4 * An OpenGL based 'interactive canvas' library.
6 * Authored By Matthew Allum <mallum@openedhand.com>
8 * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
9 * Copyright (C) 2009, 2010 Intel Corp
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.
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.
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/>.
26 * SECTION:clutter-actor
27 * @short_description: Base abstract class for all visual stage actors.
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
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>
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>
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>
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 ();
77 * /* set the bounding box of the actor */
78 * clutter_actor_set_position (actor, 0, 0);
79 * clutter_actor_set_size (actor, 480, 640);
81 * /* set the background color of the actor */
82 * clutter_actor_set_background_color (actor, CLUTTER_COLOR_Orange);
84 * /* set the bounding box of the child, relative to the parent */
85 * ClutterActor *child = clutter_actor_new ();
86 * clutter_actor_set_position (child, 20, 20);
87 * clutter_actor_set_size (child, 80, 240);
89 * /* set the background color of the child */
90 * clutter_actor_set_background_color (child, CLUTTER_COLOR_Blue);
92 * /* add the child to the actor */
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
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>
111 * </programlisting></informalexample>
112 * <figure id="bin-layout">
113 * <title>Actors</title>
114 * <graphic fileref="test-actor.png" format="PNG"/>
118 * <refsect2 id="ClutterActor-events">
119 * <title>Handling events on an actor</title>
120 * <para>A #ClutterActor can receive and handle input device events, for
121 * instance pointer events and key events, as long as its
122 * #ClutterActor:reactive property is set to %TRUE.</para>
123 * <para>Once an actor has been determined to be the source of an event,
124 * Clutter will traverse the scene graph from the top-level actor towards the
125 * event source, emitting the #ClutterActor::captured-event signal on each
126 * ancestor until it reaches the source; this phase is also called
127 * <emphasis>the capture phase</emphasis>. If the event propagation was not
128 * stopped, the graph is walked backwards, from the source actor to the
129 * top-level, and the #ClutterActor::event signal, along with other event
130 * signals if needed, is emitted; this phase is also called <emphasis>the
131 * bubble phase</emphasis>. At any point of the signal emission, signal
132 * handlers can stop the propagation through the scene graph by returning
133 * %CLUTTER_EVENT_STOP; otherwise, they can continue the propagation by
134 * returning %CLUTTER_EVENT_PROPAGATE.</para>
137 * <refsect2 id="ClutterActor-subclassing">
138 * <title>Implementing an actor</title>
139 * <para>Careful consideration should be given when deciding to implement
140 * a #ClutterActor sub-class. It is generally recommended to implement a
141 * sub-class of #ClutterActor only for actors that should be used as leaf
142 * nodes of a scene graph.</para>
143 * <para>If your actor should be painted in a custom way, you should
144 * override the #ClutterActor::paint signal class handler. You can either
145 * opt to chain up to the parent class implementation or decide to fully
146 * override the default paint implementation; Clutter will set up the
147 * transformations and clip regions prior to emitting the #ClutterActor::paint
149 * <para>By overriding the #ClutterActorClass.get_preferred_width() and
150 * #ClutterActorClass.get_preferred_height() virtual functions it is
151 * possible to change or provide the preferred size of an actor; similarly,
152 * by overriding the #ClutterActorClass.allocate() virtual function it is
153 * possible to control the layout of the children of an actor. Make sure to
154 * always chain up to the parent implementation of the
155 * #ClutterActorClass.allocate() virtual function.</para>
156 * <para>In general, it is strongly encouraged to use delegation and
157 * composition instead of direct subclassing.</para>
160 * <refsect2 id="ClutterActor-script">
161 * <title>ClutterActor custom properties for #ClutterScript</title>
162 * <para>#ClutterActor defines a custom "rotation" property which
163 * allows a short-hand description of the rotations to be applied
164 * to an actor.</para>
165 * <para>The syntax of the "rotation" property is the following:</para>
169 * { "<axis>" : [ <angle>, [ <center> ] ] }
173 * <para>where the <emphasis>axis</emphasis> is the name of an enumeration
174 * value of type #ClutterRotateAxis and <emphasis>angle</emphasis> is a
175 * floating point value representing the rotation angle on the given axis,
177 * <para>The <emphasis>center</emphasis> array is optional, and if present
178 * it must contain the center of rotation as described by two coordinates:
179 * Y and Z for "x-axis"; X and Z for "y-axis"; and X and Y for
181 * <para>#ClutterActor will also parse every positional and dimensional
182 * property defined as a string through clutter_units_from_string(); you
183 * should read the documentation for the #ClutterUnits parser format for
184 * the valid units and syntax.</para>
187 * <refsect2 id="ClutterActor-animating">
188 * <title>Custom animatable properties</title>
189 * <para>#ClutterActor allows accessing properties of #ClutterAction
190 * and #ClutterConstraint instances associated to an actor instance
191 * for animation purposes.</para>
192 * <para>In order to access a specific #ClutterAction or a #ClutterConstraint
193 * property it is necessary to set the #ClutterActorMeta:name property on the
194 * given action or constraint.</para>
195 * <para>The property can be accessed using the following syntax:</para>
198 * @<section>.<meta-name>.<property-name>
201 * <para>The initial <emphasis>@</emphasis> is mandatory.</para>
202 * <para>The <emphasis>section</emphasis> fragment can be one between
203 * "actions", "constraints" and "effects".</para>
204 * <para>The <emphasis>meta-name</emphasis> fragment is the name of the
205 * action or constraint, as specified by the #ClutterActorMeta:name
207 * <para>The <emphasis>property-name</emphasis> fragment is the name of the
208 * action or constraint property to be animated.</para>
209 * <para>The example below animates a #ClutterBindConstraint applied to an
210 * actor using clutter_actor_animate(). The <emphasis>rect</emphasis> has
211 * a binding constraint for the <emphasis>origin</emphasis> actor, and in
212 * its initial state is fully transparent and overlapping the actor to
213 * which is bound to. </para>
214 * <informalexample><programlisting>
215 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0);
216 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x");
217 * clutter_actor_add_constraint (rect, constraint);
219 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0);
220 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y");
221 * clutter_actor_add_constraint (rect, constraint);
223 * clutter_actor_set_reactive (rect, TRUE);
224 * clutter_actor_set_opacity (rect, 0);
226 * g_signal_connect (rect, "button-press-event",
227 * G_CALLBACK (on_button_press),
229 * </programlisting></informalexample>
230 * <para>On button press, the rectangle "slides" from behind the actor to
231 * which is bound to, using the #ClutterBindConstraint:offset property and
232 * the #ClutterActor:opacity property.</para>
233 * <informalexample><programlisting>
234 * float new_offset = clutter_actor_get_width (origin) + h_padding;
236 * clutter_actor_animate (rect, CLUTTER_EASE_OUT_CUBIC, 500,
238 * "@constraints.bind-x.offset", new_offset,
240 * </programlisting></informalexample>
245 * CLUTTER_ACTOR_IS_MAPPED:
246 * @a: a #ClutterActor
248 * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
250 * The mapped state is set when the actor is visible and all its parents up
251 * to a top-level (e.g. a #ClutterStage) are visible, realized, and mapped.
253 * This check can be used to see if an actor is going to be painted, as only
254 * actors with the %CLUTTER_ACTOR_MAPPED flag set are going to be painted.
256 * The %CLUTTER_ACTOR_MAPPED flag is managed by Clutter itself, and it should
257 * not be checked directly; instead, the recommended usage is to connect a
258 * handler on the #GObject::notify signal for the #ClutterActor:mapped
259 * property of #ClutterActor, and check the presence of
260 * the %CLUTTER_ACTOR_MAPPED flag on state changes.
262 * It is also important to note that Clutter may delay the changes of
263 * the %CLUTTER_ACTOR_MAPPED flag on top-levels due to backend-specific
264 * limitations, or during the reparenting of an actor, to optimize
265 * unnecessary (and potentially expensive) state changes.
271 * CLUTTER_ACTOR_IS_REALIZED:
272 * @a: a #ClutterActor
274 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
276 * The realized state has an actor-dependant interpretation. If an
277 * actor wants to delay allocating resources until it is attached to a
278 * stage, it may use the realize state to do so. However it is
279 * perfectly acceptable for an actor to allocate Cogl resources before
280 * being realized because there is only one drawing context used by Clutter
281 * so any resources will work on any stage. If an actor is mapped it
282 * must also be realized, but an actor can be realized and unmapped
283 * (this is so hiding an actor temporarily doesn't do an expensive
284 * unrealize/realize).
286 * To be realized an actor must be inside a stage, and all its parents
293 * CLUTTER_ACTOR_IS_VISIBLE:
294 * @a: a #ClutterActor
296 * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
297 * Equivalent to the ClutterActor::visible object property.
299 * Note that an actor is only painted onscreen if it's mapped, which
300 * means it's visible, and all its parents are visible, and one of the
301 * parents is a toplevel stage; see also %CLUTTER_ACTOR_IS_MAPPED.
307 * CLUTTER_ACTOR_IS_REACTIVE:
308 * @a: a #ClutterActor
310 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
312 * Only reactive actors will receive event-related signals.
323 #include "cogl/cogl.h"
325 #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
326 #define CLUTTER_ENABLE_EXPERIMENTAL_API
328 #include "clutter-actor-private.h"
330 #include "clutter-action.h"
331 #include "clutter-actor-meta-private.h"
332 #include "clutter-animatable.h"
333 #include "clutter-color-static.h"
334 #include "clutter-color.h"
335 #include "clutter-constraint.h"
336 #include "clutter-container.h"
337 #include "clutter-debug.h"
338 #include "clutter-effect-private.h"
339 #include "clutter-enum-types.h"
340 #include "clutter-fixed-layout.h"
341 #include "clutter-main.h"
342 #include "clutter-marshal.h"
343 #include "clutter-flatten-effect.h"
344 #include "clutter-paint-volume-private.h"
345 #include "clutter-private.h"
346 #include "clutter-profile.h"
347 #include "clutter-scriptable.h"
348 #include "clutter-script-private.h"
349 #include "clutter-stage-private.h"
350 #include "clutter-units.h"
352 #include "deprecated/clutter-behaviour.h"
353 #include "deprecated/clutter-container.h"
355 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
356 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
358 /* Internal enum used to control mapped state update. This is a hint
359 * which indicates when to do something other than just enforce
363 MAP_STATE_CHECK, /* just enforce invariants. */
364 MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
365 * used when about to unparent.
367 MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met;
368 * used to set mapped on toplevels.
370 MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped,
371 * used just before unmapping parent.
375 /* 3 entries should be a good compromise, few layout managers
376 * will ask for 3 different preferred size in each allocation cycle */
377 #define N_CACHED_SIZE_REQUESTS 3
379 struct _ClutterActorPrivate
382 ClutterRequestMode request_mode;
384 /* our cached size requests for different width / height */
385 SizeRequest width_requests[N_CACHED_SIZE_REQUESTS];
386 SizeRequest height_requests[N_CACHED_SIZE_REQUESTS];
388 /* An age of 0 means the entry is not set */
389 guint cached_height_age;
390 guint cached_width_age;
392 /* the bounding box of the actor, relative to the parent's
395 ClutterActorBox allocation;
396 ClutterAllocationFlags allocation_flags;
401 /* clip, in actor coordinates */
402 cairo_rectangle_t clip;
404 /* the cached transformation matrix; see apply_transform() */
405 CoglMatrix transform;
408 gint opacity_override;
410 ClutterOffscreenRedirect offscreen_redirect;
412 /* This is an internal effect used to implement the
413 offscreen-redirect property */
414 ClutterEffect *flatten_effect;
417 ClutterActor *parent;
418 ClutterActor *prev_sibling;
419 ClutterActor *next_sibling;
420 ClutterActor *first_child;
421 ClutterActor *last_child;
425 /* tracks whenever the children of an actor are changed; the
426 * age is incremented by 1 whenever an actor is added or
427 * removed. the age is not incremented when the first or the
428 * last child pointers are changed, or when grandchildren of
429 * an actor are changed.
433 gchar *name; /* a non-unique name, used for debugging */
434 guint32 id; /* unique id, used for backward compatibility */
436 gint32 pick_id; /* per-stage unique id, used for picking */
438 /* a back-pointer to the Pango context that we can use
439 * to create pre-configured PangoLayout
441 PangoContext *pango_context;
443 /* the text direction configured for this child - either by
444 * application code, or by the actor's parent
446 ClutterTextDirection text_direction;
448 /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
452 ClutterMetaGroup *actions;
453 ClutterMetaGroup *constraints;
454 ClutterMetaGroup *effects;
456 /* delegate object used to allocate the children of this actor */
457 ClutterLayoutManager *layout_manager;
459 /* used when painting, to update the paint volume */
460 ClutterEffect *current_effect;
462 /* This is used to store an effect which needs to be redrawn. A
463 redraw can be queued to start from a particular effect. This is
464 used by parametrised effects that can cache an image of the
465 actor. If a parameter of the effect changes then it only needs to
466 redraw the cached image, not the actual actor. The pointer is
467 only valid if is_dirty == TRUE. If the pointer is NULL then the
468 whole actor is dirty. */
469 ClutterEffect *effect_to_redraw;
471 /* This is used when painting effects to implement the
472 clutter_actor_continue_paint() function. It points to the node in
473 the list of effects that is next in the chain */
474 const GList *next_effect_to_paint;
476 ClutterPaintVolume paint_volume;
478 /* NB: This volume isn't relative to this actor, it is in eye
479 * coordinates so that it can remain valid after the actor changes.
481 ClutterPaintVolume last_paint_volume;
483 ClutterStageQueueRedrawEntry *queue_redraw_entry;
485 ClutterColor bg_color;
489 /* fixed position and sizes */
490 guint position_set : 1;
491 guint min_width_set : 1;
492 guint min_height_set : 1;
493 guint natural_width_set : 1;
494 guint natural_height_set : 1;
495 /* cached request is invalid (implies allocation is too) */
496 guint needs_width_request : 1;
497 /* cached request is invalid (implies allocation is too) */
498 guint needs_height_request : 1;
499 /* cached allocation is invalid (request has changed, probably) */
500 guint needs_allocation : 1;
501 guint show_on_set_parent : 1;
503 guint clip_to_allocation : 1;
504 guint enable_model_view_transform : 1;
505 guint enable_paint_unmapped : 1;
506 guint has_pointer : 1;
507 guint propagated_one_redraw : 1;
508 guint paint_volume_valid : 1;
509 guint last_paint_volume_valid : 1;
510 guint in_clone_paint : 1;
511 guint transform_valid : 1;
512 /* This is TRUE if anything has queued a redraw since we were last
513 painted. In this case effect_to_redraw will point to an effect
514 the redraw was queued from or it will be NULL if the redraw was
515 queued without an effect. */
517 guint bg_color_set : 1;
526 /* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
527 * when set they force a size request, when gotten they
528 * get the allocation if the allocation is valid, and the
536 /* Then the rest of these size-related properties are the "actual"
537 * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
542 PROP_FIXED_POSITION_SET,
551 PROP_NATURAL_WIDTH_SET,
554 PROP_NATURAL_HEIGHT_SET,
558 /* Allocation properties are read-only */
565 PROP_CLIP_TO_ALLOCATION,
569 PROP_OFFSCREEN_REDIRECT,
582 PROP_ROTATION_ANGLE_X,
583 PROP_ROTATION_ANGLE_Y,
584 PROP_ROTATION_ANGLE_Z,
585 PROP_ROTATION_CENTER_X,
586 PROP_ROTATION_CENTER_Y,
587 PROP_ROTATION_CENTER_Z,
588 /* This property only makes sense for the z rotation because the
589 others would depend on the actor having a size along the
591 PROP_ROTATION_CENTER_Z_GRAVITY,
597 PROP_SHOW_ON_SET_PARENT,
615 PROP_BACKGROUND_COLOR,
616 PROP_BACKGROUND_COLOR_SET,
624 static GParamSpec *obj_props[PROP_LAST];
643 BUTTON_RELEASE_EVENT,
655 static guint actor_signals[LAST_SIGNAL] = { 0, };
657 static void clutter_container_iface_init (ClutterContainerIface *iface);
658 static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
659 static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
660 static void atk_implementor_iface_init (AtkImplementorIface *iface);
662 /* These setters are all static for now, maybe they should be in the
663 * public API, but they are perhaps obscure enough to leave only as
666 static void clutter_actor_set_min_width (ClutterActor *self,
668 static void clutter_actor_set_min_height (ClutterActor *self,
670 static void clutter_actor_set_natural_width (ClutterActor *self,
671 gfloat natural_width);
672 static void clutter_actor_set_natural_height (ClutterActor *self,
673 gfloat natural_height);
674 static void clutter_actor_set_min_width_set (ClutterActor *self,
675 gboolean use_min_width);
676 static void clutter_actor_set_min_height_set (ClutterActor *self,
677 gboolean use_min_height);
678 static void clutter_actor_set_natural_width_set (ClutterActor *self,
679 gboolean use_natural_width);
680 static void clutter_actor_set_natural_height_set (ClutterActor *self,
681 gboolean use_natural_height);
682 static void clutter_actor_update_map_state (ClutterActor *self,
683 MapStateChange change);
684 static void clutter_actor_unrealize_not_hiding (ClutterActor *self);
686 /* Helper routines for managing anchor coords */
687 static void clutter_anchor_coord_get_units (ClutterActor *self,
688 const AnchorCoord *coord,
692 static void clutter_anchor_coord_set_units (AnchorCoord *coord,
697 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
698 static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
699 ClutterGravity gravity);
701 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
703 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
705 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
706 ClutterActor *ancestor,
709 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
711 static guint8 clutter_actor_get_paint_opacity_internal (ClutterActor *self);
713 static void on_layout_manager_changed (ClutterLayoutManager *manager,
716 /* Helper macro which translates by the anchor coord, applies the
717 given transformation and then translates back */
718 #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \
719 gfloat _tx, _ty, _tz; \
720 clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \
721 cogl_matrix_translate ((m), _tx, _ty, _tz); \
723 cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
725 static GQuark quark_shader_data = 0;
726 static GQuark quark_actor_layout_info = 0;
727 static GQuark quark_actor_transform_info = 0;
729 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
731 G_TYPE_INITIALLY_UNOWNED,
732 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
733 clutter_container_iface_init)
734 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
735 clutter_scriptable_iface_init)
736 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
737 clutter_animatable_iface_init)
738 G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR,
739 atk_implementor_iface_init));
742 * clutter_actor_get_debug_name:
743 * @actor: a #ClutterActor
745 * Retrieves a printable name of @actor for debugging messages
747 * Return value: a string with a printable name
750 _clutter_actor_get_debug_name (ClutterActor *actor)
752 return actor->priv->name != NULL ? actor->priv->name
753 : G_OBJECT_TYPE_NAME (actor);
756 #ifdef CLUTTER_ENABLE_DEBUG
757 /* XXX - this is for debugging only, remove once working (or leave
758 * in only in some debug mode). Should leave it for a little while
759 * until we're confident in the new map/realize/visible handling.
762 clutter_actor_verify_map_state (ClutterActor *self)
764 ClutterActorPrivate *priv = self->priv;
766 if (CLUTTER_ACTOR_IS_REALIZED (self))
768 /* all bets are off during reparent when we're potentially realized,
769 * but should not be according to invariants
771 if (!CLUTTER_ACTOR_IN_REPARENT (self))
773 if (priv->parent == NULL)
775 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
779 g_warning ("Realized non-toplevel actor '%s' should "
781 _clutter_actor_get_debug_name (self));
783 else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
785 g_warning ("Realized actor %s has an unrealized parent %s",
786 _clutter_actor_get_debug_name (self),
787 _clutter_actor_get_debug_name (priv->parent));
792 if (CLUTTER_ACTOR_IS_MAPPED (self))
794 if (!CLUTTER_ACTOR_IS_REALIZED (self))
795 g_warning ("Actor '%s' is mapped but not realized",
796 _clutter_actor_get_debug_name (self));
798 /* remaining bets are off during reparent when we're potentially
799 * mapped, but should not be according to invariants
801 if (!CLUTTER_ACTOR_IN_REPARENT (self))
803 if (priv->parent == NULL)
805 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
807 if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
808 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
810 g_warning ("Toplevel actor '%s' is mapped "
812 _clutter_actor_get_debug_name (self));
817 g_warning ("Mapped actor '%s' should have a parent",
818 _clutter_actor_get_debug_name (self));
823 ClutterActor *iter = self;
825 /* check for the enable_paint_unmapped flag on the actor
826 * and parents; if the flag is enabled at any point of this
827 * branch of the scene graph then all the later checks
832 if (iter->priv->enable_paint_unmapped)
835 iter = iter->priv->parent;
838 if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
840 g_warning ("Actor '%s' should not be mapped if parent '%s'"
842 _clutter_actor_get_debug_name (self),
843 _clutter_actor_get_debug_name (priv->parent));
846 if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
848 g_warning ("Actor '%s' should not be mapped if parent '%s'"
850 _clutter_actor_get_debug_name (self),
851 _clutter_actor_get_debug_name (priv->parent));
854 if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
856 if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent))
857 g_warning ("Actor '%s' is mapped but its non-toplevel "
858 "parent '%s' is not mapped",
859 _clutter_actor_get_debug_name (self),
860 _clutter_actor_get_debug_name (priv->parent));
867 #endif /* CLUTTER_ENABLE_DEBUG */
870 clutter_actor_set_mapped (ClutterActor *self,
873 if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
878 CLUTTER_ACTOR_GET_CLASS (self)->map (self);
879 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
883 CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
884 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
888 /* this function updates the mapped and realized states according to
889 * invariants, in the appropriate order.
892 clutter_actor_update_map_state (ClutterActor *self,
893 MapStateChange change)
897 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
899 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
901 /* the mapped flag on top-level actors must be set by the
902 * per-backend implementation because it might be asynchronous.
904 * That is, the MAPPED flag on toplevels currently tracks the X
905 * server mapped-ness of the window, while the expected behavior
906 * (if used to GTK) may be to track WM_STATE!=WithdrawnState.
907 * This creates some weird complexity by breaking the invariant
908 * that if we're visible and all ancestors shown then we are
909 * also mapped - instead, we are mapped if all ancestors
910 * _possibly excepting_ the stage are mapped. The stage
911 * will map/unmap for example when it is minimized or
912 * moved to another workspace.
914 * So, the only invariant on the stage is that if visible it
915 * should be realized, and that it has to be visible to be
918 if (CLUTTER_ACTOR_IS_VISIBLE (self))
919 clutter_actor_realize (self);
923 case MAP_STATE_CHECK:
926 case MAP_STATE_MAKE_MAPPED:
927 g_assert (!was_mapped);
928 clutter_actor_set_mapped (self, TRUE);
931 case MAP_STATE_MAKE_UNMAPPED:
932 g_assert (was_mapped);
933 clutter_actor_set_mapped (self, FALSE);
936 case MAP_STATE_MAKE_UNREALIZED:
937 /* we only use MAKE_UNREALIZED in unparent,
938 * and unparenting a stage isn't possible.
939 * If someone wants to just unrealize a stage
940 * then clutter_actor_unrealize() doesn't
941 * go through this codepath.
943 g_warning ("Trying to force unrealize stage is not allowed");
947 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
948 !CLUTTER_ACTOR_IS_VISIBLE (self) &&
949 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
951 g_warning ("Clutter toplevel of type '%s' is not visible, but "
952 "it is somehow still mapped",
953 _clutter_actor_get_debug_name (self));
958 ClutterActorPrivate *priv = self->priv;
959 ClutterActor *parent = priv->parent;
960 gboolean should_be_mapped;
961 gboolean may_be_realized;
962 gboolean must_be_realized;
964 should_be_mapped = FALSE;
965 may_be_realized = TRUE;
966 must_be_realized = FALSE;
968 if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
970 may_be_realized = FALSE;
974 /* Maintain invariant that if parent is mapped, and we are
975 * visible, then we are mapped ... unless parent is a
976 * stage, in which case we map regardless of parent's map
977 * state but do require stage to be visible and realized.
979 * If parent is realized, that does not force us to be
980 * realized; but if parent is unrealized, that does force
981 * us to be unrealized.
983 * The reason we don't force children to realize with
984 * parents is _clutter_actor_rerealize(); if we require that
985 * a realized parent means children are realized, then to
986 * unrealize an actor we would have to unrealize its
987 * parents, which would end up meaning unrealizing and
988 * hiding the entire stage. So we allow unrealizing a
989 * child (as long as that child is not mapped) while that
990 * child still has a realized parent.
992 * Also, if we unrealize from leaf nodes to root, and
993 * realize from root to leaf, the invariants are never
994 * violated if we allow children to be unrealized
995 * while parents are realized.
997 * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
998 * to force us to unmap, even though parent is still
999 * mapped. This is because we're unmapping from leaf nodes
1002 if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1003 change != MAP_STATE_MAKE_UNMAPPED)
1005 gboolean parent_is_visible_realized_toplevel;
1007 parent_is_visible_realized_toplevel =
1008 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1009 CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1010 CLUTTER_ACTOR_IS_REALIZED (parent));
1012 if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1013 parent_is_visible_realized_toplevel)
1015 must_be_realized = TRUE;
1016 should_be_mapped = TRUE;
1020 /* if the actor has been set to be painted even if unmapped
1021 * then we should map it and check for realization as well;
1022 * this is an override for the branch of the scene graph
1023 * which begins with this node
1025 if (priv->enable_paint_unmapped)
1027 if (priv->parent == NULL)
1028 g_warning ("Attempting to map an unparented actor '%s'",
1029 _clutter_actor_get_debug_name (self));
1031 should_be_mapped = TRUE;
1032 must_be_realized = TRUE;
1035 if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1036 may_be_realized = FALSE;
1039 if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1042 g_warning ("Attempting to map a child that does not "
1043 "meet the necessary invariants: the actor '%s' "
1045 _clutter_actor_get_debug_name (self));
1047 g_warning ("Attempting to map a child that does not "
1048 "meet the necessary invariants: the actor '%s' "
1049 "is parented to an unmapped actor '%s'",
1050 _clutter_actor_get_debug_name (self),
1051 _clutter_actor_get_debug_name (priv->parent));
1054 /* If in reparent, we temporarily suspend unmap and unrealize.
1056 * We want to go in the order "realize, map" and "unmap, unrealize"
1060 if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1061 clutter_actor_set_mapped (self, FALSE);
1064 if (must_be_realized)
1065 clutter_actor_realize (self);
1067 /* if we must be realized then we may be, presumably */
1068 g_assert (!(must_be_realized && !may_be_realized));
1071 if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1072 clutter_actor_unrealize_not_hiding (self);
1075 if (should_be_mapped)
1077 if (!must_be_realized)
1078 g_warning ("Somehow we think actor '%s' should be mapped but "
1079 "not realized, which isn't allowed",
1080 _clutter_actor_get_debug_name (self));
1082 /* realization is allowed to fail (though I don't know what
1083 * an app is supposed to do about that - shouldn't it just
1084 * be a g_error? anyway, we have to avoid mapping if this
1087 if (CLUTTER_ACTOR_IS_REALIZED (self))
1088 clutter_actor_set_mapped (self, TRUE);
1092 #ifdef CLUTTER_ENABLE_DEBUG
1093 /* check all invariants were kept */
1094 clutter_actor_verify_map_state (self);
1099 clutter_actor_real_map (ClutterActor *self)
1101 ClutterActorPrivate *priv = self->priv;
1102 ClutterActor *stage, *iter;
1104 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1106 CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1107 _clutter_actor_get_debug_name (self));
1109 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1111 stage = _clutter_actor_get_stage_internal (self);
1112 priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1114 CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1116 _clutter_actor_get_debug_name (self));
1118 /* notify on parent mapped before potentially mapping
1119 * children, so apps see a top-down notification.
1121 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1123 for (iter = self->priv->first_child;
1125 iter = iter->priv->next_sibling)
1127 clutter_actor_map (iter);
1132 * clutter_actor_map:
1133 * @self: A #ClutterActor
1135 * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
1136 * and realizes its children if they are visible. Does nothing if the
1137 * actor is not visible.
1139 * Calling this function is strongly disencouraged: the default
1140 * implementation of #ClutterActorClass.map() will map all the children
1141 * of an actor when mapping its parent.
1143 * When overriding map, it is mandatory to chain up to the parent
1149 clutter_actor_map (ClutterActor *self)
1151 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1153 if (CLUTTER_ACTOR_IS_MAPPED (self))
1156 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1159 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1163 clutter_actor_real_unmap (ClutterActor *self)
1165 ClutterActorPrivate *priv = self->priv;
1168 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1170 CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1171 _clutter_actor_get_debug_name (self));
1173 for (iter = self->priv->first_child;
1175 iter = iter->priv->next_sibling)
1177 clutter_actor_unmap (iter);
1180 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1182 /* clear the contents of the last paint volume, so that hiding + moving +
1183 * showing will not result in the wrong area being repainted
1185 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1186 priv->last_paint_volume_valid = TRUE;
1188 /* notify on parent mapped after potentially unmapping
1189 * children, so apps see a bottom-up notification.
1191 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1193 /* relinquish keyboard focus if we were unmapped while owning it */
1194 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1196 ClutterStage *stage;
1198 stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1201 _clutter_stage_release_pick_id (stage, priv->pick_id);
1205 if (stage != NULL &&
1206 clutter_stage_get_key_focus (stage) == self)
1208 clutter_stage_set_key_focus (stage, NULL);
1214 * clutter_actor_unmap:
1215 * @self: A #ClutterActor
1217 * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1218 * unmaps its children if they were mapped.
1220 * Calling this function is not encouraged: the default #ClutterActor
1221 * implementation of #ClutterActorClass.unmap() will also unmap any
1222 * eventual children by default when their parent is unmapped.
1224 * When overriding #ClutterActorClass.unmap(), it is mandatory to
1225 * chain up to the parent implementation.
1227 * <note>It is important to note that the implementation of the
1228 * #ClutterActorClass.unmap() virtual function may be called after
1229 * the #ClutterActorClass.destroy() or the #GObjectClass.dispose()
1230 * implementation, but it is guaranteed to be called before the
1231 * #GObjectClass.finalize() implementation.</note>
1236 clutter_actor_unmap (ClutterActor *self)
1238 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1240 if (!CLUTTER_ACTOR_IS_MAPPED (self))
1243 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1247 clutter_actor_real_show (ClutterActor *self)
1249 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1251 ClutterActorPrivate *priv = self->priv;
1253 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1255 /* we notify on the "visible" flag in the clutter_actor_show()
1256 * wrapper so the entire show signal emission completes first
1259 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1261 /* we queue a relayout unless the actor is inside a
1262 * container that explicitly told us not to
1264 if (priv->parent != NULL &&
1265 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1267 /* While an actor is hidden the parent may not have
1268 * allocated/requested so we need to start from scratch
1269 * and avoid the short-circuiting in
1270 * clutter_actor_queue_relayout().
1272 priv->needs_width_request = FALSE;
1273 priv->needs_height_request = FALSE;
1274 priv->needs_allocation = FALSE;
1275 clutter_actor_queue_relayout (self);
1281 set_show_on_set_parent (ClutterActor *self,
1284 ClutterActorPrivate *priv = self->priv;
1286 set_show = !!set_show;
1288 if (priv->show_on_set_parent == set_show)
1291 if (priv->parent == NULL)
1293 priv->show_on_set_parent = set_show;
1294 g_object_notify_by_pspec (G_OBJECT (self),
1295 obj_props[PROP_SHOW_ON_SET_PARENT]);
1300 * clutter_actor_show:
1301 * @self: A #ClutterActor
1303 * Flags an actor to be displayed. An actor that isn't shown will not
1304 * be rendered on the stage.
1306 * Actors are visible by default.
1308 * If this function is called on an actor without a parent, the
1309 * #ClutterActor:show-on-set-parent will be set to %TRUE as a side
1313 clutter_actor_show (ClutterActor *self)
1315 ClutterActorPrivate *priv;
1317 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1319 /* simple optimization */
1320 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1322 /* we still need to set the :show-on-set-parent property, in
1323 * case show() is called on an unparented actor
1325 set_show_on_set_parent (self, TRUE);
1329 #ifdef CLUTTER_ENABLE_DEBUG
1330 clutter_actor_verify_map_state (self);
1335 g_object_freeze_notify (G_OBJECT (self));
1337 set_show_on_set_parent (self, TRUE);
1339 g_signal_emit (self, actor_signals[SHOW], 0);
1340 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1342 if (priv->parent != NULL)
1343 clutter_actor_queue_redraw (priv->parent);
1345 g_object_thaw_notify (G_OBJECT (self));
1349 * clutter_actor_show_all:
1350 * @self: a #ClutterActor
1352 * Calls clutter_actor_show() on all children of an actor (if any).
1356 * Deprecated: 1.10: Actors are visible by default
1359 clutter_actor_show_all (ClutterActor *self)
1361 ClutterActorClass *klass;
1363 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1365 klass = CLUTTER_ACTOR_GET_CLASS (self);
1366 if (klass->show_all)
1367 klass->show_all (self);
1371 clutter_actor_real_hide (ClutterActor *self)
1373 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1375 ClutterActorPrivate *priv = self->priv;
1377 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1379 /* we notify on the "visible" flag in the clutter_actor_hide()
1380 * wrapper so the entire hide signal emission completes first
1383 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1385 /* we queue a relayout unless the actor is inside a
1386 * container that explicitly told us not to
1388 if (priv->parent != NULL &&
1389 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1390 clutter_actor_queue_relayout (priv->parent);
1395 * clutter_actor_hide:
1396 * @self: A #ClutterActor
1398 * Flags an actor to be hidden. A hidden actor will not be
1399 * rendered on the stage.
1401 * Actors are visible by default.
1403 * If this function is called on an actor without a parent, the
1404 * #ClutterActor:show-on-set-parent property will be set to %FALSE
1408 clutter_actor_hide (ClutterActor *self)
1410 ClutterActorPrivate *priv;
1412 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1414 /* simple optimization */
1415 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1417 /* we still need to set the :show-on-set-parent property, in
1418 * case hide() is called on an unparented actor
1420 set_show_on_set_parent (self, FALSE);
1424 #ifdef CLUTTER_ENABLE_DEBUG
1425 clutter_actor_verify_map_state (self);
1430 g_object_freeze_notify (G_OBJECT (self));
1432 set_show_on_set_parent (self, FALSE);
1434 g_signal_emit (self, actor_signals[HIDE], 0);
1435 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1437 if (priv->parent != NULL)
1438 clutter_actor_queue_redraw (priv->parent);
1440 g_object_thaw_notify (G_OBJECT (self));
1444 * clutter_actor_hide_all:
1445 * @self: a #ClutterActor
1447 * Calls clutter_actor_hide() on all child actors (if any).
1451 * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1452 * prevent its children from being painted as well.
1455 clutter_actor_hide_all (ClutterActor *self)
1457 ClutterActorClass *klass;
1459 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1461 klass = CLUTTER_ACTOR_GET_CLASS (self);
1462 if (klass->hide_all)
1463 klass->hide_all (self);
1467 * clutter_actor_realize:
1468 * @self: A #ClutterActor
1470 * Realization informs the actor that it is attached to a stage. It
1471 * can use this to allocate resources if it wanted to delay allocation
1472 * until it would be rendered. However it is perfectly acceptable for
1473 * an actor to create resources before being realized because Clutter
1474 * only ever has a single rendering context so that actor is free to
1475 * be moved from one stage to another.
1477 * This function does nothing if the actor is already realized.
1479 * Because a realized actor must have realized parent actors, calling
1480 * clutter_actor_realize() will also realize all parents of the actor.
1482 * This function does not realize child actors, except in the special
1483 * case that realizing the stage, when the stage is visible, will
1484 * suddenly map (and thus realize) the children of the stage.
1487 clutter_actor_realize (ClutterActor *self)
1489 ClutterActorPrivate *priv;
1491 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1495 #ifdef CLUTTER_ENABLE_DEBUG
1496 clutter_actor_verify_map_state (self);
1499 if (CLUTTER_ACTOR_IS_REALIZED (self))
1502 /* To be realized, our parent actors must be realized first.
1503 * This will only succeed if we're inside a toplevel.
1505 if (priv->parent != NULL)
1506 clutter_actor_realize (priv->parent);
1508 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1510 /* toplevels can be realized at any time */
1514 /* "Fail" the realization if parent is missing or unrealized;
1515 * this should really be a g_warning() not some kind of runtime
1516 * failure; how can an app possibly recover? Instead it's a bug
1517 * in the app and the app should get an explanatory warning so
1518 * someone can fix it. But for now it's too hard to fix this
1519 * because e.g. ClutterTexture needs reworking.
1521 if (priv->parent == NULL ||
1522 !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1526 CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1528 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1529 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1531 g_signal_emit (self, actor_signals[REALIZE], 0);
1533 /* Stage actor is allowed to unset the realized flag again in its
1534 * default signal handler, though that is a pathological situation.
1537 /* If realization "failed" we'll have to update child state. */
1538 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1542 clutter_actor_real_unrealize (ClutterActor *self)
1544 /* we must be unmapped (implying our children are also unmapped) */
1545 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1549 * clutter_actor_unrealize:
1550 * @self: A #ClutterActor
1552 * Unrealization informs the actor that it may be being destroyed or
1553 * moved to another stage. The actor may want to destroy any
1554 * underlying graphics resources at this point. However it is
1555 * perfectly acceptable for it to retain the resources until the actor
1556 * is destroyed because Clutter only ever uses a single rendering
1557 * context and all of the graphics resources are valid on any stage.
1559 * Because mapped actors must be realized, actors may not be
1560 * unrealized if they are mapped. This function hides the actor to be
1561 * sure it isn't mapped, an application-visible side effect that you
1562 * may not be expecting.
1564 * This function should not be called by application code.
1567 clutter_actor_unrealize (ClutterActor *self)
1569 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1570 g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1572 /* This function should not really be in the public API, because
1573 * there isn't a good reason to call it. ClutterActor will already
1574 * unrealize things for you when it's important to do so.
1576 * If you were using clutter_actor_unrealize() in a dispose
1577 * implementation, then don't, just chain up to ClutterActor's
1580 * If you were using clutter_actor_unrealize() to implement
1581 * unrealizing children of your container, then don't, ClutterActor
1582 * will already take care of that.
1584 * If you were using clutter_actor_unrealize() to re-realize to
1585 * create your resources in a different way, then use
1586 * _clutter_actor_rerealize() (inside Clutter) or just call your
1587 * code that recreates your resources directly (outside Clutter).
1590 #ifdef CLUTTER_ENABLE_DEBUG
1591 clutter_actor_verify_map_state (self);
1594 clutter_actor_hide (self);
1596 clutter_actor_unrealize_not_hiding (self);
1599 static ClutterActorTraverseVisitFlags
1600 unrealize_actor_before_children_cb (ClutterActor *self,
1604 /* If an actor is already unrealized we know its children have also
1605 * already been unrealized... */
1606 if (!CLUTTER_ACTOR_IS_REALIZED (self))
1607 return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN;
1609 g_signal_emit (self, actor_signals[UNREALIZE], 0);
1611 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1614 static ClutterActorTraverseVisitFlags
1615 unrealize_actor_after_children_cb (ClutterActor *self,
1619 /* We want to unset the realized flag only _after_
1620 * child actors are unrealized, to maintain invariants.
1622 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1623 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1624 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1628 * clutter_actor_unrealize_not_hiding:
1629 * @self: A #ClutterActor
1631 * Unrealization informs the actor that it may be being destroyed or
1632 * moved to another stage. The actor may want to destroy any
1633 * underlying graphics resources at this point. However it is
1634 * perfectly acceptable for it to retain the resources until the actor
1635 * is destroyed because Clutter only ever uses a single rendering
1636 * context and all of the graphics resources are valid on any stage.
1638 * Because mapped actors must be realized, actors may not be
1639 * unrealized if they are mapped. You must hide the actor or one of
1640 * its parents before attempting to unrealize.
1642 * This function is separate from clutter_actor_unrealize() because it
1643 * does not automatically hide the actor.
1644 * Actors need not be hidden to be unrealized, they just need to
1645 * be unmapped. In fact we don't want to mess up the application's
1646 * setting of the "visible" flag, so hiding is very undesirable.
1648 * clutter_actor_unrealize() does a clutter_actor_hide() just for
1649 * backward compatibility.
1652 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1654 _clutter_actor_traverse (self,
1655 CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1656 unrealize_actor_before_children_cb,
1657 unrealize_actor_after_children_cb,
1662 * _clutter_actor_rerealize:
1663 * @self: A #ClutterActor
1664 * @callback: Function to call while unrealized
1665 * @data: data for callback
1667 * If an actor is already unrealized, this just calls the callback.
1669 * If it is realized, it unrealizes temporarily, calls the callback,
1670 * and then re-realizes the actor.
1672 * As a side effect, leaves all children of the actor unrealized if
1673 * the actor was realized but not showing. This is because when we
1674 * unrealize the actor temporarily we must unrealize its children
1675 * (e.g. children of a stage can't be realized if stage window is
1676 * gone). And we aren't clever enough to save the realization state of
1677 * all children. In most cases this should not matter, because
1678 * the children will automatically realize when they next become mapped.
1681 _clutter_actor_rerealize (ClutterActor *self,
1682 ClutterCallback callback,
1685 gboolean was_mapped;
1686 gboolean was_showing;
1687 gboolean was_realized;
1689 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1691 #ifdef CLUTTER_ENABLE_DEBUG
1692 clutter_actor_verify_map_state (self);
1695 was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1696 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1697 was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1699 /* Must be unmapped to unrealize. Note we only have to hide this
1700 * actor if it was mapped (if all parents were showing). If actor
1701 * is merely visible (but not mapped), then that's fine, we can
1705 clutter_actor_hide (self);
1707 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1709 /* unrealize self and all children */
1710 clutter_actor_unrealize_not_hiding (self);
1712 if (callback != NULL)
1714 (* callback) (self, data);
1718 clutter_actor_show (self); /* will realize only if mapping implies it */
1719 else if (was_realized)
1720 clutter_actor_realize (self); /* realize self and all parents */
1724 clutter_actor_real_pick (ClutterActor *self,
1725 const ClutterColor *color)
1727 /* the default implementation is just to paint a rectangle
1728 * with the same size of the actor using the passed color
1730 if (clutter_actor_should_pick_paint (self))
1732 ClutterActorBox box = { 0, };
1733 float width, height;
1735 clutter_actor_get_allocation_box (self, &box);
1737 width = box.x2 - box.x1;
1738 height = box.y2 - box.y1;
1740 cogl_set_source_color4ub (color->red,
1745 cogl_rectangle (0, 0, width, height);
1748 /* XXX - this thoroughly sucks, but we need to maintain compatibility
1749 * with existing container classes that override the pick() virtual
1750 * and chain up to the default implementation - otherwise we'll end up
1751 * painting our children twice.
1753 * this has to go away for 2.0; hopefully along the pick() itself.
1755 if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
1759 for (iter = self->priv->first_child;
1761 iter = iter->priv->next_sibling)
1762 clutter_actor_paint (iter);
1767 * clutter_actor_should_pick_paint:
1768 * @self: A #ClutterActor
1770 * Should be called inside the implementation of the
1771 * #ClutterActor::pick virtual function in order to check whether
1772 * the actor should paint itself in pick mode or not.
1774 * This function should never be called directly by applications.
1776 * Return value: %TRUE if the actor should paint its silhouette,
1780 clutter_actor_should_pick_paint (ClutterActor *self)
1782 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
1784 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1785 (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
1786 CLUTTER_ACTOR_IS_REACTIVE (self)))
1793 clutter_actor_real_get_preferred_width (ClutterActor *self,
1795 gfloat *min_width_p,
1796 gfloat *natural_width_p)
1798 ClutterActorPrivate *priv = self->priv;
1800 if (priv->n_children != 0 &&
1801 priv->layout_manager != NULL)
1803 ClutterContainer *container = CLUTTER_CONTAINER (self);
1805 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1806 "for the preferred width",
1807 G_OBJECT_TYPE_NAME (priv->layout_manager),
1808 priv->layout_manager);
1810 clutter_layout_manager_get_preferred_width (priv->layout_manager,
1819 /* Default implementation is always 0x0, usually an actor
1820 * using this default is relying on someone to set the
1823 CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
1828 if (natural_width_p)
1829 *natural_width_p = 0;
1833 clutter_actor_real_get_preferred_height (ClutterActor *self,
1835 gfloat *min_height_p,
1836 gfloat *natural_height_p)
1838 ClutterActorPrivate *priv = self->priv;
1840 if (priv->n_children != 0 &&
1841 priv->layout_manager != NULL)
1843 ClutterContainer *container = CLUTTER_CONTAINER (self);
1845 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1846 "for the preferred height",
1847 G_OBJECT_TYPE_NAME (priv->layout_manager),
1848 priv->layout_manager);
1850 clutter_layout_manager_get_preferred_height (priv->layout_manager,
1858 /* Default implementation is always 0x0, usually an actor
1859 * using this default is relying on someone to set the
1862 CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
1867 if (natural_height_p)
1868 *natural_height_p = 0;
1872 clutter_actor_store_old_geometry (ClutterActor *self,
1873 ClutterActorBox *box)
1875 *box = self->priv->allocation;
1879 clutter_actor_notify_if_geometry_changed (ClutterActor *self,
1880 const ClutterActorBox *old)
1882 ClutterActorPrivate *priv = self->priv;
1883 GObject *obj = G_OBJECT (self);
1885 g_object_freeze_notify (obj);
1887 /* to avoid excessive requisition or allocation cycles we
1888 * use the cached values.
