6873   /**
6874    * ClutterActor::enter-event:
6875    * @actor: the actor which the pointer has entered.
6876    * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6877    *
6878    * The ::enter-event signal is emitted when the pointer enters the @actor
6879    *
6880    * Return value: %TRUE if the event has been handled by the actor,
6881    *   or %FALSE to continue the emission.
6882    *
6883    * Since: 0.6
6884    */
6885   actor_signals[ENTER_EVENT] =
6886     g_signal_new (I_("enter-event"),
6887                   G_TYPE_FROM_CLASS (object_class),
6888                   G_SIGNAL_RUN_LAST,
6889                   G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6890                   _clutter_boolean_handled_accumulator, NULL,
6891                   _clutter_marshal_BOOLEAN__BOXED,
6892                   G_TYPE_BOOLEAN, 1,
6893                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6894
6895   /**
6896    * ClutterActor::leave-event:
6897    * @actor: the actor which the pointer has left
6898    * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6899    *
6900    * The ::leave-event signal is emitted when the pointer leaves the @actor.
6901    *
6902    * Return value: %TRUE if the event has been handled by the actor,
6903    *   or %FALSE to continue the emission.
6904    *
6905    * Since: 0.6
6906    */
6907   actor_signals[LEAVE_EVENT] =
6908     g_signal_new (I_("leave-event"),
6909                   G_TYPE_FROM_CLASS (object_class),
6910                   G_SIGNAL_RUN_LAST,
6911                   G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6912                   _clutter_boolean_handled_accumulator, NULL,
6913                   _clutter_marshal_BOOLEAN__BOXED,
6914                   G_TYPE_BOOLEAN, 1,
6915                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6916
6917   /**
6918    * ClutterActor::captured-event:
6919    * @actor: the actor which received the signal
6920    * @event: a #ClutterEvent
6921    *
6922    * The ::captured-event signal is emitted when an event is captured
6923    * by Clutter. This signal will be emitted starting from the top-level
6924    * container (the #ClutterStage) to the actor which received the event
6925    * going down the hierarchy. This signal can be used to intercept every
6926    * event before the specialized events (like
6927    * ClutterActor::button-press-event or ::key-released-event) are
6928    * emitted.
6929    *
6930    * Return value: %TRUE if the event has been handled by the actor,
6931    *   or %FALSE to continue the emission.
6932    *
6933    * Since: 0.6
6934    */
6935   actor_signals[CAPTURED_EVENT] =
6936     g_signal_new (I_("captured-event"),
6937                   G_TYPE_FROM_CLASS (object_class),
6938                   G_SIGNAL_RUN_LAST,
6939                   G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6940                   _clutter_boolean_handled_accumulator, NULL,
6941                   _clutter_marshal_BOOLEAN__BOXED,
6942                   G_TYPE_BOOLEAN, 1,
6943                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6944
6945   /**
6946    * ClutterActor::paint:
6947    * @actor: the #ClutterActor that received the signal
6948    *
6949    * The ::paint signal is emitted each time an actor is being painted.
6950    *
6951    * Subclasses of #ClutterActor should override the class signal handler
6952    * and paint themselves in that function.
6953    *
6954    * It is possible to connect a handler to the ::paint signal in order
6955    * to set up some custom aspect of a paint.
6956    *
6957    * Since: 0.8
6958    */
6959   actor_signals[PAINT] =
6960     g_signal_new (I_("paint"),
6961                   G_TYPE_FROM_CLASS (object_class),
6962                   G_SIGNAL_RUN_LAST |
6963                   G_SIGNAL_NO_HOOKS,
6964                   G_STRUCT_OFFSET (ClutterActorClass, paint),
6965                   NULL, NULL,
6966                   _clutter_marshal_VOID__VOID,
6967                   G_TYPE_NONE, 0);
6968   /**
6969    * ClutterActor::realize:
6970    * @actor: the #ClutterActor that received the signal
6971    *
6972    * The ::realize signal is emitted each time an actor is being
6973    * realized.
6974    *
6975    * Since: 0.8
6976    */
6977   actor_signals[REALIZE] =
6978     g_signal_new (I_("realize"),
6979                   G_TYPE_FROM_CLASS (object_class),
6980                   G_SIGNAL_RUN_LAST,
6981                   G_STRUCT_OFFSET (ClutterActorClass, realize),
6982                   NULL, NULL,
6983                   _clutter_marshal_VOID__VOID,
6984                   G_TYPE_NONE, 0);
6985   /**
6986    * ClutterActor::unrealize:
6987    * @actor: the #ClutterActor that received the signal
6988    *
6989    * The ::unrealize signal is emitted each time an actor is being
6990    * unrealized.
6991    *
6992    * Since: 0.8
6993    */
6994   actor_signals[UNREALIZE] =
6995     g_signal_new (I_("unrealize"),
6996                   G_TYPE_FROM_CLASS (object_class),
6997                   G_SIGNAL_RUN_LAST,
6998                   G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6999                   NULL, NULL,
7000                   _clutter_marshal_VOID__VOID,
7001                   G_TYPE_NONE, 0);
7002
7003   /**
7004    * ClutterActor::pick:
7005    * @actor: the #ClutterActor that received the signal
7006    * @color: the #ClutterColor to be used when picking
7007    *
7008    * The ::pick signal is emitted each time an actor is being painted
7009    * in "pick mode". The pick mode is used to identify the actor during
7010    * the event handling phase, or by clutter_stage_get_actor_at_pos().
7011    * The actor should paint its shape using the passed @pick_color.
7012    *
7013    * Subclasses of #ClutterActor should override the class signal handler
7014    * and paint themselves in that function.
7015    *
7016    * It is possible to connect a handler to the ::pick signal in order
7017    * to set up some custom aspect of a paint in pick mode.
7018    *
7019    * Since: 1.0
7020    */
7021   actor_signals[PICK] =
7022     g_signal_new (I_("pick"),
7023                   G_TYPE_FROM_CLASS (object_class),
7024                   G_SIGNAL_RUN_LAST,
7025                   G_STRUCT_OFFSET (ClutterActorClass, pick),
7026                   NULL, NULL,
7027                   _clutter_marshal_VOID__BOXED,
7028                   G_TYPE_NONE, 1,
7029                   CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
7030
7031   /**
7032    * ClutterActor::allocation-changed:
7033    * @actor: the #ClutterActor that emitted the signal
7034    * @box: a #ClutterActorBox with the new allocation
7035    * @flags: #ClutterAllocationFlags for the allocation
7036    *
7037    * The ::allocation-changed signal is emitted when the
7038    * #ClutterActor:allocation property changes. Usually, application
7039    * code should just use the notifications for the :allocation property
7040    * but if you want to track the allocation flags as well, for instance
7041    * to know whether the absolute origin of @actor changed, then you might
7042    * want use this signal instead.
7043    *
7044    * Since: 1.0
7045    */
7046   actor_signals[ALLOCATION_CHANGED] =
7047     g_signal_new (I_("allocation-changed"),
7048                   G_TYPE_FROM_CLASS (object_class),
7049                   G_SIGNAL_RUN_LAST,
7050                   0,
7051                   NULL, NULL,
7052                   _clutter_marshal_VOID__BOXED_FLAGS,
7053                   G_TYPE_NONE, 2,
7054                   CLUTTER_TYPE_ACTOR_BOX | G_SIGNAL_TYPE_STATIC_SCOPE,
7055                   CLUTTER_TYPE_ALLOCATION_FLAGS);
7056
7057   /**
7058    * ClutterActor::transitions-completed:
7059    * @actor: a #ClutterActor
7060    *
7061    * The ::transitions-completed signal is emitted once all transitions
7062    * involving @actor are complete.
7063    *
7064    * Since: 1.10
7065    */
7066   actor_signals[TRANSITIONS_COMPLETED] =
7067     g_signal_new (I_("transitions-completed"),
7068                   G_TYPE_FROM_CLASS (object_class),
7069                   G_SIGNAL_RUN_LAST,
7070                   0,
7071                   NULL, NULL,
7072                   _clutter_marshal_VOID__VOID,
7073                   G_TYPE_NONE, 0);
7074 }
7075
7076 static void
7077 clutter_actor_init (ClutterActor *self)
7078 {
7079   ClutterActorPrivate *priv;
7080
7081   self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
7082
7083   priv->id = _clutter_context_acquire_id (self);
7084   priv->pick_id = -1;
7085
7086   priv->opacity = 0xff;
7087   priv->show_on_set_parent = TRUE;
7088
7089   priv->needs_width_request = TRUE;
7090   priv->needs_height_request = TRUE;
7091   priv->needs_allocation = TRUE;
7092
7093   priv->cached_width_age = 1;
7094   priv->cached_height_age = 1;
7095
7096   priv->opacity_override = -1;
7097   priv->enable_model_view_transform = TRUE;
7098
7099   /* Initialize an empty paint volume to start with */
7100   _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
7101   priv->last_paint_volume_valid = TRUE;
7102
7103   priv->transform_valid = FALSE;
7104
7105   /* the default is to stretch the content, to match the
7106    * current behaviour of basically all actors. also, it's
7107    * the easiest thing to compute.
7108    */
7109   priv->content_gravity = CLUTTER_CONTENT_GRAVITY_RESIZE_FILL;
7110   priv->min_filter = CLUTTER_SCALING_FILTER_LINEAR;
7111   priv->mag_filter = CLUTTER_SCALING_FILTER_LINEAR;
7112 }
7113
7114 /**
7115  * clutter_actor_new:
7116  *
7117  * Creates a new #ClutterActor.
7118  *
7119  * A newly created actor has a floating reference, which will be sunk
7120  * when it is added to another actor.
7121  *
7122  * Return value: (transfer full): the newly created #ClutterActor
7123  *
7124  * Since: 1.10
7125  */
7126 ClutterActor *
7127 clutter_actor_new (void)
7128 {
7129   return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
7130 }
7131
7132 /**
7133  * clutter_actor_destroy:
7134  * @self: a #ClutterActor
7135  *
7136  * Destroys an actor.  When an actor is destroyed, it will break any
7137  * references it holds to other objects.  If the actor is inside a
7138  * container, the actor will be removed.
7139  *
7140  * When you destroy a container, its children will be destroyed as well.
7141  *
7142  * Note: you cannot destroy the #ClutterStage returned by
7143  * clutter_stage_get_default().
7144  */
7145 void
7146 clutter_actor_destroy (ClutterActor *self)
7147 {
7148   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7149
7150   g_object_ref (self);
7151
7152   /* avoid recursion while destroying */
7153   if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
7154     {
7155       CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
7156
7157       g_object_run_dispose (G_OBJECT (self));
7158
7159       CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
7160     }
7161
7162   g_object_unref (self);
7163 }
7164
7165 void
7166 _clutter_actor_finish_queue_redraw (ClutterActor *self,
7167                                     ClutterPaintVolume *clip)
7168 {
7169   ClutterActorPrivate *priv = self->priv;
7170   ClutterPaintVolume *pv;
7171   gboolean clipped;
7172
7173   /* Remove queue entry early in the process, otherwise a new
7174      queue_redraw() during signal handling could put back this
7175      object in the stage redraw list (but the entry is freed as
7176      soon as we return from this function, causing a segfault
7177      later)
7178   */
7179   priv->queue_redraw_entry = NULL;
7180
7181   /* If we've been explicitly passed a clip volume then there's
7182    * nothing more to calculate, but otherwise the only thing we know
7183    * is that the change is constrained to the given actor.
7184    *
7185    * The idea is that if we know the paint volume for where the actor
7186    * was last drawn (in eye coordinates) and we also have the paint
7187    * volume for where it will be drawn next (in actor coordinates)
7188    * then if we queue a redraw for both these volumes that will cover
7189    * everything that needs to be redrawn to clear the old view and
7190    * show the latest view of the actor.
7191    *
7192    * Don't clip this redraw if we don't know what position we had for
7193    * the previous redraw since we don't know where to set the clip so
7194    * it will clear the actor as it is currently.
7195    */
7196   if (clip)
7197     {
7198       _clutter_actor_set_queue_redraw_clip (self, clip);
7199       clipped = TRUE;
7200     }
7201   else if (G_LIKELY (priv->last_paint_volume_valid))
7202     {
7203       pv = _clutter_actor_get_paint_volume_mutable (self);
7204       if (pv)
7205         {
7206           ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7207
7208           /* make sure we redraw the actors old position... */
7209           _clutter_actor_set_queue_redraw_clip (stage,
7210                                                 &priv->last_paint_volume);
7211           _clutter_actor_signal_queue_redraw (stage, stage);
7212           _clutter_actor_set_queue_redraw_clip (stage, NULL);
7213
7214           /* XXX: Ideally the redraw signal would take a clip volume
7215            * argument, but that would be an ABI break. Until we can
7216            * break the ABI we pass the argument out-of-band
7217            */
7218
7219           /* setup the clip for the actors new position... */
7220           _clutter_actor_set_queue_redraw_clip (self, pv);
7221           clipped = TRUE;
7222         }
7223       else
7224         clipped = FALSE;
7225     }
7226   else
7227     clipped = FALSE;
7228
7229   _clutter_actor_signal_queue_redraw (self, self);
7230
7231   /* Just in case anyone is manually firing redraw signals without
7232    * using the public queue_redraw() API we are careful to ensure that
7233    * our out-of-band clip member is cleared before returning...
7234    *
7235    * Note: A NULL clip denotes a full-stage, un-clipped redraw
7236    */
7237   if (G_LIKELY (clipped))
7238     _clutter_actor_set_queue_redraw_clip (self, NULL);
7239 }
7240
7241 static void
7242 _clutter_actor_get_allocation_clip (ClutterActor *self,
7243                                     ClutterActorBox *clip)
7244 {
7245   ClutterActorBox allocation;
7246
7247   /* XXX: we don't care if we get an out of date allocation here
7248    * because clutter_actor_queue_redraw_with_clip knows to ignore
7249    * the clip if the actor's allocation is invalid.
7250    *
7251    * This is noted because clutter_actor_get_allocation_box does some
7252    * unnecessary work to support buggy code with a comment suggesting
7253    * that it could be changed later which would be good for this use
7254    * case!
7255    */
7256   clutter_actor_get_allocation_box (self, &allocation);
7257
7258   /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
7259    * actor's own coordinate space but the allocation is in parent
7260    * coordinates */
7261   clip->x1 = 0;
7262   clip->y1 = 0;
7263   clip->x2 = allocation.x2 - allocation.x1;
7264   clip->y2 = allocation.y2 - allocation.y1;
7265 }
7266
7267 void
7268 _clutter_actor_queue_redraw_full (ClutterActor       *self,
7269                                   ClutterRedrawFlags  flags,
7270                                   ClutterPaintVolume *volume,
7271                                   ClutterEffect      *effect)
7272 {
7273   ClutterActorPrivate *priv = self->priv;
7274   ClutterPaintVolume allocation_pv;
7275   ClutterPaintVolume *pv;
7276   gboolean should_free_pv;
7277   ClutterActor *stage;
7278
7279   /* Here's an outline of the actor queue redraw mechanism:
7280    *
7281    * The process starts in one of the following two functions which
7282    * are wrappers for this function:
7283    * clutter_actor_queue_redraw
7284    * _clutter_actor_queue_redraw_with_clip
7285    *
7286    * additionally, an effect can queue a redraw by wrapping this
7287    * function in clutter_effect_queue_rerun
7288    *
7289    * This functions queues an entry in a list associated with the
7290    * stage which is a list of actors that queued a redraw while
7291    * updating the timelines, performing layouting and processing other
7292    * mainloop sources before the next paint starts.
7293    *
7294    * We aim to minimize the processing done at this point because
7295    * there is a good chance other events will happen while updating
7296    * the scenegraph that would invalidate any expensive work we might
7297    * otherwise try to do here. For example we don't try and resolve
7298    * the screen space bounding box of an actor at this stage so as to
7299    * minimize how much of the screen redraw because it's possible
7300    * something else will happen which will force a full redraw anyway.
7301    *
7302    * When all updates are complete and we come to paint the stage then
7303    * we iterate this list and actually emit the "queue-redraw" signals
7304    * for each of the listed actors which will bubble up to the stage
7305    * for each actor and at that point we will transform the actors
7306    * paint volume into screen coordinates to determine the clip region
7307    * for what needs to be redrawn in the next paint.
7308    *
7309    * Besides minimizing redundant work another reason for this
7310    * deferred design is that it's more likely we will be able to
7311    * determine the paint volume of an actor once we've finished
7312    * updating the scenegraph because its allocation should be up to
7313    * date. NB: If we can't determine an actors paint volume then we
7314    * can't automatically queue a clipped redraw which can make a big
7315    * difference to performance.
7316    *
7317    * So the control flow goes like this:
7318    * One of clutter_actor_queue_redraw,
7319    *        _clutter_actor_queue_redraw_with_clip
7320    *     or clutter_effect_queue_rerun
7321    *
7322    * then control moves to:
7323    *   _clutter_stage_queue_actor_redraw
7324    *
7325    * later during _clutter_stage_do_update, once relayouting is done
7326    * and the scenegraph has been updated we will call:
7327    * _clutter_stage_finish_queue_redraws
7328    *
7329    * _clutter_stage_finish_queue_redraws will call
7330    * _clutter_actor_finish_queue_redraw for each listed actor.
7331    * Note: actors *are* allowed to queue further redraws during this
7332    * process (considering clone actors or texture_new_from_actor which
7333    * respond to their source queueing a redraw by queuing a redraw
7334    * themselves). We repeat the process until the list is empty.
7335    *
7336    * This will result in the "queue-redraw" signal being fired for
7337    * each actor which will pass control to the default signal handler:
7338    * clutter_actor_real_queue_redraw
7339    *
7340    * This will bubble up to the stages handler:
7341    * clutter_stage_real_queue_redraw
7342    *
7343    * clutter_stage_real_queue_redraw will transform the actors paint
7344    * volume into screen space and add it as a clip region for the next
7345    * paint.
7346    */
7347
7348   /* ignore queueing a redraw for actors being destroyed */
7349   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
7350     return;
7351
7352   stage = _clutter_actor_get_stage_internal (self);
7353
7354   /* Ignore queueing a redraw for actors not descended from a stage */
7355   if (stage == NULL)
7356     return;
7357
7358   /* ignore queueing a redraw on stages that are being destroyed */
7359   if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
7360     return;
7361
7362   if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
7363     {
7364       ClutterActorBox allocation_clip;
7365       ClutterVertex origin;
7366
7367       /* If the actor doesn't have a valid allocation then we will
7368        * queue a full stage redraw. */
7369       if (priv->needs_allocation)
7370         {
7371           /* NB: NULL denotes an undefined clip which will result in a
7372            * full redraw... */
7373           _clutter_actor_set_queue_redraw_clip (self, NULL);
7374           _clutter_actor_signal_queue_redraw (self, self);
7375           return;
7376         }
7377
7378       _clutter_paint_volume_init_static (&allocation_pv, self);
7379       pv = &allocation_pv;
7380
7381       _clutter_actor_get_allocation_clip (self, &allocation_clip);
7382
7383       origin.x = allocation_clip.x1;
7384       origin.y = allocation_clip.y1;
7385       origin.z = 0;
7386       clutter_paint_volume_set_origin (pv, &origin);
7387       clutter_paint_volume_set_width (pv,
7388                                       allocation_clip.x2 - allocation_clip.x1);
7389       clutter_paint_volume_set_height (pv,
7390                                        allocation_clip.y2 -
7391                                        allocation_clip.y1);
7392       should_free_pv = TRUE;
7393     }
7394   else
7395     {
7396       pv = volume;
7397       should_free_pv = FALSE;
7398     }
7399
7400   self->priv->queue_redraw_entry =
7401     _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
7402                                        priv->queue_redraw_entry,
7403                                        self,
7404                                        pv);
7405
7406   if (should_free_pv)
7407     clutter_paint_volume_free (pv);
7408
7409   /* If this is the first redraw queued then we can directly use the
7410      effect parameter */
7411   if (!priv->is_dirty)
7412     priv->effect_to_redraw = effect;
7413   /* Otherwise we need to merge it with the existing effect parameter */
7414   else if (effect != NULL)
7415     {
7416       /* If there's already an effect then we need to use whichever is
7417          later in the chain of actors. Otherwise a full redraw has
7418          already been queued on the actor so we need to ignore the
7419          effect parameter */
7420       if (priv->effect_to_redraw != NULL)
7421         {
7422           if (priv->effects == NULL)
7423             g_warning ("Redraw queued with an effect that is "
7424                        "not applied to the actor");
7425           else
7426             {
7427               const GList *l;
7428
7429               for (l = _clutter_meta_group_peek_metas (priv->effects);
7430                    l != NULL;
7431                    l = l->next)
7432                 {
7433                   if (l->data == priv->effect_to_redraw ||
7434                       l->data == effect)
7435                     priv->effect_to_redraw = l->data;
7436                 }
7437             }
7438         }
7439     }
7440   else
7441     {
7442       /* If no effect is specified then we need to redraw the whole
7443          actor */
7444       priv->effect_to_redraw = NULL;
7445     }
7446
7447   priv->is_dirty = TRUE;
7448 }
7449
7450 /**
7451  * clutter_actor_queue_redraw:
7452  * @self: A #ClutterActor
7453  *
7454  * Queues up a redraw of an actor and any children. The redraw occurs
7455  * once the main loop becomes idle (after the current batch of events
7456  * has been processed, roughly).
7457  *
7458  * Applications rarely need to call this, as redraws are handled
7459  * automatically by modification functions.
7460  *
7461  * This function will not do anything if @self is not visible, or
7462  * if the actor is inside an invisible part of the scenegraph.
7463  *
7464  * Also be aware that painting is a NOP for actors with an opacity of
7465  * 0
7466  *
7467  * When you are implementing a custom actor you must queue a redraw
7468  * whenever some private state changes that will affect painting or
7469  * picking of your actor.
7470  */
7471 void
7472 clutter_actor_queue_redraw (ClutterActor *self)
7473 {
7474   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7475
7476   _clutter_actor_queue_redraw_full (self,
7477                                     0, /* flags */
7478                                     NULL, /* clip volume */
7479                                     NULL /* effect */);
7480 }
7481
7482 /*< private >
7483  * _clutter_actor_queue_redraw_with_clip:
7484  * @self: A #ClutterActor
7485  * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
7486  *   this queue redraw.
7487  * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
7488  *   redrawn or %NULL if you are just using a @flag to state your
7489  *   desired clipping.
7490  *
7491  * Queues up a clipped redraw of an actor and any children. The redraw
7492  * occurs once the main loop becomes idle (after the current batch of
7493  * events has been processed, roughly).
7494  *
7495  * If no flags are given the clip volume is defined by @volume
7496  * specified in actor coordinates and tells Clutter that only content
7497  * within this volume has been changed so Clutter can optionally
7498  * optimize the redraw.
7499  *
7500  * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
7501  * should be %NULL and this tells Clutter to use the actor's current
7502  * allocation as a clip box. This flag can only be used for 2D actors,
7503  * because any actor with depth may be projected outside its
7504  * allocation.
7505  *
7506  * Applications rarely need to call this, as redraws are handled
7507  * automatically by modification functions.
7508  *
7509  * This function will not do anything if @self is not visible, or if
7510  * the actor is inside an invisible part of the scenegraph.
7511  *
7512  * Also be aware that painting is a NOP for actors with an opacity of
7513  * 0
7514  *
7515  * When you are implementing a custom actor you must queue a redraw
7516  * whenever some private state changes that will affect painting or
7517  * picking of your actor.
7518  */
7519 void
7520 _clutter_actor_queue_redraw_with_clip (ClutterActor       *self,
7521                                        ClutterRedrawFlags  flags,
7522                                        ClutterPaintVolume *volume)
7523 {
7524   _clutter_actor_queue_redraw_full (self,
7525                                     flags, /* flags */
7526                                     volume, /* clip volume */
7527                                     NULL /* effect */);
7528 }
7529
7530 static void
7531 _clutter_actor_queue_only_relayout (ClutterActor *self)
7532 {
7533   ClutterActorPrivate *priv = self->priv;
7534
7535   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
7536     return;
7537
7538   if (priv->needs_width_request &&
7539       priv->needs_height_request &&
7540       priv->needs_allocation)
7541     return; /* save some cpu cycles */
7542
7543 #if CLUTTER_ENABLE_DEBUG
7544   if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
7545     {
7546       g_warning ("The actor '%s' is currently inside an allocation "
7547                  "cycle; calling clutter_actor_queue_relayout() is "
7548                  "not recommended",
7549                  _clutter_actor_get_debug_name (self));
7550     }
7551 #endif /* CLUTTER_ENABLE_DEBUG */
7552
7553   g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
7554 }
7555
7556 /**
7557  * clutter_actor_queue_redraw_with_clip:
7558  * @self: a #ClutterActor
7559  * @clip: (allow-none): a rectangular clip region, or %NULL
7560  *
7561  * Queues a redraw on @self limited to a specific, actor-relative
7562  * rectangular area.
7563  *
7564  * If @clip is %NULL this function is equivalent to
7565  * clutter_actor_queue_redraw().
7566  *
7567  * Since: 1.10
7568  */
7569 void
7570 clutter_actor_queue_redraw_with_clip (ClutterActor                *self,
7571                                       const cairo_rectangle_int_t *clip)
7572 {
7573   ClutterPaintVolume volume;
7574   ClutterVertex origin;
7575
7576   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7577
7578   if (clip == NULL)
7579     {
7580       clutter_actor_queue_redraw (self);
7581       return;
7582     }
7583
7584   _clutter_paint_volume_init_static (&volume, self);
7585
7586   origin.x = clip->x;
7587   origin.y = clip->y;
7588   origin.z = 0.0f;
7589
7590   clutter_paint_volume_set_origin (&volume, &origin);
7591   clutter_paint_volume_set_width (&volume, clip->width);
7592   clutter_paint_volume_set_height (&volume, clip->height);
7593
7594   _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
7595
7596   clutter_paint_volume_free (&volume);
7597 }
7598
7599 /**
7600  * clutter_actor_queue_relayout:
7601  * @self: A #ClutterActor
7602  *
7603  * Indicates that the actor's size request or other layout-affecting
7604  * properties may have changed. This function is used inside #ClutterActor
7605  * subclass implementations, not by applications directly.
7606  *
7607  * Queueing a new layout automatically queues a redraw as well.
7608  *
7609  * Since: 0.8
7610  */
7611 void
7612 clutter_actor_queue_relayout (ClutterActor *self)
7613 {
7614   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7615
7616   _clutter_actor_queue_only_relayout (self);
7617   clutter_actor_queue_redraw (self);
7618 }
7619
7620 /**
7621  * clutter_actor_get_preferred_size:
7622  * @self: a #ClutterActor
7623  * @min_width_p: (out) (allow-none): return location for the minimum
7624  *   width, or %NULL
7625  * @min_height_p: (out) (allow-none): return location for the minimum
7626  *   height, or %NULL
7627  * @natural_width_p: (out) (allow-none): return location for the natural
7628  *   width, or %NULL
7629  * @natural_height_p: (out) (allow-none): return location for the natural
7630  *   height, or %NULL
7631  *
7632  * Computes the preferred minimum and natural size of an actor, taking into
7633  * account the actor's geometry management (either height-for-width
7634  * or width-for-height).
7635  *
7636  * The width and height used to compute the preferred height and preferred
7637  * width are the actor's natural ones.
7638  *
7639  * If you need to control the height for the preferred width, or the width for
7640  * the preferred height, you should use clutter_actor_get_preferred_width()
7641  * and clutter_actor_get_preferred_height(), and check the actor's preferred
7642  * geometry management using the #ClutterActor:request-mode property.
7643  *
7644  * Since: 0.8
7645  */
7646 void
7647 clutter_actor_get_preferred_size (ClutterActor *self,
7648                                   gfloat       *min_width_p,
7649                                   gfloat       *min_height_p,
7650                                   gfloat       *natural_width_p,
7651                                   gfloat       *natural_height_p)
7652 {
7653   ClutterActorPrivate *priv;
7654   gfloat min_width, min_height;
7655   gfloat natural_width, natural_height;
7656
7657   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7658
7659   priv = self->priv;
7660
7661   min_width = min_height = 0;
7662   natural_width = natural_height = 0;
7663
7664   if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7665     {
7666       CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
7667       clutter_actor_get_preferred_width (self, -1,
7668                                          &min_width,
7669                                          &natural_width);
7670       clutter_actor_get_preferred_height (self, natural_width,
7671                                           &min_height,
7672                                           &natural_height);
7673     }
7674   else
7675     {
7676       CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
7677       clutter_actor_get_preferred_height (self, -1,
7678                                           &min_height,
7679                                           &natural_height);
7680       clutter_actor_get_preferred_width (self, natural_height,
7681                                          &min_width,
7682                                          &natural_width);
7683     }
7684
7685   if (min_width_p)
7686     *min_width_p = min_width;
7687
7688   if (min_height_p)
7689     *min_height_p = min_height;
7690
7691   if (natural_width_p)
7692     *natural_width_p = natural_width;
7693
7694   if (natural_height_p)
7695     *natural_height_p = natural_height;
7696 }
7697
7698 /*< private >
7699  * effective_align:
7700  * @align: a #ClutterActorAlign
7701  * @direction: a #ClutterTextDirection
7702  *
7703  * Retrieves the correct alignment depending on the text direction
7704  *
7705  * Return value: the effective alignment
7706  */
7707 static ClutterActorAlign
7708 effective_align (ClutterActorAlign    align,
7709                  ClutterTextDirection direction)
7710 {
7711   ClutterActorAlign res;
7712
7713   switch (align)
7714     {
7715     case CLUTTER_ACTOR_ALIGN_START:
7716       res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7717           ? CLUTTER_ACTOR_ALIGN_END
7718           : CLUTTER_ACTOR_ALIGN_START;
7719       break;
7720
7721     case CLUTTER_ACTOR_ALIGN_END:
7722       res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7723           ? CLUTTER_ACTOR_ALIGN_START
7724           : CLUTTER_ACTOR_ALIGN_END;
7725       break;
7726
7727     default:
7728       res = align;
7729       break;
7730     }
7731
7732   return res;
7733 }
7734
7735 static inline void
7736 adjust_for_margin (float  margin_start,
7737                    float  margin_end,
7738                    float *minimum_size,
7739                    float *natural_size,
7740                    float *allocated_start,
7741                    float *allocated_end)
7742 {
7743   *minimum_size -= (margin_start + margin_end);
7744   *natural_size -= (margin_start + margin_end);
7745   *allocated_start += margin_start;
7746   *allocated_end -= margin_end;
7747 }
7748
7749 static inline void
7750 adjust_for_alignment (ClutterActorAlign  alignment,
7751                       float              natural_size,
7752                       float             *allocated_start,
7753                       float             *allocated_end)
7754 {
7755   float allocated_size = *allocated_end - *allocated_start;
7756
7757   switch (alignment)
7758     {
7759     case CLUTTER_ACTOR_ALIGN_FILL:
7760       /* do nothing */
7761       break;
7762
7763     case CLUTTER_ACTOR_ALIGN_START:
7764       /* keep start */
7765       *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7766       break;
7767
7768     case CLUTTER_ACTOR_ALIGN_END:
7769       if (allocated_size > natural_size)
7770         {
7771           *allocated_start += (allocated_size - natural_size);
7772           *allocated_end = *allocated_start + natural_size;
7773         }
7774       break;
7775
7776     case CLUTTER_ACTOR_ALIGN_CENTER:
7777       if (allocated_size > natural_size)
7778         {
7779           *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7780           *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7781         }
7782       break;
7783     }
7784 }
7785
7786 /*< private >
7787  * clutter_actor_adjust_width:
7788  * @self: a #ClutterActor
7789  * @minimum_width: (inout): the actor's preferred minimum width, which
7790  *   will be adjusted depending on the margin
7791  * @natural_width: (inout): the actor's preferred natural width, which
7792  *   will be adjusted depending on the margin
7793  * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7794  * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7795  *
7796  * Adjusts the preferred and allocated position and size of an actor,
7797  * depending on the margin and alignment properties.
7798  */
7799 static void
7800 clutter_actor_adjust_width (ClutterActor *self,
7801                             gfloat       *minimum_width,
7802                             gfloat       *natural_width,
7803                             gfloat       *adjusted_x1,
7804                             gfloat       *adjusted_x2)
7805 {
7806   ClutterTextDirection text_dir;
7807   const ClutterLayoutInfo *info;
7808
7809   info = _clutter_actor_get_layout_info_or_defaults (self);
7810   text_dir = clutter_actor_get_text_direction (self);
7811
7812   CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7813
7814   /* this will tweak natural_width to remove the margin, so that
7815    * adjust_for_alignment() will use the correct size
7816    */
7817   adjust_for_margin (info->margin.left, info->margin.right,
7818                      minimum_width, natural_width,
7819                      adjusted_x1, adjusted_x2);
7820
7821   adjust_for_alignment (effective_align (info->x_align, text_dir),
7822                         *natural_width,
7823                         adjusted_x1, adjusted_x2);
7824 }
7825
7826 /*< private >
7827  * clutter_actor_adjust_height:
7828  * @self: a #ClutterActor
7829  * @minimum_height: (inout): the actor's preferred minimum height, which
7830  *   will be adjusted depending on the margin
7831  * @natural_height: (inout): the actor's preferred natural height, which
7832  *   will be adjusted depending on the margin
7833  * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7834  * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7835  *
7836  * Adjusts the preferred and allocated position and size of an actor,
7837  * depending on the margin and alignment properties.
7838  */
7839 static void
7840 clutter_actor_adjust_height (ClutterActor *self,
7841                              gfloat       *minimum_height,
7842                              gfloat       *natural_height,
7843                              gfloat       *adjusted_y1,
7844                              gfloat       *adjusted_y2)
7845 {
7846   const ClutterLayoutInfo *info;
7847
7848   info = _clutter_actor_get_layout_info_or_defaults (self);
7849
7850   CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7851
7852   /* this will tweak natural_height to remove the margin, so that
7853    * adjust_for_alignment() will use the correct size
7854    */
7855   adjust_for_margin (info->margin.top, info->margin.bottom,
7856                      minimum_height, natural_height,
7857                      adjusted_y1,
7858                      adjusted_y2);
7859
7860   /* we don't use effective_align() here, because text direction
7861    * only affects the horizontal axis
7862    */
7863   adjust_for_alignment (info->y_align,
7864                         *natural_height,
7865                         adjusted_y1,
7866                         adjusted_y2);
7867
7868 }
7869
7870 /* looks for a cached size request for this for_size. If not
7871  * found, returns the oldest entry so it can be overwritten */
7872 static gboolean
7873 _clutter_actor_get_cached_size_request (gfloat         for_size,
7874                                         SizeRequest   *cached_size_requests,
7875                                         SizeRequest  **result)
7876 {
7877   guint i;
7878
7879   *result = &cached_size_requests[0];
7880
7881   for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7882     {
7883       SizeRequest *sr;
7884
7885       sr = &cached_size_requests[i];
7886
7887       if (sr->age > 0 &&
7888           sr->for_size == for_size)
7889         {
7890           CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7891           *result = sr;
7892           return TRUE;
7893         }
7894       else if (sr->age < (*result)->age)
7895         {
7896           *result = sr;
7897         }
7898     }
7899
7900   CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7901
7902   return FALSE;
7903 }
7904
7905 /**
7906  * clutter_actor_get_preferred_width:
7907  * @self: A #ClutterActor
7908  * @for_height: available height when computing the preferred width,
7909  *   or a negative value to indicate that no height is defined
7910  * @min_width_p: (out) (allow-none): return location for minimum width,
7911  *   or %NULL
7912  * @natural_width_p: (out) (allow-none): return location for the natural
7913  *   width, or %NULL
7914  *
7915  * Computes the requested minimum and natural widths for an actor,
7916  * optionally depending on the specified height, or if they are
7917  * already computed, returns the cached values.
7918  *
7919  * An actor may not get its request - depending on the layout
7920  * manager that's in effect.
7921  *
7922  * A request should not incorporate the actor's scale or anchor point;
7923  * those transformations do not affect layout, only rendering.
7924  *
7925  * Since: 0.8
7926  */
7927 void
7928 clutter_actor_get_preferred_width (ClutterActor *self,
7929                                    gfloat        for_height,
7930                                    gfloat       *min_width_p,
7931                                    gfloat       *natural_width_p)
7932 {
7933   float request_min_width, request_natural_width;
7934   SizeRequest *cached_size_request;
7935   const ClutterLayoutInfo *info;
7936   ClutterActorPrivate *priv;
7937   gboolean found_in_cache;
7938
7939   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7940
7941   priv = self->priv;
7942
7943   info = _clutter_actor_get_layout_info_or_defaults (self);
7944
7945   /* we shortcircuit the case of a fixed size set using set_width() */
7946   if (priv->min_width_set && priv->natural_width_set)
7947     {
7948       if (min_width_p != NULL)
7949         *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7950
7951       if (natural_width_p != NULL)
7952         *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7953
7954       return;
7955     }
7956
7957   /* the remaining cases are:
7958    *
7959    *   - either min_width or natural_width have been set
7960    *   - neither min_width or natural_width have been set
7961    *
7962    * in both cases, we go through the cache (and through the actor in case
7963    * of cache misses) and determine the authoritative value depending on
7964    * the *_set flags.
7965    */
7966
7967   if (!priv->needs_width_request)
7968     {
7969       found_in_cache =
7970         _clutter_actor_get_cached_size_request (for_height,
7971                                                 priv->width_requests,
7972                                                 &cached_size_request);
7973     }
7974   else
7975     {
7976       /* if the actor needs a width request we use the first slot */
7977       found_in_cache = FALSE;
7978       cached_size_request = &priv->width_requests[0];
7979     }
7980
7981   if (!found_in_cache)
7982     {
7983       gfloat minimum_width, natural_width;
7984       ClutterActorClass *klass;
7985
7986       minimum_width = natural_width = 0;
7987
7988       /* adjust for the margin */
7989       if (for_height >= 0)
7990         {
7991           for_height -= (info->margin.top + info->margin.bottom);
7992           if (for_height < 0)
7993             for_height = 0;
7994         }
7995
7996       CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7997
7998       klass = CLUTTER_ACTOR_GET_CLASS (self);
7999       klass->get_preferred_width (self, for_height,
8000                                   &minimum_width,
8001                                   &natural_width);
8002
8003       /* adjust for the margin */
8004       minimum_width += (info->margin.left + info->margin.right);
8005       natural_width += (info->margin.left + info->margin.right);
8006
8007       /* Due to accumulated float errors, it's better not to warn
8008        * on this, but just fix it.
8009        */
8010       if (natural_width < minimum_width)
8011         natural_width = minimum_width;
8012
8013       cached_size_request->min_size = minimum_width;
8014       cached_size_request->natural_size = natural_width;
8015       cached_size_request->for_size = for_height;
8016       cached_size_request->age = priv->cached_width_age;
8017
8018       priv->cached_width_age += 1;
8019       priv->needs_width_request = FALSE;
8020     }
8021
8022   if (!priv->min_width_set)
8023     request_min_width = cached_size_request->min_size;
8024   else
8025     request_min_width = info->min_width;
8026
8027   if (!priv->natural_width_set)
8028     request_natural_width = cached_size_request->natural_size;
8029   else
8030     request_natural_width = info->natural_width;
8031
8032   if (min_width_p)
8033     *min_width_p = request_min_width;
8034
8035   if (natural_width_p)
8036     *natural_width_p = request_natural_width;
8037 }
8038
8039 /**
8040  * clutter_actor_get_preferred_height:
8041  * @self: A #ClutterActor
8042  * @for_width: available width to assume in computing desired height,
8043  *   or a negative value to indicate that no width is defined
8044  * @min_height_p: (out) (allow-none): return location for minimum height,
8045  *   or %NULL
8046  * @natural_height_p: (out) (allow-none): return location for natural
8047  *   height, or %NULL
8048  *
8049  * Computes the requested minimum and natural heights for an actor,
8050  * or if they are already computed, returns the cached values.
8051  *
8052  * An actor may not get its request - depending on the layout
8053  * manager that's in effect.
8054  *
8055  * A request should not incorporate the actor's scale or anchor point;
8056  * those transformations do not affect layout, only rendering.
8057  *
8058  * Since: 0.8
8059  */
8060 void
8061 clutter_actor_get_preferred_height (ClutterActor *self,
8062                                     gfloat        for_width,
8063                                     gfloat       *min_height_p,
8064                                     gfloat       *natural_height_p)
8065 {
8066   float request_min_height, request_natural_height;
8067   SizeRequest *cached_size_request;
8068   const ClutterLayoutInfo *info;
8069   ClutterActorPrivate *priv;
8070   gboolean found_in_cache;
8071
8072   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8073
8074   priv = self->priv;
8075
8076   info = _clutter_actor_get_layout_info_or_defaults (self);
8077
8078   /* we shortcircuit the case of a fixed size set using set_height() */
8079   if (priv->min_height_set && priv->natural_height_set)
8080     {
8081       if (min_height_p != NULL)
8082         *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
8083
8084       if (natural_height_p != NULL)
8085         *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
8086
8087       return;
8088     }
8089
8090   /* the remaining cases are:
8091    *
8092    *   - either min_height or natural_height have been set
8093    *   - neither min_height or natural_height have been set
8094    *
8095    * in both cases, we go through the cache (and through the actor in case
8096    * of cache misses) and determine the authoritative value depending on
8097    * the *_set flags.
8098    */
8099
8100   if (!priv->needs_height_request)
8101     {
8102       found_in_cache =
8103         _clutter_actor_get_cached_size_request (for_width,
8104                                                 priv->height_requests,
8105                                                 &cached_size_request);
8106     }
8107   else
8108     {
8109       found_in_cache = FALSE;
8110       cached_size_request = &priv->height_requests[0];
8111     }
8112
8113   if (!found_in_cache)
8114     {
8115       gfloat minimum_height, natural_height;
8116       ClutterActorClass *klass;
8117
8118       minimum_height = natural_height = 0;
8119
8120       CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
8121
8122       /* adjust for margin */
8123       if (for_width >= 0)
8124         {
8125           for_width -= (info->margin.left + info->margin.right);
8126           if (for_width < 0)
8127             for_width = 0;
8128         }
8129
8130       klass = CLUTTER_ACTOR_GET_CLASS (self);
8131       klass->get_preferred_height (self, for_width,
8132                                    &minimum_height,
8133                                    &natural_height);
8134
8135       /* adjust for margin */
8136       minimum_height += (info->margin.top + info->margin.bottom);
8137       natural_height += (info->margin.top + info->margin.bottom);
8138
8139       /* Due to accumulated float errors, it's better not to warn
8140        * on this, but just fix it.
8141        */
8142       if (natural_height < minimum_height)
8143         natural_height = minimum_height;
8144
8145       cached_size_request->min_size = minimum_height;
8146       cached_size_request->natural_size = natural_height;
8147       cached_size_request->for_size = for_width;
8148       cached_size_request->age = priv->cached_height_age;
8149
8150       priv->cached_height_age += 1;
8151       priv->needs_height_request = FALSE;
8152     }
8153
8154   if (!priv->min_height_set)
8155     request_min_height = cached_size_request->min_size;
8156   else
8157     request_min_height = info->min_height;
8158
8159   if (!priv->natural_height_set)
8160     request_natural_height = cached_size_request->natural_size;
8161   else
8162     request_natural_height = info->natural_height;
8163
8164   if (min_height_p)
8165     *min_height_p = request_min_height;
8166
8167   if (natural_height_p)
8168     *natural_height_p = request_natural_height;
8169 }
8170
8171 /**
8172  * clutter_actor_get_allocation_box:
8173  * @self: A #ClutterActor
8174  * @box: (out): the function fills this in with the actor's allocation
8175  *
8176  * Gets the layout box an actor has been assigned. The allocation can
8177  * only be assumed valid inside a paint() method; anywhere else, it
8178  * may be out-of-date.
