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 (outline);
2729 cogl_object_unref (prim);
2733 PangoLayout *layout;
2734 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2735 pango_layout_set_text (layout, label, -1);
2736 cogl_pango_render_layout (layout,
2741 g_object_unref (layout);
2746 _clutter_actor_draw_paint_volume (ClutterActor *self)
2748 ClutterPaintVolume *pv;
2751 pv = _clutter_actor_get_paint_volume_mutable (self);
2754 gfloat width, height;
2755 ClutterPaintVolume fake_pv;
2757 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2758 _clutter_paint_volume_init_static (&fake_pv, stage);
2760 clutter_actor_get_size (self, &width, &height);
2761 clutter_paint_volume_set_width (&fake_pv, width);
2762 clutter_paint_volume_set_height (&fake_pv, height);
2764 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2765 _clutter_actor_draw_paint_volume_full (self, &fake_pv,
2766 _clutter_actor_get_debug_name (self),
2769 clutter_paint_volume_free (&fake_pv);
2773 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2774 _clutter_actor_draw_paint_volume_full (self, pv,
2775 _clutter_actor_get_debug_name (self),
2781 _clutter_actor_paint_cull_result (ClutterActor *self,
2783 ClutterCullResult result)
2785 ClutterPaintVolume *pv;
2790 if (result == CLUTTER_CULL_RESULT_IN)
2791 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2792 else if (result == CLUTTER_CULL_RESULT_OUT)
2793 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2795 cogl_color_init_from_4f (&color, 0, 1, 1, 1);
2798 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2800 if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
2801 _clutter_actor_draw_paint_volume_full (self, pv,
2802 _clutter_actor_get_debug_name (self),
2806 PangoLayout *layout;
2808 g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
2809 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2810 cogl_set_source_color (&color);
2812 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2813 pango_layout_set_text (layout, label, -1);
2814 cogl_pango_render_layout (layout,
2820 g_object_unref (layout);
2824 static int clone_paint_level = 0;
2827 _clutter_actor_push_clone_paint (void)
2829 clone_paint_level++;
2833 _clutter_actor_pop_clone_paint (void)
2835 clone_paint_level--;
2839 in_clone_paint (void)
2841 return clone_paint_level > 0;
2844 /* Returns TRUE if the actor can be ignored */
2845 /* FIXME: we should return a ClutterCullResult, and
2846 * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
2847 * means there's no point in trying to cull descendants of the current
2850 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
2852 ClutterActorPrivate *priv = self->priv;
2853 ClutterActor *stage;
2854 const ClutterPlane *stage_clip;
2856 if (!priv->last_paint_volume_valid)
2858 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2859 "->last_paint_volume_valid == FALSE",
2860 _clutter_actor_get_debug_name (self));
2864 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
2867 stage = _clutter_actor_get_stage_internal (self);
2868 stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
2869 if (G_UNLIKELY (!stage_clip))
2871 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2872 "No stage clip set",
2873 _clutter_actor_get_debug_name (self));
2877 if (cogl_get_draw_framebuffer () !=
2878 _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
2880 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2881 "Current framebuffer doesn't correspond to stage",
2882 _clutter_actor_get_debug_name (self));
2887 _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
2892 _clutter_actor_update_last_paint_volume (ClutterActor *self)
2894 ClutterActorPrivate *priv = self->priv;
2895 const ClutterPaintVolume *pv;
2897 if (priv->last_paint_volume_valid)
2899 clutter_paint_volume_free (&priv->last_paint_volume);
2900 priv->last_paint_volume_valid = FALSE;
2903 pv = clutter_actor_get_paint_volume (self);
2906 CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
2907 "Actor failed to report a paint volume",
2908 _clutter_actor_get_debug_name (self));
2912 _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
2914 _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
2915 NULL); /* eye coordinates */
2917 priv->last_paint_volume_valid = TRUE;
2920 static inline gboolean
2921 actor_has_shader_data (ClutterActor *self)
2923 return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
2927 _clutter_actor_get_pick_id (ClutterActor *self)
2929 if (self->priv->pick_id < 0)
2932 return self->priv->pick_id;
2935 /* This is the same as clutter_actor_add_effect except that it doesn't
2936 queue a redraw and it doesn't notify on the effect property */
2938 _clutter_actor_add_effect_internal (ClutterActor *self,
2939 ClutterEffect *effect)
2941 ClutterActorPrivate *priv = self->priv;
2943 if (priv->effects == NULL)