1890 * - if we don't have an allocation we assume that we need
1892 * - if we don't have a width or a height request we notify
1894 * - if we have a valid allocation then we check the old
1895 * bounding box with the current allocation and we notify
1898 if (priv->needs_allocation)
1900 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1901 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1902 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1903 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1905 else if (priv->needs_width_request || priv->needs_height_request)
1907 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1908 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1913 gfloat widthu, heightu;
1915 xu = priv->allocation.x1;
1916 yu = priv->allocation.y1;
1917 widthu = priv->allocation.x2 - priv->allocation.x1;
1918 heightu = priv->allocation.y2 - priv->allocation.y1;
1921 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1924 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1926 if (widthu != (old->x2 - old->x1))
1927 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1929 if (heightu != (old->y2 - old->y1))
1930 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1933 g_object_thaw_notify (obj);
1937 * clutter_actor_set_allocation_internal:
1938 * @self: a #ClutterActor
1939 * @box: a #ClutterActorBox
1940 * @flags: allocation flags
1942 * Stores the allocation of @self.
1944 * This function only performs basic storage and property notification.
1946 * This function should be called by clutter_actor_set_allocation()
1947 * and by the default implementation of #ClutterActorClass.allocate().
1949 * Return value: %TRUE if the allocation of the #ClutterActor has been
1950 * changed, and %FALSE otherwise
1952 static inline gboolean
1953 clutter_actor_set_allocation_internal (ClutterActor *self,
1954 const ClutterActorBox *box,
1955 ClutterAllocationFlags flags)
1957 ClutterActorPrivate *priv = self->priv;
1959 gboolean x1_changed, y1_changed, x2_changed, y2_changed;
1960 gboolean flags_changed;
1962 ClutterActorBox old_alloc = { 0, };
1964 obj = G_OBJECT (self);
1966 g_object_freeze_notify (obj);
1968 clutter_actor_store_old_geometry (self, &old_alloc);
1970 x1_changed = priv->allocation.x1 != box->x1;
1971 y1_changed = priv->allocation.y1 != box->y1;
1972 x2_changed = priv->allocation.x2 != box->x2;
1973 y2_changed = priv->allocation.y2 != box->y2;
1975 flags_changed = priv->allocation_flags != flags;
1977 priv->allocation = *box;
1978 priv->allocation_flags = flags;
1980 /* allocation is authoritative */
1981 priv->needs_width_request = FALSE;
1982 priv->needs_height_request = FALSE;
1983 priv->needs_allocation = FALSE;
1985 if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed)
1987 CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
1988 _clutter_actor_get_debug_name (self));
1990 priv->transform_valid = FALSE;
1992 g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
1999 clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2001 g_object_thaw_notify (obj);
2006 static void clutter_actor_real_allocate (ClutterActor *self,
2007 const ClutterActorBox *box,
2008 ClutterAllocationFlags flags);
2011 clutter_actor_maybe_layout_children (ClutterActor *self,
2012 const ClutterActorBox *allocation,
2013 ClutterAllocationFlags flags)
2015 ClutterActorPrivate *priv = self->priv;
2017 /* this is going to be a bit hard to follow, so let's put an explanation
2020 * we want ClutterActor to have a default layout manager if the actor was
2021 * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2023 * we also want any subclass of ClutterActor that does not override the
2024 * ::allocate() virtual function to delegate to a layout manager.
2026 * finally, we want to allow people subclassing ClutterActor and overriding
2027 * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2029 * on the other hand, we want existing actor subclasses overriding the
2030 * ::allocate() virtual function and chaining up to the parent's
2031 * implementation to continue working without allocating their children
2032 * twice, or without entering an allocation loop.
2034 * for the first two points, we check if the class of the actor is
2035 * overridding the ::allocate() virtual function; if it isn't, then we
2036 * follow through with checking whether we have children and a layout
2037 * manager, and eventually calling clutter_layout_manager_allocate().
2039 * for the third point, we check the CLUTTER_DELEGATE_LAYOUT flag in the
2040 * allocation flags that we got passed, and if it is present, we continue
2041 * with the check above.
2043 * if neither of these two checks yields a positive result, we just
2044 * assume that the ::allocate() virtual function that resulted in this
2045 * function being called will also allocate the children of the actor.
2048 if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2051 if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2057 if (priv->n_children != 0 &&
2058 priv->layout_manager != NULL)
2060 ClutterContainer *container = CLUTTER_CONTAINER (self);
2061 ClutterAllocationFlags children_flags;
2062 ClutterActorBox children_box;
2064 /* normalize the box passed to the layout manager */
2065 children_box.x1 = children_box.y1 = 0.f;
2066 children_box.x2 = (allocation->x2 - allocation->x1);
2067 children_box.y2 = (allocation->y2 - allocation->y1);
2069 /* remove the DELEGATE_LAYOUT flag; this won't be passed to
2070 * the actor's children, since it refers only to the current
2071 * actor's allocation.
2073 children_flags = flags;
2074 children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2076 CLUTTER_NOTE (LAYOUT,
2077 "Allocating %d children of %s "
2078 "at { %.2f, %.2f - %.2f x %.2f } "
2081 _clutter_actor_get_debug_name (self),
2084 (allocation->x2 - allocation->x1),
2085 (allocation->y2 - allocation->y1),
2086 G_OBJECT_TYPE_NAME (priv->layout_manager));
2088 clutter_layout_manager_allocate (priv->layout_manager,
2096 clutter_actor_real_allocate (ClutterActor *self,
2097 const ClutterActorBox *box,
2098 ClutterAllocationFlags flags)
2100 ClutterActorPrivate *priv = self->priv;
2103 g_object_freeze_notify (G_OBJECT (self));
2105 changed = clutter_actor_set_allocation_internal (self, box, flags);
2107 /* we allocate our children before we notify changes in our geometry,
2108 * so that people connecting to properties will be able to get valid
2109 * data out of the sub-tree of the scene graph that has this actor at
2112 clutter_actor_maybe_layout_children (self, box, flags);
2115 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2117 priv->allocation_flags);
2119 g_object_thaw_notify (G_OBJECT (self));
2123 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2124 ClutterActor *origin)
2126 /* no point in queuing a redraw on a destroyed actor */
2127 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2130 /* NB: We can't bail out early here if the actor is hidden in case
2131 * the actor bas been cloned. In this case the clone will need to
2132 * receive the signal so it can queue its own redraw.
2135 /* calls klass->queue_redraw in default handler */
2136 g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2140 clutter_actor_real_queue_redraw (ClutterActor *self,
2141 ClutterActor *origin)
2143 ClutterActor *parent;
2145 CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
2146 _clutter_actor_get_debug_name (self),
2147 origin != NULL ? _clutter_actor_get_debug_name (origin)
2150 /* no point in queuing a redraw on a destroyed actor */
2151 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2154 /* If the queue redraw is coming from a child then the actor has
2155 become dirty and any queued effect is no longer valid */
2158 self->priv->is_dirty = TRUE;
2159 self->priv->effect_to_redraw = NULL;
2162 /* If the actor isn't visible, we still had to emit the signal
2163 * to allow for a ClutterClone, but the appearance of the parent
2164 * won't change so we don't have to propagate up the hierarchy.
2166 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2169 /* Although we could determine here that a full stage redraw
2170 * has already been queued and immediately bail out, we actually
2171 * guarantee that we will propagate a queue-redraw signal to our
2172 * parent at least once so that it's possible to implement a
2173 * container that tracks which of its children have queued a
2176 if (self->priv->propagated_one_redraw)
2178 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2179 if (stage != NULL &&
2180 _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2184 self->priv->propagated_one_redraw = TRUE;
2186 /* notify parents, if they are all visible eventually we'll
2187 * queue redraw on the stage, which queues the redraw idle.
2189 parent = clutter_actor_get_parent (self);
2192 /* this will go up recursively */
2193 _clutter_actor_signal_queue_redraw (parent, origin);
2198 clutter_actor_real_queue_relayout (ClutterActor *self)
2200 ClutterActorPrivate *priv = self->priv;
2202 /* no point in queueing a redraw on a destroyed actor */
2203 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2206 priv->needs_width_request = TRUE;
2207 priv->needs_height_request = TRUE;
2208 priv->needs_allocation = TRUE;
2210 /* reset the cached size requests */
2211 memset (priv->width_requests, 0,
2212 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2213 memset (priv->height_requests, 0,
2214 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2216 /* We need to go all the way up the hierarchy */
2217 if (priv->parent != NULL)
2218 _clutter_actor_queue_only_relayout (priv->parent);
2222 * clutter_actor_apply_relative_transform_to_point:
2223 * @self: A #ClutterActor
2224 * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
2225 * default #ClutterStage
2226 * @point: A point as #ClutterVertex
2227 * @vertex: (out caller-allocates): The translated #ClutterVertex
2229 * Transforms @point in coordinates relative to the actor into
2230 * ancestor-relative coordinates using the relevant transform
2231 * stack (i.e. scale, rotation, etc).
2233 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2234 * this case, the coordinates returned will be the coordinates on
2235 * the stage before the projection is applied. This is different from
2236 * the behaviour of clutter_actor_apply_transform_to_point().
2241 clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
2242 ClutterActor *ancestor,
2243 const ClutterVertex *point,
2244 ClutterVertex *vertex)
2249 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2250 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2251 g_return_if_fail (point != NULL);
2252 g_return_if_fail (vertex != NULL);
2257 if (ancestor == NULL)
2258 ancestor = _clutter_actor_get_stage_internal (self);
2260 if (ancestor == NULL)
2266 _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2267 cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2271 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2272 const ClutterVertex *vertices_in,
2273 ClutterVertex *vertices_out,
2276 ClutterActor *stage;
2277 CoglMatrix modelview;
2278 CoglMatrix projection;
2281 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2283 stage = _clutter_actor_get_stage_internal (self);
2285 /* We really can't do anything meaningful in this case so don't try
2286 * to do any transform */
2290 /* Note: we pass NULL as the ancestor because we don't just want the modelview
2291 * that gets us to stage coordinates, we want to go all the way to eye
2293 _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2295 /* Fetch the projection and viewport */
2296 _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2297 _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2303 _clutter_util_fully_transform_vertices (&modelview,
2314 * clutter_actor_apply_transform_to_point:
2315 * @self: A #ClutterActor
2316 * @point: A point as #ClutterVertex
2317 * @vertex: (out caller-allocates): The translated #ClutterVertex
2319 * Transforms @point in coordinates relative to the actor
2320 * into screen-relative coordinates with the current actor
2321 * transformation (i.e. scale, rotation, etc)
2326 clutter_actor_apply_transform_to_point (ClutterActor *self,
2327 const ClutterVertex *point,
2328 ClutterVertex *vertex)
2330 g_return_if_fail (point != NULL);
2331 g_return_if_fail (vertex != NULL);
2332 _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2336 * _clutter_actor_get_relative_transformation_matrix:
2337 * @self: The actor whose coordinate space you want to transform from.
2338 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2339 * or %NULL if you want to transform all the way to eye coordinates.
2340 * @matrix: A #CoglMatrix to store the transformation
2342 * This gets a transformation @matrix that will transform coordinates from the
2343 * coordinate space of @self into the coordinate space of @ancestor.
2345 * For example if you need a matrix that can transform the local actor
2346 * coordinates of @self into stage coordinates you would pass the actor's stage
2347 * pointer as the @ancestor.
2349 * If you pass %NULL then the transformation will take you all the way through
2350 * to eye coordinates. This can be useful if you want to extract the entire
2351 * modelview transform that Clutter applies before applying the projection
2352 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2353 * using cogl_set_modelview_matrix() for example then you would want a matrix
2354 * that transforms into eye coordinates.
2356 * <note><para>This function explicitly initializes the given @matrix. If you just
2357 * want clutter to multiply a relative transformation with an existing matrix
2358 * you can use clutter_actor_apply_relative_transformation_matrix()
2359 * instead.</para></note>
2362 /* XXX: We should consider caching the stage relative modelview along with
2363 * the actor itself */
2365 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2366 ClutterActor *ancestor,
2369 cogl_matrix_init_identity (matrix);
2371 _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2374 /* Project the given @box into stage window coordinates, writing the
2375 * transformed vertices to @verts[]. */
2377 _clutter_actor_transform_and_project_box (ClutterActor *self,
2378 const ClutterActorBox *box,
2379 ClutterVertex verts[])
2381 ClutterVertex box_vertices[4];
2383 box_vertices[0].x = box->x1;
2384 box_vertices[0].y = box->y1;
2385 box_vertices[0].z = 0;
2386 box_vertices[1].x = box->x2;
2387 box_vertices[1].y = box->y1;
2388 box_vertices[1].z = 0;
2389 box_vertices[2].x = box->x1;
2390 box_vertices[2].y = box->y2;
2391 box_vertices[2].z = 0;
2392 box_vertices[3].x = box->x2;
2393 box_vertices[3].y = box->y2;
2394 box_vertices[3].z = 0;
2397 _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2401 * clutter_actor_get_allocation_vertices:
2402 * @self: A #ClutterActor
2403 * @ancestor: (allow-none): A #ClutterActor to calculate the vertices
2404 * against, or %NULL to use the #ClutterStage
2405 * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return
2406 * location for an array of 4 #ClutterVertex in which to store the result
2408 * Calculates the transformed coordinates of the four corners of the
2409 * actor in the plane of @ancestor. The returned vertices relate to
2410 * the #ClutterActorBox coordinates as follows:
2412 * <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
2413 * <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
2414 * <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
2415 * <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
2418 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2419 * this case, the coordinates returned will be the coordinates on
2420 * the stage before the projection is applied. This is different from
2421 * the behaviour of clutter_actor_get_abs_allocation_vertices().
2426 clutter_actor_get_allocation_vertices (ClutterActor *self,
2427 ClutterActor *ancestor,
2428 ClutterVertex verts[])
2430 ClutterActorPrivate *priv;
2431 ClutterActorBox box;
2432 ClutterVertex vertices[4];
2433 CoglMatrix modelview;
2435 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2436 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2438 if (ancestor == NULL)
2439 ancestor = _clutter_actor_get_stage_internal (self);
2441 /* Fallback to a NOP transform if the actor isn't parented under a
2443 if (ancestor == NULL)
2448 /* if the actor needs to be allocated we force a relayout, so that
2449 * we will have valid values to use in the transformations */
2450 if (priv->needs_allocation)
2452 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2454 _clutter_stage_maybe_relayout (stage);
2457 box.x1 = box.y1 = 0;
2458 /* The result isn't really meaningful in this case but at
2459 * least try to do something *vaguely* reasonable... */
2460 clutter_actor_get_size (self, &box.x2, &box.y2);
2464 clutter_actor_get_allocation_box (self, &box);
2466 vertices[0].x = box.x1;
2467 vertices[0].y = box.y1;
2469 vertices[1].x = box.x2;
2470 vertices[1].y = box.y1;
2472 vertices[2].x = box.x1;
2473 vertices[2].y = box.y2;
2475 vertices[3].x = box.x2;
2476 vertices[3].y = box.y2;
2479 _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2482 cogl_matrix_transform_points (&modelview,
2484 sizeof (ClutterVertex),
2486 sizeof (ClutterVertex),
2492 * clutter_actor_get_abs_allocation_vertices:
2493 * @self: A #ClutterActor
2494 * @verts: (out) (array fixed-size=4): Pointer to a location of an array
2495 * of 4 #ClutterVertex where to store the result.
2497 * Calculates the transformed screen coordinates of the four corners of
2498 * the actor; the returned vertices relate to the #ClutterActorBox
2499 * coordinates as follows:
2501 * <listitem><para>v[0] contains (x1, y1)</para></listitem>
2502 * <listitem><para>v[1] contains (x2, y1)</para></listitem>
2503 * <listitem><para>v[2] contains (x1, y2)</para></listitem>
2504 * <listitem><para>v[3] contains (x2, y2)</para></listitem>
2510 clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
2511 ClutterVertex verts[])
2513 ClutterActorPrivate *priv;
2514 ClutterActorBox actor_space_allocation;
2516 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2520 /* if the actor needs to be allocated we force a relayout, so that
2521 * the actor allocation box will be valid for
2522 * _clutter_actor_transform_and_project_box()
2524 if (priv->needs_allocation)
2526 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2527 /* There's nothing meaningful we can do now */
2531 _clutter_stage_maybe_relayout (stage);
2534 /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's
2535 * own coordinate space... */
2536 actor_space_allocation.x1 = 0;
2537 actor_space_allocation.y1 = 0;
2538 actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1;
2539 actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1;
2540 _clutter_actor_transform_and_project_box (self,
2541 &actor_space_allocation,
2546 clutter_actor_real_apply_transform (ClutterActor *self,
2549 ClutterActorPrivate *priv = self->priv;
2551 if (!priv->transform_valid)
2553 CoglMatrix *transform = &priv->transform;
2554 const ClutterTransformInfo *info;
2556 info = _clutter_actor_get_transform_info_or_defaults (self);
2558 cogl_matrix_init_identity (transform);
2560 cogl_matrix_translate (transform,
2561 priv->allocation.x1,
2562 priv->allocation.y1,
2566 cogl_matrix_translate (transform, 0, 0, priv->z);
2569 * because the rotation involves translations, we must scale
2570 * before applying the rotations (if we apply the scale after
2571 * the rotations, the translations included in the rotation are
2572 * not scaled and so the entire object will move on the screen
2573 * as a result of rotating it).
2575 if (info->scale_x != 1.0 || info->scale_y != 1.0)
2577 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2578 &info->scale_center,
2579 cogl_matrix_scale (transform,
2586 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2588 cogl_matrix_rotate (transform,
2593 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2595 cogl_matrix_rotate (transform,
2600 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2602 cogl_matrix_rotate (transform,
2606 if (!clutter_anchor_coord_is_zero (&info->anchor))
2610 clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2611 cogl_matrix_translate (transform, -x, -y, -z);
2614 priv->transform_valid = TRUE;
2617 cogl_matrix_multiply (matrix, matrix, &priv->transform);
2620 /* Applies the transforms associated with this actor to the given
2623 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2626 CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2630 * clutter_actor_apply_relative_transformation_matrix:
2631 * @self: The actor whose coordinate space you want to transform from.
2632 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2633 * or %NULL if you want to transform all the way to eye coordinates.
2634 * @matrix: A #CoglMatrix to apply the transformation too.
2636 * This multiplies a transform with @matrix that will transform coordinates
2637 * from the coordinate space of @self into the coordinate space of @ancestor.
2639 * For example if you need a matrix that can transform the local actor
2640 * coordinates of @self into stage coordinates you would pass the actor's stage
2641 * pointer as the @ancestor.
2643 * If you pass %NULL then the transformation will take you all the way through
2644 * to eye coordinates. This can be useful if you want to extract the entire
2645 * modelview transform that Clutter applies before applying the projection
2646 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2647 * using cogl_set_modelview_matrix() for example then you would want a matrix
2648 * that transforms into eye coordinates.
2650 * <note>This function doesn't initialize the given @matrix, it simply
2651 * multiplies the requested transformation matrix with the existing contents of
2652 * @matrix. You can use cogl_matrix_init_identity() to initialize the @matrix
2653 * before calling this function, or you can use
2654 * clutter_actor_get_relative_transformation_matrix() instead.</note>
2657 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2658 ClutterActor *ancestor,
2661 ClutterActor *parent;
2663 /* Note we terminate before ever calling stage->apply_transform()
2664 * since that would conceptually be relative to the underlying
2665 * window OpenGL coordinates so we'd need a special @ancestor
2666 * value to represent the fake parent of the stage. */
2667 if (self == ancestor)
2670 parent = clutter_actor_get_parent (self);
2673 _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2676 _clutter_actor_apply_modelview_transform (self, matrix);
2680 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2681 ClutterPaintVolume *pv,
2683 const CoglColor *color)
2685 static CoglPipeline *outline = NULL;
2686 CoglPrimitive *prim;
2687 ClutterVertex line_ends[12 * 2];
2690 clutter_backend_get_cogl_context (clutter_get_default_backend ());
2691 /* XXX: at some point we'll query this from the stage but we can't
2692 * do that until the osx backend uses Cogl natively. */
2693 CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
2695 if (outline == NULL)
2696 outline = cogl_pipeline_new ();
2698 _clutter_paint_volume_complete (pv);
2700 n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2703 line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2704 line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2705 line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2706 line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2711 line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2712 line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2713 line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2714 line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2716 /* Lines connecting front face to back face */
2717 line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2718 line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2719 line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
2720 line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
2723 prim = cogl_primitive_new_p3 (ctx, COGL_VERTICES_MODE_LINES, n_vertices,
2724 (CoglVertexP3 *)line_ends);
2726 cogl_pipeline_set_color (outline, color);
2727 cogl_framebuffer_draw_primitive (fb, outline, prim);
2728 cogl_object_unref (prim);
2732 PangoLayout *layout;
2733 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2734 pango_layout_set_text (layout, label, -1);
2735 cogl_pango_render_layout (layout,
2740 g_object_unref (layout);
2745 _clutter_actor_draw_paint_volume (ClutterActor *self)
2747 ClutterPaintVolume *pv;
2750 pv = _clutter_actor_get_paint_volume_mutable (self);
2753 gfloat width, height;
2754 ClutterPaintVolume fake_pv;
2756 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2757 _clutter_paint_volume_init_static (&fake_pv, stage);
2759 clutter_actor_get_size (self, &width, &height);
2760 clutter_paint_volume_set_width (&fake_pv, width);
2761 clutter_paint_volume_set_height (&fake_pv, height);
2763 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2764 _clutter_actor_draw_paint_volume_full (self, &fake_pv,
2765 _clutter_actor_get_debug_name (self),
2768 clutter_paint_volume_free (&fake_pv);
2772 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2773 _clutter_actor_draw_paint_volume_full (self, pv,
2774 _clutter_actor_get_debug_name (self),
2780 _clutter_actor_paint_cull_result (ClutterActor *self,
2782 ClutterCullResult result)
2784 ClutterPaintVolume *pv;
2789 if (result == CLUTTER_CULL_RESULT_IN)
2790 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2791 else if (result == CLUTTER_CULL_RESULT_OUT)
2792 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2794 cogl_color_init_from_4f (&color, 0, 1, 1, 1);
2797 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2799 if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
2800 _clutter_actor_draw_paint_volume_full (self, pv,
2801 _clutter_actor_get_debug_name (self),
2805 PangoLayout *layout;
2807 g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
2808 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2809 cogl_set_source_color (&color);
2811 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2812 pango_layout_set_text (layout, label, -1);
2813 cogl_pango_render_layout (layout,
2819 g_object_unref (layout);
2823 static int clone_paint_level = 0;
2826 _clutter_actor_push_clone_paint (void)
2828 clone_paint_level++;
2832 _clutter_actor_pop_clone_paint (void)
2834 clone_paint_level--;
2838 in_clone_paint (void)
2840 return clone_paint_level > 0;
2843 /* Returns TRUE if the actor can be ignored */
2844 /* FIXME: we should return a ClutterCullResult, and
2845 * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
2846 * means there's no point in trying to cull descendants of the current
2849 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
2851 ClutterActorPrivate *priv = self->priv;
2852 ClutterActor *stage;
2853 const ClutterPlane *stage_clip;
2855 if (!priv->last_paint_volume_valid)
2857 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2858 "->last_paint_volume_valid == FALSE",
2859 _clutter_actor_get_debug_name (self));
2863 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
2866 stage = _clutter_actor_get_stage_internal (self);
2867 stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
2868 if (G_UNLIKELY (!stage_clip))
2870 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2871 "No stage clip set",
2872 _clutter_actor_get_debug_name (self));
2876 if (cogl_get_draw_framebuffer () !=
2877 _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
2879 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2880 "Current framebuffer doesn't correspond to stage",
2881 _clutter_actor_get_debug_name (self));
2886 _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
2891 _clutter_actor_update_last_paint_volume (ClutterActor *self)
2893 ClutterActorPrivate *priv = self->priv;
2894 const ClutterPaintVolume *pv;
2896 if (priv->last_paint_volume_valid)
2898 clutter_paint_volume_free (&priv->last_paint_volume);
2899 priv->last_paint_volume_valid = FALSE;
2902 pv = clutter_actor_get_paint_volume (self);
2905 CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
2906 "Actor failed to report a paint volume",
2907 _clutter_actor_get_debug_name (self));
2911 _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
2913 _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
2914 NULL); /* eye coordinates */
2916 priv->last_paint_volume_valid = TRUE;
2919 static inline gboolean
2920 actor_has_shader_data (ClutterActor *self)
2922 return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
2926 _clutter_actor_get_pick_id (ClutterActor *self)
2928 if (self->priv->pick_id < 0)
2931 return self->priv->pick_id;
2934 /* This is the same as clutter_actor_add_effect except that it doesn't
2935 queue a redraw and it doesn't notify on the effect property */
2937 _clutter_actor_add_effect_internal (ClutterActor *self,
2938 ClutterEffect *effect)
2940 ClutterActorPrivate *priv = self->priv;
2942 if (priv->effects == NULL)
2944 priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
2945 priv->effects->actor = self;
2948 _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2951 /* This is the same as clutter_actor_remove_effect except that it doesn't
2952 queue a redraw and it doesn't notify on the effect property */
2954 _clutter_actor_remove_effect_internal (ClutterActor *self,
2955 ClutterEffect *effect)
2957 ClutterActorPrivate *priv = self->priv;
2959 if (priv->effects == NULL)
2962 _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2966 needs_flatten_effect (ClutterActor *self)
2968 ClutterActorPrivate *priv = self->priv;
2970 if (G_UNLIKELY (clutter_paint_debug_flags &
2971 CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
2974 if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
2976 else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
2978 if (clutter_actor_get_paint_opacity (self) < 255 &&
2979 clutter_actor_has_overlaps (self))
2987 add_or_remove_flatten_effect (ClutterActor *self)
2989 ClutterActorPrivate *priv = self->priv;
2991 /* Add or remove the flatten effect depending on the
2992 offscreen-redirect property. */
2993 if (needs_flatten_effect (self))
2995 if (priv->flatten_effect == NULL)
2997 ClutterActorMeta *actor_meta;
3000 priv->flatten_effect = _clutter_flatten_effect_new ();
3001 /* Keep a reference to the effect so that we can queue
3003 g_object_ref_sink (priv->flatten_effect);
3005 /* Set the priority of the effect to high so that it will
3006 always be applied to the actor first. It uses an internal
3007 priority so that it won't be visible to applications */
3008 actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3009 priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3010 _clutter_actor_meta_set_priority (actor_meta, priority);
3012 /* This will add the effect without queueing a redraw */
3013 _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3018 if (priv->flatten_effect != NULL)
3020 /* Destroy the effect so that it will lose its fbo cache of
3022 _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3023 g_object_unref (priv->flatten_effect);
3024 priv->flatten_effect = NULL;
3030 clutter_actor_real_paint (ClutterActor *actor)
3032 ClutterActorPrivate *priv = actor->priv;
3035 /* paint the background color, if set */
3036 if (priv->bg_color_set)
3038 float width, height;
3041 clutter_actor_box_get_size (&priv->allocation, &width, &height);
3043 real_alpha = clutter_actor_get_paint_opacity_internal (actor)
3044 * priv->bg_color.alpha
3047 cogl_set_source_color4ub (priv->bg_color.red,
3048 priv->bg_color.green,
3049 priv->bg_color.blue,
3052 cogl_rectangle (0, 0, width, height);
3055 for (iter = priv->first_child;
3057 iter = iter->priv->next_sibling)
3059 CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3060 _clutter_actor_get_debug_name (iter),
3061 _clutter_actor_get_debug_name (actor),
3062 iter->priv->allocation.x1,
3063 iter->priv->allocation.y1,
3064 iter->priv->allocation.x2 - iter->priv->allocation.x1,
3065 iter->priv->allocation.y2 - iter->priv->allocation.y1);
3067 clutter_actor_paint (iter);
3072 * clutter_actor_paint:
3073 * @self: A #ClutterActor
3075 * Renders the actor to display.
3077 * This function should not be called directly by applications.
3078 * Call clutter_actor_queue_redraw() to queue paints, instead.
3080 * This function is context-aware, and will either cause a
3081 * regular paint or a pick paint.
3083 * This function will emit the #ClutterActor::paint signal or
3084 * the #ClutterActor::pick signal, depending on the context.
3086 * This function does not paint the actor if the actor is set to 0,
3087 * unless it is performing a pick paint.
3090 clutter_actor_paint (ClutterActor *self)
3092 ClutterActorPrivate *priv;
3093 ClutterPickMode pick_mode;
3094 gboolean clip_set = FALSE;
3095 gboolean shader_applied = FALSE;
3097 CLUTTER_STATIC_COUNTER (actor_paint_counter,
3098 "Actor real-paint counter",
3099 "Increments each time any actor is painted",
3100 0 /* no application private data */);
3101 CLUTTER_STATIC_COUNTER (actor_pick_counter,
3102 "Actor pick-paint counter",
3103 "Increments each time any actor is painted "
3105 0 /* no application private data */);
3107 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3109 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3114 pick_mode = _clutter_context_get_pick_mode ();
3116 if (pick_mode == CLUTTER_PICK_NONE)
3117 priv->propagated_one_redraw = FALSE;
3119 /* It's an important optimization that we consider painting of
3120 * actors with 0 opacity to be a NOP... */
3121 if (pick_mode == CLUTTER_PICK_NONE &&
3122 /* ignore top-levels, since they might be transparent */
3123 !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3124 /* Use the override opacity if its been set */
3125 ((priv->opacity_override >= 0) ?
3126 priv->opacity_override : priv->opacity) == 0)
3129 /* if we aren't paintable (not in a toplevel with all
3130 * parents paintable) then do nothing.
3132 if (!CLUTTER_ACTOR_IS_MAPPED (self))
3135 /* mark that we are in the paint process */
3136 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3140 if (priv->enable_model_view_transform)
3144 /* XXX: It could be better to cache the modelview with the actor
3145 * instead of progressively building up the transformations on
3146 * the matrix stack every time we paint. */
3147 cogl_get_modelview_matrix (&matrix);
3148 _clutter_actor_apply_modelview_transform (self, &matrix);
3150 #ifdef CLUTTER_ENABLE_DEBUG
3151 /* Catch when out-of-band transforms have been made by actors not as part
3152 * of an apply_transform vfunc... */
3153 if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3155 CoglMatrix expected_matrix;
3157 _clutter_actor_get_relative_transformation_matrix (self, NULL,
3160 if (!cogl_matrix_equal (&matrix, &expected_matrix))
3162 GString *buf = g_string_sized_new (1024);
3163 ClutterActor *parent;
3166 while (parent != NULL)
3168 g_string_append (buf, _clutter_actor_get_debug_name (parent));
3170 if (parent->priv->parent != NULL)
3171 g_string_append (buf, "->");
3173 parent = parent->priv->parent;
3176 g_warning ("Unexpected transform found when painting actor "
3177 "\"%s\". This will be caused by one of the actor's "
3178 "ancestors (%s) using the Cogl API directly to transform "
3179 "children instead of using ::apply_transform().",
3180 _clutter_actor_get_debug_name (self),
3183 g_string_free (buf, TRUE);
3186 #endif /* CLUTTER_ENABLE_DEBUG */
3188 cogl_set_modelview_matrix (&matrix);
3193 cogl_clip_push_rectangle (priv->clip.x,
3195 priv->clip.x + priv->clip.width,
3196 priv->clip.y + priv->clip.height);
3199 else if (priv->clip_to_allocation)
3201 gfloat width, height;
3203 width = priv->allocation.x2 - priv->allocation.x1;
3204 height = priv->allocation.y2 - priv->allocation.y1;
3206 cogl_clip_push_rectangle (0, 0, width, height);
3210 if (pick_mode == CLUTTER_PICK_NONE)
3212 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3214 /* We check whether we need to add the flatten effect before
3215 each paint so that we can avoid having a mechanism for
3216 applications to notify when the value of the
3217 has_overlaps virtual changes. */
3218 add_or_remove_flatten_effect (self);
3221 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3223 /* We save the current paint volume so that the next time the
3224 * actor queues a redraw we can constrain the redraw to just
3225 * cover the union of the new bounding box and the old.
3227 * We also fetch the current paint volume to perform culling so
3228 * we can avoid painting actors outside the current clip region.
3230 * If we are painting inside a clone, we should neither update
3231 * the paint volume or use it to cull painting, since the paint
3232 * box represents the location of the source actor on the
3235 * XXX: We are starting to do a lot of vertex transforms on
3236 * the CPU in a typical paint, so at some point we should
3237 * audit these and consider caching some things.
3239 * NB: We don't perform culling while picking at this point because
3240 * clutter-stage.c doesn't setup the clipping planes appropriately.
3242 * NB: We don't want to update the last-paint-volume during picking
3243 * because the last-paint-volume is used to determine the old screen
3244 * space location of an actor that has moved so we can know the
3245 * minimal region to redraw to clear an old view of the actor. If we
3246 * update this during picking then by the time we come around to
3247 * paint then the last-paint-volume would likely represent the new
3248 * actor position not the old.
3250 if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3253 /* annoyingly gcc warns if uninitialized even though
3254 * the initialization is redundant :-( */
3255 ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3257 if (G_LIKELY ((clutter_paint_debug_flags &
3258 (CLUTTER_DEBUG_DISABLE_CULLING |
3259 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3260 (CLUTTER_DEBUG_DISABLE_CULLING |
3261 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3262 _clutter_actor_update_last_paint_volume (self);
3264 success = cull_actor (self, &result);
3266 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3267 _clutter_actor_paint_cull_result (self, success, result);
3268 else if (result == CLUTTER_CULL_RESULT_OUT && success)
3272 if (priv->effects == NULL)
3274 if (pick_mode == CLUTTER_PICK_NONE &&
3275 actor_has_shader_data (self))
3277 _clutter_actor_shader_pre_paint (self, FALSE);
3278 shader_applied = TRUE;
3281 priv->next_effect_to_paint = NULL;
3284 priv->next_effect_to_paint =
3285 _clutter_meta_group_peek_metas (priv->effects);
3287 clutter_actor_continue_paint (self);
3290 _clutter_actor_shader_post_paint (self);
3292 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3293 pick_mode == CLUTTER_PICK_NONE))
3294 _clutter_actor_draw_paint_volume (self);
3297 /* If we make it here then the actor has run through a complete
3298 paint run including all the effects so it's no longer dirty */
3299 if (pick_mode == CLUTTER_PICK_NONE)
3300 priv->is_dirty = FALSE;
3307 /* paint sequence complete */
3308 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3312 * clutter_actor_continue_paint:
3313 * @self: A #ClutterActor
3315 * Run the next stage of the paint sequence. This function should only
3316 * be called within the implementation of the ‘run’ virtual of a
3317 * #ClutterEffect. It will cause the run method of the next effect to
3318 * be applied, or it will paint the actual actor if the current effect
3319 * is the last effect in the chain.
3324 clutter_actor_continue_paint (ClutterActor *self)
3326 ClutterActorPrivate *priv;
3328 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3329 /* This should only be called from with in the ‘run’ implementation
3330 of a ClutterEffect */
3331 g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3335 /* Skip any effects that are disabled */
3336 while (priv->next_effect_to_paint &&
3337 !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3338 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3340 /* If this has come from the last effect then we'll just paint the
3342 if (priv->next_effect_to_paint == NULL)
3344 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3346 g_signal_emit (self, actor_signals[PAINT], 0);
3350 ClutterColor col = { 0, };
3352 _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3354 /* Actor will then paint silhouette of itself in supplied
3355 * color. See clutter_stage_get_actor_at_pos() for where
3356 * picking is enabled.
3358 g_signal_emit (self, actor_signals[PICK], 0, &col);
3363 ClutterEffect *old_current_effect;
3364 ClutterEffectPaintFlags run_flags = 0;
3366 /* Cache the current effect so that we can put it back before
3368 old_current_effect = priv->current_effect;
3370 priv->current_effect = priv->next_effect_to_paint->data;
3371 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3373 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3377 /* If there's an effect queued with this redraw then all
3378 effects up to that one will be considered dirty. It
3379 is expected the queued effect will paint the cached
3380 image and not call clutter_actor_continue_paint again
3381 (although it should work ok if it does) */
3382 if (priv->effect_to_redraw == NULL ||
3383 priv->current_effect != priv->effect_to_redraw)
3384 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3387 _clutter_effect_paint (priv->current_effect, run_flags);
3391 /* We can't determine when an actor has been modified since
3392 its last pick so lets just assume it has always been
3394 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3396 _clutter_effect_pick (priv->current_effect, run_flags);
3399 priv->current_effect = old_current_effect;
3403 static ClutterActorTraverseVisitFlags
3404 invalidate_queue_redraw_entry (ClutterActor *self,
3408 ClutterActorPrivate *priv = self->priv;
3410 if (priv->queue_redraw_entry != NULL)
3412 _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3413 priv->queue_redraw_entry = NULL;
3416 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3420 remove_child (ClutterActor *self,
3421 ClutterActor *child)
3423 ClutterActor *prev_sibling, *next_sibling;
3425 prev_sibling = child->priv->prev_sibling;
3426 next_sibling = child->priv->next_sibling;
3428 if (prev_sibling != NULL)
3429 prev_sibling->priv->next_sibling = next_sibling;
3431 if (next_sibling != NULL)
3432 next_sibling->priv->prev_sibling = prev_sibling;
3434 if (self->priv->first_child == child)
3435 self->priv->first_child = next_sibling;
3437 if (self->priv->last_child == child)
3438 self->priv->last_child = prev_sibling;
3440 child->priv->parent = NULL;
3441 child->priv->prev_sibling = NULL;
3442 child->priv->next_sibling = NULL;
3446 REMOVE_CHILD_DESTROY_META = 1 << 0,
3447 REMOVE_CHILD_EMIT_PARENT_SET = 1 << 1,
3448 REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3449 REMOVE_CHILD_CHECK_STATE = 1 << 3,
3450 REMOVE_CHILD_FLUSH_QUEUE = 1 << 4,
3451 REMOVE_CHILD_NOTIFY_FIRST_LAST = 1 << 5,
3453 /* default flags for public API */
3454 REMOVE_CHILD_DEFAULT_FLAGS = REMOVE_CHILD_DESTROY_META |
3455 REMOVE_CHILD_EMIT_PARENT_SET |
3456 REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3457 REMOVE_CHILD_CHECK_STATE |
3458 REMOVE_CHILD_FLUSH_QUEUE |
3459 REMOVE_CHILD_NOTIFY_FIRST_LAST,
3461 /* flags for legacy/deprecated API */
3462 REMOVE_CHILD_LEGACY_FLAGS = REMOVE_CHILD_CHECK_STATE |
3463 REMOVE_CHILD_FLUSH_QUEUE |
3464 REMOVE_CHILD_EMIT_PARENT_SET |
3465 REMOVE_CHILD_NOTIFY_FIRST_LAST
3466 } ClutterActorRemoveChildFlags;
3469 * clutter_actor_remove_child_internal:
3470 * @self: a #ClutterActor
3471 * @child: the child of @self that has to be removed
3472 * @flags: control the removal operations
3474 * Removes @child from the list of children of @self.
3477 clutter_actor_remove_child_internal (ClutterActor *self,
3478 ClutterActor *child,
3479 ClutterActorRemoveChildFlags flags)
3481 ClutterActor *old_first, *old_last;
3482 gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3483 gboolean flush_queue;
3484 gboolean notify_first_last;
3485 gboolean was_mapped;
3487 destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3488 emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3489 emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3490 check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3491 flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3492 notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3494 g_object_freeze_notify (G_OBJECT (self));
3497 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3501 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3503 /* we need to unrealize *before* we set parent_actor to NULL,
3504 * because in an unrealize method actors are dissociating from the
3505 * stage, which means they need to be able to
3506 * clutter_actor_get_stage().
3508 * yhis should unmap and unrealize, unless we're reparenting.
3510 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3517 /* We take this opportunity to invalidate any queue redraw entry
3518 * associated with the actor and descendants since we won't be able to
3519 * determine the appropriate stage after this.
3521 * we do this after we updated the mapped state because actors might
3522 * end up queueing redraws inside their mapped/unmapped virtual
3523 * functions, and if we invalidate the redraw entry we could end up
3524 * with an inconsistent state and weird memory corruption. see
3527 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3528 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3530 _clutter_actor_traverse (child,
3532 invalidate_queue_redraw_entry,
3537 old_first = self->priv->first_child;
3538 old_last = self->priv->last_child;
3540 remove_child (self, child);
3542 self->priv->n_children -= 1;
3544 self->priv->age += 1;
3546 /* clutter_actor_reparent() will emit ::parent-set for us */
3547 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3548 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3550 /* if the child was mapped then we need to relayout ourselves to account
3551 * for the removed child
3554 clutter_actor_queue_relayout (self);
3556 /* we need to emit the signal before dropping the reference */
3557 if (emit_actor_removed)
3558 g_signal_emit_by_name (self, "actor-removed", child);
3560 if (notify_first_last)
3562 if (old_first != self->priv->first_child)
3563 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3565 if (old_last != self->priv->last_child)
3566 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3569 g_object_thaw_notify (G_OBJECT (self));
3571 /* remove the reference we acquired in clutter_actor_add_child() */
3572 g_object_unref (child);
3575 static const ClutterTransformInfo default_transform_info = {
3576 0.0, { 0, }, /* rotation-x */
3577 0.0, { 0, }, /* rotation-y */
3578 0.0, { 0, }, /* rotation-z */
3580 1.0, 1.0, { 0, }, /* scale */
3582 { 0, }, /* anchor */
3586 * _clutter_actor_get_transform_info_or_defaults:
3587 * @self: a #ClutterActor
3589 * Retrieves the ClutterTransformInfo structure associated to an actor.
3591 * If the actor does not have a ClutterTransformInfo structure associated
3592 * to it, then the default structure will be returned.
3594 * This function should only be used for getters.
3596 * Return value: a const pointer to the ClutterTransformInfo structure
3598 const ClutterTransformInfo *
3599 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3601 ClutterTransformInfo *info;
3603 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3607 return &default_transform_info;
3611 clutter_transform_info_free (gpointer data)
3614 g_slice_free (ClutterTransformInfo, data);
3618 * _clutter_actor_get_transform_info:
3619 * @self: a #ClutterActor
3621 * Retrieves a pointer to the ClutterTransformInfo structure.
3623 * If the actor does not have a ClutterTransformInfo associated to it, one
3624 * will be created and initialized to the default values.
3626 * This function should be used for setters.
3628 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3631 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3634 ClutterTransformInfo *
3635 _clutter_actor_get_transform_info (ClutterActor *self)
3637 ClutterTransformInfo *info;
3639 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3642 info = g_slice_new (ClutterTransformInfo);
3644 *info = default_transform_info;
3646 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3648 clutter_transform_info_free);
3655 * clutter_actor_set_rotation_angle_internal:
3656 * @self: a #ClutterActor
3657 * @axis: the axis of the angle to change
3658 * @angle: the angle of rotation
3660 * Sets the rotation angle on the given axis without affecting the
3661 * rotation center point.