8179  *
8180  * An allocation does not incorporate the actor's scale or anchor point;
8181  * those transformations do not affect layout, only rendering.
8182  *
8183  * <note>Do not call any of the clutter_actor_get_allocation_*() family
8184  * of functions inside the implementation of the get_preferred_width()
8185  * or get_preferred_height() virtual functions.</note>
8186  *
8187  * Since: 0.8
8188  */
8189 void
8190 clutter_actor_get_allocation_box (ClutterActor    *self,
8191                                   ClutterActorBox *box)
8192 {
8193   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8194
8195   /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
8196    * which limits calling get_allocation to inside paint() basically; or
8197    * we can 2) force a layout, which could be expensive if someone calls
8198    * get_allocation somewhere silly; or we can 3) just return the latest
8199    * value, allowing it to be out-of-date, and assume people know what
8200    * they are doing.
8201    *
8202    * The least-surprises approach that keeps existing code working is
8203    * likely to be 2). People can end up doing some inefficient things,
8204    * though, and in general code that requires 2) is probably broken.
8205    */
8206
8207   /* this implements 2) */
8208   if (G_UNLIKELY (self->priv->needs_allocation))
8209     {
8210       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
8211
8212       /* do not queue a relayout on an unparented actor */
8213       if (stage)
8214         _clutter_stage_maybe_relayout (stage);
8215     }
8216
8217   /* commenting out the code above and just keeping this assigment
8218    * implements 3)
8219    */
8220   *box = self->priv->allocation;
8221 }
8222
8223 /**
8224  * clutter_actor_get_allocation_geometry:
8225  * @self: A #ClutterActor
8226  * @geom: (out): allocation geometry in pixels
8227  *
8228  * Gets the layout box an actor has been assigned.  The allocation can
8229  * only be assumed valid inside a paint() method; anywhere else, it
8230  * may be out-of-date.
8231  *
8232  * An allocation does not incorporate the actor's scale or anchor point;
8233  * those transformations do not affect layout, only rendering.
8234  *
8235  * The returned rectangle is in pixels.
8236  *
8237  * Since: 0.8
8238  */
8239 void
8240 clutter_actor_get_allocation_geometry (ClutterActor    *self,
8241                                        ClutterGeometry *geom)
8242 {
8243   ClutterActorBox box;
8244
8245   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8246   g_return_if_fail (geom != NULL);
8247
8248   clutter_actor_get_allocation_box (self, &box);
8249
8250   geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
8251   geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
8252   geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
8253   geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
8254 }
8255
8256 static void
8257 clutter_actor_update_constraints (ClutterActor    *self,
8258                                   ClutterActorBox *allocation)
8259 {
8260   ClutterActorPrivate *priv = self->priv;
8261   const GList *constraints, *l;
8262
8263   if (priv->constraints == NULL)
8264     return;
8265
8266   constraints = _clutter_meta_group_peek_metas (priv->constraints);
8267   for (l = constraints; l != NULL; l = l->next)
8268     {
8269       ClutterConstraint *constraint = l->data;
8270       ClutterActorMeta *meta = l->data;
8271
8272       if (clutter_actor_meta_get_enabled (meta))
8273         {
8274           _clutter_constraint_update_allocation (constraint,
8275                                                  self,
8276                                                  allocation);
8277
8278           CLUTTER_NOTE (LAYOUT,
8279                         "Allocation of '%s' after constraint '%s': "
8280                         "{ %.2f, %.2f, %.2f, %.2f }",
8281                         _clutter_actor_get_debug_name (self),
8282                         _clutter_actor_meta_get_debug_name (meta),
8283                         allocation->x1,
8284                         allocation->y1,
8285                         allocation->x2,
8286                         allocation->y2);
8287         }
8288     }
8289 }
8290
8291 /*< private >
8292  * clutter_actor_adjust_allocation:
8293  * @self: a #ClutterActor
8294  * @allocation: (inout): the allocation to adjust
8295  *
8296  * Adjusts the passed allocation box taking into account the actor's
8297  * layout information, like alignment, expansion, and margin.
8298  */
8299 static void
8300 clutter_actor_adjust_allocation (ClutterActor    *self,
8301                                  ClutterActorBox *allocation)
8302 {
8303   ClutterActorBox adj_allocation;
8304   float alloc_width, alloc_height;
8305   float min_width, min_height;
8306   float nat_width, nat_height;
8307   ClutterRequestMode req_mode;
8308
8309   adj_allocation = *allocation;
8310
8311   clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
8312
8313   /* we want to hit the cache, so we use the public API */
8314   req_mode = clutter_actor_get_request_mode (self);
8315
8316   if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8317     {
8318       clutter_actor_get_preferred_width (self, -1,
8319                                          &min_width,
8320                                          &nat_width);
8321       clutter_actor_get_preferred_height (self, alloc_width,
8322                                           &min_height,
8323                                           &nat_height);
8324     }
8325   else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
8326     {
8327       clutter_actor_get_preferred_height (self, -1,
8328                                           &min_height,
8329                                           &nat_height);
8330       clutter_actor_get_preferred_height (self, alloc_height,
8331                                           &min_width,
8332                                           &nat_width);
8333     }
8334
8335 #ifdef CLUTTER_ENABLE_DEBUG
8336   /* warn about underallocations */
8337   if (_clutter_diagnostic_enabled () &&
8338       (floorf (min_width - alloc_width) > 0 ||
8339        floorf (min_height - alloc_height) > 0))
8340     {
8341       ClutterActor *parent = clutter_actor_get_parent (self);
8342
8343       /* the only actors that are allowed to be underallocated are the Stage,
8344        * as it doesn't have an implicit size, and Actors that specifically
8345        * told us that they want to opt-out from layout control mechanisms
8346        * through the NO_LAYOUT escape hatch.
8347        */
8348       if (parent != NULL &&
8349           !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
8350         {
8351           g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
8352                      "of %.2f x %.2f from its parent actor '%s', but its "
8353                      "requested minimum size is of %.2f x %.2f",
8354                      _clutter_actor_get_debug_name (self),
8355                      alloc_width, alloc_height,
8356                      _clutter_actor_get_debug_name (parent),
8357                      min_width, min_height);
8358         }
8359     }
8360 #endif
8361
8362   clutter_actor_adjust_width (self,
8363                               &min_width,
8364                               &nat_width,
8365                               &adj_allocation.x1,
8366                               &adj_allocation.x2);
8367
8368   clutter_actor_adjust_height (self,
8369                                &min_height,
8370                                &nat_height,
8371                                &adj_allocation.y1,
8372                                &adj_allocation.y2);
8373
8374   /* we maintain the invariant that an allocation cannot be adjusted
8375    * to be outside the parent-given box
8376    */
8377   if (adj_allocation.x1 < allocation->x1 ||
8378       adj_allocation.y1 < allocation->y1 ||
8379       adj_allocation.x2 > allocation->x2 ||
8380       adj_allocation.y2 > allocation->y2)
8381     {
8382       g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
8383                  "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
8384                  "original allocation of { %.2f, %.2f, %.2f, %.2f }",
8385                  _clutter_actor_get_debug_name (self),
8386                  adj_allocation.x1, adj_allocation.y1,
8387                  adj_allocation.x2 - adj_allocation.x1,
8388                  adj_allocation.y2 - adj_allocation.y1,
8389                  allocation->x1, allocation->y1,
8390                  allocation->x2 - allocation->x1,
8391                  allocation->y2 - allocation->y1);
8392       return;
8393     }
8394
8395   *allocation = adj_allocation;
8396 }
8397
8398 /**
8399  * clutter_actor_allocate:
8400  * @self: A #ClutterActor
8401  * @box: new allocation of the actor, in parent-relative coordinates
8402  * @flags: flags that control the allocation
8403  *
8404  * Called by the parent of an actor to assign the actor its size.
8405  * Should never be called by applications (except when implementing
8406  * a container or layout manager).
8407  *
8408  * Actors can know from their allocation box whether they have moved
8409  * with respect to their parent actor. The @flags parameter describes
8410  * additional information about the allocation, for instance whether
8411  * the parent has moved with respect to the stage, for example because
8412  * a grandparent's origin has moved.
8413  *
8414  * Since: 0.8
8415  */
8416 void
8417 clutter_actor_allocate (ClutterActor           *self,
8418                         const ClutterActorBox  *box,
8419                         ClutterAllocationFlags  flags)
8420 {
8421   ClutterActorPrivate *priv;
8422   ClutterActorClass *klass;
8423   ClutterActorBox old_allocation, real_allocation;
8424   gboolean origin_changed, child_moved, size_changed;
8425   gboolean stage_allocation_changed;
8426
8427   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8428   if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
8429     {
8430       g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
8431                  "which isn't a descendent of the stage!\n",
8432                  self, _clutter_actor_get_debug_name (self));
8433       return;
8434     }
8435
8436   priv = self->priv;
8437
8438   old_allocation = priv->allocation;
8439   real_allocation = *box;
8440
8441   /* constraints are allowed to modify the allocation only here; we do
8442    * this prior to all the other checks so that we can bail out if the
8443    * allocation did not change
8444    */
8445   clutter_actor_update_constraints (self, &real_allocation);
8446
8447   /* adjust the allocation depending on the align/margin properties */
8448   clutter_actor_adjust_allocation (self, &real_allocation);
8449
8450   if (real_allocation.x2 < real_allocation.x1 ||
8451       real_allocation.y2 < real_allocation.y1)
8452     {
8453       g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
8454                  _clutter_actor_get_debug_name (self),
8455                  real_allocation.x2 - real_allocation.x1,
8456                  real_allocation.y2 - real_allocation.y1);
8457     }
8458
8459   /* we allow 0-sized actors, but not negative-sized ones */
8460   real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
8461   real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
8462
8463   origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
8464
8465   child_moved = (real_allocation.x1 != old_allocation.x1 ||
8466                  real_allocation.y1 != old_allocation.y1);
8467
8468   size_changed = (real_allocation.x2 != old_allocation.x2 ||
8469                   real_allocation.y2 != old_allocation.y2);
8470
8471   if (origin_changed || child_moved || size_changed)
8472     stage_allocation_changed = TRUE;
8473   else
8474     stage_allocation_changed = FALSE;
8475
8476   /* If we get an allocation "out of the blue"
8477    * (we did not queue relayout), then we want to
8478    * ignore it. But if we have needs_allocation set,
8479    * we want to guarantee that allocate() virtual
8480    * method is always called, i.e. that queue_relayout()
8481    * always results in an allocate() invocation on
8482    * an actor.
8483    *
8484    * The optimization here is to avoid re-allocating
8485    * actors that did not queue relayout and were
8486    * not moved.
8487    */
8488   if (!priv->needs_allocation && !stage_allocation_changed)
8489     {
8490       CLUTTER_NOTE (LAYOUT, "No allocation needed");
8491       return;
8492     }
8493
8494   /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
8495    * clutter_actor_allocate(), it indicates whether the parent has its
8496    * absolute origin moved; when passed in to ClutterActor::allocate()
8497    * virtual method though, it indicates whether the child has its
8498    * absolute origin moved.  So we set it when child_moved is TRUE
8499    */
8500   if (child_moved)
8501     flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
8502
8503   CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
8504
8505   CLUTTER_NOTE (LAYOUT, "Calling %s::allocate()",
8506                 _clutter_actor_get_debug_name (self));
8507
8508   klass = CLUTTER_ACTOR_GET_CLASS (self);
8509   klass->allocate (self, &real_allocation, flags);
8510
8511   CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
8512
8513   if (stage_allocation_changed)
8514     clutter_actor_queue_redraw (self);
8515 }
8516
8517 /**
8518  * clutter_actor_set_allocation:
8519  * @self: a #ClutterActor
8520  * @box: a #ClutterActorBox
8521  * @flags: allocation flags
8522  *
8523  * Stores the allocation of @self as defined by @box.
8524  *
8525  * This function can only be called from within the implementation of
8526  * the #ClutterActorClass.allocate() virtual function.
8527  *
8528  * The allocation should have been adjusted to take into account constraints,
8529  * alignment, and margin properties. If you are implementing a #ClutterActor
8530  * subclass that provides its own layout management policy for its children
8531  * instead of using a #ClutterLayoutManager delegate, you should not call
8532  * this function on the children of @self; instead, you should call
8533  * clutter_actor_allocate(), which will adjust the allocation box for
8534  * you.
8535  *
8536  * This function should only be used by subclasses of #ClutterActor
8537  * that wish to store their allocation but cannot chain up to the
8538  * parent's implementation; the default implementation of the
8539  * #ClutterActorClass.allocate() virtual function will call this
8540  * function.
8541  *
8542  * It is important to note that, while chaining up was the recommended
8543  * behaviour for #ClutterActor subclasses prior to the introduction of
8544  * this function, it is recommended to call clutter_actor_set_allocation()
8545  * instead.
8546  *
8547  * If the #ClutterActor is using a #ClutterLayoutManager delegate object
8548  * to handle the allocation of its children, this function will call
8549  * the clutter_layout_manager_allocate() function only if the
8550  * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
8551  * expected that the subclass will call clutter_layout_manager_allocate()
8552  * by itself. For instance, the following code:
8553  *
8554  * |[
8555  * static void
8556  * my_actor_allocate (ClutterActor *actor,
8557  *                    const ClutterActorBox *allocation,
8558  *                    ClutterAllocationFlags flags)
8559  * {
8560  *   ClutterActorBox new_alloc;
8561  *   ClutterAllocationFlags new_flags;
8562  *
8563  *   adjust_allocation (allocation, &amp;new_alloc);
8564  *
8565  *   new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
8566  *
8567  *   /&ast; this will use the layout manager set on the actor &ast;/
8568  *   clutter_actor_set_allocation (actor, &amp;new_alloc, new_flags);
8569  * }
8570  * ]|
8571  *
8572  * is equivalent to this:
8573  *
8574  * |[
8575  * static void
8576  * my_actor_allocate (ClutterActor *actor,
8577  *                    const ClutterActorBox *allocation,
8578  *                    ClutterAllocationFlags flags)
8579  * {
8580  *   ClutterLayoutManager *layout;
8581  *   ClutterActorBox new_alloc;
8582  *
8583  *   adjust_allocation (allocation, &amp;new_alloc);
8584  *
8585  *   clutter_actor_set_allocation (actor, &amp;new_alloc, flags);
8586  *
8587  *   layout = clutter_actor_get_layout_manager (actor);
8588  *   clutter_layout_manager_allocate (layout,
8589  *                                    CLUTTER_CONTAINER (actor),
8590  *                                    &amp;new_alloc,
8591  *                                    flags);
8592  * }
8593  * ]|
8594  *
8595  * Since: 1.10
8596  */
8597 void
8598 clutter_actor_set_allocation (ClutterActor           *self,
8599                               const ClutterActorBox  *box,
8600                               ClutterAllocationFlags  flags)
8601 {
8602   ClutterActorPrivate *priv;
8603   gboolean changed;
8604
8605   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8606   g_return_if_fail (box != NULL);
8607
8608   if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
8609     {
8610       g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
8611                   "can only be called from within the implementation of "
8612                   "the ClutterActor::allocate() virtual function.");
8613       return;
8614     }
8615
8616   priv = self->priv;
8617
8618   g_object_freeze_notify (G_OBJECT (self));
8619
8620   changed = clutter_actor_set_allocation_internal (self, box, flags);
8621
8622   /* we allocate our children before we notify changes in our geometry,
8623    * so that people connecting to properties will be able to get valid
8624    * data out of the sub-tree of the scene graph that has this actor at
8625    * the root.
8626    */
8627   clutter_actor_maybe_layout_children (self, box, flags);
8628
8629   if (changed)
8630     {
8631       ClutterActorBox signal_box = priv->allocation;
8632       ClutterAllocationFlags signal_flags = priv->allocation_flags;
8633
8634       g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
8635                      &signal_box,
8636                      signal_flags);
8637     }
8638
8639   g_object_thaw_notify (G_OBJECT (self));
8640 }
8641
8642 /**
8643  * clutter_actor_set_geometry:
8644  * @self: A #ClutterActor
8645  * @geometry: A #ClutterGeometry
8646  *
8647  * Sets the actor's fixed position and forces its minimum and natural
8648  * size, in pixels. This means the untransformed actor will have the
8649  * given geometry. This is the same as calling clutter_actor_set_position()
8650  * and clutter_actor_set_size().
8651  *
8652  * Deprecated: 1.10: Use clutter_actor_set_position() and
8653  *   clutter_actor_set_size() instead.
8654  */
8655 void
8656 clutter_actor_set_geometry (ClutterActor          *self,
8657                             const ClutterGeometry *geometry)
8658 {
8659   g_object_freeze_notify (G_OBJECT (self));
8660
8661   clutter_actor_set_position (self, geometry->x, geometry->y);
8662   clutter_actor_set_size (self, geometry->width, geometry->height);
8663
8664   g_object_thaw_notify (G_OBJECT (self));
8665 }
8666
8667 /**
8668  * clutter_actor_get_geometry:
8669  * @self: A #ClutterActor
8670  * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
8671  *
8672  * Gets the size and position of an actor relative to its parent
8673  * actor. This is the same as calling clutter_actor_get_position() and
8674  * clutter_actor_get_size(). It tries to "do what you mean" and get the
8675  * requested size and position if the actor's allocation is invalid.
8676  *
8677  * Deprecated: 1.10: Use clutter_actor_get_position() and
8678  *   clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
8679  *   instead.
8680  */
8681 void
8682 clutter_actor_get_geometry (ClutterActor    *self,
8683                             ClutterGeometry *geometry)
8684 {
8685   gfloat x, y, width, height;
8686
8687   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8688   g_return_if_fail (geometry != NULL);
8689
8690   clutter_actor_get_position (self, &x, &y);
8691   clutter_actor_get_size (self, &width, &height);
8692
8693   geometry->x = (int) x;
8694   geometry->y = (int) y;
8695   geometry->width = (int) width;
8696   geometry->height = (int) height;
8697 }
8698
8699 /**
8700  * clutter_actor_set_position:
8701  * @self: A #ClutterActor
8702  * @x: New left position of actor in pixels.
8703  * @y: New top position of actor in pixels.
8704  *
8705  * Sets the actor's fixed position in pixels relative to any parent
8706  * actor.
8707  *
8708  * If a layout manager is in use, this position will override the
8709  * layout manager and force a fixed position.
8710  */
8711 void
8712 clutter_actor_set_position (ClutterActor *self,
8713                             gfloat        x,
8714                             gfloat        y)
8715 {
8716   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8717
8718   g_object_freeze_notify (G_OBJECT (self));
8719
8720   clutter_actor_set_x (self, x);
8721   clutter_actor_set_y (self, y);
8722
8723   g_object_thaw_notify (G_OBJECT (self));
8724 }
8725
8726 /**
8727  * clutter_actor_get_fixed_position_set:
8728  * @self: A #ClutterActor
8729  *
8730  * Checks whether an actor has a fixed position set (and will thus be
8731  * unaffected by any layout manager).
8732  *
8733  * Return value: %TRUE if the fixed position is set on the actor
8734  *
8735  * Since: 0.8
8736  */
8737 gboolean
8738 clutter_actor_get_fixed_position_set (ClutterActor *self)
8739 {
8740   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
8741
8742   return self->priv->position_set;
8743 }
8744
8745 /**
8746  * clutter_actor_set_fixed_position_set:
8747  * @self: A #ClutterActor
8748  * @is_set: whether to use fixed position
8749  *
8750  * Sets whether an actor has a fixed position set (and will thus be
8751  * unaffected by any layout manager).
8752  *
8753  * Since: 0.8
8754  */
8755 void
8756 clutter_actor_set_fixed_position_set (ClutterActor *self,
8757                                       gboolean      is_set)
8758 {
8759   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8760
8761   if (self->priv->position_set == (is_set != FALSE))
8762     return;
8763
8764   self->priv->position_set = is_set != FALSE;
8765   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8766
8767   clutter_actor_queue_relayout (self);
8768 }
8769
8770 /**
8771  * clutter_actor_move_by:
8772  * @self: A #ClutterActor
8773  * @dx: Distance to move Actor on X axis.
8774  * @dy: Distance to move Actor on Y axis.
8775  *
8776  * Moves an actor by the specified distance relative to its current
8777  * position in pixels.
8778  *
8779  * This function modifies the fixed position of an actor and thus removes
8780  * it from any layout management. Another way to move an actor is with an
8781  * anchor point, see clutter_actor_set_anchor_point().
8782  *
8783  * Since: 0.2
8784  */
8785 void
8786 clutter_actor_move_by (ClutterActor *self,
8787                        gfloat        dx,
8788                        gfloat        dy)
8789 {
8790   const ClutterLayoutInfo *info;
8791   gfloat x, y;
8792
8793   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8794
8795   info = _clutter_actor_get_layout_info_or_defaults (self);
8796   x = info->fixed_x;
8797   y = info->fixed_y;
8798
8799   clutter_actor_set_position (self, x + dx, y + dy);
8800 }
8801
8802 static void
8803 clutter_actor_set_min_width (ClutterActor *self,
8804                              gfloat        min_width)
8805 {
8806   ClutterActorPrivate *priv = self->priv;
8807   ClutterActorBox old = { 0, };
8808   ClutterLayoutInfo *info;
8809
8810   /* if we are setting the size on a top-level actor and the
8811    * backend only supports static top-levels (e.g. framebuffers)
8812    * then we ignore the passed value and we override it with
8813    * the stage implementation's preferred size.
8814    */
8815   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8816       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8817     return;
8818
8819   info = _clutter_actor_get_layout_info (self);
8820
8821   if (priv->min_width_set && min_width == info->min_width)
8822     return;
8823
8824   g_object_freeze_notify (G_OBJECT (self));
8825
8826   clutter_actor_store_old_geometry (self, &old);
8827
8828   info->min_width = min_width;
8829   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8830   clutter_actor_set_min_width_set (self, TRUE);
8831
8832   clutter_actor_notify_if_geometry_changed (self, &old);
8833
8834   g_object_thaw_notify (G_OBJECT (self));
8835
8836   clutter_actor_queue_relayout (self);
8837 }
8838
8839 static void
8840 clutter_actor_set_min_height (ClutterActor *self,
8841                               gfloat        min_height)
8842
8843 {
8844   ClutterActorPrivate *priv = self->priv;
8845   ClutterActorBox old = { 0, };
8846   ClutterLayoutInfo *info;
8847
8848   /* if we are setting the size on a top-level actor and the
8849    * backend only supports static top-levels (e.g. framebuffers)
8850    * then we ignore the passed value and we override it with
8851    * the stage implementation's preferred size.
8852    */
8853   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8854       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8855     return;
8856
8857   info = _clutter_actor_get_layout_info (self);
8858
8859   if (priv->min_height_set && min_height == info->min_height)
8860     return;
8861
8862   g_object_freeze_notify (G_OBJECT (self));
8863
8864   clutter_actor_store_old_geometry (self, &old);
8865
8866   info->min_height = min_height;
8867   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8868   clutter_actor_set_min_height_set (self, TRUE);
8869
8870   clutter_actor_notify_if_geometry_changed (self, &old);
8871
8872   g_object_thaw_notify (G_OBJECT (self));
8873
8874   clutter_actor_queue_relayout (self);
8875 }
8876
8877 static void
8878 clutter_actor_set_natural_width (ClutterActor *self,
8879                                  gfloat        natural_width)
8880 {
8881   ClutterActorPrivate *priv = self->priv;
8882   ClutterActorBox old = { 0, };
8883   ClutterLayoutInfo *info;
8884
8885   /* if we are setting the size on a top-level actor and the
8886    * backend only supports static top-levels (e.g. framebuffers)
8887    * then we ignore the passed value and we override it with
8888    * the stage implementation's preferred size.
8889    */
8890   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8891       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8892     return;
8893
8894   info = _clutter_actor_get_layout_info (self);
8895
8896   if (priv->natural_width_set && natural_width == info->natural_width)
8897     return;
8898
8899   g_object_freeze_notify (G_OBJECT (self));
8900
8901   clutter_actor_store_old_geometry (self, &old);
8902
8903   info->natural_width = natural_width;
8904   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8905   clutter_actor_set_natural_width_set (self, TRUE);
8906
8907   clutter_actor_notify_if_geometry_changed (self, &old);
8908
8909   g_object_thaw_notify (G_OBJECT (self));
8910
8911   clutter_actor_queue_relayout (self);
8912 }
8913
8914 static void
8915 clutter_actor_set_natural_height (ClutterActor *self,
8916                                   gfloat        natural_height)
8917 {
8918   ClutterActorPrivate *priv = self->priv;
8919   ClutterActorBox old = { 0, };
8920   ClutterLayoutInfo *info;
8921
8922   /* if we are setting the size on a top-level actor and the
8923    * backend only supports static top-levels (e.g. framebuffers)
8924    * then we ignore the passed value and we override it with
8925    * the stage implementation's preferred size.
8926    */
8927   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8928       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8929     return;
8930
8931   info = _clutter_actor_get_layout_info (self);
8932
8933   if (priv->natural_height_set && natural_height == info->natural_height)
8934     return;
8935
8936   g_object_freeze_notify (G_OBJECT (self));
8937
8938   clutter_actor_store_old_geometry (self, &old);
8939
8940   info->natural_height = natural_height;
8941   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8942   clutter_actor_set_natural_height_set (self, TRUE);
8943
8944   clutter_actor_notify_if_geometry_changed (self, &old);
8945
8946   g_object_thaw_notify (G_OBJECT (self));
8947
8948   clutter_actor_queue_relayout (self);
8949 }
8950
8951 static void
8952 clutter_actor_set_min_width_set (ClutterActor *self,
8953                                  gboolean      use_min_width)
8954 {
8955   ClutterActorPrivate *priv = self->priv;
8956   ClutterActorBox old = { 0, };
8957
8958   if (priv->min_width_set == (use_min_width != FALSE))
8959     return;
8960
8961   clutter_actor_store_old_geometry (self, &old);
8962
8963   priv->min_width_set = use_min_width != FALSE;
8964   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8965
8966   clutter_actor_notify_if_geometry_changed (self, &old);
8967
8968   clutter_actor_queue_relayout (self);
8969 }
8970
8971 static void
8972 clutter_actor_set_min_height_set (ClutterActor *self,
8973                                   gboolean      use_min_height)
8974 {
8975   ClutterActorPrivate *priv = self->priv;
8976   ClutterActorBox old = { 0, };
8977
8978   if (priv->min_height_set == (use_min_height != FALSE))
8979     return;
8980
8981   clutter_actor_store_old_geometry (self, &old);
8982
8983   priv->min_height_set = use_min_height != FALSE;
8984   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8985
8986   clutter_actor_notify_if_geometry_changed (self, &old);
8987
8988   clutter_actor_queue_relayout (self);
8989 }
8990
8991 static void
8992 clutter_actor_set_natural_width_set (ClutterActor *self,
8993                                      gboolean      use_natural_width)
8994 {
8995   ClutterActorPrivate *priv = self->priv;
8996   ClutterActorBox old = { 0, };
8997
8998   if (priv->natural_width_set == (use_natural_width != FALSE))
8999     return;
9000
9001   clutter_actor_store_old_geometry (self, &old);
9002
9003   priv->natural_width_set = use_natural_width != FALSE;
9004   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
9005
9006   clutter_actor_notify_if_geometry_changed (self, &old);
9007
9008   clutter_actor_queue_relayout (self);
9009 }
9010
9011 static void
9012 clutter_actor_set_natural_height_set (ClutterActor *self,
9013                                       gboolean      use_natural_height)
9014 {
9015   ClutterActorPrivate *priv = self->priv;
9016   ClutterActorBox old = { 0, };
9017
9018   if (priv->natural_height_set == (use_natural_height != FALSE))
9019     return;
9020
9021   clutter_actor_store_old_geometry (self, &old);
9022
9023   priv->natural_height_set = use_natural_height != FALSE;
9024   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
9025
9026   clutter_actor_notify_if_geometry_changed (self, &old);
9027
9028   clutter_actor_queue_relayout (self);
9029 }
9030
9031 /**
9032  * clutter_actor_set_request_mode:
9033  * @self: a #ClutterActor
9034  * @mode: the request mode
9035  *
9036  * Sets the geometry request mode of @self.
9037  *
9038  * The @mode determines the order for invoking
9039  * clutter_actor_get_preferred_width() and
9040  * clutter_actor_get_preferred_height()
9041  *
9042  * Since: 1.2
9043  */
9044 void
9045 clutter_actor_set_request_mode (ClutterActor       *self,
9046                                 ClutterRequestMode  mode)
9047 {
9048   ClutterActorPrivate *priv;
9049
9050   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9051
9052   priv = self->priv;
9053
9054   if (priv->request_mode == mode)
9055     return;
9056
9057   priv->request_mode = mode;
9058
9059   priv->needs_width_request = TRUE;
9060   priv->needs_height_request = TRUE;
9061
9062   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
9063
9064   clutter_actor_queue_relayout (self);
9065 }
9066
9067 /**
9068  * clutter_actor_get_request_mode:
9069  * @self: a #ClutterActor
9070  *
9071  * Retrieves the geometry request mode of @self
9072  *
9073  * Return value: the request mode for the actor
9074  *
9075  * Since: 1.2
9076  */
9077 ClutterRequestMode
9078 clutter_actor_get_request_mode (ClutterActor *self)
9079 {
9080   g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
9081                         CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
9082
9083   return self->priv->request_mode;
9084 }
9085
9086 /* variant of set_width() without checks and without notification
9087  * freeze+thaw, for internal usage only
9088  */
9089 static inline void
9090 clutter_actor_set_width_internal (ClutterActor *self,
9091                                   gfloat        width)
9092 {
9093   if (width >= 0)
9094     {
9095       /* the Stage will use the :min-width to control the minimum
9096        * width to be resized to, so we should not be setting it
9097        * along with the :natural-width
9098        */
9099       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9100         clutter_actor_set_min_width (self, width);
9101
9102       clutter_actor_set_natural_width (self, width);
9103     }
9104   else
9105     {
9106       /* we only unset the :natural-width for the Stage */
9107       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9108         clutter_actor_set_min_width_set (self, FALSE);
9109
9110       clutter_actor_set_natural_width_set (self, FALSE);
9111     }
9112 }
9113
9114 /* variant of set_height() without checks and without notification
9115  * freeze+thaw, for internal usage only
9116  */
9117 static inline void
9118 clutter_actor_set_height_internal (ClutterActor *self,
9119                                    gfloat        height)
9120 {
9121   if (height >= 0)
9122     {
9123       /* see the comment above in set_width_internal() */
9124       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9125         clutter_actor_set_min_height (self, height);
9126
9127       clutter_actor_set_natural_height (self, height);
9128     }
9129   else
9130     {
9131       /* see the comment above in set_width_internal() */
9132       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9133         clutter_actor_set_min_height_set (self, FALSE);
9134
9135       clutter_actor_set_natural_height_set (self, FALSE);
9136     }
9137 }
9138
9139 /**
9140  * clutter_actor_set_size:
9141  * @self: A #ClutterActor
9142  * @width: New width of actor in pixels, or -1
9143  * @height: New height of actor in pixels, or -1
9144  *
9145  * Sets the actor's size request in pixels. This overrides any
9146  * "normal" size request the actor would have. For example
9147  * a text actor might normally request the size of the text;
9148  * this function would force a specific size instead.
9149  *
9150  * If @width and/or @height are -1 the actor will use its
9151  * "normal" size request instead of overriding it, i.e.
9152  * you can "unset" the size with -1.
9153  *
9154  * This function sets or unsets both the minimum and natural size.
9155  */
9156 void
9157 clutter_actor_set_size (ClutterActor *self,
9158                         gfloat        width,
9159                         gfloat        height)
9160 {
9161   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9162
9163   g_object_freeze_notify (G_OBJECT (self));
9164
9165   clutter_actor_set_width (self, width);
9166   clutter_actor_set_height (self, height);
9167
9168   g_object_thaw_notify (G_OBJECT (self));
9169 }
9170
9171 /**
9172  * clutter_actor_get_size:
9173  * @self: A #ClutterActor
9174  * @width: (out) (allow-none): return location for the width, or %NULL.
9175  * @height: (out) (allow-none): return location for the height, or %NULL.
9176  *
9177  * This function tries to "do what you mean" and return
9178  * the size an actor will have. If the actor has a valid
9179  * allocation, the allocation will be returned; otherwise,
9180  * the actors natural size request will be returned.
9181  *
9182  * If you care whether you get the request vs. the allocation, you
9183  * should probably call a different function like
9184  * clutter_actor_get_allocation_box() or
9185  * clutter_actor_get_preferred_width().
9186  *
9187  * Since: 0.2
9188  */
9189 void
9190 clutter_actor_get_size (ClutterActor *self,
9191                         gfloat       *width,
9192                         gfloat       *height)
9193 {
9194   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9195
9196   if (width)
9197     *width = clutter_actor_get_width (self);
9198
9199   if (height)
9200     *height = clutter_actor_get_height (self);
9201 }
9202
9203 /**
9204  * clutter_actor_get_position:
9205  * @self: a #ClutterActor
9206  * @x: (out) (allow-none): return location for the X coordinate, or %NULL
9207  * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
9208  *
9209  * This function tries to "do what you mean" and tell you where the
9210  * actor is, prior to any transformations. Retrieves the fixed
9211  * position of an actor in pixels, if one has been set; otherwise, if
9212  * the allocation is valid, returns the actor's allocated position;
9213  * otherwise, returns 0,0.
9214  *
9215  * The returned position is in pixels.
9216  *
9217  * Since: 0.6
9218  */
9219 void
9220 clutter_actor_get_position (ClutterActor *self,
9221                             gfloat       *x,
9222                             gfloat       *y)
9223 {
9224   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9225
9226   if (x)
9227     *x = clutter_actor_get_x (self);
9228
9229   if (y)
9230     *y = clutter_actor_get_y (self);
9231 }
9232
9233 /**
9234  * clutter_actor_get_transformed_position:
9235  * @self: A #ClutterActor
9236  * @x: (out) (allow-none): return location for the X coordinate, or %NULL
9237  * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
9238  *
9239  * Gets the absolute position of an actor, in pixels relative to the stage.
9240  *
9241  * Since: 0.8
9242  */
9243 void
9244 clutter_actor_get_transformed_position (ClutterActor *self,
9245                                         gfloat       *x,
9246                                         gfloat       *y)
9247 {
9248   ClutterVertex v1;
9249   ClutterVertex v2;
9250
9251   v1.x = v1.y = v1.z = 0;
9252   clutter_actor_apply_transform_to_point (self, &v1, &v2);
9253
9254   if (x)
9255     *x = v2.x;
9256
9257   if (y)
9258     *y = v2.y;
9259 }
9260
9261 /**
9262  * clutter_actor_get_transformed_size:
9263  * @self: A #ClutterActor
9264  * @width: (out) (allow-none): return location for the width, or %NULL
9265  * @height: (out) (allow-none): return location for the height, or %NULL
9266  *
9267  * Gets the absolute size of an actor in pixels, taking into account the
9268  * scaling factors.
9269  *
9270  * If the actor has a valid allocation, the allocated size will be used.
9271  * If the actor has not a valid allocation then the preferred size will
9272  * be transformed and returned.
9273  *
9274  * If you want the transformed allocation, see
9275  * clutter_actor_get_abs_allocation_vertices() instead.
9276  *
9277  * <note>When the actor (or one of its ancestors) is rotated around the
9278  * X or Y axis, it no longer appears as on the stage as a rectangle, but
9279  * as a generic quadrangle; in that case this function returns the size
9280  * of the smallest rectangle that encapsulates the entire quad. Please
9281  * note that in this case no assumptions can be made about the relative
9282  * position of this envelope to the absolute position of the actor, as
9283  * returned by clutter_actor_get_transformed_position(); if you need this
9284  * information, you need to use clutter_actor_get_abs_allocation_vertices()
9285  * to get the coords of the actual quadrangle.</note>
9286  *
9287  * Since: 0.8
9288  */
9289 void
9290 clutter_actor_get_transformed_size (ClutterActor *self,
9291                                     gfloat       *width,
9292                                     gfloat       *height)
9293 {
9294   ClutterActorPrivate *priv;
9295   ClutterVertex v[4];
9296   gfloat x_min, x_max, y_min, y_max;
9297   gint i;
9298
9299   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9300
9301   priv = self->priv;
9302
9303   /* if the actor hasn't been allocated yet, get the preferred
9304    * size and transform that
9305    */
9306   if (priv->needs_allocation)
9307     {
9308       gfloat natural_width, natural_height;
9309       ClutterActorBox box;
9310
9311       /* Make a fake allocation to transform.
9312        *
9313        * NB: _clutter_actor_transform_and_project_box expects a box in
9314        * the actor's coordinate space... */
9315
9316       box.x1 = 0;
9317       box.y1 = 0;
9318
9319       natural_width = natural_height = 0;
9320       clutter_actor_get_preferred_size (self, NULL, NULL,
9321                                         &natural_width,
9322                                         &natural_height);
9323
9324       box.x2 = natural_width;
9325       box.y2 = natural_height;
9326
9327       _clutter_actor_transform_and_project_box (self, &box, v);
9328     }
9329   else
9330     clutter_actor_get_abs_allocation_vertices (self, v);
9331
9332   x_min = x_max = v[0].x;
9333   y_min = y_max = v[0].y;
9334
9335   for (i = 1; i < G_N_ELEMENTS (v); ++i)
9336     {
9337       if (v[i].x < x_min)
9338         x_min = v[i].x;
9339
9340       if (v[i].x > x_max)
9341         x_max = v[i].x;
9342
9343       if (v[i].y < y_min)
9344         y_min = v[i].y;
9345
9346       if (v[i].y > y_max)
9347         y_max = v[i].y;
9348     }
9349
9350   if (width)
9351     *width  = x_max - x_min;
9352
9353   if (height)
9354     *height = y_max - y_min;
9355 }
9356
9357 /**
9358  * clutter_actor_get_width:
9359  * @self: A #ClutterActor
9360  *
9361  * Retrieves the width of a #ClutterActor.
9362  *
9363  * If the actor has a valid allocation, this function will return the
9364  * width of the allocated area given to the actor.
9365  *
9366  * If the actor does not have a valid allocation, this function will
9367  * return the actor's natural width, that is the preferred width of
9368  * the actor.
9369  *
9370  * If you care whether you get the preferred width or the width that
9371  * has been assigned to the actor, you should probably call a different
9372  * function like clutter_actor_get_allocation_box() to retrieve the
9373  * allocated size or clutter_actor_get_preferred_width() to retrieve the
9374  * preferred width.
9375  *
9376  * If an actor has a fixed width, for instance a width that has been
9377  * assigned using clutter_actor_set_width(), the width returned will
9378  * be the same value.
9379  *
9380  * Return value: the width of the actor, in pixels
9381  */
9382 gfloat
9383 clutter_actor_get_width (ClutterActor *self)
9384 {
9385   ClutterActorPrivate *priv;
9386
9387   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9388
9389   priv = self->priv;
9390
9391   if (priv->needs_allocation)
9392     {
9393       gfloat natural_width = 0;
9394
9395       if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
9396         clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
9397       else
9398         {
9399           gfloat natural_height = 0;
9400
9401           clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
9402           clutter_actor_get_preferred_width (self, natural_height,
9403                                              NULL,
9404                                              &natural_width);
9405         }
9406
9407       return natural_width;
9408     }
9409   else
9410     return priv->allocation.x2 - priv->allocation.x1;
9411 }
9412
9413 /**
9414  * clutter_actor_get_height:
9415  * @self: A #ClutterActor
9416  *
9417  * Retrieves the height of a #ClutterActor.
9418  *
9419  * If the actor has a valid allocation, this function will return the
9420  * height of the allocated area given to the actor.
9421  *
9422  * If the actor does not have a valid allocation, this function will
9423  * return the actor's natural height, that is the preferred height of
9424  * the actor.
9425  *
9426  * If you care whether you get the preferred height or the height that
9427  * has been assigned to the actor, you should probably call a different
9428  * function like clutter_actor_get_allocation_box() to retrieve the
9429  * allocated size or clutter_actor_get_preferred_height() to retrieve the
9430  * preferred height.
9431  *
9432  * If an actor has a fixed height, for instance a height that has been
9433  * assigned using clutter_actor_set_height(), the height returned will
9434  * be the same value.
9435  *
9436  * Return value: the height of the actor, in pixels
9437  */
9438 gfloat
9439 clutter_actor_get_height (ClutterActor *self)
9440 {
9441   ClutterActorPrivate *priv;
9442
9443   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9444
9445   priv = self->priv;
9446
9447   if (priv->needs_allocation)
9448     {
9449       gfloat natural_height = 0;
9450
9451       if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
9452         {
9453           gfloat natural_width = 0;
9454
9455           clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
9456           clutter_actor_get_preferred_height (self, natural_width,
9457                                               NULL, &natural_height);
9458         }
9459       else
9460         clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
9461
9462       return natural_height;
9463     }
9464   else
9465     return priv->allocation.y2 - priv->allocation.y1;
9466 }
9467
9468 /**
9469  * clutter_actor_set_width:
9470  * @self: A #ClutterActor
9471  * @width: Requested new width for the actor, in pixels, or -1
9472  *
9473  * Forces a width on an actor, causing the actor's preferred width
9474  * and height (if any) to be ignored.
9475  *
9476  * If @width is -1 the actor will use its preferred width request
9477  * instead of overriding it, i.e. you can "unset" the width with -1.
9478  *
9479  * This function sets both the minimum and natural size of the actor.
9480  *
9481  * since: 0.2
9482  */
9483 void
9484 clutter_actor_set_width (ClutterActor *self,
9485                          gfloat        width)
9486 {
9487   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9488
9489   if (_clutter_actor_get_transition (self, obj_props[PROP_WIDTH]) == NULL)
9490     {
9491       float cur_size;
9492
9493       /* minor optimization: if we don't have a duration
9494        * then we can skip the get_width() below, to avoid
9495        * the chance of going through get_preferred_width()
9496        * just to jump to a new desired width.
9497        */
9498       if (clutter_actor_get_easing_duration (self) == 0)
9499         {
9500           g_object_freeze_notify (G_OBJECT (self));
9501
9502           clutter_actor_set_width_internal (self, width);
9503
9504           g_object_thaw_notify (G_OBJECT (self));
9505
9506           return;
9507         }
9508       else
9509         cur_size = clutter_actor_get_width (self);
9510
9511       _clutter_actor_create_transition (self,
9512                                         obj_props[PROP_WIDTH],
9513                                         cur_size,
9514                                         width);
9515     }
9516   else
9517     _clutter_actor_update_transition (self, obj_props[PROP_WIDTH], width);
9518 }
9519
9520 /**
9521  * clutter_actor_set_height:
9522  * @self: A #ClutterActor
9523  * @height: Requested new height for the actor, in pixels, or -1
9524  *
9525  * Forces a height on an actor, causing the actor's preferred width
9526  * and height (if any) to be ignored.
9527  *
9528  * If @height is -1 the actor will use its preferred height instead of
9529  * overriding it, i.e. you can "unset" the height with -1.
9530  *
9531  * This function sets both the minimum and natural size of the actor.