2945 priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
2946 priv->effects->actor = self;
2949 _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2952 /* This is the same as clutter_actor_remove_effect except that it doesn't
2953 queue a redraw and it doesn't notify on the effect property */
2955 _clutter_actor_remove_effect_internal (ClutterActor *self,
2956 ClutterEffect *effect)
2958 ClutterActorPrivate *priv = self->priv;
2960 if (priv->effects == NULL)
2963 _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2967 needs_flatten_effect (ClutterActor *self)
2969 ClutterActorPrivate *priv = self->priv;
2971 if (G_UNLIKELY (clutter_paint_debug_flags &
2972 CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
2975 if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
2977 else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
2979 if (clutter_actor_get_paint_opacity (self) < 255 &&
2980 clutter_actor_has_overlaps (self))
2988 add_or_remove_flatten_effect (ClutterActor *self)
2990 ClutterActorPrivate *priv = self->priv;
2992 /* Add or remove the flatten effect depending on the
2993 offscreen-redirect property. */
2994 if (needs_flatten_effect (self))
2996 if (priv->flatten_effect == NULL)
2998 ClutterActorMeta *actor_meta;
3001 priv->flatten_effect = _clutter_flatten_effect_new ();
3002 /* Keep a reference to the effect so that we can queue
3004 g_object_ref_sink (priv->flatten_effect);
3006 /* Set the priority of the effect to high so that it will
3007 always be applied to the actor first. It uses an internal
3008 priority so that it won't be visible to applications */
3009 actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3010 priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3011 _clutter_actor_meta_set_priority (actor_meta, priority);
3013 /* This will add the effect without queueing a redraw */
3014 _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3019 if (priv->flatten_effect != NULL)
3021 /* Destroy the effect so that it will lose its fbo cache of
3023 _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3024 g_object_unref (priv->flatten_effect);
3025 priv->flatten_effect = NULL;
3031 clutter_actor_real_paint (ClutterActor *actor)
3033 ClutterActorPrivate *priv = actor->priv;
3036 /* paint the background color, if set */
3037 if (priv->bg_color_set)
3039 float width, height;
3042 clutter_actor_box_get_size (&priv->allocation, &width, &height);
3044 real_alpha = clutter_actor_get_paint_opacity_internal (actor)
3045 * priv->bg_color.alpha
3048 cogl_set_source_color4ub (priv->bg_color.red,
3049 priv->bg_color.green,
3050 priv->bg_color.blue,
3053 cogl_rectangle (0, 0, width, height);
3056 for (iter = priv->first_child;
3058 iter = iter->priv->next_sibling)
3060 CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3061 _clutter_actor_get_debug_name (iter),
3062 _clutter_actor_get_debug_name (actor),
3063 iter->priv->allocation.x1,
3064 iter->priv->allocation.y1,
3065 iter->priv->allocation.x2 - iter->priv->allocation.x1,
3066 iter->priv->allocation.y2 - iter->priv->allocation.y1);
3068 clutter_actor_paint (iter);
3073 * clutter_actor_paint:
3074 * @self: A #ClutterActor
3076 * Renders the actor to display.
3078 * This function should not be called directly by applications.
3079 * Call clutter_actor_queue_redraw() to queue paints, instead.
3081 * This function is context-aware, and will either cause a
3082 * regular paint or a pick paint.
3084 * This function will emit the #ClutterActor::paint signal or
3085 * the #ClutterActor::pick signal, depending on the context.
3087 * This function does not paint the actor if the actor is set to 0,
3088 * unless it is performing a pick paint.
3091 clutter_actor_paint (ClutterActor *self)
3093 ClutterActorPrivate *priv;
3094 ClutterPickMode pick_mode;
3095 gboolean clip_set = FALSE;
3096 gboolean shader_applied = FALSE;
3098 CLUTTER_STATIC_COUNTER (actor_paint_counter,
3099 "Actor real-paint counter",
3100 "Increments each time any actor is painted",
3101 0 /* no application private data */);
3102 CLUTTER_STATIC_COUNTER (actor_pick_counter,
3103 "Actor pick-paint counter",
3104 "Increments each time any actor is painted "
3106 0 /* no application private data */);
3108 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3110 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3115 pick_mode = _clutter_context_get_pick_mode ();
3117 if (pick_mode == CLUTTER_PICK_NONE)
3118 priv->propagated_one_redraw = FALSE;
3120 /* It's an important optimization that we consider painting of
3121 * actors with 0 opacity to be a NOP... */
3122 if (pick_mode == CLUTTER_PICK_NONE &&
3123 /* ignore top-levels, since they might be transparent */
3124 !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3125 /* Use the override opacity if its been set */
3126 ((priv->opacity_override >= 0) ?