3664 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
3665 ClutterRotateAxis axis,
3668 GObject *obj = G_OBJECT (self);
3669 ClutterTransformInfo *info;
3671 info = _clutter_actor_get_transform_info (self);
3673 g_object_freeze_notify (obj);
3677 case CLUTTER_X_AXIS:
3678 info->rx_angle = angle;
3679 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3682 case CLUTTER_Y_AXIS:
3683 info->ry_angle = angle;
3684 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3687 case CLUTTER_Z_AXIS:
3688 info->rz_angle = angle;
3689 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3693 self->priv->transform_valid = FALSE;
3695 g_object_thaw_notify (obj);
3697 clutter_actor_queue_redraw (self);
3701 * clutter_actor_set_rotation_center_internal:
3702 * @self: a #ClutterActor
3703 * @axis: the axis of the center to change
3704 * @center: the coordinates of the rotation center
3706 * Sets the rotation center on the given axis without affecting the
3710 clutter_actor_set_rotation_center_internal (ClutterActor *self,
3711 ClutterRotateAxis axis,
3712 const ClutterVertex *center)
3714 GObject *obj = G_OBJECT (self);
3715 ClutterTransformInfo *info;
3716 ClutterVertex v = { 0, 0, 0 };
3718 info = _clutter_actor_get_transform_info (self);
3723 g_object_freeze_notify (obj);
3727 case CLUTTER_X_AXIS:
3728 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
3729 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
3732 case CLUTTER_Y_AXIS:
3733 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
3734 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
3737 case CLUTTER_Z_AXIS:
3738 /* if the previously set rotation center was fractional, then
3739 * setting explicit coordinates will have to notify the
3740 * :rotation-center-z-gravity property as well
3742 if (info->rz_center.is_fractional)
3743 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
3745 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
3746 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
3750 self->priv->transform_valid = FALSE;
3752 g_object_thaw_notify (obj);
3754 clutter_actor_queue_redraw (self);
3758 clutter_actor_set_scale_factor (ClutterActor *self,
3759 ClutterRotateAxis axis,
3762 GObject *obj = G_OBJECT (self);
3763 ClutterTransformInfo *info;
3765 info = _clutter_actor_get_transform_info (self);
3767 g_object_freeze_notify (obj);
3771 case CLUTTER_X_AXIS:
3772 info->scale_x = factor;
3773 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
3776 case CLUTTER_Y_AXIS:
3777 info->scale_y = factor;
3778 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
3782 g_assert_not_reached ();
3785 self->priv->transform_valid = FALSE;
3787 clutter_actor_queue_redraw (self);
3789 g_object_thaw_notify (obj);
3793 clutter_actor_set_scale_center (ClutterActor *self,
3794 ClutterRotateAxis axis,
3797 GObject *obj = G_OBJECT (self);
3798 ClutterTransformInfo *info;
3799 gfloat center_x, center_y;
3801 info = _clutter_actor_get_transform_info (self);
3803 g_object_freeze_notify (obj);
3805 /* get the current scale center coordinates */
3806 clutter_anchor_coord_get_units (self, &info->scale_center,
3811 /* we need to notify this too, because setting explicit coordinates will
3812 * change the gravity as a side effect
3814 if (info->scale_center.is_fractional)
3815 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
3819 case CLUTTER_X_AXIS:
3820 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
3821 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
3824 case CLUTTER_Y_AXIS:
3825 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
3826 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
3830 g_assert_not_reached ();
3833 self->priv->transform_valid = FALSE;
3835 clutter_actor_queue_redraw (self);
3837 g_object_thaw_notify (obj);
3841 clutter_actor_set_anchor_coord (ClutterActor *self,
3842 ClutterRotateAxis axis,
3845 GObject *obj = G_OBJECT (self);
3846 ClutterTransformInfo *info;
3847 gfloat anchor_x, anchor_y;
3849 info = _clutter_actor_get_transform_info (self);
3851 g_object_freeze_notify (obj);
3853 clutter_anchor_coord_get_units (self, &info->anchor,
3858 if (info->anchor.is_fractional)
3859 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
3863 case CLUTTER_X_AXIS:
3864 clutter_anchor_coord_set_units (&info->anchor,
3868 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
3871 case CLUTTER_Y_AXIS:
3872 clutter_anchor_coord_set_units (&info->anchor,
3876 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
3880 g_assert_not_reached ();
3883 self->priv->transform_valid = FALSE;
3885 clutter_actor_queue_redraw (self);
3887 g_object_thaw_notify (obj);
3891 clutter_actor_set_property (GObject *object,
3893 const GValue *value,
3896 ClutterActor *actor = CLUTTER_ACTOR (object);
3897 ClutterActorPrivate *priv = actor->priv;
3902 clutter_actor_set_x (actor, g_value_get_float (value));
3906 clutter_actor_set_y (actor, g_value_get_float (value));
3910 clutter_actor_set_width (actor, g_value_get_float (value));
3914 clutter_actor_set_height (actor, g_value_get_float (value));
3918 clutter_actor_set_x (actor, g_value_get_float (value));
3922 clutter_actor_set_y (actor, g_value_get_float (value));
3925 case PROP_FIXED_POSITION_SET:
3926 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
3929 case PROP_MIN_WIDTH:
3930 clutter_actor_set_min_width (actor, g_value_get_float (value));
3933 case PROP_MIN_HEIGHT:
3934 clutter_actor_set_min_height (actor, g_value_get_float (value));
3937 case PROP_NATURAL_WIDTH:
3938 clutter_actor_set_natural_width (actor, g_value_get_float (value));
3941 case PROP_NATURAL_HEIGHT:
3942 clutter_actor_set_natural_height (actor, g_value_get_float (value));
3945 case PROP_MIN_WIDTH_SET:
3946 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
3949 case PROP_MIN_HEIGHT_SET:
3950 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
3953 case PROP_NATURAL_WIDTH_SET:
3954 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
3957 case PROP_NATURAL_HEIGHT_SET:
3958 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
3961 case PROP_REQUEST_MODE:
3962 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
3966 clutter_actor_set_depth (actor, g_value_get_float (value));
3970 clutter_actor_set_opacity (actor, g_value_get_uint (value));
3973 case PROP_OFFSCREEN_REDIRECT:
3974 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
3978 clutter_actor_set_name (actor, g_value_get_string (value));
3982 if (g_value_get_boolean (value) == TRUE)
3983 clutter_actor_show (actor);
3985 clutter_actor_hide (actor);
3989 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
3990 g_value_get_double (value));
3994 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
3995 g_value_get_double (value));
3998 case PROP_SCALE_CENTER_X:
3999 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
4000 g_value_get_float (value));
4003 case PROP_SCALE_CENTER_Y:
4004 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4005 g_value_get_float (value));
4008 case PROP_SCALE_GRAVITY:
4010 const ClutterTransformInfo *info;
4011 ClutterGravity gravity;
4013 info = _clutter_actor_get_transform_info_or_defaults (actor);
4014 gravity = g_value_get_enum (value);
4016 clutter_actor_set_scale_with_gravity (actor,
4025 const ClutterGeometry *geom = g_value_get_boxed (value);
4027 clutter_actor_set_clip (actor,
4029 geom->width, geom->height);
4033 case PROP_CLIP_TO_ALLOCATION:
4034 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4038 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4041 case PROP_ROTATION_ANGLE_X:
4042 clutter_actor_set_rotation_angle_internal (actor,
4044 g_value_get_double (value));
4047 case PROP_ROTATION_ANGLE_Y:
4048 clutter_actor_set_rotation_angle_internal (actor,
4050 g_value_get_double (value));
4053 case PROP_ROTATION_ANGLE_Z:
4054 clutter_actor_set_rotation_angle_internal (actor,
4056 g_value_get_double (value));
4059 case PROP_ROTATION_CENTER_X:
4060 clutter_actor_set_rotation_center_internal (actor,
4062 g_value_get_boxed (value));
4065 case PROP_ROTATION_CENTER_Y:
4066 clutter_actor_set_rotation_center_internal (actor,
4068 g_value_get_boxed (value));
4071 case PROP_ROTATION_CENTER_Z:
4072 clutter_actor_set_rotation_center_internal (actor,
4074 g_value_get_boxed (value));
4077 case PROP_ROTATION_CENTER_Z_GRAVITY:
4079 const ClutterTransformInfo *info;
4081 info = _clutter_actor_get_transform_info_or_defaults (actor);
4082 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4083 g_value_get_enum (value));
4088 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4089 g_value_get_float (value));
4093 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4094 g_value_get_float (value));
4097 case PROP_ANCHOR_GRAVITY:
4098 clutter_actor_set_anchor_point_from_gravity (actor,
4099 g_value_get_enum (value));
4102 case PROP_SHOW_ON_SET_PARENT:
4103 priv->show_on_set_parent = g_value_get_boolean (value);
4106 case PROP_TEXT_DIRECTION:
4107 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4111 clutter_actor_add_action (actor, g_value_get_object (value));
4114 case PROP_CONSTRAINTS:
4115 clutter_actor_add_constraint (actor, g_value_get_object (value));
4119 clutter_actor_add_effect (actor, g_value_get_object (value));
4122 case PROP_LAYOUT_MANAGER:
4123 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4127 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4131 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4134 case PROP_MARGIN_TOP:
4135 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4138 case PROP_MARGIN_BOTTOM:
4139 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4142 case PROP_MARGIN_LEFT:
4143 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4146 case PROP_MARGIN_RIGHT:
4147 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4150 case PROP_BACKGROUND_COLOR:
4151 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4155 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4161 clutter_actor_get_property (GObject *object,
4166 ClutterActor *actor = CLUTTER_ACTOR (object);
4167 ClutterActorPrivate *priv = actor->priv;
4172 g_value_set_float (value, clutter_actor_get_x (actor));
4176 g_value_set_float (value, clutter_actor_get_y (actor));
4180 g_value_set_float (value, clutter_actor_get_width (actor));
4184 g_value_set_float (value, clutter_actor_get_height (actor));
4189 const ClutterLayoutInfo *info;
4191 info = _clutter_actor_get_layout_info_or_defaults (actor);
4192 g_value_set_float (value, info->fixed_x);
4198 const ClutterLayoutInfo *info;
4200 info = _clutter_actor_get_layout_info_or_defaults (actor);
4201 g_value_set_float (value, info->fixed_y);
4205 case PROP_FIXED_POSITION_SET:
4206 g_value_set_boolean (value, priv->position_set);
4209 case PROP_MIN_WIDTH:
4211 const ClutterLayoutInfo *info;
4213 info = _clutter_actor_get_layout_info_or_defaults (actor);
4214 g_value_set_float (value, info->min_width);
4218 case PROP_MIN_HEIGHT:
4220 const ClutterLayoutInfo *info;
4222 info = _clutter_actor_get_layout_info_or_defaults (actor);
4223 g_value_set_float (value, info->min_height);
4227 case PROP_NATURAL_WIDTH:
4229 const ClutterLayoutInfo *info;
4231 info = _clutter_actor_get_layout_info_or_defaults (actor);
4232 g_value_set_float (value, info->natural_width);
4236 case PROP_NATURAL_HEIGHT:
4238 const ClutterLayoutInfo *info;
4240 info = _clutter_actor_get_layout_info_or_defaults (actor);
4241 g_value_set_float (value, info->natural_height);
4245 case PROP_MIN_WIDTH_SET:
4246 g_value_set_boolean (value, priv->min_width_set);
4249 case PROP_MIN_HEIGHT_SET:
4250 g_value_set_boolean (value, priv->min_height_set);
4253 case PROP_NATURAL_WIDTH_SET:
4254 g_value_set_boolean (value, priv->natural_width_set);
4257 case PROP_NATURAL_HEIGHT_SET:
4258 g_value_set_boolean (value, priv->natural_height_set);
4261 case PROP_REQUEST_MODE:
4262 g_value_set_enum (value, priv->request_mode);
4265 case PROP_ALLOCATION:
4266 g_value_set_boxed (value, &priv->allocation);
4270 g_value_set_float (value, clutter_actor_get_depth (actor));
4274 g_value_set_uint (value, priv->opacity);
4277 case PROP_OFFSCREEN_REDIRECT:
4278 g_value_set_enum (value, priv->offscreen_redirect);
4282 g_value_set_string (value, priv->name);
4286 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4290 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4294 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4298 g_value_set_boolean (value, priv->has_clip);
4303 ClutterGeometry clip;
4305 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4306 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4307 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4308 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4310 g_value_set_boxed (value, &clip);
4314 case PROP_CLIP_TO_ALLOCATION:
4315 g_value_set_boolean (value, priv->clip_to_allocation);
4320 const ClutterTransformInfo *info;
4322 info = _clutter_actor_get_transform_info_or_defaults (actor);
4323 g_value_set_double (value, info->scale_x);
4329 const ClutterTransformInfo *info;
4331 info = _clutter_actor_get_transform_info_or_defaults (actor);
4332 g_value_set_double (value, info->scale_y);
4336 case PROP_SCALE_CENTER_X:
4340 clutter_actor_get_scale_center (actor, ¢er, NULL);
4342 g_value_set_float (value, center);
4346 case PROP_SCALE_CENTER_Y:
4350 clutter_actor_get_scale_center (actor, NULL, ¢er);
4352 g_value_set_float (value, center);
4356 case PROP_SCALE_GRAVITY:
4357 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4361 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4364 case PROP_ROTATION_ANGLE_X:
4366 const ClutterTransformInfo *info;
4368 info = _clutter_actor_get_transform_info_or_defaults (actor);
4369 g_value_set_double (value, info->rx_angle);
4373 case PROP_ROTATION_ANGLE_Y:
4375 const ClutterTransformInfo *info;
4377 info = _clutter_actor_get_transform_info_or_defaults (actor);
4378 g_value_set_double (value, info->ry_angle);
4382 case PROP_ROTATION_ANGLE_Z:
4384 const ClutterTransformInfo *info;
4386 info = _clutter_actor_get_transform_info_or_defaults (actor);
4387 g_value_set_double (value, info->rz_angle);
4391 case PROP_ROTATION_CENTER_X:
4393 ClutterVertex center;
4395 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4400 g_value_set_boxed (value, ¢er);
4404 case PROP_ROTATION_CENTER_Y:
4406 ClutterVertex center;
4408 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4413 g_value_set_boxed (value, ¢er);
4417 case PROP_ROTATION_CENTER_Z:
4419 ClutterVertex center;
4421 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4426 g_value_set_boxed (value, ¢er);
4430 case PROP_ROTATION_CENTER_Z_GRAVITY:
4431 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4436 const ClutterTransformInfo *info;
4439 info = _clutter_actor_get_transform_info_or_defaults (actor);
4440 clutter_anchor_coord_get_units (actor, &info->anchor,
4444 g_value_set_float (value, anchor_x);
4450 const ClutterTransformInfo *info;
4453 info = _clutter_actor_get_transform_info_or_defaults (actor);
4454 clutter_anchor_coord_get_units (actor, &info->anchor,
4458 g_value_set_float (value, anchor_y);
4462 case PROP_ANCHOR_GRAVITY:
4463 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4466 case PROP_SHOW_ON_SET_PARENT:
4467 g_value_set_boolean (value, priv->show_on_set_parent);
4470 case PROP_TEXT_DIRECTION:
4471 g_value_set_enum (value, priv->text_direction);
4474 case PROP_HAS_POINTER:
4475 g_value_set_boolean (value, priv->has_pointer);
4478 case PROP_LAYOUT_MANAGER:
4479 g_value_set_object (value, priv->layout_manager);
4484 const ClutterLayoutInfo *info;
4486 info = _clutter_actor_get_layout_info_or_defaults (actor);
4487 g_value_set_enum (value, info->x_align);
4493 const ClutterLayoutInfo *info;
4495 info = _clutter_actor_get_layout_info_or_defaults (actor);
4496 g_value_set_enum (value, info->y_align);
4500 case PROP_MARGIN_TOP:
4502 const ClutterLayoutInfo *info;
4504 info = _clutter_actor_get_layout_info_or_defaults (actor);
4505 g_value_set_float (value, info->margin.top);
4509 case PROP_MARGIN_BOTTOM:
4511 const ClutterLayoutInfo *info;
4513 info = _clutter_actor_get_layout_info_or_defaults (actor);
4514 g_value_set_float (value, info->margin.bottom);
4518 case PROP_MARGIN_LEFT:
4520 const ClutterLayoutInfo *info;
4522 info = _clutter_actor_get_layout_info_or_defaults (actor);
4523 g_value_set_float (value, info->margin.left);
4527 case PROP_MARGIN_RIGHT:
4529 const ClutterLayoutInfo *info;
4531 info = _clutter_actor_get_layout_info_or_defaults (actor);
4532 g_value_set_float (value, info->margin.right);
4536 case PROP_BACKGROUND_COLOR_SET:
4537 g_value_set_boolean (value, priv->bg_color_set);
4540 case PROP_BACKGROUND_COLOR:
4541 g_value_set_boxed (value, &priv->bg_color);
4544 case PROP_FIRST_CHILD:
4545 g_value_set_object (value, priv->first_child);
4548 case PROP_LAST_CHILD:
4549 g_value_set_object (value, priv->last_child);
4553 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4559 clutter_actor_dispose (GObject *object)
4561 ClutterActor *self = CLUTTER_ACTOR (object);
4562 ClutterActorPrivate *priv = self->priv;
4564 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4566 g_type_name (G_OBJECT_TYPE (self)),
4569 g_signal_emit (self, actor_signals[DESTROY], 0);
4571 /* avoid recursing when called from clutter_actor_destroy() */
4572 if (priv->parent != NULL)
4574 ClutterActor *parent = priv->parent;
4576 /* go through the Container implementation unless this
4577 * is an internal child and has been marked as such.
4579 * removing the actor from its parent will reset the
4580 * realized and mapped states.
4582 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4583 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4585 clutter_actor_remove_child_internal (parent, self,
4586 REMOVE_CHILD_LEGACY_FLAGS);
4589 /* parent must be gone at this point */
4590 g_assert (priv->parent == NULL);
4592 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4594 /* can't be mapped or realized with no parent */
4595 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4596 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4599 g_clear_object (&priv->pango_context);
4600 g_clear_object (&priv->actions);
4601 g_clear_object (&priv->constraints);
4602 g_clear_object (&priv->effects);
4603 g_clear_object (&priv->flatten_effect);
4605 if (priv->layout_manager != NULL)
4607 clutter_layout_manager_set_container (priv->layout_manager, NULL);
4608 g_object_unref (priv->layout_manager);
4609 priv->layout_manager = NULL;
4612 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4616 clutter_actor_finalize (GObject *object)
4618 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4620 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4621 priv->name != NULL ? priv->name : "<none>",
4623 g_type_name (G_OBJECT_TYPE (object)));
4625 _clutter_context_release_id (priv->id);
4627 g_free (priv->name);
4629 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
4634 * clutter_actor_get_accessible:
4635 * @self: a #ClutterActor
4637 * Returns the accessible object that describes the actor to an
4638 * assistive technology.
4640 * If no class-specific #AtkObject implementation is available for the
4641 * actor instance in question, it will inherit an #AtkObject
4642 * implementation from the first ancestor class for which such an
4643 * implementation is defined.
4645 * The documentation of the <ulink
4646 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
4647 * library contains more information about accessible objects and
4650 * Returns: (transfer none): the #AtkObject associated with @actor
4653 clutter_actor_get_accessible (ClutterActor *self)
4655 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4657 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
4661 clutter_actor_real_get_accessible (ClutterActor *actor)
4663 return atk_gobject_accessible_for_object (G_OBJECT (actor));
4667 _clutter_actor_ref_accessible (AtkImplementor *implementor)
4669 AtkObject *accessible;
4671 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
4672 if (accessible != NULL)
4673 g_object_ref (accessible);
4679 atk_implementor_iface_init (AtkImplementorIface *iface)
4681 iface->ref_accessible = _clutter_actor_ref_accessible;
4685 clutter_actor_real_get_paint_volume (ClutterActor *self,
4686 ClutterPaintVolume *volume)
4688 ClutterActorPrivate *priv = self->priv;
4689 ClutterActor *child;
4692 /* this is the default return value: we cannot know if a class
4693 * is going to paint outside its allocation, so we take the
4694 * conservative approach.
4698 /* we start from the allocation */
4699 clutter_paint_volume_set_width (volume,
4700 priv->allocation.x2 - priv->allocation.x1);
4701 clutter_paint_volume_set_height (volume,
4702 priv->allocation.y2 - priv->allocation.y1);
4704 /* if the actor has a clip set then we have a pretty definite
4705 * size for the paint volume: the actor cannot possibly paint
4706 * outside the clip region.
4708 if (priv->clip_to_allocation)
4710 /* the allocation has already been set, so we just flip the
4717 if (priv->has_clip &&
4718 priv->clip.width >= 0 &&
4719 priv->clip.height >= 0)
4721 ClutterVertex origin;
4723 origin.x = priv->clip.x;
4724 origin.y = priv->clip.y;
4727 clutter_paint_volume_set_origin (volume, &origin);
4728 clutter_paint_volume_set_width (volume, priv->clip.width);
4729 clutter_paint_volume_set_height (volume, priv->clip.height);
4734 /* if we don't have children we just bail out here... */
4735 if (priv->n_children == 0)
4738 /* ...but if we have children then we ask for their paint volume in
4739 * our coordinates. if any of our children replies that it doesn't
4740 * have a paint volume, we bail out
4742 for (child = priv->first_child;
4744 child = child->priv->next_sibling)
4746 const ClutterPaintVolume *child_volume;
4748 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
4749 if (child_volume == NULL)
4755 clutter_paint_volume_union (volume, child_volume);
4764 clutter_actor_real_has_overlaps (ClutterActor *self)
4766 /* By default we'll assume that all actors need an offscreen redirect to get
4767 * the correct opacity. Actors such as ClutterTexture that would never need
4768 * an offscreen redirect can override this to return FALSE. */
4773 clutter_actor_real_destroy (ClutterActor *actor)
4775 ClutterActorIter iter;
4777 clutter_actor_iter_init (&iter, actor);
4778 while (clutter_actor_iter_next (&iter, NULL))
4779 clutter_actor_iter_destroy (&iter);
4783 clutter_actor_constructor (GType gtype,
4785 GObjectConstructParam *props)
4787 GObjectClass *gobject_class;
4791 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
4792 retval = gobject_class->constructor (gtype, n_props, props);
4793 self = CLUTTER_ACTOR (retval);
4795 if (self->priv->layout_manager == NULL)
4797 ClutterLayoutManager *default_layout;
4799 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
4801 default_layout = clutter_fixed_layout_new ();
4802 clutter_actor_set_layout_manager (self, default_layout);
4809 clutter_actor_class_init (ClutterActorClass *klass)
4811 GObjectClass *object_class = G_OBJECT_CLASS (klass);
4813 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
4814 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
4815 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
4817 object_class->constructor = clutter_actor_constructor;
4818 object_class->set_property = clutter_actor_set_property;
4819 object_class->get_property = clutter_actor_get_property;
4820 object_class->dispose = clutter_actor_dispose;
4821 object_class->finalize = clutter_actor_finalize;
4823 klass->show = clutter_actor_real_show;
4824 klass->show_all = clutter_actor_show;
4825 klass->hide = clutter_actor_real_hide;
4826 klass->hide_all = clutter_actor_hide;
4827 klass->map = clutter_actor_real_map;
4828 klass->unmap = clutter_actor_real_unmap;
4829 klass->unrealize = clutter_actor_real_unrealize;
4830 klass->pick = clutter_actor_real_pick;
4831 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
4832 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
4833 klass->allocate = clutter_actor_real_allocate;
4834 klass->queue_redraw = clutter_actor_real_queue_redraw;
4835 klass->queue_relayout = clutter_actor_real_queue_relayout;
4836 klass->apply_transform = clutter_actor_real_apply_transform;
4837 klass->get_accessible = clutter_actor_real_get_accessible;
4838 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
4839 klass->has_overlaps = clutter_actor_real_has_overlaps;
4840 klass->paint = clutter_actor_real_paint;
4841 klass->destroy = clutter_actor_real_destroy;
4843 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
4848 * X coordinate of the actor in pixels. If written, forces a fixed
4849 * position for the actor. If read, returns the fixed position if any,
4850 * otherwise the allocation if available, otherwise 0.
4853 g_param_spec_float ("x",
4855 P_("X coordinate of the actor"),
4856 -G_MAXFLOAT, G_MAXFLOAT,
4858 CLUTTER_PARAM_READWRITE);
4863 * Y coordinate of the actor in pixels. If written, forces a fixed
4864 * position for the actor. If read, returns the fixed position if
4865 * any, otherwise the allocation if available, otherwise 0.
4868 g_param_spec_float ("y",
4870 P_("Y coordinate of the actor"),
4871 -G_MAXFLOAT, G_MAXFLOAT,
4873 CLUTTER_PARAM_READWRITE);
4876 * ClutterActor:width:
4878 * Width of the actor (in pixels). If written, forces the minimum and
4879 * natural size request of the actor to the given width. If read, returns
4880 * the allocated width if available, otherwise the width request.
4882 obj_props[PROP_WIDTH] =
4883 g_param_spec_float ("width",
4885 P_("Width of the actor"),
4888 CLUTTER_PARAM_READWRITE);
4891 * ClutterActor:height:
4893 * Height of the actor (in pixels). If written, forces the minimum and
4894 * natural size request of the actor to the given height. If read, returns
4895 * the allocated height if available, otherwise the height request.
4897 obj_props[PROP_HEIGHT] =
4898 g_param_spec_float ("height",
4900 P_("Height of the actor"),
4903 CLUTTER_PARAM_READWRITE);
4906 * ClutterActor:fixed-x:
4908 * The fixed X position of the actor in pixels.
4910 * Writing this property sets #ClutterActor:fixed-position-set
4911 * property as well, as a side effect
4915 obj_props[PROP_FIXED_X] =
4916 g_param_spec_float ("fixed-x",
4918 P_("Forced X position of the actor"),
4919 -G_MAXFLOAT, G_MAXFLOAT,
4921 CLUTTER_PARAM_READWRITE);
4924 * ClutterActor:fixed-y:
4926 * The fixed Y position of the actor in pixels.
4928 * Writing this property sets the #ClutterActor:fixed-position-set
4929 * property as well, as a side effect
4933 obj_props[PROP_FIXED_Y] =
4934 g_param_spec_float ("fixed-y",
4936 P_("Forced Y position of the actor"),
4937 -G_MAXFLOAT, G_MAXFLOAT,
4939 CLUTTER_PARAM_READWRITE);
4942 * ClutterActor:fixed-position-set:
4944 * This flag controls whether the #ClutterActor:fixed-x and
4945 * #ClutterActor:fixed-y properties are used
4949 obj_props[PROP_FIXED_POSITION_SET] =
4950 g_param_spec_boolean ("fixed-position-set",
4951 P_("Fixed position set"),
4952 P_("Whether to use fixed positioning for the actor"),
4954 CLUTTER_PARAM_READWRITE);
4957 * ClutterActor:min-width:
4959 * A forced minimum width request for the actor, in pixels
4961 * Writing this property sets the #ClutterActor:min-width-set property
4962 * as well, as a side effect.
4964 *This property overrides the usual width request of the actor.
4968 obj_props[PROP_MIN_WIDTH] =
4969 g_param_spec_float ("min-width",
4971 P_("Forced minimum width request for the actor"),
4974 CLUTTER_PARAM_READWRITE);
4977 * ClutterActor:min-height:
4979 * A forced minimum height request for the actor, in pixels
4981 * Writing this property sets the #ClutterActor:min-height-set property
4982 * as well, as a side effect. This property overrides the usual height
4983 * request of the actor.
4987 obj_props[PROP_MIN_HEIGHT] =
4988 g_param_spec_float ("min-height",
4990 P_("Forced minimum height request for the actor"),
4993 CLUTTER_PARAM_READWRITE);
4996 * ClutterActor:natural-width:
4998 * A forced natural width request for the actor, in pixels
5000 * Writing this property sets the #ClutterActor:natural-width-set
5001 * property as well, as a side effect. This property overrides the
5002 * usual width request of the actor
5006 obj_props[PROP_NATURAL_WIDTH] =
5007 g_param_spec_float ("natural-width",
5008 P_("Natural Width"),
5009 P_("Forced natural width request for the actor"),
5012 CLUTTER_PARAM_READWRITE);
5015 * ClutterActor:natural-height:
5017 * A forced natural height request for the actor, in pixels
5019 * Writing this property sets the #ClutterActor:natural-height-set
5020 * property as well, as a side effect. This property overrides the
5021 * usual height request of the actor
5025 obj_props[PROP_NATURAL_HEIGHT] =
5026 g_param_spec_float ("natural-height",
5027 P_("Natural Height"),
5028 P_("Forced natural height request for the actor"),
5031 CLUTTER_PARAM_READWRITE);
5034 * ClutterActor:min-width-set:
5036 * This flag controls whether the #ClutterActor:min-width property
5041 obj_props[PROP_MIN_WIDTH_SET] =
5042 g_param_spec_boolean ("min-width-set",
5043 P_("Minimum width set"),
5044 P_("Whether to use the min-width property"),
5046 CLUTTER_PARAM_READWRITE);
5049 * ClutterActor:min-height-set:
5051 * This flag controls whether the #ClutterActor:min-height property
5056 obj_props[PROP_MIN_HEIGHT_SET] =
5057 g_param_spec_boolean ("min-height-set",
5058 P_("Minimum height set"),
5059 P_("Whether to use the min-height property"),
5061 CLUTTER_PARAM_READWRITE);
5064 * ClutterActor:natural-width-set:
5066 * This flag controls whether the #ClutterActor:natural-width property
5071 obj_props[PROP_NATURAL_WIDTH_SET] =
5072 g_param_spec_boolean ("natural-width-set",
5073 P_("Natural width set"),
5074 P_("Whether to use the natural-width property"),
5076 CLUTTER_PARAM_READWRITE);
5079 * ClutterActor:natural-height-set:
5081 * This flag controls whether the #ClutterActor:natural-height property
5086 obj_props[PROP_NATURAL_HEIGHT_SET] =
5087 g_param_spec_boolean ("natural-height-set",
5088 P_("Natural height set"),
5089 P_("Whether to use the natural-height property"),
5091 CLUTTER_PARAM_READWRITE);
5094 * ClutterActor:allocation:
5096 * The allocation for the actor, in pixels
5098 * This is property is read-only, but you might monitor it to know when an
5099 * actor moves or resizes
5103 obj_props[PROP_ALLOCATION] =
5104 g_param_spec_boxed ("allocation",
5106 P_("The actor's allocation"),
5107 CLUTTER_TYPE_ACTOR_BOX,
5108 CLUTTER_PARAM_READABLE);
5111 * ClutterActor:request-mode:
5113 * Request mode for the #ClutterActor. The request mode determines the
5114 * type of geometry management used by the actor, either height for width
5115 * (the default) or width for height.
5117 * For actors implementing height for width, the parent container should get
5118 * the preferred width first, and then the preferred height for that width.
5120 * For actors implementing width for height, the parent container should get
5121 * the preferred height first, and then the preferred width for that height.
5126 * ClutterRequestMode mode;
5127 * gfloat natural_width, min_width;
5128 * gfloat natural_height, min_height;
5130 * mode = clutter_actor_get_request_mode (child);
5131 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5133 * clutter_actor_get_preferred_width (child, -1,
5135 * &natural_width);
5136 * clutter_actor_get_preferred_height (child, natural_width,
5138 * &natural_height);
5142 * clutter_actor_get_preferred_height (child, -1,
5144 * &natural_height);
5145 * clutter_actor_get_preferred_width (child, natural_height,
5147 * &natural_width);
5151 * will retrieve the minimum and natural width and height depending on the
5152 * preferred request mode of the #ClutterActor "child".
5154 * The clutter_actor_get_preferred_size() function will implement this
5159 obj_props[PROP_REQUEST_MODE] =
5160 g_param_spec_enum ("request-mode",
5162 P_("The actor's request mode"),
5163 CLUTTER_TYPE_REQUEST_MODE,
5164 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5165 CLUTTER_PARAM_READWRITE);
5168 * ClutterActor:depth:
5170 * The position of the actor on the Z axis
5174 obj_props[PROP_DEPTH] =
5175 g_param_spec_float ("depth",
5177 P_("Position on the Z axis"),
5178 -G_MAXFLOAT, G_MAXFLOAT,
5180 CLUTTER_PARAM_READWRITE);
5183 * ClutterActor:opacity:
5185 * Opacity of an actor, between 0 (fully transparent) and
5186 * 255 (fully opaque)
5188 obj_props[PROP_OPACITY] =
5189 g_param_spec_uint ("opacity",
5191 P_("Opacity of an actor"),
5194 CLUTTER_PARAM_READWRITE);
5197 * ClutterActor:offscreen-redirect:
5199 * Determines the conditions in which the actor will be redirected
5200 * to an offscreen framebuffer while being painted. For example this
5201 * can be used to cache an actor in a framebuffer or for improved
5202 * handling of transparent actors. See
5203 * clutter_actor_set_offscreen_redirect() for details.
5207 obj_props[PROP_OFFSCREEN_REDIRECT] =
5208 g_param_spec_flags ("offscreen-redirect",
5209 P_("Offscreen redirect"),
5210 P_("Flags controlling when to flatten the actor into a single image"),
5211 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5213 CLUTTER_PARAM_READWRITE);
5216 * ClutterActor:visible:
5218 * Whether the actor is set to be visible or not
5220 * See also #ClutterActor:mapped
5222 obj_props[PROP_VISIBLE] =
5223 g_param_spec_boolean ("visible",
5225 P_("Whether the actor is visible or not"),
5227 CLUTTER_PARAM_READWRITE);
5230 * ClutterActor:mapped:
5232 * Whether the actor is mapped (will be painted when the stage
5233 * to which it belongs is mapped)
5237 obj_props[PROP_MAPPED] =
5238 g_param_spec_boolean ("mapped",
5240 P_("Whether the actor will be painted"),
5242 CLUTTER_PARAM_READABLE);
5245 * ClutterActor:realized:
5247 * Whether the actor has been realized
5251 obj_props[PROP_REALIZED] =
5252 g_param_spec_boolean ("realized",
5254 P_("Whether the actor has been realized"),
5256 CLUTTER_PARAM_READABLE);
5259 * ClutterActor:reactive:
5261 * Whether the actor is reactive to events or not
5263 * Only reactive actors will emit event-related signals
5267 obj_props[PROP_REACTIVE] =
5268 g_param_spec_boolean ("reactive",
5270 P_("Whether the actor is reactive to events"),
5272 CLUTTER_PARAM_READWRITE);
5275 * ClutterActor:has-clip:
5277 * Whether the actor has the #ClutterActor:clip property set or not
5279 obj_props[PROP_HAS_CLIP] =
5280 g_param_spec_boolean ("has-clip",
5282 P_("Whether the actor has a clip set"),
5284 CLUTTER_PARAM_READABLE);
5287 * ClutterActor:clip:
5289 * The clip region for the actor, in actor-relative coordinates
5291 * Every part of the actor outside the clip region will not be
5294 obj_props[PROP_CLIP] =
5295 g_param_spec_boxed ("clip",
5297 P_("The clip region for the actor"),
5298 CLUTTER_TYPE_GEOMETRY,
5299 CLUTTER_PARAM_READWRITE);
5302 * ClutterActor:name:
5304 * The name of the actor
5308 obj_props[PROP_NAME] =
5309 g_param_spec_string ("name",
5311 P_("Name of the actor"),
5313 CLUTTER_PARAM_READWRITE);
5316 * ClutterActor:scale-x:
5318 * The horizontal scale of the actor
5322 obj_props[PROP_SCALE_X] =
5323 g_param_spec_double ("scale-x",
5325 P_("Scale factor on the X axis"),
5328 CLUTTER_PARAM_READWRITE);
5331 * ClutterActor:scale-y:
5333 * The vertical scale of the actor
5337 obj_props[PROP_SCALE_Y] =
5338 g_param_spec_double ("scale-y",
5340 P_("Scale factor on the Y axis"),
5343 CLUTTER_PARAM_READWRITE);
5346 * ClutterActor:scale-center-x:
5348 * The horizontal center point for scaling
5352 obj_props[PROP_SCALE_CENTER_X] =
5353 g_param_spec_float ("scale-center-x",
5354 P_("Scale Center X"),
5355 P_("Horizontal scale center"),
5356 -G_MAXFLOAT, G_MAXFLOAT,
5358 CLUTTER_PARAM_READWRITE);
5361 * ClutterActor:scale-center-y:
5363 * The vertical center point for scaling
5367 obj_props[PROP_SCALE_CENTER_Y] =
5368 g_param_spec_float ("scale-center-y",
5369 P_("Scale Center Y"),
5370 P_("Vertical scale center"),
5371 -G_MAXFLOAT, G_MAXFLOAT,
5373 CLUTTER_PARAM_READWRITE);
5376 * ClutterActor:scale-gravity:
5378 * The center point for scaling expressed as a #ClutterGravity
5382 obj_props[PROP_SCALE_GRAVITY] =
5383 g_param_spec_enum ("scale-gravity",
5384 P_("Scale Gravity"),
5385 P_("The center of scaling"),
5386 CLUTTER_TYPE_GRAVITY,
5387 CLUTTER_GRAVITY_NONE,
5388 CLUTTER_PARAM_READWRITE);
5391 * ClutterActor:rotation-angle-x:
5393 * The rotation angle on the X axis
5397 obj_props[PROP_ROTATION_ANGLE_X] =
5398 g_param_spec_double ("rotation-angle-x",
5399 P_("Rotation Angle X"),
5400 P_("The rotation angle on the X axis"),
5401 -G_MAXDOUBLE, G_MAXDOUBLE,
5403 CLUTTER_PARAM_READWRITE);
5406 * ClutterActor:rotation-angle-y:
5408 * The rotation angle on the Y axis
5412 obj_props[PROP_ROTATION_ANGLE_Y] =
5413 g_param_spec_double ("rotation-angle-y",
5414 P_("Rotation Angle Y"),
5415 P_("The rotation angle on the Y axis"),
5416 -G_MAXDOUBLE, G_MAXDOUBLE,
5418 CLUTTER_PARAM_READWRITE);
5421 * ClutterActor:rotation-angle-z:
5423 * The rotation angle on the Z axis
5427 obj_props[PROP_ROTATION_ANGLE_Z] =
5428 g_param_spec_double ("rotation-angle-z",
5429 P_("Rotation Angle Z"),
5430 P_("The rotation angle on the Z axis"),
5431 -G_MAXDOUBLE, G_MAXDOUBLE,
5433 CLUTTER_PARAM_READWRITE);
5436 * ClutterActor:rotation-center-x:
5438 * The rotation center on the X axis.
5442 obj_props[PROP_ROTATION_CENTER_X] =
5443 g_param_spec_boxed ("rotation-center-x",
5444 P_("Rotation Center X"),
5445 P_("The rotation center on the X axis"),
5446 CLUTTER_TYPE_VERTEX,
5447 CLUTTER_PARAM_READWRITE);
5450 * ClutterActor:rotation-center-y:
5452 * The rotation center on the Y axis.
5456 obj_props[PROP_ROTATION_CENTER_Y] =
5457 g_param_spec_boxed ("rotation-center-y",
5458 P_("Rotation Center Y"),
5459 P_("The rotation center on the Y axis"),
5460 CLUTTER_TYPE_VERTEX,
5461 CLUTTER_PARAM_READWRITE);
5464 * ClutterActor:rotation-center-z:
5466 * The rotation center on the Z axis.
5470 obj_props[PROP_ROTATION_CENTER_Z] =
5471 g_param_spec_boxed ("rotation-center-z",
5472 P_("Rotation Center Z"),
5473 P_("The rotation center on the Z axis"),
5474 CLUTTER_TYPE_VERTEX,
5475 CLUTTER_PARAM_READWRITE);
5478 * ClutterActor:rotation-center-z-gravity:
5480 * The rotation center on the Z axis expressed as a #ClutterGravity.
5484 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5485 g_param_spec_enum ("rotation-center-z-gravity",
5486 P_("Rotation Center Z Gravity"),
5487 P_("Center point for rotation around the Z axis"),
5488 CLUTTER_TYPE_GRAVITY,
5489 CLUTTER_GRAVITY_NONE,
5490 CLUTTER_PARAM_READWRITE);
5493 * ClutterActor:anchor-x:
5495 * The X coordinate of an actor's anchor point, relative to
5496 * the actor coordinate space, in pixels
5500 obj_props[PROP_ANCHOR_X] =
5501 g_param_spec_float ("anchor-x",
5503 P_("X coordinate of the anchor point"),
5504 -G_MAXFLOAT, G_MAXFLOAT,
5506 CLUTTER_PARAM_READWRITE);
5509 * ClutterActor:anchor-y:
5511 * The Y coordinate of an actor's anchor point, relative to
5512 * the actor coordinate space, in pixels
5516 obj_props[PROP_ANCHOR_Y] =
5517 g_param_spec_float ("anchor-y",
5519 P_("Y coordinate of the anchor point"),
5520 -G_MAXFLOAT, G_MAXFLOAT,
5522 CLUTTER_PARAM_READWRITE);
5525 * ClutterActor:anchor-gravity:
5527 * The anchor point expressed as a #ClutterGravity
5531 obj_props[PROP_ANCHOR_GRAVITY] =
5532 g_param_spec_enum ("anchor-gravity",
5533 P_("Anchor Gravity"),
5534 P_("The anchor point as a ClutterGravity"),
5535 CLUTTER_TYPE_GRAVITY,
5536 CLUTTER_GRAVITY_NONE,
5537 CLUTTER_PARAM_READWRITE);
5540 * ClutterActor:show-on-set-parent:
5542 * If %TRUE, the actor is automatically shown when parented.
5544 * Calling clutter_actor_hide() on an actor which has not been
5545 * parented will set this property to %FALSE as a side effect.
5549 obj_props[PROP_SHOW_ON_SET_PARENT] =
5550 g_param_spec_boolean ("show-on-set-parent",
5551 P_("Show on set parent"),
5552 P_("Whether the actor is shown when parented"),
5554 CLUTTER_PARAM_READWRITE);
5557 * ClutterActor:clip-to-allocation:
5559 * Whether the clip region should track the allocated area
5562 * This property is ignored if a clip area has been explicitly
5563 * set using clutter_actor_set_clip().
5567 obj_props[PROP_CLIP_TO_ALLOCATION] =
5568 g_param_spec_boolean ("clip-to-allocation",
5569 P_("Clip to Allocation"),
5570 P_("Sets the clip region to track the actor's allocation"),
5572 CLUTTER_PARAM_READWRITE);
5575 * ClutterActor:text-direction:
5577 * The direction of the text inside a #ClutterActor.
5581 obj_props[PROP_TEXT_DIRECTION] =
5582 g_param_spec_enum ("text-direction",
5583 P_("Text Direction"),
5584 P_("Direction of the text"),
5585 CLUTTER_TYPE_TEXT_DIRECTION,
5586 CLUTTER_TEXT_DIRECTION_LTR,
5587 CLUTTER_PARAM_READWRITE);
5590 * ClutterActor:has-pointer:
5592 * Whether the actor contains the pointer of a #ClutterInputDevice
5597 obj_props[PROP_HAS_POINTER] =
5598 g_param_spec_boolean ("has-pointer",
5600 P_("Whether the actor contains the pointer of an input device"),
5602 CLUTTER_PARAM_READABLE);
5605 * ClutterActor:actions:
5607 * Adds a #ClutterAction to the actor
5611 obj_props[PROP_ACTIONS] =
5612 g_param_spec_object ("actions",
5614 P_("Adds an action to the actor"),
5615 CLUTTER_TYPE_ACTION,
5616 CLUTTER_PARAM_WRITABLE);
5619 * ClutterActor:constraints:
5621 * Adds a #ClutterConstraint to the actor
5625 obj_props[PROP_CONSTRAINTS] =
5626 g_param_spec_object ("constraints",
5628 P_("Adds a constraint to the actor"),
5629 CLUTTER_TYPE_CONSTRAINT,
5630 CLUTTER_PARAM_WRITABLE);
5633 * ClutterActor:effect:
5635 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
5639 obj_props[PROP_EFFECT] =
5640 g_param_spec_object ("effect",
5642 P_("Add an effect to be applied on the actor"),
5643 CLUTTER_TYPE_EFFECT,
5644 CLUTTER_PARAM_WRITABLE);
5647 * ClutterActor:layout-manager:
5649 * A delegate object for controlling the layout of the children of
5654 obj_props[PROP_LAYOUT_MANAGER] =
5655 g_param_spec_object ("layout-manager",
5656 P_("Layout Manager"),
5657 P_("The object controlling the layout of an actor's children"),
5658 CLUTTER_TYPE_LAYOUT_MANAGER,
5659 CLUTTER_PARAM_READWRITE);
5663 * ClutterActor:x-align:
5665 * The alignment of an actor on the X axis, if the actor has been given
5666 * extra space for its allocation.
5670 obj_props[PROP_X_ALIGN] =
5671 g_param_spec_enum ("x-align",
5673 P_("The alignment of the actor on the X axis within its allocation"),
5674 CLUTTER_TYPE_ACTOR_ALIGN,
5675 CLUTTER_ACTOR_ALIGN_FILL,
5676 CLUTTER_PARAM_READWRITE);
5679 * ClutterActor:y-align:
5681 * The alignment of an actor on the Y axis, if the actor has been given
5682 * extra space for its allocation.
5686 obj_props[PROP_Y_ALIGN] =
5687 g_param_spec_enum ("y-align",
5689 P_("The alignment of the actor on the Y axis within its allocation"),
5690 CLUTTER_TYPE_ACTOR_ALIGN,
5691 CLUTTER_ACTOR_ALIGN_FILL,
5692 CLUTTER_PARAM_READWRITE);
5695 * ClutterActor:margin-top:
5697 * The margin (in pixels) from the top of the actor.
5699 * This property adds a margin to the actor's preferred size; the margin
5700 * will be automatically taken into account when allocating the actor.
5704 obj_props[PROP_MARGIN_TOP] =
5705 g_param_spec_float ("margin-top",
5707 P_("Extra space at the top"),
5710 CLUTTER_PARAM_READWRITE);
5713 * ClutterActor:margin-bottom:
5715 * The margin (in pixels) from the bottom of the actor.
5717 * This property adds a margin to the actor's preferred size; the margin
5718 * will be automatically taken into account when allocating the actor.
5722 obj_props[PROP_MARGIN_BOTTOM] =
5723 g_param_spec_float ("margin-bottom",
5724 P_("Margin Bottom"),
5725 P_("Extra space at the bottom"),
5728 CLUTTER_PARAM_READWRITE);
5731 * ClutterActor:margin-left:
5733 * The margin (in pixels) from the left of the actor.
5735 * This property adds a margin to the actor's preferred size; the margin
5736 * will be automatically taken into account when allocating the actor.
5740 obj_props[PROP_MARGIN_LEFT] =
5741 g_param_spec_float ("margin-left",
5743 P_("Extra space at the left"),
5746 CLUTTER_PARAM_READWRITE);
5749 * ClutterActor:margin-right:
5751 * The margin (in pixels) from the right of the actor.
5753 * This property adds a margin to the actor's preferred size; the margin
5754 * will be automatically taken into account when allocating the actor.
5758 obj_props[PROP_MARGIN_RIGHT] =
5759 g_param_spec_float ("margin-right",
5761 P_("Extra space at the right"),
5764 CLUTTER_PARAM_READWRITE);
5767 * ClutterActor:background-color-set:
5769 * Whether the #ClutterActor:background-color property has been set.
5773 obj_props[PROP_BACKGROUND_COLOR_SET] =
5774 g_param_spec_boolean ("background-color-set",
5775 P_("Background Color Set"),
5776 P_("Whether the background color is set"),
5778 CLUTTER_PARAM_READABLE);
5781 * ClutterActor:background-color:
5783 * Paints a solid fill of the actor's allocation using the specified
5788 obj_props[PROP_BACKGROUND_COLOR] =
5789 clutter_param_spec_color ("background-color",
5790 P_("Background color"),
5791 P_("The actor's background color"),
5792 CLUTTER_COLOR_Transparent,
5793 CLUTTER_PARAM_READWRITE);
5796 * ClutterActor:first-child:
5798 * The actor's first child.