9532  *
9533  * since: 0.2
9534  */
9535 void
9536 clutter_actor_set_height (ClutterActor *self,
9537                           gfloat        height)
9538 {
9539   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9540
9541   if (_clutter_actor_get_transition (self, obj_props[PROP_HEIGHT]) == NULL)
9542     {
9543       float cur_size;
9544
9545       /* see the comment in clutter_actor_set_width() above */
9546       if (clutter_actor_get_easing_duration (self) == 0)
9547         {
9548           g_object_freeze_notify (G_OBJECT (self));
9549
9550           clutter_actor_set_height_internal (self, height);
9551
9552           g_object_thaw_notify (G_OBJECT (self));
9553
9554           return;
9555         }
9556       else
9557         cur_size = clutter_actor_get_height (self);
9558
9559       _clutter_actor_create_transition (self,
9560                                         obj_props[PROP_HEIGHT],
9561                                         cur_size,
9562                                         height);
9563     }
9564   else
9565     _clutter_actor_update_transition (self, obj_props[PROP_HEIGHT], height);
9566 }
9567
9568 static inline void
9569 clutter_actor_set_x_internal (ClutterActor *self,
9570                               float         x)
9571 {
9572   ClutterActorPrivate *priv = self->priv;
9573   ClutterLayoutInfo *linfo;
9574   ClutterActorBox old = { 0, };
9575
9576   linfo = _clutter_actor_get_layout_info (self);
9577
9578   if (priv->position_set && linfo->fixed_x == x)
9579     return;
9580
9581   clutter_actor_store_old_geometry (self, &old);
9582
9583   linfo->fixed_x = x;
9584   clutter_actor_set_fixed_position_set (self, TRUE);
9585
9586   clutter_actor_notify_if_geometry_changed (self, &old);
9587
9588   clutter_actor_queue_relayout (self);
9589 }
9590
9591 static inline void
9592 clutter_actor_set_y_internal (ClutterActor *self,
9593                               float         y)
9594 {
9595   ClutterActorPrivate *priv = self->priv;
9596   ClutterLayoutInfo *linfo;
9597   ClutterActorBox old = { 0, };
9598
9599   linfo = _clutter_actor_get_layout_info (self);
9600
9601   if (priv->position_set && linfo->fixed_y == y)
9602     return;
9603
9604   clutter_actor_store_old_geometry (self, &old);
9605
9606   linfo->fixed_y = y;
9607   clutter_actor_set_fixed_position_set (self, TRUE);
9608
9609   clutter_actor_notify_if_geometry_changed (self, &old);
9610
9611   clutter_actor_queue_relayout (self);
9612 }
9613
9614 /**
9615  * clutter_actor_set_x:
9616  * @self: a #ClutterActor
9617  * @x: the actor's position on the X axis
9618  *
9619  * Sets the actor's X coordinate, relative to its parent, in pixels.
9620  *
9621  * Overrides any layout manager and forces a fixed position for
9622  * the actor.
9623  *
9624  * The #ClutterActor:x property is animatable.
9625  *
9626  * Since: 0.6
9627  */
9628 void
9629 clutter_actor_set_x (ClutterActor *self,
9630                      gfloat        x)
9631 {
9632   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9633
9634   if (_clutter_actor_get_transition (self, obj_props[PROP_X]) == NULL)
9635     {
9636       float cur_position = clutter_actor_get_x (self);
9637
9638       _clutter_actor_create_transition (self, obj_props[PROP_X],
9639                                         cur_position,
9640                                         x);
9641     }
9642   else
9643     _clutter_actor_update_transition (self, obj_props[PROP_X], x);
9644 }
9645
9646 /**
9647  * clutter_actor_set_y:
9648  * @self: a #ClutterActor
9649  * @y: the actor's position on the Y axis
9650  *
9651  * Sets the actor's Y coordinate, relative to its parent, in pixels.#
9652  *
9653  * Overrides any layout manager and forces a fixed position for
9654  * the actor.
9655  *
9656  * The #ClutterActor:y property is animatable.
9657  *
9658  * Since: 0.6
9659  */
9660 void
9661 clutter_actor_set_y (ClutterActor *self,
9662                      gfloat        y)
9663 {
9664   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9665
9666   if (_clutter_actor_get_transition (self, obj_props[PROP_Y]) == NULL)
9667     {
9668       float cur_position = clutter_actor_get_y (self);
9669
9670       _clutter_actor_create_transition (self, obj_props[PROP_Y],
9671                                         cur_position,
9672                                         y);
9673     }
9674   else
9675     _clutter_actor_update_transition (self, obj_props[PROP_Y], y);
9676 }
9677
9678 /**
9679  * clutter_actor_get_x:
9680  * @self: A #ClutterActor
9681  *
9682  * Retrieves the X coordinate of a #ClutterActor.
9683  *
9684  * This function tries to "do what you mean", by returning the
9685  * correct value depending on the actor's state.
9686  *
9687  * If the actor has a valid allocation, this function will return
9688  * the X coordinate of the origin of the allocation box.
9689  *
9690  * If the actor has any fixed coordinate set using clutter_actor_set_x(),
9691  * clutter_actor_set_position() or clutter_actor_set_geometry(), this
9692  * function will return that coordinate.
9693  *
9694  * If both the allocation and a fixed position are missing, this function
9695  * will return 0.
9696  *
9697  * Return value: the X coordinate, in pixels, ignoring any
9698  *   transformation (i.e. scaling, rotation)
9699  */
9700 gfloat
9701 clutter_actor_get_x (ClutterActor *self)
9702 {
9703   ClutterActorPrivate *priv;
9704
9705   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9706
9707   priv = self->priv;
9708
9709   if (priv->needs_allocation)
9710     {
9711       if (priv->position_set)
9712         {
9713           const ClutterLayoutInfo *info;
9714
9715           info = _clutter_actor_get_layout_info_or_defaults (self);
9716
9717           return info->fixed_x;
9718         }
9719       else
9720         return 0;
9721     }
9722   else
9723     return priv->allocation.x1;
9724 }
9725
9726 /**
9727  * clutter_actor_get_y:
9728  * @self: A #ClutterActor
9729  *
9730  * Retrieves the Y coordinate of a #ClutterActor.
9731  *
9732  * This function tries to "do what you mean", by returning the
9733  * correct value depending on the actor's state.
9734  *
9735  * If the actor has a valid allocation, this function will return
9736  * the Y coordinate of the origin of the allocation box.
9737  *
9738  * If the actor has any fixed coordinate set using clutter_actor_set_y(),
9739  * clutter_actor_set_position() or clutter_actor_set_geometry(), this
9740  * function will return that coordinate.
9741  *
9742  * If both the allocation and a fixed position are missing, this function
9743  * will return 0.
9744  *
9745  * Return value: the Y coordinate, in pixels, ignoring any
9746  *   transformation (i.e. scaling, rotation)
9747  */
9748 gfloat
9749 clutter_actor_get_y (ClutterActor *self)
9750 {
9751   ClutterActorPrivate *priv;
9752
9753   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9754
9755   priv = self->priv;
9756
9757   if (priv->needs_allocation)
9758     {
9759       if (priv->position_set)
9760         {
9761           const ClutterLayoutInfo *info;
9762
9763           info = _clutter_actor_get_layout_info_or_defaults (self);
9764
9765           return info->fixed_y;
9766         }
9767       else
9768         return 0;
9769     }
9770   else
9771     return priv->allocation.y1;
9772 }
9773
9774 /**
9775  * clutter_actor_set_scale:
9776  * @self: A #ClutterActor
9777  * @scale_x: double factor to scale actor by horizontally.
9778  * @scale_y: double factor to scale actor by vertically.
9779  *
9780  * Scales an actor with the given factors. The scaling is relative to
9781  * the scale center and the anchor point. The scale center is
9782  * unchanged by this function and defaults to 0,0.
9783  *
9784  * The #ClutterActor:scale-x and #ClutterActor:scale-y properties are
9785  * animatable.
9786  *
9787  * Since: 0.2
9788  */
9789 void
9790 clutter_actor_set_scale (ClutterActor *self,
9791                          gdouble       scale_x,
9792                          gdouble       scale_y)
9793 {
9794   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9795
9796   g_object_freeze_notify (G_OBJECT (self));
9797
9798   clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9799   clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9800
9801   g_object_thaw_notify (G_OBJECT (self));
9802 }
9803
9804 /**
9805  * clutter_actor_set_scale_full:
9806  * @self: A #ClutterActor
9807  * @scale_x: double factor to scale actor by horizontally.
9808  * @scale_y: double factor to scale actor by vertically.
9809  * @center_x: X coordinate of the center of the scale.
9810  * @center_y: Y coordinate of the center of the scale
9811  *
9812  * Scales an actor with the given factors around the given center
9813  * point. The center point is specified in pixels relative to the
9814  * anchor point (usually the top left corner of the actor).
9815  *
9816  * The #ClutterActor:scale-x and #ClutterActor:scale-y properties
9817  * are animatable.
9818  *
9819  * Since: 1.0
9820  */
9821 void
9822 clutter_actor_set_scale_full (ClutterActor *self,
9823                               gdouble       scale_x,
9824                               gdouble       scale_y,
9825                               gfloat        center_x,
9826                               gfloat        center_y)
9827 {
9828   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9829
9830   g_object_freeze_notify (G_OBJECT (self));
9831
9832   clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9833   clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9834   clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9835   clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9836
9837   g_object_thaw_notify (G_OBJECT (self));
9838 }
9839
9840 /**
9841  * clutter_actor_set_scale_with_gravity:
9842  * @self: A #ClutterActor
9843  * @scale_x: double factor to scale actor by horizontally.
9844  * @scale_y: double factor to scale actor by vertically.
9845  * @gravity: the location of the scale center expressed as a compass
9846  * direction.
9847  *
9848  * Scales an actor with the given factors around the given
9849  * center point. The center point is specified as one of the compass
9850  * directions in #ClutterGravity. For example, setting it to north
9851  * will cause the top of the actor to remain unchanged and the rest of
9852  * the actor to expand left, right and downwards.
9853  *
9854  * The #ClutterActor:scale-x and #ClutterActor:scale-y properties are
9855  * animatable.
9856  *
9857  * Since: 1.0
9858  */
9859 void
9860 clutter_actor_set_scale_with_gravity (ClutterActor   *self,
9861                                       gdouble         scale_x,
9862                                       gdouble         scale_y,
9863                                       ClutterGravity  gravity)
9864 {
9865   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9866
9867   g_object_freeze_notify (G_OBJECT (self));
9868
9869   clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9870   clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9871   clutter_actor_set_scale_gravity (self, gravity);
9872
9873   g_object_thaw_notify (G_OBJECT (self));
9874 }
9875
9876 /**
9877  * clutter_actor_get_scale:
9878  * @self: A #ClutterActor
9879  * @scale_x: (out) (allow-none): Location to store horizonal
9880  *   scale factor, or %NULL.
9881  * @scale_y: (out) (allow-none): Location to store vertical
9882  *   scale factor, or %NULL.
9883  *
9884  * Retrieves an actors scale factors.
9885  *
9886  * Since: 0.2
9887  */
9888 void
9889 clutter_actor_get_scale (ClutterActor *self,
9890                          gdouble      *scale_x,
9891                          gdouble      *scale_y)
9892 {
9893   const ClutterTransformInfo *info;
9894
9895   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9896
9897   info = _clutter_actor_get_transform_info_or_defaults (self);
9898
9899   if (scale_x)
9900     *scale_x = info->scale_x;
9901
9902   if (scale_y)
9903     *scale_y = info->scale_y;
9904 }
9905
9906 /**
9907  * clutter_actor_get_scale_center:
9908  * @self: A #ClutterActor
9909  * @center_x: (out) (allow-none): Location to store the X position
9910  *   of the scale center, or %NULL.
9911  * @center_y: (out) (allow-none): Location to store the Y position
9912  *   of the scale center, or %NULL.
9913  *
9914  * Retrieves the scale center coordinate in pixels relative to the top
9915  * left corner of the actor. If the scale center was specified using a
9916  * #ClutterGravity this will calculate the pixel offset using the
9917  * current size of the actor.
9918  *
9919  * Since: 1.0
9920  */
9921 void
9922 clutter_actor_get_scale_center (ClutterActor *self,
9923                                 gfloat       *center_x,
9924                                 gfloat       *center_y)
9925 {
9926   const ClutterTransformInfo *info;
9927
9928   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9929
9930   info = _clutter_actor_get_transform_info_or_defaults (self);
9931
9932   clutter_anchor_coord_get_units (self, &info->scale_center,
9933                                   center_x,
9934                                   center_y,
9935                                   NULL);
9936 }
9937
9938 /**
9939  * clutter_actor_get_scale_gravity:
9940  * @self: A #ClutterActor
9941  *
9942  * Retrieves the scale center as a compass direction. If the scale
9943  * center was specified in pixels or units this will return
9944  * %CLUTTER_GRAVITY_NONE.
9945  *
9946  * Return value: the scale gravity
9947  *
9948  * Since: 1.0
9949  */
9950 ClutterGravity
9951 clutter_actor_get_scale_gravity (ClutterActor *self)
9952 {
9953   const ClutterTransformInfo *info;
9954
9955   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9956
9957   info = _clutter_actor_get_transform_info_or_defaults (self);
9958
9959   return clutter_anchor_coord_get_gravity (&info->scale_center);
9960 }
9961
9962 static inline void
9963 clutter_actor_set_opacity_internal (ClutterActor *self,
9964                                     guint8        opacity)
9965 {
9966   ClutterActorPrivate *priv = self->priv;
9967
9968   if (priv->opacity != opacity)
9969     {
9970       priv->opacity = opacity;
9971
9972       /* Queue a redraw from the flatten effect so that it can use
9973          its cached image if available instead of having to redraw the
9974          actual actor. If it doesn't end up using the FBO then the
9975          effect is still able to continue the paint anyway. If there
9976          is no flatten effect yet then this is equivalent to queueing
9977          a full redraw */
9978       _clutter_actor_queue_redraw_full (self,
9979                                         0, /* flags */
9980                                         NULL, /* clip */
9981                                         priv->flatten_effect);
9982
9983       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9984     }
9985 }
9986
9987 /**
9988  * clutter_actor_set_opacity:
9989  * @self: A #ClutterActor
9990  * @opacity: New opacity value for the actor.
9991  *
9992  * Sets the actor's opacity, with zero being completely transparent and
9993  * 255 (0xff) being fully opaque.
9994  *
9995  * The #ClutterActor:opacity property is animatable.
9996  */
9997 void
9998 clutter_actor_set_opacity (ClutterActor *self,
9999                            guint8        opacity)
10000 {
10001   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10002
10003   if (_clutter_actor_get_transition (self, obj_props[PROP_OPACITY]) == NULL)
10004     {
10005       _clutter_actor_create_transition (self, obj_props[PROP_OPACITY],
10006                                         self->priv->opacity,
10007                                         opacity);
10008     }
10009   else
10010     _clutter_actor_update_transition (self, obj_props[PROP_OPACITY], opacity);
10011 }
10012
10013 /*
10014  * clutter_actor_get_paint_opacity_internal:
10015  * @self: a #ClutterActor
10016  *
10017  * Retrieves the absolute opacity of the actor, as it appears on the stage
10018  *
10019  * This function does not do type checks
10020  *
10021  * Return value: the absolute opacity of the actor
10022  */
10023 static guint8
10024 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
10025 {
10026   ClutterActorPrivate *priv = self->priv;
10027   ClutterActor *parent;
10028
10029   /* override the top-level opacity to always be 255; even in
10030    * case of ClutterStage:use-alpha being TRUE we want the rest
10031    * of the scene to be painted
10032    */
10033   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10034     return 255;
10035
10036   if (priv->opacity_override >= 0)
10037     return priv->opacity_override;
10038
10039   parent = priv->parent;
10040
10041   /* Factor in the actual actors opacity with parents */
10042   if (parent != NULL)
10043     {
10044       guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
10045
10046       if (opacity != 0xff)
10047         return (opacity * priv->opacity) / 0xff;
10048     }
10049
10050   return priv->opacity;
10051
10052 }
10053
10054 /**
10055  * clutter_actor_get_paint_opacity:
10056  * @self: A #ClutterActor
10057  *
10058  * Retrieves the absolute opacity of the actor, as it appears on the stage.
10059  *
10060  * This function traverses the hierarchy chain and composites the opacity of
10061  * the actor with that of its parents.
10062  *
10063  * This function is intended for subclasses to use in the paint virtual
10064  * function, to paint themselves with the correct opacity.
10065  *
10066  * Return value: The actor opacity value.
10067  *
10068  * Since: 0.8
10069  */
10070 guint8
10071 clutter_actor_get_paint_opacity (ClutterActor *self)
10072 {
10073   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10074
10075   return clutter_actor_get_paint_opacity_internal (self);
10076 }
10077
10078 /**
10079  * clutter_actor_get_opacity:
10080  * @self: a #ClutterActor
10081  *
10082  * Retrieves the opacity value of an actor, as set by
10083  * clutter_actor_set_opacity().
10084  *
10085  * For retrieving the absolute opacity of the actor inside a paint
10086  * virtual function, see clutter_actor_get_paint_opacity().
10087  *
10088  * Return value: the opacity of the actor
10089  */
10090 guint8
10091 clutter_actor_get_opacity (ClutterActor *self)
10092 {
10093   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10094
10095   return self->priv->opacity;
10096 }
10097
10098 /**
10099  * clutter_actor_set_offscreen_redirect:
10100  * @self: A #ClutterActor
10101  * @redirect: New offscreen redirect flags for the actor.
10102  *
10103  * Defines the circumstances where the actor should be redirected into
10104  * an offscreen image. The offscreen image is used to flatten the
10105  * actor into a single image while painting for two main reasons.
10106  * Firstly, when the actor is painted a second time without any of its
10107  * contents changing it can simply repaint the cached image without
10108  * descending further down the actor hierarchy. Secondly, it will make
10109  * the opacity look correct even if there are overlapping primitives
10110  * in the actor.
10111  *
10112  * Caching the actor could in some cases be a performance win and in
10113  * some cases be a performance lose so it is important to determine
10114  * which value is right for an actor before modifying this value. For
10115  * example, there is never any reason to flatten an actor that is just
10116  * a single texture (such as a #ClutterTexture) because it is
10117  * effectively already cached in an image so the offscreen would be
10118  * redundant. Also if the actor contains primitives that are far apart
10119  * with a large transparent area in the middle (such as a large
10120  * CluterGroup with a small actor in the top left and a small actor in
10121  * the bottom right) then the cached image will contain the entire
10122  * image of the large area and the paint will waste time blending all
10123  * of the transparent pixels in the middle.
10124  *
10125  * The default method of implementing opacity on a container simply
10126  * forwards on the opacity to all of the children. If the children are
10127  * overlapping then it will appear as if they are two separate glassy
10128  * objects and there will be a break in the color where they
10129  * overlap. By redirecting to an offscreen buffer it will be as if the
10130  * two opaque objects are combined into one and then made transparent
10131  * which is usually what is expected.
10132  *
10133  * The image below demonstrates the difference between redirecting and
10134  * not. The image shows two Clutter groups, each containing a red and
10135  * a green rectangle which overlap. The opacity on the group is set to
10136  * 128 (which is 50%). When the offscreen redirect is not used, the
10137  * red rectangle can be seen through the blue rectangle as if the two
10138  * rectangles were separately transparent. When the redirect is used
10139  * the group as a whole is transparent instead so the red rectangle is
10140  * not visible where they overlap.
10141  *
10142  * <figure id="offscreen-redirect">
10143  *   <title>Sample of using an offscreen redirect for transparency</title>
10144  *   <graphic fileref="offscreen-redirect.png" format="PNG"/>
10145  * </figure>
10146  *
10147  * The default value for this property is 0, so we effectively will
10148  * never redirect an actor offscreen by default. This means that there
10149  * are times that transparent actors may look glassy as described
10150  * above. The reason this is the default is because there is a
10151  * performance trade off between quality and performance here. In many
10152  * cases the default form of glassy opacity looks good enough, but if
10153  * it's not you will need to set the
10154  * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
10155  * redirection for opacity.
10156  *
10157  * Custom actors that don't contain any overlapping primitives are
10158  * recommended to override the has_overlaps() virtual to return %FALSE
10159  * for maximum efficiency.
10160  *
10161  * Since: 1.8
10162  */
10163 void
10164 clutter_actor_set_offscreen_redirect (ClutterActor *self,
10165                                       ClutterOffscreenRedirect redirect)
10166 {
10167   ClutterActorPrivate *priv;
10168
10169   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10170
10171   priv = self->priv;
10172
10173   if (priv->offscreen_redirect != redirect)
10174     {
10175       priv->offscreen_redirect = redirect;
10176
10177       /* Queue a redraw from the effect so that it can use its cached
10178          image if available instead of having to redraw the actual
10179          actor. If it doesn't end up using the FBO then the effect is
10180          still able to continue the paint anyway. If there is no
10181          effect then this is equivalent to queuing a full redraw */
10182       _clutter_actor_queue_redraw_full (self,
10183                                         0, /* flags */
10184                                         NULL, /* clip */
10185                                         priv->flatten_effect);
10186
10187       g_object_notify_by_pspec (G_OBJECT (self),
10188                                 obj_props[PROP_OFFSCREEN_REDIRECT]);
10189     }
10190 }
10191
10192 /**
10193  * clutter_actor_get_offscreen_redirect:
10194  * @self: a #ClutterActor
10195  *
10196  * Retrieves whether to redirect the actor to an offscreen buffer, as
10197  * set by clutter_actor_set_offscreen_redirect().
10198  *
10199  * Return value: the value of the offscreen-redirect property of the actor
10200  *
10201  * Since: 1.8
10202  */
10203 ClutterOffscreenRedirect
10204 clutter_actor_get_offscreen_redirect (ClutterActor *self)
10205 {
10206   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10207
10208   return self->priv->offscreen_redirect;
10209 }
10210
10211 /**
10212  * clutter_actor_set_name:
10213  * @self: A #ClutterActor
10214  * @name: Textual tag to apply to actor
10215  *
10216  * Sets the given name to @self. The name can be used to identify
10217  * a #ClutterActor.
10218  */
10219 void
10220 clutter_actor_set_name (ClutterActor *self,
10221                         const gchar  *name)
10222 {
10223   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10224
10225   g_free (self->priv->name);
10226   self->priv->name = g_strdup (name);
10227
10228   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
10229 }
10230
10231 /**
10232  * clutter_actor_get_name:
10233  * @self: A #ClutterActor
10234  *
10235  * Retrieves the name of @self.
10236  *
10237  * Return value: the name of the actor, or %NULL. The returned string is
10238  *   owned by the actor and should not be modified or freed.
10239  */
10240 const gchar *
10241 clutter_actor_get_name (ClutterActor *self)
10242 {
10243   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10244
10245   return self->priv->name;
10246 }
10247
10248 /**
10249  * clutter_actor_get_gid:
10250  * @self: A #ClutterActor
10251  *
10252  * Retrieves the unique id for @self.
10253  *
10254  * Return value: Globally unique value for this object instance.
10255  *
10256  * Since: 0.6
10257  *
10258  * Deprecated: 1.8: The id is not used any longer.
10259  */
10260 guint32
10261 clutter_actor_get_gid (ClutterActor *self)
10262 {
10263   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10264
10265   return self->priv->id;
10266 }
10267
10268 static inline void
10269 clutter_actor_set_depth_internal (ClutterActor *self,
10270                                   float         depth)
10271 {
10272   ClutterTransformInfo *info;
10273
10274   info = _clutter_actor_get_transform_info (self);
10275
10276   if (info->depth != depth)
10277     {
10278       /* Sets Z value - XXX 2.0: should we invert? */
10279       info->depth = depth;
10280
10281       self->priv->transform_valid = FALSE;
10282
10283       /* FIXME - remove this crap; sadly, there are still containers
10284        * in Clutter that depend on this utter brain damage
10285        */
10286       clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
10287
10288       clutter_actor_queue_redraw (self);
10289
10290       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
10291     }
10292 }
10293
10294 /**
10295  * clutter_actor_set_depth:
10296  * @self: a #ClutterActor
10297  * @depth: Z co-ord
10298  *
10299  * Sets the Z coordinate of @self to @depth.
10300  *
10301  * The unit used by @depth is dependant on the perspective setup. See
10302  * also clutter_stage_set_perspective().
10303  */
10304 void
10305 clutter_actor_set_depth (ClutterActor *self,
10306                          gfloat        depth)
10307 {
10308   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10309
10310   if (_clutter_actor_get_transition (self, obj_props[PROP_DEPTH]) == NULL)
10311     {
10312       const ClutterTransformInfo *info;
10313
10314       info = _clutter_actor_get_transform_info_or_defaults (self);
10315
10316       _clutter_actor_create_transition (self, obj_props[PROP_DEPTH],
10317                                         info->depth,
10318                                         depth);
10319     }
10320   else
10321     _clutter_actor_update_transition (self, obj_props[PROP_DEPTH], depth);
10322
10323   clutter_actor_queue_redraw (self);
10324 }
10325
10326 /**
10327  * clutter_actor_get_depth:
10328  * @self: a #ClutterActor
10329  *
10330  * Retrieves the depth of @self.
10331  *
10332  * Return value: the depth of the actor
10333  */
10334 gfloat
10335 clutter_actor_get_depth (ClutterActor *self)
10336 {
10337   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
10338
10339   return _clutter_actor_get_transform_info_or_defaults (self)->depth;
10340 }
10341
10342 /**
10343  * clutter_actor_set_rotation:
10344  * @self: a #ClutterActor
10345  * @axis: the axis of rotation
10346  * @angle: the angle of rotation
10347  * @x: X coordinate of the rotation center
10348  * @y: Y coordinate of the rotation center
10349  * @z: Z coordinate of the rotation center
10350  *
10351  * Sets the rotation angle of @self around the given axis.
10352  *
10353  * The rotation center coordinates used depend on the value of @axis:
10354  * <itemizedlist>
10355  *   <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
10356  *   <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
10357  *   <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
10358  * </itemizedlist>
10359  *
10360  * The rotation coordinates are relative to the anchor point of the
10361  * actor, set using clutter_actor_set_anchor_point(). If no anchor
10362  * point is set, the upper left corner is assumed as the origin.
10363  *
10364  * Since: 0.8
10365  */
10366 void
10367 clutter_actor_set_rotation (ClutterActor      *self,
10368                             ClutterRotateAxis  axis,
10369                             gdouble            angle,
10370                             gfloat             x,
10371                             gfloat             y,
10372                             gfloat             z)
10373 {
10374   ClutterVertex v;
10375
10376   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10377
10378   v.x = x;
10379   v.y = y;
10380   v.z = z;
10381
10382   g_object_freeze_notify (G_OBJECT (self));
10383
10384   clutter_actor_set_rotation_angle (self, axis, angle);
10385   clutter_actor_set_rotation_center_internal (self, axis, &v);
10386
10387   g_object_thaw_notify (G_OBJECT (self));
10388 }
10389
10390 /**
10391  * clutter_actor_set_z_rotation_from_gravity:
10392  * @self: a #ClutterActor
10393  * @angle: the angle of rotation
10394  * @gravity: the center point of the rotation
10395  *
10396  * Sets the rotation angle of @self around the Z axis using the center
10397  * point specified as a compass point. For example to rotate such that
10398  * the center of the actor remains static you can use
10399  * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
10400  * will move accordingly.
10401  *
10402  * Since: 1.0
10403  */
10404 void
10405 clutter_actor_set_z_rotation_from_gravity (ClutterActor   *self,
10406                                            gdouble         angle,
10407                                            ClutterGravity  gravity)
10408 {
10409   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10410
10411   if (gravity == CLUTTER_GRAVITY_NONE)
10412     clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
10413   else
10414     {
10415       GObject *obj = G_OBJECT (self);
10416       ClutterTransformInfo *info;
10417
10418       info = _clutter_actor_get_transform_info (self);
10419
10420       g_object_freeze_notify (obj);
10421
10422       clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
10423
10424       clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
10425       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
10426       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
10427
10428       g_object_thaw_notify (obj);
10429     }
10430 }
10431
10432 /**
10433  * clutter_actor_get_rotation:
10434  * @self: a #ClutterActor
10435  * @axis: the axis of rotation
10436  * @x: (out): return value for the X coordinate of the center of rotation
10437  * @y: (out): return value for the Y coordinate of the center of rotation
10438  * @z: (out): return value for the Z coordinate of the center of rotation
10439  *
10440  * Retrieves the angle and center of rotation on the given axis,
10441  * set using clutter_actor_set_rotation().
10442  *
10443  * Return value: the angle of rotation
10444  *
10445  * Since: 0.8
10446  */
10447 gdouble
10448 clutter_actor_get_rotation (ClutterActor      *self,
10449                             ClutterRotateAxis  axis,
10450                             gfloat            *x,
10451                             gfloat            *y,
10452                             gfloat            *z)
10453 {
10454   const ClutterTransformInfo *info;
10455   const AnchorCoord *anchor_coord;
10456   gdouble retval = 0;
10457
10458   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10459
10460   info = _clutter_actor_get_transform_info_or_defaults (self);
10461
10462   switch (axis)
10463     {
10464     case CLUTTER_X_AXIS:
10465       anchor_coord = &info->rx_center;
10466       retval = info->rx_angle;
10467       break;
10468
10469     case CLUTTER_Y_AXIS:
10470       anchor_coord = &info->ry_center;
10471       retval = info->ry_angle;
10472       break;
10473
10474     case CLUTTER_Z_AXIS:
10475       anchor_coord = &info->rz_center;
10476       retval = info->rz_angle;
10477       break;
10478
10479     default:
10480       anchor_coord = NULL;
10481       retval = 0.0;
10482       break;
10483     }
10484
10485   clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
10486
10487   return retval;
10488 }
10489
10490 /**
10491  * clutter_actor_get_z_rotation_gravity:
10492  * @self: A #ClutterActor
10493  *
10494  * Retrieves the center for the rotation around the Z axis as a
10495  * compass direction. If the center was specified in pixels or units
10496  * this will return %CLUTTER_GRAVITY_NONE.
10497  *
10498  * Return value: the Z rotation center
10499  *
10500  * Since: 1.0
10501  */
10502 ClutterGravity
10503 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
10504 {
10505   const ClutterTransformInfo *info;
10506
10507   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
10508
10509   info = _clutter_actor_get_transform_info_or_defaults (self);
10510
10511   return clutter_anchor_coord_get_gravity (&info->rz_center);
10512 }
10513
10514 /**
10515  * clutter_actor_set_clip:
10516  * @self: A #ClutterActor
10517  * @xoff: X offset of the clip rectangle
10518  * @yoff: Y offset of the clip rectangle
10519  * @width: Width of the clip rectangle
10520  * @height: Height of the clip rectangle
10521  *
10522  * Sets clip area for @self. The clip area is always computed from the
10523  * upper left corner of the actor, even if the anchor point is set
10524  * otherwise.
10525  *
10526  * Since: 0.6
10527  */
10528 void
10529 clutter_actor_set_clip (ClutterActor *self,
10530                         gfloat        xoff,
10531                         gfloat        yoff,
10532                         gfloat        width,
10533                         gfloat        height)
10534 {
10535   ClutterActorPrivate *priv;
10536
10537   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10538
10539   priv = self->priv;
10540
10541   if (priv->has_clip &&
10542       priv->clip.x == xoff &&
10543       priv->clip.y == yoff &&
10544       priv->clip.width == width &&
10545       priv->clip.height == height)
10546     return;
10547
10548   priv->clip.x = xoff;
10549   priv->clip.y = yoff;
10550   priv->clip.width = width;
10551   priv->clip.height = height;
10552
10553   priv->has_clip = TRUE;
10554
10555   clutter_actor_queue_redraw (self);
10556
10557   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
10558   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
10559 }
10560
10561 /**
10562  * clutter_actor_remove_clip:
10563  * @self: A #ClutterActor
10564  *
10565  * Removes clip area from @self.
10566  */
10567 void
10568 clutter_actor_remove_clip (ClutterActor *self)
10569 {
10570   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10571
10572   if (!self->priv->has_clip)
10573     return;
10574
10575   self->priv->has_clip = FALSE;
10576
10577   clutter_actor_queue_redraw (self);
10578
10579   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
10580 }
10581
10582 /**
10583  * clutter_actor_has_clip:
10584  * @self: a #ClutterActor
10585  *
10586  * Determines whether the actor has a clip area set or not.
10587  *
10588  * Return value: %TRUE if the actor has a clip area set.
10589  *
10590  * Since: 0.1.1
10591  */
10592 gboolean
10593 clutter_actor_has_clip (ClutterActor *self)
10594 {
10595   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10596
10597   return self->priv->has_clip;
10598 }
10599
10600 /**
10601  * clutter_actor_get_clip:
10602  * @self: a #ClutterActor
10603  * @xoff: (out) (allow-none): return location for the X offset of
10604  *   the clip rectangle, or %NULL
10605  * @yoff: (out) (allow-none): return location for the Y offset of
10606  *   the clip rectangle, or %NULL
10607  * @width: (out) (allow-none): return location for the width of
10608  *   the clip rectangle, or %NULL
10609  * @height: (out) (allow-none): return location for the height of
10610  *   the clip rectangle, or %NULL
10611  *
10612  * Gets the clip area for @self, if any is set
10613  *
10614  * Since: 0.6
10615  */
10616 void
10617 clutter_actor_get_clip (ClutterActor *self,
10618                         gfloat       *xoff,
10619                         gfloat       *yoff,
10620                         gfloat       *width,
10621                         gfloat       *height)
10622 {
10623   ClutterActorPrivate *priv;
10624
10625   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10626
10627   priv = self->priv;
10628
10629   if (!priv->has_clip)
10630     return;
10631
10632   if (xoff != NULL)
10633     *xoff = priv->clip.x;
10634
10635   if (yoff != NULL)
10636     *yoff = priv->clip.y;
10637
10638   if (width != NULL)
10639     *width = priv->clip.width;
10640
10641   if (height != NULL)
10642     *height = priv->clip.height;
10643 }
10644
10645 /**
10646  * clutter_actor_get_children:
10647  * @self: a #ClutterActor
10648  *
10649  * Retrieves the list of children of @self.
10650  *
10651  * Return value: (transfer container) (element-type ClutterActor): A newly
10652  *   allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
10653  *   done.
10654  *
10655  * Since: 1.10
10656  */
10657 GList *
10658 clutter_actor_get_children (ClutterActor *self)
10659 {
10660   ClutterActor *iter;
10661   GList *res;
10662
10663   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10664
10665   /* we walk the list backward so that we can use prepend(),
10666    * which is O(1)
10667    */
10668   for (iter = self->priv->last_child, res = NULL;
10669        iter != NULL;
10670        iter = iter->priv->prev_sibling)
10671     {
10672       res = g_list_prepend (res, iter);
10673     }
10674
10675   return res;
10676 }
10677
10678 /*< private >
10679  * insert_child_at_depth:
10680  * @self: a #ClutterActor
10681  * @child: a #ClutterActor
10682  *
10683  * Inserts @child inside the list of children held by @self, using
10684  * the depth as the insertion criteria.
10685  *
10686  * This sadly makes the insertion not O(1), but we can keep the
10687  * list sorted so that the painters algorithm we use for painting
10688  * the children will work correctly.
10689  */
10690 static void
10691 insert_child_at_depth (ClutterActor *self,
10692                        ClutterActor *child,
10693                        gpointer      dummy G_GNUC_UNUSED)
10694 {
10695   ClutterActor *iter;
10696   float child_depth;
10697
10698   child->priv->parent = self;
10699
10700   child_depth =
10701     _clutter_actor_get_transform_info_or_defaults (child)->depth;
10702
10703   /* special-case the first child */
10704   if (self->priv->n_children == 0)
10705     {
10706       self->priv->first_child = child;
10707       self->priv->last_child = child;
10708
10709       child->priv->next_sibling = NULL;
10710       child->priv->prev_sibling = NULL;
10711
10712       return;
10713     }
10714
10715   /* Find the right place to insert the child so that it will still be
10716      sorted and the child will be after all of the actors at the same
10717      dept */
10718   for (iter = self->priv->first_child;
10719        iter != NULL;
10720        iter = iter->priv->next_sibling)
10721     {
10722       float iter_depth;
10723
10724       iter_depth =
10725         _clutter_actor_get_transform_info_or_defaults (iter)->depth;
10726
10727       if (iter_depth > child_depth)
10728         break;
10729     }
10730
10731   if (iter != NULL)
10732     {
10733       ClutterActor *tmp = iter->priv->prev_sibling;
10734
10735       if (tmp != NULL)
10736         tmp->priv->next_sibling = child;
10737
10738       /* Insert the node before the found one */
10739       child->priv->prev_sibling = iter->priv->prev_sibling;
10740       child->priv->next_sibling = iter;
10741       iter->priv->prev_sibling = child;
10742     }
10743   else
10744     {
10745       ClutterActor *tmp = self->priv->last_child;
10746
10747       if (tmp != NULL)
10748         tmp->priv->next_sibling = child;
10749
10750       /* insert the node at the end of the list */
10751       child->priv->prev_sibling = self->priv->last_child;
10752       child->priv->next_sibling = NULL;
10753     }
10754
10755   if (child->priv->prev_sibling == NULL)
10756     self->priv->first_child = child;
10757
10758   if (child->priv->next_sibling == NULL)
10759     self->priv->last_child = child;
10760 }
10761
10762 static void
10763 insert_child_at_index (ClutterActor *self,
10764                        ClutterActor *child,
10765                        gpointer      data_)
10766 {
10767   gint index_ = GPOINTER_TO_INT (data_);
10768
10769   child->priv->parent = self;
10770
10771   if (index_ == 0)
10772     {
10773       ClutterActor *tmp = self->priv->first_child;
10774
10775       if (tmp != NULL)
10776         tmp->priv->prev_sibling = child;
10777
10778       child->priv->prev_sibling = NULL;
10779       child->priv->next_sibling = tmp;
10780     }
10781   else if (index_ < 0 || index_ >= self->priv->n_children)
10782     {
10783       ClutterActor *tmp = self->priv->last_child;
10784
10785       if (tmp != NULL)
10786         tmp->priv->next_sibling = child;
10787
10788       child->priv->prev_sibling = tmp;
10789       child->priv->next_sibling = NULL;
10790     }
10791   else
10792     {
10793       ClutterActor *iter;
10794       int i;
10795
10796       for (iter = self->priv->first_child, i = 0;
10797            iter != NULL;
10798            iter = iter->priv->next_sibling, i += 1)
10799         {
10800           if (index_ == i)
10801             {
10802               ClutterActor *tmp = iter->priv->prev_sibling;
10803
10804               child->priv->prev_sibling = tmp;
10805               child->priv->next_sibling = iter;
10806
10807               iter->priv->prev_sibling = child;
10808
10809               if (tmp != NULL)
10810                 tmp->priv->next_sibling = child;
10811
10812               break;
10813             }
10814         }
10815     }
10816
10817   if (child->priv->prev_sibling == NULL)
10818     self->priv->first_child = child;
10819
10820   if (child->priv->next_sibling == NULL)
10821     self->priv->last_child = child;
10822 }
10823
10824 static void
10825 insert_child_above (ClutterActor *self,
10826                     ClutterActor *child,
10827                     gpointer      data)
10828 {
10829   ClutterActor *sibling = data;
10830
10831   child->priv->parent = self;
10832
10833   if (sibling == NULL)
10834     sibling = self->priv->last_child;
10835
10836   child->priv->prev_sibling = sibling;
10837
10838   if (sibling != NULL)
10839     {
10840       ClutterActor *tmp = sibling->priv->next_sibling;
10841
10842       child->priv->next_sibling = tmp;
10843
10844       if (tmp != NULL)
10845         tmp->priv->prev_sibling = child;
10846
10847       sibling->priv->next_sibling = child;
10848     }
10849   else
10850     child->priv->next_sibling = NULL;
10851
10852   if (child->priv->prev_sibling == NULL)
10853     self->priv->first_child = child;
10854
10855   if (child->priv->next_sibling == NULL)
10856     self->priv->last_child = child;
10857 }
10858
10859 static void
10860 insert_child_below (ClutterActor *self,
10861                     ClutterActor *child,
10862                     gpointer      data)
10863 {
10864   ClutterActor *sibling = data;
10865
10866   child->priv->parent = self;
10867
10868   if (sibling == NULL)
10869     sibling = self->priv->first_child;
10870
10871   child->priv->next_sibling = sibling;
10872
10873   if (sibling != NULL)
10874     {
10875       ClutterActor *tmp = sibling->priv->prev_sibling;
10876
10877       child->priv->prev_sibling = tmp;
10878
10879       if (tmp != NULL)
10880         tmp->priv->next_sibling = child;
10881
10882       sibling->priv->prev_sibling = child;
10883     }
10884   else
10885     child->priv->prev_sibling = NULL;
10886
10887   if (child->priv->prev_sibling == NULL)
10888     self->priv->first_child = child;
10889
10890   if (child->priv->next_sibling == NULL)
10891     self->priv->last_child = child;
10892 }
10893
10894 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10895                                            ClutterActor *child,
10896                                            gpointer      data);
10897
10898 typedef enum {
10899   ADD_CHILD_CREATE_META        = 1 << 0,
10900   ADD_CHILD_EMIT_PARENT_SET    = 1 << 1,
10901   ADD_CHILD_EMIT_ACTOR_ADDED   = 1 << 2,
10902   ADD_CHILD_CHECK_STATE        = 1 << 3,
10903   ADD_CHILD_NOTIFY_FIRST_LAST  = 1 << 4,
10904   ADD_CHILD_SHOW_ON_SET_PARENT = 1 << 5,
10905
10906   /* default flags for public API */
10907   ADD_CHILD_DEFAULT_FLAGS    = ADD_CHILD_CREATE_META |
10908                                ADD_CHILD_EMIT_PARENT_SET |
10909                                ADD_CHILD_EMIT_ACTOR_ADDED |
10910                                ADD_CHILD_CHECK_STATE |
10911                                ADD_CHILD_NOTIFY_FIRST_LAST |
10912                                ADD_CHILD_SHOW_ON_SET_PARENT,
10913
10914   /* flags for legacy/deprecated API */
10915   ADD_CHILD_LEGACY_FLAGS     = ADD_CHILD_EMIT_PARENT_SET |
10916                                ADD_CHILD_CHECK_STATE |
10917                                ADD_CHILD_NOTIFY_FIRST_LAST |
10918                                ADD_CHILD_SHOW_ON_SET_PARENT
10919 } ClutterActorAddChildFlags;
10920
10921 /*< private >
10922  * clutter_actor_add_child_internal:
10923  * @self: a #ClutterActor
10924  * @child: a #ClutterActor
10925  * @flags: control flags for actions
10926  * @add_func: delegate function
10927  * @data: (closure): data to pass to @add_func
10928  *
10929  * Adds @child to the list of children of @self.
10930  *
10931  * The actual insertion inside the list is delegated to @add_func: this
10932  * function will just set up the state, perform basic checks, and emit
10933  * signals.
10934  *
10935  * The @flags argument is used to perform additional operations.
10936  */
10937 static inline void
10938 clutter_actor_add_child_internal (ClutterActor              *self,
10939                                   ClutterActor              *child,
10940                                   ClutterActorAddChildFlags  flags,
10941                                   ClutterActorAddChildFunc   add_func,
10942                                   gpointer                   data)
10943 {
10944   ClutterTextDirection text_dir;
10945   gboolean create_meta;
10946   gboolean emit_parent_set, emit_actor_added;
10947   gboolean check_state;
10948   gboolean notify_first_last;
10949   gboolean show_on_set_parent;
10950   ClutterActor *old_first_child, *old_last_child;
10951
10952   if (child->priv->parent != NULL)
10953     {
10954       g_warning ("The actor '%s' already has a parent, '%s'. You must "
10955                  "use clutter_actor_remove_child() first.",
10956                  _clutter_actor_get_debug_name (child),
10957                  _clutter_actor_get_debug_name (child->priv->parent));
10958       return;
10959     }
10960
10961   if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10962     {
10963       g_warning ("The actor '%s' is a top-level actor, and cannot be "
10964                  "a child of another actor.",
10965                  _clutter_actor_get_debug_name (child));
10966       return;
10967     }
10968
10969 #if 0
10970   /* XXX - this check disallows calling methods that change the stacking
10971    * order within the destruction sequence, by triggering a critical
10972    * warning first, and leaving the actor in an undefined state, which
10973    * then ends up being caught by an assertion.