3127 priv->opacity_override : priv->opacity) == 0)
3130 /* if we aren't paintable (not in a toplevel with all
3131 * parents paintable) then do nothing.
3133 if (!CLUTTER_ACTOR_IS_MAPPED (self))
3136 /* mark that we are in the paint process */
3137 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3141 if (priv->enable_model_view_transform)
3145 /* XXX: It could be better to cache the modelview with the actor
3146 * instead of progressively building up the transformations on
3147 * the matrix stack every time we paint. */
3148 cogl_get_modelview_matrix (&matrix);
3149 _clutter_actor_apply_modelview_transform (self, &matrix);
3151 #ifdef CLUTTER_ENABLE_DEBUG
3152 /* Catch when out-of-band transforms have been made by actors not as part
3153 * of an apply_transform vfunc... */
3154 if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3156 CoglMatrix expected_matrix;
3158 _clutter_actor_get_relative_transformation_matrix (self, NULL,
3161 if (!cogl_matrix_equal (&matrix, &expected_matrix))
3163 GString *buf = g_string_sized_new (1024);
3164 ClutterActor *parent;
3167 while (parent != NULL)
3169 g_string_append (buf, _clutter_actor_get_debug_name (parent));
3171 if (parent->priv->parent != NULL)
3172 g_string_append (buf, "->");
3174 parent = parent->priv->parent;
3177 g_warning ("Unexpected transform found when painting actor "
3178 "\"%s\". This will be caused by one of the actor's "
3179 "ancestors (%s) using the Cogl API directly to transform "
3180 "children instead of using ::apply_transform().",
3181 _clutter_actor_get_debug_name (self),
3184 g_string_free (buf, TRUE);
3187 #endif /* CLUTTER_ENABLE_DEBUG */
3189 cogl_set_modelview_matrix (&matrix);
3194 cogl_clip_push_rectangle (priv->clip.x,
3196 priv->clip.x + priv->clip.width,
3197 priv->clip.y + priv->clip.height);
3200 else if (priv->clip_to_allocation)
3202 gfloat width, height;
3204 width = priv->allocation.x2 - priv->allocation.x1;
3205 height = priv->allocation.y2 - priv->allocation.y1;
3207 cogl_clip_push_rectangle (0, 0, width, height);
3211 if (pick_mode == CLUTTER_PICK_NONE)
3213 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3215 /* We check whether we need to add the flatten effect before
3216 each paint so that we can avoid having a mechanism for
3217 applications to notify when the value of the
3218 has_overlaps virtual changes. */
3219 add_or_remove_flatten_effect (self);
3222 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3224 /* We save the current paint volume so that the next time the
3225 * actor queues a redraw we can constrain the redraw to just
3226 * cover the union of the new bounding box and the old.
3228 * We also fetch the current paint volume to perform culling so
3229 * we can avoid painting actors outside the current clip region.
3231 * If we are painting inside a clone, we should neither update
3232 * the paint volume or use it to cull painting, since the paint
3233 * box represents the location of the source actor on the
3236 * XXX: We are starting to do a lot of vertex transforms on
3237 * the CPU in a typical paint, so at some point we should
3238 * audit these and consider caching some things.
3240 * NB: We don't perform culling while picking at this point because
3241 * clutter-stage.c doesn't setup the clipping planes appropriately.
3243 * NB: We don't want to update the last-paint-volume during picking
3244 * because the last-paint-volume is used to determine the old screen
3245 * space location of an actor that has moved so we can know the
3246 * minimal region to redraw to clear an old view of the actor. If we
3247 * update this during picking then by the time we come around to
3248 * paint then the last-paint-volume would likely represent the new
3249 * actor position not the old.