5802 obj_props[PROP_FIRST_CHILD] =
5803 g_param_spec_object ("first-child",
5805 P_("The actor's first child"),
5807 CLUTTER_PARAM_READABLE);
5810 * ClutterActor:last-child:
5812 * The actor's last child.
5816 obj_props[PROP_LAST_CHILD] =
5817 g_param_spec_object ("last-child",
5819 P_("The actor's last child"),
5821 CLUTTER_PARAM_READABLE);
5823 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
5826 * ClutterActor::destroy:
5827 * @actor: the #ClutterActor which emitted the signal
5829 * The ::destroy signal notifies that all references held on the
5830 * actor which emitted it should be released.
5832 * The ::destroy signal should be used by all holders of a reference
5835 * This signal might result in the finalization of the #ClutterActor
5836 * if all references are released.
5838 * Composite actors and actors implementing the #ClutterContainer
5839 * interface should override the default implementation of the
5840 * class handler of this signal and call clutter_actor_destroy() on
5841 * their children. When overriding the default class handler, it is
5842 * required to chain up to the parent's implementation.
5846 actor_signals[DESTROY] =
5847 g_signal_new (I_("destroy"),
5848 G_TYPE_FROM_CLASS (object_class),
5849 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
5850 G_STRUCT_OFFSET (ClutterActorClass, destroy),
5852 _clutter_marshal_VOID__VOID,
5855 * ClutterActor::show:
5856 * @actor: the object which received the signal
5858 * The ::show signal is emitted when an actor is visible and
5859 * rendered on the stage.
5863 actor_signals[SHOW] =
5864 g_signal_new (I_("show"),
5865 G_TYPE_FROM_CLASS (object_class),
5867 G_STRUCT_OFFSET (ClutterActorClass, show),
5869 _clutter_marshal_VOID__VOID,
5872 * ClutterActor::hide:
5873 * @actor: the object which received the signal
5875 * The ::hide signal is emitted when an actor is no longer rendered
5880 actor_signals[HIDE] =
5881 g_signal_new (I_("hide"),
5882 G_TYPE_FROM_CLASS (object_class),
5884 G_STRUCT_OFFSET (ClutterActorClass, hide),
5886 _clutter_marshal_VOID__VOID,
5889 * ClutterActor::parent-set:
5890 * @actor: the object which received the signal
5891 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
5893 * This signal is emitted when the parent of the actor changes.
5897 actor_signals[PARENT_SET] =
5898 g_signal_new (I_("parent-set"),
5899 G_TYPE_FROM_CLASS (object_class),
5901 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
5903 _clutter_marshal_VOID__OBJECT,
5905 CLUTTER_TYPE_ACTOR);
5908 * ClutterActor::queue-redraw:
5909 * @actor: the actor we're bubbling the redraw request through
5910 * @origin: the actor which initiated the redraw request
5912 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
5913 * is called on @origin.
5915 * The default implementation for #ClutterActor chains up to the
5916 * parent actor and queues a redraw on the parent, thus "bubbling"
5917 * the redraw queue up through the actor graph. The default
5918 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
5919 * in a main loop idle handler.
5921 * Note that the @origin actor may be the stage, or a container; it
5922 * does not have to be a leaf node in the actor graph.
5924 * Toolkits embedding a #ClutterStage which require a redraw and
5925 * relayout cycle can stop the emission of this signal using the
5926 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
5931 * on_redraw_complete (gpointer data)
5933 * ClutterStage *stage = data;
5935 * /* execute the Clutter drawing pipeline */
5936 * clutter_stage_ensure_redraw (stage);
5940 * on_stage_queue_redraw (ClutterStage *stage)
5942 * /* this prevents the default handler to run */
5943 * g_signal_stop_emission_by_name (stage, "queue-redraw");
5945 * /* queue a redraw with the host toolkit and call
5946 * * a function when the redraw has been completed
5948 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
5952 * <note><para>This signal is emitted before the Clutter paint
5953 * pipeline is executed. If you want to know when the pipeline has
5954 * been completed you should connect to the ::paint signal on the
5955 * Stage with g_signal_connect_after().</para></note>
5959 actor_signals[QUEUE_REDRAW] =
5960 g_signal_new (I_("queue-redraw"),
5961 G_TYPE_FROM_CLASS (object_class),
5963 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
5965 _clutter_marshal_VOID__OBJECT,
5967 CLUTTER_TYPE_ACTOR);
5970 * ClutterActor::queue-relayout
5971 * @actor: the actor being queued for relayout
5973 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
5974 * is called on an actor.
5976 * The default implementation for #ClutterActor chains up to the
5977 * parent actor and queues a relayout on the parent, thus "bubbling"
5978 * the relayout queue up through the actor graph.
5980 * The main purpose of this signal is to allow relayout to be propagated
5981 * properly in the procense of #ClutterClone actors. Applications will
5982 * not normally need to connect to this signal.
5986 actor_signals[QUEUE_RELAYOUT] =
5987 g_signal_new (I_("queue-relayout"),
5988 G_TYPE_FROM_CLASS (object_class),
5990 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
5992 _clutter_marshal_VOID__VOID,
5996 * ClutterActor::event:
5997 * @actor: the actor which received the event
5998 * @event: a #ClutterEvent
6000 * The ::event signal is emitted each time an event is received
6001 * by the @actor. This signal will be emitted on every actor,
6002 * following the hierarchy chain, until it reaches the top-level
6003 * container (the #ClutterStage).
6005 * Return value: %TRUE if the event has been handled by the actor,
6006 * or %FALSE to continue the emission.
6010 actor_signals[EVENT] =
6011 g_signal_new (I_("event"),
6012 G_TYPE_FROM_CLASS (object_class),
6014 G_STRUCT_OFFSET (ClutterActorClass, event),
6015 _clutter_boolean_handled_accumulator, NULL,
6016 _clutter_marshal_BOOLEAN__BOXED,
6018 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6020 * ClutterActor::button-press-event:
6021 * @actor: the actor which received the event
6022 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6024 * The ::button-press-event signal is emitted each time a mouse button
6025 * is pressed on @actor.
6027 * Return value: %TRUE if the event has been handled by the actor,
6028 * or %FALSE to continue the emission.
6032 actor_signals[BUTTON_PRESS_EVENT] =
6033 g_signal_new (I_("button-press-event"),
6034 G_TYPE_FROM_CLASS (object_class),
6036 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6037 _clutter_boolean_handled_accumulator, NULL,
6038 _clutter_marshal_BOOLEAN__BOXED,
6040 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6042 * ClutterActor::button-release-event:
6043 * @actor: the actor which received the event
6044 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6046 * The ::button-release-event signal is emitted each time a mouse button
6047 * is released on @actor.
6049 * Return value: %TRUE if the event has been handled by the actor,
6050 * or %FALSE to continue the emission.
6054 actor_signals[BUTTON_RELEASE_EVENT] =
6055 g_signal_new (I_("button-release-event"),
6056 G_TYPE_FROM_CLASS (object_class),
6058 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6059 _clutter_boolean_handled_accumulator, NULL,
6060 _clutter_marshal_BOOLEAN__BOXED,
6062 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6064 * ClutterActor::scroll-event:
6065 * @actor: the actor which received the event
6066 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6068 * The ::scroll-event signal is emitted each time the mouse is
6069 * scrolled on @actor
6071 * Return value: %TRUE if the event has been handled by the actor,
6072 * or %FALSE to continue the emission.
6076 actor_signals[SCROLL_EVENT] =
6077 g_signal_new (I_("scroll-event"),
6078 G_TYPE_FROM_CLASS (object_class),
6080 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6081 _clutter_boolean_handled_accumulator, NULL,
6082 _clutter_marshal_BOOLEAN__BOXED,
6084 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6086 * ClutterActor::key-press-event:
6087 * @actor: the actor which received the event
6088 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6090 * The ::key-press-event signal is emitted each time a keyboard button
6091 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6093 * Return value: %TRUE if the event has been handled by the actor,
6094 * or %FALSE to continue the emission.
6098 actor_signals[KEY_PRESS_EVENT] =
6099 g_signal_new (I_("key-press-event"),
6100 G_TYPE_FROM_CLASS (object_class),
6102 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6103 _clutter_boolean_handled_accumulator, NULL,
6104 _clutter_marshal_BOOLEAN__BOXED,
6106 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6108 * ClutterActor::key-release-event:
6109 * @actor: the actor which received the event
6110 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6112 * The ::key-release-event signal is emitted each time a keyboard button
6113 * is released while @actor has key focus (see
6114 * clutter_stage_set_key_focus()).
6116 * Return value: %TRUE if the event has been handled by the actor,
6117 * or %FALSE to continue the emission.
6121 actor_signals[KEY_RELEASE_EVENT] =
6122 g_signal_new (I_("key-release-event"),
6123 G_TYPE_FROM_CLASS (object_class),
6125 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6126 _clutter_boolean_handled_accumulator, NULL,
6127 _clutter_marshal_BOOLEAN__BOXED,
6129 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6131 * ClutterActor::motion-event:
6132 * @actor: the actor which received the event
6133 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6135 * The ::motion-event signal is emitted each time the mouse pointer is
6136 * moved over @actor.
6138 * Return value: %TRUE if the event has been handled by the actor,
6139 * or %FALSE to continue the emission.
6143 actor_signals[MOTION_EVENT] =
6144 g_signal_new (I_("motion-event"),
6145 G_TYPE_FROM_CLASS (object_class),
6147 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6148 _clutter_boolean_handled_accumulator, NULL,
6149 _clutter_marshal_BOOLEAN__BOXED,
6151 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6154 * ClutterActor::key-focus-in:
6155 * @actor: the actor which now has key focus
6157 * The ::key-focus-in signal is emitted when @actor receives key focus.
6161 actor_signals[KEY_FOCUS_IN] =
6162 g_signal_new (I_("key-focus-in"),
6163 G_TYPE_FROM_CLASS (object_class),
6165 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6167 _clutter_marshal_VOID__VOID,
6171 * ClutterActor::key-focus-out:
6172 * @actor: the actor which now has key focus
6174 * The ::key-focus-out signal is emitted when @actor loses key focus.
6178 actor_signals[KEY_FOCUS_OUT] =
6179 g_signal_new (I_("key-focus-out"),
6180 G_TYPE_FROM_CLASS (object_class),
6182 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6184 _clutter_marshal_VOID__VOID,
6188 * ClutterActor::enter-event:
6189 * @actor: the actor which the pointer has entered.
6190 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6192 * The ::enter-event signal is emitted when the pointer enters the @actor
6194 * Return value: %TRUE if the event has been handled by the actor,
6195 * or %FALSE to continue the emission.
6199 actor_signals[ENTER_EVENT] =
6200 g_signal_new (I_("enter-event"),
6201 G_TYPE_FROM_CLASS (object_class),
6203 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6204 _clutter_boolean_handled_accumulator, NULL,
6205 _clutter_marshal_BOOLEAN__BOXED,
6207 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6210 * ClutterActor::leave-event:
6211 * @actor: the actor which the pointer has left
6212 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6214 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6216 * Return value: %TRUE if the event has been handled by the actor,
6217 * or %FALSE to continue the emission.
6221 actor_signals[LEAVE_EVENT] =
6222 g_signal_new (I_("leave-event"),
6223 G_TYPE_FROM_CLASS (object_class),
6225 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6226 _clutter_boolean_handled_accumulator, NULL,
6227 _clutter_marshal_BOOLEAN__BOXED,
6229 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6232 * ClutterActor::captured-event:
6233 * @actor: the actor which received the signal
6234 * @event: a #ClutterEvent
6236 * The ::captured-event signal is emitted when an event is captured
6237 * by Clutter. This signal will be emitted starting from the top-level
6238 * container (the #ClutterStage) to the actor which received the event
6239 * going down the hierarchy. This signal can be used to intercept every
6240 * event before the specialized events (like
6241 * ClutterActor::button-press-event or ::key-released-event) are
6244 * Return value: %TRUE if the event has been handled by the actor,
6245 * or %FALSE to continue the emission.
6249 actor_signals[CAPTURED_EVENT] =
6250 g_signal_new (I_("captured-event"),
6251 G_TYPE_FROM_CLASS (object_class),
6253 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6254 _clutter_boolean_handled_accumulator, NULL,
6255 _clutter_marshal_BOOLEAN__BOXED,
6257 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6260 * ClutterActor::paint:
6261 * @actor: the #ClutterActor that received the signal
6263 * The ::paint signal is emitted each time an actor is being painted.
6265 * Subclasses of #ClutterActor should override the class signal handler
6266 * and paint themselves in that function.
6268 * It is possible to connect a handler to the ::paint signal in order
6269 * to set up some custom aspect of a paint.
6273 actor_signals[PAINT] =
6274 g_signal_new (I_("paint"),
6275 G_TYPE_FROM_CLASS (object_class),
6277 G_STRUCT_OFFSET (ClutterActorClass, paint),
6279 _clutter_marshal_VOID__VOID,
6282 * ClutterActor::realize:
6283 * @actor: the #ClutterActor that received the signal
6285 * The ::realize signal is emitted each time an actor is being
6290 actor_signals[REALIZE] =
6291 g_signal_new (I_("realize"),
6292 G_TYPE_FROM_CLASS (object_class),
6294 G_STRUCT_OFFSET (ClutterActorClass, realize),
6296 _clutter_marshal_VOID__VOID,
6299 * ClutterActor::unrealize:
6300 * @actor: the #ClutterActor that received the signal
6302 * The ::unrealize signal is emitted each time an actor is being
6307 actor_signals[UNREALIZE] =
6308 g_signal_new (I_("unrealize"),
6309 G_TYPE_FROM_CLASS (object_class),
6311 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6313 _clutter_marshal_VOID__VOID,
6317 * ClutterActor::pick:
6318 * @actor: the #ClutterActor that received the signal
6319 * @color: the #ClutterColor to be used when picking
6321 * The ::pick signal is emitted each time an actor is being painted
6322 * in "pick mode". The pick mode is used to identify the actor during
6323 * the event handling phase, or by clutter_stage_get_actor_at_pos().
6324 * The actor should paint its shape using the passed @pick_color.
6326 * Subclasses of #ClutterActor should override the class signal handler
6327 * and paint themselves in that function.
6329 * It is possible to connect a handler to the ::pick signal in order
6330 * to set up some custom aspect of a paint in pick mode.
6334 actor_signals[PICK] =
6335 g_signal_new (I_("pick"),
6336 G_TYPE_FROM_CLASS (object_class),
6338 G_STRUCT_OFFSET (ClutterActorClass, pick),
6340 _clutter_marshal_VOID__BOXED,
6342 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6345 * ClutterActor::allocation-changed:
6346 * @actor: the #ClutterActor that emitted the signal
6347 * @box: a #ClutterActorBox with the new allocation
6348 * @flags: #ClutterAllocationFlags for the allocation
6350 * The ::allocation-changed signal is emitted when the
6351 * #ClutterActor:allocation property changes. Usually, application
6352 * code should just use the notifications for the :allocation property
6353 * but if you want to track the allocation flags as well, for instance
6354 * to know whether the absolute origin of @actor changed, then you might
6355 * want use this signal instead.
6359 actor_signals[ALLOCATION_CHANGED] =
6360 g_signal_new (I_("allocation-changed"),
6361 G_TYPE_FROM_CLASS (object_class),
6365 _clutter_marshal_VOID__BOXED_FLAGS,
6367 CLUTTER_TYPE_ACTOR_BOX,
6368 CLUTTER_TYPE_ALLOCATION_FLAGS);
6372 clutter_actor_init (ClutterActor *self)
6374 ClutterActorPrivate *priv;
6376 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6378 priv->id = _clutter_context_acquire_id (self);
6381 priv->opacity = 0xff;
6382 priv->show_on_set_parent = TRUE;
6384 priv->needs_width_request = TRUE;
6385 priv->needs_height_request = TRUE;
6386 priv->needs_allocation = TRUE;
6388 priv->cached_width_age = 1;
6389 priv->cached_height_age = 1;
6391 priv->opacity_override = -1;
6392 priv->enable_model_view_transform = TRUE;
6394 /* Initialize an empty paint volume to start with */
6395 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6396 priv->last_paint_volume_valid = TRUE;
6398 priv->transform_valid = FALSE;
6402 * clutter_actor_new:
6404 * Creates a new #ClutterActor.
6406 * A newly created actor has a floating reference, which will be sunk
6407 * when it is added to another actor.
6409 * Return value: (transfer full): the newly created #ClutterActor
6414 clutter_actor_new (void)
6416 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
6420 * clutter_actor_destroy:
6421 * @self: a #ClutterActor
6423 * Destroys an actor. When an actor is destroyed, it will break any
6424 * references it holds to other objects. If the actor is inside a
6425 * container, the actor will be removed.
6427 * When you destroy a container, its children will be destroyed as well.
6429 * Note: you cannot destroy the #ClutterStage returned by
6430 * clutter_stage_get_default().
6433 clutter_actor_destroy (ClutterActor *self)
6435 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6437 g_object_ref (self);
6439 /* avoid recursion while destroying */
6440 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
6442 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6444 g_object_run_dispose (G_OBJECT (self));
6446 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6449 g_object_unref (self);
6453 _clutter_actor_finish_queue_redraw (ClutterActor *self,
6454 ClutterPaintVolume *clip)
6456 ClutterActorPrivate *priv = self->priv;
6457 ClutterPaintVolume *pv;
6460 /* If we've been explicitly passed a clip volume then there's
6461 * nothing more to calculate, but otherwise the only thing we know
6462 * is that the change is constrained to the given actor.
6464 * The idea is that if we know the paint volume for where the actor
6465 * was last drawn (in eye coordinates) and we also have the paint
6466 * volume for where it will be drawn next (in actor coordinates)
6467 * then if we queue a redraw for both these volumes that will cover
6468 * everything that needs to be redrawn to clear the old view and
6469 * show the latest view of the actor.
6471 * Don't clip this redraw if we don't know what position we had for
6472 * the previous redraw since we don't know where to set the clip so
6473 * it will clear the actor as it is currently.
6477 _clutter_actor_set_queue_redraw_clip (self, clip);
6480 else if (G_LIKELY (priv->last_paint_volume_valid))
6482 pv = _clutter_actor_get_paint_volume_mutable (self);
6485 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
6487 /* make sure we redraw the actors old position... */
6488 _clutter_actor_set_queue_redraw_clip (stage,
6489 &priv->last_paint_volume);
6490 _clutter_actor_signal_queue_redraw (stage, stage);
6491 _clutter_actor_set_queue_redraw_clip (stage, NULL);
6493 /* XXX: Ideally the redraw signal would take a clip volume
6494 * argument, but that would be an ABI break. Until we can
6495 * break the ABI we pass the argument out-of-band
6498 /* setup the clip for the actors new position... */
6499 _clutter_actor_set_queue_redraw_clip (self, pv);
6508 _clutter_actor_signal_queue_redraw (self, self);
6510 /* Just in case anyone is manually firing redraw signals without
6511 * using the public queue_redraw() API we are careful to ensure that
6512 * our out-of-band clip member is cleared before returning...
6514 * Note: A NULL clip denotes a full-stage, un-clipped redraw
6516 if (G_LIKELY (clipped))
6517 _clutter_actor_set_queue_redraw_clip (self, NULL);
6519 priv->queue_redraw_entry = NULL;
6523 _clutter_actor_get_allocation_clip (ClutterActor *self,
6524 ClutterActorBox *clip)
6526 ClutterActorBox allocation;
6528 /* XXX: we don't care if we get an out of date allocation here
6529 * because clutter_actor_queue_redraw_with_clip knows to ignore
6530 * the clip if the actor's allocation is invalid.
6532 * This is noted because clutter_actor_get_allocation_box does some
6533 * unnecessary work to support buggy code with a comment suggesting
6534 * that it could be changed later which would be good for this use
6537 clutter_actor_get_allocation_box (self, &allocation);
6539 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
6540 * actor's own coordinate space but the allocation is in parent
6544 clip->x2 = allocation.x2 - allocation.x1;
6545 clip->y2 = allocation.y2 - allocation.y1;
6549 _clutter_actor_queue_redraw_full (ClutterActor *self,
6550 ClutterRedrawFlags flags,
6551 ClutterPaintVolume *volume,
6552 ClutterEffect *effect)
6554 ClutterActorPrivate *priv = self->priv;
6555 ClutterPaintVolume allocation_pv;
6556 ClutterPaintVolume *pv;
6557 gboolean should_free_pv;
6558 ClutterActor *stage;
6560 /* Here's an outline of the actor queue redraw mechanism:
6562 * The process starts in one of the following two functions which
6563 * are wrappers for this function:
6564 * clutter_actor_queue_redraw
6565 * _clutter_actor_queue_redraw_with_clip
6567 * additionally, an effect can queue a redraw by wrapping this
6568 * function in clutter_effect_queue_rerun
6570 * This functions queues an entry in a list associated with the
6571 * stage which is a list of actors that queued a redraw while
6572 * updating the timelines, performing layouting and processing other
6573 * mainloop sources before the next paint starts.
6575 * We aim to minimize the processing done at this point because
6576 * there is a good chance other events will happen while updating
6577 * the scenegraph that would invalidate any expensive work we might
6578 * otherwise try to do here. For example we don't try and resolve
6579 * the screen space bounding box of an actor at this stage so as to
6580 * minimize how much of the screen redraw because it's possible
6581 * something else will happen which will force a full redraw anyway.
6583 * When all updates are complete and we come to paint the stage then
6584 * we iterate this list and actually emit the "queue-redraw" signals
6585 * for each of the listed actors which will bubble up to the stage
6586 * for each actor and at that point we will transform the actors
6587 * paint volume into screen coordinates to determine the clip region
6588 * for what needs to be redrawn in the next paint.
6590 * Besides minimizing redundant work another reason for this
6591 * deferred design is that it's more likely we will be able to
6592 * determine the paint volume of an actor once we've finished
6593 * updating the scenegraph because its allocation should be up to
6594 * date. NB: If we can't determine an actors paint volume then we
6595 * can't automatically queue a clipped redraw which can make a big
6596 * difference to performance.
6598 * So the control flow goes like this:
6599 * One of clutter_actor_queue_redraw,
6600 * _clutter_actor_queue_redraw_with_clip
6601 * or clutter_effect_queue_rerun
6603 * then control moves to:
6604 * _clutter_stage_queue_actor_redraw
6606 * later during _clutter_stage_do_update, once relayouting is done
6607 * and the scenegraph has been updated we will call:
6608 * _clutter_stage_finish_queue_redraws
6610 * _clutter_stage_finish_queue_redraws will call
6611 * _clutter_actor_finish_queue_redraw for each listed actor.
6612 * Note: actors *are* allowed to queue further redraws during this
6613 * process (considering clone actors or texture_new_from_actor which
6614 * respond to their source queueing a redraw by queuing a redraw
6615 * themselves). We repeat the process until the list is empty.
6617 * This will result in the "queue-redraw" signal being fired for
6618 * each actor which will pass control to the default signal handler:
6619 * clutter_actor_real_queue_redraw
6621 * This will bubble up to the stages handler:
6622 * clutter_stage_real_queue_redraw
6624 * clutter_stage_real_queue_redraw will transform the actors paint
6625 * volume into screen space and add it as a clip region for the next
6629 /* ignore queueing a redraw for actors being destroyed */
6630 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6633 stage = _clutter_actor_get_stage_internal (self);
6635 /* Ignore queueing a redraw for actors not descended from a stage */
6639 /* ignore queueing a redraw on stages that are being destroyed */
6640 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
6643 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
6645 ClutterActorBox allocation_clip;
6646 ClutterVertex origin;
6648 /* If the actor doesn't have a valid allocation then we will
6649 * queue a full stage redraw. */
6650 if (priv->needs_allocation)
6652 /* NB: NULL denotes an undefined clip which will result in a
6654 _clutter_actor_set_queue_redraw_clip (self, NULL);
6655 _clutter_actor_signal_queue_redraw (self, self);
6659 _clutter_paint_volume_init_static (&allocation_pv, self);
6660 pv = &allocation_pv;
6662 _clutter_actor_get_allocation_clip (self, &allocation_clip);
6664 origin.x = allocation_clip.x1;
6665 origin.y = allocation_clip.y1;
6667 clutter_paint_volume_set_origin (pv, &origin);
6668 clutter_paint_volume_set_width (pv,
6669 allocation_clip.x2 - allocation_clip.x1);
6670 clutter_paint_volume_set_height (pv,
6671 allocation_clip.y2 -
6672 allocation_clip.y1);
6673 should_free_pv = TRUE;
6678 should_free_pv = FALSE;
6681 self->priv->queue_redraw_entry =
6682 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
6683 priv->queue_redraw_entry,
6688 clutter_paint_volume_free (pv);
6690 /* If this is the first redraw queued then we can directly use the
6692 if (!priv->is_dirty)
6693 priv->effect_to_redraw = effect;
6694 /* Otherwise we need to merge it with the existing effect parameter */
6695 else if (effect != NULL)
6697 /* If there's already an effect then we need to use whichever is
6698 later in the chain of actors. Otherwise a full redraw has
6699 already been queued on the actor so we need to ignore the
6701 if (priv->effect_to_redraw != NULL)
6703 if (priv->effects == NULL)
6704 g_warning ("Redraw queued with an effect that is "
6705 "not applied to the actor");
6710 for (l = _clutter_meta_group_peek_metas (priv->effects);
6714 if (l->data == priv->effect_to_redraw ||
6716 priv->effect_to_redraw = l->data;
6723 /* If no effect is specified then we need to redraw the whole
6725 priv->effect_to_redraw = NULL;
6728 priv->is_dirty = TRUE;
6732 * clutter_actor_queue_redraw:
6733 * @self: A #ClutterActor
6735 * Queues up a redraw of an actor and any children. The redraw occurs
6736 * once the main loop becomes idle (after the current batch of events
6737 * has been processed, roughly).
6739 * Applications rarely need to call this, as redraws are handled
6740 * automatically by modification functions.
6742 * This function will not do anything if @self is not visible, or
6743 * if the actor is inside an invisible part of the scenegraph.
6745 * Also be aware that painting is a NOP for actors with an opacity of
6748 * When you are implementing a custom actor you must queue a redraw
6749 * whenever some private state changes that will affect painting or
6750 * picking of your actor.
6753 clutter_actor_queue_redraw (ClutterActor *self)
6755 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6757 _clutter_actor_queue_redraw_full (self,
6759 NULL, /* clip volume */
6764 * _clutter_actor_queue_redraw_with_clip:
6765 * @self: A #ClutterActor
6766 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
6767 * this queue redraw.
6768 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
6769 * redrawn or %NULL if you are just using a @flag to state your
6772 * Queues up a clipped redraw of an actor and any children. The redraw
6773 * occurs once the main loop becomes idle (after the current batch of
6774 * events has been processed, roughly).
6776 * If no flags are given the clip volume is defined by @volume
6777 * specified in actor coordinates and tells Clutter that only content
6778 * within this volume has been changed so Clutter can optionally
6779 * optimize the redraw.
6781 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
6782 * should be %NULL and this tells Clutter to use the actor's current
6783 * allocation as a clip box. This flag can only be used for 2D actors,
6784 * because any actor with depth may be projected outside its
6787 * Applications rarely need to call this, as redraws are handled
6788 * automatically by modification functions.
6790 * This function will not do anything if @self is not visible, or if
6791 * the actor is inside an invisible part of the scenegraph.
6793 * Also be aware that painting is a NOP for actors with an opacity of
6796 * When you are implementing a custom actor you must queue a redraw
6797 * whenever some private state changes that will affect painting or
6798 * picking of your actor.
6801 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6802 ClutterRedrawFlags flags,
6803 ClutterPaintVolume *volume)
6805 _clutter_actor_queue_redraw_full (self,
6807 volume, /* clip volume */
6812 _clutter_actor_queue_only_relayout (ClutterActor *self)
6814 ClutterActorPrivate *priv = self->priv;
6816 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6819 if (priv->needs_width_request &&
6820 priv->needs_height_request &&
6821 priv->needs_allocation)
6822 return; /* save some cpu cycles */
6824 #if CLUTTER_ENABLE_DEBUG
6825 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
6827 g_warning ("The actor '%s' is currently inside an allocation "
6828 "cycle; calling clutter_actor_queue_relayout() is "
6830 _clutter_actor_get_debug_name (self));
6832 #endif /* CLUTTER_ENABLE_DEBUG */
6834 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
6838 * clutter_actor_queue_redraw_with_clip:
6839 * @self: a #ClutterActor
6840 * @clip: (allow-none): a rectangular clip region, or %NULL
6842 * Queues a redraw on @self limited to a specific, actor-relative
6845 * If @clip is %NULL this function is equivalent to
6846 * clutter_actor_queue_redraw().
6851 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6852 const cairo_rectangle_int_t *clip)
6854 ClutterPaintVolume volume;
6855 ClutterVertex origin;
6857 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6861 clutter_actor_queue_redraw (self);
6865 _clutter_paint_volume_init_static (&volume, self);
6871 clutter_paint_volume_set_origin (&volume, &origin);
6872 clutter_paint_volume_set_width (&volume, clip->width);
6873 clutter_paint_volume_set_height (&volume, clip->height);
6875 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
6877 clutter_paint_volume_free (&volume);
6881 * clutter_actor_queue_relayout:
6882 * @self: A #ClutterActor
6884 * Indicates that the actor's size request or other layout-affecting
6885 * properties may have changed. This function is used inside #ClutterActor
6886 * subclass implementations, not by applications directly.
6888 * Queueing a new layout automatically queues a redraw as well.
6893 clutter_actor_queue_relayout (ClutterActor *self)
6895 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6897 _clutter_actor_queue_only_relayout (self);
6898 clutter_actor_queue_redraw (self);
6902 * clutter_actor_get_preferred_size:
6903 * @self: a #ClutterActor
6904 * @min_width_p: (out) (allow-none): return location for the minimum
6906 * @min_height_p: (out) (allow-none): return location for the minimum
6908 * @natural_width_p: (out) (allow-none): return location for the natural
6910 * @natural_height_p: (out) (allow-none): return location for the natural
6913 * Computes the preferred minimum and natural size of an actor, taking into
6914 * account the actor's geometry management (either height-for-width
6915 * or width-for-height).
6917 * The width and height used to compute the preferred height and preferred
6918 * width are the actor's natural ones.
6920 * If you need to control the height for the preferred width, or the width for
6921 * the preferred height, you should use clutter_actor_get_preferred_width()
6922 * and clutter_actor_get_preferred_height(), and check the actor's preferred
6923 * geometry management using the #ClutterActor:request-mode property.
6928 clutter_actor_get_preferred_size (ClutterActor *self,
6929 gfloat *min_width_p,
6930 gfloat *min_height_p,
6931 gfloat *natural_width_p,
6932 gfloat *natural_height_p)
6934 ClutterActorPrivate *priv;
6935 gfloat min_width, min_height;
6936 gfloat natural_width, natural_height;
6938 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6942 min_width = min_height = 0;
6943 natural_width = natural_height = 0;
6945 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
6947 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
6948 clutter_actor_get_preferred_width (self, -1,
6951 clutter_actor_get_preferred_height (self, natural_width,
6957 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
6958 clutter_actor_get_preferred_height (self, -1,
6961 clutter_actor_get_preferred_width (self, natural_height,
6967 *min_width_p = min_width;
6970 *min_height_p = min_height;
6972 if (natural_width_p)
6973 *natural_width_p = natural_width;
6975 if (natural_height_p)
6976 *natural_height_p = natural_height;
6981 * @align: a #ClutterActorAlign
6982 * @direction: a #ClutterTextDirection
6984 * Retrieves the correct alignment depending on the text direction
6986 * Return value: the effective alignment
6988 static ClutterActorAlign
6989 effective_align (ClutterActorAlign align,
6990 ClutterTextDirection direction)
6992 ClutterActorAlign res;
6996 case CLUTTER_ACTOR_ALIGN_START:
6997 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6998 ? CLUTTER_ACTOR_ALIGN_END
6999 : CLUTTER_ACTOR_ALIGN_START;
7002 case CLUTTER_ACTOR_ALIGN_END:
7003 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7004 ? CLUTTER_ACTOR_ALIGN_START
7005 : CLUTTER_ACTOR_ALIGN_END;
7017 adjust_for_margin (float margin_start,
7019 float *minimum_size,
7020 float *natural_size,
7021 float *allocated_start,
7022 float *allocated_end)
7024 *minimum_size -= (margin_start + margin_end);
7025 *natural_size -= (margin_start + margin_end);
7026 *allocated_start += margin_start;
7027 *allocated_end -= margin_end;
7031 adjust_for_alignment (ClutterActorAlign alignment,
7033 float *allocated_start,
7034 float *allocated_end)
7036 float allocated_size = *allocated_end - *allocated_start;
7040 case CLUTTER_ACTOR_ALIGN_FILL:
7044 case CLUTTER_ACTOR_ALIGN_START:
7046 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7049 case CLUTTER_ACTOR_ALIGN_END:
7050 if (allocated_size > natural_size)
7052 *allocated_start += (allocated_size - natural_size);
7053 *allocated_end = *allocated_start + natural_size;
7057 case CLUTTER_ACTOR_ALIGN_CENTER:
7058 if (allocated_size > natural_size)
7060 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7061 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7068 * clutter_actor_adjust_width:
7069 * @self: a #ClutterActor
7070 * @minimum_width: (inout): the actor's preferred minimum width, which
7071 * will be adjusted depending on the margin
7072 * @natural_width: (inout): the actor's preferred natural width, which
7073 * will be adjusted depending on the margin
7074 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7075 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7077 * Adjusts the preferred and allocated position and size of an actor,
7078 * depending on the margin and alignment properties.
7081 clutter_actor_adjust_width (ClutterActor *self,
7082 gfloat *minimum_width,
7083 gfloat *natural_width,
7084 gfloat *adjusted_x1,
7085 gfloat *adjusted_x2)
7087 ClutterTextDirection text_dir;
7088 const ClutterLayoutInfo *info;
7090 info = _clutter_actor_get_layout_info_or_defaults (self);
7091 text_dir = clutter_actor_get_text_direction (self);
7093 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7095 /* this will tweak natural_width to remove the margin, so that
7096 * adjust_for_alignment() will use the correct size
7098 adjust_for_margin (info->margin.left, info->margin.right,
7099 minimum_width, natural_width,
7100 adjusted_x1, adjusted_x2);
7102 adjust_for_alignment (effective_align (info->x_align, text_dir),
7104 adjusted_x1, adjusted_x2);
7108 * clutter_actor_adjust_height:
7109 * @self: a #ClutterActor
7110 * @minimum_height: (inout): the actor's preferred minimum height, which
7111 * will be adjusted depending on the margin
7112 * @natural_height: (inout): the actor's preferred natural height, which
7113 * will be adjusted depending on the margin
7114 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7115 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7117 * Adjusts the preferred and allocated position and size of an actor,
7118 * depending on the margin and alignment properties.
7121 clutter_actor_adjust_height (ClutterActor *self,
7122 gfloat *minimum_height,
7123 gfloat *natural_height,
7124 gfloat *adjusted_y1,
7125 gfloat *adjusted_y2)
7127 const ClutterLayoutInfo *info;
7129 info = _clutter_actor_get_layout_info_or_defaults (self);
7131 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7133 /* this will tweak natural_height to remove the margin, so that
7134 * adjust_for_alignment() will use the correct size
7136 adjust_for_margin (info->margin.top, info->margin.bottom,
7137 minimum_height, natural_height,
7141 /* we don't use effective_align() here, because text direction
7142 * only affects the horizontal axis
7144 adjust_for_alignment (info->y_align,
7151 /* looks for a cached size request for this for_size. If not
7152 * found, returns the oldest entry so it can be overwritten */
7154 _clutter_actor_get_cached_size_request (gfloat for_size,
7155 SizeRequest *cached_size_requests,
7156 SizeRequest **result)
7160 *result = &cached_size_requests[0];
7162 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7166 sr = &cached_size_requests[i];
7169 sr->for_size == for_size)
7171 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7175 else if (sr->age < (*result)->age)
7181 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7187 * clutter_actor_get_preferred_width:
7188 * @self: A #ClutterActor
7189 * @for_height: available height when computing the preferred width,
7190 * or a negative value to indicate that no height is defined
7191 * @min_width_p: (out) (allow-none): return location for minimum width,
7193 * @natural_width_p: (out) (allow-none): return location for the natural
7196 * Computes the requested minimum and natural widths for an actor,
7197 * optionally depending on the specified height, or if they are
7198 * already computed, returns the cached values.
7200 * An actor may not get its request - depending on the layout
7201 * manager that's in effect.
7203 * A request should not incorporate the actor's scale or anchor point;
7204 * those transformations do not affect layout, only rendering.
7209 clutter_actor_get_preferred_width (ClutterActor *self,
7211 gfloat *min_width_p,
7212 gfloat *natural_width_p)
7214 float request_min_width, request_natural_width;
7215 SizeRequest *cached_size_request;
7216 const ClutterLayoutInfo *info;
7217 ClutterActorPrivate *priv;
7218 gboolean found_in_cache;
7220 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7224 info = _clutter_actor_get_layout_info_or_defaults (self);
7226 /* we shortcircuit the case of a fixed size set using set_width() */
7227 if (priv->min_width_set && priv->natural_width_set)
7229 if (min_width_p != NULL)
7230 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7232 if (natural_width_p != NULL)
7233 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7238 /* the remaining cases are:
7240 * - either min_width or natural_width have been set
7241 * - neither min_width or natural_width have been set
7243 * in both cases, we go through the cache (and through the actor in case
7244 * of cache misses) and determine the authoritative value depending on
7248 if (!priv->needs_width_request)
7251 _clutter_actor_get_cached_size_request (for_height,
7252 priv->width_requests,
7253 &cached_size_request);
7257 /* if the actor needs a width request we use the first slot */
7258 found_in_cache = FALSE;
7259 cached_size_request = &priv->width_requests[0];
7262 if (!found_in_cache)
7264 gfloat minimum_width, natural_width;
7265 ClutterActorClass *klass;
7267 minimum_width = natural_width = 0;
7269 /* adjust for the margin */
7270 if (for_height >= 0)
7272 for_height -= (info->margin.top + info->margin.bottom);
7277 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7279 klass = CLUTTER_ACTOR_GET_CLASS (self);
7280 klass->get_preferred_width (self, for_height,
7284 /* adjust for the margin */
7285 minimum_width += (info->margin.left + info->margin.right);
7286 natural_width += (info->margin.left + info->margin.right);
7288 /* Due to accumulated float errors, it's better not to warn
7289 * on this, but just fix it.
7291 if (natural_width < minimum_width)
7292 natural_width = minimum_width;
7294 cached_size_request->min_size = minimum_width;
7295 cached_size_request->natural_size = natural_width;
7296 cached_size_request->for_size = for_height;
7297 cached_size_request->age = priv->cached_width_age;
7299 priv->cached_width_age += 1;
7300 priv->needs_width_request = FALSE;
7303 if (!priv->min_width_set)
7304 request_min_width = cached_size_request->min_size;
7306 request_min_width = info->min_width;
7308 if (!priv->natural_width_set)
7309 request_natural_width = cached_size_request->natural_size;
7311 request_natural_width = info->natural_width;
7314 *min_width_p = request_min_width;
7316 if (natural_width_p)
7317 *natural_width_p = request_natural_width;
7321 * clutter_actor_get_preferred_height:
7322 * @self: A #ClutterActor
7323 * @for_width: available width to assume in computing desired height,
7324 * or a negative value to indicate that no width is defined
7325 * @min_height_p: (out) (allow-none): return location for minimum height,
7327 * @natural_height_p: (out) (allow-none): return location for natural
7330 * Computes the requested minimum and natural heights for an actor,
7331 * or if they are already computed, returns the cached values.
7333 * An actor may not get its request - depending on the layout
7334 * manager that's in effect.
7336 * A request should not incorporate the actor's scale or anchor point;
7337 * those transformations do not affect layout, only rendering.
7342 clutter_actor_get_preferred_height (ClutterActor *self,
7344 gfloat *min_height_p,
7345 gfloat *natural_height_p)
7347 float request_min_height, request_natural_height;
7348 SizeRequest *cached_size_request;
7349 const ClutterLayoutInfo *info;
7350 ClutterActorPrivate *priv;
7351 gboolean found_in_cache;
7353 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7357 info = _clutter_actor_get_layout_info_or_defaults (self);
7359 /* we shortcircuit the case of a fixed size set using set_height() */
7360 if (priv->min_height_set && priv->natural_height_set)
7362 if (min_height_p != NULL)
7363 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7365 if (natural_height_p != NULL)
7366 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7371 /* the remaining cases are:
7373 * - either min_height or natural_height have been set
7374 * - neither min_height or natural_height have been set
7376 * in both cases, we go through the cache (and through the actor in case
7377 * of cache misses) and determine the authoritative value depending on
7381 if (!priv->needs_height_request)
7384 _clutter_actor_get_cached_size_request (for_width,
7385 priv->height_requests,
7386 &cached_size_request);
7390 found_in_cache = FALSE;
7391 cached_size_request = &priv->height_requests[0];
7394 if (!found_in_cache)
7396 gfloat minimum_height, natural_height;
7397 ClutterActorClass *klass;
7399 minimum_height = natural_height = 0;
7401 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
7403 /* adjust for margin */
7406 for_width -= (info->margin.left + info->margin.right);
7411 klass = CLUTTER_ACTOR_GET_CLASS (self);
7412 klass->get_preferred_height (self, for_width,
7416 /* adjust for margin */
7417 minimum_height += (info->margin.top + info->margin.bottom);
7418 natural_height += (info->margin.top + info->margin.bottom);
7420 /* Due to accumulated float errors, it's better not to warn
7421 * on this, but just fix it.
7423 if (natural_height < minimum_height)
7424 natural_height = minimum_height;
7426 cached_size_request->min_size = minimum_height;
7427 cached_size_request->natural_size = natural_height;
7428 cached_size_request->for_size = for_width;
7429 cached_size_request->age = priv->cached_height_age;
7431 priv->cached_height_age += 1;
7432 priv->needs_height_request = FALSE;
7435 if (!priv->min_height_set)
7436 request_min_height = cached_size_request->min_size;
7438 request_min_height = info->min_height;
7440 if (!priv->natural_height_set)
7441 request_natural_height = cached_size_request->natural_size;
7443 request_natural_height = info->natural_height;
7446 *min_height_p = request_min_height;
7448 if (natural_height_p)
7449 *natural_height_p = request_natural_height;
7453 * clutter_actor_get_allocation_box:
7454 * @self: A #ClutterActor
7455 * @box: (out): the function fills this in with the actor's allocation
7457 * Gets the layout box an actor has been assigned. The allocation can
7458 * only be assumed valid inside a paint() method; anywhere else, it
7459 * may be out-of-date.
7461 * An allocation does not incorporate the actor's scale or anchor point;
7462 * those transformations do not affect layout, only rendering.
7464 * <note>Do not call any of the clutter_actor_get_allocation_*() family
7465 * of functions inside the implementation of the get_preferred_width()
7466 * or get_preferred_height() virtual functions.</note>
7471 clutter_actor_get_allocation_box (ClutterActor *self,
7472 ClutterActorBox *box)
7474 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7476 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
7477 * which limits calling get_allocation to inside paint() basically; or
7478 * we can 2) force a layout, which could be expensive if someone calls
7479 * get_allocation somewhere silly; or we can 3) just return the latest
7480 * value, allowing it to be out-of-date, and assume people know what
7483 * The least-surprises approach that keeps existing code working is
7484 * likely to be 2). People can end up doing some inefficient things,
7485 * though, and in general code that requires 2) is probably broken.
7488 /* this implements 2) */
7489 if (G_UNLIKELY (self->priv->needs_allocation))
7491 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7493 /* do not queue a relayout on an unparented actor */
7495 _clutter_stage_maybe_relayout (stage);
7498 /* commenting out the code above and just keeping this assigment
7501 *box = self->priv->allocation;
7505 * clutter_actor_get_allocation_geometry:
7506 * @self: A #ClutterActor
7507 * @geom: (out): allocation geometry in pixels
7509 * Gets the layout box an actor has been assigned. The allocation can
7510 * only be assumed valid inside a paint() method; anywhere else, it
7511 * may be out-of-date.
7513 * An allocation does not incorporate the actor's scale or anchor point;
7514 * those transformations do not affect layout, only rendering.
7516 * The returned rectangle is in pixels.
7521 clutter_actor_get_allocation_geometry (ClutterActor *self,
7522 ClutterGeometry *geom)
7524 ClutterActorBox box;
7526 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7527 g_return_if_fail (geom != NULL);
7529 clutter_actor_get_allocation_box (self, &box);
7531 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
7532 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
7533 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
7534 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
7538 clutter_actor_update_constraints (ClutterActor *self,
7539 ClutterActorBox *allocation)
7541 ClutterActorPrivate *priv = self->priv;
7542 const GList *constraints, *l;
7544 if (priv->constraints == NULL)
7547 constraints = _clutter_meta_group_peek_metas (priv->constraints);
7548 for (l = constraints; l != NULL; l = l->next)
7550 ClutterConstraint *constraint = l->data;
7551 ClutterActorMeta *meta = l->data;
7553 if (clutter_actor_meta_get_enabled (meta))
7555 _clutter_constraint_update_allocation (constraint,
7563 * clutter_actor_adjust_allocation:
7564 * @self: a #ClutterActor
7565 * @allocation: (inout): the allocation to adjust
7567 * Adjusts the passed allocation box taking into account the actor's
7568 * layout information, like alignment, expansion, and margin.