10974    *
10975    * the reproducible sequence is:
10976    *
10977    *   - actor gets destroyed;
10978    *   - another actor, linked to the first, will try to change the
10979    *     stacking order of the first actor;
10980    *   - changing the stacking order is a composite operation composed
10981    *     by the following steps:
10982    *     1. ref() the child;
10983    *     2. remove_child_internal(), which removes the reference;
10984    *     3. add_child_internal(), which adds a reference;
10985    *   - the state of the actor is not changed between (2) and (3), as
10986    *     it could be an expensive recomputation;
10987    *   - if (3) bails out, then the actor is in an undefined state, but
10988    *     still alive;
10989    *   - the destruction sequence terminates, but the actor is unparented
10990    *     while its state indicates being parented instead.
10991    *   - assertion failure.
10992    *
10993    * the obvious fix would be to decompose each set_child_*_sibling()
10994    * method into proper remove_child()/add_child(), with state validation;
10995    * this may cause excessive work, though, and trigger a cascade of other
10996    * bugs in code that assumes that a change in the stacking order is an
10997    * atomic operation.
10998    *
10999    * another potential fix is to just remove this check here, and let
11000    * code doing stacking order changes inside the destruction sequence
11001    * of an actor continue doing the work.
11002    *
11003    * the third fix is to silently bail out early from every
11004    * set_child_*_sibling() and set_child_at_index() method, and avoid
11005    * doing work.
11006    *
11007    * I have a preference for the second solution, since it involves the
11008    * least amount of work, and the least amount of code duplication.
11009    *
11010    * see bug: https://bugzilla.gnome.org/show_bug.cgi?id=670647
11011    */
11012   if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
11013     {
11014       g_warning ("The actor '%s' is currently being destroyed, and "
11015                  "cannot be added as a child of another actor.",
11016                  _clutter_actor_get_debug_name (child));
11017       return;
11018     }
11019 #endif
11020
11021   create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
11022   emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
11023   emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
11024   check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
11025   notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
11026   show_on_set_parent = (flags & ADD_CHILD_SHOW_ON_SET_PARENT) != 0;
11027
11028   old_first_child = self->priv->first_child;
11029   old_last_child = self->priv->last_child;
11030
11031   g_object_freeze_notify (G_OBJECT (self));
11032
11033   if (create_meta)
11034     clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
11035
11036   g_object_ref_sink (child);
11037   child->priv->parent = NULL;
11038   child->priv->next_sibling = NULL;
11039   child->priv->prev_sibling = NULL;
11040
11041   /* delegate the actual insertion */
11042   add_func (self, child, data);
11043
11044   g_assert (child->priv->parent == self);
11045
11046   self->priv->n_children += 1;
11047
11048   self->priv->age += 1;
11049
11050   /* if push_internal() has been called then we automatically set
11051    * the flag on the actor
11052    */
11053   if (self->priv->internal_child)
11054     CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
11055
11056   /* clutter_actor_reparent() will emit ::parent-set for us */
11057   if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
11058     g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
11059
11060   if (check_state)
11061     {
11062       /* If parent is mapped or realized, we need to also be mapped or
11063        * realized once we're inside the parent.
11064        */
11065       clutter_actor_update_map_state (child, MAP_STATE_CHECK);
11066
11067       /* propagate the parent's text direction to the child */
11068       text_dir = clutter_actor_get_text_direction (self);
11069       clutter_actor_set_text_direction (child, text_dir);
11070     }
11071
11072   if (show_on_set_parent && child->priv->show_on_set_parent)
11073     clutter_actor_show (child);
11074
11075   if (CLUTTER_ACTOR_IS_MAPPED (child))
11076     clutter_actor_queue_redraw (child);
11077
11078   /* maintain the invariant that if an actor needs layout,
11079    * its parents do as well
11080    */
11081   if (child->priv->needs_width_request ||
11082       child->priv->needs_height_request ||
11083       child->priv->needs_allocation)
11084     {
11085       /* we work around the short-circuiting we do
11086        * in clutter_actor_queue_relayout() since we
11087        * want to force a relayout
11088        */
11089       child->priv->needs_width_request = TRUE;
11090       child->priv->needs_height_request = TRUE;
11091       child->priv->needs_allocation = TRUE;
11092
11093       clutter_actor_queue_relayout (child->priv->parent);
11094     }
11095
11096   if (emit_actor_added)
11097     g_signal_emit_by_name (self, "actor-added", child);
11098
11099   if (notify_first_last)
11100     {
11101       if (old_first_child != self->priv->first_child)
11102         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
11103
11104       if (old_last_child != self->priv->last_child)
11105         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
11106     }
11107
11108   g_object_thaw_notify (G_OBJECT (self));
11109 }
11110
11111 /**
11112  * clutter_actor_add_child:
11113  * @self: a #ClutterActor
11114  * @child: a #ClutterActor
11115  *
11116  * Adds @child to the children of @self.
11117  *
11118  * This function will acquire a reference on @child that will only
11119  * be released when calling clutter_actor_remove_child().
11120  *
11121  * This function will take into consideration the #ClutterActor:depth
11122  * of @child, and will keep the list of children sorted.
11123  *
11124  * This function will emit the #ClutterContainer::actor-added signal
11125  * on @self.
11126  *
11127  * Since: 1.10
11128  */
11129 void
11130 clutter_actor_add_child (ClutterActor *self,
11131                          ClutterActor *child)
11132 {
11133   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11134   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11135   g_return_if_fail (self != child);
11136   g_return_if_fail (child->priv->parent == NULL);
11137
11138   clutter_actor_add_child_internal (self, child,
11139                                     ADD_CHILD_DEFAULT_FLAGS,
11140                                     insert_child_at_depth,
11141                                     NULL);
11142 }
11143
11144 /**
11145  * clutter_actor_insert_child_at_index:
11146  * @self: a #ClutterActor
11147  * @child: a #ClutterActor
11148  * @index_: the index
11149  *
11150  * Inserts @child into the list of children of @self, using the
11151  * given @index_. If @index_ is greater than the number of children
11152  * in @self, or is less than 0, then the new child is added at the end.
11153  *
11154  * This function will acquire a reference on @child that will only
11155  * be released when calling clutter_actor_remove_child().
11156  *
11157  * This function will not take into consideration the #ClutterActor:depth
11158  * of @child.
11159  *
11160  * This function will emit the #ClutterContainer::actor-added signal
11161  * on @self.
11162  *
11163  * Since: 1.10
11164  */
11165 void
11166 clutter_actor_insert_child_at_index (ClutterActor *self,
11167                                      ClutterActor *child,
11168                                      gint          index_)
11169 {
11170   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11171   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11172   g_return_if_fail (self != child);
11173   g_return_if_fail (child->priv->parent == NULL);
11174
11175   clutter_actor_add_child_internal (self, child,
11176                                     ADD_CHILD_DEFAULT_FLAGS,
11177                                     insert_child_at_index,
11178                                     GINT_TO_POINTER (index_));
11179 }
11180
11181 /**
11182  * clutter_actor_insert_child_above:
11183  * @self: a #ClutterActor
11184  * @child: a #ClutterActor
11185  * @sibling: (allow-none): a child of @self, or %NULL
11186  *
11187  * Inserts @child into the list of children of @self, above another
11188  * child of @self or, if @sibling is %NULL, above all the children
11189  * of @self.
11190  *
11191  * This function will acquire a reference on @child that will only
11192  * be released when calling clutter_actor_remove_child().
11193  *
11194  * This function will not take into consideration the #ClutterActor:depth
11195  * of @child.
11196  *
11197  * This function will emit the #ClutterContainer::actor-added signal
11198  * on @self.
11199  *
11200  * Since: 1.10
11201  */
11202 void
11203 clutter_actor_insert_child_above (ClutterActor *self,
11204                                   ClutterActor *child,
11205                                   ClutterActor *sibling)
11206 {
11207   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11208   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11209   g_return_if_fail (self != child);
11210   g_return_if_fail (child != sibling);
11211   g_return_if_fail (child->priv->parent == NULL);
11212   g_return_if_fail (sibling == NULL ||
11213                     (CLUTTER_IS_ACTOR (sibling) &&
11214                      sibling->priv->parent == self));
11215
11216   clutter_actor_add_child_internal (self, child,
11217                                     ADD_CHILD_DEFAULT_FLAGS,
11218                                     insert_child_above,
11219                                     sibling);
11220 }
11221
11222 /**
11223  * clutter_actor_insert_child_below:
11224  * @self: a #ClutterActor
11225  * @child: a #ClutterActor
11226  * @sibling: (allow-none): a child of @self, or %NULL
11227  *
11228  * Inserts @child into the list of children of @self, below another
11229  * child of @self or, if @sibling is %NULL, below all the children
11230  * of @self.
11231  *
11232  * This function will acquire a reference on @child that will only
11233  * be released when calling clutter_actor_remove_child().
11234  *
11235  * This function will not take into consideration the #ClutterActor:depth
11236  * of @child.
11237  *
11238  * This function will emit the #ClutterContainer::actor-added signal
11239  * on @self.
11240  *
11241  * Since: 1.10
11242  */
11243 void
11244 clutter_actor_insert_child_below (ClutterActor *self,
11245                                   ClutterActor *child,
11246                                   ClutterActor *sibling)
11247 {
11248   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11249   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11250   g_return_if_fail (self != child);
11251   g_return_if_fail (child != sibling);
11252   g_return_if_fail (child->priv->parent == NULL);
11253   g_return_if_fail (sibling == NULL ||
11254                     (CLUTTER_IS_ACTOR (sibling) &&
11255                      sibling->priv->parent == self));
11256
11257   clutter_actor_add_child_internal (self, child,
11258                                     ADD_CHILD_DEFAULT_FLAGS,
11259                                     insert_child_below,
11260                                     sibling);
11261 }
11262
11263 /**
11264  * clutter_actor_set_parent:
11265  * @self: A #ClutterActor
11266  * @parent: A new #ClutterActor parent
11267  *
11268  * Sets the parent of @self to @parent.
11269  *
11270  * This function will result in @parent acquiring a reference on @self,
11271  * eventually by sinking its floating reference first. The reference
11272  * will be released by clutter_actor_unparent().
11273  *
11274  * This function should only be called by legacy #ClutterActor<!-- -->s
11275  * implementing the #ClutterContainer interface.
11276  *
11277  * Deprecated: 1.10: Use clutter_actor_add_child() instead.
11278  */
11279 void
11280 clutter_actor_set_parent (ClutterActor *self,
11281                           ClutterActor *parent)
11282 {
11283   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11284   g_return_if_fail (CLUTTER_IS_ACTOR (parent));
11285   g_return_if_fail (self != parent);
11286   g_return_if_fail (self->priv->parent == NULL);
11287
11288   /* as this function will be called inside ClutterContainer::add
11289    * implementations or when building up a composite actor, we have
11290    * to preserve the old behaviour, and not create child meta or
11291    * emit the ::actor-added signal, to avoid recursion or double
11292    * emissions
11293    */
11294   clutter_actor_add_child_internal (parent, self,
11295                                     ADD_CHILD_LEGACY_FLAGS,
11296                                     insert_child_at_depth,
11297                                     NULL);
11298 }
11299
11300 /**
11301  * clutter_actor_get_parent:
11302  * @self: A #ClutterActor
11303  *
11304  * Retrieves the parent of @self.
11305  *
11306  * Return Value: (transfer none): The #ClutterActor parent, or %NULL
11307  *  if no parent is set
11308  */
11309 ClutterActor *
11310 clutter_actor_get_parent (ClutterActor *self)
11311 {
11312   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
11313
11314   return self->priv->parent;
11315 }
11316
11317 /**
11318  * clutter_actor_get_paint_visibility:
11319  * @self: A #ClutterActor
11320  *
11321  * Retrieves the 'paint' visibility of an actor recursively checking for non
11322  * visible parents.
11323  *
11324  * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
11325  *
11326  * Return Value: %TRUE if the actor is visibile and will be painted.
11327  *
11328  * Since: 0.8.4
11329  */
11330 gboolean
11331 clutter_actor_get_paint_visibility (ClutterActor *actor)
11332 {
11333   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11334
11335   return CLUTTER_ACTOR_IS_MAPPED (actor);
11336 }
11337
11338 /**
11339  * clutter_actor_remove_child:
11340  * @self: a #ClutterActor
11341  * @child: a #ClutterActor
11342  *
11343  * Removes @child from the children of @self.
11344  *
11345  * This function will release the reference added by
11346  * clutter_actor_add_child(), so if you want to keep using @child
11347  * you will have to acquire a referenced on it before calling this
11348  * function.
11349  *
11350  * This function will emit the #ClutterContainer::actor-removed
11351  * signal on @self.
11352  *
11353  * Since: 1.10
11354  */
11355 void
11356 clutter_actor_remove_child (ClutterActor *self,
11357                             ClutterActor *child)
11358 {
11359   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11360   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11361   g_return_if_fail (self != child);
11362   g_return_if_fail (child->priv->parent != NULL);
11363   g_return_if_fail (child->priv->parent == self);
11364
11365   clutter_actor_remove_child_internal (self, child,
11366                                        REMOVE_CHILD_DEFAULT_FLAGS);
11367 }
11368
11369 /**
11370  * clutter_actor_remove_all_children:
11371  * @self: a #ClutterActor
11372  *
11373  * Removes all children of @self.
11374  *
11375  * This function releases the reference added by inserting a child actor
11376  * in the list of children of @self.
11377  *
11378  * If the reference count of a child drops to zero, the child will be
11379  * destroyed. If you want to ensure the destruction of all the children
11380  * of @self, use clutter_actor_destroy_all_children().
11381  *
11382  * Since: 1.10
11383  */
11384 void
11385 clutter_actor_remove_all_children (ClutterActor *self)
11386 {
11387   ClutterActorIter iter;
11388
11389   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11390
11391   if (self->priv->n_children == 0)
11392     return;
11393
11394   g_object_freeze_notify (G_OBJECT (self));
11395
11396   clutter_actor_iter_init (&iter, self);
11397   while (clutter_actor_iter_next (&iter, NULL))
11398     clutter_actor_iter_remove (&iter);
11399
11400   g_object_thaw_notify (G_OBJECT (self));
11401
11402   /* sanity check */
11403   g_assert (self->priv->first_child == NULL);
11404   g_assert (self->priv->last_child == NULL);
11405   g_assert (self->priv->n_children == 0);
11406 }
11407
11408 /**
11409  * clutter_actor_destroy_all_children:
11410  * @self: a #ClutterActor
11411  *
11412  * Destroys all children of @self.
11413  *
11414  * This function releases the reference added by inserting a child
11415  * actor in the list of children of @self, and ensures that the
11416  * #ClutterActor::destroy signal is emitted on each child of the
11417  * actor.
11418  *
11419  * By default, #ClutterActor will emit the #ClutterActor::destroy signal
11420  * when its reference count drops to 0; the default handler of the
11421  * #ClutterActor::destroy signal will destroy all the children of an
11422  * actor. This function ensures that all children are destroyed, instead
11423  * of just removed from @self, unlike clutter_actor_remove_all_children()
11424  * which will merely release the reference and remove each child.
11425  *
11426  * Unless you acquired an additional reference on each child of @self
11427  * prior to calling clutter_actor_remove_all_children() and want to reuse
11428  * the actors, you should use clutter_actor_destroy_all_children() in
11429  * order to make sure that children are destroyed and signal handlers
11430  * are disconnected even in cases where circular references prevent this
11431  * from automatically happening through reference counting alone.
11432  *
11433  * Since: 1.10
11434  */
11435 void
11436 clutter_actor_destroy_all_children (ClutterActor *self)
11437 {
11438   ClutterActorIter iter;
11439
11440   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11441
11442   if (self->priv->n_children == 0)
11443     return;
11444
11445   g_object_freeze_notify (G_OBJECT (self));
11446
11447   clutter_actor_iter_init (&iter, self);
11448   while (clutter_actor_iter_next (&iter, NULL))
11449     clutter_actor_iter_destroy (&iter);
11450
11451   g_object_thaw_notify (G_OBJECT (self));
11452
11453   /* sanity check */
11454   g_assert (self->priv->first_child == NULL);
11455   g_assert (self->priv->last_child == NULL);
11456   g_assert (self->priv->n_children == 0);
11457 }
11458
11459 typedef struct _InsertBetweenData {
11460   ClutterActor *prev_sibling;
11461   ClutterActor *next_sibling;
11462 } InsertBetweenData;
11463
11464 static void
11465 insert_child_between (ClutterActor *self,
11466                       ClutterActor *child,
11467                       gpointer      data_)
11468 {
11469   InsertBetweenData *data = data_;
11470   ClutterActor *prev_sibling = data->prev_sibling;
11471   ClutterActor *next_sibling = data->next_sibling;
11472
11473   child->priv->parent = self;
11474   child->priv->prev_sibling = prev_sibling;
11475   child->priv->next_sibling = next_sibling;
11476
11477   if (prev_sibling != NULL)
11478     prev_sibling->priv->next_sibling = child;
11479
11480   if (next_sibling != NULL)
11481     next_sibling->priv->prev_sibling = child;
11482
11483   if (child->priv->prev_sibling == NULL)
11484     self->priv->first_child = child;
11485
11486   if (child->priv->next_sibling == NULL)
11487     self->priv->last_child = child;
11488 }
11489
11490 /**
11491  * clutter_actor_replace_child:
11492  * @self: a #ClutterActor
11493  * @old_child: the child of @self to replace
11494  * @new_child: the #ClutterActor to replace @old_child
11495  *
11496  * Replaces @old_child with @new_child in the list of children of @self.
11497  *
11498  * Since: 1.10
11499  */
11500 void
11501 clutter_actor_replace_child (ClutterActor *self,
11502                              ClutterActor *old_child,
11503                              ClutterActor *new_child)
11504 {
11505   ClutterActor *prev_sibling, *next_sibling;
11506   InsertBetweenData clos;
11507
11508   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11509   g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
11510   g_return_if_fail (old_child->priv->parent == self);
11511   g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
11512   g_return_if_fail (old_child != new_child);
11513   g_return_if_fail (new_child != self);
11514   g_return_if_fail (new_child->priv->parent == NULL);
11515
11516   prev_sibling = old_child->priv->prev_sibling;
11517   next_sibling = old_child->priv->next_sibling;
11518   clutter_actor_remove_child_internal (self, old_child,
11519                                        REMOVE_CHILD_DEFAULT_FLAGS);
11520
11521   clos.prev_sibling = prev_sibling;
11522   clos.next_sibling = next_sibling;
11523   clutter_actor_add_child_internal (self, new_child,
11524                                     ADD_CHILD_DEFAULT_FLAGS,
11525                                     insert_child_between,
11526                                     &clos);
11527 }
11528
11529 /**
11530  * clutter_actor_unparent:
11531  * @self: a #ClutterActor
11532  *
11533  * Removes the parent of @self.
11534  *
11535  * This will cause the parent of @self to release the reference
11536  * acquired when calling clutter_actor_set_parent(), so if you
11537  * want to keep @self you will have to acquire a reference of
11538  * your own, through g_object_ref().
11539  *
11540  * This function should only be called by legacy #ClutterActor<!-- -->s
11541  * implementing the #ClutterContainer interface.
11542  *
11543  * Since: 0.1.1
11544  *
11545  * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
11546  */
11547 void
11548 clutter_actor_unparent (ClutterActor *self)
11549 {
11550   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11551
11552   if (self->priv->parent == NULL)
11553     return;
11554
11555   clutter_actor_remove_child_internal (self->priv->parent, self,
11556                                        REMOVE_CHILD_LEGACY_FLAGS);
11557 }
11558
11559 /**
11560  * clutter_actor_reparent:
11561  * @self: a #ClutterActor
11562  * @new_parent: the new #ClutterActor parent
11563  *
11564  * Resets the parent actor of @self.
11565  *
11566  * This function is logically equivalent to calling clutter_actor_unparent()
11567  * and clutter_actor_set_parent(), but more efficiently implemented, as it
11568  * ensures the child is not finalized when unparented, and emits the
11569  * #ClutterActor::parent-set signal only once.
11570  *
11571  * In reality, calling this function is less useful than it sounds, as some
11572  * application code may rely on changes in the intermediate state between
11573  * removal and addition of the actor from its old parent to the @new_parent.
11574  * Thus, it is strongly encouraged to avoid using this function in application
11575  * code.
11576  *
11577  * Since: 0.2
11578  *
11579  * Deprecated: 1.10: Use clutter_actor_remove_child() and
11580  *   clutter_actor_add_child() instead; remember to take a reference on
11581  *   the actor being removed before calling clutter_actor_remove_child()
11582  *   to avoid the reference count dropping to zero and the actor being
11583  *   destroyed.
11584  */
11585 void
11586 clutter_actor_reparent (ClutterActor *self,
11587                         ClutterActor *new_parent)
11588 {
11589   ClutterActorPrivate *priv;
11590
11591   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11592   g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
11593   g_return_if_fail (self != new_parent);
11594
11595   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
11596     {
11597       g_warning ("Cannot set a parent on a toplevel actor");
11598       return;
11599     }
11600
11601   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
11602     {
11603       g_warning ("Cannot set a parent currently being destroyed");
11604       return;
11605     }
11606
11607   priv = self->priv;
11608
11609   if (priv->parent != new_parent)
11610     {
11611       ClutterActor *old_parent;
11612
11613       CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
11614
11615       old_parent = priv->parent;
11616
11617       g_object_ref (self);
11618
11619       if (old_parent != NULL)
11620         {
11621          /* go through the Container implementation if this is a regular
11622           * child and not an internal one
11623           */
11624          if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
11625            {
11626              ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
11627
11628              /* this will have to call unparent() */
11629              clutter_container_remove_actor (parent, self);
11630            }
11631          else
11632            clutter_actor_remove_child_internal (old_parent, self,
11633                                                 REMOVE_CHILD_LEGACY_FLAGS);
11634         }
11635
11636       /* Note, will call set_parent() */
11637       if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
11638         clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
11639       else
11640         clutter_actor_add_child_internal (new_parent, self,
11641                                           ADD_CHILD_LEGACY_FLAGS,
11642                                           insert_child_at_depth,
11643                                           NULL);
11644
11645       /* we emit the ::parent-set signal once */
11646       g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
11647
11648       CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
11649
11650       /* the IN_REPARENT flag suspends state updates */
11651       clutter_actor_update_map_state (self, MAP_STATE_CHECK);
11652
11653       g_object_unref (self);
11654    }
11655 }
11656
11657 /**
11658  * clutter_actor_contains:
11659  * @self: A #ClutterActor
11660  * @descendant: A #ClutterActor, possibly contained in @self
11661  *
11662  * Determines if @descendant is contained inside @self (either as an
11663  * immediate child, or as a deeper descendant). If @self and
11664  * @descendant point to the same actor then it will also return %TRUE.
11665  *
11666  * Return value: whether @descendent is contained within @self
11667  *
11668  * Since: 1.4
11669  */
11670 gboolean
11671 clutter_actor_contains (ClutterActor *self,
11672                         ClutterActor *descendant)
11673 {
11674   ClutterActor *actor;
11675
11676   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
11677   g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
11678
11679   for (actor = descendant; actor; actor = actor->priv->parent)
11680     if (actor == self)
11681       return TRUE;
11682
11683   return FALSE;
11684 }
11685
11686 /**
11687  * clutter_actor_set_child_above_sibling:
11688  * @self: a #ClutterActor
11689  * @child: a #ClutterActor child of @self
11690  * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
11691  *
11692  * Sets @child to be above @sibling in the list of children of @self.
11693  *
11694  * If @sibling is %NULL, @child will be the new last child of @self.
11695  *
11696  * This function is logically equivalent to removing @child and using
11697  * clutter_actor_insert_child_above(), but it will not emit signals
11698  * or change state on @child.
11699  *
11700  * Since: 1.10
11701  */
11702 void
11703 clutter_actor_set_child_above_sibling (ClutterActor *self,
11704                                        ClutterActor *child,
11705                                        ClutterActor *sibling)
11706 {
11707   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11708   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11709   g_return_if_fail (child->priv->parent == self);
11710   g_return_if_fail (child != sibling);
11711   g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
11712
11713   if (sibling != NULL)
11714     g_return_if_fail (sibling->priv->parent == self);
11715
11716   /* we don't want to change the state of child, or emit signals, or
11717    * regenerate ChildMeta instances here, but we still want to follow
11718    * the correct sequence of steps encoded in remove_child() and
11719    * add_child(), so that correctness is ensured, and we only go
11720    * through one known code path.
11721    */
11722   g_object_ref (child);
11723   clutter_actor_remove_child_internal (self, child, 0);
11724   clutter_actor_add_child_internal (self, child,
11725                                     ADD_CHILD_NOTIFY_FIRST_LAST,
11726                                     insert_child_above,
11727                                     sibling);
11728
11729   clutter_actor_queue_relayout (self);
11730 }
11731
11732 /**
11733  * clutter_actor_set_child_below_sibling:
11734  * @self: a #ClutterActor
11735  * @child: a #ClutterActor child of @self
11736  * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
11737  *
11738  * Sets @child to be below @sibling in the list of children of @self.
11739  *
11740  * If @sibling is %NULL, @child will be the new first child of @self.
11741  *
11742  * This function is logically equivalent to removing @self and using
11743  * clutter_actor_insert_child_below(), but it will not emit signals
11744  * or change state on @child.
11745  *
11746  * Since: 1.10
11747  */
11748 void
11749 clutter_actor_set_child_below_sibling (ClutterActor *self,
11750                                        ClutterActor *child,
11751                                        ClutterActor *sibling)
11752 {
11753   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11754   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11755   g_return_if_fail (child->priv->parent == self);
11756   g_return_if_fail (child != sibling);
11757   g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
11758
11759   if (sibling != NULL)
11760     g_return_if_fail (sibling->priv->parent == self);
11761
11762   /* see the comment in set_child_above_sibling() */
11763   g_object_ref (child);
11764   clutter_actor_remove_child_internal (self, child, 0);
11765   clutter_actor_add_child_internal (self, child,
11766                                     ADD_CHILD_NOTIFY_FIRST_LAST,
11767                                     insert_child_below,
11768                                     sibling);
11769
11770   clutter_actor_queue_relayout (self);
11771 }
11772
11773 /**
11774  * clutter_actor_set_child_at_index:
11775  * @self: a #ClutterActor
11776  * @child: a #ClutterActor child of @self
11777  * @index_: the new index for @child
11778  *
11779  * Changes the index of @child in the list of children of @self.
11780  *
11781  * This function is logically equivalent to removing @child and
11782  * calling clutter_actor_insert_child_at_index(), but it will not
11783  * emit signals or change state on @child.
11784  *
11785  * Since: 1.10
11786  */
11787 void
11788 clutter_actor_set_child_at_index (ClutterActor *self,
11789                                   ClutterActor *child,
11790                                   gint          index_)
11791 {
11792   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11793   g_return_if_fail (CLUTTER_IS_ACTOR (child));
11794   g_return_if_fail (child->priv->parent == self);
11795   g_return_if_fail (index_ <= self->priv->n_children);
11796
11797   g_object_ref (child);
11798   clutter_actor_remove_child_internal (self, child, 0);
11799   clutter_actor_add_child_internal (self, child,
11800                                     ADD_CHILD_NOTIFY_FIRST_LAST,
11801                                     insert_child_at_index,
11802                                     GINT_TO_POINTER (index_));
11803
11804   clutter_actor_queue_relayout (self);
11805 }
11806
11807 /**
11808  * clutter_actor_raise:
11809  * @self: A #ClutterActor
11810  * @below: (allow-none): A #ClutterActor to raise above.
11811  *
11812  * Puts @self above @below.
11813  *
11814  * Both actors must have the same parent, and the parent must implement
11815  * the #ClutterContainer interface
11816  *
11817  * This function calls clutter_container_raise_child() internally.
11818  *
11819  * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
11820  */
11821 void
11822 clutter_actor_raise (ClutterActor *self,
11823                      ClutterActor *below)
11824 {
11825   ClutterActor *parent;
11826
11827   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11828
11829   parent = clutter_actor_get_parent (self);
11830   if (parent == NULL)
11831     {
11832       g_warning ("%s: Actor '%s' is not inside a container",
11833                  G_STRFUNC,
11834                  _clutter_actor_get_debug_name (self));
11835       return;
11836     }
11837
11838   if (below != NULL)
11839     {
11840       if (parent != clutter_actor_get_parent (below))
11841         {
11842           g_warning ("%s Actor '%s' is not in the same container as "
11843                      "actor '%s'",
11844                      G_STRFUNC,
11845                      _clutter_actor_get_debug_name (self),
11846                      _clutter_actor_get_debug_name (below));
11847           return;
11848         }
11849     }
11850
11851   clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
11852 }
11853
11854 /**
11855  * clutter_actor_lower:
11856  * @self: A #ClutterActor
11857  * @above: (allow-none): A #ClutterActor to lower below
11858  *
11859  * Puts @self below @above.
11860  *
11861  * Both actors must have the same parent, and the parent must implement
11862  * the #ClutterContainer interface.
11863  *
11864  * This function calls clutter_container_lower_child() internally.
11865  *
11866  * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
11867  */
11868 void
11869 clutter_actor_lower (ClutterActor *self,
11870                      ClutterActor *above)
11871 {
11872   ClutterActor *parent;
11873
11874   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11875
11876   parent = clutter_actor_get_parent (self);
11877   if (parent == NULL)
11878     {
11879       g_warning ("%s: Actor of type %s is not inside a container",
11880                  G_STRFUNC,
11881                  _clutter_actor_get_debug_name (self));
11882       return;
11883     }
11884
11885   if (above)
11886     {
11887       if (parent != clutter_actor_get_parent (above))
11888         {
11889           g_warning ("%s: Actor '%s' is not in the same container as "
11890                      "actor '%s'",
11891                      G_STRFUNC,
11892                      _clutter_actor_get_debug_name (self),
11893                      _clutter_actor_get_debug_name (above));
11894           return;
11895         }
11896     }
11897
11898   clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
11899 }
11900
11901 /**
11902  * clutter_actor_raise_top:
11903  * @self: A #ClutterActor
11904  *
11905  * Raises @self to the top.
11906  *
11907  * This function calls clutter_actor_raise() internally.
11908  *
11909  * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
11910  *   a %NULL sibling, instead.
11911  */
11912 void
11913 clutter_actor_raise_top (ClutterActor *self)
11914 {
11915   clutter_actor_raise (self, NULL);
11916 }
11917
11918 /**
11919  * clutter_actor_lower_bottom:
11920  * @self: A #ClutterActor
11921  *
11922  * Lowers @self to the bottom.
11923  *
11924  * This function calls clutter_actor_lower() internally.
11925  *
11926  * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11927  *   a %NULL sibling, instead.
11928  */
11929 void
11930 clutter_actor_lower_bottom (ClutterActor *self)
11931 {
11932   clutter_actor_lower (self, NULL);
11933 }
11934
11935 /*
11936  * Event handling
11937  */
11938
11939 /**
11940  * clutter_actor_event:
11941  * @actor: a #ClutterActor
11942  * @event: a #ClutterEvent
11943  * @capture: TRUE if event in in capture phase, FALSE otherwise.
11944  *
11945  * This function is used to emit an event on the main stage.
11946  * You should rarely need to use this function, except for
11947  * synthetising events.
11948  *
11949  * Return value: the return value from the signal emission: %TRUE
11950  *   if the actor handled the event, or %FALSE if the event was
11951  *   not handled
11952  *
11953  * Since: 0.6
11954  */
11955 gboolean
11956 clutter_actor_event (ClutterActor *actor,
11957                      ClutterEvent *event,
11958                      gboolean      capture)
11959 {
11960   gboolean retval = FALSE;
11961   gint signal_num = -1;
11962
11963   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11964   g_return_val_if_fail (event != NULL, FALSE);
11965
11966   g_object_ref (actor);
11967
11968   if (capture)
11969     {
11970       g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11971                      event,
11972                      &retval);
11973       goto out;
11974     }
11975
11976   g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11977
11978   if (!retval)
11979     {
11980       switch (event->type)
11981         {
11982         case CLUTTER_NOTHING:
11983           break;
11984         case CLUTTER_BUTTON_PRESS:
11985           signal_num = BUTTON_PRESS_EVENT;
11986           break;
11987         case CLUTTER_BUTTON_RELEASE:
11988           signal_num = BUTTON_RELEASE_EVENT;
11989           break;
11990         case CLUTTER_SCROLL:
11991           signal_num = SCROLL_EVENT;
11992           break;
11993         case CLUTTER_KEY_PRESS:
11994           signal_num = KEY_PRESS_EVENT;
11995           break;
11996         case CLUTTER_KEY_RELEASE:
11997           signal_num = KEY_RELEASE_EVENT;
11998           break;
11999         case CLUTTER_MOTION:
12000           signal_num = MOTION_EVENT;
12001           break;
12002         case CLUTTER_ENTER:
12003           signal_num = ENTER_EVENT;
12004           break;
12005         case CLUTTER_LEAVE:
12006           signal_num = LEAVE_EVENT;
12007           break;
12008         case CLUTTER_DELETE:
12009         case CLUTTER_DESTROY_NOTIFY:
12010         case CLUTTER_CLIENT_MESSAGE:
12011         default:
12012           signal_num = -1;
12013           break;
12014         }
12015
12016       if (signal_num != -1)
12017         g_signal_emit (actor, actor_signals[signal_num], 0,
12018                        event, &retval);
12019     }
12020
12021 out:
12022   g_object_unref (actor);
12023
12024   return retval;
12025 }
12026
12027 /**
12028  * clutter_actor_set_reactive:
12029  * @actor: a #ClutterActor
12030  * @reactive: whether the actor should be reactive to events
12031  *
12032  * Sets @actor as reactive. Reactive actors will receive events.
12033  *
12034  * Since: 0.6
12035  */
12036 void
12037 clutter_actor_set_reactive (ClutterActor *actor,
12038                             gboolean      reactive)
12039 {
12040   g_return_if_fail (CLUTTER_IS_ACTOR (actor));
12041
12042   if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
12043     return;
12044
12045   if (reactive)
12046     CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
12047   else
12048     CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
12049
12050   g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
12051 }
12052
12053 /**
12054  * clutter_actor_get_reactive:
12055  * @actor: a #ClutterActor
12056  *
12057  * Checks whether @actor is marked as reactive.
12058  *
12059  * Return value: %TRUE if the actor is reactive
12060  *
12061  * Since: 0.6
12062  */
12063 gboolean
12064 clutter_actor_get_reactive (ClutterActor *actor)
12065 {
12066   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
12067
12068   return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
12069 }
12070
12071 /**
12072  * clutter_actor_get_anchor_point:
12073  * @self: a #ClutterActor
12074  * @anchor_x: (out): return location for the X coordinate of the anchor point
12075  * @anchor_y: (out): return location for the Y coordinate of the anchor point
12076  *
12077  * Gets the current anchor point of the @actor in pixels.
12078  *
12079  * Since: 0.6
12080  */
12081 void
12082 clutter_actor_get_anchor_point (ClutterActor *self,
12083                                 gfloat       *anchor_x,
12084                                 gfloat       *anchor_y)
12085 {
12086   const ClutterTransformInfo *info;
12087
12088   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12089
12090   info = _clutter_actor_get_transform_info_or_defaults (self);
12091   clutter_anchor_coord_get_units (self, &info->anchor,
12092                                   anchor_x,
12093                                   anchor_y,
12094                                   NULL);
12095 }
12096
12097 /**
12098  * clutter_actor_set_anchor_point:
12099  * @self: a #ClutterActor
12100  * @anchor_x: X coordinate of the anchor point
12101  * @anchor_y: Y coordinate of the anchor point
12102  *
12103  * Sets an anchor point for @self. The anchor point is a point in the
12104  * coordinate space of an actor to which the actor position within its
12105  * parent is relative; the default is (0, 0), i.e. the top-left corner
12106  * of the actor.
12107  *
12108  * Since: 0.6
12109  */
12110 void
12111 clutter_actor_set_anchor_point (ClutterActor *self,
12112                                 gfloat        anchor_x,
12113                                 gfloat        anchor_y)
12114 {
12115   ClutterTransformInfo *info;
12116   ClutterActorPrivate *priv;
12117   gboolean changed = FALSE;
12118   gfloat old_anchor_x, old_anchor_y;
12119   GObject *obj;
12120
12121   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12122
12123   obj = G_OBJECT (self);
12124   priv = self->priv;
12125   info = _clutter_actor_get_transform_info (self);
12126
12127   g_object_freeze_notify (obj);
12128
12129   clutter_anchor_coord_get_units (self, &info->anchor,
12130                                   &old_anchor_x,
12131                                   &old_anchor_y,
12132                                   NULL);
12133
12134   if (info->anchor.is_fractional)
12135     g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
12136
12137   if (old_anchor_x != anchor_x)
12138     {
12139       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
12140       changed = TRUE;
12141     }
12142
12143   if (old_anchor_y != anchor_y)
12144     {
12145       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
12146       changed = TRUE;
12147     }
12148
12149   clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
12150
12151   if (changed)
12152     {
12153       priv->transform_valid = FALSE;
12154       clutter_actor_queue_redraw (self);
12155     }
12156
12157   g_object_thaw_notify (obj);
12158 }
12159
12160 /**
12161  * clutter_actor_get_anchor_point_gravity:
12162  * @self: a #ClutterActor
12163  *
12164  * Retrieves the anchor position expressed as a #ClutterGravity. If
12165  * the anchor point was specified using pixels or units this will
12166  * return %CLUTTER_GRAVITY_NONE.
12167  *
12168  * Return value: the #ClutterGravity used by the anchor point
12169  *
12170  * Since: 1.0
12171  */
12172 ClutterGravity
12173 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
12174 {
12175   const ClutterTransformInfo *info;
12176
12177   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
12178
12179   info = _clutter_actor_get_transform_info_or_defaults (self);
12180
12181   return clutter_anchor_coord_get_gravity (&info->anchor);
12182 }
12183
12184 /**
12185  * clutter_actor_move_anchor_point:
12186  * @self: a #ClutterActor
12187  * @anchor_x: X coordinate of the anchor point
12188  * @anchor_y: Y coordinate of the anchor point
12189  *
12190  * Sets an anchor point for the actor, and adjusts the actor postion so that
12191  * the relative position of the actor toward its parent remains the same.
12192  *
12193  * Since: 0.6
12194  */
12195 void
12196 clutter_actor_move_anchor_point (ClutterActor *self,
12197                                  gfloat        anchor_x,
12198                                  gfloat        anchor_y)
12199 {
12200   gfloat old_anchor_x, old_anchor_y;
12201   const ClutterTransformInfo *info;
12202
12203   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12204
12205   info = _clutter_actor_get_transform_info (self);
12206   clutter_anchor_coord_get_units (self, &info->anchor,
12207                                   &old_anchor_x,
12208                                   &old_anchor_y,
12209                                   NULL);
12210
12211   g_object_freeze_notify (G_OBJECT (self));
12212
12213   clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
12214
12215   if (self->priv->position_set)
12216     clutter_actor_move_by (self,
12217                            anchor_x - old_anchor_x,
12218                            anchor_y - old_anchor_y);
12219
12220   g_object_thaw_notify (G_OBJECT (self));
12221 }
12222
12223 /**
12224  * clutter_actor_move_anchor_point_from_gravity:
12225  * @self: a #ClutterActor
12226  * @gravity: #ClutterGravity.
12227  *
12228  * Sets an anchor point on the actor based on the given gravity, adjusting the
12229  * actor postion so that its relative position within its parent remains
12230  * unchanged.
12231  *
12232  * Since version 1.0 the anchor point will be stored as a gravity so
12233  * that if the actor changes size then the anchor point will move. For
12234  * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
12235  * and later double the size of the actor, the anchor point will move
12236  * to the bottom right.
12237  *
12238  * Since: 0.6
12239  */
12240 void
12241 clutter_actor_move_anchor_point_from_gravity (ClutterActor   *self,
12242                                               ClutterGravity  gravity)
12243 {
12244   gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
12245   const ClutterTransformInfo *info;
12246   ClutterActorPrivate *priv;
12247
12248   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12249
12250   priv = self->priv;
12251   info = _clutter_actor_get_transform_info (self);
12252
12253   g_object_freeze_notify (G_OBJECT (self));
12254
12255   clutter_anchor_coord_get_units (self, &info->anchor,
12256                                   &old_anchor_x,
12257                                   &old_anchor_y,
12258                                   NULL);
12259   clutter_actor_set_anchor_point_from_gravity (self, gravity);
12260   clutter_anchor_coord_get_units (self, &info->anchor,
12261                                   &new_anchor_x,
12262                                   &new_anchor_y,
12263                                   NULL);
12264
12265   if (priv->position_set)
12266     clutter_actor_move_by (self,
12267                            new_anchor_x - old_anchor_x,
12268                            new_anchor_y - old_anchor_y);
12269
12270   g_object_thaw_notify (G_OBJECT (self));
12271 }
12272
12273 /**
12274  * clutter_actor_set_anchor_point_from_gravity:
12275  * @self: a #ClutterActor
12276  * @gravity: #ClutterGravity.
12277  *
12278  * Sets an anchor point on the actor, based on the given gravity (this is a
12279  * convenience function wrapping clutter_actor_set_anchor_point()).
12280  *
12281  * Since version 1.0 the anchor point will be stored as a gravity so
12282  * that if the actor changes size then the anchor point will move. For
12283  * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
12284  * and later double the size of the actor, the anchor point will move
12285  * to the bottom right.
12286  *
12287  * Since: 0.6
12288  */
12289 void
12290 clutter_actor_set_anchor_point_from_gravity (ClutterActor   *self,
12291                                              ClutterGravity  gravity)
12292 {
12293   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12294
12295   if (gravity == CLUTTER_GRAVITY_NONE)
12296     clutter_actor_set_anchor_point (self, 0, 0);
12297   else
12298     {
12299       GObject *obj = G_OBJECT (self);
12300       ClutterTransformInfo *info;
12301
12302       g_object_freeze_notify (obj);
12303
12304       info = _clutter_actor_get_transform_info (self);
12305       clutter_anchor_coord_set_gravity (&info->anchor, gravity);
12306
12307       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
12308       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
12309       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
12310
12311       self->priv->transform_valid = FALSE;
12312
12313       clutter_actor_queue_redraw (self);
12314
12315       g_object_thaw_notify (obj);
12316     }
12317 }
12318
12319 static void
12320 clutter_actor_store_content_box (ClutterActor *self,
12321                                  const ClutterActorBox *box)
12322 {
12323   if (box != NULL)
12324     {
12325       self->priv->content_box = *box;
12326       self->priv->content_box_valid = TRUE;
12327     }
12328   else
12329     self->priv->content_box_valid = FALSE;
12330
12331   clutter_actor_queue_redraw (self);
12332
12333   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_BOX]);
12334 }
12335
12336 static void
12337 clutter_container_iface_init (ClutterContainerIface *iface)
12338 {
12339   /* we don't override anything, as ClutterContainer already has a default
12340    * implementation that we can use, and which calls into our own API.