3251 if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3254 /* annoyingly gcc warns if uninitialized even though
3255 * the initialization is redundant :-( */
3256 ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3258 if (G_LIKELY ((clutter_paint_debug_flags &
3259 (CLUTTER_DEBUG_DISABLE_CULLING |
3260 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3261 (CLUTTER_DEBUG_DISABLE_CULLING |
3262 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3263 _clutter_actor_update_last_paint_volume (self);
3265 success = cull_actor (self, &result);
3267 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3268 _clutter_actor_paint_cull_result (self, success, result);
3269 else if (result == CLUTTER_CULL_RESULT_OUT && success)
3273 if (priv->effects == NULL)
3275 if (pick_mode == CLUTTER_PICK_NONE &&
3276 actor_has_shader_data (self))
3278 _clutter_actor_shader_pre_paint (self, FALSE);
3279 shader_applied = TRUE;
3282 priv->next_effect_to_paint = NULL;
3285 priv->next_effect_to_paint =
3286 _clutter_meta_group_peek_metas (priv->effects);
3288 clutter_actor_continue_paint (self);
3291 _clutter_actor_shader_post_paint (self);
3293 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3294 pick_mode == CLUTTER_PICK_NONE))
3295 _clutter_actor_draw_paint_volume (self);
3298 /* If we make it here then the actor has run through a complete
3299 paint run including all the effects so it's no longer dirty */
3300 if (pick_mode == CLUTTER_PICK_NONE)
3301 priv->is_dirty = FALSE;
3308 /* paint sequence complete */
3309 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3313 * clutter_actor_continue_paint:
3314 * @self: A #ClutterActor
3316 * Run the next stage of the paint sequence. This function should only
3317 * be called within the implementation of the ‘run’ virtual of a
3318 * #ClutterEffect. It will cause the run method of the next effect to
3319 * be applied, or it will paint the actual actor if the current effect
3320 * is the last effect in the chain.
3325 clutter_actor_continue_paint (ClutterActor *self)
3327 ClutterActorPrivate *priv;
3329 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3330 /* This should only be called from with in the ‘run’ implementation
3331 of a ClutterEffect */
3332 g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3336 /* Skip any effects that are disabled */
3337 while (priv->next_effect_to_paint &&
3338 !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3339 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3341 /* If this has come from the last effect then we'll just paint the
3343 if (priv->next_effect_to_paint == NULL)
3345 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3347 g_signal_emit (self, actor_signals[PAINT], 0);
3351 ClutterColor col = { 0, };
3353 _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3355 /* Actor will then paint silhouette of itself in supplied
3356 * color. See clutter_stage_get_actor_at_pos() for where
3357 * picking is enabled.
3359 g_signal_emit (self, actor_signals[PICK], 0, &col);
3364 ClutterEffect *old_current_effect;
3365 ClutterEffectPaintFlags run_flags = 0;
3367 /* Cache the current effect so that we can put it back before
3369 old_current_effect = priv->current_effect;
3371 priv->current_effect = priv->next_effect_to_paint->data;
3372 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3374 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3378 /* If there's an effect queued with this redraw then all
3379 effects up to that one will be considered dirty. It
3380 is expected the queued effect will paint the cached
3381 image and not call clutter_actor_continue_paint again
3382 (although it should work ok if it does) */
3383 if (priv->effect_to_redraw == NULL ||
3384 priv->current_effect != priv->effect_to_redraw)
3385 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3388 _clutter_effect_paint (priv->current_effect, run_flags);
3392 /* We can't determine when an actor has been modified since
3393 its last pick so lets just assume it has always been
3395 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3397 _clutter_effect_pick (priv->current_effect, run_flags);
3400 priv->current_effect = old_current_effect;
3404 static ClutterActorTraverseVisitFlags
3405 invalidate_queue_redraw_entry (ClutterActor *self,
3409 ClutterActorPrivate *priv = self->priv;
3411 if (priv->queue_redraw_entry != NULL)
3413 _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3414 priv->queue_redraw_entry = NULL;
3417 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3421 remove_child (ClutterActor *self,
3422 ClutterActor *child)
3424 ClutterActor *prev_sibling, *next_sibling;
3426 prev_sibling = child->priv->prev_sibling;
3427 next_sibling = child->priv->next_sibling;
3429 if (prev_sibling != NULL)