7571 clutter_actor_adjust_allocation (ClutterActor *self,
7572 ClutterActorBox *allocation)
7574 ClutterActorBox adj_allocation;
7575 float alloc_width, alloc_height;
7576 float min_width, min_height;
7577 float nat_width, nat_height;
7578 ClutterRequestMode req_mode;
7580 adj_allocation = *allocation;
7582 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
7584 /* we want to hit the cache, so we use the public API */
7585 req_mode = clutter_actor_get_request_mode (self);
7587 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7589 clutter_actor_get_preferred_width (self, -1,
7592 clutter_actor_get_preferred_height (self, alloc_width,
7596 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
7598 clutter_actor_get_preferred_height (self, -1,
7601 clutter_actor_get_preferred_height (self, alloc_height,
7606 #ifdef CLUTTER_ENABLE_DEBUG
7607 /* warn about underallocations */
7608 if (_clutter_diagnostic_enabled () &&
7609 (floorf (min_width - alloc_width) > 0 ||
7610 floorf (min_height - alloc_height) > 0))
7612 ClutterActor *parent = clutter_actor_get_parent (self);
7614 /* the only actors that are allowed to be underallocated are the Stage,
7615 * as it doesn't have an implicit size, and Actors that specifically
7616 * told us that they want to opt-out from layout control mechanisms
7617 * through the NO_LAYOUT escape hatch.
7619 if (parent != NULL &&
7620 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
7622 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
7623 "of %.2f x %.2f from its parent actor '%s', but its "
7624 "requested minimum size is of %.2f x %.2f",
7625 _clutter_actor_get_debug_name (self),
7626 alloc_width, alloc_height,
7627 _clutter_actor_get_debug_name (parent),
7628 min_width, min_height);
7633 clutter_actor_adjust_width (self,
7637 &adj_allocation.x2);
7639 clutter_actor_adjust_height (self,
7643 &adj_allocation.y2);
7645 /* we maintain the invariant that an allocation cannot be adjusted
7646 * to be outside the parent-given box
7648 if (adj_allocation.x1 < allocation->x1 ||
7649 adj_allocation.y1 < allocation->y1 ||
7650 adj_allocation.x2 > allocation->x2 ||
7651 adj_allocation.y2 > allocation->y2)
7653 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
7654 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
7655 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
7656 _clutter_actor_get_debug_name (self),
7657 adj_allocation.x1, adj_allocation.y1,
7658 adj_allocation.x2 - adj_allocation.x1,
7659 adj_allocation.y2 - adj_allocation.y1,
7660 allocation->x1, allocation->y1,
7661 allocation->x2 - allocation->x1,
7662 allocation->y2 - allocation->y1);
7666 *allocation = adj_allocation;
7670 * clutter_actor_allocate:
7671 * @self: A #ClutterActor
7672 * @box: new allocation of the actor, in parent-relative coordinates
7673 * @flags: flags that control the allocation
7675 * Called by the parent of an actor to assign the actor its size.
7676 * Should never be called by applications (except when implementing
7677 * a container or layout manager).
7679 * Actors can know from their allocation box whether they have moved
7680 * with respect to their parent actor. The @flags parameter describes
7681 * additional information about the allocation, for instance whether
7682 * the parent has moved with respect to the stage, for example because
7683 * a grandparent's origin has moved.
7688 clutter_actor_allocate (ClutterActor *self,
7689 const ClutterActorBox *box,
7690 ClutterAllocationFlags flags)
7692 ClutterActorPrivate *priv;
7693 ClutterActorClass *klass;
7694 ClutterActorBox old_allocation, real_allocation;
7695 gboolean origin_changed, child_moved, size_changed;
7696 gboolean stage_allocation_changed;
7698 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7699 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
7701 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
7702 "which isn't a descendent of the stage!\n",
7703 self, _clutter_actor_get_debug_name (self));
7709 old_allocation = priv->allocation;
7710 real_allocation = *box;
7712 /* constraints are allowed to modify the allocation only here; we do
7713 * this prior to all the other checks so that we can bail out if the
7714 * allocation did not change
7716 clutter_actor_update_constraints (self, &real_allocation);
7718 /* adjust the allocation depending on the align/margin properties */
7719 clutter_actor_adjust_allocation (self, &real_allocation);
7721 if (real_allocation.x2 < real_allocation.x1 ||
7722 real_allocation.y2 < real_allocation.y1)
7724 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
7725 _clutter_actor_get_debug_name (self),
7726 real_allocation.x2 - real_allocation.x1,
7727 real_allocation.y2 - real_allocation.y1);
7730 /* we allow 0-sized actors, but not negative-sized ones */
7731 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
7732 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
7734 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
7736 child_moved = (real_allocation.x1 != old_allocation.x1 ||
7737 real_allocation.y1 != old_allocation.y1);
7739 size_changed = (real_allocation.x2 != old_allocation.x2 ||
7740 real_allocation.y2 != old_allocation.y2);
7742 if (origin_changed || child_moved || size_changed)
7743 stage_allocation_changed = TRUE;
7745 stage_allocation_changed = FALSE;
7747 /* If we get an allocation "out of the blue"
7748 * (we did not queue relayout), then we want to
7749 * ignore it. But if we have needs_allocation set,
7750 * we want to guarantee that allocate() virtual
7751 * method is always called, i.e. that queue_relayout()
7752 * always results in an allocate() invocation on
7755 * The optimization here is to avoid re-allocating
7756 * actors that did not queue relayout and were
7759 if (!priv->needs_allocation && !stage_allocation_changed)
7761 CLUTTER_NOTE (LAYOUT, "No allocation needed");
7765 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
7766 * clutter_actor_allocate(), it indicates whether the parent has its
7767 * absolute origin moved; when passed in to ClutterActor::allocate()
7768 * virtual method though, it indicates whether the child has its
7769 * absolute origin moved. So we set it when child_moved is TRUE
7772 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
7774 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7776 klass = CLUTTER_ACTOR_GET_CLASS (self);
7777 klass->allocate (self, &real_allocation, flags);
7779 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7781 if (stage_allocation_changed)
7782 clutter_actor_queue_redraw (self);
7786 * clutter_actor_set_allocation:
7787 * @self: a #ClutterActor
7788 * @box: a #ClutterActorBox
7789 * @flags: allocation flags
7791 * Stores the allocation of @self as defined by @box.
7793 * This function can only be called from within the implementation of
7794 * the #ClutterActorClass.allocate() virtual function.
7796 * The allocation should have been adjusted to take into account constraints,
7797 * alignment, and margin properties. If you are implementing a #ClutterActor
7798 * subclass that provides its own layout management policy for its children
7799 * instead of using a #ClutterLayoutManager delegate, you should not call
7800 * this function on the children of @self; instead, you should call
7801 * clutter_actor_allocate(), which will adjust the allocation box for
7804 * This function should only be used by subclasses of #ClutterActor
7805 * that wish to store their allocation but cannot chain up to the
7806 * parent's implementation; the default implementation of the
7807 * #ClutterActorClass.allocate() virtual function will call this
7810 * It is important to note that, while chaining up was the recommended
7811 * behaviour for #ClutterActor subclasses prior to the introduction of
7812 * this function, it is recommended to call clutter_actor_set_allocation()
7815 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
7816 * to handle the allocation of its children, this function will call
7817 * the clutter_layout_manager_allocate() function only if the
7818 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
7819 * expected that the subclass will call clutter_layout_manager_allocate()
7820 * by itself. For instance, the following code:
7824 * my_actor_allocate (ClutterActor *actor,
7825 * const ClutterActorBox *allocation,
7826 * ClutterAllocationFlags flags)
7828 * ClutterActorBox new_alloc;
7829 * ClutterAllocationFlags new_flags;
7831 * adjust_allocation (allocation, &new_alloc);
7833 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
7835 * /* this will use the layout manager set on the actor */
7836 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
7840 * is equivalent to this:
7844 * my_actor_allocate (ClutterActor *actor,
7845 * const ClutterActorBox *allocation,
7846 * ClutterAllocationFlags flags)
7848 * ClutterLayoutManager *layout;
7849 * ClutterActorBox new_alloc;
7851 * adjust_allocation (allocation, &new_alloc);
7853 * clutter_actor_set_allocation (actor, &new_alloc, flags);
7855 * layout = clutter_actor_get_layout_manager (actor);
7856 * clutter_layout_manager_allocate (layout,
7857 * CLUTTER_CONTAINER (actor),
7866 clutter_actor_set_allocation (ClutterActor *self,
7867 const ClutterActorBox *box,
7868 ClutterAllocationFlags flags)
7870 ClutterActorPrivate *priv;
7873 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7874 g_return_if_fail (box != NULL);
7876 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
7878 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
7879 "can only be called from within the implementation of "
7880 "the ClutterActor::allocate() virtual function.");
7886 g_object_freeze_notify (G_OBJECT (self));
7888 changed = clutter_actor_set_allocation_internal (self, box, flags);
7890 /* we allocate our children before we notify changes in our geometry,
7891 * so that people connecting to properties will be able to get valid
7892 * data out of the sub-tree of the scene graph that has this actor at
7895 clutter_actor_maybe_layout_children (self, box, flags);
7898 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
7900 priv->allocation_flags);
7902 g_object_thaw_notify (G_OBJECT (self));
7906 * clutter_actor_set_geometry:
7907 * @self: A #ClutterActor
7908 * @geometry: A #ClutterGeometry
7910 * Sets the actor's fixed position and forces its minimum and natural
7911 * size, in pixels. This means the untransformed actor will have the
7912 * given geometry. This is the same as calling clutter_actor_set_position()
7913 * and clutter_actor_set_size().
7915 * Deprecated: 1.10: Use clutter_actor_set_position() and
7916 * clutter_actor_set_size() instead.
7919 clutter_actor_set_geometry (ClutterActor *self,
7920 const ClutterGeometry *geometry)
7922 g_object_freeze_notify (G_OBJECT (self));
7924 clutter_actor_set_position (self, geometry->x, geometry->y);
7925 clutter_actor_set_size (self, geometry->width, geometry->height);
7927 g_object_thaw_notify (G_OBJECT (self));
7931 * clutter_actor_get_geometry:
7932 * @self: A #ClutterActor
7933 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
7935 * Gets the size and position of an actor relative to its parent
7936 * actor. This is the same as calling clutter_actor_get_position() and
7937 * clutter_actor_get_size(). It tries to "do what you mean" and get the
7938 * requested size and position if the actor's allocation is invalid.
7940 * Deprecated: 1.10: Use clutter_actor_get_position() and
7941 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
7945 clutter_actor_get_geometry (ClutterActor *self,
7946 ClutterGeometry *geometry)
7948 gfloat x, y, width, height;
7950 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7951 g_return_if_fail (geometry != NULL);
7953 clutter_actor_get_position (self, &x, &y);
7954 clutter_actor_get_size (self, &width, &height);
7956 geometry->x = (int) x;
7957 geometry->y = (int) y;
7958 geometry->width = (int) width;
7959 geometry->height = (int) height;
7963 * clutter_actor_set_position:
7964 * @self: A #ClutterActor
7965 * @x: New left position of actor in pixels.
7966 * @y: New top position of actor in pixels.
7968 * Sets the actor's fixed position in pixels relative to any parent
7971 * If a layout manager is in use, this position will override the
7972 * layout manager and force a fixed position.
7975 clutter_actor_set_position (ClutterActor *self,
7979 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7981 g_object_freeze_notify (G_OBJECT (self));
7983 clutter_actor_set_x (self, x);
7984 clutter_actor_set_y (self, y);
7986 g_object_thaw_notify (G_OBJECT (self));
7990 * clutter_actor_get_fixed_position_set:
7991 * @self: A #ClutterActor
7993 * Checks whether an actor has a fixed position set (and will thus be
7994 * unaffected by any layout manager).
7996 * Return value: %TRUE if the fixed position is set on the actor
8001 clutter_actor_get_fixed_position_set (ClutterActor *self)
8003 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
8005 return self->priv->position_set;
8009 * clutter_actor_set_fixed_position_set:
8010 * @self: A #ClutterActor
8011 * @is_set: whether to use fixed position
8013 * Sets whether an actor has a fixed position set (and will thus be
8014 * unaffected by any layout manager).
8019 clutter_actor_set_fixed_position_set (ClutterActor *self,
8022 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8024 if (self->priv->position_set == (is_set != FALSE))
8027 self->priv->position_set = is_set != FALSE;
8028 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8030 clutter_actor_queue_relayout (self);
8034 * clutter_actor_move_by:
8035 * @self: A #ClutterActor
8036 * @dx: Distance to move Actor on X axis.
8037 * @dy: Distance to move Actor on Y axis.
8039 * Moves an actor by the specified distance relative to its current
8040 * position in pixels.
8042 * This function modifies the fixed position of an actor and thus removes
8043 * it from any layout management. Another way to move an actor is with an
8044 * anchor point, see clutter_actor_set_anchor_point().
8049 clutter_actor_move_by (ClutterActor *self,
8053 const ClutterLayoutInfo *info;
8056 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8058 info = _clutter_actor_get_layout_info_or_defaults (self);
8062 clutter_actor_set_position (self, x + dx, y + dy);
8066 clutter_actor_set_min_width (ClutterActor *self,
8069 ClutterActorPrivate *priv = self->priv;
8070 ClutterActorBox old = { 0, };
8071 ClutterLayoutInfo *info;
8073 /* if we are setting the size on a top-level actor and the
8074 * backend only supports static top-levels (e.g. framebuffers)
8075 * then we ignore the passed value and we override it with
8076 * the stage implementation's preferred size.
8078 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8079 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8082 info = _clutter_actor_get_layout_info (self);
8084 if (priv->min_width_set && min_width == info->min_width)
8087 g_object_freeze_notify (G_OBJECT (self));
8089 clutter_actor_store_old_geometry (self, &old);
8091 info->min_width = min_width;
8092 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8093 clutter_actor_set_min_width_set (self, TRUE);
8095 clutter_actor_notify_if_geometry_changed (self, &old);
8097 g_object_thaw_notify (G_OBJECT (self));
8099 clutter_actor_queue_relayout (self);
8103 clutter_actor_set_min_height (ClutterActor *self,
8107 ClutterActorPrivate *priv = self->priv;
8108 ClutterActorBox old = { 0, };
8109 ClutterLayoutInfo *info;
8111 /* if we are setting the size on a top-level actor and the
8112 * backend only supports static top-levels (e.g. framebuffers)
8113 * then we ignore the passed value and we override it with
8114 * the stage implementation's preferred size.
8116 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8117 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8120 info = _clutter_actor_get_layout_info (self);
8122 if (priv->min_height_set && min_height == info->min_height)
8125 g_object_freeze_notify (G_OBJECT (self));
8127 clutter_actor_store_old_geometry (self, &old);
8129 info->min_height = min_height;
8130 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8131 clutter_actor_set_min_height_set (self, TRUE);
8133 clutter_actor_notify_if_geometry_changed (self, &old);
8135 g_object_thaw_notify (G_OBJECT (self));
8137 clutter_actor_queue_relayout (self);
8141 clutter_actor_set_natural_width (ClutterActor *self,
8142 gfloat natural_width)
8144 ClutterActorPrivate *priv = self->priv;
8145 ClutterActorBox old = { 0, };
8146 ClutterLayoutInfo *info;
8148 /* if we are setting the size on a top-level actor and the
8149 * backend only supports static top-levels (e.g. framebuffers)
8150 * then we ignore the passed value and we override it with
8151 * the stage implementation's preferred size.
8153 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8154 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8157 info = _clutter_actor_get_layout_info (self);
8159 if (priv->natural_width_set && natural_width == info->natural_width)
8162 g_object_freeze_notify (G_OBJECT (self));
8164 clutter_actor_store_old_geometry (self, &old);
8166 info->natural_width = natural_width;
8167 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8168 clutter_actor_set_natural_width_set (self, TRUE);
8170 clutter_actor_notify_if_geometry_changed (self, &old);
8172 g_object_thaw_notify (G_OBJECT (self));
8174 clutter_actor_queue_relayout (self);
8178 clutter_actor_set_natural_height (ClutterActor *self,
8179 gfloat natural_height)
8181 ClutterActorPrivate *priv = self->priv;
8182 ClutterActorBox old = { 0, };
8183 ClutterLayoutInfo *info;
8185 /* if we are setting the size on a top-level actor and the
8186 * backend only supports static top-levels (e.g. framebuffers)
8187 * then we ignore the passed value and we override it with
8188 * the stage implementation's preferred size.
8190 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8191 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8194 info = _clutter_actor_get_layout_info (self);
8196 if (priv->natural_height_set && natural_height == info->natural_height)
8199 g_object_freeze_notify (G_OBJECT (self));
8201 clutter_actor_store_old_geometry (self, &old);
8203 info->natural_height = natural_height;
8204 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8205 clutter_actor_set_natural_height_set (self, TRUE);
8207 clutter_actor_notify_if_geometry_changed (self, &old);
8209 g_object_thaw_notify (G_OBJECT (self));
8211 clutter_actor_queue_relayout (self);
8215 clutter_actor_set_min_width_set (ClutterActor *self,
8216 gboolean use_min_width)
8218 ClutterActorPrivate *priv = self->priv;
8219 ClutterActorBox old = { 0, };
8221 if (priv->min_width_set == (use_min_width != FALSE))
8224 clutter_actor_store_old_geometry (self, &old);
8226 priv->min_width_set = use_min_width != FALSE;
8227 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8229 clutter_actor_notify_if_geometry_changed (self, &old);
8231 clutter_actor_queue_relayout (self);
8235 clutter_actor_set_min_height_set (ClutterActor *self,
8236 gboolean use_min_height)
8238 ClutterActorPrivate *priv = self->priv;
8239 ClutterActorBox old = { 0, };
8241 if (priv->min_height_set == (use_min_height != FALSE))
8244 clutter_actor_store_old_geometry (self, &old);
8246 priv->min_height_set = use_min_height != FALSE;
8247 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8249 clutter_actor_notify_if_geometry_changed (self, &old);
8251 clutter_actor_queue_relayout (self);
8255 clutter_actor_set_natural_width_set (ClutterActor *self,
8256 gboolean use_natural_width)
8258 ClutterActorPrivate *priv = self->priv;
8259 ClutterActorBox old = { 0, };
8261 if (priv->natural_width_set == (use_natural_width != FALSE))
8264 clutter_actor_store_old_geometry (self, &old);
8266 priv->natural_width_set = use_natural_width != FALSE;
8267 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8269 clutter_actor_notify_if_geometry_changed (self, &old);
8271 clutter_actor_queue_relayout (self);
8275 clutter_actor_set_natural_height_set (ClutterActor *self,
8276 gboolean use_natural_height)
8278 ClutterActorPrivate *priv = self->priv;
8279 ClutterActorBox old = { 0, };
8281 if (priv->natural_height_set == (use_natural_height != FALSE))
8284 clutter_actor_store_old_geometry (self, &old);
8286 priv->natural_height_set = use_natural_height != FALSE;
8287 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8289 clutter_actor_notify_if_geometry_changed (self, &old);
8291 clutter_actor_queue_relayout (self);
8295 * clutter_actor_set_request_mode:
8296 * @self: a #ClutterActor
8297 * @mode: the request mode
8299 * Sets the geometry request mode of @self.
8301 * The @mode determines the order for invoking
8302 * clutter_actor_get_preferred_width() and
8303 * clutter_actor_get_preferred_height()
8308 clutter_actor_set_request_mode (ClutterActor *self,
8309 ClutterRequestMode mode)
8311 ClutterActorPrivate *priv;
8313 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8317 if (priv->request_mode == mode)
8320 priv->request_mode = mode;
8322 priv->needs_width_request = TRUE;
8323 priv->needs_height_request = TRUE;
8325 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8327 clutter_actor_queue_relayout (self);
8331 * clutter_actor_get_request_mode:
8332 * @self: a #ClutterActor
8334 * Retrieves the geometry request mode of @self
8336 * Return value: the request mode for the actor
8341 clutter_actor_get_request_mode (ClutterActor *self)
8343 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8344 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8346 return self->priv->request_mode;
8349 /* variant of set_width() without checks and without notification
8350 * freeze+thaw, for internal usage only
8353 clutter_actor_set_width_internal (ClutterActor *self,
8358 /* the Stage will use the :min-width to control the minimum
8359 * width to be resized to, so we should not be setting it
8360 * along with the :natural-width
8362 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8363 clutter_actor_set_min_width (self, width);
8365 clutter_actor_set_natural_width (self, width);
8369 /* we only unset the :natural-width for the Stage */
8370 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8371 clutter_actor_set_min_width_set (self, FALSE);
8373 clutter_actor_set_natural_width_set (self, FALSE);
8377 /* variant of set_height() without checks and without notification
8378 * freeze+thaw, for internal usage only
8381 clutter_actor_set_height_internal (ClutterActor *self,
8386 /* see the comment above in set_width_internal() */
8387 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8388 clutter_actor_set_min_height (self, height);
8390 clutter_actor_set_natural_height (self, height);
8394 /* see the comment above in set_width_internal() */
8395 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8396 clutter_actor_set_min_height_set (self, FALSE);
8398 clutter_actor_set_natural_height_set (self, FALSE);
8403 * clutter_actor_set_size:
8404 * @self: A #ClutterActor
8405 * @width: New width of actor in pixels, or -1
8406 * @height: New height of actor in pixels, or -1
8408 * Sets the actor's size request in pixels. This overrides any
8409 * "normal" size request the actor would have. For example
8410 * a text actor might normally request the size of the text;
8411 * this function would force a specific size instead.
8413 * If @width and/or @height are -1 the actor will use its
8414 * "normal" size request instead of overriding it, i.e.
8415 * you can "unset" the size with -1.
8417 * This function sets or unsets both the minimum and natural size.
8420 clutter_actor_set_size (ClutterActor *self,
8424 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8426 g_object_freeze_notify (G_OBJECT (self));
8428 clutter_actor_set_width_internal (self, width);
8429 clutter_actor_set_height_internal (self, height);
8431 g_object_thaw_notify (G_OBJECT (self));
8435 * clutter_actor_get_size:
8436 * @self: A #ClutterActor
8437 * @width: (out) (allow-none): return location for the width, or %NULL.
8438 * @height: (out) (allow-none): return location for the height, or %NULL.
8440 * This function tries to "do what you mean" and return
8441 * the size an actor will have. If the actor has a valid
8442 * allocation, the allocation will be returned; otherwise,
8443 * the actors natural size request will be returned.
8445 * If you care whether you get the request vs. the allocation, you
8446 * should probably call a different function like
8447 * clutter_actor_get_allocation_box() or
8448 * clutter_actor_get_preferred_width().
8453 clutter_actor_get_size (ClutterActor *self,
8457 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8460 *width = clutter_actor_get_width (self);
8463 *height = clutter_actor_get_height (self);
8467 * clutter_actor_get_position:
8468 * @self: a #ClutterActor
8469 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8470 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8472 * This function tries to "do what you mean" and tell you where the
8473 * actor is, prior to any transformations. Retrieves the fixed
8474 * position of an actor in pixels, if one has been set; otherwise, if
8475 * the allocation is valid, returns the actor's allocated position;
8476 * otherwise, returns 0,0.
8478 * The returned position is in pixels.
8483 clutter_actor_get_position (ClutterActor *self,
8487 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8490 *x = clutter_actor_get_x (self);
8493 *y = clutter_actor_get_y (self);
8497 * clutter_actor_get_transformed_position:
8498 * @self: A #ClutterActor
8499 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8500 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8502 * Gets the absolute position of an actor, in pixels relative to the stage.
8507 clutter_actor_get_transformed_position (ClutterActor *self,
8514 v1.x = v1.y = v1.z = 0;
8515 clutter_actor_apply_transform_to_point (self, &v1, &v2);
8525 * clutter_actor_get_transformed_size:
8526 * @self: A #ClutterActor
8527 * @width: (out) (allow-none): return location for the width, or %NULL
8528 * @height: (out) (allow-none): return location for the height, or %NULL
8530 * Gets the absolute size of an actor in pixels, taking into account the
8533 * If the actor has a valid allocation, the allocated size will be used.
8534 * If the actor has not a valid allocation then the preferred size will
8535 * be transformed and returned.
8537 * If you want the transformed allocation, see
8538 * clutter_actor_get_abs_allocation_vertices() instead.
8540 * <note>When the actor (or one of its ancestors) is rotated around the
8541 * X or Y axis, it no longer appears as on the stage as a rectangle, but
8542 * as a generic quadrangle; in that case this function returns the size
8543 * of the smallest rectangle that encapsulates the entire quad. Please
8544 * note that in this case no assumptions can be made about the relative
8545 * position of this envelope to the absolute position of the actor, as
8546 * returned by clutter_actor_get_transformed_position(); if you need this
8547 * information, you need to use clutter_actor_get_abs_allocation_vertices()
8548 * to get the coords of the actual quadrangle.</note>
8553 clutter_actor_get_transformed_size (ClutterActor *self,
8557 ClutterActorPrivate *priv;
8559 gfloat x_min, x_max, y_min, y_max;
8562 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8566 /* if the actor hasn't been allocated yet, get the preferred
8567 * size and transform that
8569 if (priv->needs_allocation)
8571 gfloat natural_width, natural_height;
8572 ClutterActorBox box;
8574 /* Make a fake allocation to transform.
8576 * NB: _clutter_actor_transform_and_project_box expects a box in
8577 * the actor's coordinate space... */
8582 natural_width = natural_height = 0;
8583 clutter_actor_get_preferred_size (self, NULL, NULL,
8587 box.x2 = natural_width;
8588 box.y2 = natural_height;
8590 _clutter_actor_transform_and_project_box (self, &box, v);
8593 clutter_actor_get_abs_allocation_vertices (self, v);
8595 x_min = x_max = v[0].x;
8596 y_min = y_max = v[0].y;
8598 for (i = 1; i < G_N_ELEMENTS (v); ++i)
8614 *width = x_max - x_min;
8617 *height = y_max - y_min;
8621 * clutter_actor_get_width:
8622 * @self: A #ClutterActor
8624 * Retrieves the width of a #ClutterActor.
8626 * If the actor has a valid allocation, this function will return the
8627 * width of the allocated area given to the actor.
8629 * If the actor does not have a valid allocation, this function will
8630 * return the actor's natural width, that is the preferred width of
8633 * If you care whether you get the preferred width or the width that
8634 * has been assigned to the actor, you should probably call a different
8635 * function like clutter_actor_get_allocation_box() to retrieve the
8636 * allocated size or clutter_actor_get_preferred_width() to retrieve the
8639 * If an actor has a fixed width, for instance a width that has been
8640 * assigned using clutter_actor_set_width(), the width returned will
8641 * be the same value.
8643 * Return value: the width of the actor, in pixels
8646 clutter_actor_get_width (ClutterActor *self)
8648 ClutterActorPrivate *priv;
8650 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8654 if (priv->needs_allocation)
8656 gfloat natural_width = 0;
8658 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8659 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8662 gfloat natural_height = 0;
8664 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8665 clutter_actor_get_preferred_width (self, natural_height,
8670 return natural_width;
8673 return priv->allocation.x2 - priv->allocation.x1;
8677 * clutter_actor_get_height:
8678 * @self: A #ClutterActor
8680 * Retrieves the height of a #ClutterActor.
8682 * If the actor has a valid allocation, this function will return the
8683 * height of the allocated area given to the actor.
8685 * If the actor does not have a valid allocation, this function will
8686 * return the actor's natural height, that is the preferred height of
8689 * If you care whether you get the preferred height or the height that
8690 * has been assigned to the actor, you should probably call a different
8691 * function like clutter_actor_get_allocation_box() to retrieve the
8692 * allocated size or clutter_actor_get_preferred_height() to retrieve the
8695 * If an actor has a fixed height, for instance a height that has been
8696 * assigned using clutter_actor_set_height(), the height returned will
8697 * be the same value.
8699 * Return value: the height of the actor, in pixels
8702 clutter_actor_get_height (ClutterActor *self)
8704 ClutterActorPrivate *priv;
8706 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8710 if (priv->needs_allocation)
8712 gfloat natural_height = 0;
8714 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8716 gfloat natural_width = 0;
8718 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8719 clutter_actor_get_preferred_height (self, natural_width,
8720 NULL, &natural_height);
8723 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8725 return natural_height;
8728 return priv->allocation.y2 - priv->allocation.y1;
8732 * clutter_actor_set_width:
8733 * @self: A #ClutterActor
8734 * @width: Requested new width for the actor, in pixels, or -1
8736 * Forces a width on an actor, causing the actor's preferred width
8737 * and height (if any) to be ignored.
8739 * If @width is -1 the actor will use its preferred width request
8740 * instead of overriding it, i.e. you can "unset" the width with -1.
8742 * This function sets both the minimum and natural size of the actor.
8747 clutter_actor_set_width (ClutterActor *self,
8750 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8752 g_object_freeze_notify (G_OBJECT (self));
8754 clutter_actor_set_width_internal (self, width);
8756 g_object_thaw_notify (G_OBJECT (self));
8760 * clutter_actor_set_height:
8761 * @self: A #ClutterActor
8762 * @height: Requested new height for the actor, in pixels, or -1
8764 * Forces a height on an actor, causing the actor's preferred width
8765 * and height (if any) to be ignored.
8767 * If @height is -1 the actor will use its preferred height instead of
8768 * overriding it, i.e. you can "unset" the height with -1.
8770 * This function sets both the minimum and natural size of the actor.
8775 clutter_actor_set_height (ClutterActor *self,
8778 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8780 g_object_freeze_notify (G_OBJECT (self));
8782 clutter_actor_set_height_internal (self, height);
8784 g_object_thaw_notify (G_OBJECT (self));
8788 * clutter_actor_set_x:
8789 * @self: a #ClutterActor
8790 * @x: the actor's position on the X axis
8792 * Sets the actor's X coordinate, relative to its parent, in pixels.
8794 * Overrides any layout manager and forces a fixed position for
8800 clutter_actor_set_x (ClutterActor *self,
8803 ClutterActorBox old = { 0, };
8804 ClutterActorPrivate *priv;
8805 ClutterLayoutInfo *info;
8807 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8811 info = _clutter_actor_get_layout_info (self);
8813 if (priv->position_set && info->fixed_x == x)
8816 clutter_actor_store_old_geometry (self, &old);
8819 clutter_actor_set_fixed_position_set (self, TRUE);
8821 clutter_actor_notify_if_geometry_changed (self, &old);
8823 clutter_actor_queue_relayout (self);
8827 * clutter_actor_set_y:
8828 * @self: a #ClutterActor
8829 * @y: the actor's position on the Y axis
8831 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
8833 * Overrides any layout manager and forces a fixed position for
8839 clutter_actor_set_y (ClutterActor *self,
8842 ClutterActorBox old = { 0, };
8843 ClutterActorPrivate *priv;
8844 ClutterLayoutInfo *info;
8846 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8850 info = _clutter_actor_get_layout_info (self);
8852 if (priv->position_set && info->fixed_y == y)
8855 clutter_actor_store_old_geometry (self, &old);
8858 clutter_actor_set_fixed_position_set (self, TRUE);
8860 clutter_actor_notify_if_geometry_changed (self, &old);
8862 clutter_actor_queue_relayout (self);
8866 * clutter_actor_get_x:
8867 * @self: A #ClutterActor
8869 * Retrieves the X coordinate of a #ClutterActor.
8871 * This function tries to "do what you mean", by returning the
8872 * correct value depending on the actor's state.
8874 * If the actor has a valid allocation, this function will return
8875 * the X coordinate of the origin of the allocation box.
8877 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
8878 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8879 * function will return that coordinate.
8881 * If both the allocation and a fixed position are missing, this function
8884 * Return value: the X coordinate, in pixels, ignoring any
8885 * transformation (i.e. scaling, rotation)
8888 clutter_actor_get_x (ClutterActor *self)
8890 ClutterActorPrivate *priv;
8892 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8896 if (priv->needs_allocation)
8898 if (priv->position_set)
8900 const ClutterLayoutInfo *info;
8902 info = _clutter_actor_get_layout_info_or_defaults (self);
8904 return info->fixed_x;
8910 return priv->allocation.x1;
8914 * clutter_actor_get_y:
8915 * @self: A #ClutterActor
8917 * Retrieves the Y coordinate of a #ClutterActor.
8919 * This function tries to "do what you mean", by returning the
8920 * correct value depending on the actor's state.
8922 * If the actor has a valid allocation, this function will return
8923 * the Y coordinate of the origin of the allocation box.
8925 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
8926 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8927 * function will return that coordinate.
8929 * If both the allocation and a fixed position are missing, this function
8932 * Return value: the Y coordinate, in pixels, ignoring any
8933 * transformation (i.e. scaling, rotation)
8936 clutter_actor_get_y (ClutterActor *self)
8938 ClutterActorPrivate *priv;
8940 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8944 if (priv->needs_allocation)
8946 if (priv->position_set)
8948 const ClutterLayoutInfo *info;
8950 info = _clutter_actor_get_layout_info_or_defaults (self);
8952 return info->fixed_y;
8958 return priv->allocation.y1;
8962 * clutter_actor_set_scale:
8963 * @self: A #ClutterActor
8964 * @scale_x: double factor to scale actor by horizontally.
8965 * @scale_y: double factor to scale actor by vertically.
8967 * Scales an actor with the given factors. The scaling is relative to
8968 * the scale center and the anchor point. The scale center is
8969 * unchanged by this function and defaults to 0,0.
8974 clutter_actor_set_scale (ClutterActor *self,
8978 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8980 g_object_freeze_notify (G_OBJECT (self));
8982 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
8983 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
8985 g_object_thaw_notify (G_OBJECT (self));
8989 * clutter_actor_set_scale_full:
8990 * @self: A #ClutterActor
8991 * @scale_x: double factor to scale actor by horizontally.
8992 * @scale_y: double factor to scale actor by vertically.
8993 * @center_x: X coordinate of the center of the scale.
8994 * @center_y: Y coordinate of the center of the scale
8996 * Scales an actor with the given factors around the given center
8997 * point. The center point is specified in pixels relative to the
8998 * anchor point (usually the top left corner of the actor).
9003 clutter_actor_set_scale_full (ClutterActor *self,
9009 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9011 g_object_freeze_notify (G_OBJECT (self));
9013 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9014 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9015 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9016 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9018 g_object_thaw_notify (G_OBJECT (self));
9022 * clutter_actor_set_scale_with_gravity:
9023 * @self: A #ClutterActor
9024 * @scale_x: double factor to scale actor by horizontally.
9025 * @scale_y: double factor to scale actor by vertically.
9026 * @gravity: the location of the scale center expressed as a compass
9029 * Scales an actor with the given factors around the given
9030 * center point. The center point is specified as one of the compass
9031 * directions in #ClutterGravity. For example, setting it to north
9032 * will cause the top of the actor to remain unchanged and the rest of
9033 * the actor to expand left, right and downwards.
9038 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9041 ClutterGravity gravity)
9043 ClutterTransformInfo *info;
9046 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9048 obj = G_OBJECT (self);
9050 g_object_freeze_notify (obj);
9052 info = _clutter_actor_get_transform_info (self);
9053 info->scale_x = scale_x;
9054 info->scale_y = scale_y;
9056 if (gravity == CLUTTER_GRAVITY_NONE)
9057 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9059 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9061 self->priv->transform_valid = FALSE;
9063 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9064 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9065 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9066 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9067 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9069 clutter_actor_queue_redraw (self);
9071 g_object_thaw_notify (obj);
9075 * clutter_actor_get_scale:
9076 * @self: A #ClutterActor
9077 * @scale_x: (out) (allow-none): Location to store horizonal
9078 * scale factor, or %NULL.
9079 * @scale_y: (out) (allow-none): Location to store vertical
9080 * scale factor, or %NULL.
9082 * Retrieves an actors scale factors.
9087 clutter_actor_get_scale (ClutterActor *self,
9091 const ClutterTransformInfo *info;
9093 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9095 info = _clutter_actor_get_transform_info_or_defaults (self);
9098 *scale_x = info->scale_x;
9101 *scale_y = info->scale_y;
9105 * clutter_actor_get_scale_center:
9106 * @self: A #ClutterActor
9107 * @center_x: (out) (allow-none): Location to store the X position
9108 * of the scale center, or %NULL.
9109 * @center_y: (out) (allow-none): Location to store the Y position
9110 * of the scale center, or %NULL.
9112 * Retrieves the scale center coordinate in pixels relative to the top
9113 * left corner of the actor. If the scale center was specified using a
9114 * #ClutterGravity this will calculate the pixel offset using the
9115 * current size of the actor.
9120 clutter_actor_get_scale_center (ClutterActor *self,
9124 const ClutterTransformInfo *info;
9126 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9128 info = _clutter_actor_get_transform_info_or_defaults (self);
9130 clutter_anchor_coord_get_units (self, &info->scale_center,
9137 * clutter_actor_get_scale_gravity:
9138 * @self: A #ClutterActor
9140 * Retrieves the scale center as a compass direction. If the scale
9141 * center was specified in pixels or units this will return
9142 * %CLUTTER_GRAVITY_NONE.
9144 * Return value: the scale gravity
9149 clutter_actor_get_scale_gravity (ClutterActor *self)
9151 const ClutterTransformInfo *info;
9153 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9155 info = _clutter_actor_get_transform_info_or_defaults (self);
9157 return clutter_anchor_coord_get_gravity (&info->scale_center);
9161 * clutter_actor_set_opacity:
9162 * @self: A #ClutterActor
9163 * @opacity: New opacity value for the actor.
9165 * Sets the actor's opacity, with zero being completely transparent and
9166 * 255 (0xff) being fully opaque.
9169 clutter_actor_set_opacity (ClutterActor *self,
9172 ClutterActorPrivate *priv;
9174 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9178 if (priv->opacity != opacity)
9180 priv->opacity = opacity;
9182 /* Queue a redraw from the flatten effect so that it can use
9183 its cached image if available instead of having to redraw the
9184 actual actor. If it doesn't end up using the FBO then the
9185 effect is still able to continue the paint anyway. If there
9186 is no flatten effect yet then this is equivalent to queueing
9188 _clutter_actor_queue_redraw_full (self,
9191 priv->flatten_effect);
9193 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9198 * clutter_actor_get_paint_opacity_internal:
9199 * @self: a #ClutterActor
9201 * Retrieves the absolute opacity of the actor, as it appears on the stage
9203 * This function does not do type checks
9205 * Return value: the absolute opacity of the actor
9208 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9210 ClutterActorPrivate *priv = self->priv;
9211 ClutterActor *parent;
9213 /* override the top-level opacity to always be 255; even in
9214 * case of ClutterStage:use-alpha being TRUE we want the rest
9215 * of the scene to be painted
9217 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9220 if (priv->opacity_override >= 0)
9221 return priv->opacity_override;
9223 parent = priv->parent;
9225 /* Factor in the actual actors opacity with parents */
9228 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9230 if (opacity != 0xff)
9231 return (opacity * priv->opacity) / 0xff;
9234 return priv->opacity;
9239 * clutter_actor_get_paint_opacity:
9240 * @self: A #ClutterActor
9242 * Retrieves the absolute opacity of the actor, as it appears on the stage.
9244 * This function traverses the hierarchy chain and composites the opacity of
9245 * the actor with that of its parents.
9247 * This function is intended for subclasses to use in the paint virtual
9248 * function, to paint themselves with the correct opacity.
9250 * Return value: The actor opacity value.
9255 clutter_actor_get_paint_opacity (ClutterActor *self)
9257 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9259 return clutter_actor_get_paint_opacity_internal (self);
9263 * clutter_actor_get_opacity:
9264 * @self: a #ClutterActor
9266 * Retrieves the opacity value of an actor, as set by
9267 * clutter_actor_set_opacity().
9269 * For retrieving the absolute opacity of the actor inside a paint
9270 * virtual function, see clutter_actor_get_paint_opacity().
9272 * Return value: the opacity of the actor
9275 clutter_actor_get_opacity (ClutterActor *self)
9277 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9279 return self->priv->opacity;
9283 * clutter_actor_set_offscreen_redirect:
9284 * @self: A #ClutterActor
9285 * @redirect: New offscreen redirect flags for the actor.
9287 * Defines the circumstances where the actor should be redirected into
9288 * an offscreen image. The offscreen image is used to flatten the
9289 * actor into a single image while painting for two main reasons.
9290 * Firstly, when the actor is painted a second time without any of its
9291 * contents changing it can simply repaint the cached image without
9292 * descending further down the actor hierarchy. Secondly, it will make
9293 * the opacity look correct even if there are overlapping primitives
9296 * Caching the actor could in some cases be a performance win and in
9297 * some cases be a performance lose so it is important to determine
9298 * which value is right for an actor before modifying this value. For
9299 * example, there is never any reason to flatten an actor that is just
9300 * a single texture (such as a #ClutterTexture) because it is
9301 * effectively already cached in an image so the offscreen would be
9302 * redundant. Also if the actor contains primitives that are far apart
9303 * with a large transparent area in the middle (such as a large
9304 * CluterGroup with a small actor in the top left and a small actor in
9305 * the bottom right) then the cached image will contain the entire
9306 * image of the large area and the paint will waste time blending all
9307 * of the transparent pixels in the middle.
9309 * The default method of implementing opacity on a container simply
9310 * forwards on the opacity to all of the children. If the children are
9311 * overlapping then it will appear as if they are two separate glassy
9312 * objects and there will be a break in the color where they
9313 * overlap. By redirecting to an offscreen buffer it will be as if the
9314 * two opaque objects are combined into one and then made transparent
9315 * which is usually what is expected.
9317 * The image below demonstrates the difference between redirecting and
9318 * not. The image shows two Clutter groups, each containing a red and
9319 * a green rectangle which overlap. The opacity on the group is set to
9320 * 128 (which is 50%). When the offscreen redirect is not used, the
9321 * red rectangle can be seen through the blue rectangle as if the two
9322 * rectangles were separately transparent. When the redirect is used
9323 * the group as a whole is transparent instead so the red rectangle is
9324 * not visible where they overlap.
9326 * <figure id="offscreen-redirect">
9327 * <title>Sample of using an offscreen redirect for transparency</title>
9328 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
9331 * The default value for this property is 0, so we effectively will
9332 * never redirect an actor offscreen by default. This means that there
9333 * are times that transparent actors may look glassy as described
9334 * above. The reason this is the default is because there is a
9335 * performance trade off between quality and performance here. In many
9336 * cases the default form of glassy opacity looks good enough, but if
9337 * it's not you will need to set the
9338 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
9339 * redirection for opacity.
9341 * Custom actors that don't contain any overlapping primitives are
9342 * recommended to override the has_overlaps() virtual to return %FALSE
9343 * for maximum efficiency.
9348 clutter_actor_set_offscreen_redirect (ClutterActor *self,
9349 ClutterOffscreenRedirect redirect)
9351 ClutterActorPrivate *priv;
9353 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9357 if (priv->offscreen_redirect != redirect)
9359 priv->offscreen_redirect = redirect;
9361 /* Queue a redraw from the effect so that it can use its cached
9362 image if available instead of having to redraw the actual
9363 actor. If it doesn't end up using the FBO then the effect is
9364 still able to continue the paint anyway. If there is no
9365 effect then this is equivalent to queuing a full redraw */
9366 _clutter_actor_queue_redraw_full (self,
9369 priv->flatten_effect);
9371 g_object_notify_by_pspec (G_OBJECT (self),
9372 obj_props[PROP_OFFSCREEN_REDIRECT]);
9377 * clutter_actor_get_offscreen_redirect:
9378 * @self: a #ClutterActor
9380 * Retrieves whether to redirect the actor to an offscreen buffer, as
9381 * set by clutter_actor_set_offscreen_redirect().
9383 * Return value: the value of the offscreen-redirect property of the actor
9387 ClutterOffscreenRedirect
9388 clutter_actor_get_offscreen_redirect (ClutterActor *self)
9390 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9392 return self->priv->offscreen_redirect;
9396 * clutter_actor_set_name:
9397 * @self: A #ClutterActor
9398 * @name: Textual tag to apply to actor
9400 * Sets the given name to @self. The name can be used to identify
9404 clutter_actor_set_name (ClutterActor *self,
9407 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9409 g_free (self->priv->name);
9410 self->priv->name = g_strdup (name);
9412 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
9416 * clutter_actor_get_name:
9417 * @self: A #ClutterActor
9419 * Retrieves the name of @self.
9421 * Return value: the name of the actor, or %NULL. The returned string is
9422 * owned by the actor and should not be modified or freed.
9425 clutter_actor_get_name (ClutterActor *self)
9427 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9429 return self->priv->name;
9433 * clutter_actor_get_gid:
9434 * @self: A #ClutterActor
9436 * Retrieves the unique id for @self.
9438 * Return value: Globally unique value for this object instance.
9442 * Deprecated: 1.8: The id is not used any longer.
9445 clutter_actor_get_gid (ClutterActor *self)
9447 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9449 return self->priv->id;
9453 * clutter_actor_set_depth:
9454 * @self: a #ClutterActor
9457 * Sets the Z coordinate of @self to @depth.
9459 * The unit used by @depth is dependant on the perspective setup. See
9460 * also clutter_stage_set_perspective().
9463 clutter_actor_set_depth (ClutterActor *self,
9466 ClutterActorPrivate *priv;
9468 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9472 if (priv->z != depth)
9474 /* Sets Z value - XXX 2.0: should we invert? */
9477 priv->transform_valid = FALSE;
9479 /* FIXME - remove this crap; sadly, there are still containers
9480 * in Clutter that depend on this utter brain damage
9482 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
9484 clutter_actor_queue_redraw (self);
9486 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
9491 * clutter_actor_get_depth:
9492 * @self: a #ClutterActor
9494 * Retrieves the depth of @self.