12341    */
12342 }
12343
12344 typedef enum
12345 {
12346   PARSE_X,
12347   PARSE_Y,
12348   PARSE_WIDTH,
12349   PARSE_HEIGHT,
12350   PARSE_ANCHOR_X,
12351   PARSE_ANCHOR_Y
12352 } ParseDimension;
12353
12354 static gfloat
12355 parse_units (ClutterActor   *self,
12356              ParseDimension  dimension,
12357              JsonNode       *node)
12358 {
12359   GValue value = G_VALUE_INIT;
12360   gfloat retval = 0;
12361
12362   if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
12363     return 0;
12364
12365   json_node_get_value (node, &value);
12366
12367   if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
12368     {
12369       retval = (gfloat) g_value_get_int64 (&value);
12370     }
12371   else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
12372     {
12373       retval = g_value_get_double (&value);
12374     }
12375   else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
12376     {
12377       ClutterUnits units;
12378       gboolean res;
12379
12380       res = clutter_units_from_string (&units, g_value_get_string (&value));
12381       if (res)
12382         retval = clutter_units_to_pixels (&units);
12383       else
12384         {
12385           g_warning ("Invalid value '%s': integers, strings or floating point "
12386                      "values can be used for the x, y, width and height "
12387                      "properties. Valid modifiers for strings are 'px', 'mm', "
12388                      "'pt' and 'em'.",
12389                      g_value_get_string (&value));
12390           retval = 0;
12391         }
12392     }
12393   else
12394     {
12395       g_warning ("Invalid value of type '%s': integers, strings of floating "
12396                  "point values can be used for the x, y, width, height "
12397                  "anchor-x and anchor-y properties.",
12398                  g_type_name (G_VALUE_TYPE (&value)));
12399     }
12400
12401   g_value_unset (&value);
12402
12403   return retval;
12404 }
12405
12406 typedef struct {
12407   ClutterRotateAxis axis;
12408
12409   gdouble angle;
12410
12411   gfloat center_x;
12412   gfloat center_y;
12413   gfloat center_z;
12414 } RotationInfo;
12415
12416 static inline gboolean
12417 parse_rotation_array (ClutterActor *actor,
12418                       JsonArray    *array,
12419                       RotationInfo *info)
12420 {
12421   JsonNode *element;
12422
12423   if (json_array_get_length (array) != 2)
12424     return FALSE;
12425
12426   /* angle */
12427   element = json_array_get_element (array, 0);
12428   if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
12429     info->angle = json_node_get_double (element);
12430   else
12431     return FALSE;
12432
12433   /* center */
12434   element = json_array_get_element (array, 1);
12435   if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
12436     {
12437       JsonArray *center = json_node_get_array (element);
12438
12439       if (json_array_get_length (center) != 2)
12440         return FALSE;
12441
12442       switch (info->axis)
12443         {
12444         case CLUTTER_X_AXIS:
12445           info->center_y = parse_units (actor, PARSE_Y,
12446                                         json_array_get_element (center, 0));
12447           info->center_z = parse_units (actor, PARSE_Y,
12448                                         json_array_get_element (center, 1));
12449           return TRUE;
12450
12451         case CLUTTER_Y_AXIS:
12452           info->center_x = parse_units (actor, PARSE_X,
12453                                         json_array_get_element (center, 0));
12454           info->center_z = parse_units (actor, PARSE_X,
12455                                         json_array_get_element (center, 1));
12456           return TRUE;
12457
12458         case CLUTTER_Z_AXIS:
12459           info->center_x = parse_units (actor, PARSE_X,
12460                                         json_array_get_element (center, 0));
12461           info->center_y = parse_units (actor, PARSE_Y,
12462                                         json_array_get_element (center, 1));
12463           return TRUE;
12464         }
12465     }
12466
12467   return FALSE;
12468 }
12469
12470 static gboolean
12471 parse_rotation (ClutterActor *actor,
12472                 JsonNode     *node,
12473                 RotationInfo *info)
12474 {
12475   JsonArray *array;
12476   guint len, i;
12477   gboolean retval = FALSE;
12478
12479   if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
12480     {
12481       g_warning ("Invalid node of type '%s' found, expecting an array",
12482                  json_node_type_name (node));
12483       return FALSE;
12484     }
12485
12486   array = json_node_get_array (node);
12487   len = json_array_get_length (array);
12488
12489   for (i = 0; i < len; i++)
12490     {
12491       JsonNode *element = json_array_get_element (array, i);
12492       JsonObject *object;
12493       JsonNode *member;
12494
12495       if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
12496         {
12497           g_warning ("Invalid node of type '%s' found, expecting an object",
12498                      json_node_type_name (element));
12499           return FALSE;
12500         }
12501
12502       object = json_node_get_object (element);
12503
12504       if (json_object_has_member (object, "x-axis"))
12505         {
12506           member = json_object_get_member (object, "x-axis");
12507
12508           info->axis = CLUTTER_X_AXIS;
12509
12510           if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12511             {
12512               info->angle = json_node_get_double (member);
12513               retval = TRUE;
12514             }
12515           else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12516             retval = parse_rotation_array (actor,
12517                                            json_node_get_array (member),
12518                                            info);
12519           else
12520             retval = FALSE;
12521         }
12522       else if (json_object_has_member (object, "y-axis"))
12523         {
12524           member = json_object_get_member (object, "y-axis");
12525
12526           info->axis = CLUTTER_Y_AXIS;
12527
12528           if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12529             {
12530               info->angle = json_node_get_double (member);
12531               retval = TRUE;
12532             }
12533           else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12534             retval = parse_rotation_array (actor,
12535                                            json_node_get_array (member),
12536                                            info);
12537           else
12538             retval = FALSE;
12539         }
12540       else if (json_object_has_member (object, "z-axis"))
12541         {
12542           member = json_object_get_member (object, "z-axis");
12543
12544           info->axis = CLUTTER_Z_AXIS;
12545
12546           if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12547             {
12548               info->angle = json_node_get_double (member);
12549               retval = TRUE;
12550             }
12551           else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12552             retval = parse_rotation_array (actor,
12553                                            json_node_get_array (member),
12554                                            info);
12555           else
12556             retval = FALSE;
12557         }
12558     }
12559
12560   return retval;
12561 }
12562
12563 static GSList *
12564 parse_actor_metas (ClutterScript *script,
12565                    ClutterActor  *actor,
12566                    JsonNode      *node)
12567 {
12568   GList *elements, *l;
12569   GSList *retval = NULL;
12570
12571   if (!JSON_NODE_HOLDS_ARRAY (node))
12572     return NULL;
12573
12574   elements = json_array_get_elements (json_node_get_array (node));
12575
12576   for (l = elements; l != NULL; l = l->next)
12577     {
12578       JsonNode *element = l->data;
12579       const gchar *id_ = _clutter_script_get_id_from_node (element);
12580       GObject *meta;
12581
12582       if (id_ == NULL || *id_ == '\0')
12583         continue;
12584
12585       meta = clutter_script_get_object (script, id_);
12586       if (meta == NULL)
12587         continue;
12588
12589       retval = g_slist_prepend (retval, meta);
12590     }
12591
12592   g_list_free (elements);
12593
12594   return g_slist_reverse (retval);
12595 }
12596
12597 static GSList *
12598 parse_behaviours (ClutterScript *script,
12599                   ClutterActor  *actor,
12600                   JsonNode      *node)
12601 {
12602   GList *elements, *l;
12603   GSList *retval = NULL;
12604
12605   if (!JSON_NODE_HOLDS_ARRAY (node))
12606     return NULL;
12607
12608   elements = json_array_get_elements (json_node_get_array (node));
12609
12610   for (l = elements; l != NULL; l = l->next)
12611     {
12612       JsonNode *element = l->data;
12613       const gchar *id_ = _clutter_script_get_id_from_node (element);
12614       GObject *behaviour;
12615
12616       if (id_ == NULL || *id_ == '\0')
12617         continue;
12618
12619       behaviour = clutter_script_get_object (script, id_);
12620       if (behaviour == NULL)
12621         continue;
12622
12623       retval = g_slist_prepend (retval, behaviour);
12624     }
12625
12626   g_list_free (elements);
12627
12628   return g_slist_reverse (retval);
12629 }
12630
12631 static gboolean
12632 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
12633                                  ClutterScript     *script,
12634                                  GValue            *value,
12635                                  const gchar       *name,
12636                                  JsonNode          *node)
12637 {
12638   ClutterActor *actor = CLUTTER_ACTOR (scriptable);
12639   gboolean retval = FALSE;
12640
12641   if ((name[0] == 'x' && name[1] == '\0') ||
12642       (name[0] == 'y' && name[1] == '\0') ||
12643       (strcmp (name, "width") == 0) ||
12644       (strcmp (name, "height") == 0) ||
12645       (strcmp (name, "anchor_x") == 0) ||
12646       (strcmp (name, "anchor_y") == 0))
12647     {
12648       ParseDimension dimension;
12649       gfloat units;
12650
12651       if (name[0] == 'x')
12652         dimension = PARSE_X;
12653       else if (name[0] == 'y')
12654         dimension = PARSE_Y;
12655       else if (name[0] == 'w')
12656         dimension = PARSE_WIDTH;
12657       else if (name[0] == 'h')
12658         dimension = PARSE_HEIGHT;
12659       else if (name[0] == 'a' && name[7] == 'x')
12660         dimension = PARSE_ANCHOR_X;
12661       else if (name[0] == 'a' && name[7] == 'y')
12662         dimension = PARSE_ANCHOR_Y;
12663       else
12664         return FALSE;
12665
12666       units = parse_units (actor, dimension, node);
12667
12668       /* convert back to pixels: all properties are pixel-based */
12669       g_value_init (value, G_TYPE_FLOAT);
12670       g_value_set_float (value, units);
12671
12672       retval = TRUE;
12673     }
12674   else if (strcmp (name, "rotation") == 0)
12675     {
12676       RotationInfo *info;
12677
12678       info = g_slice_new0 (RotationInfo);
12679       retval = parse_rotation (actor, node, info);
12680
12681       if (retval)
12682         {
12683           g_value_init (value, G_TYPE_POINTER);
12684           g_value_set_pointer (value, info);
12685         }
12686       else
12687         g_slice_free (RotationInfo, info);
12688     }
12689   else if (strcmp (name, "behaviours") == 0)
12690     {
12691       GSList *l;
12692
12693 #ifdef CLUTTER_ENABLE_DEBUG
12694       if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
12695         _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
12696                                      "and it should not be used in newly "
12697                                      "written ClutterScript definitions.");
12698 #endif
12699
12700       l = parse_behaviours (script, actor, node);
12701
12702       g_value_init (value, G_TYPE_POINTER);
12703       g_value_set_pointer (value, l);
12704
12705       retval = TRUE;
12706     }
12707   else if (strcmp (name, "actions") == 0 ||
12708            strcmp (name, "constraints") == 0 ||
12709            strcmp (name, "effects") == 0)
12710     {
12711       GSList *l;
12712
12713       l = parse_actor_metas (script, actor, node);
12714
12715       g_value_init (value, G_TYPE_POINTER);
12716       g_value_set_pointer (value, l);
12717
12718       retval = TRUE;
12719     }
12720
12721   return retval;
12722 }
12723
12724 static void
12725 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
12726                                    ClutterScript     *script,
12727                                    const gchar       *name,
12728                                    const GValue      *value)
12729 {
12730   ClutterActor *actor = CLUTTER_ACTOR (scriptable);
12731
12732 #ifdef CLUTTER_ENABLE_DEBUG
12733   if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
12734     {
12735       gchar *tmp = g_strdup_value_contents (value);
12736
12737       CLUTTER_NOTE (SCRIPT,
12738                     "in ClutterActor::set_custom_property('%s') = %s",
12739                     name,
12740                     tmp);
12741
12742       g_free (tmp);
12743     }
12744 #endif /* CLUTTER_ENABLE_DEBUG */
12745
12746   if (strcmp (name, "rotation") == 0)
12747     {
12748       RotationInfo *info;
12749
12750       if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12751         return;
12752
12753       info = g_value_get_pointer (value);
12754
12755       clutter_actor_set_rotation (actor,
12756                                   info->axis, info->angle,
12757                                   info->center_x,
12758                                   info->center_y,
12759                                   info->center_z);
12760
12761       g_slice_free (RotationInfo, info);
12762
12763       return;
12764     }
12765
12766   if (strcmp (name, "behaviours") == 0)
12767     {
12768       GSList *behaviours, *l;
12769
12770       if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12771         return;
12772
12773       behaviours = g_value_get_pointer (value);
12774       for (l = behaviours; l != NULL; l = l->next)
12775         {
12776           ClutterBehaviour *behaviour = l->data;
12777
12778           clutter_behaviour_apply (behaviour, actor);
12779         }
12780
12781       g_slist_free (behaviours);
12782
12783       return;
12784     }
12785
12786   if (strcmp (name, "actions") == 0 ||
12787       strcmp (name, "constraints") == 0 ||
12788       strcmp (name, "effects") == 0)
12789     {
12790       GSList *metas, *l;
12791
12792       if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12793         return;
12794
12795       metas = g_value_get_pointer (value);
12796       for (l = metas; l != NULL; l = l->next)
12797         {
12798           if (name[0] == 'a')
12799             clutter_actor_add_action (actor, l->data);
12800
12801           if (name[0] == 'c')
12802             clutter_actor_add_constraint (actor, l->data);
12803
12804           if (name[0] == 'e')
12805             clutter_actor_add_effect (actor, l->data);
12806         }
12807
12808       g_slist_free (metas);
12809
12810       return;
12811     }
12812
12813   g_object_set_property (G_OBJECT (scriptable), name, value);
12814 }
12815
12816 static void
12817 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
12818 {
12819   iface->parse_custom_node = clutter_actor_parse_custom_node;
12820   iface->set_custom_property = clutter_actor_set_custom_property;
12821 }
12822
12823 static ClutterActorMeta *
12824 get_meta_from_animation_property (ClutterActor  *actor,
12825                                   const gchar   *name,
12826                                   gchar        **name_p)
12827 {
12828   ClutterActorPrivate *priv = actor->priv;
12829   ClutterActorMeta *meta = NULL;
12830   gchar **tokens;
12831
12832   /* if this is not a special property, fall through */
12833   if (name[0] != '@')
12834     return NULL;
12835
12836   /* detect the properties named using the following spec:
12837    *
12838    *   @<section>.<meta-name>.<property-name>
12839    *
12840    * where <section> can be one of the following:
12841    *
12842    *   - actions
12843    *   - constraints
12844    *   - effects
12845    *
12846    * and <meta-name> is the name set on a specific ActorMeta
12847    */
12848
12849   tokens = g_strsplit (name + 1, ".", -1);
12850   if (tokens == NULL || g_strv_length (tokens) != 3)
12851     {
12852       CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
12853                     name + 1);
12854       g_strfreev (tokens);
12855       return NULL;
12856     }
12857
12858   if (strcmp (tokens[0], "actions") == 0)
12859     meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
12860
12861   if (strcmp (tokens[0], "constraints") == 0)
12862     meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
12863
12864   if (strcmp (tokens[0], "effects") == 0)
12865     meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
12866
12867   if (name_p != NULL)
12868     *name_p = g_strdup (tokens[2]);
12869
12870   CLUTTER_NOTE (ANIMATION,
12871                 "Looking for property '%s' of object '%s' in section '%s'",
12872                 tokens[2],
12873                 tokens[1],
12874                 tokens[0]);
12875
12876   g_strfreev (tokens);
12877
12878   return meta;
12879 }
12880
12881 static GParamSpec *
12882 clutter_actor_find_property (ClutterAnimatable *animatable,
12883                              const gchar       *property_name)
12884 {
12885   ClutterActorMeta *meta = NULL;
12886   GObjectClass *klass = NULL;
12887   GParamSpec *pspec = NULL;
12888   gchar *p_name = NULL;
12889
12890   meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12891                                            property_name,
12892                                            &p_name);
12893
12894   if (meta != NULL)
12895     {
12896       klass = G_OBJECT_GET_CLASS (meta);
12897
12898       pspec = g_object_class_find_property (klass, p_name);
12899     }
12900   else
12901     {
12902       klass = G_OBJECT_GET_CLASS (animatable);
12903
12904       pspec = g_object_class_find_property (klass, property_name);
12905     }
12906
12907   g_free (p_name);
12908
12909   return pspec;
12910 }
12911
12912 static void
12913 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
12914                                  const gchar       *property_name,
12915                                  GValue            *initial)
12916 {
12917   ClutterActorMeta *meta = NULL;
12918   gchar *p_name = NULL;
12919
12920   meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12921                                            property_name,
12922                                            &p_name);
12923
12924   if (meta != NULL)
12925     g_object_get_property (G_OBJECT (meta), p_name, initial);
12926   else
12927     g_object_get_property (G_OBJECT (animatable), property_name, initial);
12928
12929   g_free (p_name);
12930 }
12931
12932 /*
12933  * clutter_actor_set_animatable_property:
12934  * @actor: a #ClutterActor
12935  * @prop_id: the paramspec id
12936  * @value: the value to set
12937  * @pspec: the paramspec
12938  *
12939  * Sets values of animatable properties.
12940  *
12941  * This is a variant of clutter_actor_set_property() that gets called
12942  * by the #ClutterAnimatable implementation of #ClutterActor for the
12943  * properties with the %CLUTTER_PARAM_ANIMATABLE flag set on their
12944  * #GParamSpec.
12945  *
12946  * Unlike the implementation of #GObjectClass.set_property(), this
12947  * function will not update the interval if a transition involving an
12948  * animatable property is in progress - this avoids cycles with the
12949  * transition API calling the public API.
12950  */
12951 static void
12952 clutter_actor_set_animatable_property (ClutterActor *actor,
12953                                        guint         prop_id,
12954                                        const GValue *value,
12955                                        GParamSpec   *pspec)
12956 {
12957   GObject *obj = G_OBJECT (actor);
12958
12959   g_object_freeze_notify (obj);
12960
12961   switch (prop_id)
12962     {
12963     case PROP_X:
12964       clutter_actor_set_x_internal (actor, g_value_get_float (value));
12965       break;
12966
12967     case PROP_Y:
12968       clutter_actor_set_y_internal (actor, g_value_get_float (value));
12969       break;
12970
12971     case PROP_WIDTH:
12972       clutter_actor_set_width_internal (actor, g_value_get_float (value));
12973       break;
12974
12975     case PROP_HEIGHT:
12976       clutter_actor_set_height_internal (actor, g_value_get_float (value));
12977       break;
12978
12979     case PROP_DEPTH:
12980       clutter_actor_set_depth_internal (actor, g_value_get_float (value));
12981       break;
12982
12983     case PROP_OPACITY:
12984       clutter_actor_set_opacity_internal (actor, g_value_get_uint (value));
12985       break;
12986
12987     case PROP_BACKGROUND_COLOR:
12988       clutter_actor_set_background_color_internal (actor, clutter_value_get_color (value));
12989       break;
12990
12991     case PROP_SCALE_X:
12992       clutter_actor_set_scale_factor_internal (actor,
12993                                                g_value_get_double (value),
12994                                                pspec);
12995       break;
12996
12997     case PROP_SCALE_Y:
12998       clutter_actor_set_scale_factor_internal (actor,
12999                                                g_value_get_double (value),
13000                                                pspec);
13001       break;
13002
13003     case PROP_ROTATION_ANGLE_X:
13004       clutter_actor_set_rotation_angle_internal (actor,
13005                                                  CLUTTER_X_AXIS,
13006                                                  g_value_get_double (value));
13007       break;
13008
13009     case PROP_ROTATION_ANGLE_Y:
13010       clutter_actor_set_rotation_angle_internal (actor,
13011                                                  CLUTTER_Y_AXIS,
13012                                                  g_value_get_double (value));
13013       break;
13014
13015     case PROP_ROTATION_ANGLE_Z:
13016       clutter_actor_set_rotation_angle_internal (actor,
13017                                                  CLUTTER_Z_AXIS,
13018                                                  g_value_get_double (value));
13019       break;
13020
13021     case PROP_CONTENT_BOX:
13022       clutter_actor_store_content_box (actor, g_value_get_boxed (value));
13023       break;
13024
13025     default:
13026       g_object_set_property (obj, pspec->name, value);
13027       break;
13028     }
13029
13030   g_object_thaw_notify (obj);
13031 }
13032
13033 static void
13034 clutter_actor_set_final_state (ClutterAnimatable *animatable,
13035                                const gchar       *property_name,
13036                                const GValue      *final)
13037 {
13038   ClutterActor *actor = CLUTTER_ACTOR (animatable);
13039   ClutterActorMeta *meta = NULL;
13040   gchar *p_name = NULL;
13041
13042   meta = get_meta_from_animation_property (actor,
13043                                            property_name,
13044                                            &p_name);
13045   if (meta != NULL)
13046     g_object_set_property (G_OBJECT (meta), p_name, final);
13047   else
13048     {
13049       GObjectClass *obj_class = G_OBJECT_GET_CLASS (animatable);
13050       GParamSpec *pspec;
13051
13052       pspec = g_object_class_find_property (obj_class, property_name);
13053
13054       if ((pspec->flags & CLUTTER_PARAM_ANIMATABLE) != 0)
13055         {
13056           /* XXX - I'm going to the special hell for this */
13057           clutter_actor_set_animatable_property (actor, pspec->param_id, final, pspec);
13058         }
13059       else
13060         g_object_set_property (G_OBJECT (animatable), pspec->name, final);
13061     }
13062
13063   g_free (p_name);
13064 }
13065
13066 static void
13067 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
13068 {
13069   iface->find_property = clutter_actor_find_property;
13070   iface->get_initial_state = clutter_actor_get_initial_state;
13071   iface->set_final_state = clutter_actor_set_final_state;
13072 }
13073
13074 /**
13075  * clutter_actor_transform_stage_point:
13076  * @self: A #ClutterActor
13077  * @x: (in): x screen coordinate of the point to unproject
13078  * @y: (in): y screen coordinate of the point to unproject
13079  * @x_out: (out): return location for the unprojected x coordinance
13080  * @y_out: (out): return location for the unprojected y coordinance
13081  *
13082  * This function translates screen coordinates (@x, @y) to
13083  * coordinates relative to the actor. For example, it can be used to translate
13084  * screen events from global screen coordinates into actor-local coordinates.
13085  *
13086  * The conversion can fail, notably if the transform stack results in the
13087  * actor being projected on the screen as a mere line.
13088  *
13089  * The conversion should not be expected to be pixel-perfect due to the
13090  * nature of the operation. In general the error grows when the skewing
13091  * of the actor rectangle on screen increases.
13092  *
13093  * <note><para>This function can be computationally intensive.</para></note>
13094  *
13095  * <note><para>This function only works when the allocation is up-to-date,
13096  * i.e. inside of paint().</para></note>
13097  *
13098  * Return value: %TRUE if conversion was successful.
13099  *
13100  * Since: 0.6
13101  */
13102 gboolean
13103 clutter_actor_transform_stage_point (ClutterActor *self,
13104                                      gfloat        x,
13105                                      gfloat        y,
13106                                      gfloat       *x_out,
13107                                      gfloat       *y_out)
13108 {
13109   ClutterVertex v[4];
13110   float ST[3][3];
13111   float RQ[3][3];
13112   int du, dv, xi, yi;
13113   float px, py;
13114   float xf, yf, wf, det;
13115   ClutterActorPrivate *priv;
13116
13117   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13118
13119   priv = self->priv;
13120
13121   /* This implementation is based on the quad -> quad projection algorithm
13122    * described by Paul Heckbert in:
13123    *
13124    *   http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
13125    *
13126    * and the sample implementation at:
13127    *
13128    *   http://www.cs.cmu.edu/~ph/src/texfund/
13129    *
13130    * Our texture is a rectangle with origin [0, 0], so we are mapping from
13131    * quad to rectangle only, which significantly simplifies things; the
13132    * function calls have been unrolled, and most of the math is done in fixed
13133    * point.
13134    */
13135
13136   clutter_actor_get_abs_allocation_vertices (self, v);
13137
13138   /* Keeping these as ints simplifies the multiplication (no significant
13139    * loss of precision here).
13140    */
13141   du = (int) (priv->allocation.x2 - priv->allocation.x1);
13142   dv = (int) (priv->allocation.y2 - priv->allocation.y1);
13143
13144   if (!du || !dv)
13145     return FALSE;
13146
13147 #define UX2FP(x)        (x)
13148 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
13149
13150   /* First, find mapping from unit uv square to xy quadrilateral; this
13151    * equivalent to the pmap_square_quad() functions in the sample
13152    * implementation, which we can simplify, since our target is always
13153    * a rectangle.
13154    */
13155   px = v[0].x - v[1].x + v[3].x - v[2].x;
13156   py = v[0].y - v[1].y + v[3].y - v[2].y;
13157
13158   if (!px && !py)
13159     {
13160       /* affine transform */
13161       RQ[0][0] = UX2FP (v[1].x - v[0].x);
13162       RQ[1][0] = UX2FP (v[3].x - v[1].x);
13163       RQ[2][0] = UX2FP (v[0].x);
13164       RQ[0][1] = UX2FP (v[1].y - v[0].y);
13165       RQ[1][1] = UX2FP (v[3].y - v[1].y);
13166       RQ[2][1] = UX2FP (v[0].y);
13167       RQ[0][2] = 0;
13168       RQ[1][2] = 0;
13169       RQ[2][2] = 1.0;
13170     }
13171   else
13172     {
13173       /* projective transform */
13174       double dx1, dx2, dy1, dy2, del;
13175
13176       dx1 = UX2FP (v[1].x - v[3].x);
13177       dx2 = UX2FP (v[2].x - v[3].x);
13178       dy1 = UX2FP (v[1].y - v[3].y);
13179       dy2 = UX2FP (v[2].y - v[3].y);
13180
13181       del = DET2FP (dx1, dx2, dy1, dy2);
13182       if (!del)
13183         return FALSE;
13184
13185       /*
13186        * The division here needs to be done in floating point for
13187        * precisions reasons.
13188        */
13189       RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
13190       RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
13191       RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
13192       RQ[2][2] = 1.0;
13193       RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
13194       RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
13195       RQ[2][0] = UX2FP (v[0].x);
13196       RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
13197       RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
13198       RQ[2][1] = UX2FP (v[0].y);
13199     }
13200
13201   /*
13202    * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
13203    * square. Since our rectangle is based at 0,0 we only need to scale.
13204    */
13205   RQ[0][0] /= du;
13206   RQ[1][0] /= dv;
13207   RQ[0][1] /= du;
13208   RQ[1][1] /= dv;
13209   RQ[0][2] /= du;
13210   RQ[1][2] /= dv;
13211
13212   /*
13213    * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
13214    * inverse of that.
13215    */
13216   ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
13217   ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
13218   ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
13219   ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
13220   ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
13221   ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
13222   ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
13223   ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
13224   ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
13225
13226   /*
13227    * Check the resulting matrix is OK.
13228    */
13229   det = (RQ[0][0] * ST[0][0])
13230       + (RQ[0][1] * ST[0][1])
13231       + (RQ[0][2] * ST[0][2]);
13232   if (!det)
13233     return FALSE;
13234
13235   /*
13236    * Now transform our point with the ST matrix; the notional w
13237    * coordinate is 1, hence the last part is simply added.
13238    */
13239   xi = (int) x;
13240   yi = (int) y;
13241
13242   xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
13243   yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
13244   wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
13245
13246   if (x_out)
13247     *x_out = xf / wf;
13248
13249   if (y_out)
13250     *y_out = yf / wf;
13251
13252 #undef UX2FP
13253 #undef DET2FP
13254
13255   return TRUE;
13256 }
13257
13258 /*
13259  * ClutterGeometry
13260  */
13261
13262 static ClutterGeometry*
13263 clutter_geometry_copy (const ClutterGeometry *geometry)
13264 {
13265   return g_slice_dup (ClutterGeometry, geometry);
13266 }
13267
13268 static void
13269 clutter_geometry_free (ClutterGeometry *geometry)
13270 {
13271   if (G_LIKELY (geometry != NULL))
13272     g_slice_free (ClutterGeometry, geometry);
13273 }
13274
13275 /**
13276  * clutter_geometry_union:
13277  * @geometry_a: a #ClutterGeometry
13278  * @geometry_b: another #ClutterGeometry
13279  * @result: (out): location to store the result
13280  *
13281  * Find the union of two rectangles represented as #ClutterGeometry.
13282  *
13283  * Since: 1.4
13284  */
13285 void
13286 clutter_geometry_union (const ClutterGeometry *geometry_a,
13287                         const ClutterGeometry *geometry_b,
13288                         ClutterGeometry       *result)
13289 {
13290   /* We don't try to handle rectangles that can't be represented
13291    * as a signed integer box */
13292   gint x_1 = MIN (geometry_a->x, geometry_b->x);
13293   gint y_1 = MIN (geometry_a->y, geometry_b->y);
13294   gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
13295                   geometry_b->x + (gint)geometry_b->width);
13296   gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
13297                   geometry_b->y + (gint)geometry_b->height);
13298   result->x = x_1;
13299   result->y = y_1;
13300   result->width = x_2 - x_1;
13301   result->height = y_2 - y_1;
13302 }
13303
13304 /**
13305  * clutter_geometry_intersects:
13306  * @geometry0: The first geometry to test
13307  * @geometry1: The second geometry to test
13308  *
13309  * Determines if @geometry0 and geometry1 intersect returning %TRUE if
13310  * they do else %FALSE.
13311  *
13312  * Return value: %TRUE of @geometry0 and geometry1 intersect else
13313  * %FALSE.
13314  *
13315  * Since: 1.4
13316  */
13317 gboolean
13318 clutter_geometry_intersects (const ClutterGeometry *geometry0,
13319                              const ClutterGeometry *geometry1)
13320 {
13321   if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
13322       geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
13323       (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
13324       (geometry1->y + (gint)geometry1->height) <= geometry0->y)
13325     return FALSE;
13326   else
13327     return TRUE;
13328 }
13329
13330 static gboolean
13331 clutter_geometry_progress (const GValue *a,
13332                            const GValue *b,
13333                            gdouble       progress,
13334                            GValue       *retval)
13335 {
13336   const ClutterGeometry *a_geom = g_value_get_boxed (a);
13337   const ClutterGeometry *b_geom = g_value_get_boxed (b);
13338   ClutterGeometry res = { 0, };
13339   gint a_width = a_geom->width;
13340   gint b_width = b_geom->width;
13341   gint a_height = a_geom->height;
13342   gint b_height = b_geom->height;
13343
13344   res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
13345   res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
13346
13347   res.width = a_width + (b_width - a_width) * progress;
13348   res.height = a_height + (b_height - a_height) * progress;
13349
13350   g_value_set_boxed (retval, &res);
13351
13352   return TRUE;
13353 }
13354
13355 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
13356                                clutter_geometry_copy,
13357                                clutter_geometry_free,
13358                                CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
13359
13360 /*
13361  * ClutterVertices
13362  */
13363
13364 /**
13365  * clutter_vertex_new:
13366  * @x: X coordinate
13367  * @y: Y coordinate
13368  * @z: Z coordinate
13369  *
13370  * Creates a new #ClutterVertex for the point in 3D space
13371  * identified by the 3 coordinates @x, @y, @z
13372  *
13373  * Return value: the newly allocate #ClutterVertex. Use
13374  *   clutter_vertex_free() to free the resources
13375  *
13376  * Since: 1.0
13377  */
13378 ClutterVertex *
13379 clutter_vertex_new (gfloat x,
13380                     gfloat y,
13381                     gfloat z)
13382 {
13383   ClutterVertex *vertex;
13384
13385   vertex = g_slice_new (ClutterVertex);
13386   clutter_vertex_init (vertex, x, y, z);
13387
13388   return vertex;
13389 }
13390
13391 /**
13392  * clutter_vertex_init:
13393  * @vertex: a #ClutterVertex
13394  * @x: X coordinate
13395  * @y: Y coordinate
13396  * @z: Z coordinate
13397  *
13398  * Initializes @vertex with the given coordinates.
13399  *
13400  * Since: 1.10
13401  */
13402 void
13403 clutter_vertex_init (ClutterVertex *vertex,
13404                      gfloat         x,
13405                      gfloat         y,
13406                      gfloat         z)
13407 {
13408   g_return_if_fail (vertex != NULL);
13409
13410   vertex->x = x;
13411   vertex->y = y;
13412   vertex->z = z;
13413 }
13414
13415 /**
13416  * clutter_vertex_copy:
13417  * @vertex: a #ClutterVertex
13418  *
13419  * Copies @vertex
13420  *
13421  * Return value: a newly allocated copy of #ClutterVertex. Use
13422  *   clutter_vertex_free() to free the allocated resources
13423  *
13424  * Since: 1.0
13425  */
13426 ClutterVertex *
13427 clutter_vertex_copy (const ClutterVertex *vertex)
13428 {
13429   if (G_LIKELY (vertex != NULL))
13430     return g_slice_dup (ClutterVertex, vertex);
13431
13432   return NULL;
13433 }
13434
13435 /**
13436  * clutter_vertex_free:
13437  * @vertex: a #ClutterVertex
13438  *
13439  * Frees a #ClutterVertex allocated using clutter_vertex_copy()
13440  *
13441  * Since: 1.0
13442  */
13443 void
13444 clutter_vertex_free (ClutterVertex *vertex)
13445 {
13446   if (G_UNLIKELY (vertex != NULL))
13447     g_slice_free (ClutterVertex, vertex);
13448 }
13449
13450 /**
13451  * clutter_vertex_equal:
13452  * @vertex_a: a #ClutterVertex
13453  * @vertex_b: a #ClutterVertex
13454  *
13455  * Compares @vertex_a and @vertex_b for equality
13456  *
13457  * Return value: %TRUE if the passed #ClutterVertex are equal
13458  *
13459  * Since: 1.0
13460  */
13461 gboolean
13462 clutter_vertex_equal (const ClutterVertex *vertex_a,
13463                       const ClutterVertex *vertex_b)
13464 {
13465   g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
13466
13467   if (vertex_a == vertex_b)
13468     return TRUE;
13469
13470   return vertex_a->x == vertex_b->x &&
13471          vertex_a->y == vertex_b->y &&
13472          vertex_a->z == vertex_b->z;
13473 }
13474
13475 static gboolean
13476 clutter_vertex_progress (const GValue *a,
13477                          const GValue *b,
13478                          gdouble       progress,
13479                          GValue       *retval)
13480 {
13481   const ClutterVertex *av = g_value_get_boxed (a);
13482   const ClutterVertex *bv = g_value_get_boxed (b);
13483   ClutterVertex res = { 0, };
13484
13485   res.x = av->x + (bv->x - av->x) * progress;
13486   res.y = av->y + (bv->y - av->y) * progress;
13487   res.z = av->z + (bv->z - av->z) * progress;
13488
13489   g_value_set_boxed (retval, &res);
13490
13491   return TRUE;
13492 }
13493
13494 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
13495                                clutter_vertex_copy,
13496                                clutter_vertex_free,
13497                                CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
13498
13499 /**
13500  * clutter_actor_is_rotated:
13501  * @self: a #ClutterActor
13502  *
13503  * Checks whether any rotation is applied to the actor.
13504  *
13505  * Return value: %TRUE if the actor is rotated.
13506  *
13507  * Since: 0.6
13508  */
13509 gboolean
13510 clutter_actor_is_rotated (ClutterActor *self)
13511 {
13512   const ClutterTransformInfo *info;
13513
13514   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13515
13516   info = _clutter_actor_get_transform_info_or_defaults (self);
13517
13518   if (info->rx_angle || info->ry_angle || info->rz_angle)
13519     return TRUE;
13520
13521   return FALSE;
13522 }
13523
13524 /**
13525  * clutter_actor_is_scaled:
13526  * @self: a #ClutterActor
13527  *
13528  * Checks whether the actor is scaled in either dimension.
13529  *
13530  * Return value: %TRUE if the actor is scaled.
13531  *
13532  * Since: 0.6
13533  */
13534 gboolean
13535 clutter_actor_is_scaled (ClutterActor *self)
13536 {
13537   const ClutterTransformInfo *info;
13538
13539   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13540
13541   info = _clutter_actor_get_transform_info_or_defaults (self);
13542
13543   if (info->scale_x != 1.0 || info->scale_y != 1.0)
13544     return TRUE;
13545
13546   return FALSE;
13547 }
13548
13549 ClutterActor *
13550 _clutter_actor_get_stage_internal (ClutterActor *actor)
13551 {
13552   while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
13553     actor = actor->priv->parent;
13554
13555   return actor;
13556 }
13557
13558 /**
13559  * clutter_actor_get_stage:
13560  * @actor: a #ClutterActor
13561  *
13562  * Retrieves the #ClutterStage where @actor is contained.
13563  *
13564  * Return value: (transfer none) (type Clutter.Stage): the stage
13565  *   containing the actor, or %NULL
13566  *
13567  * Since: 0.8
13568  */
13569 ClutterActor *
13570 clutter_actor_get_stage (ClutterActor *actor)
13571 {
13572   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
13573
13574   return _clutter_actor_get_stage_internal (actor);
13575 }
13576
13577 /**
13578  * clutter_actor_allocate_available_size:
13579  * @self: a #ClutterActor
13580  * @x: the actor's X coordinate
13581  * @y: the actor's Y coordinate
13582  * @available_width: the maximum available width, or -1 to use the
13583  *   actor's natural width
13584  * @available_height: the maximum available height, or -1 to use the
13585  *   actor's natural height
13586  * @flags: flags controlling the allocation
13587  *
13588  * Allocates @self taking into account the #ClutterActor<!-- -->'s
13589  * preferred size, but limiting it to the maximum available width
13590  * and height provided.
13591  *
13592  * This function will do the right thing when dealing with the
13593  * actor's request mode.
13594  *
13595  * The implementation of this function is equivalent to:
13596  *
13597  * |[
13598  *   if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
13599  *     {
13600  *       clutter_actor_get_preferred_width (self, available_height,
13601  *                                          &amp;min_width,
13602  *                                          &amp;natural_width);
13603  *       width = CLAMP (natural_width, min_width, available_width);
13604  *
13605  *       clutter_actor_get_preferred_height (self, width,
13606  *                                           &amp;min_height,
13607  *                                           &amp;natural_height);
13608  *       height = CLAMP (natural_height, min_height, available_height);
13609  *     }
13610  *   else
13611  *     {
13612  *       clutter_actor_get_preferred_height (self, available_width,
13613  *                                           &amp;min_height,
13614  *                                           &amp;natural_height);
13615  *       height = CLAMP (natural_height, min_height, available_height);
13616  *
13617  *       clutter_actor_get_preferred_width (self, height,
13618  *                                          &amp;min_width,
13619  *                                          &amp;natural_width);
13620  *       width = CLAMP (natural_width, min_width, available_width);
13621  *     }
13622  *
13623  *   box.x1 = x; box.y1 = y;
13624  *   box.x2 = box.x1 + available_width;
13625  *   box.y2 = box.y1 + available_height;
13626  *   clutter_actor_allocate (self, &amp;box, flags);
13627  * ]|
13628  *
13629  * This function can be used by fluid layout managers to allocate
13630  * an actor's preferred size without making it bigger than the area
13631  * available for the container.
13632  *
13633  * Since: 1.0
13634  */
13635 void
13636 clutter_actor_allocate_available_size (ClutterActor           *self,
13637                                        gfloat                  x,
13638                                        gfloat                  y,
13639                                        gfloat                  available_width,
13640                                        gfloat                  available_height,
13641                                        ClutterAllocationFlags  flags)
13642 {
13643   ClutterActorPrivate *priv;
13644   gfloat width, height;
13645   gfloat min_width, min_height;
13646   gfloat natural_width, natural_height;
13647   ClutterActorBox box;
13648
13649   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13650
13651   priv = self->priv;
13652
13653   width = height = 0.0;
13654
13655   switch (priv->request_mode)
13656     {
13657     case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
13658       clutter_actor_get_preferred_width (self, available_height,
13659                                          &min_width,
13660                                          &natural_width);
13661       width  = CLAMP (natural_width, min_width, available_width);
13662
13663       clutter_actor_get_preferred_height (self, width,
13664                                           &min_height,
13665                                           &natural_height);
13666       height = CLAMP (natural_height, min_height, available_height);
13667       break;
13668
13669     case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
13670       clutter_actor_get_preferred_height (self, available_width,
13671                                           &min_height,
13672                                           &natural_height);
13673       height = CLAMP (natural_height, min_height, available_height);
13674
13675       clutter_actor_get_preferred_width (self, height,
13676                                          &min_width,
13677                                          &natural_width);
13678       width  = CLAMP (natural_width, min_width, available_width);
13679       break;
13680     }
13681
13682
13683   box.x1 = x;
13684   box.y1 = y;
13685   box.x2 = box.x1 + width;
13686   box.y2 = box.y1 + height;
13687   clutter_actor_allocate (self, &box, flags);
13688 }
13689
13690 /**
13691  * clutter_actor_allocate_preferred_size:
13692  * @self: a #ClutterActor
13693  * @flags: flags controlling the allocation
13694  *
13695  * Allocates the natural size of @self.
13696  *
13697  * This function is a utility call for #ClutterActor implementations
13698  * that allocates the actor's preferred natural size. It can be used
13699  * by fixed layout managers (like #ClutterGroup or so called
13700  * 'composite actors') inside the ClutterActor::allocate
13701  * implementation to give each child exactly how much space it
13702  * requires.
13703  *
13704  * This function is not meant to be used by applications. It is also
13705  * not meant to be used outside the implementation of the
13706  * ClutterActor::allocate virtual function.
13707  *
13708  * Since: 0.8
13709  */
13710 void
13711 clutter_actor_allocate_preferred_size (ClutterActor           *self,
13712                                        ClutterAllocationFlags  flags)
13713 {
13714   gfloat actor_x, actor_y;
13715   gfloat natural_width, natural_height;
13716   ClutterActorBox actor_box;
13717
13718   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13719
13720   actor_x = clutter_actor_get_x (self);
13721   actor_y = clutter_actor_get_y (self);
13722
13723   clutter_actor_get_preferred_size (self,
13724                                     NULL, NULL,
13725                                     &natural_width,
13726                                     &natural_height);
13727
13728   actor_box.x1 = actor_x;
13729   actor_box.y1 = actor_y;
13730   actor_box.x2 = actor_box.x1 + natural_width;
13731   actor_box.y2 = actor_box.y1 + natural_height;
13732
13733   clutter_actor_allocate (self, &actor_box, flags);
13734 }
13735
13736 /**
13737  * clutter_actor_allocate_align_fill:
13738  * @self: a #ClutterActor
13739  * @box: a #ClutterActorBox, containing the available width and height
13740  * @x_align: the horizontal alignment, between 0 and 1
13741  * @y_align: the vertical alignment, between 0 and 1
13742  * @x_fill: whether the actor should fill horizontally
13743  * @y_fill: whether the actor should fill vertically
13744  * @flags: allocation flags to be passed to clutter_actor_allocate()
13745  *
13746  * Allocates @self by taking into consideration the available allocation
13747  * area; an alignment factor on either axis; and whether the actor should
13748  * fill the allocation on either axis.
13749  *
13750  * The @box should contain the available allocation width and height;
13751  * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
13752  * allocation will be offset by their value.
13753  *
13754  * This function takes into consideration the geometry request specified by
13755  * the #ClutterActor:request-mode property, and the text direction.