3430 prev_sibling->priv->next_sibling = next_sibling;
3432 if (next_sibling != NULL)
3433 next_sibling->priv->prev_sibling = prev_sibling;
3435 if (self->priv->first_child == child)
3436 self->priv->first_child = next_sibling;
3438 if (self->priv->last_child == child)
3439 self->priv->last_child = prev_sibling;
3441 child->priv->parent = NULL;
3442 child->priv->prev_sibling = NULL;
3443 child->priv->next_sibling = NULL;
3447 REMOVE_CHILD_DESTROY_META = 1 << 0,
3448 REMOVE_CHILD_EMIT_PARENT_SET = 1 << 1,
3449 REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3450 REMOVE_CHILD_CHECK_STATE = 1 << 3,
3451 REMOVE_CHILD_FLUSH_QUEUE = 1 << 4,
3452 REMOVE_CHILD_NOTIFY_FIRST_LAST = 1 << 5,
3454 /* default flags for public API */
3455 REMOVE_CHILD_DEFAULT_FLAGS = REMOVE_CHILD_DESTROY_META |
3456 REMOVE_CHILD_EMIT_PARENT_SET |
3457 REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3458 REMOVE_CHILD_CHECK_STATE |
3459 REMOVE_CHILD_FLUSH_QUEUE |
3460 REMOVE_CHILD_NOTIFY_FIRST_LAST,
3462 /* flags for legacy/deprecated API */
3463 REMOVE_CHILD_LEGACY_FLAGS = REMOVE_CHILD_CHECK_STATE |
3464 REMOVE_CHILD_FLUSH_QUEUE |
3465 REMOVE_CHILD_EMIT_PARENT_SET |
3466 REMOVE_CHILD_NOTIFY_FIRST_LAST
3467 } ClutterActorRemoveChildFlags;
3470 * clutter_actor_remove_child_internal:
3471 * @self: a #ClutterActor
3472 * @child: the child of @self that has to be removed
3473 * @flags: control the removal operations
3475 * Removes @child from the list of children of @self.
3478 clutter_actor_remove_child_internal (ClutterActor *self,
3479 ClutterActor *child,
3480 ClutterActorRemoveChildFlags flags)
3482 ClutterActor *old_first, *old_last;
3483 gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3484 gboolean flush_queue;
3485 gboolean notify_first_last;
3486 gboolean was_mapped;
3488 destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3489 emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3490 emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3491 check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3492 flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3493 notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3496 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3500 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3502 /* we need to unrealize *before* we set parent_actor to NULL,
3503 * because in an unrealize method actors are dissociating from the
3504 * stage, which means they need to be able to
3505 * clutter_actor_get_stage().
3507 * yhis should unmap and unrealize, unless we're reparenting.
3509 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3516 /* We take this opportunity to invalidate any queue redraw entry
3517 * associated with the actor and descendants since we won't be able to
3518 * determine the appropriate stage after this.
3520 * we do this after we updated the mapped state because actors might
3521 * end up queueing redraws inside their mapped/unmapped virtual
3522 * functions, and if we invalidate the redraw entry we could end up
3523 * with an inconsistent state and weird memory corruption. see
3526 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3527 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3529 _clutter_actor_traverse (child,
3531 invalidate_queue_redraw_entry,
3536 old_first = self->priv->first_child;
3537 old_last = self->priv->last_child;
3539 remove_child (self, child);
3541 self->priv->n_children -= 1;
3543 self->priv->age += 1;
3545 /* clutter_actor_reparent() will emit ::parent-set for us */
3546 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3547 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3549 /* if the child was mapped then we need to relayout ourselves to account
3550 * for the removed child
3553 clutter_actor_queue_relayout (self);
3555 /* we need to emit the signal before dropping the reference */
3556 if (emit_actor_removed)
3557 g_signal_emit_by_name (self, "actor-removed", child);
3559 if (notify_first_last)
3561 if (old_first != self->priv->first_child)
3562 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3564 if (old_last != self->priv->last_child)
3565 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3568 /* remove the reference we acquired in clutter_actor_add_child() */
3569 g_object_unref (child);
3572 static const ClutterTransformInfo default_transform_info = {
3573 0.0, { 0, }, /* rotation-x */
3574 0.0, { 0, }, /* rotation-y */
3575 0.0, { 0, }, /* rotation-z */
3577 1.0, 1.0, { 0, }, /* scale */
3579 { 0, }, /* anchor */
3583 * _clutter_actor_get_transform_info_or_defaults:
3584 * @self: a #ClutterActor
3586 * Retrieves the ClutterTransformInfo structure associated to an actor.
3588 * If the actor does not have a ClutterTransformInfo structure associated
3589 * to it, then the default structure will be returned.