9496 * Return value: the depth of the actor
9499 clutter_actor_get_depth (ClutterActor *self)
9501 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
9503 return self->priv->z;
9507 * clutter_actor_set_rotation:
9508 * @self: a #ClutterActor
9509 * @axis: the axis of rotation
9510 * @angle: the angle of rotation
9511 * @x: X coordinate of the rotation center
9512 * @y: Y coordinate of the rotation center
9513 * @z: Z coordinate of the rotation center
9515 * Sets the rotation angle of @self around the given axis.
9517 * The rotation center coordinates used depend on the value of @axis:
9519 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
9520 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
9521 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
9524 * The rotation coordinates are relative to the anchor point of the
9525 * actor, set using clutter_actor_set_anchor_point(). If no anchor
9526 * point is set, the upper left corner is assumed as the origin.
9531 clutter_actor_set_rotation (ClutterActor *self,
9532 ClutterRotateAxis axis,
9540 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9546 g_object_freeze_notify (G_OBJECT (self));
9548 clutter_actor_set_rotation_angle_internal (self, axis, angle);
9549 clutter_actor_set_rotation_center_internal (self, axis, &v);
9551 g_object_thaw_notify (G_OBJECT (self));
9555 * clutter_actor_set_z_rotation_from_gravity:
9556 * @self: a #ClutterActor
9557 * @angle: the angle of rotation
9558 * @gravity: the center point of the rotation
9560 * Sets the rotation angle of @self around the Z axis using the center
9561 * point specified as a compass point. For example to rotate such that
9562 * the center of the actor remains static you can use
9563 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
9564 * will move accordingly.
9569 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
9571 ClutterGravity gravity)
9573 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9575 if (gravity == CLUTTER_GRAVITY_NONE)
9576 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
9579 GObject *obj = G_OBJECT (self);
9580 ClutterTransformInfo *info;
9582 info = _clutter_actor_get_transform_info (self);
9584 g_object_freeze_notify (obj);
9586 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
9588 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
9589 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
9590 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
9592 g_object_thaw_notify (obj);
9597 * clutter_actor_get_rotation:
9598 * @self: a #ClutterActor
9599 * @axis: the axis of rotation
9600 * @x: (out): return value for the X coordinate of the center of rotation
9601 * @y: (out): return value for the Y coordinate of the center of rotation
9602 * @z: (out): return value for the Z coordinate of the center of rotation
9604 * Retrieves the angle and center of rotation on the given axis,
9605 * set using clutter_actor_set_rotation().
9607 * Return value: the angle of rotation
9612 clutter_actor_get_rotation (ClutterActor *self,
9613 ClutterRotateAxis axis,
9618 const ClutterTransformInfo *info;
9619 const AnchorCoord *anchor_coord;
9622 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9624 info = _clutter_actor_get_transform_info_or_defaults (self);
9628 case CLUTTER_X_AXIS:
9629 anchor_coord = &info->rx_center;
9630 retval = info->rx_angle;
9633 case CLUTTER_Y_AXIS:
9634 anchor_coord = &info->ry_center;
9635 retval = info->ry_angle;
9638 case CLUTTER_Z_AXIS:
9639 anchor_coord = &info->rz_center;
9640 retval = info->rz_angle;
9644 anchor_coord = NULL;
9649 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
9655 * clutter_actor_get_z_rotation_gravity:
9656 * @self: A #ClutterActor
9658 * Retrieves the center for the rotation around the Z axis as a
9659 * compass direction. If the center was specified in pixels or units
9660 * this will return %CLUTTER_GRAVITY_NONE.
9662 * Return value: the Z rotation center
9667 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
9669 const ClutterTransformInfo *info;
9671 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
9673 info = _clutter_actor_get_transform_info_or_defaults (self);
9675 return clutter_anchor_coord_get_gravity (&info->rz_center);
9679 * clutter_actor_set_clip:
9680 * @self: A #ClutterActor
9681 * @xoff: X offset of the clip rectangle
9682 * @yoff: Y offset of the clip rectangle
9683 * @width: Width of the clip rectangle
9684 * @height: Height of the clip rectangle
9686 * Sets clip area for @self. The clip area is always computed from the
9687 * upper left corner of the actor, even if the anchor point is set
9693 clutter_actor_set_clip (ClutterActor *self,
9699 ClutterActorPrivate *priv;
9701 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9705 if (priv->has_clip &&
9706 priv->clip.x == xoff &&
9707 priv->clip.y == yoff &&
9708 priv->clip.width == width &&
9709 priv->clip.height == height)
9712 priv->clip.x = xoff;
9713 priv->clip.y = yoff;
9714 priv->clip.width = width;
9715 priv->clip.height = height;
9717 priv->has_clip = TRUE;
9719 clutter_actor_queue_redraw (self);
9721 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9722 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
9726 * clutter_actor_remove_clip:
9727 * @self: A #ClutterActor
9729 * Removes clip area from @self.
9732 clutter_actor_remove_clip (ClutterActor *self)
9734 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9736 if (!self->priv->has_clip)
9739 self->priv->has_clip = FALSE;
9741 clutter_actor_queue_redraw (self);
9743 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9747 * clutter_actor_has_clip:
9748 * @self: a #ClutterActor
9750 * Determines whether the actor has a clip area set or not.
9752 * Return value: %TRUE if the actor has a clip area set.
9757 clutter_actor_has_clip (ClutterActor *self)
9759 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
9761 return self->priv->has_clip;
9765 * clutter_actor_get_clip:
9766 * @self: a #ClutterActor
9767 * @xoff: (out) (allow-none): return location for the X offset of
9768 * the clip rectangle, or %NULL
9769 * @yoff: (out) (allow-none): return location for the Y offset of
9770 * the clip rectangle, or %NULL
9771 * @width: (out) (allow-none): return location for the width of
9772 * the clip rectangle, or %NULL
9773 * @height: (out) (allow-none): return location for the height of
9774 * the clip rectangle, or %NULL
9776 * Gets the clip area for @self, if any is set
9781 clutter_actor_get_clip (ClutterActor *self,
9787 ClutterActorPrivate *priv;
9789 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9793 if (!priv->has_clip)
9797 *xoff = priv->clip.x;
9800 *yoff = priv->clip.y;
9803 *width = priv->clip.width;
9806 *height = priv->clip.height;
9810 * clutter_actor_get_children:
9811 * @self: a #ClutterActor
9813 * Retrieves the list of children of @self.
9815 * Return value: (transfer container) (element-type ClutterActor): A newly
9816 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
9822 clutter_actor_get_children (ClutterActor *self)
9827 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9829 /* we walk the list backward so that we can use prepend(),
9832 for (iter = self->priv->last_child, res = NULL;
9834 iter = iter->priv->prev_sibling)
9836 res = g_list_prepend (res, iter);
9843 * insert_child_at_depth:
9844 * @self: a #ClutterActor
9845 * @child: a #ClutterActor
9847 * Inserts @child inside the list of children held by @self, using
9848 * the depth as the insertion criteria.
9850 * This sadly makes the insertion not O(1), but we can keep the
9851 * list sorted so that the painters algorithm we use for painting
9852 * the children will work correctly.
9855 insert_child_at_depth (ClutterActor *self,
9856 ClutterActor *child,
9857 gpointer dummy G_GNUC_UNUSED)
9861 child->priv->parent = self;
9863 /* special-case the first child */
9864 if (self->priv->n_children == 0)
9866 self->priv->first_child = child;
9867 self->priv->last_child = child;
9869 child->priv->next_sibling = NULL;
9870 child->priv->prev_sibling = NULL;
9875 /* Find the right place to insert the child so that it will still be
9876 sorted and the child will be after all of the actors at the same
9878 for (iter = self->priv->first_child;
9880 iter = iter->priv->next_sibling)
9882 if (iter->priv->z > child->priv->z)
9888 ClutterActor *tmp = iter->priv->prev_sibling;
9891 tmp->priv->next_sibling = child;
9893 /* Insert the node before the found one */
9894 child->priv->prev_sibling = iter->priv->prev_sibling;
9895 child->priv->next_sibling = iter;
9896 iter->priv->prev_sibling = child;
9900 ClutterActor *tmp = self->priv->last_child;
9903 tmp->priv->next_sibling = child;
9905 /* insert the node at the end of the list */
9906 child->priv->prev_sibling = self->priv->last_child;
9907 child->priv->next_sibling = NULL;
9910 if (child->priv->prev_sibling == NULL)
9911 self->priv->first_child = child;
9913 if (child->priv->next_sibling == NULL)
9914 self->priv->last_child = child;
9918 insert_child_at_index (ClutterActor *self,
9919 ClutterActor *child,
9922 gint index_ = GPOINTER_TO_INT (data_);
9924 child->priv->parent = self;
9928 ClutterActor *tmp = self->priv->first_child;
9931 tmp->priv->prev_sibling = child;
9933 child->priv->prev_sibling = NULL;
9934 child->priv->next_sibling = tmp;
9936 else if (index_ < 0 || index_ >= self->priv->n_children)
9938 ClutterActor *tmp = self->priv->last_child;
9941 tmp->priv->next_sibling = child;
9943 child->priv->prev_sibling = tmp;
9944 child->priv->next_sibling = NULL;
9951 for (iter = self->priv->first_child, i = 0;
9953 iter = iter->priv->next_sibling, i += 1)
9957 ClutterActor *tmp = iter->priv->prev_sibling;
9959 child->priv->prev_sibling = tmp;
9960 child->priv->next_sibling = iter;
9962 iter->priv->prev_sibling = child;
9965 tmp->priv->next_sibling = child;
9972 if (child->priv->prev_sibling == NULL)
9973 self->priv->first_child = child;
9975 if (child->priv->next_sibling == NULL)
9976 self->priv->last_child = child;
9980 insert_child_above (ClutterActor *self,
9981 ClutterActor *child,
9984 ClutterActor *sibling = data;
9986 child->priv->parent = self;
9988 if (sibling == NULL)
9989 sibling = self->priv->last_child;
9991 child->priv->prev_sibling = sibling;
9993 if (sibling != NULL)
9995 ClutterActor *tmp = sibling->priv->next_sibling;
9997 child->priv->next_sibling = tmp;
10000 tmp->priv->prev_sibling = child;
10002 sibling->priv->next_sibling = child;
10005 child->priv->next_sibling = NULL;
10007 if (child->priv->prev_sibling == NULL)
10008 self->priv->first_child = child;
10010 if (child->priv->next_sibling == NULL)
10011 self->priv->last_child = child;
10015 insert_child_below (ClutterActor *self,
10016 ClutterActor *child,
10019 ClutterActor *sibling = data;
10021 child->priv->parent = self;
10023 if (sibling == NULL)
10024 sibling = self->priv->first_child;
10026 child->priv->next_sibling = sibling;
10028 if (sibling != NULL)
10030 ClutterActor *tmp = sibling->priv->prev_sibling;
10032 child->priv->prev_sibling = tmp;
10035 tmp->priv->next_sibling = child;
10037 sibling->priv->prev_sibling = child;
10040 child->priv->prev_sibling = NULL;
10042 if (child->priv->prev_sibling == NULL)
10043 self->priv->first_child = child;
10045 if (child->priv->next_sibling == NULL)
10046 self->priv->last_child = child;
10049 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10050 ClutterActor *child,
10054 ADD_CHILD_CREATE_META = 1 << 0,
10055 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10056 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10057 ADD_CHILD_CHECK_STATE = 1 << 3,
10058 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10060 /* default flags for public API */
10061 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10062 ADD_CHILD_EMIT_PARENT_SET |
10063 ADD_CHILD_EMIT_ACTOR_ADDED |
10064 ADD_CHILD_CHECK_STATE |
10065 ADD_CHILD_NOTIFY_FIRST_LAST,
10067 /* flags for legacy/deprecated API */
10068 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10069 ADD_CHILD_CHECK_STATE |
10070 ADD_CHILD_NOTIFY_FIRST_LAST
10071 } ClutterActorAddChildFlags;
10074 * clutter_actor_add_child_internal:
10075 * @self: a #ClutterActor
10076 * @child: a #ClutterActor
10077 * @flags: control flags for actions
10078 * @add_func: delegate function
10079 * @data: (closure): data to pass to @add_func
10081 * Adds @child to the list of children of @self.
10083 * The actual insertion inside the list is delegated to @add_func: this
10084 * function will just set up the state, perform basic checks, and emit
10087 * The @flags argument is used to perform additional operations.
10090 clutter_actor_add_child_internal (ClutterActor *self,
10091 ClutterActor *child,
10092 ClutterActorAddChildFlags flags,
10093 ClutterActorAddChildFunc add_func,
10096 ClutterTextDirection text_dir;
10097 gboolean create_meta;
10098 gboolean emit_parent_set, emit_actor_added;
10099 gboolean check_state;
10100 gboolean notify_first_last;
10101 ClutterActor *old_first_child, *old_last_child;
10103 if (child->priv->parent != NULL)
10105 g_warning ("Cannot set a parent on an actor which has a parent. "
10106 "You must use clutter_actor_remove_child() first.");
10110 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10112 g_warning ("Cannot set a parent on a toplevel actor\n");
10116 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10118 g_warning ("Cannot set a parent currently being destroyed");
10122 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10123 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10124 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10125 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10126 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10128 old_first_child = self->priv->first_child;
10129 old_last_child = self->priv->last_child;
10131 g_object_freeze_notify (G_OBJECT (self));
10134 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10136 g_object_ref_sink (child);
10137 child->priv->parent = NULL;
10138 child->priv->next_sibling = NULL;
10139 child->priv->prev_sibling = NULL;
10141 /* delegate the actual insertion */
10142 add_func (self, child, data);
10144 g_assert (child->priv->parent == self);
10146 self->priv->n_children += 1;
10148 self->priv->age += 1;
10150 /* if push_internal() has been called then we automatically set
10151 * the flag on the actor
10153 if (self->priv->internal_child)
10154 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10156 /* clutter_actor_reparent() will emit ::parent-set for us */
10157 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10158 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
10162 /* If parent is mapped or realized, we need to also be mapped or
10163 * realized once we're inside the parent.
10165 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
10167 /* propagate the parent's text direction to the child */
10168 text_dir = clutter_actor_get_text_direction (self);
10169 clutter_actor_set_text_direction (child, text_dir);
10172 if (child->priv->show_on_set_parent)
10173 clutter_actor_show (child);
10175 if (CLUTTER_ACTOR_IS_MAPPED (child))
10176 clutter_actor_queue_redraw (child);
10178 /* maintain the invariant that if an actor needs layout,
10179 * its parents do as well
10181 if (child->priv->needs_width_request ||
10182 child->priv->needs_height_request ||
10183 child->priv->needs_allocation)
10185 /* we work around the short-circuiting we do
10186 * in clutter_actor_queue_relayout() since we
10187 * want to force a relayout
10189 child->priv->needs_width_request = TRUE;
10190 child->priv->needs_height_request = TRUE;
10191 child->priv->needs_allocation = TRUE;
10193 clutter_actor_queue_relayout (child->priv->parent);
10196 if (emit_actor_added)
10197 g_signal_emit_by_name (self, "actor-added", child);
10199 if (notify_first_last)
10201 if (old_first_child != self->priv->first_child)
10202 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
10204 if (old_last_child != self->priv->last_child)
10205 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
10208 g_object_thaw_notify (G_OBJECT (self));
10212 * clutter_actor_add_child:
10213 * @self: a #ClutterActor
10214 * @child: a #ClutterActor
10216 * Adds @child to the children of @self.
10218 * This function will acquire a reference on @child that will only
10219 * be released when calling clutter_actor_remove_child().
10221 * This function will take into consideration the #ClutterActor:depth
10222 * of @child, and will keep the list of children sorted.
10224 * This function will emit the #ClutterContainer::actor-added signal
10230 clutter_actor_add_child (ClutterActor *self,
10231 ClutterActor *child)
10233 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10234 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10235 g_return_if_fail (self != child);
10236 g_return_if_fail (child->priv->parent == NULL);
10238 clutter_actor_add_child_internal (self, child,
10239 ADD_CHILD_DEFAULT_FLAGS,
10240 insert_child_at_depth,
10245 * clutter_actor_insert_child_at_index:
10246 * @self: a #ClutterActor
10247 * @child: a #ClutterActor
10248 * @index_: the index
10250 * Inserts @child into the list of children of @self, using the
10251 * given @index_. If @index_ is greater than the number of children
10252 * in @self, or is less than 0, then the new child is added at the end.
10254 * This function will acquire a reference on @child that will only
10255 * be released when calling clutter_actor_remove_child().
10257 * This function will not take into consideration the #ClutterActor:depth
10260 * This function will emit the #ClutterContainer::actor-added signal
10266 clutter_actor_insert_child_at_index (ClutterActor *self,
10267 ClutterActor *child,
10270 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10271 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10272 g_return_if_fail (self != child);
10273 g_return_if_fail (child->priv->parent == NULL);
10275 clutter_actor_add_child_internal (self, child,
10276 ADD_CHILD_DEFAULT_FLAGS,
10277 insert_child_at_index,
10278 GINT_TO_POINTER (index_));
10282 * clutter_actor_insert_child_above:
10283 * @self: a #ClutterActor
10284 * @child: a #ClutterActor
10285 * @sibling: (allow-none): a child of @self, or %NULL
10287 * Inserts @child into the list of children of @self, above another
10288 * child of @self or, if @sibling is %NULL, above all the children
10291 * This function will acquire a reference on @child that will only
10292 * be released when calling clutter_actor_remove_child().
10294 * This function will not take into consideration the #ClutterActor:depth
10297 * This function will emit the #ClutterContainer::actor-added signal
10303 clutter_actor_insert_child_above (ClutterActor *self,
10304 ClutterActor *child,
10305 ClutterActor *sibling)
10307 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10308 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10309 g_return_if_fail (self != child);
10310 g_return_if_fail (child != sibling);
10311 g_return_if_fail (child->priv->parent == NULL);
10312 g_return_if_fail (sibling == NULL ||
10313 (CLUTTER_IS_ACTOR (sibling) &&
10314 sibling->priv->parent == self));
10316 clutter_actor_add_child_internal (self, child,
10317 ADD_CHILD_DEFAULT_FLAGS,
10318 insert_child_above,
10323 * clutter_actor_insert_child_below:
10324 * @self: a #ClutterActor
10325 * @child: a #ClutterActor
10326 * @sibling: (allow-none): a child of @self, or %NULL
10328 * Inserts @child into the list of children of @self, below another
10329 * child of @self or, if @sibling is %NULL, below all the children
10332 * This function will acquire a reference on @child that will only
10333 * be released when calling clutter_actor_remove_child().
10335 * This function will not take into consideration the #ClutterActor:depth
10338 * This function will emit the #ClutterContainer::actor-added signal
10344 clutter_actor_insert_child_below (ClutterActor *self,
10345 ClutterActor *child,
10346 ClutterActor *sibling)
10348 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10349 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10350 g_return_if_fail (self != child);
10351 g_return_if_fail (child != sibling);
10352 g_return_if_fail (child->priv->parent == NULL);
10353 g_return_if_fail (sibling == NULL ||
10354 (CLUTTER_IS_ACTOR (sibling) &&
10355 sibling->priv->parent == self));
10357 clutter_actor_add_child_internal (self, child,
10358 ADD_CHILD_DEFAULT_FLAGS,
10359 insert_child_below,
10364 * clutter_actor_set_parent:
10365 * @self: A #ClutterActor
10366 * @parent: A new #ClutterActor parent
10368 * Sets the parent of @self to @parent.
10370 * This function will result in @parent acquiring a reference on @self,
10371 * eventually by sinking its floating reference first. The reference
10372 * will be released by clutter_actor_unparent().
10374 * This function should only be called by legacy #ClutterActor<!-- -->s
10375 * implementing the #ClutterContainer interface.
10377 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
10380 clutter_actor_set_parent (ClutterActor *self,
10381 ClutterActor *parent)
10383 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10384 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
10385 g_return_if_fail (self != parent);
10386 g_return_if_fail (self->priv->parent == NULL);
10388 /* as this function will be called inside ClutterContainer::add
10389 * implementations or when building up a composite actor, we have
10390 * to preserve the old behaviour, and not create child meta or
10391 * emit the ::actor-added signal, to avoid recursion or double
10394 clutter_actor_add_child_internal (parent, self,
10395 ADD_CHILD_LEGACY_FLAGS,
10396 insert_child_at_depth,
10401 * clutter_actor_get_parent:
10402 * @self: A #ClutterActor
10404 * Retrieves the parent of @self.
10406 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
10407 * if no parent is set
10410 clutter_actor_get_parent (ClutterActor *self)
10412 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10414 return self->priv->parent;
10418 * clutter_actor_get_paint_visibility:
10419 * @self: A #ClutterActor
10421 * Retrieves the 'paint' visibility of an actor recursively checking for non
10424 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
10426 * Return Value: %TRUE if the actor is visibile and will be painted.
10431 clutter_actor_get_paint_visibility (ClutterActor *actor)
10433 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10435 return CLUTTER_ACTOR_IS_MAPPED (actor);
10439 * clutter_actor_remove_child:
10440 * @self: a #ClutterActor
10441 * @child: a #ClutterActor
10443 * Removes @child from the children of @self.
10445 * This function will release the reference added by
10446 * clutter_actor_add_child(), so if you want to keep using @child
10447 * you will have to acquire a referenced on it before calling this
10450 * This function will emit the #ClutterContainer::actor-removed
10456 clutter_actor_remove_child (ClutterActor *self,
10457 ClutterActor *child)
10459 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10460 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10461 g_return_if_fail (self != child);
10462 g_return_if_fail (child->priv->parent != NULL);
10463 g_return_if_fail (child->priv->parent == self);
10465 clutter_actor_remove_child_internal (self, child,
10466 REMOVE_CHILD_DEFAULT_FLAGS);
10470 * clutter_actor_remove_all_children:
10471 * @self: a #ClutterActor
10473 * Removes all children of @self.
10475 * This function releases the reference added by inserting a child actor
10476 * in the list of children of @self.
10478 * If the reference count of a child drops to zero, the child will be
10479 * destroyed. If you want to ensure the destruction of all the children
10480 * of @self, use clutter_actor_destroy_all_children().
10485 clutter_actor_remove_all_children (ClutterActor *self)
10487 ClutterActorIter iter;
10489 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10491 if (self->priv->n_children == 0)
10494 g_object_freeze_notify (G_OBJECT (self));
10496 clutter_actor_iter_init (&iter, self);
10497 while (clutter_actor_iter_next (&iter, NULL))
10498 clutter_actor_iter_remove (&iter);
10500 g_object_thaw_notify (G_OBJECT (self));
10503 g_assert (self->priv->first_child == NULL);
10504 g_assert (self->priv->last_child == NULL);
10505 g_assert (self->priv->n_children == 0);
10509 * clutter_actor_destroy_all_children:
10510 * @self: a #ClutterActor
10512 * Destroys all children of @self.
10514 * This function releases the reference added by inserting a child
10515 * actor in the list of children of @self, and ensures that the
10516 * #ClutterActor::destroy signal is emitted on each child of the
10519 * By default, #ClutterActor will emit the #ClutterActor::destroy signal
10520 * when its reference count drops to 0; the default handler of the
10521 * #ClutterActor::destroy signal will destroy all the children of an
10522 * actor. This function ensures that all children are destroyed, instead
10523 * of just removed from @self, unlike clutter_actor_remove_all_children()
10524 * which will merely release the reference and remove each child.
10526 * Unless you acquired an additional reference on each child of @self
10527 * prior to calling clutter_actor_remove_all_children() and want to reuse
10528 * the actors, you should use clutter_actor_destroy_all_children() in
10529 * order to make sure that children are destroyed and signal handlers
10530 * are disconnected even in cases where circular references prevent this
10531 * from automatically happening through reference counting alone.
10536 clutter_actor_destroy_all_children (ClutterActor *self)
10538 ClutterActorIter iter;
10540 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10542 if (self->priv->n_children == 0)
10545 g_object_freeze_notify (G_OBJECT (self));
10547 clutter_actor_iter_init (&iter, self);
10548 while (clutter_actor_iter_next (&iter, NULL))
10549 clutter_actor_iter_destroy (&iter);
10551 g_object_thaw_notify (G_OBJECT (self));
10554 g_assert (self->priv->first_child == NULL);
10555 g_assert (self->priv->last_child == NULL);
10556 g_assert (self->priv->n_children == 0);
10559 typedef struct _InsertBetweenData {
10560 ClutterActor *prev_sibling;
10561 ClutterActor *next_sibling;
10562 } InsertBetweenData;
10565 insert_child_between (ClutterActor *self,
10566 ClutterActor *child,
10569 InsertBetweenData *data = data_;
10570 ClutterActor *prev_sibling = data->prev_sibling;
10571 ClutterActor *next_sibling = data->next_sibling;
10573 child->priv->parent = self;
10574 child->priv->prev_sibling = prev_sibling;
10575 child->priv->next_sibling = next_sibling;
10577 if (prev_sibling != NULL)
10578 prev_sibling->priv->next_sibling = child;
10580 if (next_sibling != NULL)
10581 next_sibling->priv->prev_sibling = child;
10583 if (child->priv->prev_sibling == NULL)
10584 self->priv->first_child = child;
10586 if (child->priv->next_sibling == NULL)
10587 self->priv->last_child = child;
10591 * clutter_actor_replace_child:
10592 * @self: a #ClutterActor
10593 * @old_child: the child of @self to replace
10594 * @new_child: the #ClutterActor to replace @old_child
10596 * Replaces @old_child with @new_child in the list of children of @self.
10601 clutter_actor_replace_child (ClutterActor *self,
10602 ClutterActor *old_child,
10603 ClutterActor *new_child)
10605 ClutterActor *prev_sibling, *next_sibling;
10606 InsertBetweenData clos;
10608 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10609 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
10610 g_return_if_fail (old_child->priv->parent == self);
10611 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
10612 g_return_if_fail (old_child != new_child);
10613 g_return_if_fail (new_child != self);
10614 g_return_if_fail (new_child->priv->parent == NULL);
10616 prev_sibling = old_child->priv->prev_sibling;
10617 next_sibling = old_child->priv->next_sibling;
10618 clutter_actor_remove_child_internal (self, old_child,
10619 REMOVE_CHILD_DEFAULT_FLAGS);
10621 clos.prev_sibling = prev_sibling;
10622 clos.next_sibling = next_sibling;
10623 clutter_actor_add_child_internal (self, new_child,
10624 ADD_CHILD_DEFAULT_FLAGS,
10625 insert_child_between,
10630 * clutter_actor_unparent:
10631 * @self: a #ClutterActor
10633 * Removes the parent of @self.
10635 * This will cause the parent of @self to release the reference
10636 * acquired when calling clutter_actor_set_parent(), so if you
10637 * want to keep @self you will have to acquire a reference of
10638 * your own, through g_object_ref().
10640 * This function should only be called by legacy #ClutterActor<!-- -->s
10641 * implementing the #ClutterContainer interface.
10645 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
10648 clutter_actor_unparent (ClutterActor *self)
10650 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10652 if (self->priv->parent == NULL)
10655 clutter_actor_remove_child_internal (self->priv->parent, self,
10656 REMOVE_CHILD_LEGACY_FLAGS);
10660 * clutter_actor_reparent:
10661 * @self: a #ClutterActor
10662 * @new_parent: the new #ClutterActor parent
10664 * Resets the parent actor of @self.
10666 * This function is logically equivalent to calling clutter_actor_unparent()
10667 * and clutter_actor_set_parent(), but more efficiently implemented, as it
10668 * ensures the child is not finalized when unparented, and emits the
10669 * #ClutterActor::parent-set signal only once.
10671 * In reality, calling this function is less useful than it sounds, as some
10672 * application code may rely on changes in the intermediate state between
10673 * removal and addition of the actor from its old parent to the @new_parent.
10674 * Thus, it is strongly encouraged to avoid using this function in application
10679 * Deprecated: 1.10: Use clutter_actor_remove_child() and
10680 * clutter_actor_add_child() instead; remember to take a reference on
10681 * the actor being removed before calling clutter_actor_remove_child()
10682 * to avoid the reference count dropping to zero and the actor being
10686 clutter_actor_reparent (ClutterActor *self,
10687 ClutterActor *new_parent)
10689 ClutterActorPrivate *priv;
10691 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10692 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
10693 g_return_if_fail (self != new_parent);
10695 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10697 g_warning ("Cannot set a parent on a toplevel actor");
10701 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
10703 g_warning ("Cannot set a parent currently being destroyed");
10709 if (priv->parent != new_parent)
10711 ClutterActor *old_parent;
10713 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10715 old_parent = priv->parent;
10717 g_object_ref (self);
10719 if (old_parent != NULL)
10721 /* go through the Container implementation if this is a regular
10722 * child and not an internal one
10724 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10726 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
10728 /* this will have to call unparent() */
10729 clutter_container_remove_actor (parent, self);
10732 clutter_actor_remove_child_internal (old_parent, self,
10733 REMOVE_CHILD_LEGACY_FLAGS);
10736 /* Note, will call set_parent() */
10737 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10738 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
10740 clutter_actor_add_child_internal (new_parent, self,
10741 ADD_CHILD_LEGACY_FLAGS,
10742 insert_child_at_depth,
10745 /* we emit the ::parent-set signal once */
10746 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
10748 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10750 /* the IN_REPARENT flag suspends state updates */
10751 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
10753 g_object_unref (self);
10758 * clutter_actor_contains:
10759 * @self: A #ClutterActor
10760 * @descendant: A #ClutterActor, possibly contained in @self
10762 * Determines if @descendant is contained inside @self (either as an
10763 * immediate child, or as a deeper descendant). If @self and
10764 * @descendant point to the same actor then it will also return %TRUE.
10766 * Return value: whether @descendent is contained within @self
10771 clutter_actor_contains (ClutterActor *self,
10772 ClutterActor *descendant)
10774 ClutterActor *actor;
10776 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10777 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
10779 for (actor = descendant; actor; actor = actor->priv->parent)
10787 * clutter_actor_set_child_above_sibling:
10788 * @self: a #ClutterActor
10789 * @child: a #ClutterActor child of @self
10790 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10792 * Sets @child to be above @sibling in the list of children of @self.
10794 * If @sibling is %NULL, @child will be the new last child of @self.
10796 * This function is logically equivalent to removing @child and using
10797 * clutter_actor_insert_child_above(), but it will not emit signals
10798 * or change state on @child.
10803 clutter_actor_set_child_above_sibling (ClutterActor *self,
10804 ClutterActor *child,
10805 ClutterActor *sibling)
10807 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10808 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10809 g_return_if_fail (child->priv->parent == self);
10810 g_return_if_fail (child != sibling);
10811 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10813 if (sibling != NULL)
10814 g_return_if_fail (sibling->priv->parent == self);
10816 /* we don't want to change the state of child, or emit signals, or
10817 * regenerate ChildMeta instances here, but we still want to follow
10818 * the correct sequence of steps encoded in remove_child() and
10819 * add_child(), so that correctness is ensured, and we only go
10820 * through one known code path.
10822 g_object_ref (child);
10823 clutter_actor_remove_child_internal (self, child, 0);
10824 clutter_actor_add_child_internal (self, child,
10825 ADD_CHILD_NOTIFY_FIRST_LAST,
10826 insert_child_above,
10829 clutter_actor_queue_relayout (self);
10833 * clutter_actor_set_child_below_sibling:
10834 * @self: a #ClutterActor
10835 * @child: a #ClutterActor child of @self
10836 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10838 * Sets @child to be below @sibling in the list of children of @self.
10840 * If @sibling is %NULL, @child will be the new first child of @self.
10842 * This function is logically equivalent to removing @self and using
10843 * clutter_actor_insert_child_below(), but it will not emit signals
10844 * or change state on @child.
10849 clutter_actor_set_child_below_sibling (ClutterActor *self,
10850 ClutterActor *child,
10851 ClutterActor *sibling)
10853 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10854 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10855 g_return_if_fail (child->priv->parent == self);
10856 g_return_if_fail (child != sibling);
10857 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10859 if (sibling != NULL)
10860 g_return_if_fail (sibling->priv->parent == self);
10862 /* see the comment in set_child_above_sibling() */
10863 g_object_ref (child);
10864 clutter_actor_remove_child_internal (self, child, 0);
10865 clutter_actor_add_child_internal (self, child,
10866 ADD_CHILD_NOTIFY_FIRST_LAST,
10867 insert_child_below,
10870 clutter_actor_queue_relayout (self);
10874 * clutter_actor_set_child_at_index:
10875 * @self: a #ClutterActor
10876 * @child: a #ClutterActor child of @self
10877 * @index_: the new index for @child
10879 * Changes the index of @child in the list of children of @self.
10881 * This function is logically equivalent to removing @child and
10882 * calling clutter_actor_insert_child_at_index(), but it will not
10883 * emit signals or change state on @child.
10888 clutter_actor_set_child_at_index (ClutterActor *self,
10889 ClutterActor *child,
10892 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10893 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10894 g_return_if_fail (child->priv->parent == self);
10895 g_return_if_fail (index_ <= self->priv->n_children);
10897 g_object_ref (child);
10898 clutter_actor_remove_child_internal (self, child, 0);
10899 clutter_actor_add_child_internal (self, child,
10900 ADD_CHILD_NOTIFY_FIRST_LAST,
10901 insert_child_at_index,
10902 GINT_TO_POINTER (index_));
10904 clutter_actor_queue_relayout (self);
10908 * clutter_actor_raise:
10909 * @self: A #ClutterActor
10910 * @below: (allow-none): A #ClutterActor to raise above.
10912 * Puts @self above @below.
10914 * Both actors must have the same parent, and the parent must implement
10915 * the #ClutterContainer interface
10917 * This function calls clutter_container_raise_child() internally.
10919 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
10922 clutter_actor_raise (ClutterActor *self,
10923 ClutterActor *below)
10925 ClutterActor *parent;
10927 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10929 parent = clutter_actor_get_parent (self);
10930 if (parent == NULL)
10932 g_warning ("%s: Actor '%s' is not inside a container",
10934 _clutter_actor_get_debug_name (self));
10940 if (parent != clutter_actor_get_parent (below))
10942 g_warning ("%s Actor '%s' is not in the same container as "
10945 _clutter_actor_get_debug_name (self),
10946 _clutter_actor_get_debug_name (below));
10951 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
10955 * clutter_actor_lower:
10956 * @self: A #ClutterActor
10957 * @above: (allow-none): A #ClutterActor to lower below
10959 * Puts @self below @above.
10961 * Both actors must have the same parent, and the parent must implement
10962 * the #ClutterContainer interface.
10964 * This function calls clutter_container_lower_child() internally.
10966 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
10969 clutter_actor_lower (ClutterActor *self,
10970 ClutterActor *above)
10972 ClutterActor *parent;
10974 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10976 parent = clutter_actor_get_parent (self);
10977 if (parent == NULL)
10979 g_warning ("%s: Actor of type %s is not inside a container",
10981 _clutter_actor_get_debug_name (self));
10987 if (parent != clutter_actor_get_parent (above))
10989 g_warning ("%s: Actor '%s' is not in the same container as "
10992 _clutter_actor_get_debug_name (self),
10993 _clutter_actor_get_debug_name (above));
10998 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
11002 * clutter_actor_raise_top:
11003 * @self: A #ClutterActor
11005 * Raises @self to the top.
11007 * This function calls clutter_actor_raise() internally.
11009 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
11010 * a %NULL sibling, instead.
11013 clutter_actor_raise_top (ClutterActor *self)
11015 clutter_actor_raise (self, NULL);
11019 * clutter_actor_lower_bottom:
11020 * @self: A #ClutterActor
11022 * Lowers @self to the bottom.
11024 * This function calls clutter_actor_lower() internally.
11026 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11027 * a %NULL sibling, instead.
11030 clutter_actor_lower_bottom (ClutterActor *self)
11032 clutter_actor_lower (self, NULL);
11040 * clutter_actor_event:
11041 * @actor: a #ClutterActor
11042 * @event: a #ClutterEvent
11043 * @capture: TRUE if event in in capture phase, FALSE otherwise.
11045 * This function is used to emit an event on the main stage.
11046 * You should rarely need to use this function, except for
11047 * synthetising events.
11049 * Return value: the return value from the signal emission: %TRUE
11050 * if the actor handled the event, or %FALSE if the event was
11056 clutter_actor_event (ClutterActor *actor,
11057 ClutterEvent *event,
11060 gboolean retval = FALSE;
11061 gint signal_num = -1;
11063 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11064 g_return_val_if_fail (event != NULL, FALSE);
11066 g_object_ref (actor);
11070 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11076 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11080 switch (event->type)
11082 case CLUTTER_NOTHING:
11084 case CLUTTER_BUTTON_PRESS:
11085 signal_num = BUTTON_PRESS_EVENT;
11087 case CLUTTER_BUTTON_RELEASE:
11088 signal_num = BUTTON_RELEASE_EVENT;
11090 case CLUTTER_SCROLL:
11091 signal_num = SCROLL_EVENT;
11093 case CLUTTER_KEY_PRESS:
11094 signal_num = KEY_PRESS_EVENT;
11096 case CLUTTER_KEY_RELEASE:
11097 signal_num = KEY_RELEASE_EVENT;
11099 case CLUTTER_MOTION:
11100 signal_num = MOTION_EVENT;
11102 case CLUTTER_ENTER:
11103 signal_num = ENTER_EVENT;
11105 case CLUTTER_LEAVE:
11106 signal_num = LEAVE_EVENT;
11108 case CLUTTER_DELETE:
11109 case CLUTTER_DESTROY_NOTIFY:
11110 case CLUTTER_CLIENT_MESSAGE:
11116 if (signal_num != -1)
11117 g_signal_emit (actor, actor_signals[signal_num], 0,
11122 g_object_unref (actor);
11128 * clutter_actor_set_reactive:
11129 * @actor: a #ClutterActor
11130 * @reactive: whether the actor should be reactive to events
11132 * Sets @actor as reactive. Reactive actors will receive events.
11137 clutter_actor_set_reactive (ClutterActor *actor,
11140 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11142 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11146 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11148 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11150 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11154 * clutter_actor_get_reactive:
11155 * @actor: a #ClutterActor
11157 * Checks whether @actor is marked as reactive.
11159 * Return value: %TRUE if the actor is reactive
11164 clutter_actor_get_reactive (ClutterActor *actor)
11166 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11168 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
11172 * clutter_actor_get_anchor_point:
11173 * @self: a #ClutterActor
11174 * @anchor_x: (out): return location for the X coordinate of the anchor point
11175 * @anchor_y: (out): return location for the Y coordinate of the anchor point
11177 * Gets the current anchor point of the @actor in pixels.
11182 clutter_actor_get_anchor_point (ClutterActor *self,
11186 const ClutterTransformInfo *info;
11188 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11190 info = _clutter_actor_get_transform_info_or_defaults (self);
11191 clutter_anchor_coord_get_units (self, &info->anchor,
11198 * clutter_actor_set_anchor_point:
11199 * @self: a #ClutterActor
11200 * @anchor_x: X coordinate of the anchor point
11201 * @anchor_y: Y coordinate of the anchor point
11203 * Sets an anchor point for @self. The anchor point is a point in the
11204 * coordinate space of an actor to which the actor position within its
11205 * parent is relative; the default is (0, 0), i.e. the top-left corner
11211 clutter_actor_set_anchor_point (ClutterActor *self,
11215 ClutterTransformInfo *info;
11216 ClutterActorPrivate *priv;
11217 gboolean changed = FALSE;
11218 gfloat old_anchor_x, old_anchor_y;
11221 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11223 obj = G_OBJECT (self);
11225 info = _clutter_actor_get_transform_info (self);
11227 g_object_freeze_notify (obj);
11229 clutter_anchor_coord_get_units (self, &info->anchor,
11234 if (info->anchor.is_fractional)
11235 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11237 if (old_anchor_x != anchor_x)
11239 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11243 if (old_anchor_y != anchor_y)
11245 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11249 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
11253 priv->transform_valid = FALSE;
11254 clutter_actor_queue_redraw (self);
11257 g_object_thaw_notify (obj);
11261 * clutter_actor_get_anchor_point_gravity:
11262 * @self: a #ClutterActor
11264 * Retrieves the anchor position expressed as a #ClutterGravity. If
11265 * the anchor point was specified using pixels or units this will
11266 * return %CLUTTER_GRAVITY_NONE.
11268 * Return value: the #ClutterGravity used by the anchor point
11273 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
11275 const ClutterTransformInfo *info;
11277 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
11279 info = _clutter_actor_get_transform_info_or_defaults (self);
11281 return clutter_anchor_coord_get_gravity (&info->anchor);
11285 * clutter_actor_move_anchor_point:
11286 * @self: a #ClutterActor
11287 * @anchor_x: X coordinate of the anchor point
11288 * @anchor_y: Y coordinate of the anchor point
11290 * Sets an anchor point for the actor, and adjusts the actor postion so that
11291 * the relative position of the actor toward its parent remains the same.
11296 clutter_actor_move_anchor_point (ClutterActor *self,
11300 gfloat old_anchor_x, old_anchor_y;
11301 const ClutterTransformInfo *info;
11303 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11305 info = _clutter_actor_get_transform_info (self);
11306 clutter_anchor_coord_get_units (self, &info->anchor,
11311 g_object_freeze_notify (G_OBJECT (self));
11313 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
11315 if (self->priv->position_set)
11316 clutter_actor_move_by (self,
11317 anchor_x - old_anchor_x,
11318 anchor_y - old_anchor_y);
11320 g_object_thaw_notify (G_OBJECT (self));
11324 * clutter_actor_move_anchor_point_from_gravity:
11325 * @self: a #ClutterActor
11326 * @gravity: #ClutterGravity.
11328 * Sets an anchor point on the actor based on the given gravity, adjusting the
11329 * actor postion so that its relative position within its parent remains
11332 * Since version 1.0 the anchor point will be stored as a gravity so
11333 * that if the actor changes size then the anchor point will move. For
11334 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11335 * and later double the size of the actor, the anchor point will move
11336 * to the bottom right.
11341 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
11342 ClutterGravity gravity)
11344 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
11345 const ClutterTransformInfo *info;
11346 ClutterActorPrivate *priv;
11348 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11351 info = _clutter_actor_get_transform_info (self);
11353 g_object_freeze_notify (G_OBJECT (self));
11355 clutter_anchor_coord_get_units (self, &info->anchor,
11359 clutter_actor_set_anchor_point_from_gravity (self, gravity);
11360 clutter_anchor_coord_get_units (self, &info->anchor,
11365 if (priv->position_set)
11366 clutter_actor_move_by (self,
11367 new_anchor_x - old_anchor_x,
11368 new_anchor_y - old_anchor_y);
11370 g_object_thaw_notify (G_OBJECT (self));
11374 * clutter_actor_set_anchor_point_from_gravity:
11375 * @self: a #ClutterActor
11376 * @gravity: #ClutterGravity.
11378 * Sets an anchor point on the actor, based on the given gravity (this is a
11379 * convenience function wrapping clutter_actor_set_anchor_point()).
11381 * Since version 1.0 the anchor point will be stored as a gravity so
11382 * that if the actor changes size then the anchor point will move. For
11383 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11384 * and later double the size of the actor, the anchor point will move
11385 * to the bottom right.
11390 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
11391 ClutterGravity gravity)
11393 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11395 if (gravity == CLUTTER_GRAVITY_NONE)
11396 clutter_actor_set_anchor_point (self, 0, 0);
11399 GObject *obj = G_OBJECT (self);
11400 ClutterTransformInfo *info;
11402 g_object_freeze_notify (obj);
11404 info = _clutter_actor_get_transform_info (self);
11405 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
11407 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11408 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11409 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11411 self->priv->transform_valid = FALSE;
11413 clutter_actor_queue_redraw (self);
11415 g_object_thaw_notify (obj);
11420 clutter_container_iface_init (ClutterContainerIface *iface)
11422 /* we don't override anything, as ClutterContainer already has a default
11423 * implementation that we can use, and which calls into our own API.