13756  *
13757  * This function is useful for fluid layout managers, like #ClutterBinLayout
13758  * or #ClutterTableLayout
13759  *
13760  * Since: 1.4
13761  */
13762 void
13763 clutter_actor_allocate_align_fill (ClutterActor           *self,
13764                                    const ClutterActorBox  *box,
13765                                    gdouble                 x_align,
13766                                    gdouble                 y_align,
13767                                    gboolean                x_fill,
13768                                    gboolean                y_fill,
13769                                    ClutterAllocationFlags  flags)
13770 {
13771   ClutterActorPrivate *priv;
13772   ClutterActorBox allocation = { 0, };
13773   gfloat x_offset, y_offset;
13774   gfloat available_width, available_height;
13775   gfloat child_width, child_height;
13776
13777   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13778   g_return_if_fail (box != NULL);
13779   g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
13780   g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
13781
13782   priv = self->priv;
13783
13784   clutter_actor_box_get_origin (box, &x_offset, &y_offset);
13785   clutter_actor_box_get_size (box, &available_width, &available_height);
13786
13787   if (available_width < 0)
13788     available_width = 0;
13789
13790   if (available_height < 0)
13791     available_height = 0;
13792
13793   if (x_fill)
13794     {
13795       allocation.x1 = x_offset;
13796       allocation.x2 = allocation.x1 + available_width;
13797     }
13798
13799   if (y_fill)
13800     {
13801       allocation.y1 = y_offset;
13802       allocation.y2 = allocation.y1 + available_height;
13803     }
13804
13805   /* if we are filling horizontally and vertically then we're done */
13806   if (x_fill && y_fill)
13807     goto out;
13808
13809   child_width = child_height = 0.0f;
13810
13811   if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
13812     {
13813       gfloat min_width, natural_width;
13814       gfloat min_height, natural_height;
13815
13816       clutter_actor_get_preferred_width (self, available_height,
13817                                          &min_width,
13818                                          &natural_width);
13819
13820       child_width = CLAMP (natural_width, min_width, available_width);
13821
13822       if (!y_fill)
13823         {
13824           clutter_actor_get_preferred_height (self, child_width,
13825                                               &min_height,
13826                                               &natural_height);
13827
13828           child_height = CLAMP (natural_height, min_height, available_height);
13829         }
13830     }
13831   else
13832     {
13833       gfloat min_width, natural_width;
13834       gfloat min_height, natural_height;
13835
13836       clutter_actor_get_preferred_height (self, available_width,
13837                                           &min_height,
13838                                           &natural_height);
13839
13840       child_height = CLAMP (natural_height, min_height, available_height);
13841
13842       if (!x_fill)
13843         {
13844           clutter_actor_get_preferred_width (self, child_height,
13845                                              &min_width,
13846                                              &natural_width);
13847
13848           child_width = CLAMP (natural_width, min_width, available_width);
13849         }
13850     }
13851
13852   /* invert the horizontal alignment for RTL languages */
13853   if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
13854     x_align = 1.0 - x_align;
13855
13856   if (!x_fill)
13857     {
13858       allocation.x1 = x_offset
13859                     + ((available_width - child_width) * x_align);
13860       allocation.x2 = allocation.x1 + child_width;
13861     }
13862
13863   if (!y_fill)
13864     {
13865       allocation.y1 = y_offset
13866                     + ((available_height - child_height) * y_align);
13867       allocation.y2 = allocation.y1 + child_height;
13868     }
13869
13870 out:
13871   clutter_actor_box_clamp_to_pixel (&allocation);
13872   clutter_actor_allocate (self, &allocation, flags);
13873 }
13874
13875 /**
13876  * clutter_actor_grab_key_focus:
13877  * @self: a #ClutterActor
13878  *
13879  * Sets the key focus of the #ClutterStage including @self
13880  * to this #ClutterActor.
13881  *
13882  * Since: 1.0
13883  */
13884 void
13885 clutter_actor_grab_key_focus (ClutterActor *self)
13886 {
13887   ClutterActor *stage;
13888
13889   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13890
13891   stage = _clutter_actor_get_stage_internal (self);
13892   if (stage != NULL)
13893     clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
13894 }
13895
13896 /**
13897  * clutter_actor_get_pango_context:
13898  * @self: a #ClutterActor
13899  *
13900  * Retrieves the #PangoContext for @self. The actor's #PangoContext
13901  * is already configured using the appropriate font map, resolution
13902  * and font options.
13903  *
13904  * Unlike clutter_actor_create_pango_context(), this context is owend
13905  * by the #ClutterActor and it will be updated each time the options
13906  * stored by the #ClutterBackend change.
13907  *
13908  * You can use the returned #PangoContext to create a #PangoLayout
13909  * and render text using cogl_pango_render_layout() to reuse the
13910  * glyphs cache also used by Clutter.
13911  *
13912  * Return value: (transfer none): the #PangoContext for a #ClutterActor.
13913  *   The returned #PangoContext is owned by the actor and should not be
13914  *   unreferenced by the application code
13915  *
13916  * Since: 1.0
13917  */
13918 PangoContext *
13919 clutter_actor_get_pango_context (ClutterActor *self)
13920 {
13921   ClutterActorPrivate *priv;
13922
13923   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13924
13925   priv = self->priv;
13926
13927   if (priv->pango_context != NULL)
13928     return priv->pango_context;
13929
13930   priv->pango_context = _clutter_context_get_pango_context ();
13931   g_object_ref (priv->pango_context);
13932
13933   return priv->pango_context;
13934 }
13935
13936 /**
13937  * clutter_actor_create_pango_context:
13938  * @self: a #ClutterActor
13939  *
13940  * Creates a #PangoContext for the given actor. The #PangoContext
13941  * is already configured using the appropriate font map, resolution
13942  * and font options.
13943  *
13944  * See also clutter_actor_get_pango_context().
13945  *
13946  * Return value: (transfer full): the newly created #PangoContext.
13947  *   Use g_object_unref() on the returned value to deallocate its
13948  *   resources
13949  *
13950  * Since: 1.0
13951  */
13952 PangoContext *
13953 clutter_actor_create_pango_context (ClutterActor *self)
13954 {
13955   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13956
13957   return _clutter_context_create_pango_context ();
13958 }
13959
13960 /**
13961  * clutter_actor_create_pango_layout:
13962  * @self: a #ClutterActor
13963  * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
13964  *
13965  * Creates a new #PangoLayout from the same #PangoContext used
13966  * by the #ClutterActor. The #PangoLayout is already configured
13967  * with the font map, resolution and font options, and the
13968  * given @text.
13969  *
13970  * If you want to keep around a #PangoLayout created by this
13971  * function you will have to connect to the #ClutterBackend::font-changed
13972  * and #ClutterBackend::resolution-changed signals, and call
13973  * pango_layout_context_changed() in response to them.
13974  *
13975  * Return value: (transfer full): the newly created #PangoLayout.
13976  *   Use g_object_unref() when done
13977  *
13978  * Since: 1.0
13979  */
13980 PangoLayout *
13981 clutter_actor_create_pango_layout (ClutterActor *self,
13982                                    const gchar  *text)
13983 {
13984   PangoContext *context;
13985   PangoLayout *layout;
13986
13987   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13988
13989   context = clutter_actor_get_pango_context (self);
13990   layout = pango_layout_new (context);
13991
13992   if (text)
13993     pango_layout_set_text (layout, text, -1);
13994
13995   return layout;
13996 }
13997
13998 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
13999  * ClutterOffscreenEffect.
14000  */
14001 void
14002 _clutter_actor_set_opacity_override (ClutterActor *self,
14003                                      gint          opacity)
14004 {
14005   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14006
14007   self->priv->opacity_override = opacity;
14008 }
14009
14010 gint
14011 _clutter_actor_get_opacity_override (ClutterActor *self)
14012 {
14013   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
14014
14015   return self->priv->opacity_override;
14016 }
14017
14018 /* Allows you to disable applying the actors model view transform during
14019  * a paint. Used by ClutterClone. */
14020 void
14021 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
14022                                                 gboolean      enable)
14023 {
14024   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14025
14026   self->priv->enable_model_view_transform = enable;
14027 }
14028
14029 void
14030 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
14031                                           gboolean      enable)
14032 {
14033   ClutterActorPrivate *priv;
14034
14035   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14036
14037   priv = self->priv;
14038
14039   priv->enable_paint_unmapped = enable;
14040
14041   if (priv->enable_paint_unmapped)
14042     {
14043       /* Make sure that the parents of the widget are realized first;
14044        * otherwise checks in clutter_actor_update_map_state() will
14045        * fail.
14046        */
14047       clutter_actor_realize (self);
14048
14049       clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
14050     }
14051   else
14052     {
14053       clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
14054     }
14055 }
14056
14057 static void
14058 clutter_anchor_coord_get_units (ClutterActor      *self,
14059                                 const AnchorCoord *coord,
14060                                 gfloat            *x,
14061                                 gfloat            *y,
14062                                 gfloat            *z)
14063 {
14064   if (coord->is_fractional)
14065     {
14066       gfloat actor_width, actor_height;
14067
14068       clutter_actor_get_size (self, &actor_width, &actor_height);
14069
14070       if (x)
14071         *x = actor_width * coord->v.fraction.x;
14072
14073       if (y)
14074         *y = actor_height * coord->v.fraction.y;
14075
14076       if (z)
14077         *z = 0;
14078     }
14079   else
14080     {
14081       if (x)
14082         *x = coord->v.units.x;
14083
14084       if (y)
14085         *y = coord->v.units.y;
14086
14087       if (z)
14088         *z = coord->v.units.z;
14089     }
14090 }
14091
14092 static void
14093 clutter_anchor_coord_set_units (AnchorCoord *coord,
14094                                 gfloat       x,
14095                                 gfloat       y,
14096                                 gfloat       z)
14097 {
14098   coord->is_fractional = FALSE;
14099   coord->v.units.x = x;
14100   coord->v.units.y = y;
14101   coord->v.units.z = z;
14102 }
14103
14104 static ClutterGravity
14105 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
14106 {
14107   if (coord->is_fractional)
14108     {
14109       if (coord->v.fraction.x == 0.0)
14110         {
14111           if (coord->v.fraction.y == 0.0)
14112             return CLUTTER_GRAVITY_NORTH_WEST;
14113           else if (coord->v.fraction.y == 0.5)
14114             return CLUTTER_GRAVITY_WEST;
14115           else if (coord->v.fraction.y == 1.0)
14116             return CLUTTER_GRAVITY_SOUTH_WEST;
14117           else
14118             return CLUTTER_GRAVITY_NONE;
14119         }
14120       else if (coord->v.fraction.x == 0.5)
14121         {
14122           if (coord->v.fraction.y == 0.0)
14123             return CLUTTER_GRAVITY_NORTH;
14124           else if (coord->v.fraction.y == 0.5)
14125             return CLUTTER_GRAVITY_CENTER;
14126           else if (coord->v.fraction.y == 1.0)
14127             return CLUTTER_GRAVITY_SOUTH;
14128           else
14129             return CLUTTER_GRAVITY_NONE;
14130         }
14131       else if (coord->v.fraction.x == 1.0)
14132         {
14133           if (coord->v.fraction.y == 0.0)
14134             return CLUTTER_GRAVITY_NORTH_EAST;
14135           else if (coord->v.fraction.y == 0.5)
14136             return CLUTTER_GRAVITY_EAST;
14137           else if (coord->v.fraction.y == 1.0)
14138             return CLUTTER_GRAVITY_SOUTH_EAST;
14139           else
14140             return CLUTTER_GRAVITY_NONE;
14141         }
14142       else
14143         return CLUTTER_GRAVITY_NONE;
14144     }
14145   else
14146     return CLUTTER_GRAVITY_NONE;
14147 }
14148
14149 static void
14150 clutter_anchor_coord_set_gravity (AnchorCoord    *coord,
14151                                   ClutterGravity  gravity)
14152 {
14153   switch (gravity)
14154     {
14155     case CLUTTER_GRAVITY_NORTH:
14156       coord->v.fraction.x = 0.5;
14157       coord->v.fraction.y = 0.0;
14158       break;
14159
14160     case CLUTTER_GRAVITY_NORTH_EAST:
14161       coord->v.fraction.x = 1.0;
14162       coord->v.fraction.y = 0.0;
14163       break;
14164
14165     case CLUTTER_GRAVITY_EAST:
14166       coord->v.fraction.x = 1.0;
14167       coord->v.fraction.y = 0.5;
14168       break;
14169
14170     case CLUTTER_GRAVITY_SOUTH_EAST:
14171       coord->v.fraction.x = 1.0;
14172       coord->v.fraction.y = 1.0;
14173       break;
14174
14175     case CLUTTER_GRAVITY_SOUTH:
14176       coord->v.fraction.x = 0.5;
14177       coord->v.fraction.y = 1.0;
14178       break;
14179
14180     case CLUTTER_GRAVITY_SOUTH_WEST:
14181       coord->v.fraction.x = 0.0;
14182       coord->v.fraction.y = 1.0;
14183       break;
14184
14185     case CLUTTER_GRAVITY_WEST:
14186       coord->v.fraction.x = 0.0;
14187       coord->v.fraction.y = 0.5;
14188       break;
14189
14190     case CLUTTER_GRAVITY_NORTH_WEST:
14191       coord->v.fraction.x = 0.0;
14192       coord->v.fraction.y = 0.0;
14193       break;
14194
14195     case CLUTTER_GRAVITY_CENTER:
14196       coord->v.fraction.x = 0.5;
14197       coord->v.fraction.y = 0.5;
14198       break;
14199
14200     default:
14201       coord->v.fraction.x = 0.0;
14202       coord->v.fraction.y = 0.0;
14203       break;
14204     }
14205
14206   coord->is_fractional = TRUE;
14207 }
14208
14209 static gboolean
14210 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
14211 {
14212   if (coord->is_fractional)
14213     return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
14214   else
14215     return (coord->v.units.x == 0.0
14216             && coord->v.units.y == 0.0
14217             && coord->v.units.z == 0.0);
14218 }
14219
14220 /**
14221  * clutter_actor_get_flags:
14222  * @self: a #ClutterActor
14223  *
14224  * Retrieves the flags set on @self
14225  *
14226  * Return value: a bitwise or of #ClutterActorFlags or 0
14227  *
14228  * Since: 1.0
14229  */
14230 ClutterActorFlags
14231 clutter_actor_get_flags (ClutterActor *self)
14232 {
14233   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14234
14235   return self->flags;
14236 }
14237
14238 /**
14239  * clutter_actor_set_flags:
14240  * @self: a #ClutterActor
14241  * @flags: the flags to set
14242  *
14243  * Sets @flags on @self
14244  *
14245  * This function will emit notifications for the changed properties
14246  *
14247  * Since: 1.0
14248  */
14249 void
14250 clutter_actor_set_flags (ClutterActor      *self,
14251                          ClutterActorFlags  flags)
14252 {
14253   ClutterActorFlags old_flags;
14254   GObject *obj;
14255   gboolean was_reactive_set, reactive_set;
14256   gboolean was_realized_set, realized_set;
14257   gboolean was_mapped_set, mapped_set;
14258   gboolean was_visible_set, visible_set;
14259
14260   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14261
14262   if (self->flags == flags)
14263     return;
14264
14265   obj = G_OBJECT (self);
14266   g_object_ref (obj);
14267   g_object_freeze_notify (obj);
14268
14269   old_flags = self->flags;
14270
14271   was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
14272   was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
14273   was_mapped_set   = ((old_flags & CLUTTER_ACTOR_MAPPED)   != 0);
14274   was_visible_set  = ((old_flags & CLUTTER_ACTOR_VISIBLE)  != 0);
14275
14276   self->flags |= flags;
14277
14278   reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
14279   realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
14280   mapped_set   = ((self->flags & CLUTTER_ACTOR_MAPPED)   != 0);
14281   visible_set  = ((self->flags & CLUTTER_ACTOR_VISIBLE)  != 0);
14282
14283   if (reactive_set != was_reactive_set)
14284     g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
14285
14286   if (realized_set != was_realized_set)
14287     g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
14288
14289   if (mapped_set != was_mapped_set)
14290     g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
14291
14292   if (visible_set != was_visible_set)
14293     g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
14294
14295   g_object_thaw_notify (obj);
14296   g_object_unref (obj);
14297 }
14298
14299 /**
14300  * clutter_actor_unset_flags:
14301  * @self: a #ClutterActor
14302  * @flags: the flags to unset
14303  *
14304  * Unsets @flags on @self
14305  *
14306  * This function will emit notifications for the changed properties
14307  *
14308  * Since: 1.0
14309  */
14310 void
14311 clutter_actor_unset_flags (ClutterActor      *self,
14312                            ClutterActorFlags  flags)
14313 {
14314   ClutterActorFlags old_flags;
14315   GObject *obj;
14316   gboolean was_reactive_set, reactive_set;
14317   gboolean was_realized_set, realized_set;
14318   gboolean was_mapped_set, mapped_set;
14319   gboolean was_visible_set, visible_set;
14320
14321   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14322
14323   obj = G_OBJECT (self);
14324   g_object_freeze_notify (obj);
14325
14326   old_flags = self->flags;
14327
14328   was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
14329   was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
14330   was_mapped_set   = ((old_flags & CLUTTER_ACTOR_MAPPED)   != 0);
14331   was_visible_set  = ((old_flags & CLUTTER_ACTOR_VISIBLE)  != 0);
14332
14333   self->flags &= ~flags;
14334
14335   if (self->flags == old_flags)
14336     return;
14337
14338   reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
14339   realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
14340   mapped_set   = ((self->flags & CLUTTER_ACTOR_MAPPED)   != 0);
14341   visible_set  = ((self->flags & CLUTTER_ACTOR_VISIBLE)  != 0);
14342
14343   if (reactive_set != was_reactive_set)
14344     g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
14345
14346   if (realized_set != was_realized_set)
14347     g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
14348
14349   if (mapped_set != was_mapped_set)
14350     g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
14351
14352   if (visible_set != was_visible_set)
14353     g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
14354
14355   g_object_thaw_notify (obj);
14356 }
14357
14358 /**
14359  * clutter_actor_get_transformation_matrix:
14360  * @self: a #ClutterActor
14361  * @matrix: (out caller-allocates): the return location for a #CoglMatrix
14362  *
14363  * Retrieves the transformations applied to @self relative to its
14364  * parent.
14365  *
14366  * Since: 1.0
14367  */
14368 void
14369 clutter_actor_get_transformation_matrix (ClutterActor *self,
14370                                          CoglMatrix   *matrix)
14371 {
14372   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14373
14374   cogl_matrix_init_identity (matrix);
14375
14376   _clutter_actor_apply_modelview_transform (self, matrix);
14377 }
14378
14379 void
14380 _clutter_actor_set_in_clone_paint (ClutterActor *self,
14381                                    gboolean      is_in_clone_paint)
14382 {
14383   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14384   self->priv->in_clone_paint = is_in_clone_paint;
14385 }
14386
14387 /**
14388  * clutter_actor_is_in_clone_paint:
14389  * @self: a #ClutterActor
14390  *
14391  * Checks whether @self is being currently painted by a #ClutterClone
14392  *
14393  * This function is useful only inside the ::paint virtual function
14394  * implementations or within handlers for the #ClutterActor::paint
14395  * signal
14396  *
14397  * This function should not be used by applications
14398  *
14399  * Return value: %TRUE if the #ClutterActor is currently being painted
14400  *   by a #ClutterClone, and %FALSE otherwise
14401  *
14402  * Since: 1.0
14403  */
14404 gboolean
14405 clutter_actor_is_in_clone_paint (ClutterActor *self)
14406 {
14407   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14408
14409   return self->priv->in_clone_paint;
14410 }
14411
14412 static gboolean
14413 set_direction_recursive (ClutterActor *actor,
14414                          gpointer      user_data)
14415 {
14416   ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
14417
14418   clutter_actor_set_text_direction (actor, text_dir);
14419
14420   return TRUE;
14421 }
14422
14423 /**
14424  * clutter_actor_set_text_direction:
14425  * @self: a #ClutterActor
14426  * @text_dir: the text direction for @self
14427  *
14428  * Sets the #ClutterTextDirection for an actor
14429  *
14430  * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
14431  *
14432  * If @self implements #ClutterContainer then this function will recurse
14433  * inside all the children of @self (including the internal ones).
14434  *
14435  * Composite actors not implementing #ClutterContainer, or actors requiring
14436  * special handling when the text direction changes, should connect to
14437  * the #GObject::notify signal for the #ClutterActor:text-direction property
14438  *
14439  * Since: 1.2
14440  */
14441 void
14442 clutter_actor_set_text_direction (ClutterActor         *self,
14443                                   ClutterTextDirection  text_dir)
14444 {
14445   ClutterActorPrivate *priv;
14446
14447   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14448   g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
14449
14450   priv = self->priv;
14451
14452   if (priv->text_direction != text_dir)
14453     {
14454       priv->text_direction = text_dir;
14455
14456       /* we need to emit the notify::text-direction first, so that
14457        * the sub-classes can catch that and do specific handling of
14458        * the text direction; see clutter_text_direction_changed_cb()
14459        * inside clutter-text.c
14460        */
14461       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
14462
14463       _clutter_actor_foreach_child (self, set_direction_recursive,
14464                                     GINT_TO_POINTER (text_dir));
14465
14466       clutter_actor_queue_relayout (self);
14467     }
14468 }
14469
14470 void
14471 _clutter_actor_set_has_pointer (ClutterActor *self,
14472                                 gboolean      has_pointer)
14473 {
14474   ClutterActorPrivate *priv = self->priv;
14475
14476   if (priv->has_pointer != has_pointer)
14477     {
14478       priv->has_pointer = has_pointer;
14479
14480       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
14481     }
14482 }
14483
14484 /**
14485  * clutter_actor_get_text_direction:
14486  * @self: a #ClutterActor
14487  *
14488  * Retrieves the value set using clutter_actor_set_text_direction()
14489  *
14490  * If no text direction has been previously set, the default text
14491  * direction, as returned by clutter_get_default_text_direction(), will
14492  * be returned instead
14493  *
14494  * Return value: the #ClutterTextDirection for the actor
14495  *
14496  * Since: 1.2
14497  */
14498 ClutterTextDirection
14499 clutter_actor_get_text_direction (ClutterActor *self)
14500 {
14501   ClutterActorPrivate *priv;
14502
14503   g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
14504                         CLUTTER_TEXT_DIRECTION_LTR);
14505
14506   priv = self->priv;
14507
14508   /* if no direction has been set yet use the default */
14509   if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
14510     priv->text_direction = clutter_get_default_text_direction ();
14511
14512   return priv->text_direction;
14513 }
14514
14515 /**
14516  * clutter_actor_push_internal:
14517  * @self: a #ClutterActor
14518  *
14519  * Should be used by actors implementing the #ClutterContainer and with
14520  * internal children added through clutter_actor_set_parent(), for instance:
14521  *
14522  * |[
14523  *   static void
14524  *   my_actor_init (MyActor *self)
14525  *   {
14526  *     self->priv = SELF_ACTOR_GET_PRIVATE (self);
14527  *
14528  *     clutter_actor_push_internal (CLUTTER_ACTOR (self));
14529  *
14530  *     /&ast; calling clutter_actor_set_parent() now will result in
14531  *      &ast; the internal flag being set on a child of MyActor
14532  *      &ast;/
14533  *
14534  *     /&ast; internal child - a background texture &ast;/
14535  *     self->priv->background_tex = clutter_texture_new ();
14536  *     clutter_actor_set_parent (self->priv->background_tex,
14537  *                               CLUTTER_ACTOR (self));
14538  *
14539  *     /&ast; internal child - a label &ast;/
14540  *     self->priv->label = clutter_text_new ();
14541  *     clutter_actor_set_parent (self->priv->label,
14542  *                               CLUTTER_ACTOR (self));
14543  *
14544  *     clutter_actor_pop_internal (CLUTTER_ACTOR (self));
14545  *
14546  *     /&ast; calling clutter_actor_set_parent() now will not result in
14547  *      &ast; the internal flag being set on a child of MyActor
14548  *      &ast;/
14549  *   }
14550  * ]|
14551  *
14552  * This function will be used by Clutter to toggle an "internal child"
14553  * flag whenever clutter_actor_set_parent() is called; internal children
14554  * are handled differently by Clutter, specifically when destroying their
14555  * parent.
14556  *
14557  * Call clutter_actor_pop_internal() when you finished adding internal
14558  * children.
14559  *
14560  * Nested calls to clutter_actor_push_internal() are allowed, but each
14561  * one must by followed by a clutter_actor_pop_internal() call.
14562  *
14563  * Since: 1.2
14564  *
14565  * Deprecated: 1.10: All children of an actor are accessible through
14566  *   the #ClutterActor API, and #ClutterActor implements the
14567  *   #ClutterContainer interface, so this function is only useful
14568  *   for legacy containers overriding the default implementation.
14569  */
14570 void
14571 clutter_actor_push_internal (ClutterActor *self)
14572 {
14573   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14574
14575   self->priv->internal_child += 1;
14576 }
14577
14578 /**
14579  * clutter_actor_pop_internal:
14580  * @self: a #ClutterActor
14581  *
14582  * Disables the effects of clutter_actor_push_internal().
14583  *
14584  * Since: 1.2
14585  *
14586  * Deprecated: 1.10: All children of an actor are accessible through
14587  *   the #ClutterActor API. This function is only useful for legacy
14588  *   containers overriding the default implementation of the
14589  *   #ClutterContainer interface.
14590  */
14591 void
14592 clutter_actor_pop_internal (ClutterActor *self)
14593 {
14594   ClutterActorPrivate *priv;
14595
14596   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14597
14598   priv = self->priv;
14599
14600   if (priv->internal_child == 0)
14601     {
14602       g_warning ("Mismatched %s: you need to call "
14603                  "clutter_actor_push_composite() at least once before "
14604                  "calling this function", G_STRFUNC);
14605       return;
14606     }
14607
14608   priv->internal_child -= 1;
14609 }
14610
14611 /**
14612  * clutter_actor_has_pointer:
14613  * @self: a #ClutterActor
14614  *
14615  * Checks whether an actor contains the pointer of a
14616  * #ClutterInputDevice
14617  *
14618  * Return value: %TRUE if the actor contains the pointer, and
14619  *   %FALSE otherwise
14620  *
14621  * Since: 1.2
14622  */
14623 gboolean
14624 clutter_actor_has_pointer (ClutterActor *self)
14625 {
14626   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14627
14628   return self->priv->has_pointer;
14629 }
14630
14631 /* XXX: This is a workaround for not being able to break the ABI of
14632  * the QUEUE_REDRAW signal. It is an out-of-band argument.  See
14633  * clutter_actor_queue_clipped_redraw() for details.
14634  */
14635 ClutterPaintVolume *
14636 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
14637 {
14638   return g_object_get_data (G_OBJECT (self),
14639                             "-clutter-actor-queue-redraw-clip");
14640 }
14641
14642 void
14643 _clutter_actor_set_queue_redraw_clip (ClutterActor       *self,
14644                                       ClutterPaintVolume *clip)
14645 {
14646   g_object_set_data (G_OBJECT (self),
14647                      "-clutter-actor-queue-redraw-clip",
14648                      clip);
14649 }
14650
14651 /**
14652  * clutter_actor_has_allocation:
14653  * @self: a #ClutterActor
14654  *
14655  * Checks if the actor has an up-to-date allocation assigned to
14656  * it. This means that the actor should have an allocation: it's
14657  * visible and has a parent. It also means that there is no
14658  * outstanding relayout request in progress for the actor or its
14659  * children (There might be other outstanding layout requests in
14660  * progress that will cause the actor to get a new allocation
14661  * when the stage is laid out, however).
14662  *
14663  * If this function returns %FALSE, then the actor will normally
14664  * be allocated before it is next drawn on the screen.
14665  *
14666  * Return value: %TRUE if the actor has an up-to-date allocation
14667  *
14668  * Since: 1.4
14669  */
14670 gboolean
14671 clutter_actor_has_allocation (ClutterActor *self)
14672 {
14673   ClutterActorPrivate *priv;
14674
14675   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14676
14677   priv = self->priv;
14678
14679   return priv->parent != NULL &&
14680          CLUTTER_ACTOR_IS_VISIBLE (self) &&
14681          !priv->needs_allocation;
14682 }
14683
14684 /**
14685  * clutter_actor_add_action:
14686  * @self: a #ClutterActor
14687  * @action: a #ClutterAction
14688  *
14689  * Adds @action to the list of actions applied to @self
14690  *
14691  * A #ClutterAction can only belong to one actor at a time
14692  *
14693  * The #ClutterActor will hold a reference on @action until either
14694  * clutter_actor_remove_action() or clutter_actor_clear_actions()
14695  * is called
14696  *
14697  * Since: 1.4
14698  */
14699 void
14700 clutter_actor_add_action (ClutterActor  *self,
14701                           ClutterAction *action)
14702 {
14703   ClutterActorPrivate *priv;
14704
14705   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14706   g_return_if_fail (CLUTTER_IS_ACTION (action));
14707
14708   priv = self->priv;
14709
14710   if (priv->actions == NULL)
14711     {
14712       priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
14713       priv->actions->actor = self;
14714     }
14715
14716   _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
14717
14718   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14719 }
14720
14721 /**
14722  * clutter_actor_add_action_with_name:
14723  * @self: a #ClutterActor
14724  * @name: the name to set on the action
14725  * @action: a #ClutterAction
14726  *
14727  * A convenience function for setting the name of a #ClutterAction
14728  * while adding it to the list of actions applied to @self
14729  *
14730  * This function is the logical equivalent of:
14731  *
14732  * |[
14733  *   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
14734  *   clutter_actor_add_action (self, action);
14735  * ]|
14736  *
14737  * Since: 1.4
14738  */
14739 void
14740 clutter_actor_add_action_with_name (ClutterActor  *self,
14741                                     const gchar   *name,
14742                                     ClutterAction *action)
14743 {
14744   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14745   g_return_if_fail (name != NULL);
14746   g_return_if_fail (CLUTTER_IS_ACTION (action));
14747
14748   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
14749   clutter_actor_add_action (self, action);
14750 }
14751
14752 /**
14753  * clutter_actor_remove_action:
14754  * @self: a #ClutterActor
14755  * @action: a #ClutterAction
14756  *
14757  * Removes @action from the list of actions applied to @self
14758  *
14759  * The reference held by @self on the #ClutterAction will be released
14760  *
14761  * Since: 1.4
14762  */
14763 void
14764 clutter_actor_remove_action (ClutterActor  *self,
14765                              ClutterAction *action)
14766 {
14767   ClutterActorPrivate *priv;
14768
14769   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14770   g_return_if_fail (CLUTTER_IS_ACTION (action));
14771
14772   priv = self->priv;
14773
14774   if (priv->actions == NULL)
14775     return;
14776
14777   _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
14778
14779   if (_clutter_meta_group_peek_metas (priv->actions) == NULL)
14780     g_clear_object (&priv->actions);
14781
14782   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14783 }
14784
14785 /**
14786  * clutter_actor_remove_action_by_name:
14787  * @self: a #ClutterActor
14788  * @name: the name of the action to remove
14789  *
14790  * Removes the #ClutterAction with the given name from the list
14791  * of actions applied to @self
14792  *
14793  * Since: 1.4
14794  */
14795 void
14796 clutter_actor_remove_action_by_name (ClutterActor *self,
14797                                      const gchar  *name)
14798 {
14799   ClutterActorPrivate *priv;
14800   ClutterActorMeta *meta;
14801
14802   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14803   g_return_if_fail (name != NULL);
14804
14805   priv = self->priv;
14806
14807   if (priv->actions == NULL)
14808     return;
14809
14810   meta = _clutter_meta_group_get_meta (priv->actions, name);
14811   if (meta == NULL)
14812     return;
14813
14814   _clutter_meta_group_remove_meta (priv->actions, meta);
14815
14816   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14817 }
14818
14819 /**
14820  * clutter_actor_get_actions:
14821  * @self: a #ClutterActor
14822  *
14823  * Retrieves the list of actions applied to @self
14824  *
14825  * Return value: (transfer container) (element-type Clutter.Action): a copy
14826  *   of the list of #ClutterAction<!-- -->s. The contents of the list are
14827  *   owned by the #ClutterActor. Use g_list_free() to free the resources
14828  *   allocated by the returned #GList
14829  *
14830  * Since: 1.4
14831  */
14832 GList *
14833 clutter_actor_get_actions (ClutterActor *self)
14834 {
14835   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14836
14837   if (self->priv->actions == NULL)
14838     return NULL;
14839
14840   return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
14841 }
14842
14843 /**
14844  * clutter_actor_get_action:
14845  * @self: a #ClutterActor
14846  * @name: the name of the action to retrieve
14847  *
14848  * Retrieves the #ClutterAction with the given name in the list
14849  * of actions applied to @self
14850  *
14851  * Return value: (transfer none): a #ClutterAction for the given
14852  *   name, or %NULL. The returned #ClutterAction is owned by the
14853  *   actor and it should not be unreferenced directly
14854  *
14855  * Since: 1.4
14856  */
14857 ClutterAction *
14858 clutter_actor_get_action (ClutterActor *self,
14859                           const gchar  *name)
14860 {
14861   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14862   g_return_val_if_fail (name != NULL, NULL);
14863
14864   if (self->priv->actions == NULL)
14865     return NULL;
14866
14867   return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
14868 }
14869
14870 /**
14871  * clutter_actor_clear_actions:
14872  * @self: a #ClutterActor
14873  *
14874  * Clears the list of actions applied to @self
14875  *
14876  * Since: 1.4
14877  */
14878 void
14879 clutter_actor_clear_actions (ClutterActor *self)
14880 {
14881   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14882
14883   if (self->priv->actions == NULL)
14884     return;
14885
14886   _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
14887 }
14888
14889 /**
14890  * clutter_actor_add_constraint:
14891  * @self: a #ClutterActor
14892  * @constraint: a #ClutterConstraint
14893  *
14894  * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
14895  * to @self
14896  *
14897  * The #ClutterActor will hold a reference on the @constraint until
14898  * either clutter_actor_remove_constraint() or
14899  * clutter_actor_clear_constraints() is called.
14900  *
14901  * Since: 1.4
14902  */
14903 void
14904 clutter_actor_add_constraint (ClutterActor      *self,
14905                               ClutterConstraint *constraint)
14906 {
14907   ClutterActorPrivate *priv;
14908
14909   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14910   g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14911
14912   priv = self->priv;
14913
14914   if (priv->constraints == NULL)
14915     {
14916       priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
14917       priv->constraints->actor = self;
14918     }
14919
14920   _clutter_meta_group_add_meta (priv->constraints,
14921                                 CLUTTER_ACTOR_META (constraint));
14922   clutter_actor_queue_relayout (self);
14923
14924   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
14925 }
14926
14927 /**
14928  * clutter_actor_add_constraint_with_name:
14929  * @self: a #ClutterActor
14930  * @name: the name to set on the constraint
14931  * @constraint: a #ClutterConstraint
14932  *
14933  * A convenience function for setting the name of a #ClutterConstraint
14934  * while adding it to the list of constraints applied to @self
14935  *
14936  * This function is the logical equivalent of:
14937  *
14938  * |[
14939  *   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14940  *   clutter_actor_add_constraint (self, constraint);
14941  * ]|
14942  *
14943  * Since: 1.4
14944  */
14945 void
14946 clutter_actor_add_constraint_with_name (ClutterActor      *self,
14947                                         const gchar       *name,
14948                                         ClutterConstraint *constraint)
14949 {
14950   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14951   g_return_if_fail (name != NULL);
14952   g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14953
14954   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14955   clutter_actor_add_constraint (self, constraint);
14956 }
14957
14958 /**
14959  * clutter_actor_remove_constraint:
14960  * @self: a #ClutterActor
14961  * @constraint: a #ClutterConstraint
14962  *
14963  * Removes @constraint from the list of constraints applied to @self
14964  *
14965  * The reference held by @self on the #ClutterConstraint will be released
14966  *
14967  * Since: 1.4
14968  */
14969 void
14970 clutter_actor_remove_constraint (ClutterActor      *self,
14971                                  ClutterConstraint *constraint)
14972 {
14973   ClutterActorPrivate *priv;
14974
14975   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14976   g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14977
14978   priv = self->priv;
14979
14980   if (priv->constraints == NULL)
14981     return;
14982
14983   _clutter_meta_group_remove_meta (priv->constraints,
14984                                    CLUTTER_ACTOR_META (constraint));
14985
14986   if (_clutter_meta_group_peek_metas (priv->constraints) == NULL)
14987     g_clear_object (&priv->constraints);
14988
14989   clutter_actor_queue_relayout (self);
14990
14991   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
14992 }
14993
14994 /**
14995  * clutter_actor_remove_constraint_by_name:
14996  * @self: a #ClutterActor
14997  * @name: the name of the constraint to remove
14998  *
14999  * Removes the #ClutterConstraint with the given name from the list
15000  * of constraints applied to @self
15001  *
15002  * Since: 1.4
15003  */
15004 void
15005 clutter_actor_remove_constraint_by_name (ClutterActor *self,
15006                                          const gchar  *name)
15007 {
15008   ClutterActorPrivate *priv;
15009   ClutterActorMeta *meta;
15010
15011   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15012   g_return_if_fail (name != NULL);
15013
15014   priv = self->priv;
15015
15016   if (priv->constraints == NULL)
15017     return;
15018
15019   meta = _clutter_meta_group_get_meta (priv->constraints, name);
15020   if (meta == NULL)
15021     return;
15022
15023   _clutter_meta_group_remove_meta (priv->constraints, meta);
15024   clutter_actor_queue_relayout (self);
15025 }
15026
15027 /**
15028  * clutter_actor_get_constraints:
15029  * @self: a #ClutterActor
15030  *
15031  * Retrieves the list of constraints applied to @self
15032  *
15033  * Return value: (transfer container) (element-type Clutter.Constraint): a copy
15034  *   of the list of #ClutterConstraint<!-- -->s. The contents of the list are
15035  *   owned by the #ClutterActor. Use g_list_free() to free the resources
15036  *   allocated by the returned #GList
15037  *
15038  * Since: 1.4
15039  */
15040 GList *
15041 clutter_actor_get_constraints (ClutterActor *self)
15042 {
15043   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15044
15045   if (self->priv->constraints == NULL)
15046     return NULL;
15047
15048   return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
15049 }
15050
15051 /**
15052  * clutter_actor_get_constraint:
15053  * @self: a #ClutterActor
15054  * @name: the name of the constraint to retrieve
15055  *
15056  * Retrieves the #ClutterConstraint with the given name in the list
15057  * of constraints applied to @self
15058  *
15059  * Return value: (transfer none): a #ClutterConstraint for the given
15060  *   name, or %NULL. The returned #ClutterConstraint is owned by the
15061  *   actor and it should not be unreferenced directly
15062  *
15063  * Since: 1.4
15064  */
15065 ClutterConstraint *
15066 clutter_actor_get_constraint (ClutterActor *self,
15067                               const gchar  *name)
15068 {
15069   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15070   g_return_val_if_fail (name != NULL, NULL);
15071
15072   if (self->priv->constraints == NULL)
15073     return NULL;
15074
15075   return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
15076 }
15077
15078 /**
15079  * clutter_actor_clear_constraints:
15080  * @self: a #ClutterActor
15081  *
15082  * Clears the list of constraints applied to @self
15083  *
15084  * Since: 1.4
15085  */
15086 void
15087 clutter_actor_clear_constraints (ClutterActor *self)
15088 {
15089   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15090
15091   if (self->priv->constraints == NULL)
15092     return;
15093
15094   _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
15095
15096   clutter_actor_queue_relayout (self);
15097 }
15098
15099 /**
15100  * clutter_actor_set_clip_to_allocation:
15101  * @self: a #ClutterActor
15102  * @clip_set: %TRUE to apply a clip tracking the allocation
15103  *
15104  * Sets whether @self should be clipped to the same size as its
15105  * allocation
15106  *
15107  * Since: 1.4
15108  */
15109 void
15110 clutter_actor_set_clip_to_allocation (ClutterActor *self,
15111                                       gboolean      clip_set)
15112 {
15113   ClutterActorPrivate *priv;
15114
15115   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15116
15117   clip_set = !!clip_set;
15118
15119   priv = self->priv;
15120
15121   if (priv->clip_to_allocation != clip_set)
15122     {
15123       priv->clip_to_allocation = clip_set;
15124
15125       clutter_actor_queue_redraw (self);
15126
15127       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
15128     }
15129 }
15130
15131 /**
15132  * clutter_actor_get_clip_to_allocation:
15133  * @self: a #ClutterActor
15134  *
15135  * Retrieves the value set using clutter_actor_set_clip_to_allocation()
15136  *
15137  * Return value: %TRUE if the #ClutterActor is clipped to its allocation
15138  *
15139  * Since: 1.4
15140  */
15141 gboolean
15142 clutter_actor_get_clip_to_allocation (ClutterActor *self)
15143 {
15144   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15145
15146   return self->priv->clip_to_allocation;
15147 }
15148
15149 /**
15150  * clutter_actor_add_effect:
15151  * @self: a #ClutterActor
15152  * @effect: a #ClutterEffect
15153  *
15154  * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
15155  *
15156  * The #ClutterActor will hold a reference on the @effect until either
15157  * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
15158  * called.
15159  *
15160  * Since: 1.4
15161  */
15162 void
15163 clutter_actor_add_effect (ClutterActor  *self,
15164                           ClutterEffect *effect)
15165 {
15166   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15167   g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15168
15169   _clutter_actor_add_effect_internal (self, effect);
15170
15171   clutter_actor_queue_redraw (self);
15172
15173   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
15174 }
15175
15176 /**
15177  * clutter_actor_add_effect_with_name:
15178  * @self: a #ClutterActor
15179  * @name: the name to set on the effect
15180  * @effect: a #ClutterEffect
15181  *
15182  * A convenience function for setting the name of a #ClutterEffect
15183  * while adding it to the list of effectss applied to @self
15184  *
15185  * This function is the logical equivalent of:
15186  *
15187  * |[
15188  *   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
15189  *   clutter_actor_add_effect (self, effect);
15190  * ]|
15191  *
15192  * Since: 1.4
15193  */
15194 void
15195 clutter_actor_add_effect_with_name (ClutterActor  *self,
15196                                     const gchar   *name,
15197                                     ClutterEffect *effect)
15198 {
15199   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15200   g_return_if_fail (name != NULL);
15201   g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15202
15203   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
15204   clutter_actor_add_effect (self, effect);
15205 }
15206
15207 /**
15208  * clutter_actor_remove_effect:
15209  * @self: a #ClutterActor
15210  * @effect: a #ClutterEffect
15211  *
15212  * Removes @effect from the list of effects applied to @self
15213  *
15214  * The reference held by @self on the #ClutterEffect will be released
15215  *
15216  * Since: 1.4
15217  */
15218 void
15219 clutter_actor_remove_effect (ClutterActor  *self,
15220                              ClutterEffect *effect)
15221 {
15222   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15223   g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15224
15225   _clutter_actor_remove_effect_internal (self, effect);
15226
15227   clutter_actor_queue_redraw (self);
15228
15229   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
15230 }
15231
15232 /**
15233  * clutter_actor_remove_effect_by_name:
15234  * @self: a #ClutterActor
15235  * @name: the name of the effect to remove
15236  *
15237  * Removes the #ClutterEffect with the given name from the list
15238  * of effects applied to @self
15239  *
15240  * Since: 1.4
15241  */
15242 void
15243 clutter_actor_remove_effect_by_name (ClutterActor *self,
15244                                      const gchar  *name)
15245 {
15246   ClutterActorPrivate *priv;
15247   ClutterActorMeta *meta;
15248
15249   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15250   g_return_if_fail (name != NULL);
15251
15252   priv = self->priv;
15253
15254   if (priv->effects == NULL)
15255     return;
15256
15257   meta = _clutter_meta_group_get_meta (priv->effects, name);
15258   if (meta == NULL)
15259     return;
15260
15261   clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
15262 }
15263
15264 /**
15265  * clutter_actor_get_effects:
15266  * @self: a #ClutterActor
15267  *
15268  * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
15269  *
15270  * Return value: (transfer container) (element-type Clutter.Effect): a list
15271  *   of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
15272  *   list are owned by Clutter and they should not be freed. You should
15273  *   free the returned list using g_list_free() when done
15274  *
15275  * Since: 1.4
15276  */
15277 GList *
15278 clutter_actor_get_effects (ClutterActor *self)
15279 {
15280   ClutterActorPrivate *priv;
15281
15282   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15283
15284   priv = self->priv;
15285
15286   if (priv->effects == NULL)
15287     return NULL;
15288
15289   return _clutter_meta_group_get_metas_no_internal (priv->effects);
15290 }
15291
15292 /**
15293  * clutter_actor_get_effect:
15294  * @self: a #ClutterActor
15295  * @name: the name of the effect to retrieve
15296  *
15297  * Retrieves the #ClutterEffect with the given name in the list
15298  * of effects applied to @self
15299  *
15300  * Return value: (transfer none): a #ClutterEffect for the given
15301  *   name, or %NULL. The returned #ClutterEffect is owned by the
15302  *   actor and it should not be unreferenced directly
15303  *
15304  * Since: 1.4
15305  */
15306 ClutterEffect *
15307 clutter_actor_get_effect (ClutterActor *self,
15308                           const gchar  *name)
15309 {
15310   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15311   g_return_val_if_fail (name != NULL, NULL);
15312
15313   if (self->priv->effects == NULL)
15314     return NULL;
15315
15316   return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
15317 }
15318
15319 /**
15320  * clutter_actor_clear_effects:
15321  * @self: a #ClutterActor
15322  *
15323  * Clears the list of effects applied to @self
15324  *
15325  * Since: 1.4
15326  */
15327 void
15328 clutter_actor_clear_effects (ClutterActor *self)
15329 {
15330   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15331
15332   if (self->priv->effects == NULL)
15333     return;
15334
15335   _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
15336
15337   clutter_actor_queue_redraw (self);
15338 }
15339
15340 /**
15341  * clutter_actor_has_key_focus:
15342  * @self: a #ClutterActor
15343  *
15344  * Checks whether @self is the #ClutterActor that has key focus
15345  *
15346  * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
15347  *
15348  * Since: 1.4
15349  */
15350 gboolean
15351 clutter_actor_has_key_focus (ClutterActor *self)
15352 {
15353   ClutterActor *stage;
15354
15355   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15356
15357   stage = _clutter_actor_get_stage_internal (self);
15358   if (stage == NULL)
15359     return FALSE;
15360
15361   return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
15362 }
15363
15364 static gboolean
15365 _clutter_actor_get_paint_volume_real (ClutterActor *self,
15366                                       ClutterPaintVolume *pv)
15367 {
15368   ClutterActorPrivate *priv = self->priv;
15369
15370   /* Actors are only expected to report a valid paint volume
15371    * while they have a valid allocation. */
15372   if (G_UNLIKELY (priv->needs_allocation))
15373     {
15374       CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15375                     "Actor needs allocation",
15376                     _clutter_actor_get_debug_name (self));
15377       return FALSE;
15378     }
15379
15380   /* Check if there are any handlers connected to the paint
15381    * signal. If there are then all bets are off for what the paint
15382    * volume for this actor might possibly be!