3591 * This function should only be used for getters.
3593 * Return value: a const pointer to the ClutterTransformInfo structure
3595 const ClutterTransformInfo *
3596 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3598 ClutterTransformInfo *info;
3600 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3604 return &default_transform_info;
3608 clutter_transform_info_free (gpointer data)
3611 g_slice_free (ClutterTransformInfo, data);
3615 * _clutter_actor_get_transform_info:
3616 * @self: a #ClutterActor
3618 * Retrieves a pointer to the ClutterTransformInfo structure.
3620 * If the actor does not have a ClutterTransformInfo associated to it, one
3621 * will be created and initialized to the default values.
3623 * This function should be used for setters.
3625 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3628 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3631 ClutterTransformInfo *
3632 _clutter_actor_get_transform_info (ClutterActor *self)
3634 ClutterTransformInfo *info;
3636 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3639 info = g_slice_new (ClutterTransformInfo);
3641 *info = default_transform_info;
3643 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3645 clutter_transform_info_free);
3652 * clutter_actor_set_rotation_angle_internal:
3653 * @self: a #ClutterActor
3654 * @axis: the axis of the angle to change
3655 * @angle: the angle of rotation
3657 * Sets the rotation angle on the given axis without affecting the
3658 * rotation center point.
3661 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
3662 ClutterRotateAxis axis,
3665 GObject *obj = G_OBJECT (self);
3666 ClutterTransformInfo *info;
3668 info = _clutter_actor_get_transform_info (self);
3670 g_object_freeze_notify (obj);
3674 case CLUTTER_X_AXIS:
3675 info->rx_angle = angle;
3676 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3679 case CLUTTER_Y_AXIS:
3680 info->ry_angle = angle;
3681 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3684 case CLUTTER_Z_AXIS:
3685 info->rz_angle = angle;
3686 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3690 self->priv->transform_valid = FALSE;
3692 g_object_thaw_notify (obj);
3694 clutter_actor_queue_redraw (self);
3698 * clutter_actor_set_rotation_center_internal:
3699 * @self: a #ClutterActor
3700 * @axis: the axis of the center to change
3701 * @center: the coordinates of the rotation center
3703 * Sets the rotation center on the given axis without affecting the
3707 clutter_actor_set_rotation_center_internal (ClutterActor *self,
3708 ClutterRotateAxis axis,
3709 const ClutterVertex *center)
3711 GObject *obj = G_OBJECT (self);
3712 ClutterTransformInfo *info;
3713 ClutterVertex v = { 0, 0, 0 };
3715 info = _clutter_actor_get_transform_info (self);
3720 g_object_freeze_notify (obj);
3724 case CLUTTER_X_AXIS:
3725 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
3726 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
3729 case CLUTTER_Y_AXIS:
3730 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
3731 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
3734 case CLUTTER_Z_AXIS:
3735 /* if the previously set rotation center was fractional, then
3736 * setting explicit coordinates will have to notify the
3737 * :rotation-center-z-gravity property as well
3739 if (info->rz_center.is_fractional)
3740 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
3742 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
3743 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
3747 self->priv->transform_valid = FALSE;
3749 g_object_thaw_notify (obj);
3751 clutter_actor_queue_redraw (self);
3755 clutter_actor_set_scale_factor (ClutterActor *self,
3756 ClutterRotateAxis axis,
3759 GObject *obj = G_OBJECT (self);
3760 ClutterTransformInfo *info;
3762 info = _clutter_actor_get_transform_info (self);
3764 g_object_freeze_notify (obj);
3768 case CLUTTER_X_AXIS:
3769 info->scale_x = factor;
3770 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
3773 case CLUTTER_Y_AXIS:
3774 info->scale_y = factor;
3775 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
3779 g_assert_not_reached ();
3782 self->priv->transform_valid = FALSE;
3784 clutter_actor_queue_redraw (self);
3786 g_object_thaw_notify (obj);
3790 clutter_actor_set_scale_center (ClutterActor *self,
3791 ClutterRotateAxis axis,
3794 GObject *obj = G_OBJECT (self);