11438 parse_units (ClutterActor *self,
11439 ParseDimension dimension,
11442 GValue value = { 0, };
11445 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
11448 json_node_get_value (node, &value);
11450 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
11452 retval = (gfloat) g_value_get_int64 (&value);
11454 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
11456 retval = g_value_get_double (&value);
11458 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
11460 ClutterUnits units;
11463 res = clutter_units_from_string (&units, g_value_get_string (&value));
11465 retval = clutter_units_to_pixels (&units);
11468 g_warning ("Invalid value '%s': integers, strings or floating point "
11469 "values can be used for the x, y, width and height "
11470 "properties. Valid modifiers for strings are 'px', 'mm', "
11472 g_value_get_string (&value));
11478 g_warning ("Invalid value of type '%s': integers, strings of floating "
11479 "point values can be used for the x, y, width, height "
11480 "anchor-x and anchor-y properties.",
11481 g_type_name (G_VALUE_TYPE (&value)));
11484 g_value_unset (&value);
11490 ClutterRotateAxis axis;
11499 static inline gboolean
11500 parse_rotation_array (ClutterActor *actor,
11502 RotationInfo *info)
11506 if (json_array_get_length (array) != 2)
11510 element = json_array_get_element (array, 0);
11511 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
11512 info->angle = json_node_get_double (element);
11517 element = json_array_get_element (array, 1);
11518 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
11520 JsonArray *center = json_node_get_array (element);
11522 if (json_array_get_length (center) != 2)
11525 switch (info->axis)
11527 case CLUTTER_X_AXIS:
11528 info->center_y = parse_units (actor, PARSE_Y,
11529 json_array_get_element (center, 0));
11530 info->center_z = parse_units (actor, PARSE_Y,
11531 json_array_get_element (center, 1));
11534 case CLUTTER_Y_AXIS:
11535 info->center_x = parse_units (actor, PARSE_X,
11536 json_array_get_element (center, 0));
11537 info->center_z = parse_units (actor, PARSE_X,
11538 json_array_get_element (center, 1));
11541 case CLUTTER_Z_AXIS:
11542 info->center_x = parse_units (actor, PARSE_X,
11543 json_array_get_element (center, 0));
11544 info->center_y = parse_units (actor, PARSE_Y,
11545 json_array_get_element (center, 1));
11554 parse_rotation (ClutterActor *actor,
11556 RotationInfo *info)
11560 gboolean retval = FALSE;
11562 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
11564 g_warning ("Invalid node of type '%s' found, expecting an array",
11565 json_node_type_name (node));
11569 array = json_node_get_array (node);
11570 len = json_array_get_length (array);
11572 for (i = 0; i < len; i++)
11574 JsonNode *element = json_array_get_element (array, i);
11575 JsonObject *object;
11578 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
11580 g_warning ("Invalid node of type '%s' found, expecting an object",
11581 json_node_type_name (element));
11585 object = json_node_get_object (element);
11587 if (json_object_has_member (object, "x-axis"))
11589 member = json_object_get_member (object, "x-axis");
11591 info->axis = CLUTTER_X_AXIS;
11593 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11595 info->angle = json_node_get_double (member);
11598 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11599 retval = parse_rotation_array (actor,
11600 json_node_get_array (member),
11605 else if (json_object_has_member (object, "y-axis"))
11607 member = json_object_get_member (object, "y-axis");
11609 info->axis = CLUTTER_Y_AXIS;
11611 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11613 info->angle = json_node_get_double (member);
11616 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11617 retval = parse_rotation_array (actor,
11618 json_node_get_array (member),
11623 else if (json_object_has_member (object, "z-axis"))
11625 member = json_object_get_member (object, "z-axis");
11627 info->axis = CLUTTER_Z_AXIS;
11629 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11631 info->angle = json_node_get_double (member);
11634 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11635 retval = parse_rotation_array (actor,
11636 json_node_get_array (member),
11647 parse_actor_metas (ClutterScript *script,
11648 ClutterActor *actor,
11651 GList *elements, *l;
11652 GSList *retval = NULL;
11654 if (!JSON_NODE_HOLDS_ARRAY (node))
11657 elements = json_array_get_elements (json_node_get_array (node));
11659 for (l = elements; l != NULL; l = l->next)
11661 JsonNode *element = l->data;
11662 const gchar *id_ = _clutter_script_get_id_from_node (element);
11665 if (id_ == NULL || *id_ == '\0')
11668 meta = clutter_script_get_object (script, id_);
11672 retval = g_slist_prepend (retval, meta);
11675 g_list_free (elements);
11677 return g_slist_reverse (retval);
11681 parse_behaviours (ClutterScript *script,
11682 ClutterActor *actor,
11685 GList *elements, *l;
11686 GSList *retval = NULL;
11688 if (!JSON_NODE_HOLDS_ARRAY (node))
11691 elements = json_array_get_elements (json_node_get_array (node));
11693 for (l = elements; l != NULL; l = l->next)
11695 JsonNode *element = l->data;
11696 const gchar *id_ = _clutter_script_get_id_from_node (element);
11697 GObject *behaviour;
11699 if (id_ == NULL || *id_ == '\0')
11702 behaviour = clutter_script_get_object (script, id_);
11703 if (behaviour == NULL)
11706 retval = g_slist_prepend (retval, behaviour);
11709 g_list_free (elements);
11711 return g_slist_reverse (retval);
11715 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
11716 ClutterScript *script,
11721 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11722 gboolean retval = FALSE;
11724 if ((name[0] == 'x' && name[1] == '\0') ||
11725 (name[0] == 'y' && name[1] == '\0') ||
11726 (strcmp (name, "width") == 0) ||
11727 (strcmp (name, "height") == 0) ||
11728 (strcmp (name, "anchor_x") == 0) ||
11729 (strcmp (name, "anchor_y") == 0))
11731 ParseDimension dimension;
11734 if (name[0] == 'x')
11735 dimension = PARSE_X;
11736 else if (name[0] == 'y')
11737 dimension = PARSE_Y;
11738 else if (name[0] == 'w')
11739 dimension = PARSE_WIDTH;
11740 else if (name[0] == 'h')
11741 dimension = PARSE_HEIGHT;
11742 else if (name[0] == 'a' && name[7] == 'x')
11743 dimension = PARSE_ANCHOR_X;
11744 else if (name[0] == 'a' && name[7] == 'y')
11745 dimension = PARSE_ANCHOR_Y;
11749 units = parse_units (actor, dimension, node);
11751 /* convert back to pixels: all properties are pixel-based */
11752 g_value_init (value, G_TYPE_FLOAT);
11753 g_value_set_float (value, units);
11757 else if (strcmp (name, "rotation") == 0)
11759 RotationInfo *info;
11761 info = g_slice_new0 (RotationInfo);
11762 retval = parse_rotation (actor, node, info);
11766 g_value_init (value, G_TYPE_POINTER);
11767 g_value_set_pointer (value, info);
11770 g_slice_free (RotationInfo, info);
11772 else if (strcmp (name, "behaviours") == 0)
11776 #ifdef CLUTTER_ENABLE_DEBUG
11777 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
11778 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
11779 "and it should not be used in newly "
11780 "written ClutterScript definitions.");
11783 l = parse_behaviours (script, actor, node);
11785 g_value_init (value, G_TYPE_POINTER);
11786 g_value_set_pointer (value, l);
11790 else if (strcmp (name, "actions") == 0 ||
11791 strcmp (name, "constraints") == 0 ||
11792 strcmp (name, "effects") == 0)
11796 l = parse_actor_metas (script, actor, node);
11798 g_value_init (value, G_TYPE_POINTER);
11799 g_value_set_pointer (value, l);
11808 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
11809 ClutterScript *script,
11811 const GValue *value)
11813 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11815 #ifdef CLUTTER_ENABLE_DEBUG
11816 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
11818 gchar *tmp = g_strdup_value_contents (value);
11820 CLUTTER_NOTE (SCRIPT,
11821 "in ClutterActor::set_custom_property('%s') = %s",
11827 #endif /* CLUTTER_ENABLE_DEBUG */
11829 if (strcmp (name, "rotation") == 0)
11831 RotationInfo *info;
11833 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11836 info = g_value_get_pointer (value);
11838 clutter_actor_set_rotation (actor,
11839 info->axis, info->angle,
11844 g_slice_free (RotationInfo, info);
11849 if (strcmp (name, "behaviours") == 0)
11851 GSList *behaviours, *l;
11853 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11856 behaviours = g_value_get_pointer (value);
11857 for (l = behaviours; l != NULL; l = l->next)
11859 ClutterBehaviour *behaviour = l->data;
11861 clutter_behaviour_apply (behaviour, actor);
11864 g_slist_free (behaviours);
11869 if (strcmp (name, "actions") == 0 ||
11870 strcmp (name, "constraints") == 0 ||
11871 strcmp (name, "effects") == 0)
11875 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11878 metas = g_value_get_pointer (value);
11879 for (l = metas; l != NULL; l = l->next)
11881 if (name[0] == 'a')
11882 clutter_actor_add_action (actor, l->data);
11884 if (name[0] == 'c')
11885 clutter_actor_add_constraint (actor, l->data);
11887 if (name[0] == 'e')
11888 clutter_actor_add_effect (actor, l->data);
11891 g_slist_free (metas);
11896 g_object_set_property (G_OBJECT (scriptable), name, value);
11900 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
11902 iface->parse_custom_node = clutter_actor_parse_custom_node;
11903 iface->set_custom_property = clutter_actor_set_custom_property;
11906 static ClutterActorMeta *
11907 get_meta_from_animation_property (ClutterActor *actor,
11911 ClutterActorPrivate *priv = actor->priv;
11912 ClutterActorMeta *meta = NULL;
11915 /* if this is not a special property, fall through */
11916 if (name[0] != '@')
11919 /* detect the properties named using the following spec:
11921 * @<section>.<meta-name>.<property-name>
11923 * where <section> can be one of the following:
11929 * and <meta-name> is the name set on a specific ActorMeta
11932 tokens = g_strsplit (name + 1, ".", -1);
11933 if (tokens == NULL || g_strv_length (tokens) != 3)
11935 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
11937 g_strfreev (tokens);
11941 if (strcmp (tokens[0], "actions") == 0)
11942 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
11944 if (strcmp (tokens[0], "constraints") == 0)
11945 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
11947 if (strcmp (tokens[0], "effects") == 0)
11948 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
11950 if (name_p != NULL)
11951 *name_p = g_strdup (tokens[2]);
11953 CLUTTER_NOTE (ANIMATION,
11954 "Looking for property '%s' of object '%s' in section '%s'",
11959 g_strfreev (tokens);
11964 static GParamSpec *
11965 clutter_actor_find_property (ClutterAnimatable *animatable,
11966 const gchar *property_name)
11968 ClutterActorMeta *meta = NULL;
11969 GObjectClass *klass = NULL;
11970 GParamSpec *pspec = NULL;
11971 gchar *p_name = NULL;
11973 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11979 klass = G_OBJECT_GET_CLASS (meta);
11981 pspec = g_object_class_find_property (klass, p_name);
11985 klass = G_OBJECT_GET_CLASS (animatable);
11987 pspec = g_object_class_find_property (klass, property_name);
11996 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
11997 const gchar *property_name,
12000 ClutterActorMeta *meta = NULL;
12001 gchar *p_name = NULL;
12003 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12008 g_object_get_property (G_OBJECT (meta), p_name, initial);
12010 g_object_get_property (G_OBJECT (animatable), property_name, initial);
12016 clutter_actor_set_final_state (ClutterAnimatable *animatable,
12017 const gchar *property_name,
12018 const GValue *final)
12020 ClutterActorMeta *meta = NULL;
12021 gchar *p_name = NULL;
12023 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12027 g_object_set_property (G_OBJECT (meta), p_name, final);
12029 g_object_set_property (G_OBJECT (animatable), property_name, final);
12035 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
12037 iface->find_property = clutter_actor_find_property;
12038 iface->get_initial_state = clutter_actor_get_initial_state;
12039 iface->set_final_state = clutter_actor_set_final_state;
12043 * clutter_actor_transform_stage_point:
12044 * @self: A #ClutterActor
12045 * @x: (in): x screen coordinate of the point to unproject
12046 * @y: (in): y screen coordinate of the point to unproject
12047 * @x_out: (out): return location for the unprojected x coordinance
12048 * @y_out: (out): return location for the unprojected y coordinance
12050 * This function translates screen coordinates (@x, @y) to
12051 * coordinates relative to the actor. For example, it can be used to translate
12052 * screen events from global screen coordinates into actor-local coordinates.
12054 * The conversion can fail, notably if the transform stack results in the
12055 * actor being projected on the screen as a mere line.
12057 * The conversion should not be expected to be pixel-perfect due to the
12058 * nature of the operation. In general the error grows when the skewing
12059 * of the actor rectangle on screen increases.
12061 * <note><para>This function can be computationally intensive.</para></note>
12063 * <note><para>This function only works when the allocation is up-to-date,
12064 * i.e. inside of paint().</para></note>
12066 * Return value: %TRUE if conversion was successful.
12071 clutter_actor_transform_stage_point (ClutterActor *self,
12077 ClutterVertex v[4];
12080 int du, dv, xi, yi;
12082 float xf, yf, wf, det;
12083 ClutterActorPrivate *priv;
12085 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12089 /* This implementation is based on the quad -> quad projection algorithm
12090 * described by Paul Heckbert in:
12092 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
12094 * and the sample implementation at:
12096 * http://www.cs.cmu.edu/~ph/src/texfund/
12098 * Our texture is a rectangle with origin [0, 0], so we are mapping from
12099 * quad to rectangle only, which significantly simplifies things; the
12100 * function calls have been unrolled, and most of the math is done in fixed
12104 clutter_actor_get_abs_allocation_vertices (self, v);
12106 /* Keeping these as ints simplifies the multiplication (no significant
12107 * loss of precision here).
12109 du = (int) (priv->allocation.x2 - priv->allocation.x1);
12110 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
12115 #define UX2FP(x) (x)
12116 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
12118 /* First, find mapping from unit uv square to xy quadrilateral; this
12119 * equivalent to the pmap_square_quad() functions in the sample
12120 * implementation, which we can simplify, since our target is always
12123 px = v[0].x - v[1].x + v[3].x - v[2].x;
12124 py = v[0].y - v[1].y + v[3].y - v[2].y;
12128 /* affine transform */
12129 RQ[0][0] = UX2FP (v[1].x - v[0].x);
12130 RQ[1][0] = UX2FP (v[3].x - v[1].x);
12131 RQ[2][0] = UX2FP (v[0].x);
12132 RQ[0][1] = UX2FP (v[1].y - v[0].y);
12133 RQ[1][1] = UX2FP (v[3].y - v[1].y);
12134 RQ[2][1] = UX2FP (v[0].y);
12141 /* projective transform */
12142 double dx1, dx2, dy1, dy2, del;
12144 dx1 = UX2FP (v[1].x - v[3].x);
12145 dx2 = UX2FP (v[2].x - v[3].x);
12146 dy1 = UX2FP (v[1].y - v[3].y);
12147 dy2 = UX2FP (v[2].y - v[3].y);
12149 del = DET2FP (dx1, dx2, dy1, dy2);
12154 * The division here needs to be done in floating point for
12155 * precisions reasons.
12157 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
12158 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12159 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12161 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
12162 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
12163 RQ[2][0] = UX2FP (v[0].x);
12164 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
12165 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
12166 RQ[2][1] = UX2FP (v[0].y);
12170 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
12171 * square. Since our rectangle is based at 0,0 we only need to scale.
12181 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
12184 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
12185 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
12186 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
12187 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
12188 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
12189 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
12190 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
12191 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
12192 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
12195 * Check the resulting matrix is OK.
12197 det = (RQ[0][0] * ST[0][0])
12198 + (RQ[0][1] * ST[0][1])
12199 + (RQ[0][2] * ST[0][2]);
12204 * Now transform our point with the ST matrix; the notional w
12205 * coordinate is 1, hence the last part is simply added.
12210 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
12211 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
12212 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
12230 static ClutterGeometry*
12231 clutter_geometry_copy (const ClutterGeometry *geometry)
12233 return g_slice_dup (ClutterGeometry, geometry);
12237 clutter_geometry_free (ClutterGeometry *geometry)
12239 if (G_LIKELY (geometry != NULL))
12240 g_slice_free (ClutterGeometry, geometry);
12244 * clutter_geometry_union:
12245 * @geometry_a: a #ClutterGeometry
12246 * @geometry_b: another #ClutterGeometry
12247 * @result: (out): location to store the result
12249 * Find the union of two rectangles represented as #ClutterGeometry.
12254 clutter_geometry_union (const ClutterGeometry *geometry_a,
12255 const ClutterGeometry *geometry_b,
12256 ClutterGeometry *result)
12258 /* We don't try to handle rectangles that can't be represented
12259 * as a signed integer box */
12260 gint x_1 = MIN (geometry_a->x, geometry_b->x);
12261 gint y_1 = MIN (geometry_a->y, geometry_b->y);
12262 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
12263 geometry_b->x + (gint)geometry_b->width);
12264 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
12265 geometry_b->y + (gint)geometry_b->height);
12268 result->width = x_2 - x_1;
12269 result->height = y_2 - y_1;
12273 * clutter_geometry_intersects:
12274 * @geometry0: The first geometry to test
12275 * @geometry1: The second geometry to test
12277 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
12278 * they do else %FALSE.
12280 * Return value: %TRUE of @geometry0 and geometry1 intersect else
12286 clutter_geometry_intersects (const ClutterGeometry *geometry0,
12287 const ClutterGeometry *geometry1)
12289 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
12290 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
12291 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
12292 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
12299 clutter_geometry_progress (const GValue *a,
12304 const ClutterGeometry *a_geom = g_value_get_boxed (a);
12305 const ClutterGeometry *b_geom = g_value_get_boxed (b);
12306 ClutterGeometry res = { 0, };
12307 gint a_width = a_geom->width;
12308 gint b_width = b_geom->width;
12309 gint a_height = a_geom->height;
12310 gint b_height = b_geom->height;
12312 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
12313 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
12315 res.width = a_width + (b_width - a_width) * progress;
12316 res.height = a_height + (b_height - a_height) * progress;
12318 g_value_set_boxed (retval, &res);
12323 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
12324 clutter_geometry_copy,
12325 clutter_geometry_free,
12326 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
12333 * clutter_vertex_new:
12338 * Creates a new #ClutterVertex for the point in 3D space
12339 * identified by the 3 coordinates @x, @y, @z
12341 * Return value: the newly allocate #ClutterVertex. Use
12342 * clutter_vertex_free() to free the resources
12347 clutter_vertex_new (gfloat x,
12351 ClutterVertex *vertex;
12353 vertex = g_slice_new (ClutterVertex);
12362 * clutter_vertex_copy:
12363 * @vertex: a #ClutterVertex
12367 * Return value: a newly allocated copy of #ClutterVertex. Use
12368 * clutter_vertex_free() to free the allocated resources
12373 clutter_vertex_copy (const ClutterVertex *vertex)
12375 if (G_LIKELY (vertex != NULL))
12376 return g_slice_dup (ClutterVertex, vertex);
12382 * clutter_vertex_free:
12383 * @vertex: a #ClutterVertex
12385 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
12390 clutter_vertex_free (ClutterVertex *vertex)
12392 if (G_UNLIKELY (vertex != NULL))
12393 g_slice_free (ClutterVertex, vertex);
12397 * clutter_vertex_equal:
12398 * @vertex_a: a #ClutterVertex
12399 * @vertex_b: a #ClutterVertex
12401 * Compares @vertex_a and @vertex_b for equality
12403 * Return value: %TRUE if the passed #ClutterVertex are equal
12408 clutter_vertex_equal (const ClutterVertex *vertex_a,
12409 const ClutterVertex *vertex_b)
12411 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
12413 if (vertex_a == vertex_b)
12416 return vertex_a->x == vertex_b->x &&
12417 vertex_a->y == vertex_b->y &&
12418 vertex_a->z == vertex_b->z;
12422 clutter_vertex_progress (const GValue *a,
12427 const ClutterVertex *av = g_value_get_boxed (a);
12428 const ClutterVertex *bv = g_value_get_boxed (b);
12429 ClutterVertex res = { 0, };
12431 res.x = av->x + (bv->x - av->x) * progress;
12432 res.y = av->y + (bv->y - av->y) * progress;
12433 res.z = av->z + (bv->z - av->z) * progress;
12435 g_value_set_boxed (retval, &res);
12440 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
12441 clutter_vertex_copy,
12442 clutter_vertex_free,
12443 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
12446 * clutter_actor_is_rotated:
12447 * @self: a #ClutterActor
12449 * Checks whether any rotation is applied to the actor.
12451 * Return value: %TRUE if the actor is rotated.
12456 clutter_actor_is_rotated (ClutterActor *self)
12458 const ClutterTransformInfo *info;
12460 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12462 info = _clutter_actor_get_transform_info_or_defaults (self);
12464 if (info->rx_angle || info->ry_angle || info->rz_angle)
12471 * clutter_actor_is_scaled:
12472 * @self: a #ClutterActor
12474 * Checks whether the actor is scaled in either dimension.
12476 * Return value: %TRUE if the actor is scaled.
12481 clutter_actor_is_scaled (ClutterActor *self)
12483 const ClutterTransformInfo *info;
12485 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12487 info = _clutter_actor_get_transform_info_or_defaults (self);
12489 if (info->scale_x != 1.0 || info->scale_y != 1.0)
12496 _clutter_actor_get_stage_internal (ClutterActor *actor)
12498 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
12499 actor = actor->priv->parent;
12505 * clutter_actor_get_stage:
12506 * @actor: a #ClutterActor
12508 * Retrieves the #ClutterStage where @actor is contained.
12510 * Return value: (transfer none) (type Clutter.Stage): the stage
12511 * containing the actor, or %NULL
12516 clutter_actor_get_stage (ClutterActor *actor)
12518 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
12520 return _clutter_actor_get_stage_internal (actor);
12524 * clutter_actor_allocate_available_size:
12525 * @self: a #ClutterActor
12526 * @x: the actor's X coordinate
12527 * @y: the actor's Y coordinate
12528 * @available_width: the maximum available width, or -1 to use the
12529 * actor's natural width
12530 * @available_height: the maximum available height, or -1 to use the
12531 * actor's natural height
12532 * @flags: flags controlling the allocation
12534 * Allocates @self taking into account the #ClutterActor<!-- -->'s
12535 * preferred size, but limiting it to the maximum available width
12536 * and height provided.
12538 * This function will do the right thing when dealing with the
12539 * actor's request mode.
12541 * The implementation of this function is equivalent to:
12544 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12546 * clutter_actor_get_preferred_width (self, available_height,
12548 * &natural_width);
12549 * width = CLAMP (natural_width, min_width, available_width);
12551 * clutter_actor_get_preferred_height (self, width,
12553 * &natural_height);
12554 * height = CLAMP (natural_height, min_height, available_height);
12558 * clutter_actor_get_preferred_height (self, available_width,
12560 * &natural_height);
12561 * height = CLAMP (natural_height, min_height, available_height);
12563 * clutter_actor_get_preferred_width (self, height,
12565 * &natural_width);
12566 * width = CLAMP (natural_width, min_width, available_width);
12569 * box.x1 = x; box.y1 = y;
12570 * box.x2 = box.x1 + available_width;
12571 * box.y2 = box.y1 + available_height;
12572 * clutter_actor_allocate (self, &box, flags);
12575 * This function can be used by fluid layout managers to allocate
12576 * an actor's preferred size without making it bigger than the area
12577 * available for the container.
12582 clutter_actor_allocate_available_size (ClutterActor *self,
12585 gfloat available_width,
12586 gfloat available_height,
12587 ClutterAllocationFlags flags)
12589 ClutterActorPrivate *priv;
12590 gfloat width, height;
12591 gfloat min_width, min_height;
12592 gfloat natural_width, natural_height;
12593 ClutterActorBox box;
12595 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12599 width = height = 0.0;
12601 switch (priv->request_mode)
12603 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
12604 clutter_actor_get_preferred_width (self, available_height,
12607 width = CLAMP (natural_width, min_width, available_width);
12609 clutter_actor_get_preferred_height (self, width,
12612 height = CLAMP (natural_height, min_height, available_height);
12615 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
12616 clutter_actor_get_preferred_height (self, available_width,
12619 height = CLAMP (natural_height, min_height, available_height);
12621 clutter_actor_get_preferred_width (self, height,
12624 width = CLAMP (natural_width, min_width, available_width);
12631 box.x2 = box.x1 + width;
12632 box.y2 = box.y1 + height;
12633 clutter_actor_allocate (self, &box, flags);
12637 * clutter_actor_allocate_preferred_size:
12638 * @self: a #ClutterActor
12639 * @flags: flags controlling the allocation
12641 * Allocates the natural size of @self.
12643 * This function is a utility call for #ClutterActor implementations
12644 * that allocates the actor's preferred natural size. It can be used
12645 * by fixed layout managers (like #ClutterGroup or so called
12646 * 'composite actors') inside the ClutterActor::allocate
12647 * implementation to give each child exactly how much space it
12650 * This function is not meant to be used by applications. It is also
12651 * not meant to be used outside the implementation of the
12652 * ClutterActor::allocate virtual function.
12657 clutter_actor_allocate_preferred_size (ClutterActor *self,
12658 ClutterAllocationFlags flags)
12660 gfloat actor_x, actor_y;
12661 gfloat natural_width, natural_height;
12662 ClutterActorBox actor_box;
12664 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12666 actor_x = clutter_actor_get_x (self);
12667 actor_y = clutter_actor_get_y (self);
12669 clutter_actor_get_preferred_size (self,
12674 actor_box.x1 = actor_x;
12675 actor_box.y1 = actor_y;
12676 actor_box.x2 = actor_box.x1 + natural_width;
12677 actor_box.y2 = actor_box.y1 + natural_height;
12679 clutter_actor_allocate (self, &actor_box, flags);
12683 * clutter_actor_allocate_align_fill:
12684 * @self: a #ClutterActor
12685 * @box: a #ClutterActorBox, containing the available width and height
12686 * @x_align: the horizontal alignment, between 0 and 1
12687 * @y_align: the vertical alignment, between 0 and 1
12688 * @x_fill: whether the actor should fill horizontally
12689 * @y_fill: whether the actor should fill vertically
12690 * @flags: allocation flags to be passed to clutter_actor_allocate()
12692 * Allocates @self by taking into consideration the available allocation
12693 * area; an alignment factor on either axis; and whether the actor should
12694 * fill the allocation on either axis.
12696 * The @box should contain the available allocation width and height;
12697 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
12698 * allocation will be offset by their value.
12700 * This function takes into consideration the geometry request specified by
12701 * the #ClutterActor:request-mode property, and the text direction.
12703 * This function is useful for fluid layout managers, like #ClutterBinLayout
12704 * or #ClutterTableLayout
12709 clutter_actor_allocate_align_fill (ClutterActor *self,
12710 const ClutterActorBox *box,
12715 ClutterAllocationFlags flags)
12717 ClutterActorPrivate *priv;
12718 ClutterActorBox allocation = { 0, };
12719 gfloat x_offset, y_offset;
12720 gfloat available_width, available_height;
12721 gfloat child_width, child_height;
12723 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12724 g_return_if_fail (box != NULL);
12725 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
12726 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
12730 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
12731 clutter_actor_box_get_size (box, &available_width, &available_height);
12733 if (available_width < 0)
12734 available_width = 0;
12736 if (available_height < 0)
12737 available_height = 0;
12741 allocation.x1 = x_offset;
12742 allocation.x2 = allocation.x1 + available_width;
12747 allocation.y1 = y_offset;
12748 allocation.y2 = allocation.y1 + available_height;
12751 /* if we are filling horizontally and vertically then we're done */
12752 if (x_fill && y_fill)
12755 child_width = child_height = 0.0f;
12757 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12759 gfloat min_width, natural_width;
12760 gfloat min_height, natural_height;
12762 clutter_actor_get_preferred_width (self, available_height,
12766 child_width = CLAMP (natural_width, min_width, available_width);
12770 clutter_actor_get_preferred_height (self, child_width,
12774 child_height = CLAMP (natural_height, min_height, available_height);
12779 gfloat min_width, natural_width;
12780 gfloat min_height, natural_height;
12782 clutter_actor_get_preferred_height (self, available_width,
12786 child_height = CLAMP (natural_height, min_height, available_height);
12790 clutter_actor_get_preferred_width (self, child_height,
12794 child_width = CLAMP (natural_width, min_width, available_width);
12798 /* invert the horizontal alignment for RTL languages */
12799 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
12800 x_align = 1.0 - x_align;
12804 allocation.x1 = x_offset
12805 + ((available_width - child_width) * x_align);
12806 allocation.x2 = allocation.x1 + child_width;
12811 allocation.y1 = y_offset
12812 + ((available_height - child_height) * y_align);
12813 allocation.y2 = allocation.y1 + child_height;
12817 clutter_actor_box_clamp_to_pixel (&allocation);
12818 clutter_actor_allocate (self, &allocation, flags);
12822 * clutter_actor_grab_key_focus:
12823 * @self: a #ClutterActor
12825 * Sets the key focus of the #ClutterStage including @self
12826 * to this #ClutterActor.
12831 clutter_actor_grab_key_focus (ClutterActor *self)
12833 ClutterActor *stage;
12835 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12837 stage = _clutter_actor_get_stage_internal (self);
12839 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
12843 * clutter_actor_get_pango_context:
12844 * @self: a #ClutterActor
12846 * Retrieves the #PangoContext for @self. The actor's #PangoContext
12847 * is already configured using the appropriate font map, resolution
12848 * and font options.
12850 * Unlike clutter_actor_create_pango_context(), this context is owend
12851 * by the #ClutterActor and it will be updated each time the options
12852 * stored by the #ClutterBackend change.
12854 * You can use the returned #PangoContext to create a #PangoLayout
12855 * and render text using cogl_pango_render_layout() to reuse the
12856 * glyphs cache also used by Clutter.
12858 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
12859 * The returned #PangoContext is owned by the actor and should not be
12860 * unreferenced by the application code
12865 clutter_actor_get_pango_context (ClutterActor *self)
12867 ClutterActorPrivate *priv;
12869 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12873 if (priv->pango_context != NULL)
12874 return priv->pango_context;
12876 priv->pango_context = _clutter_context_get_pango_context ();
12877 g_object_ref (priv->pango_context);
12879 return priv->pango_context;
12883 * clutter_actor_create_pango_context:
12884 * @self: a #ClutterActor
12886 * Creates a #PangoContext for the given actor. The #PangoContext
12887 * is already configured using the appropriate font map, resolution
12888 * and font options.
12890 * See also clutter_actor_get_pango_context().
12892 * Return value: (transfer full): the newly created #PangoContext.
12893 * Use g_object_unref() on the returned value to deallocate its
12899 clutter_actor_create_pango_context (ClutterActor *self)
12901 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12903 return _clutter_context_create_pango_context ();
12907 * clutter_actor_create_pango_layout:
12908 * @self: a #ClutterActor
12909 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
12911 * Creates a new #PangoLayout from the same #PangoContext used
12912 * by the #ClutterActor. The #PangoLayout is already configured
12913 * with the font map, resolution and font options, and the
12916 * If you want to keep around a #PangoLayout created by this
12917 * function you will have to connect to the #ClutterBackend::font-changed
12918 * and #ClutterBackend::resolution-changed signals, and call
12919 * pango_layout_context_changed() in response to them.
12921 * Return value: (transfer full): the newly created #PangoLayout.
12922 * Use g_object_unref() when done
12927 clutter_actor_create_pango_layout (ClutterActor *self,
12930 PangoContext *context;
12931 PangoLayout *layout;
12933 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12935 context = clutter_actor_get_pango_context (self);
12936 layout = pango_layout_new (context);
12939 pango_layout_set_text (layout, text, -1);
12944 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
12945 * ClutterOffscreenEffect.
12948 _clutter_actor_set_opacity_override (ClutterActor *self,
12951 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12953 self->priv->opacity_override = opacity;
12957 _clutter_actor_get_opacity_override (ClutterActor *self)
12959 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
12961 return self->priv->opacity_override;
12964 /* Allows you to disable applying the actors model view transform during
12965 * a paint. Used by ClutterClone. */
12967 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
12970 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12972 self->priv->enable_model_view_transform = enable;
12976 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
12979 ClutterActorPrivate *priv;
12981 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12985 priv->enable_paint_unmapped = enable;
12987 if (priv->enable_paint_unmapped)
12989 /* Make sure that the parents of the widget are realized first;
12990 * otherwise checks in clutter_actor_update_map_state() will
12993 clutter_actor_realize (self);
12995 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
12999 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
13004 clutter_anchor_coord_get_units (ClutterActor *self,
13005 const AnchorCoord *coord,
13010 if (coord->is_fractional)
13012 gfloat actor_width, actor_height;
13014 clutter_actor_get_size (self, &actor_width, &actor_height);
13017 *x = actor_width * coord->v.fraction.x;
13020 *y = actor_height * coord->v.fraction.y;
13028 *x = coord->v.units.x;
13031 *y = coord->v.units.y;
13034 *z = coord->v.units.z;
13039 clutter_anchor_coord_set_units (AnchorCoord *coord,
13044 coord->is_fractional = FALSE;
13045 coord->v.units.x = x;
13046 coord->v.units.y = y;
13047 coord->v.units.z = z;
13050 static ClutterGravity
13051 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
13053 if (coord->is_fractional)
13055 if (coord->v.fraction.x == 0.0)
13057 if (coord->v.fraction.y == 0.0)
13058 return CLUTTER_GRAVITY_NORTH_WEST;
13059 else if (coord->v.fraction.y == 0.5)
13060 return CLUTTER_GRAVITY_WEST;
13061 else if (coord->v.fraction.y == 1.0)
13062 return CLUTTER_GRAVITY_SOUTH_WEST;
13064 return CLUTTER_GRAVITY_NONE;
13066 else if (coord->v.fraction.x == 0.5)
13068 if (coord->v.fraction.y == 0.0)
13069 return CLUTTER_GRAVITY_NORTH;
13070 else if (coord->v.fraction.y == 0.5)
13071 return CLUTTER_GRAVITY_CENTER;
13072 else if (coord->v.fraction.y == 1.0)
13073 return CLUTTER_GRAVITY_SOUTH;
13075 return CLUTTER_GRAVITY_NONE;
13077 else if (coord->v.fraction.x == 1.0)
13079 if (coord->v.fraction.y == 0.0)
13080 return CLUTTER_GRAVITY_NORTH_EAST;
13081 else if (coord->v.fraction.y == 0.5)
13082 return CLUTTER_GRAVITY_EAST;
13083 else if (coord->v.fraction.y == 1.0)
13084 return CLUTTER_GRAVITY_SOUTH_EAST;
13086 return CLUTTER_GRAVITY_NONE;
13089 return CLUTTER_GRAVITY_NONE;
13092 return CLUTTER_GRAVITY_NONE;
13096 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
13097 ClutterGravity gravity)
13101 case CLUTTER_GRAVITY_NORTH:
13102 coord->v.fraction.x = 0.5;
13103 coord->v.fraction.y = 0.0;
13106 case CLUTTER_GRAVITY_NORTH_EAST:
13107 coord->v.fraction.x = 1.0;
13108 coord->v.fraction.y = 0.0;
13111 case CLUTTER_GRAVITY_EAST:
13112 coord->v.fraction.x = 1.0;
13113 coord->v.fraction.y = 0.5;
13116 case CLUTTER_GRAVITY_SOUTH_EAST:
13117 coord->v.fraction.x = 1.0;
13118 coord->v.fraction.y = 1.0;
13121 case CLUTTER_GRAVITY_SOUTH:
13122 coord->v.fraction.x = 0.5;
13123 coord->v.fraction.y = 1.0;
13126 case CLUTTER_GRAVITY_SOUTH_WEST:
13127 coord->v.fraction.x = 0.0;
13128 coord->v.fraction.y = 1.0;
13131 case CLUTTER_GRAVITY_WEST:
13132 coord->v.fraction.x = 0.0;
13133 coord->v.fraction.y = 0.5;
13136 case CLUTTER_GRAVITY_NORTH_WEST:
13137 coord->v.fraction.x = 0.0;
13138 coord->v.fraction.y = 0.0;
13141 case CLUTTER_GRAVITY_CENTER:
13142 coord->v.fraction.x = 0.5;
13143 coord->v.fraction.y = 0.5;
13147 coord->v.fraction.x = 0.0;
13148 coord->v.fraction.y = 0.0;
13152 coord->is_fractional = TRUE;
13156 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
13158 if (coord->is_fractional)
13159 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
13161 return (coord->v.units.x == 0.0
13162 && coord->v.units.y == 0.0
13163 && coord->v.units.z == 0.0);
13167 * clutter_actor_get_flags:
13168 * @self: a #ClutterActor
13170 * Retrieves the flags set on @self
13172 * Return value: a bitwise or of #ClutterActorFlags or 0
13177 clutter_actor_get_flags (ClutterActor *self)
13179 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
13181 return self->flags;
13185 * clutter_actor_set_flags:
13186 * @self: a #ClutterActor
13187 * @flags: the flags to set
13189 * Sets @flags on @self
13191 * This function will emit notifications for the changed properties
13196 clutter_actor_set_flags (ClutterActor *self,
13197 ClutterActorFlags flags)
13199 ClutterActorFlags old_flags;
13201 gboolean was_reactive_set, reactive_set;
13202 gboolean was_realized_set, realized_set;
13203 gboolean was_mapped_set, mapped_set;
13204 gboolean was_visible_set, visible_set;
13206 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13208 if (self->flags == flags)
13211 obj = G_OBJECT (self);
13212 g_object_ref (obj);
13213 g_object_freeze_notify (obj);
13215 old_flags = self->flags;
13217 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13218 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13219 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13220 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13222 self->flags |= flags;
13224 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13225 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13226 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13227 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13229 if (reactive_set != was_reactive_set)
13230 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13232 if (realized_set != was_realized_set)
13233 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13235 if (mapped_set != was_mapped_set)
13236 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13238 if (visible_set != was_visible_set)
13239 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13241 g_object_thaw_notify (obj);
13242 g_object_unref (obj);
13246 * clutter_actor_unset_flags:
13247 * @self: a #ClutterActor
13248 * @flags: the flags to unset
13250 * Unsets @flags on @self
13252 * This function will emit notifications for the changed properties
13257 clutter_actor_unset_flags (ClutterActor *self,
13258 ClutterActorFlags flags)
13260 ClutterActorFlags old_flags;
13262 gboolean was_reactive_set, reactive_set;
13263 gboolean was_realized_set, realized_set;
13264 gboolean was_mapped_set, mapped_set;
13265 gboolean was_visible_set, visible_set;
13267 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13269 obj = G_OBJECT (self);
13270 g_object_freeze_notify (obj);
13272 old_flags = self->flags;
13274 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13275 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13276 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13277 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13279 self->flags &= ~flags;
13281 if (self->flags == old_flags)
13284 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13285 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13286 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13287 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13289 if (reactive_set != was_reactive_set)
13290 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13292 if (realized_set != was_realized_set)
13293 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13295 if (mapped_set != was_mapped_set)
13296 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13298 if (visible_set != was_visible_set)
13299 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13301 g_object_thaw_notify (obj);
13305 * clutter_actor_get_transformation_matrix:
13306 * @self: a #ClutterActor
13307 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
13309 * Retrieves the transformations applied to @self relative to its
13315 clutter_actor_get_transformation_matrix (ClutterActor *self,
13316 CoglMatrix *matrix)
13318 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13320 cogl_matrix_init_identity (matrix);
13322 _clutter_actor_apply_modelview_transform (self, matrix);
13326 _clutter_actor_set_in_clone_paint (ClutterActor *self,
13327 gboolean is_in_clone_paint)
13329 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13330 self->priv->in_clone_paint = is_in_clone_paint;
13334 * clutter_actor_is_in_clone_paint:
13335 * @self: a #ClutterActor
13337 * Checks whether @self is being currently painted by a #ClutterClone
13339 * This function is useful only inside the ::paint virtual function
13340 * implementations or within handlers for the #ClutterActor::paint
13343 * This function should not be used by applications
13345 * Return value: %TRUE if the #ClutterActor is currently being painted
13346 * by a #ClutterClone, and %FALSE otherwise
13351 clutter_actor_is_in_clone_paint (ClutterActor *self)
13353 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13355 return self->priv->in_clone_paint;
13359 set_direction_recursive (ClutterActor *actor,
13360 gpointer user_data)
13362 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
13364 clutter_actor_set_text_direction (actor, text_dir);
13370 * clutter_actor_set_text_direction:
13371 * @self: a #ClutterActor
13372 * @text_dir: the text direction for @self
13374 * Sets the #ClutterTextDirection for an actor
13376 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
13378 * If @self implements #ClutterContainer then this function will recurse
13379 * inside all the children of @self (including the internal ones).
13381 * Composite actors not implementing #ClutterContainer, or actors requiring
13382 * special handling when the text direction changes, should connect to
13383 * the #GObject::notify signal for the #ClutterActor:text-direction property
13388 clutter_actor_set_text_direction (ClutterActor *self,
13389 ClutterTextDirection text_dir)
13391 ClutterActorPrivate *priv;
13393 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13394 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
13398 if (priv->text_direction != text_dir)
13400 priv->text_direction = text_dir;
13402 /* we need to emit the notify::text-direction first, so that
13403 * the sub-classes can catch that and do specific handling of
13404 * the text direction; see clutter_text_direction_changed_cb()
13405 * inside clutter-text.c
13407 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
13409 _clutter_actor_foreach_child (self, set_direction_recursive,
13410 GINT_TO_POINTER (text_dir));
13412 clutter_actor_queue_relayout (self);
13417 _clutter_actor_set_has_pointer (ClutterActor *self,
13418 gboolean has_pointer)
13420 ClutterActorPrivate *priv = self->priv;
13422 if (priv->has_pointer != has_pointer)
13424 priv->has_pointer = has_pointer;
13426 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
13431 * clutter_actor_get_text_direction:
13432 * @self: a #ClutterActor
13434 * Retrieves the value set using clutter_actor_set_text_direction()
13436 * If no text direction has been previously set, the default text
13437 * direction, as returned by clutter_get_default_text_direction(), will
13438 * be returned instead
13440 * Return value: the #ClutterTextDirection for the actor
13444 ClutterTextDirection
13445 clutter_actor_get_text_direction (ClutterActor *self)
13447 ClutterActorPrivate *priv;
13449 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
13450 CLUTTER_TEXT_DIRECTION_LTR);
13454 /* if no direction has been set yet use the default */
13455 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
13456 priv->text_direction = clutter_get_default_text_direction ();
13458 return priv->text_direction;
13462 * clutter_actor_push_internal:
13463 * @self: a #ClutterActor
13465 * Should be used by actors implementing the #ClutterContainer and with
13466 * internal children added through clutter_actor_set_parent(), for instance:
13470 * my_actor_init (MyActor *self)
13472 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
13474 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
13476 * /* calling clutter_actor_set_parent() now will result in
13477 * * the internal flag being set on a child of MyActor
13480 * /* internal child - a background texture */
13481 * self->priv->background_tex = clutter_texture_new ();
13482 * clutter_actor_set_parent (self->priv->background_tex,
13483 * CLUTTER_ACTOR (self));
13485 * /* internal child - a label */
13486 * self->priv->label = clutter_text_new ();
13487 * clutter_actor_set_parent (self->priv->label,
13488 * CLUTTER_ACTOR (self));
13490 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
13492 * /* calling clutter_actor_set_parent() now will not result in
13493 * * the internal flag being set on a child of MyActor
13498 * This function will be used by Clutter to toggle an "internal child"
13499 * flag whenever clutter_actor_set_parent() is called; internal children
13500 * are handled differently by Clutter, specifically when destroying their
13503 * Call clutter_actor_pop_internal() when you finished adding internal
13506 * Nested calls to clutter_actor_push_internal() are allowed, but each
13507 * one must by followed by a clutter_actor_pop_internal() call.
13511 * Deprecated: 1.10: All children of an actor are accessible through
13512 * the #ClutterActor API, and #ClutterActor implements the
13513 * #ClutterContainer interface, so this function is only useful
13514 * for legacy containers overriding the default implementation.
13517 clutter_actor_push_internal (ClutterActor *self)
13519 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13521 self->priv->internal_child += 1;
13525 * clutter_actor_pop_internal:
13526 * @self: a #ClutterActor
13528 * Disables the effects of clutter_actor_push_internal().
13532 * Deprecated: 1.10: All children of an actor are accessible through
13533 * the #ClutterActor API. This function is only useful for legacy
13534 * containers overriding the default implementation of the
13535 * #ClutterContainer interface.
13538 clutter_actor_pop_internal (ClutterActor *self)
13540 ClutterActorPrivate *priv;
13542 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13546 if (priv->internal_child == 0)
13548 g_warning ("Mismatched %s: you need to call "
13549 "clutter_actor_push_composite() at least once before "
13550 "calling this function", G_STRFUNC);
13554 priv->internal_child -= 1;
13558 * clutter_actor_has_pointer:
13559 * @self: a #ClutterActor
13561 * Checks whether an actor contains the pointer of a
13562 * #ClutterInputDevice
13564 * Return value: %TRUE if the actor contains the pointer, and
13570 clutter_actor_has_pointer (ClutterActor *self)
13572 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13574 return self->priv->has_pointer;
13577 /* XXX: This is a workaround for not being able to break the ABI of
13578 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
13579 * clutter_actor_queue_clipped_redraw() for details.
13581 ClutterPaintVolume *
13582 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
13584 return g_object_get_data (G_OBJECT (self),
13585 "-clutter-actor-queue-redraw-clip");
13589 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
13590 ClutterPaintVolume *clip)
13592 g_object_set_data (G_OBJECT (self),
13593 "-clutter-actor-queue-redraw-clip",
13598 * clutter_actor_has_allocation:
13599 * @self: a #ClutterActor
13601 * Checks if the actor has an up-to-date allocation assigned to
13602 * it. This means that the actor should have an allocation: it's
13603 * visible and has a parent. It also means that there is no
13604 * outstanding relayout request in progress for the actor or its
13605 * children (There might be other outstanding layout requests in
13606 * progress that will cause the actor to get a new allocation
13607 * when the stage is laid out, however).
13609 * If this function returns %FALSE, then the actor will normally
13610 * be allocated before it is next drawn on the screen.