15383    *
15384    * XXX: It's expected that this is going to end up being quite a
15385    * costly check to have to do here, but we haven't come up with
15386    * another solution that can reliably catch paint signal handlers at
15387    * the right time to either avoid artefacts due to invalid stage
15388    * clipping or due to incorrect culling.
15389    *
15390    * Previously we checked in clutter_actor_paint(), but at that time
15391    * we may already be using a stage clip that could be derived from
15392    * an invalid paint-volume. We used to try and handle that by
15393    * queuing a follow up, unclipped, redraw but still the previous
15394    * checking wasn't enough to catch invalid volumes involved in
15395    * culling (considering that containers may derive their volume from
15396    * children that haven't yet been painted)
15397    *
15398    * Longer term, improved solutions could be:
15399    * - Disallow painting in the paint signal, only allow using it
15400    *   for tracking when paints happen. We can add another API that
15401    *   allows monkey patching the paint of arbitrary actors but in a
15402    *   more controlled way and that also supports modifying the
15403    *   paint-volume.
15404    * - If we could be notified somehow when signal handlers are
15405    *   connected we wouldn't have to poll for handlers like this.
15406    */
15407   if (g_signal_has_handler_pending (self,
15408                                     actor_signals[PAINT],
15409                                     0,
15410                                     TRUE))
15411     {
15412       CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15413                     "Actor has \"paint\" signal handlers",
15414                     _clutter_actor_get_debug_name (self));
15415       return FALSE;
15416     }
15417
15418   _clutter_paint_volume_init_static (pv, self);
15419
15420   if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
15421     {
15422       clutter_paint_volume_free (pv);
15423       CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15424                     "Actor failed to report a volume",
15425                     _clutter_actor_get_debug_name (self));
15426       return FALSE;
15427     }
15428
15429   /* since effects can modify the paint volume, we allow them to actually
15430    * do this by making get_paint_volume() "context sensitive"
15431    */
15432   if (priv->effects != NULL)
15433     {
15434       if (priv->current_effect != NULL)
15435         {
15436           const GList *effects, *l;
15437
15438           /* if we are being called from within the paint sequence of
15439            * an actor, get the paint volume up to the current effect
15440            */
15441           effects = _clutter_meta_group_peek_metas (priv->effects);
15442           for (l = effects;
15443                l != NULL || (l != NULL && l->data != priv->current_effect);
15444                l = l->next)
15445             {
15446               if (!_clutter_effect_get_paint_volume (l->data, pv))
15447                 {
15448                   clutter_paint_volume_free (pv);
15449                   CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15450                                 "Effect (%s) failed to report a volume",
15451                                 _clutter_actor_get_debug_name (self),
15452                                 _clutter_actor_meta_get_debug_name (l->data));
15453                   return FALSE;
15454                 }
15455             }
15456         }
15457       else
15458         {
15459           const GList *effects, *l;
15460
15461           /* otherwise, get the cumulative volume */
15462           effects = _clutter_meta_group_peek_metas (priv->effects);
15463           for (l = effects; l != NULL; l = l->next)
15464             if (!_clutter_effect_get_paint_volume (l->data, pv))
15465               {
15466                 clutter_paint_volume_free (pv);
15467                 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15468                               "Effect (%s) failed to report a volume",
15469                               _clutter_actor_get_debug_name (self),
15470                               _clutter_actor_meta_get_debug_name (l->data));
15471                 return FALSE;
15472               }
15473         }
15474     }
15475
15476   return TRUE;
15477 }
15478
15479 /* The public clutter_actor_get_paint_volume API returns a const
15480  * pointer since we return a pointer directly to the cached
15481  * PaintVolume associated with the actor and don't want the user to
15482  * inadvertently modify it, but for internal uses we sometimes need
15483  * access to the same PaintVolume but need to apply some book-keeping
15484  * modifications to it so we don't want a const pointer.
15485  */
15486 static ClutterPaintVolume *
15487 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
15488 {
15489   ClutterActorPrivate *priv;
15490
15491   priv = self->priv;
15492
15493   if (priv->paint_volume_valid)
15494     clutter_paint_volume_free (&priv->paint_volume);
15495
15496   if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
15497     {
15498       priv->paint_volume_valid = TRUE;
15499       return &priv->paint_volume;
15500     }
15501   else
15502     {
15503       priv->paint_volume_valid = FALSE;
15504       return NULL;
15505     }
15506 }
15507
15508 /**
15509  * clutter_actor_get_paint_volume:
15510  * @self: a #ClutterActor
15511  *
15512  * Retrieves the paint volume of the passed #ClutterActor, or %NULL
15513  * when a paint volume can't be determined.
15514  *
15515  * The paint volume is defined as the 3D space occupied by an actor
15516  * when being painted.
15517  *
15518  * This function will call the <function>get_paint_volume()</function>
15519  * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
15520  * should not usually care about overriding the default implementation,
15521  * unless they are, for instance: painting outside their allocation, or
15522  * actors with a depth factor (not in terms of #ClutterActor:depth but real
15523  * 3D depth).
15524  *
15525  * <note>2D actors overriding <function>get_paint_volume()</function>
15526  * ensure their volume has a depth of 0. (This will be true so long as
15527  * you don't call clutter_paint_volume_set_depth().)</note>
15528  *
15529  * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
15530  *   or %NULL if no volume could be determined. The returned pointer
15531  *   is not guaranteed to be valid across multiple frames; if you want
15532  *   to keep it, you will need to copy it using clutter_paint_volume_copy().
15533  *
15534  * Since: 1.6
15535  */
15536 const ClutterPaintVolume *
15537 clutter_actor_get_paint_volume (ClutterActor *self)
15538 {
15539   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15540
15541   return _clutter_actor_get_paint_volume_mutable (self);
15542 }
15543
15544 /**
15545  * clutter_actor_get_transformed_paint_volume:
15546  * @self: a #ClutterActor
15547  * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
15548  *    (or %NULL for the stage)
15549  *
15550  * Retrieves the 3D paint volume of an actor like
15551  * clutter_actor_get_paint_volume() does (Please refer to the
15552  * documentation of clutter_actor_get_paint_volume() for more
15553  * details.) and it additionally transforms the paint volume into the
15554  * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
15555  * is passed for @relative_to_ancestor)
15556  *
15557  * This can be used by containers that base their paint volume on
15558  * the volume of their children. Such containers can query the
15559  * transformed paint volume of all of its children and union them
15560  * together using clutter_paint_volume_union().
15561  *
15562  * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
15563  *   or %NULL if no volume could be determined. The returned pointer is
15564  *   not guaranteed to be valid across multiple frames; if you wish to
15565  *   keep it, you will have to copy it using clutter_paint_volume_copy().
15566  *
15567  * Since: 1.6
15568  */
15569 const ClutterPaintVolume *
15570 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
15571                                             ClutterActor *relative_to_ancestor)
15572 {
15573   const ClutterPaintVolume *volume;
15574   ClutterActor *stage;
15575   ClutterPaintVolume *transformed_volume;
15576
15577   stage = _clutter_actor_get_stage_internal (self);
15578   if (G_UNLIKELY (stage == NULL))
15579     return NULL;
15580
15581   if (relative_to_ancestor == NULL)
15582     relative_to_ancestor = stage;
15583
15584   volume = clutter_actor_get_paint_volume (self);
15585   if (volume == NULL)
15586     return NULL;
15587
15588   transformed_volume =
15589     _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
15590
15591   _clutter_paint_volume_copy_static (volume, transformed_volume);
15592
15593   _clutter_paint_volume_transform_relative (transformed_volume,
15594                                             relative_to_ancestor);
15595
15596   return transformed_volume;
15597 }
15598
15599 /**
15600  * clutter_actor_get_paint_box:
15601  * @self: a #ClutterActor
15602  * @box: (out): return location for a #ClutterActorBox
15603  *
15604  * Retrieves the paint volume of the passed #ClutterActor, and
15605  * transforms it into a 2D bounding box in stage coordinates.
15606  *
15607  * This function is useful to determine the on screen area occupied by
15608  * the actor. The box is only an approximation and may often be
15609  * considerably larger due to the optimizations used to calculate the
15610  * box. The box is never smaller though, so it can reliably be used
15611  * for culling.
15612  *
15613  * There are times when a 2D paint box can't be determined, e.g.
15614  * because the actor isn't yet parented under a stage or because
15615  * the actor is unable to determine a paint volume.
15616  *
15617  * Return value: %TRUE if a 2D paint box could be determined, else
15618  * %FALSE.
15619  *
15620  * Since: 1.6
15621  */
15622 gboolean
15623 clutter_actor_get_paint_box (ClutterActor    *self,
15624                              ClutterActorBox *box)
15625 {
15626   ClutterActor *stage;
15627   ClutterPaintVolume *pv;
15628
15629   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15630   g_return_val_if_fail (box != NULL, FALSE);
15631
15632   stage = _clutter_actor_get_stage_internal (self);
15633   if (G_UNLIKELY (!stage))
15634     return FALSE;
15635
15636   pv = _clutter_actor_get_paint_volume_mutable (self);
15637   if (G_UNLIKELY (!pv))
15638     return FALSE;
15639
15640   _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
15641
15642   return TRUE;
15643 }
15644
15645 /**
15646  * clutter_actor_has_overlaps:
15647  * @self: A #ClutterActor
15648  *
15649  * Asks the actor's implementation whether it may contain overlapping
15650  * primitives.
15651  *
15652  * For example; Clutter may use this to determine whether the painting
15653  * should be redirected to an offscreen buffer to correctly implement
15654  * the opacity property.
15655  *
15656  * Custom actors can override the default response by implementing the
15657  * #ClutterActor <function>has_overlaps</function> virtual function. See
15658  * clutter_actor_set_offscreen_redirect() for more information.
15659  *
15660  * Return value: %TRUE if the actor may have overlapping primitives, and
15661  *   %FALSE otherwise
15662  *
15663  * Since: 1.8
15664  */
15665 gboolean
15666 clutter_actor_has_overlaps (ClutterActor *self)
15667 {
15668   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15669
15670   return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
15671 }
15672
15673 /**
15674  * clutter_actor_has_effects:
15675  * @self: A #ClutterActor
15676  *
15677  * Returns whether the actor has any effects applied.
15678  *
15679  * Return value: %TRUE if the actor has any effects,
15680  *   %FALSE otherwise
15681  *
15682  * Since: 1.10
15683  */
15684 gboolean
15685 clutter_actor_has_effects (ClutterActor *self)
15686 {
15687   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15688
15689   if (self->priv->effects == NULL)
15690     return FALSE;
15691
15692   return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
15693 }
15694
15695 /**
15696  * clutter_actor_has_constraints:
15697  * @self: A #ClutterActor
15698  *
15699  * Returns whether the actor has any constraints applied.
15700  *
15701  * Return value: %TRUE if the actor has any constraints,
15702  *   %FALSE otherwise
15703  *
15704  * Since: 1.10
15705  */
15706 gboolean
15707 clutter_actor_has_constraints (ClutterActor *self)
15708 {
15709   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15710
15711   return self->priv->constraints != NULL;
15712 }
15713
15714 /**
15715  * clutter_actor_has_actions:
15716  * @self: A #ClutterActor
15717  *
15718  * Returns whether the actor has any actions applied.
15719  *
15720  * Return value: %TRUE if the actor has any actions,
15721  *   %FALSE otherwise
15722  *
15723  * Since: 1.10
15724  */
15725 gboolean
15726 clutter_actor_has_actions (ClutterActor *self)
15727 {
15728   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15729
15730   return self->priv->actions != NULL;
15731 }
15732
15733 /**
15734  * clutter_actor_get_n_children:
15735  * @self: a #ClutterActor
15736  *
15737  * Retrieves the number of children of @self.
15738  *
15739  * Return value: the number of children of an actor
15740  *
15741  * Since: 1.10
15742  */
15743 gint
15744 clutter_actor_get_n_children (ClutterActor *self)
15745 {
15746   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
15747
15748   return self->priv->n_children;
15749 }
15750
15751 /**
15752  * clutter_actor_get_child_at_index:
15753  * @self: a #ClutterActor
15754  * @index_: the position in the list of children
15755  *
15756  * Retrieves the actor at the given @index_ inside the list of
15757  * children of @self.
15758  *
15759  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15760  *
15761  * Since: 1.10
15762  */
15763 ClutterActor *
15764 clutter_actor_get_child_at_index (ClutterActor *self,
15765                                   gint          index_)
15766 {
15767   ClutterActor *iter;
15768   int i;
15769
15770   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15771   g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
15772
15773   for (iter = self->priv->first_child, i = 0;
15774        iter != NULL && i < index_;
15775        iter = iter->priv->next_sibling, i += 1)
15776     ;
15777
15778   return iter;
15779 }
15780
15781 /*< private >
15782  * _clutter_actor_foreach_child:
15783  * @actor: The actor whos children you want to iterate
15784  * @callback: The function to call for each child
15785  * @user_data: Private data to pass to @callback
15786  *
15787  * Calls a given @callback once for each child of the specified @actor and
15788  * passing the @user_data pointer each time.
15789  *
15790  * Return value: returns %TRUE if all children were iterated, else
15791  *    %FALSE if a callback broke out of iteration early.
15792  */
15793 gboolean
15794 _clutter_actor_foreach_child (ClutterActor           *self,
15795                               ClutterForeachCallback  callback,
15796                               gpointer                user_data)
15797 {
15798   ClutterActor *iter;
15799   gboolean cont;
15800
15801   if (self->priv->first_child == NULL)
15802     return TRUE;
15803
15804   cont = TRUE;
15805   iter = self->priv->first_child;
15806
15807   /* we use this form so that it's safe to change the children
15808    * list while iterating it
15809    */
15810   while (cont && iter != NULL)
15811     {
15812       ClutterActor *next = iter->priv->next_sibling;
15813
15814       cont = callback (iter, user_data);
15815
15816       iter = next;
15817     }
15818
15819   return cont;
15820 }
15821
15822 #if 0
15823 /* For debugging purposes this gives us a simple way to print out
15824  * the scenegraph e.g in gdb using:
15825  * [|
15826  *   _clutter_actor_traverse (stage,
15827  *                            0,
15828  *                            clutter_debug_print_actor_cb,
15829  *                            NULL,
15830  *                            NULL);
15831  * |]
15832  */
15833 static ClutterActorTraverseVisitFlags
15834 clutter_debug_print_actor_cb (ClutterActor *actor,
15835                               int depth,
15836                               void *user_data)
15837 {
15838   g_print ("%*s%s:%p\n",
15839            depth * 2, "",
15840            _clutter_actor_get_debug_name (actor),
15841            actor);
15842
15843   return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
15844 }
15845 #endif
15846
15847 static void
15848 _clutter_actor_traverse_breadth (ClutterActor           *actor,
15849                                  ClutterTraverseCallback callback,
15850                                  gpointer                user_data)
15851 {
15852   GQueue *queue = g_queue_new ();
15853   ClutterActor dummy;
15854   int current_depth = 0;
15855
15856   g_queue_push_tail (queue, actor);
15857   g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
15858
15859   while ((actor = g_queue_pop_head (queue)))
15860     {
15861       ClutterActorTraverseVisitFlags flags;
15862
15863       if (actor == &dummy)
15864         {
15865           current_depth++;
15866           g_queue_push_tail (queue, &dummy);
15867           continue;
15868         }
15869
15870       flags = callback (actor, current_depth, user_data);
15871       if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15872         break;
15873       else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
15874         {
15875           ClutterActor *iter;
15876
15877           for (iter = actor->priv->first_child;
15878                iter != NULL;
15879                iter = iter->priv->next_sibling)
15880             {
15881               g_queue_push_tail (queue, iter);
15882             }
15883         }
15884     }
15885
15886   g_queue_free (queue);
15887 }
15888
15889 static ClutterActorTraverseVisitFlags
15890 _clutter_actor_traverse_depth (ClutterActor           *actor,
15891                                ClutterTraverseCallback before_children_callback,
15892                                ClutterTraverseCallback after_children_callback,
15893                                int                     current_depth,
15894                                gpointer                user_data)
15895 {
15896   ClutterActorTraverseVisitFlags flags;
15897
15898   flags = before_children_callback (actor, current_depth, user_data);
15899   if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15900     return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
15901
15902   if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
15903     {
15904       ClutterActor *iter;
15905
15906       for (iter = actor->priv->first_child;
15907            iter != NULL;
15908            iter = iter->priv->next_sibling)
15909         {
15910           flags = _clutter_actor_traverse_depth (iter,
15911                                                  before_children_callback,
15912                                                  after_children_callback,
15913                                                  current_depth + 1,
15914                                                  user_data);
15915
15916           if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15917             return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
15918         }
15919     }
15920
15921   if (after_children_callback)
15922     return after_children_callback (actor, current_depth, user_data);
15923   else
15924     return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
15925 }
15926
15927 /* _clutter_actor_traverse:
15928  * @actor: The actor to start traversing the graph from
15929  * @flags: These flags may affect how the traversal is done
15930  * @before_children_callback: A function to call before visiting the
15931  *   children of the current actor.
15932  * @after_children_callback: A function to call after visiting the
15933  *   children of the current actor. (Ignored if
15934  *   %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
15935  * @user_data: The private data to pass to the callbacks
15936  *
15937  * Traverses the scenegraph starting at the specified @actor and
15938  * descending through all its children and its children's children.
15939  * For each actor traversed @before_children_callback and
15940  * @after_children_callback are called with the specified
15941  * @user_data, before and after visiting that actor's children.
15942  *
15943  * The callbacks can return flags that affect the ongoing traversal
15944  * such as by skipping over an actors children or bailing out of
15945  * any further traversing.
15946  */
15947 void
15948 _clutter_actor_traverse (ClutterActor              *actor,
15949                          ClutterActorTraverseFlags  flags,
15950                          ClutterTraverseCallback    before_children_callback,
15951                          ClutterTraverseCallback    after_children_callback,
15952                          gpointer                   user_data)
15953 {
15954   if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
15955     _clutter_actor_traverse_breadth (actor,
15956                                      before_children_callback,
15957                                      user_data);
15958   else /* DEPTH_FIRST */
15959     _clutter_actor_traverse_depth (actor,
15960                                    before_children_callback,
15961                                    after_children_callback,
15962                                    0, /* start depth */
15963                                    user_data);
15964 }
15965
15966 static void
15967 on_layout_manager_changed (ClutterLayoutManager *manager,
15968                            ClutterActor         *self)
15969 {
15970   clutter_actor_queue_relayout (self);
15971 }
15972
15973 /**
15974  * clutter_actor_set_layout_manager:
15975  * @self: a #ClutterActor
15976  * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
15977  *
15978  * Sets the #ClutterLayoutManager delegate object that will be used to
15979  * lay out the children of @self.
15980  *
15981  * The #ClutterActor will take a reference on the passed @manager which
15982  * will be released either when the layout manager is removed, or when
15983  * the actor is destroyed.
15984  *
15985  * Since: 1.10
15986  */
15987 void
15988 clutter_actor_set_layout_manager (ClutterActor         *self,
15989                                   ClutterLayoutManager *manager)
15990 {
15991   ClutterActorPrivate *priv;
15992
15993   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15994   g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
15995
15996   priv = self->priv;
15997
15998   if (priv->layout_manager != NULL)
15999     {
16000       g_signal_handlers_disconnect_by_func (priv->layout_manager,
16001                                             G_CALLBACK (on_layout_manager_changed),
16002                                             self);
16003       clutter_layout_manager_set_container (priv->layout_manager, NULL);
16004       g_clear_object (&priv->layout_manager);
16005     }
16006
16007   priv->layout_manager = manager;
16008
16009   if (priv->layout_manager != NULL)
16010     {
16011       g_object_ref_sink (priv->layout_manager);
16012       clutter_layout_manager_set_container (priv->layout_manager,
16013                                             CLUTTER_CONTAINER (self));
16014       g_signal_connect (priv->layout_manager, "layout-changed",
16015                         G_CALLBACK (on_layout_manager_changed),
16016                         self);
16017     }
16018
16019   clutter_actor_queue_relayout (self);
16020
16021   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
16022 }
16023
16024 /**
16025  * clutter_actor_get_layout_manager:
16026  * @self: a #ClutterActor
16027  *
16028  * Retrieves the #ClutterLayoutManager used by @self.
16029  *
16030  * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
16031  *   or %NULL
16032  *
16033  * Since: 1.10
16034  */
16035 ClutterLayoutManager *
16036 clutter_actor_get_layout_manager (ClutterActor *self)
16037 {
16038   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16039
16040   return self->priv->layout_manager;
16041 }
16042
16043 static const ClutterLayoutInfo default_layout_info = {
16044   0.f,                          /* fixed-x */
16045   0.f,                          /* fixed-y */
16046   { 0, 0, 0, 0 },               /* margin */
16047   CLUTTER_ACTOR_ALIGN_FILL,     /* x-align */
16048   CLUTTER_ACTOR_ALIGN_FILL,     /* y-align */
16049   0.f, 0.f,                     /* min_width, natural_width */
16050   0.f, 0.f,                     /* natual_width, natural_height */
16051 };
16052
16053 static void
16054 layout_info_free (gpointer data)
16055 {
16056   if (G_LIKELY (data != NULL))
16057     g_slice_free (ClutterLayoutInfo, data);
16058 }
16059
16060 /*< private >
16061  * _clutter_actor_get_layout_info:
16062  * @self: a #ClutterActor
16063  *
16064  * Retrieves a pointer to the ClutterLayoutInfo structure.
16065  *
16066  * If the actor does not have a ClutterLayoutInfo associated to it, one
16067  * will be created and initialized to the default values.
16068  *
16069  * This function should be used for setters.
16070  *
16071  * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
16072  * instead.
16073  *
16074  * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
16075  */
16076 ClutterLayoutInfo *
16077 _clutter_actor_get_layout_info (ClutterActor *self)
16078 {
16079   ClutterLayoutInfo *retval;
16080
16081   retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
16082   if (retval == NULL)
16083     {
16084       retval = g_slice_new (ClutterLayoutInfo);
16085
16086       *retval = default_layout_info;
16087
16088       g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
16089                                retval,
16090                                layout_info_free);
16091     }
16092
16093   return retval;
16094 }
16095
16096 /*< private >
16097  * _clutter_actor_get_layout_info_or_defaults:
16098  * @self: a #ClutterActor
16099  *
16100  * Retrieves the ClutterLayoutInfo structure associated to an actor.
16101  *
16102  * If the actor does not have a ClutterLayoutInfo structure associated to it,
16103  * then the default structure will be returned.
16104  *
16105  * This function should only be used for getters.
16106  *
16107  * Return value: a const pointer to the ClutterLayoutInfo structure
16108  */
16109 const ClutterLayoutInfo *
16110 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
16111 {
16112   const ClutterLayoutInfo *info;
16113
16114   info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
16115   if (info == NULL)
16116     return &default_layout_info;
16117
16118   return info;
16119 }
16120
16121 /**
16122  * clutter_actor_set_x_align:
16123  * @self: a #ClutterActor
16124  * @x_align: the horizontal alignment policy
16125  *
16126  * Sets the horizontal alignment policy of a #ClutterActor, in case the
16127  * actor received extra horizontal space.
16128  *
16129  * See also the #ClutterActor:x-align property.
16130  *
16131  * Since: 1.10
16132  */
16133 void
16134 clutter_actor_set_x_align (ClutterActor      *self,
16135                            ClutterActorAlign  x_align)
16136 {
16137   ClutterLayoutInfo *info;
16138
16139   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16140
16141   info = _clutter_actor_get_layout_info (self);
16142
16143   if (info->x_align != x_align)
16144     {
16145       info->x_align = x_align;
16146
16147       clutter_actor_queue_relayout (self);
16148
16149       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
16150     }
16151 }
16152
16153 /**
16154  * clutter_actor_get_x_align:
16155  * @self: a #ClutterActor
16156  *
16157  * Retrieves the horizontal alignment policy set using
16158  * clutter_actor_set_x_align().
16159  *
16160  * Return value: the horizontal alignment policy.
16161  *
16162  * Since: 1.10
16163  */
16164 ClutterActorAlign
16165 clutter_actor_get_x_align (ClutterActor *self)
16166 {
16167   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
16168
16169   return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
16170 }
16171
16172 /**
16173  * clutter_actor_set_y_align:
16174  * @self: a #ClutterActor
16175  * @y_align: the vertical alignment policy
16176  *
16177  * Sets the vertical alignment policy of a #ClutterActor, in case the
16178  * actor received extra vertical space.
16179  *
16180  * See also the #ClutterActor:y-align property.
16181  *
16182  * Since: 1.10
16183  */
16184 void
16185 clutter_actor_set_y_align (ClutterActor      *self,
16186                            ClutterActorAlign  y_align)
16187 {
16188   ClutterLayoutInfo *info;
16189
16190   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16191
16192   info = _clutter_actor_get_layout_info (self);
16193
16194   if (info->y_align != y_align)
16195     {
16196       info->y_align = y_align;
16197
16198       clutter_actor_queue_relayout (self);
16199
16200       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
16201     }
16202 }
16203
16204 /**
16205  * clutter_actor_get_y_align:
16206  * @self: a #ClutterActor
16207  *
16208  * Retrieves the vertical alignment policy set using
16209  * clutter_actor_set_y_align().
16210  *
16211  * Return value: the vertical alignment policy.
16212  *
16213  * Since: 1.10
16214  */
16215 ClutterActorAlign
16216 clutter_actor_get_y_align (ClutterActor *self)
16217 {
16218   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
16219
16220   return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
16221 }
16222
16223
16224 /**
16225  * clutter_margin_new:
16226  *
16227  * Creates a new #ClutterMargin.
16228  *
16229  * Return value: (transfer full): a newly allocated #ClutterMargin. Use
16230  *   clutter_margin_free() to free the resources associated with it when
16231  *   done.
16232  *
16233  * Since: 1.10
16234  */
16235 ClutterMargin *
16236 clutter_margin_new (void)
16237 {
16238   return g_slice_new0 (ClutterMargin);
16239 }
16240
16241 /**
16242  * clutter_margin_copy:
16243  * @margin_: a #ClutterMargin
16244  *
16245  * Creates a new #ClutterMargin and copies the contents of @margin_ into
16246  * the newly created structure.
16247  *
16248  * Return value: (transfer full): a copy of the #ClutterMargin.
16249  *
16250  * Since: 1.10
16251  */
16252 ClutterMargin *
16253 clutter_margin_copy (const ClutterMargin *margin_)
16254 {
16255   if (G_LIKELY (margin_ != NULL))
16256     return g_slice_dup (ClutterMargin, margin_);
16257
16258   return NULL;
16259 }
16260
16261 /**
16262  * clutter_margin_free:
16263  * @margin_: a #ClutterMargin
16264  *
16265  * Frees the resources allocated by clutter_margin_new() and
16266  * clutter_margin_copy().
16267  *
16268  * Since: 1.10
16269  */
16270 void
16271 clutter_margin_free (ClutterMargin *margin_)
16272 {
16273   if (G_LIKELY (margin_ != NULL))
16274     g_slice_free (ClutterMargin, margin_);
16275 }
16276
16277 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
16278                      clutter_margin_copy,
16279                      clutter_margin_free)
16280
16281 /**
16282  * clutter_actor_set_margin:
16283  * @self: a #ClutterActor
16284  * @margin: a #ClutterMargin
16285  *
16286  * Sets all the components of the margin of a #ClutterActor.
16287  *
16288  * Since: 1.10
16289  */
16290 void
16291 clutter_actor_set_margin (ClutterActor        *self,
16292                           const ClutterMargin *margin)
16293 {
16294   ClutterLayoutInfo *info;
16295   gboolean changed;
16296   GObject *obj;
16297
16298   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16299   g_return_if_fail (margin != NULL);
16300
16301   obj = G_OBJECT (self);
16302   changed = FALSE;
16303
16304   g_object_freeze_notify (obj);
16305
16306   info = _clutter_actor_get_layout_info (self);
16307
16308   if (info->margin.top != margin->top)
16309     {
16310       info->margin.top = margin->top;
16311       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
16312       changed = TRUE;
16313     }
16314
16315   if (info->margin.right != margin->right)
16316     {
16317       info->margin.right = margin->right;
16318       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
16319       changed = TRUE;
16320     }
16321
16322   if (info->margin.bottom != margin->bottom)
16323     {
16324       info->margin.bottom = margin->bottom;
16325       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
16326       changed = TRUE;
16327     }
16328
16329   if (info->margin.left != margin->left)
16330     {
16331       info->margin.left = margin->left;
16332       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
16333       changed = TRUE;
16334     }
16335
16336   if (changed)
16337     clutter_actor_queue_relayout (self);
16338
16339   g_object_thaw_notify (obj);
16340 }
16341
16342 /**
16343  * clutter_actor_get_margin:
16344  * @self: a #ClutterActor
16345  * @margin: (out caller-allocates): return location for a #ClutterMargin
16346  *
16347  * Retrieves all the components of the margin of a #ClutterActor.
16348  *
16349  * Since: 1.10
16350  */
16351 void
16352 clutter_actor_get_margin (ClutterActor  *self,
16353                           ClutterMargin *margin)
16354 {
16355   const ClutterLayoutInfo *info;
16356
16357   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16358   g_return_if_fail (margin != NULL);
16359
16360   info = _clutter_actor_get_layout_info_or_defaults (self);
16361
16362   *margin = info->margin;
16363 }
16364
16365 /**
16366  * clutter_actor_set_margin_top:
16367  * @self: a #ClutterActor
16368  * @margin: the top margin
16369  *
16370  * Sets the margin from the top of a #ClutterActor.
16371  *
16372  * Since: 1.10
16373  */
16374 void
16375 clutter_actor_set_margin_top (ClutterActor *self,
16376                               gfloat        margin)
16377 {
16378   ClutterLayoutInfo *info;
16379
16380   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16381   g_return_if_fail (margin >= 0.f);
16382
16383   info = _clutter_actor_get_layout_info (self);
16384
16385   if (info->margin.top == margin)
16386     return;
16387
16388   info->margin.top = margin;
16389
16390   clutter_actor_queue_relayout (self);
16391
16392   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
16393 }
16394
16395 /**
16396  * clutter_actor_get_margin_top:
16397  * @self: a #ClutterActor
16398  *
16399  * Retrieves the top margin of a #ClutterActor.
16400  *
16401  * Return value: the top margin
16402  *
16403  * Since: 1.10
16404  */
16405 gfloat
16406 clutter_actor_get_margin_top (ClutterActor *self)
16407 {
16408   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16409
16410   return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
16411 }
16412
16413 /**
16414  * clutter_actor_set_margin_bottom:
16415  * @self: a #ClutterActor
16416  * @margin: the bottom margin
16417  *
16418  * Sets the margin from the bottom of a #ClutterActor.
16419  *
16420  * Since: 1.10
16421  */
16422 void
16423 clutter_actor_set_margin_bottom (ClutterActor *self,
16424                                  gfloat        margin)
16425 {
16426   ClutterLayoutInfo *info;
16427
16428   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16429   g_return_if_fail (margin >= 0.f);
16430
16431   info = _clutter_actor_get_layout_info (self);
16432
16433   if (info->margin.bottom == margin)
16434     return;
16435
16436   info->margin.bottom = margin;
16437
16438   clutter_actor_queue_relayout (self);
16439
16440   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
16441 }
16442
16443 /**
16444  * clutter_actor_get_margin_bottom:
16445  * @self: a #ClutterActor
16446  *
16447  * Retrieves the bottom margin of a #ClutterActor.
16448  *
16449  * Return value: the bottom margin
16450  *
16451  * Since: 1.10
16452  */
16453 gfloat
16454 clutter_actor_get_margin_bottom (ClutterActor *self)
16455 {
16456   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16457
16458   return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
16459 }
16460
16461 /**
16462  * clutter_actor_set_margin_left:
16463  * @self: a #ClutterActor
16464  * @margin: the left margin
16465  *
16466  * Sets the margin from the left of a #ClutterActor.
16467  *
16468  * Since: 1.10
16469  */
16470 void
16471 clutter_actor_set_margin_left (ClutterActor *self,
16472                                gfloat        margin)
16473 {
16474   ClutterLayoutInfo *info;
16475
16476   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16477   g_return_if_fail (margin >= 0.f);
16478
16479   info = _clutter_actor_get_layout_info (self);
16480
16481   if (info->margin.left == margin)
16482     return;
16483
16484   info->margin.left = margin;
16485
16486   clutter_actor_queue_relayout (self);
16487
16488   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
16489 }
16490
16491 /**
16492  * clutter_actor_get_margin_left:
16493  * @self: a #ClutterActor
16494  *
16495  * Retrieves the left margin of a #ClutterActor.
16496  *
16497  * Return value: the left margin
16498  *
16499  * Since: 1.10
16500  */
16501 gfloat
16502 clutter_actor_get_margin_left (ClutterActor *self)
16503 {
16504   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16505
16506   return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
16507 }
16508
16509 /**
16510  * clutter_actor_set_margin_right:
16511  * @self: a #ClutterActor
16512  * @margin: the right margin
16513  *
16514  * Sets the margin from the right of a #ClutterActor.
16515  *
16516  * Since: 1.10
16517  */
16518 void
16519 clutter_actor_set_margin_right (ClutterActor *self,
16520                                 gfloat        margin)
16521 {
16522   ClutterLayoutInfo *info;
16523
16524   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16525   g_return_if_fail (margin >= 0.f);
16526
16527   info = _clutter_actor_get_layout_info (self);
16528
16529   if (info->margin.right == margin)
16530     return;
16531
16532   info->margin.right = margin;
16533
16534   clutter_actor_queue_relayout (self);
16535
16536   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
16537 }
16538
16539 /**
16540  * clutter_actor_get_margin_right:
16541  * @self: a #ClutterActor
16542  *
16543  * Retrieves the right margin of a #ClutterActor.
16544  *
16545  * Return value: the right margin
16546  *
16547  * Since: 1.10
16548  */
16549 gfloat
16550 clutter_actor_get_margin_right (ClutterActor *self)
16551 {
16552   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16553
16554   return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
16555 }
16556
16557 static inline void
16558 clutter_actor_set_background_color_internal (ClutterActor *self,
16559                                              const ClutterColor *color)
16560 {
16561   ClutterActorPrivate *priv = self->priv;
16562   GObject *obj;
16563
16564   if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
16565     return;
16566
16567   obj = G_OBJECT (self);
16568
16569   priv->bg_color = *color;
16570   priv->bg_color_set = TRUE;
16571
16572   clutter_actor_queue_redraw (self);
16573
16574   g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR_SET]);
16575   g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR]);
16576 }
16577
16578 /**
16579  * clutter_actor_set_background_color:
16580  * @self: a #ClutterActor
16581  * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
16582  *  set color
16583  *
16584  * Sets the background color of a #ClutterActor.
16585  *
16586  * The background color will be used to cover the whole allocation of the
16587  * actor. The default background color of an actor is transparent.
16588  *
16589  * To check whether an actor has a background color, you can use the
16590  * #ClutterActor:background-color-set actor property.
16591  *
16592  * The #ClutterActor:background-color property is animatable.
16593  *
16594  * Since: 1.10
16595  */
16596 void
16597 clutter_actor_set_background_color (ClutterActor       *self,
16598                                     const ClutterColor *color)
16599 {
16600   ClutterActorPrivate *priv;
16601   GObject *obj;
16602   GParamSpec *bg_color_pspec;
16603
16604   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16605
16606   obj = G_OBJECT (self);
16607
16608   priv = self->priv;
16609
16610   if (color == NULL)
16611     {
16612       priv->bg_color_set = FALSE;
16613       g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR_SET]);
16614       clutter_actor_queue_redraw (self);
16615       return;
16616     }
16617
16618   bg_color_pspec = obj_props[PROP_BACKGROUND_COLOR];
16619   if (_clutter_actor_get_transition (self, bg_color_pspec) == NULL)
16620     {
16621       _clutter_actor_create_transition (self, bg_color_pspec,
16622                                         &priv->bg_color,
16623                                         color);
16624     }
16625   else
16626     _clutter_actor_update_transition (self, bg_color_pspec, color);
16627
16628   clutter_actor_queue_redraw (self);
16629 }
16630
16631 /**
16632  * clutter_actor_get_background_color:
16633  * @self: a #ClutterActor
16634  * @color: (out caller-allocates): return location for a #ClutterColor
16635  *
16636  * Retrieves the color set using clutter_actor_set_background_color().
16637  *
16638  * Since: 1.10
16639  */
16640 void
16641 clutter_actor_get_background_color (ClutterActor *self,
16642                                     ClutterColor *color)
16643 {
16644   g_return_if_fail (CLUTTER_IS_ACTOR (self));
16645   g_return_if_fail (color != NULL);
16646
16647   *color = self->priv->bg_color;
16648 }
16649
16650 /**
16651  * clutter_actor_get_previous_sibling:
16652  * @self: a #ClutterActor
16653  *
16654  * Retrieves the sibling of @self that comes before it in the list
16655  * of children of @self's parent.
16656  *
16657  * The returned pointer is only valid until the scene graph changes; it
16658  * is not safe to modify the list of children of @self while iterating
16659  * it.
16660  *
16661  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16662  *
16663  * Since: 1.10
16664  */
16665 ClutterActor *
16666 clutter_actor_get_previous_sibling (ClutterActor *self)
16667 {
16668   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16669
16670   return self->priv->prev_sibling;
16671 }
16672
16673 /**
16674  * clutter_actor_get_next_sibling:
16675  * @self: a #ClutterActor
16676  *
16677  * Retrieves the sibling of @self that comes after it in the list
16678  * of children of @self's parent.
16679  *
16680  * The returned pointer is only valid until the scene graph changes; it
16681  * is not safe to modify the list of children of @self while iterating
16682  * it.
16683  *
16684  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16685  *
16686  * Since: 1.10
16687  */
16688 ClutterActor *
16689 clutter_actor_get_next_sibling (ClutterActor *self)
16690 {
16691   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16692
16693   return self->priv->next_sibling;
16694 }
16695
16696 /**
16697  * clutter_actor_get_first_child:
16698  * @self: a #ClutterActor
16699  *
16700  * Retrieves the first child of @self.
16701  *
16702  * The returned pointer is only valid until the scene graph changes; it
16703  * is not safe to modify the list of children of @self while iterating
16704  * it.
16705  *
16706  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16707  *
16708  * Since: 1.10
16709  */
16710 ClutterActor *
16711 clutter_actor_get_first_child (ClutterActor *self)
16712 {
16713   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16714
16715   return self->priv->first_child;
16716 }
16717
16718 /**
16719  * clutter_actor_get_last_child:
16720  * @self: a #ClutterActor
16721  *
16722  * Retrieves the last child of @self.
16723  *
16724  * The returned pointer is only valid until the scene graph changes; it
16725  * is not safe to modify the list of children of @self while iterating
16726  * it.
16727  *
16728  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16729  *
16730  * Since: 1.10
16731  */
16732 ClutterActor *
16733 clutter_actor_get_last_child (ClutterActor *self)
16734 {
16735   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16736
16737   return self->priv->last_child;
16738 }
16739
16740 /* easy way to have properly named fields instead of the dummy ones
16741  * we use in the public structure
16742  */
16743 typedef struct _RealActorIter
16744 {
16745   ClutterActor *root;           /* dummy1 */
16746   ClutterActor *current;        /* dummy2 */
16747   gpointer padding_1;           /* dummy3 */
16748   gint age;                     /* dummy4 */
16749   gpointer padding_2;           /* dummy5 */
16750 } RealActorIter;
16751
16752 /**
16753  * clutter_actor_iter_init:
16754  * @iter: a #ClutterActorIter
16755  * @root: a #ClutterActor
16756  *
16757  * Initializes a #ClutterActorIter, which can then be used to iterate
16758  * efficiently over a section of the scene graph, and associates it
16759  * with @root.
16760  *
16761  * Modifying the scene graph section that contains @root will invalidate
16762  * the iterator.
16763  *
16764  * |[
16765  *   ClutterActorIter iter;
16766  *   ClutterActor *child;
16767  *
16768  *   clutter_actor_iter_init (&iter, container);
16769  *   while (clutter_actor_iter_next (&iter, &child))
16770  *     {
16771  *       /&ast; do something with child &ast;/
16772  *     }
16773  * ]|
16774  *
16775  * Since: 1.10
16776  */
16777 void
16778 clutter_actor_iter_init (ClutterActorIter *iter,
16779                          ClutterActor     *root)
16780 {
16781   RealActorIter *ri = (RealActorIter *) iter;
16782
16783   g_return_if_fail (iter != NULL);
16784   g_return_if_fail (CLUTTER_IS_ACTOR (root));
16785
16786   ri->root = root;
16787   ri->current = NULL;
16788   ri->age = root->priv->age;
16789 }
16790
16791 /**
16792  * clutter_actor_iter_next:
16793  * @iter: a #ClutterActorIter
16794  * @child: (out): return location for a #ClutterActor
16795  *
16796  * Advances the @iter and retrieves the next child of the root #ClutterActor
16797  * that was used to initialize the #ClutterActorIterator.
16798  *
16799  * If the iterator can advance, this function returns %TRUE and sets the
16800  * @child argument.