3795 ClutterTransformInfo *info;
3796 gfloat center_x, center_y;
3798 info = _clutter_actor_get_transform_info (self);
3800 g_object_freeze_notify (obj);
3802 /* get the current scale center coordinates */
3803 clutter_anchor_coord_get_units (self, &info->scale_center,
3808 /* we need to notify this too, because setting explicit coordinates will
3809 * change the gravity as a side effect
3811 if (info->scale_center.is_fractional)
3812 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
3816 case CLUTTER_X_AXIS:
3817 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
3818 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
3821 case CLUTTER_Y_AXIS:
3822 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
3823 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
3827 g_assert_not_reached ();
3830 self->priv->transform_valid = FALSE;
3832 clutter_actor_queue_redraw (self);
3834 g_object_thaw_notify (obj);
3838 clutter_actor_set_anchor_coord (ClutterActor *self,
3839 ClutterRotateAxis axis,
3842 GObject *obj = G_OBJECT (self);
3843 ClutterTransformInfo *info;
3844 gfloat anchor_x, anchor_y;
3846 info = _clutter_actor_get_transform_info (self);
3848 g_object_freeze_notify (obj);
3850 clutter_anchor_coord_get_units (self, &info->anchor,
3855 if (info->anchor.is_fractional)
3856 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
3860 case CLUTTER_X_AXIS:
3861 clutter_anchor_coord_set_units (&info->anchor,
3865 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
3868 case CLUTTER_Y_AXIS:
3869 clutter_anchor_coord_set_units (&info->anchor,
3873 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
3877 g_assert_not_reached ();
3880 self->priv->transform_valid = FALSE;
3882 clutter_actor_queue_redraw (self);
3884 g_object_thaw_notify (obj);
3888 clutter_actor_set_property (GObject *object,
3890 const GValue *value,
3893 ClutterActor *actor = CLUTTER_ACTOR (object);
3894 ClutterActorPrivate *priv = actor->priv;
3899 clutter_actor_set_x (actor, g_value_get_float (value));
3903 clutter_actor_set_y (actor, g_value_get_float (value));
3907 clutter_actor_set_width (actor, g_value_get_float (value));
3911 clutter_actor_set_height (actor, g_value_get_float (value));
3915 clutter_actor_set_x (actor, g_value_get_float (value));
3919 clutter_actor_set_y (actor, g_value_get_float (value));
3922 case PROP_FIXED_POSITION_SET:
3923 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
3926 case PROP_MIN_WIDTH:
3927 clutter_actor_set_min_width (actor, g_value_get_float (value));
3930 case PROP_MIN_HEIGHT:
3931 clutter_actor_set_min_height (actor, g_value_get_float (value));
3934 case PROP_NATURAL_WIDTH:
3935 clutter_actor_set_natural_width (actor, g_value_get_float (value));
3938 case PROP_NATURAL_HEIGHT:
3939 clutter_actor_set_natural_height (actor, g_value_get_float (value));
3942 case PROP_MIN_WIDTH_SET:
3943 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
3946 case PROP_MIN_HEIGHT_SET:
3947 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
3950 case PROP_NATURAL_WIDTH_SET:
3951 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
3954 case PROP_NATURAL_HEIGHT_SET:
3955 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
3958 case PROP_REQUEST_MODE:
3959 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
3963 clutter_actor_set_depth (actor, g_value_get_float (value));
3967 clutter_actor_set_opacity (actor, g_value_get_uint (value));
3970 case PROP_OFFSCREEN_REDIRECT:
3971 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
3975 clutter_actor_set_name (actor, g_value_get_string (value));
3979 if (g_value_get_boolean (value) == TRUE)
3980 clutter_actor_show (actor);
3982 clutter_actor_hide (actor);
3986 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
3987 g_value_get_double (value));
3991 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
3992 g_value_get_double (value));
3995 case PROP_SCALE_CENTER_X:
3996 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
3997 g_value_get_float (value));
4000 case PROP_SCALE_CENTER_Y:
4001 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4002 g_value_get_float (value));
4005 case PROP_SCALE_GRAVITY:
4007 const ClutterTransformInfo *info;
4008 ClutterGravity gravity;
4010 info = _clutter_actor_get_transform_info_or_defaults (actor);
4011 gravity = g_value_get_enum (value);
4013 clutter_actor_set_scale_with_gravity (actor,