13612 * Return value: %TRUE if the actor has an up-to-date allocation
13617 clutter_actor_has_allocation (ClutterActor *self)
13619 ClutterActorPrivate *priv;
13621 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13625 return priv->parent != NULL &&
13626 CLUTTER_ACTOR_IS_VISIBLE (self) &&
13627 !priv->needs_allocation;
13631 * clutter_actor_add_action:
13632 * @self: a #ClutterActor
13633 * @action: a #ClutterAction
13635 * Adds @action to the list of actions applied to @self
13637 * A #ClutterAction can only belong to one actor at a time
13639 * The #ClutterActor will hold a reference on @action until either
13640 * clutter_actor_remove_action() or clutter_actor_clear_actions()
13646 clutter_actor_add_action (ClutterActor *self,
13647 ClutterAction *action)
13649 ClutterActorPrivate *priv;
13651 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13652 g_return_if_fail (CLUTTER_IS_ACTION (action));
13656 if (priv->actions == NULL)
13658 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13659 priv->actions->actor = self;
13662 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
13664 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13668 * clutter_actor_add_action_with_name:
13669 * @self: a #ClutterActor
13670 * @name: the name to set on the action
13671 * @action: a #ClutterAction
13673 * A convenience function for setting the name of a #ClutterAction
13674 * while adding it to the list of actions applied to @self
13676 * This function is the logical equivalent of:
13679 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13680 * clutter_actor_add_action (self, action);
13686 clutter_actor_add_action_with_name (ClutterActor *self,
13688 ClutterAction *action)
13690 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13691 g_return_if_fail (name != NULL);
13692 g_return_if_fail (CLUTTER_IS_ACTION (action));
13694 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13695 clutter_actor_add_action (self, action);
13699 * clutter_actor_remove_action:
13700 * @self: a #ClutterActor
13701 * @action: a #ClutterAction
13703 * Removes @action from the list of actions applied to @self
13705 * The reference held by @self on the #ClutterAction will be released
13710 clutter_actor_remove_action (ClutterActor *self,
13711 ClutterAction *action)
13713 ClutterActorPrivate *priv;
13715 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13716 g_return_if_fail (CLUTTER_IS_ACTION (action));
13720 if (priv->actions == NULL)
13723 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
13725 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13729 * clutter_actor_remove_action_by_name:
13730 * @self: a #ClutterActor
13731 * @name: the name of the action to remove
13733 * Removes the #ClutterAction with the given name from the list
13734 * of actions applied to @self
13739 clutter_actor_remove_action_by_name (ClutterActor *self,
13742 ClutterActorPrivate *priv;
13743 ClutterActorMeta *meta;
13745 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13746 g_return_if_fail (name != NULL);
13750 if (priv->actions == NULL)
13753 meta = _clutter_meta_group_get_meta (priv->actions, name);
13757 _clutter_meta_group_remove_meta (priv->actions, meta);
13759 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13763 * clutter_actor_get_actions:
13764 * @self: a #ClutterActor
13766 * Retrieves the list of actions applied to @self
13768 * Return value: (transfer container) (element-type Clutter.Action): a copy
13769 * of the list of #ClutterAction<!-- -->s. The contents of the list are
13770 * owned by the #ClutterActor. Use g_list_free() to free the resources
13771 * allocated by the returned #GList
13776 clutter_actor_get_actions (ClutterActor *self)
13778 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13780 if (self->priv->actions == NULL)
13783 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
13787 * clutter_actor_get_action:
13788 * @self: a #ClutterActor
13789 * @name: the name of the action to retrieve
13791 * Retrieves the #ClutterAction with the given name in the list
13792 * of actions applied to @self
13794 * Return value: (transfer none): a #ClutterAction for the given
13795 * name, or %NULL. The returned #ClutterAction is owned by the
13796 * actor and it should not be unreferenced directly
13801 clutter_actor_get_action (ClutterActor *self,
13804 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13805 g_return_val_if_fail (name != NULL, NULL);
13807 if (self->priv->actions == NULL)
13810 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
13814 * clutter_actor_clear_actions:
13815 * @self: a #ClutterActor
13817 * Clears the list of actions applied to @self
13822 clutter_actor_clear_actions (ClutterActor *self)
13824 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13826 if (self->priv->actions == NULL)
13829 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
13833 * clutter_actor_add_constraint:
13834 * @self: a #ClutterActor
13835 * @constraint: a #ClutterConstraint
13837 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
13840 * The #ClutterActor will hold a reference on the @constraint until
13841 * either clutter_actor_remove_constraint() or
13842 * clutter_actor_clear_constraints() is called.
13847 clutter_actor_add_constraint (ClutterActor *self,
13848 ClutterConstraint *constraint)
13850 ClutterActorPrivate *priv;
13852 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13853 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13857 if (priv->constraints == NULL)
13859 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13860 priv->constraints->actor = self;
13863 _clutter_meta_group_add_meta (priv->constraints,
13864 CLUTTER_ACTOR_META (constraint));
13865 clutter_actor_queue_relayout (self);
13867 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13871 * clutter_actor_add_constraint_with_name:
13872 * @self: a #ClutterActor
13873 * @name: the name to set on the constraint
13874 * @constraint: a #ClutterConstraint
13876 * A convenience function for setting the name of a #ClutterConstraint
13877 * while adding it to the list of constraints applied to @self
13879 * This function is the logical equivalent of:
13882 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13883 * clutter_actor_add_constraint (self, constraint);
13889 clutter_actor_add_constraint_with_name (ClutterActor *self,
13891 ClutterConstraint *constraint)
13893 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13894 g_return_if_fail (name != NULL);
13895 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13897 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13898 clutter_actor_add_constraint (self, constraint);
13902 * clutter_actor_remove_constraint:
13903 * @self: a #ClutterActor
13904 * @constraint: a #ClutterConstraint
13906 * Removes @constraint from the list of constraints applied to @self
13908 * The reference held by @self on the #ClutterConstraint will be released
13913 clutter_actor_remove_constraint (ClutterActor *self,
13914 ClutterConstraint *constraint)
13916 ClutterActorPrivate *priv;
13918 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13919 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13923 if (priv->constraints == NULL)
13926 _clutter_meta_group_remove_meta (priv->constraints,
13927 CLUTTER_ACTOR_META (constraint));
13928 clutter_actor_queue_relayout (self);
13930 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13934 * clutter_actor_remove_constraint_by_name:
13935 * @self: a #ClutterActor
13936 * @name: the name of the constraint to remove
13938 * Removes the #ClutterConstraint with the given name from the list
13939 * of constraints applied to @self
13944 clutter_actor_remove_constraint_by_name (ClutterActor *self,
13947 ClutterActorPrivate *priv;
13948 ClutterActorMeta *meta;
13950 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13951 g_return_if_fail (name != NULL);
13955 if (priv->constraints == NULL)
13958 meta = _clutter_meta_group_get_meta (priv->constraints, name);
13962 _clutter_meta_group_remove_meta (priv->constraints, meta);
13963 clutter_actor_queue_relayout (self);
13967 * clutter_actor_get_constraints:
13968 * @self: a #ClutterActor
13970 * Retrieves the list of constraints applied to @self
13972 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
13973 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
13974 * owned by the #ClutterActor. Use g_list_free() to free the resources
13975 * allocated by the returned #GList
13980 clutter_actor_get_constraints (ClutterActor *self)
13982 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13984 if (self->priv->constraints == NULL)
13987 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
13991 * clutter_actor_get_constraint:
13992 * @self: a #ClutterActor
13993 * @name: the name of the constraint to retrieve
13995 * Retrieves the #ClutterConstraint with the given name in the list
13996 * of constraints applied to @self
13998 * Return value: (transfer none): a #ClutterConstraint for the given
13999 * name, or %NULL. The returned #ClutterConstraint is owned by the
14000 * actor and it should not be unreferenced directly
14004 ClutterConstraint *
14005 clutter_actor_get_constraint (ClutterActor *self,
14008 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14009 g_return_val_if_fail (name != NULL, NULL);
14011 if (self->priv->constraints == NULL)
14014 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
14018 * clutter_actor_clear_constraints:
14019 * @self: a #ClutterActor
14021 * Clears the list of constraints applied to @self
14026 clutter_actor_clear_constraints (ClutterActor *self)
14028 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14030 if (self->priv->constraints == NULL)
14033 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
14035 clutter_actor_queue_relayout (self);
14039 * clutter_actor_set_clip_to_allocation:
14040 * @self: a #ClutterActor
14041 * @clip_set: %TRUE to apply a clip tracking the allocation
14043 * Sets whether @self should be clipped to the same size as its
14049 clutter_actor_set_clip_to_allocation (ClutterActor *self,
14052 ClutterActorPrivate *priv;
14054 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14056 clip_set = !!clip_set;
14060 if (priv->clip_to_allocation != clip_set)
14062 priv->clip_to_allocation = clip_set;
14064 clutter_actor_queue_redraw (self);
14066 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
14071 * clutter_actor_get_clip_to_allocation:
14072 * @self: a #ClutterActor
14074 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
14076 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
14081 clutter_actor_get_clip_to_allocation (ClutterActor *self)
14083 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14085 return self->priv->clip_to_allocation;
14089 * clutter_actor_add_effect:
14090 * @self: a #ClutterActor
14091 * @effect: a #ClutterEffect
14093 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
14095 * The #ClutterActor will hold a reference on the @effect until either
14096 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
14102 clutter_actor_add_effect (ClutterActor *self,
14103 ClutterEffect *effect)
14105 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14106 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14108 _clutter_actor_add_effect_internal (self, effect);
14110 clutter_actor_queue_redraw (self);
14112 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14116 * clutter_actor_add_effect_with_name:
14117 * @self: a #ClutterActor
14118 * @name: the name to set on the effect
14119 * @effect: a #ClutterEffect
14121 * A convenience function for setting the name of a #ClutterEffect
14122 * while adding it to the list of effectss applied to @self
14124 * This function is the logical equivalent of:
14127 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14128 * clutter_actor_add_effect (self, effect);
14134 clutter_actor_add_effect_with_name (ClutterActor *self,
14136 ClutterEffect *effect)
14138 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14139 g_return_if_fail (name != NULL);
14140 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14142 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14143 clutter_actor_add_effect (self, effect);
14147 * clutter_actor_remove_effect:
14148 * @self: a #ClutterActor
14149 * @effect: a #ClutterEffect
14151 * Removes @effect from the list of effects applied to @self
14153 * The reference held by @self on the #ClutterEffect will be released
14158 clutter_actor_remove_effect (ClutterActor *self,
14159 ClutterEffect *effect)
14161 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14162 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14164 _clutter_actor_remove_effect_internal (self, effect);
14166 clutter_actor_queue_redraw (self);
14168 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14172 * clutter_actor_remove_effect_by_name:
14173 * @self: a #ClutterActor
14174 * @name: the name of the effect to remove
14176 * Removes the #ClutterEffect with the given name from the list
14177 * of effects applied to @self
14182 clutter_actor_remove_effect_by_name (ClutterActor *self,
14185 ClutterActorPrivate *priv;
14186 ClutterActorMeta *meta;
14188 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14189 g_return_if_fail (name != NULL);
14193 if (priv->effects == NULL)
14196 meta = _clutter_meta_group_get_meta (priv->effects, name);
14200 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
14204 * clutter_actor_get_effects:
14205 * @self: a #ClutterActor
14207 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
14209 * Return value: (transfer container) (element-type Clutter.Effect): a list
14210 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
14211 * list are owned by Clutter and they should not be freed. You should
14212 * free the returned list using g_list_free() when done
14217 clutter_actor_get_effects (ClutterActor *self)
14219 ClutterActorPrivate *priv;
14221 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14225 if (priv->effects == NULL)
14228 return _clutter_meta_group_get_metas_no_internal (priv->effects);
14232 * clutter_actor_get_effect:
14233 * @self: a #ClutterActor
14234 * @name: the name of the effect to retrieve
14236 * Retrieves the #ClutterEffect with the given name in the list
14237 * of effects applied to @self
14239 * Return value: (transfer none): a #ClutterEffect for the given
14240 * name, or %NULL. The returned #ClutterEffect is owned by the
14241 * actor and it should not be unreferenced directly
14246 clutter_actor_get_effect (ClutterActor *self,
14249 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14250 g_return_val_if_fail (name != NULL, NULL);
14252 if (self->priv->effects == NULL)
14255 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
14259 * clutter_actor_clear_effects:
14260 * @self: a #ClutterActor
14262 * Clears the list of effects applied to @self
14267 clutter_actor_clear_effects (ClutterActor *self)
14269 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14271 if (self->priv->effects == NULL)
14274 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
14276 clutter_actor_queue_redraw (self);
14280 * clutter_actor_has_key_focus:
14281 * @self: a #ClutterActor
14283 * Checks whether @self is the #ClutterActor that has key focus
14285 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
14290 clutter_actor_has_key_focus (ClutterActor *self)
14292 ClutterActor *stage;
14294 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14296 stage = _clutter_actor_get_stage_internal (self);
14300 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
14304 _clutter_actor_get_paint_volume_real (ClutterActor *self,
14305 ClutterPaintVolume *pv)
14307 ClutterActorPrivate *priv = self->priv;
14309 /* Actors are only expected to report a valid paint volume
14310 * while they have a valid allocation. */
14311 if (G_UNLIKELY (priv->needs_allocation))
14313 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14314 "Actor needs allocation",
14315 _clutter_actor_get_debug_name (self));
14319 /* Check if there are any handlers connected to the paint
14320 * signal. If there are then all bets are off for what the paint
14321 * volume for this actor might possibly be!
14323 * XXX: It's expected that this is going to end up being quite a
14324 * costly check to have to do here, but we haven't come up with
14325 * another solution that can reliably catch paint signal handlers at
14326 * the right time to either avoid artefacts due to invalid stage
14327 * clipping or due to incorrect culling.
14329 * Previously we checked in clutter_actor_paint(), but at that time
14330 * we may already be using a stage clip that could be derived from
14331 * an invalid paint-volume. We used to try and handle that by
14332 * queuing a follow up, unclipped, redraw but still the previous
14333 * checking wasn't enough to catch invalid volumes involved in
14334 * culling (considering that containers may derive their volume from
14335 * children that haven't yet been painted)
14337 * Longer term, improved solutions could be:
14338 * - Disallow painting in the paint signal, only allow using it
14339 * for tracking when paints happen. We can add another API that
14340 * allows monkey patching the paint of arbitrary actors but in a
14341 * more controlled way and that also supports modifying the
14343 * - If we could be notified somehow when signal handlers are
14344 * connected we wouldn't have to poll for handlers like this.
14346 if (g_signal_has_handler_pending (self,
14347 actor_signals[PAINT],
14351 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14352 "Actor has \"paint\" signal handlers",
14353 _clutter_actor_get_debug_name (self));
14357 _clutter_paint_volume_init_static (pv, self);
14359 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
14361 clutter_paint_volume_free (pv);
14362 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14363 "Actor failed to report a volume",
14364 _clutter_actor_get_debug_name (self));
14368 /* since effects can modify the paint volume, we allow them to actually
14369 * do this by making get_paint_volume() "context sensitive"
14371 if (priv->effects != NULL)
14373 if (priv->current_effect != NULL)
14375 const GList *effects, *l;
14377 /* if we are being called from within the paint sequence of
14378 * an actor, get the paint volume up to the current effect
14380 effects = _clutter_meta_group_peek_metas (priv->effects);
14382 l != NULL || (l != NULL && l->data != priv->current_effect);
14385 if (!_clutter_effect_get_paint_volume (l->data, pv))
14387 clutter_paint_volume_free (pv);
14388 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14389 "Effect (%s) failed to report a volume",
14390 _clutter_actor_get_debug_name (self),
14391 _clutter_actor_meta_get_debug_name (l->data));
14398 const GList *effects, *l;
14400 /* otherwise, get the cumulative volume */
14401 effects = _clutter_meta_group_peek_metas (priv->effects);
14402 for (l = effects; l != NULL; l = l->next)
14403 if (!_clutter_effect_get_paint_volume (l->data, pv))
14405 clutter_paint_volume_free (pv);
14406 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14407 "Effect (%s) failed to report a volume",
14408 _clutter_actor_get_debug_name (self),
14409 _clutter_actor_meta_get_debug_name (l->data));
14418 /* The public clutter_actor_get_paint_volume API returns a const
14419 * pointer since we return a pointer directly to the cached
14420 * PaintVolume associated with the actor and don't want the user to
14421 * inadvertently modify it, but for internal uses we sometimes need
14422 * access to the same PaintVolume but need to apply some book-keeping
14423 * modifications to it so we don't want a const pointer.
14425 static ClutterPaintVolume *
14426 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
14428 ClutterActorPrivate *priv;
14432 if (priv->paint_volume_valid)
14433 clutter_paint_volume_free (&priv->paint_volume);
14435 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
14437 priv->paint_volume_valid = TRUE;
14438 return &priv->paint_volume;
14442 priv->paint_volume_valid = FALSE;
14448 * clutter_actor_get_paint_volume:
14449 * @self: a #ClutterActor
14451 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
14452 * when a paint volume can't be determined.
14454 * The paint volume is defined as the 3D space occupied by an actor
14455 * when being painted.
14457 * This function will call the <function>get_paint_volume()</function>
14458 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
14459 * should not usually care about overriding the default implementation,
14460 * unless they are, for instance: painting outside their allocation, or
14461 * actors with a depth factor (not in terms of #ClutterActor:depth but real
14464 * <note>2D actors overriding <function>get_paint_volume()</function>
14465 * ensure their volume has a depth of 0. (This will be true so long as
14466 * you don't call clutter_paint_volume_set_depth().)</note>
14468 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14469 * or %NULL if no volume could be determined.
14473 const ClutterPaintVolume *
14474 clutter_actor_get_paint_volume (ClutterActor *self)
14476 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14478 return _clutter_actor_get_paint_volume_mutable (self);
14482 * clutter_actor_get_transformed_paint_volume:
14483 * @self: a #ClutterActor
14484 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
14485 * (or %NULL for the stage)
14487 * Retrieves the 3D paint volume of an actor like
14488 * clutter_actor_get_paint_volume() does (Please refer to the
14489 * documentation of clutter_actor_get_paint_volume() for more
14490 * details.) and it additionally transforms the paint volume into the
14491 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
14492 * is passed for @relative_to_ancestor)
14494 * This can be used by containers that base their paint volume on
14495 * the volume of their children. Such containers can query the
14496 * transformed paint volume of all of its children and union them
14497 * together using clutter_paint_volume_union().
14499 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14500 * or %NULL if no volume could be determined.
14504 const ClutterPaintVolume *
14505 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
14506 ClutterActor *relative_to_ancestor)
14508 const ClutterPaintVolume *volume;
14509 ClutterActor *stage;
14510 ClutterPaintVolume *transformed_volume;
14512 stage = _clutter_actor_get_stage_internal (self);
14513 if (G_UNLIKELY (stage == NULL))
14516 if (relative_to_ancestor == NULL)
14517 relative_to_ancestor = stage;
14519 volume = clutter_actor_get_paint_volume (self);
14520 if (volume == NULL)
14523 transformed_volume =
14524 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
14526 _clutter_paint_volume_copy_static (volume, transformed_volume);
14528 _clutter_paint_volume_transform_relative (transformed_volume,
14529 relative_to_ancestor);
14531 return transformed_volume;
14535 * clutter_actor_get_paint_box:
14536 * @self: a #ClutterActor
14537 * @box: (out): return location for a #ClutterActorBox
14539 * Retrieves the paint volume of the passed #ClutterActor, and
14540 * transforms it into a 2D bounding box in stage coordinates.
14542 * This function is useful to determine the on screen area occupied by
14543 * the actor. The box is only an approximation and may often be
14544 * considerably larger due to the optimizations used to calculate the
14545 * box. The box is never smaller though, so it can reliably be used
14548 * There are times when a 2D paint box can't be determined, e.g.
14549 * because the actor isn't yet parented under a stage or because
14550 * the actor is unable to determine a paint volume.
14552 * Return value: %TRUE if a 2D paint box could be determined, else
14558 clutter_actor_get_paint_box (ClutterActor *self,
14559 ClutterActorBox *box)
14561 ClutterActor *stage;
14562 ClutterPaintVolume *pv;
14564 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14565 g_return_val_if_fail (box != NULL, FALSE);
14567 stage = _clutter_actor_get_stage_internal (self);
14568 if (G_UNLIKELY (!stage))
14571 pv = _clutter_actor_get_paint_volume_mutable (self);
14572 if (G_UNLIKELY (!pv))
14575 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
14581 * clutter_actor_has_overlaps:
14582 * @self: A #ClutterActor
14584 * Asks the actor's implementation whether it may contain overlapping
14587 * For example; Clutter may use this to determine whether the painting
14588 * should be redirected to an offscreen buffer to correctly implement
14589 * the opacity property.
14591 * Custom actors can override the default response by implementing the
14592 * #ClutterActor <function>has_overlaps</function> virtual function. See
14593 * clutter_actor_set_offscreen_redirect() for more information.
14595 * Return value: %TRUE if the actor may have overlapping primitives, and
14601 clutter_actor_has_overlaps (ClutterActor *self)
14603 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14605 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
14609 * clutter_actor_has_effects:
14610 * @self: A #ClutterActor
14612 * Returns whether the actor has any effects applied.
14614 * Return value: %TRUE if the actor has any effects,
14620 clutter_actor_has_effects (ClutterActor *self)
14622 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14624 if (self->priv->effects == NULL)
14627 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
14631 * clutter_actor_has_constraints:
14632 * @self: A #ClutterActor
14634 * Returns whether the actor has any constraints applied.
14636 * Return value: %TRUE if the actor has any constraints,
14642 clutter_actor_has_constraints (ClutterActor *self)
14644 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14646 return self->priv->constraints != NULL;
14650 * clutter_actor_has_actions:
14651 * @self: A #ClutterActor
14653 * Returns whether the actor has any actions applied.
14655 * Return value: %TRUE if the actor has any actions,
14661 clutter_actor_has_actions (ClutterActor *self)
14663 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14665 return self->priv->actions != NULL;
14669 * clutter_actor_get_n_children:
14670 * @self: a #ClutterActor
14672 * Retrieves the number of children of @self.
14674 * Return value: the number of children of an actor
14679 clutter_actor_get_n_children (ClutterActor *self)
14681 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14683 return self->priv->n_children;
14687 * clutter_actor_get_child_at_index:
14688 * @self: a #ClutterActor
14689 * @index_: the position in the list of children
14691 * Retrieves the actor at the given @index_ inside the list of
14692 * children of @self.
14694 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
14699 clutter_actor_get_child_at_index (ClutterActor *self,
14702 ClutterActor *iter;
14705 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14706 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
14708 for (iter = self->priv->first_child, i = 0;
14709 iter != NULL && i < index_;
14710 iter = iter->priv->next_sibling, i += 1)
14717 * _clutter_actor_foreach_child:
14718 * @actor: The actor whos children you want to iterate
14719 * @callback: The function to call for each child
14720 * @user_data: Private data to pass to @callback
14722 * Calls a given @callback once for each child of the specified @actor and
14723 * passing the @user_data pointer each time.
14725 * Return value: returns %TRUE if all children were iterated, else
14726 * %FALSE if a callback broke out of iteration early.
14729 _clutter_actor_foreach_child (ClutterActor *self,
14730 ClutterForeachCallback callback,
14731 gpointer user_data)
14733 ClutterActorPrivate *priv = self->priv;
14734 ClutterActor *iter;
14737 for (cont = TRUE, iter = priv->first_child;
14738 cont && iter != NULL;
14739 iter = iter->priv->next_sibling)
14741 cont = callback (iter, user_data);
14747 /* For debugging purposes this gives us a simple way to print out
14748 * the scenegraph e.g in gdb using:
14750 * _clutter_actor_traverse (stage,
14752 * _clutter_debug_print_actor_cb,
14757 ClutterActorTraverseVisitFlags
14758 _clutter_debug_print_actor_cb (ClutterActor *actor,
14762 g_print ("%*s%s:%p\n",
14764 _clutter_actor_get_debug_name (actor),
14767 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14771 _clutter_actor_traverse_breadth (ClutterActor *actor,
14772 ClutterTraverseCallback callback,
14773 gpointer user_data)
14775 GQueue *queue = g_queue_new ();
14776 ClutterActor dummy;
14777 int current_depth = 0;
14779 g_queue_push_tail (queue, actor);
14780 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
14782 while ((actor = g_queue_pop_head (queue)))
14784 ClutterActorTraverseVisitFlags flags;
14786 if (actor == &dummy)
14789 g_queue_push_tail (queue, &dummy);
14793 flags = callback (actor, current_depth, user_data);
14794 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14796 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14798 ClutterActor *iter;
14800 for (iter = actor->priv->first_child;
14802 iter = iter->priv->next_sibling)
14804 g_queue_push_tail (queue, iter);
14809 g_queue_free (queue);
14812 static ClutterActorTraverseVisitFlags
14813 _clutter_actor_traverse_depth (ClutterActor *actor,
14814 ClutterTraverseCallback before_children_callback,
14815 ClutterTraverseCallback after_children_callback,
14817 gpointer user_data)
14819 ClutterActorTraverseVisitFlags flags;
14821 flags = before_children_callback (actor, current_depth, user_data);
14822 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14823 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14825 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14827 ClutterActor *iter;
14829 for (iter = actor->priv->first_child;
14831 iter = iter->priv->next_sibling)
14833 flags = _clutter_actor_traverse_depth (iter,
14834 before_children_callback,
14835 after_children_callback,
14839 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14840 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14844 if (after_children_callback)
14845 return after_children_callback (actor, current_depth, user_data);
14847 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14850 /* _clutter_actor_traverse:
14851 * @actor: The actor to start traversing the graph from
14852 * @flags: These flags may affect how the traversal is done
14853 * @before_children_callback: A function to call before visiting the
14854 * children of the current actor.
14855 * @after_children_callback: A function to call after visiting the
14856 * children of the current actor. (Ignored if
14857 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
14858 * @user_data: The private data to pass to the callbacks
14860 * Traverses the scenegraph starting at the specified @actor and
14861 * descending through all its children and its children's children.
14862 * For each actor traversed @before_children_callback and
14863 * @after_children_callback are called with the specified
14864 * @user_data, before and after visiting that actor's children.
14866 * The callbacks can return flags that affect the ongoing traversal
14867 * such as by skipping over an actors children or bailing out of
14868 * any further traversing.
14871 _clutter_actor_traverse (ClutterActor *actor,
14872 ClutterActorTraverseFlags flags,
14873 ClutterTraverseCallback before_children_callback,
14874 ClutterTraverseCallback after_children_callback,
14875 gpointer user_data)
14877 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
14878 _clutter_actor_traverse_breadth (actor,
14879 before_children_callback,
14881 else /* DEPTH_FIRST */
14882 _clutter_actor_traverse_depth (actor,
14883 before_children_callback,
14884 after_children_callback,
14885 0, /* start depth */
14890 on_layout_manager_changed (ClutterLayoutManager *manager,
14891 ClutterActor *self)
14893 clutter_actor_queue_relayout (self);
14897 * clutter_actor_set_layout_manager:
14898 * @self: a #ClutterActor
14899 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
14901 * Sets the #ClutterLayoutManager delegate object that will be used to
14902 * lay out the children of @self.
14904 * The #ClutterActor will take a reference on the passed @manager which
14905 * will be released either when the layout manager is removed, or when
14906 * the actor is destroyed.
14911 clutter_actor_set_layout_manager (ClutterActor *self,
14912 ClutterLayoutManager *manager)
14914 ClutterActorPrivate *priv;
14916 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14917 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
14921 if (priv->layout_manager != NULL)
14923 g_signal_handlers_disconnect_by_func (priv->layout_manager,
14924 G_CALLBACK (on_layout_manager_changed),
14926 clutter_layout_manager_set_container (priv->layout_manager, NULL);
14927 g_object_unref (priv->layout_manager);
14930 priv->layout_manager = manager;
14932 if (priv->layout_manager != NULL)
14934 g_object_ref_sink (priv->layout_manager);
14935 clutter_layout_manager_set_container (priv->layout_manager,
14936 CLUTTER_CONTAINER (self));
14937 g_signal_connect (priv->layout_manager, "layout-changed",
14938 G_CALLBACK (on_layout_manager_changed),
14942 clutter_actor_queue_relayout (self);
14944 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
14948 * clutter_actor_get_layout_manager:
14949 * @self: a #ClutterActor
14951 * Retrieves the #ClutterLayoutManager used by @self.
14953 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
14958 ClutterLayoutManager *
14959 clutter_actor_get_layout_manager (ClutterActor *self)
14961 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14963 return self->priv->layout_manager;
14966 static const ClutterLayoutInfo default_layout_info = {
14969 { 0, 0, 0, 0 }, /* margin */
14970 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
14971 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
14972 0.f, 0.f, /* min_width, natural_width */
14973 0.f, 0.f, /* natual_width, natural_height */
14977 layout_info_free (gpointer data)
14979 if (G_LIKELY (data != NULL))
14980 g_slice_free (ClutterLayoutInfo, data);
14984 * _clutter_actor_get_layout_info:
14985 * @self: a #ClutterActor
14987 * Retrieves a pointer to the ClutterLayoutInfo structure.
14989 * If the actor does not have a ClutterLayoutInfo associated to it, one
14990 * will be created and initialized to the default values.
14992 * This function should be used for setters.
14994 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
14997 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
14999 ClutterLayoutInfo *
15000 _clutter_actor_get_layout_info (ClutterActor *self)
15002 ClutterLayoutInfo *retval;
15004 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15005 if (retval == NULL)
15007 retval = g_slice_new (ClutterLayoutInfo);
15009 *retval = default_layout_info;
15011 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
15020 * _clutter_actor_get_layout_info_or_defaults:
15021 * @self: a #ClutterActor
15023 * Retrieves the ClutterLayoutInfo structure associated to an actor.
15025 * If the actor does not have a ClutterLayoutInfo structure associated to it,
15026 * then the default structure will be returned.
15028 * This function should only be used for getters.
15030 * Return value: a const pointer to the ClutterLayoutInfo structure
15032 const ClutterLayoutInfo *
15033 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
15035 const ClutterLayoutInfo *info;
15037 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15039 return &default_layout_info;
15045 * clutter_actor_set_x_align:
15046 * @self: a #ClutterActor
15047 * @x_align: the horizontal alignment policy
15049 * Sets the horizontal alignment policy of a #ClutterActor, in case the
15050 * actor received extra horizontal space.
15052 * See also the #ClutterActor:x-align property.
15057 clutter_actor_set_x_align (ClutterActor *self,
15058 ClutterActorAlign x_align)
15060 ClutterLayoutInfo *info;
15062 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15064 info = _clutter_actor_get_layout_info (self);
15066 if (info->x_align != x_align)
15068 info->x_align = x_align;
15070 clutter_actor_queue_relayout (self);
15072 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
15077 * clutter_actor_get_x_align:
15078 * @self: a #ClutterActor
15080 * Retrieves the horizontal alignment policy set using
15081 * clutter_actor_set_x_align().
15083 * Return value: the horizontal alignment policy.
15088 clutter_actor_get_x_align (ClutterActor *self)
15090 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15092 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
15096 * clutter_actor_set_y_align:
15097 * @self: a #ClutterActor
15098 * @y_align: the vertical alignment policy
15100 * Sets the vertical alignment policy of a #ClutterActor, in case the
15101 * actor received extra vertical space.
15103 * See also the #ClutterActor:y-align property.
15108 clutter_actor_set_y_align (ClutterActor *self,
15109 ClutterActorAlign y_align)
15111 ClutterLayoutInfo *info;
15113 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15115 info = _clutter_actor_get_layout_info (self);
15117 if (info->y_align != y_align)
15119 info->y_align = y_align;
15121 clutter_actor_queue_relayout (self);
15123 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
15128 * clutter_actor_get_y_align:
15129 * @self: a #ClutterActor
15131 * Retrieves the vertical alignment policy set using
15132 * clutter_actor_set_y_align().
15134 * Return value: the vertical alignment policy.
15139 clutter_actor_get_y_align (ClutterActor *self)
15141 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15143 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
15148 * clutter_margin_new:
15150 * Creates a new #ClutterMargin.
15152 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
15153 * clutter_margin_free() to free the resources associated with it when
15159 clutter_margin_new (void)
15161 return g_slice_new0 (ClutterMargin);
15165 * clutter_margin_copy:
15166 * @margin_: a #ClutterMargin
15168 * Creates a new #ClutterMargin and copies the contents of @margin_ into
15169 * the newly created structure.
15171 * Return value: (transfer full): a copy of the #ClutterMargin.
15176 clutter_margin_copy (const ClutterMargin *margin_)
15178 if (G_LIKELY (margin_ != NULL))
15179 return g_slice_dup (ClutterMargin, margin_);
15185 * clutter_margin_free:
15186 * @margin_: a #ClutterMargin
15188 * Frees the resources allocated by clutter_margin_new() and
15189 * clutter_margin_copy().
15194 clutter_margin_free (ClutterMargin *margin_)
15196 if (G_LIKELY (margin_ != NULL))
15197 g_slice_free (ClutterMargin, margin_);
15200 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
15201 clutter_margin_copy,
15202 clutter_margin_free)
15205 * clutter_actor_set_margin:
15206 * @self: a #ClutterActor
15207 * @margin: a #ClutterMargin
15209 * Sets all the components of the margin of a #ClutterActor.
15214 clutter_actor_set_margin (ClutterActor *self,
15215 const ClutterMargin *margin)
15217 ClutterLayoutInfo *info;
15221 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15222 g_return_if_fail (margin != NULL);
15224 obj = G_OBJECT (self);
15227 g_object_freeze_notify (obj);
15229 info = _clutter_actor_get_layout_info (self);
15231 if (info->margin.top != margin->top)
15233 info->margin.top = margin->top;
15234 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
15238 if (info->margin.right != margin->right)
15240 info->margin.right = margin->right;
15241 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
15245 if (info->margin.bottom != margin->bottom)
15247 info->margin.bottom = margin->bottom;
15248 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
15252 if (info->margin.left != margin->left)
15254 info->margin.left = margin->left;
15255 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
15260 clutter_actor_queue_relayout (self);
15262 g_object_thaw_notify (obj);
15266 * clutter_actor_get_margin:
15267 * @self: a #ClutterActor
15268 * @margin: (out caller-allocates): return location for a #ClutterMargin
15270 * Retrieves all the components of the margin of a #ClutterActor.
15275 clutter_actor_get_margin (ClutterActor *self,
15276 ClutterMargin *margin)
15278 const ClutterLayoutInfo *info;
15280 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15281 g_return_if_fail (margin != NULL);
15283 info = _clutter_actor_get_layout_info_or_defaults (self);
15285 *margin = info->margin;
15289 * clutter_actor_set_margin_top:
15290 * @self: a #ClutterActor
15291 * @margin: the top margin
15293 * Sets the margin from the top of a #ClutterActor.
15298 clutter_actor_set_margin_top (ClutterActor *self,
15301 ClutterLayoutInfo *info;
15303 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15304 g_return_if_fail (margin >= 0.f);
15306 info = _clutter_actor_get_layout_info (self);
15308 if (info->margin.top == margin)
15311 info->margin.top = margin;
15313 clutter_actor_queue_relayout (self);
15315 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
15319 * clutter_actor_get_margin_top:
15320 * @self: a #ClutterActor
15322 * Retrieves the top margin of a #ClutterActor.
15324 * Return value: the top margin
15329 clutter_actor_get_margin_top (ClutterActor *self)
15331 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15333 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
15337 * clutter_actor_set_margin_bottom:
15338 * @self: a #ClutterActor
15339 * @margin: the bottom margin
15341 * Sets the margin from the bottom of a #ClutterActor.
15346 clutter_actor_set_margin_bottom (ClutterActor *self,
15349 ClutterLayoutInfo *info;
15351 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15352 g_return_if_fail (margin >= 0.f);
15354 info = _clutter_actor_get_layout_info (self);
15356 if (info->margin.bottom == margin)
15359 info->margin.bottom = margin;
15361 clutter_actor_queue_relayout (self);
15363 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
15367 * clutter_actor_get_margin_bottom:
15368 * @self: a #ClutterActor
15370 * Retrieves the bottom margin of a #ClutterActor.
15372 * Return value: the bottom margin
15377 clutter_actor_get_margin_bottom (ClutterActor *self)
15379 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15381 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
15385 * clutter_actor_set_margin_left:
15386 * @self: a #ClutterActor
15387 * @margin: the left margin
15389 * Sets the margin from the left of a #ClutterActor.
15394 clutter_actor_set_margin_left (ClutterActor *self,
15397 ClutterLayoutInfo *info;
15399 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15400 g_return_if_fail (margin >= 0.f);
15402 info = _clutter_actor_get_layout_info (self);
15404 if (info->margin.left == margin)
15407 info->margin.left = margin;
15409 clutter_actor_queue_relayout (self);
15411 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
15415 * clutter_actor_get_margin_left:
15416 * @self: a #ClutterActor
15418 * Retrieves the left margin of a #ClutterActor.
15420 * Return value: the left margin
15425 clutter_actor_get_margin_left (ClutterActor *self)
15427 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15429 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
15433 * clutter_actor_set_margin_right:
15434 * @self: a #ClutterActor
15435 * @margin: the right margin
15437 * Sets the margin from the right of a #ClutterActor.
15442 clutter_actor_set_margin_right (ClutterActor *self,
15445 ClutterLayoutInfo *info;
15447 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15448 g_return_if_fail (margin >= 0.f);
15450 info = _clutter_actor_get_layout_info (self);
15452 if (info->margin.right == margin)
15455 info->margin.right = margin;
15457 clutter_actor_queue_relayout (self);
15459 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
15463 * clutter_actor_get_margin_right:
15464 * @self: a #ClutterActor
15466 * Retrieves the right margin of a #ClutterActor.
15468 * Return value: the right margin
15473 clutter_actor_get_margin_right (ClutterActor *self)
15475 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15477 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
15481 * clutter_actor_set_background_color:
15482 * @self: a #ClutterActor
15483 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
15486 * Sets the background color of a #ClutterActor.
15488 * The background color will be used to cover the whole allocation of the
15489 * actor. The default background color of an actor is transparent.
15491 * To check whether an actor has a background color, you can use the
15492 * #ClutterActor:background-color-set actor property.
15497 clutter_actor_set_background_color (ClutterActor *self,
15498 const ClutterColor *color)
15500 ClutterActorPrivate *priv;
15502 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15508 priv->bg_color_set = FALSE;
15509 g_object_notify_by_pspec (G_OBJECT (self),
15510 obj_props[PROP_BACKGROUND_COLOR_SET]);
15514 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
15517 priv->bg_color = *color;
15518 priv->bg_color_set = TRUE;
15520 clutter_actor_queue_redraw (self);
15522 g_object_notify_by_pspec (G_OBJECT (self),
15523 obj_props[PROP_BACKGROUND_COLOR_SET]);
15524 g_object_notify_by_pspec (G_OBJECT (self),
15525 obj_props[PROP_BACKGROUND_COLOR]);
15529 * clutter_actor_get_background_color:
15530 * @self: a #ClutterActor
15531 * @color: (out caller-allocates): return location for a #ClutterColor
15533 * Retrieves the color set using clutter_actor_set_background_color().
15538 clutter_actor_get_background_color (ClutterActor *self,
15539 ClutterColor *color)
15541 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15542 g_return_if_fail (color != NULL);
15544 *color = self->priv->bg_color;
15548 * clutter_actor_get_previous_sibling:
15549 * @self: a #ClutterActor
15551 * Retrieves the sibling of @self that comes before it in the list
15552 * of children of @self's parent.
15554 * The returned pointer is only valid until the scene graph changes; it
15555 * is not safe to modify the list of children of @self while iterating
15558 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15563 clutter_actor_get_previous_sibling (ClutterActor *self)
15565 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15567 return self->priv->prev_sibling;
15571 * clutter_actor_get_next_sibling:
15572 * @self: a #ClutterActor
15574 * Retrieves the sibling of @self that comes after it in the list
15575 * of children of @self's parent.
15577 * The returned pointer is only valid until the scene graph changes; it
15578 * is not safe to modify the list of children of @self while iterating
15581 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15586 clutter_actor_get_next_sibling (ClutterActor *self)
15588 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15590 return self->priv->next_sibling;
15594 * clutter_actor_get_first_child:
15595 * @self: a #ClutterActor
15597 * Retrieves the first child of @self.
15599 * The returned pointer is only valid until the scene graph changes; it
15600 * is not safe to modify the list of children of @self while iterating
15603 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15608 clutter_actor_get_first_child (ClutterActor *self)
15610 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15612 return self->priv->first_child;
15616 * clutter_actor_get_last_child:
15617 * @self: a #ClutterActor
15619 * Retrieves the last child of @self.
15621 * The returned pointer is only valid until the scene graph changes; it
15622 * is not safe to modify the list of children of @self while iterating
15625 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15630 clutter_actor_get_last_child (ClutterActor *self)
15632 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15634 return self->priv->last_child;
15637 /* easy way to have properly named fields instead of the dummy ones
15638 * we use in the public structure
15640 typedef struct _RealActorIter
15642 ClutterActor *root; /* dummy1 */
15643 ClutterActor *current; /* dummy2 */
15644 gpointer padding_1; /* dummy3 */
15645 gint age; /* dummy4 */
15646 gpointer padding_2; /* dummy5 */
15650 * clutter_actor_iter_init:
15651 * @iter: a #ClutterActorIter
15652 * @root: a #ClutterActor
15654 * Initializes a #ClutterActorIter, which can then be used to iterate
15655 * efficiently over a section of the scene graph, and associates it
15658 * Modifying the scene graph section that contains @root will invalidate
15662 * ClutterActorIter iter;
15663 * ClutterActor *child;
15665 * clutter_actor_iter_init (&iter, container);
15666 * while (clutter_actor_iter_next (&iter, &child))
15668 * /* do something with child */
15675 clutter_actor_iter_init (ClutterActorIter *iter,
15676 ClutterActor *root)
15678 RealActorIter *ri = (RealActorIter *) iter;
15680 g_return_if_fail (iter != NULL);
15681 g_return_if_fail (CLUTTER_IS_ACTOR (root));
15684 ri->current = NULL;
15685 ri->age = root->priv->age;
15689 * clutter_actor_iter_next:
15690 * @iter: a #ClutterActorIter
15691 * @child: (out): return location for a #ClutterActor
15693 * Advances the @iter and retrieves the next child of the root #ClutterActor
15694 * that was used to initialize the #ClutterActorIterator.
15696 * If the iterator can advance, this function returns %TRUE and sets the
15699 * If the iterator cannot advance, this function returns %FALSE, and
15700 * the contents of @child are undefined.
15702 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15707 clutter_actor_iter_next (ClutterActorIter *iter,
15708 ClutterActor **child)
15710 RealActorIter *ri = (RealActorIter *) iter;
15712 g_return_val_if_fail (iter != NULL, FALSE);
15713 g_return_val_if_fail (ri->root != NULL, FALSE);
15714 #ifndef G_DISABLE_ASSERT
15715 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15718 if (ri->current == NULL)
15719 ri->current = ri->root->priv->first_child;
15721 ri->current = ri->current->priv->next_sibling;
15724 *child = ri->current;
15726 return ri->current != NULL;
15730 * clutter_actor_iter_next:
15731 * @iter: a #ClutterActorIter
15732 * @child: (out): return location for a #ClutterActor
15734 * Advances the @iter and retrieves the previous child of the root
15735 * #ClutterActor that was used to initialize the #ClutterActorIterator.
15737 * If the iterator can advance, this function returns %TRUE and sets the
15740 * If the iterator cannot advance, this function returns %FALSE, and
15741 * the contents of @child are undefined.
15743 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15748 clutter_actor_iter_prev (ClutterActorIter *iter,
15749 ClutterActor **child)
15751 RealActorIter *ri = (RealActorIter *) iter;
15753 g_return_val_if_fail (iter != NULL, FALSE);
15754 g_return_val_if_fail (ri->root != NULL, FALSE);
15755 #ifndef G_DISABLE_ASSERT
15756 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15759 if (ri->current == NULL)
15760 ri->current = ri->root->priv->last_child;
15762 ri->current = ri->current->priv->prev_sibling;
15765 *child = ri->current;
15767 return ri->current != NULL;
15771 * clutter_actor_iter_remove:
15772 * @iter: a #ClutterActorIter
15774 * Safely removes the #ClutterActor currently pointer to by the iterator
15777 * This function can only be called after clutter_actor_iter_next() or
15778 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15779 * than once for the same actor.
15781 * This function will call clutter_actor_remove_child() internally.
15786 clutter_actor_iter_remove (ClutterActorIter *iter)
15788 RealActorIter *ri = (RealActorIter *) iter;
15791 g_return_if_fail (iter != NULL);
15792 g_return_if_fail (ri->root != NULL);
15793 #ifndef G_DISABLE_ASSERT
15794 g_return_if_fail (ri->age == ri->root->priv->age);
15796 g_return_if_fail (ri->current != NULL);
15802 ri->current = cur->priv->prev_sibling;
15804 clutter_actor_remove_child_internal (ri->root, cur,
15805 REMOVE_CHILD_DEFAULT_FLAGS);
15812 * clutter_actor_iter_destroy:
15813 * @iter: a #ClutterActorIter
15815 * Safely destroys the #ClutterActor currently pointer to by the iterator
15818 * This function can only be called after clutter_actor_iter_next() or
15819 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15820 * than once for the same actor.
15822 * This function will call clutter_actor_destroy() internally.
15827 clutter_actor_iter_destroy (ClutterActorIter *iter)
15829 RealActorIter *ri = (RealActorIter *) iter;
15832 g_return_if_fail (iter != NULL);
15833 g_return_if_fail (ri->root != NULL);
15834 #ifndef G_DISABLE_ASSERT
15835 g_return_if_fail (ri->age == ri->root->priv->age);
15837 g_return_if_fail (ri->current != NULL);
15843 ri->current = cur->priv->prev_sibling;
15845 clutter_actor_destroy (cur);