16801  *
16802  * If the iterator cannot advance, this function returns %FALSE, and
16803  * the contents of @child are undefined.
16804  *
16805  * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
16806  *
16807  * Since: 1.10
16808  */
16809 gboolean
16810 clutter_actor_iter_next (ClutterActorIter  *iter,
16811                          ClutterActor     **child)
16812 {
16813   RealActorIter *ri = (RealActorIter *) iter;
16814
16815   g_return_val_if_fail (iter != NULL, FALSE);
16816   g_return_val_if_fail (ri->root != NULL, FALSE);
16817 #ifndef G_DISABLE_ASSERT
16818   g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
16819 #endif
16820
16821   if (ri->current == NULL)
16822     ri->current = ri->root->priv->first_child;
16823   else
16824     ri->current = ri->current->priv->next_sibling;
16825
16826   if (child != NULL)
16827     *child = ri->current;
16828
16829   return ri->current != NULL;
16830 }
16831
16832 /**
16833  * clutter_actor_iter_prev:
16834  * @iter: a #ClutterActorIter
16835  * @child: (out): return location for a #ClutterActor
16836  *
16837  * Advances the @iter and retrieves the previous child of the root
16838  * #ClutterActor that was used to initialize the #ClutterActorIterator.
16839  *
16840  * If the iterator can advance, this function returns %TRUE and sets the
16841  * @child argument.
16842  *
16843  * If the iterator cannot advance, this function returns %FALSE, and
16844  * the contents of @child are undefined.
16845  *
16846  * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
16847  *
16848  * Since: 1.10
16849  */
16850 gboolean
16851 clutter_actor_iter_prev (ClutterActorIter  *iter,
16852                          ClutterActor     **child)
16853 {
16854   RealActorIter *ri = (RealActorIter *) iter;
16855
16856   g_return_val_if_fail (iter != NULL, FALSE);
16857   g_return_val_if_fail (ri->root != NULL, FALSE);
16858 #ifndef G_DISABLE_ASSERT
16859   g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
16860 #endif
16861
16862   if (ri->current == NULL)
16863     ri->current = ri->root->priv->last_child;
16864   else
16865     ri->current = ri->current->priv->prev_sibling;
16866
16867   if (child != NULL)
16868     *child = ri->current;
16869
16870   return ri->current != NULL;
16871 }
16872
16873 /**
16874  * clutter_actor_iter_remove:
16875  * @iter: a #ClutterActorIter
16876  *
16877  * Safely removes the #ClutterActor currently pointer to by the iterator
16878  * from its parent.
16879  *
16880  * This function can only be called after clutter_actor_iter_next() or
16881  * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
16882  * than once for the same actor.
16883  *
16884  * This function will call clutter_actor_remove_child() internally.
16885  *
16886  * Since: 1.10
16887  */
16888 void
16889 clutter_actor_iter_remove (ClutterActorIter *iter)
16890 {
16891   RealActorIter *ri = (RealActorIter *) iter;
16892   ClutterActor *cur;
16893
16894   g_return_if_fail (iter != NULL);
16895   g_return_if_fail (ri->root != NULL);
16896 #ifndef G_DISABLE_ASSERT
16897   g_return_if_fail (ri->age == ri->root->priv->age);
16898 #endif
16899   g_return_if_fail (ri->current != NULL);
16900
16901   cur = ri->current;
16902
16903   if (cur != NULL)
16904     {
16905       ri->current = cur->priv->prev_sibling;
16906
16907       clutter_actor_remove_child_internal (ri->root, cur,
16908                                            REMOVE_CHILD_DEFAULT_FLAGS);
16909
16910       ri->age += 1;
16911     }
16912 }
16913
16914 /**
16915  * clutter_actor_iter_destroy:
16916  * @iter: a #ClutterActorIter
16917  *
16918  * Safely destroys the #ClutterActor currently pointer to by the iterator
16919  * from its parent.
16920  *
16921  * This function can only be called after clutter_actor_iter_next() or
16922  * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
16923  * than once for the same actor.
16924  *
16925  * This function will call clutter_actor_destroy() internally.
16926  *
16927  * Since: 1.10
16928  */
16929 void
16930 clutter_actor_iter_destroy (ClutterActorIter *iter)
16931 {
16932   RealActorIter *ri = (RealActorIter *) iter;
16933   ClutterActor *cur;
16934
16935   g_return_if_fail (iter != NULL);
16936   g_return_if_fail (ri->root != NULL);
16937 #ifndef G_DISABLE_ASSERT
16938   g_return_if_fail (ri->age == ri->root->priv->age);
16939 #endif
16940   g_return_if_fail (ri->current != NULL);
16941
16942   cur = ri->current;
16943
16944   if (cur != NULL)
16945     {
16946       ri->current = cur->priv->prev_sibling;
16947
16948       clutter_actor_destroy (cur);
16949
16950       ri->age += 1;
16951     }
16952 }
16953
16954 static const ClutterAnimationInfo default_animation_info = {
16955   NULL,         /* transitions */
16956   NULL,         /* states */
16957   NULL,         /* cur_state */
16958 };
16959
16960 static void
16961 clutter_animation_info_free (gpointer data)
16962 {
16963   if (data != NULL)
16964     {
16965       ClutterAnimationInfo *info = data;
16966
16967       if (info->transitions != NULL)
16968         g_hash_table_unref (info->transitions);
16969
16970       if (info->states != NULL)
16971         g_array_unref (info->states);
16972
16973       g_slice_free (ClutterAnimationInfo, info);
16974     }
16975 }
16976
16977 const ClutterAnimationInfo *
16978 _clutter_actor_get_animation_info_or_defaults (ClutterActor *self)
16979 {
16980   const ClutterAnimationInfo *res;
16981   GObject *obj = G_OBJECT (self);
16982
16983   res = g_object_get_qdata (obj, quark_actor_animation_info);
16984   if (res != NULL)
16985     return res;
16986
16987   return &default_animation_info;
16988 }
16989
16990 ClutterAnimationInfo *
16991 _clutter_actor_get_animation_info (ClutterActor *self)
16992 {
16993   GObject *obj = G_OBJECT (self);
16994   ClutterAnimationInfo *res;
16995
16996   res = g_object_get_qdata (obj, quark_actor_animation_info);
16997   if (res == NULL)
16998     {
16999       res = g_slice_new (ClutterAnimationInfo);
17000
17001       *res = default_animation_info;
17002
17003       g_object_set_qdata_full (obj, quark_actor_animation_info,
17004                                res,
17005                                clutter_animation_info_free);
17006     }
17007
17008   return res;
17009 }
17010
17011 ClutterTransition *
17012 _clutter_actor_get_transition (ClutterActor *actor,
17013                                GParamSpec   *pspec)
17014 {
17015   const ClutterAnimationInfo *info;
17016
17017   info = _clutter_actor_get_animation_info_or_defaults (actor);
17018
17019   if (info->transitions == NULL)
17020     return NULL;
17021
17022   return g_hash_table_lookup (info->transitions, pspec->name);
17023 }
17024
17025 typedef struct _TransitionClosure
17026 {
17027   ClutterActor *actor;
17028   ClutterTransition *transition;
17029   gchar *name;
17030   gulong completed_id;
17031 } TransitionClosure;
17032
17033 static void
17034 transition_closure_free (gpointer data)
17035 {
17036   if (G_LIKELY (data != NULL))
17037     {
17038       TransitionClosure *clos = data;
17039       ClutterTimeline *timeline;
17040
17041       timeline = CLUTTER_TIMELINE (clos->transition);
17042
17043       if (clutter_timeline_is_playing (timeline))
17044         clutter_timeline_stop (timeline);
17045
17046       g_signal_handler_disconnect (clos->transition, clos->completed_id);
17047
17048       g_object_unref (clos->transition);
17049       g_free (clos->name);
17050
17051       g_slice_free (TransitionClosure, clos);
17052     }
17053 }
17054
17055 static void
17056 on_transition_completed (ClutterTransition *transition,
17057                          TransitionClosure *clos)
17058 {
17059   ClutterTimeline *timeline = CLUTTER_TIMELINE (transition);
17060   ClutterActor *actor = clos->actor;
17061   ClutterAnimationInfo *info;
17062   gint n_repeats, cur_repeat;
17063
17064   info = _clutter_actor_get_animation_info (actor);
17065
17066   /* reset the caches used by animations */
17067   clutter_actor_store_content_box (actor, NULL);
17068
17069   /* ensure that we remove the transition only at the end
17070    * of its run; we emit ::completed for every repeat
17071    */
17072   n_repeats = clutter_timeline_get_repeat_count (timeline);
17073   cur_repeat = clutter_timeline_get_current_repeat (timeline);
17074
17075   if (cur_repeat == n_repeats)
17076     {
17077       if (clutter_transition_get_remove_on_complete (transition))
17078         {
17079           /* we take a reference here because removing the closure
17080            * will release the reference on the transition, and we
17081            * want the transition to survive the signal emission;
17082            * the master clock will release the last reference at
17083            * the end of the frame processing.
17084            */
17085           g_object_ref (transition);
17086           g_hash_table_remove (info->transitions, clos->name);
17087         }
17088     }
17089
17090   /* if it's the last transition then we clean up */
17091   if (g_hash_table_size (info->transitions) == 0)
17092     {
17093       g_hash_table_unref (info->transitions);
17094       info->transitions = NULL;
17095
17096       CLUTTER_NOTE (ANIMATION, "Transitions for '%s' completed",
17097                     _clutter_actor_get_debug_name (actor));
17098
17099       g_signal_emit (actor, actor_signals[TRANSITIONS_COMPLETED], 0);
17100     }
17101 }
17102
17103 void
17104 _clutter_actor_update_transition (ClutterActor *actor,
17105                                   GParamSpec   *pspec,
17106                                   ...)
17107 {
17108   TransitionClosure *clos;
17109   ClutterTimeline *timeline;
17110   ClutterInterval *interval;
17111   const ClutterAnimationInfo *info;
17112   va_list var_args;
17113   GType ptype;
17114   GValue initial = G_VALUE_INIT;
17115   GValue final = G_VALUE_INIT;
17116   char *error = NULL;
17117
17118   info = _clutter_actor_get_animation_info_or_defaults (actor);
17119
17120   if (info->transitions == NULL)
17121     return;
17122
17123   clos = g_hash_table_lookup (info->transitions, pspec->name);
17124   if (clos == NULL)
17125     return;
17126
17127   timeline = CLUTTER_TIMELINE (clos->transition);
17128
17129   va_start (var_args, pspec);
17130
17131   ptype = G_PARAM_SPEC_VALUE_TYPE (pspec);
17132
17133   g_value_init (&initial, ptype);
17134   clutter_animatable_get_initial_state (CLUTTER_ANIMATABLE (actor),
17135                                         pspec->name,
17136                                         &initial);
17137
17138   G_VALUE_COLLECT_INIT (&final, ptype, var_args, 0, &error);
17139   if (error != NULL)
17140     {
17141       g_critical ("%s: %s", G_STRLOC, error);
17142       g_free (error);
17143       goto out;
17144     }
17145
17146   interval = clutter_transition_get_interval (clos->transition);
17147   clutter_interval_set_initial_value (interval, &initial);
17148   clutter_interval_set_final_value (interval, &final);
17149
17150   /* if we're updating with an easing duration of zero milliseconds,
17151    * we just jump the timeline to the end and let it run its course
17152    */
17153   if (info->cur_state != NULL &&
17154       info->cur_state->easing_duration != 0)
17155     {
17156       guint cur_duration = clutter_timeline_get_duration (timeline);
17157       ClutterAnimationMode cur_mode =
17158         clutter_timeline_get_progress_mode (timeline);
17159
17160       if (cur_duration != info->cur_state->easing_duration)
17161         clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
17162
17163       if (cur_mode != info->cur_state->easing_mode)
17164         clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
17165
17166       clutter_timeline_rewind (timeline);
17167     }
17168   else
17169     {
17170       guint duration = clutter_timeline_get_duration (timeline);
17171
17172       clutter_timeline_advance (timeline, duration);
17173     }
17174
17175 out:
17176   g_value_unset (&initial);
17177   g_value_unset (&final);
17178
17179   va_end (var_args);
17180 }
17181
17182 /*< private >*
17183  * _clutter_actor_create_transition:
17184  * @actor: a #ClutterActor
17185  * @pspec: the property used for the transition
17186  * @...: initial and final state
17187  *
17188  * Creates a #ClutterTransition for the property represented by @pspec.
17189  *
17190  * Return value: a #ClutterTransition
17191  */
17192 ClutterTransition *
17193 _clutter_actor_create_transition (ClutterActor *actor,
17194                                   GParamSpec   *pspec,
17195                                   ...)
17196 {
17197   ClutterAnimationInfo *info;
17198   ClutterTransition *res = NULL;
17199   gboolean call_restore = FALSE;
17200   TransitionClosure *clos;
17201   va_list var_args;
17202
17203   info = _clutter_actor_get_animation_info (actor);
17204
17205   /* XXX - this will go away in 2.0
17206    *
17207    * if no state has been pushed, we assume that the easing state is
17208    * in "compatibility mode": all transitions have a duration of 0
17209    * msecs, which means that they happen immediately. in Clutter 2.0
17210    * this will turn into a g_assert(info->states != NULL), as every
17211    * actor will start with a predefined easing state
17212    */
17213   if (info->states == NULL)
17214     {
17215       clutter_actor_save_easing_state (actor);
17216       clutter_actor_set_easing_duration (actor, 0);
17217       call_restore = TRUE;
17218     }
17219
17220   if (info->transitions == NULL)
17221     info->transitions = g_hash_table_new_full (g_str_hash, g_str_equal,
17222                                                NULL,
17223                                                transition_closure_free);
17224
17225   va_start (var_args, pspec);
17226
17227   clos = g_hash_table_lookup (info->transitions, pspec->name);
17228   if (clos == NULL)
17229     {
17230       ClutterInterval *interval;
17231       GValue initial = G_VALUE_INIT;
17232       GValue final = G_VALUE_INIT;
17233       GType ptype;
17234       char *error;
17235
17236       ptype = G_PARAM_SPEC_VALUE_TYPE (pspec);
17237
17238       G_VALUE_COLLECT_INIT (&initial, ptype,
17239                             var_args, 0,
17240                             &error);
17241       if (error != NULL)
17242         {
17243           g_critical ("%s: %s", G_STRLOC, error);
17244           g_free (error);
17245           goto out;
17246         }
17247
17248       G_VALUE_COLLECT_INIT (&final, ptype,
17249                             var_args, 0,
17250                             &error);
17251
17252       if (error != NULL)
17253         {
17254           g_critical ("%s: %s", G_STRLOC, error);
17255           g_value_unset (&initial);
17256           g_free (error);
17257           goto out;
17258         }
17259
17260       /* if the current easing state has a duration of 0, then we don't
17261        * bother to create the transition, and we just set the final value
17262        * directly on the actor; we don't go through the Animatable
17263        * interface because we know we got here through an animatable
17264        * property.
17265        */
17266       if (info->cur_state->easing_duration == 0)
17267         {
17268           clutter_actor_set_animatable_property (actor,
17269                                                  pspec->param_id,
17270                                                  &final,
17271                                                  pspec);
17272           g_value_unset (&initial);
17273           g_value_unset (&final);
17274
17275           goto out;
17276         }
17277
17278       interval = clutter_interval_new_with_values (ptype, &initial, &final);
17279
17280       g_value_unset (&initial);
17281       g_value_unset (&final);
17282
17283       res = clutter_property_transition_new (pspec->name);
17284
17285       clutter_transition_set_interval (res, interval);
17286       clutter_transition_set_remove_on_complete (res, TRUE);
17287
17288       /* this will start the transition as well */
17289       clutter_actor_add_transition (actor, pspec->name, res);
17290
17291       /* the actor now owns the transition */
17292       g_object_unref (res);
17293     }
17294   else
17295     res = clos->transition;
17296
17297 out:
17298   if (call_restore)
17299     clutter_actor_restore_easing_state (actor);
17300
17301   va_end (var_args);
17302
17303   return res;
17304 }
17305
17306 /**
17307  * clutter_actor_add_transition:
17308  * @self: a #ClutterActor
17309  * @name: the name of the transition to add
17310  * @transition: the #ClutterTransition to add
17311  *
17312  * Adds a @transition to the #ClutterActor's list of animations.
17313  *
17314  * The @name string is a per-actor unique identifier of the @transition: only
17315  * one #ClutterTransition can be associated to the specified @name.
17316  *
17317  * The @transition will be given the easing duration, mode, and delay
17318  * associated to the actor's current easing state; it is possible to modify
17319  * these values after calling clutter_actor_add_transition().
17320  *
17321  * The @transition will be started once added.
17322  *
17323  * This function will take a reference on the @transition.
17324  *
17325  * This function is usually called implicitly when modifying an animatable
17326  * property.
17327  *
17328  * Since: 1.10
17329  */
17330 void
17331 clutter_actor_add_transition (ClutterActor      *self,
17332                               const char        *name,
17333                               ClutterTransition *transition)
17334 {
17335   ClutterTimeline *timeline;
17336   TransitionClosure *clos;
17337   ClutterAnimationInfo *info;
17338
17339   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17340   g_return_if_fail (name != NULL);
17341   g_return_if_fail (CLUTTER_IS_TRANSITION (transition));
17342
17343   info = _clutter_actor_get_animation_info (self);
17344
17345   if (info->cur_state == NULL)
17346     {
17347       g_warning ("No easing state is defined for the actor '%s'; you "
17348                  "must call clutter_actor_save_easing_state() before "
17349                  "calling clutter_actor_add_transition().",
17350                  _clutter_actor_get_debug_name (self));
17351       return;
17352     }
17353
17354   if (info->transitions == NULL)
17355     info->transitions = g_hash_table_new_full (g_str_hash, g_str_equal,
17356                                                NULL,
17357                                                transition_closure_free);
17358
17359   if (g_hash_table_lookup (info->transitions, name) != NULL)
17360     {
17361       g_warning ("A transition with name '%s' already exists for "
17362                  "the actor '%s'",
17363                  name,
17364                  _clutter_actor_get_debug_name (self));
17365       return;
17366     }
17367
17368   clutter_transition_set_animatable (transition, CLUTTER_ANIMATABLE (self));
17369
17370   timeline = CLUTTER_TIMELINE (transition);
17371
17372   clutter_timeline_set_delay (timeline, info->cur_state->easing_delay);
17373   clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
17374   clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
17375
17376   clos = g_slice_new (TransitionClosure);
17377   clos->actor = self;
17378   clos->transition = g_object_ref (transition);
17379   clos->name = g_strdup (name);
17380   clos->completed_id = g_signal_connect (timeline, "completed",
17381                                          G_CALLBACK (on_transition_completed),
17382                                          clos);
17383
17384   CLUTTER_NOTE (ANIMATION,
17385                 "Adding transition '%s' [%p] to actor '%s'",
17386                 clos->name,
17387                 clos->transition,
17388                 _clutter_actor_get_debug_name (self));
17389
17390   g_hash_table_insert (info->transitions, clos->name, clos);
17391   clutter_timeline_start (timeline);
17392 }
17393
17394 /**
17395  * clutter_actor_remove_transition:
17396  * @self: a #ClutterActor
17397  * @name: the name of the transition to remove
17398  *
17399  * Removes the transition stored inside a #ClutterActor using @name
17400  * identifier.
17401  *
17402  * If the transition is currently in progress, it will be stopped.
17403  *
17404  * This function releases the reference acquired when the transition
17405  * was added to the #ClutterActor.
17406  *
17407  * Since: 1.10
17408  */
17409 void
17410 clutter_actor_remove_transition (ClutterActor *self,
17411                                  const char   *name)
17412 {
17413   const ClutterAnimationInfo *info;
17414
17415   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17416   g_return_if_fail (name != NULL);
17417
17418   info = _clutter_actor_get_animation_info_or_defaults (self);
17419
17420   if (info->transitions == NULL)
17421     return;
17422
17423   g_hash_table_remove (info->transitions, name);
17424 }
17425
17426 /**
17427  * clutter_actor_remove_all_transitions:
17428  * @self: a #ClutterActor
17429  *
17430  * Removes all transitions associated to @self.
17431  *
17432  * Since: 1.10
17433  */
17434 void
17435 clutter_actor_remove_all_transitions (ClutterActor *self)
17436 {
17437   const ClutterAnimationInfo *info;
17438
17439   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17440
17441   info = _clutter_actor_get_animation_info_or_defaults (self);
17442   if (info->transitions == NULL)
17443     return;
17444
17445   g_hash_table_remove_all (info->transitions);
17446 }
17447
17448 /**
17449  * clutter_actor_set_easing_duration:
17450  * @self: a #ClutterActor
17451  * @msecs: the duration of the easing, or %NULL
17452  *
17453  * Sets the duration of the tweening for animatable properties
17454  * of @self for the current easing state.
17455  *
17456  * Since: 1.10
17457  */
17458 void
17459 clutter_actor_set_easing_duration (ClutterActor *self,
17460                                    guint         msecs)
17461 {
17462   ClutterAnimationInfo *info;
17463
17464   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17465
17466   info = _clutter_actor_get_animation_info (self);
17467
17468   if (info->cur_state == NULL)
17469     {
17470       g_warning ("You must call clutter_actor_save_easing_state() prior "
17471                  "to calling clutter_actor_set_easing_duration().");
17472       return;
17473     }
17474
17475   if (info->cur_state->easing_duration != msecs)
17476     info->cur_state->easing_duration = msecs;
17477 }
17478
17479 /**
17480  * clutter_actor_get_easing_duration:
17481  * @self: a #ClutterActor
17482  *
17483  * Retrieves the duration of the tweening for animatable
17484  * properties of @self for the current easing state.
17485  *
17486  * Return value: the duration of the tweening, in milliseconds
17487  *
17488  * Since: 1.10
17489  */
17490 guint
17491 clutter_actor_get_easing_duration (ClutterActor *self)
17492 {
17493   const ClutterAnimationInfo *info;
17494
17495   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
17496
17497   info = _clutter_actor_get_animation_info_or_defaults (self);
17498
17499   if (info->cur_state != NULL)
17500     return info->cur_state->easing_duration;
17501
17502   return 0;
17503 }
17504
17505 /**
17506  * clutter_actor_set_easing_mode:
17507  * @self: a #ClutterActor
17508  * @mode: an easing mode, excluding %CLUTTER_CUSTOM_MODE
17509  *
17510  * Sets the easing mode for the tweening of animatable properties
17511  * of @self.
17512  *
17513  * Since: 1.10
17514  */
17515 void
17516 clutter_actor_set_easing_mode (ClutterActor         *self,
17517                                ClutterAnimationMode  mode)
17518 {
17519   ClutterAnimationInfo *info;
17520
17521   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17522   g_return_if_fail (mode != CLUTTER_CUSTOM_MODE);
17523   g_return_if_fail (mode < CLUTTER_ANIMATION_LAST);
17524
17525   info = _clutter_actor_get_animation_info (self);
17526
17527   if (info->cur_state == NULL)
17528     {
17529       g_warning ("You must call clutter_actor_save_easing_state() prior "
17530                  "to calling clutter_actor_set_easing_mode().");
17531       return;
17532     }
17533
17534   if (info->cur_state->easing_mode != mode)
17535     info->cur_state->easing_mode = mode;
17536 }
17537
17538 /**
17539  * clutter_actor_get_easing_mode:
17540  * @self: a #ClutterActor
17541  *
17542  * Retrieves the easing mode for the tweening of animatable properties
17543  * of @self for the current easing state.
17544  *
17545  * Return value: an easing mode
17546  *
17547  * Since: 1.10
17548  */
17549 ClutterAnimationMode
17550 clutter_actor_get_easing_mode (ClutterActor *self)
17551 {
17552   const ClutterAnimationInfo *info;
17553
17554   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_EASE_OUT_CUBIC);
17555
17556   info = _clutter_actor_get_animation_info_or_defaults (self);
17557
17558   if (info->cur_state != NULL)
17559     return info->cur_state->easing_mode;
17560
17561   return CLUTTER_EASE_OUT_CUBIC;
17562 }
17563
17564 /**
17565  * clutter_actor_set_easing_delay:
17566  * @self: a #ClutterActor
17567  * @msecs: the delay before the start of the tweening, in milliseconds
17568  *
17569  * Sets the delay that should be applied before tweening animatable
17570  * properties.
17571  *
17572  * Since: 1.10
17573  */
17574 void
17575 clutter_actor_set_easing_delay (ClutterActor *self,
17576                                 guint         msecs)
17577 {
17578   ClutterAnimationInfo *info;
17579
17580   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17581
17582   info = _clutter_actor_get_animation_info (self);
17583
17584   if (info->cur_state == NULL)
17585     {
17586       g_warning ("You must call clutter_actor_save_easing_state() prior "
17587                  "to calling clutter_actor_set_easing_delay().");
17588       return;
17589     }
17590
17591   if (info->cur_state->easing_delay != msecs)
17592     info->cur_state->easing_delay = msecs;
17593 }
17594
17595 /**
17596  * clutter_actor_get_easing_delay:
17597  * @self: a #ClutterActor
17598  *
17599  * Retrieves the delay that should be applied when tweening animatable
17600  * properties.
17601  *
17602  * Return value: a delay, in milliseconds
17603  *
17604  * Since: 1.10
17605  */
17606 guint
17607 clutter_actor_get_easing_delay (ClutterActor *self)
17608 {
17609   const ClutterAnimationInfo *info;
17610
17611   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
17612
17613   info = _clutter_actor_get_animation_info_or_defaults (self);
17614
17615   if (info->cur_state != NULL)
17616     return info->cur_state->easing_delay;
17617
17618   return 0;
17619 }
17620
17621 /**
17622  * clutter_actor_get_transition:
17623  * @self: a #ClutterActor
17624  * @name: the name of the transition
17625  *
17626  * Retrieves the #ClutterTransition of a #ClutterActor by using the
17627  * transition @name.
17628  *
17629  * Transitions created for animatable properties use the name of the
17630  * property itself, for instance the code below:
17631  *
17632  * |[
17633  *   clutter_actor_set_easing_duration (actor, 1000);
17634  *   clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 360.0, x, y, z);
17635  *
17636  *   transition = clutter_actor_get_transition (actor, "rotation-angle-y");
17637  *   g_signal_connect (transition, "completed",
17638  *                     G_CALLBACK (on_transition_complete),
17639  *                     actor);
17640  * ]|
17641  *
17642  * will call the <function>on_transition_complete</function> callback when
17643  * the transition is complete.
17644  *
17645  * Return value: (transfer none): a #ClutterTransition, or %NULL is none
17646  *   was found to match the passed name; the returned instance is owned
17647  *   by Clutter and it should not be freed
17648  *
17649  * Since: 1.10
17650  */
17651 ClutterTransition *
17652 clutter_actor_get_transition (ClutterActor *self,
17653                               const char   *name)
17654 {
17655   TransitionClosure *clos;
17656   const ClutterAnimationInfo *info;
17657
17658   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
17659   g_return_val_if_fail (name != NULL, NULL);
17660
17661   info = _clutter_actor_get_animation_info_or_defaults (self);
17662   if (info->transitions == NULL)
17663     return NULL;
17664
17665   clos = g_hash_table_lookup (info->transitions, name);
17666   if (clos == NULL)
17667     return NULL;
17668
17669   return clos->transition;
17670 }
17671
17672 /**
17673  * clutter_actor_save_easing_state:
17674  * @self: a #ClutterActor
17675  *
17676  * Saves the current easing state for animatable properties, and creates
17677  * a new state with the default values for easing mode and duration.
17678  *
17679  * Since: 1.10
17680  */
17681 void
17682 clutter_actor_save_easing_state (ClutterActor *self)
17683 {
17684   ClutterAnimationInfo *info;
17685   AState new_state;
17686
17687   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17688
17689   info = _clutter_actor_get_animation_info (self);
17690
17691   if (info->states == NULL)
17692     info->states = g_array_new (FALSE, FALSE, sizeof (AState));
17693
17694   new_state.easing_mode = CLUTTER_EASE_OUT_CUBIC;
17695   new_state.easing_duration = 250;
17696   new_state.easing_delay = 0;
17697
17698   g_array_append_val (info->states, new_state);
17699
17700   info->cur_state = &g_array_index (info->states, AState, info->states->len - 1);
17701 }
17702
17703 /**
17704  * clutter_actor_restore_easing_state:
17705  * @self: a #ClutterActor
17706  *
17707  * Restores the easing state as it was prior to a call to
17708  * clutter_actor_save_easing_state().
17709  *
17710  * Since: 1.10
17711  */
17712 void
17713 clutter_actor_restore_easing_state (ClutterActor *self)
17714 {
17715   ClutterAnimationInfo *info;
17716
17717   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17718
17719   info = _clutter_actor_get_animation_info (self);
17720
17721   if (info->states == NULL)
17722     {
17723       g_critical ("The function clutter_actor_restore_easing_state() has "
17724                   "called without a previous call to "
17725                   "clutter_actor_save_easing_state().");
17726       return;
17727     }
17728
17729   g_array_remove_index (info->states, info->states->len - 1);
17730
17731   if (info->states->len > 0)
17732     info->cur_state = &g_array_index (info->states, AState, info->states->len - 1);
17733   else
17734     {
17735       g_array_unref (info->states);
17736       info->states = NULL;
17737       info->cur_state = NULL;
17738     }
17739 }
17740
17741 /**
17742  * clutter_actor_set_content:
17743  * @self: a #ClutterActor
17744  * @content: (allow-none): a #ClutterContent, or %NULL
17745  *
17746  * Sets the contents of a #ClutterActor.
17747  *
17748  * Since: 1.10
17749  */
17750 void
17751 clutter_actor_set_content (ClutterActor   *self,
17752                            ClutterContent *content)
17753 {
17754   ClutterActorPrivate *priv;
17755
17756   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17757   g_return_if_fail (content == NULL || CLUTTER_IS_CONTENT (content));
17758
17759   priv = self->priv;
17760
17761   if (priv->content != NULL)
17762     {
17763       _clutter_content_detached (priv->content, self);
17764       g_clear_object (&priv->content);
17765     }
17766
17767   priv->content = content;
17768
17769   if (priv->content != NULL)
17770     {
17771       g_object_ref (priv->content);
17772       _clutter_content_attached (priv->content, self);
17773     }
17774
17775   /* given that the content is always painted within the allocation,
17776    * we only need to queue a redraw here
17777    */
17778   clutter_actor_queue_redraw (self);
17779
17780   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT]);
17781
17782   /* if the content gravity is not resize-fill, and the new content has a
17783    * different preferred size than the previous one, then the content box
17784    * may have been changed. since we compute that lazily, we just notify
17785    * here, and let whomever watches :content-box do whatever they need to
17786    * do.
17787    */
17788   if (priv->content_gravity != CLUTTER_CONTENT_GRAVITY_RESIZE_FILL)
17789     g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_BOX]);
17790 }
17791
17792 /**
17793  * clutter_actor_get_content:
17794  * @self: a #ClutterActor
17795  *
17796  * Retrieves the contents of @self.
17797  *
17798  * Return value: (transfer none): a pointer to the #ClutterContent instance,
17799  *   or %NULL if none was set
17800  *
17801  * Since: 1.10
17802  */
17803 ClutterContent *
17804 clutter_actor_get_content (ClutterActor *self)
17805 {
17806   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
17807
17808   return self->priv->content;
17809 }
17810
17811 /**
17812  * clutter_actor_set_content_gravity:
17813  * @self: a #ClutterActor
17814  * @gravity: the #ClutterContentGravity
17815  *
17816  * Sets the gravity of the #ClutterContent used by @self.
17817  *
17818  * See the description of the #ClutterActor:content-gravity property for
17819  * more information.
17820  *
17821  * The #ClutterActor:content-gravity property is animatable.
17822  *
17823  * Since: 1.10
17824  */
17825 void
17826 clutter_actor_set_content_gravity (ClutterActor *self,
17827                                    ClutterContentGravity  gravity)
17828 {
17829   ClutterActorPrivate *priv;
17830
17831   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17832
17833   priv = self->priv;
17834
17835   if (priv->content_gravity == gravity)
17836     return;
17837
17838   priv->content_box_valid = FALSE;
17839
17840   if (_clutter_actor_get_transition (self, obj_props[PROP_CONTENT_BOX]) == NULL)
17841     {
17842       ClutterActorBox from_box, to_box;
17843
17844       clutter_actor_get_content_box (self, &from_box);
17845
17846       priv->content_gravity = gravity;
17847
17848       clutter_actor_get_content_box (self, &to_box);
17849
17850       _clutter_actor_create_transition (self, obj_props[PROP_CONTENT_BOX],
17851                                         &from_box,
17852                                         &to_box);
17853     }
17854   else
17855     {
17856       ClutterActorBox to_box;
17857
17858       priv->content_gravity = gravity;
17859
17860       clutter_actor_get_content_box (self, &to_box);
17861
17862       _clutter_actor_update_transition (self, obj_props[PROP_CONTENT_BOX],
17863                                         &to_box);
17864     }
17865
17866   clutter_actor_queue_redraw (self);
17867
17868   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_GRAVITY]);
17869 }
17870
17871 /**
17872  * clutter_actor_get_content_gravity:
17873  * @self: a #ClutterActor
17874  *
17875  * Retrieves the content gravity as set using
17876  * clutter_actor_get_content_gravity().
17877  *
17878  * Return value: the content gravity
17879  *
17880  * Since: 1.10
17881  */
17882 ClutterContentGravity
17883 clutter_actor_get_content_gravity (ClutterActor *self)
17884 {
17885   g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
17886                         CLUTTER_CONTENT_GRAVITY_RESIZE_FILL);
17887
17888   return self->priv->content_gravity;
17889 }
17890
17891 /**
17892  * clutter_actor_get_content_box:
17893  * @self: a #ClutterActor
17894  * @box: (out caller-allocates): the return location for the bounding
17895  *   box for the #ClutterContent
17896  *
17897  * Retrieves the bounding box for the #ClutterContent of @self.
17898  *
17899  * The bounding box is relative to the actor's allocation.
17900  *
17901  * If no #ClutterContent is set for @self, or if @self has not been
17902  * allocated yet, then the result is undefined.
17903  *
17904  * The content box is guaranteed to be, at most, as big as the allocation
17905  * of the #ClutterActor.
17906  *
17907  * If the #ClutterContent used by the actor has a preferred size, then
17908  * it is possible to modify the content box by using the
17909  * #ClutterActor:content-gravity property.
17910  *
17911  * Since: 1.10
17912  */
17913 void
17914 clutter_actor_get_content_box (ClutterActor    *self,
17915                                ClutterActorBox *box)
17916 {
17917   ClutterActorPrivate *priv;
17918   gfloat content_w, content_h;
17919   gfloat alloc_w, alloc_h;
17920
17921   g_return_if_fail (CLUTTER_IS_ACTOR (self));
17922   g_return_if_fail (box != NULL);
17923
17924   priv = self->priv;
17925
17926   box->x1 = 0.f;
17927   box->y1 = 0.f;
17928   box->x2 = priv->allocation.x2 - priv->allocation.x1;
17929   box->y2 = priv->allocation.y2 - priv->allocation.y1;
17930
17931   if (priv->content_box_valid)
17932     {
17933       *box = priv->content_box;
17934       return;
17935     }
17936
17937   /* no need to do any more work */
17938   if (priv->content_gravity == CLUTTER_CONTENT_GRAVITY_RESIZE_FILL)
17939     return;
17940
17941   if (priv->content == NULL)
17942     return;
17943
17944   /* if the content does not have a preferred size then there is
17945    * no point in computing the content box
17946    */
17947   if (!clutter_content_get_preferred_size (priv->content,
17948                                            &content_w,
17949                                            &content_h))
17950     return;
17951
17952   alloc_w = box->x2;
17953   alloc_h = box->y2;
17954
17955   switch (priv->content_gravity)
17956     {
17957     case CLUTTER_CONTENT_GRAVITY_TOP_LEFT:
17958       box->x2 = box->x1 + MIN (content_w, alloc_w);
17959       box->y2 = box->y1 + MIN (content_h, alloc_h);
17960       break;
17961
17962     case CLUTTER_CONTENT_GRAVITY_TOP:
17963       if (alloc_w > content_w)
17964         {
17965           box->x1 += ceilf ((alloc_w - content_w) / 2.0);
17966           box->x2 = box->x1 + content_w;
17967         }
17968       box->y2 = box->y1 + MIN (content_h, alloc_h);
17969       break;
17970
17971     case CLUTTER_CONTENT_GRAVITY_TOP_RIGHT:
17972       if (alloc_w > content_w)
17973         {
17974           box->x1 += (alloc_w - content_w);
17975           box->x2 = box->x1 + content_w;
17976         }
17977       box->y2 = box->y1 + MIN (content_h, alloc_h);
17978       break;
17979
17980     case CLUTTER_CONTENT_GRAVITY_LEFT:
17981       box->x2 = box->x1 + MIN (content_w, alloc_w);
17982       if (alloc_h > content_h)
17983         {
17984           box->y1 += ceilf ((alloc_h - content_h) / 2.0);
17985           box->y2 = box->y1 + content_h;
17986         }
17987       break;
17988
17989     case CLUTTER_CONTENT_GRAVITY_CENTER:
17990       if (alloc_w > content_w)
17991         {
17992           box->x1 += ceilf ((alloc_w - content_w) / 2.0);
17993           box->x2 = box->x1 + content_w;
17994         }
17995       if (alloc_h > content_h)
17996         {
17997           box->y1 += ceilf ((alloc_h - content_h) / 2.0);
17998           box->y2 = box->y1 + content_h;
17999         }
18000       break;
18001
18002     case CLUTTER_CONTENT_GRAVITY_RIGHT:
18003       if (alloc_w > content_w)
18004         {
18005           box->x1 += (alloc_w - content_w);
18006           box->x2 = box->x1 + content_w;
18007         }
18008       if (alloc_h > content_h)
18009         {
18010           box->y1 += ceilf ((alloc_h - content_h) / 2.0);
18011           box->y2 = box->y1 + content_h;
18012         }
18013       break;
18014
18015     case CLUTTER_CONTENT_GRAVITY_BOTTOM_LEFT:
18016       box->x2 = box->x1 + MIN (content_w, alloc_w);
18017       if (alloc_h > content_h)
18018         {
18019           box->y1 += (alloc_h - content_h);
18020           box->y2 = box->y1 + content_h;
18021         }
18022       break;
18023
18024     case CLUTTER_CONTENT_GRAVITY_BOTTOM:
18025       if (alloc_w > content_w)
18026         {
18027           box->x1 += ceilf ((alloc_w - content_w) / 2.0);
18028           box->x2 = box->x1 + content_w;
18029         }
18030       if (alloc_h > content_h)
18031         {
18032           box->y1 += (alloc_h - content_h);
18033           box->y2 = box->y1 + content_h;
18034         }
18035       break;
18036
18037     case CLUTTER_CONTENT_GRAVITY_BOTTOM_RIGHT:
18038       if (alloc_w > content_w)
18039         {
18040           box->x1 += (alloc_w - content_w);
18041           box->x2 = box->x1 + content_w;
18042         }
18043       if (alloc_h > content_h)
18044         {
18045           box->y1 += (alloc_h - content_h);
18046           box->y2 = box->y1 + content_h;
18047         }
18048       break;
18049
18050     case CLUTTER_CONTENT_GRAVITY_RESIZE_FILL:
18051       g_assert_not_reached ();
18052       break;
18053
18054     case CLUTTER_CONTENT_GRAVITY_RESIZE_ASPECT:
18055       {
18056         double r_c = content_w / content_h;
18057         double r_a = alloc_w / alloc_h;
18058
18059         if (r_c >= 1.0)
18060           {
18061             if (r_a >= 1.0)
18062               {
18063                 box->x1 = 0.f;
18064                 box->x2 = alloc_w;
18065
18066                 box->y1 = (alloc_h - (alloc_w * r_c)) / 2.0f;
18067                 box->y2 = box->y1 + (alloc_w * r_c);
18068               }
18069             else
18070               {
18071                 box->y1 = 0.f;
18072                 box->y2 = alloc_h;
18073
18074                 box->x1 = (alloc_w - (alloc_h * r_c)) / 2.0f;
18075                 box->x2 = box->x1 + (alloc_h * r_c);
18076               }
18077           }
18078         else
18079           {
18080             if (r_a >= 1.0)
18081               {
18082                 box->y1 = 0.f;
18083                 box->y2 = alloc_h;
18084
18085                 box->x1 = (alloc_w - (alloc_h * r_c)) / 2.0f;
18086                 box->x2 = box->x1 + (alloc_h * r_c);
18087               }
18088             else
18089               {
18090                 box->x1 = 0.f;
18091                 box->x2 = alloc_w;
18092
18093                 box->y1 = (alloc_h - (alloc_w * r_c)) / 2.0f;
18094                 box->y2 = box->y1 + (alloc_w * r_c);
18095               }
18096           }
18097       }
18098       break;
18099     }
18100 }
18101
18102 /**
18103  * clutter_actor_set_content_scaling_filters:
18104  * @self: a #ClutterActor
18105  * @min_filter: the minification filter for the content
18106  * @mag_filter: the magnification filter for the content
18107  *
18108  * Sets the minification and magnification filter to be applied when
18109  * scaling the #ClutterActor:content of a #ClutterActor.
18110  *
18111  * The #ClutterActor:minification-filter will be used when reducing
18112  * the size of the content; the #ClutterActor:magnification-filter
18113  * will be used when increasing the size of the content.
18114  *
18115  * Since: 1.10
18116  */
18117 void
18118 clutter_actor_set_content_scaling_filters (ClutterActor         *self,
18119                                            ClutterScalingFilter  min_filter,
18120                                            ClutterScalingFilter  mag_filter)
18121 {
18122   ClutterActorPrivate *priv;
18123   gboolean changed;
18124   GObject *obj;
18125
18126   g_return_if_fail (CLUTTER_IS_ACTOR (self));
18127
18128   priv = self->priv;
18129   obj = G_OBJECT (self);
18130
18131   g_object_freeze_notify (obj);
18132
18133   changed = FALSE;
18134
18135   if (priv->min_filter != min_filter)
18136     {
18137       priv->min_filter = min_filter;
18138       changed = TRUE;
18139
18140       g_object_notify_by_pspec (obj, obj_props[PROP_MINIFICATION_FILTER]);
18141     }
18142
18143   if (priv->mag_filter != mag_filter)
18144     {
18145       priv->mag_filter = mag_filter;
18146       changed = TRUE;
18147
18148       g_object_notify_by_pspec (obj, obj_props[PROP_MAGNIFICATION_FILTER]);
18149     }
18150
18151   if (changed)
18152     clutter_actor_queue_redraw (self);
18153
18154   g_object_thaw_notify (obj);
18155 }
18156
18157 /**
18158  * clutter_actor_get_content_scaling_filters:
18159  * @self: a #ClutterActor
18160  * @min_filter: (out) (allow-none): return location for the minification
18161  *   filter, or %NULL
18162  * @mag_filter: (out) (allow-none): return location for the magnification
18163  *   filter, or %NULL
18164  *
18165  * Retrieves the values set using clutter_actor_set_content_scaling_filters().
18166  *
18167  * Since: 1.10
18168  */
18169 void
18170 clutter_actor_get_content_scaling_filters (ClutterActor         *self,
18171                                            ClutterScalingFilter *min_filter,
18172                                            ClutterScalingFilter *mag_filter)
18173 {
18174   g_return_if_fail (CLUTTER_IS_ACTOR (self));
18175
18176   if (min_filter != NULL)
18177     *min_filter = self->priv->min_filter;
18178
18179   if (mag_filter != NULL)
18180     *mag_filter = self->priv->mag_filter;
18181 }