4022 const ClutterGeometry *geom = g_value_get_boxed (value);
4024 clutter_actor_set_clip (actor,
4026 geom->width, geom->height);
4030 case PROP_CLIP_TO_ALLOCATION:
4031 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4035 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4038 case PROP_ROTATION_ANGLE_X:
4039 clutter_actor_set_rotation_angle_internal (actor,
4041 g_value_get_double (value));
4044 case PROP_ROTATION_ANGLE_Y:
4045 clutter_actor_set_rotation_angle_internal (actor,
4047 g_value_get_double (value));
4050 case PROP_ROTATION_ANGLE_Z:
4051 clutter_actor_set_rotation_angle_internal (actor,
4053 g_value_get_double (value));
4056 case PROP_ROTATION_CENTER_X:
4057 clutter_actor_set_rotation_center_internal (actor,
4059 g_value_get_boxed (value));
4062 case PROP_ROTATION_CENTER_Y:
4063 clutter_actor_set_rotation_center_internal (actor,
4065 g_value_get_boxed (value));
4068 case PROP_ROTATION_CENTER_Z:
4069 clutter_actor_set_rotation_center_internal (actor,
4071 g_value_get_boxed (value));
4074 case PROP_ROTATION_CENTER_Z_GRAVITY:
4076 const ClutterTransformInfo *info;
4078 info = _clutter_actor_get_transform_info_or_defaults (actor);
4079 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4080 g_value_get_enum (value));
4085 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4086 g_value_get_float (value));
4090 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4091 g_value_get_float (value));
4094 case PROP_ANCHOR_GRAVITY:
4095 clutter_actor_set_anchor_point_from_gravity (actor,
4096 g_value_get_enum (value));
4099 case PROP_SHOW_ON_SET_PARENT:
4100 priv->show_on_set_parent = g_value_get_boolean (value);
4103 case PROP_TEXT_DIRECTION:
4104 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4108 clutter_actor_add_action (actor, g_value_get_object (value));
4111 case PROP_CONSTRAINTS:
4112 clutter_actor_add_constraint (actor, g_value_get_object (value));
4116 clutter_actor_add_effect (actor, g_value_get_object (value));
4119 case PROP_LAYOUT_MANAGER:
4120 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4124 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4128 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4131 case PROP_MARGIN_TOP:
4132 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4135 case PROP_MARGIN_BOTTOM:
4136 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4139 case PROP_MARGIN_LEFT:
4140 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4143 case PROP_MARGIN_RIGHT:
4144 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4147 case PROP_BACKGROUND_COLOR:
4148 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4152 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4158 clutter_actor_get_property (GObject *object,
4163 ClutterActor *actor = CLUTTER_ACTOR (object);
4164 ClutterActorPrivate *priv = actor->priv;
4169 g_value_set_float (value, clutter_actor_get_x (actor));
4173 g_value_set_float (value, clutter_actor_get_y (actor));
4177 g_value_set_float (value, clutter_actor_get_width (actor));
4181 g_value_set_float (value, clutter_actor_get_height (actor));
4186 const ClutterLayoutInfo *info;
4188 info = _clutter_actor_get_layout_info_or_defaults (actor);
4189 g_value_set_float (value, info->fixed_x);
4195 const ClutterLayoutInfo *info;
4197 info = _clutter_actor_get_layout_info_or_defaults (actor);
4198 g_value_set_float (value, info->fixed_y);
4202 case PROP_FIXED_POSITION_SET:
4203 g_value_set_boolean (value, priv->position_set);
4206 case PROP_MIN_WIDTH:
4208 const ClutterLayoutInfo *info;
4210 info = _clutter_actor_get_layout_info_or_defaults (actor);
4211 g_value_set_float (value, info->min_width);
4215 case PROP_MIN_HEIGHT:
4217 const ClutterLayoutInfo *info;
4219 info = _clutter_actor_get_layout_info_or_defaults (actor);
4220 g_value_set_float (value, info->min_height);
4224 case PROP_NATURAL_WIDTH:
4226 const ClutterLayoutInfo *info;
4228 info = _clutter_actor_get_layout_info_or_defaults (actor);
4229 g_value_set_float (value, info->natural_width);
4233 case PROP_NATURAL_HEIGHT:
4235 const ClutterLayoutInfo *info;
4237 info = _clutter_actor_get_layout_info_or_defaults (actor);
4238 g_value_set_float (value, info->natural_height);
4242 case PROP_MIN_WIDTH_SET:
4243 g_value_set_boolean (value, priv->min_width_set);
4246 case PROP_MIN_HEIGHT_SET:
4247 g_value_set_boolean (value, priv->min_height_set);
4250 case PROP_NATURAL_WIDTH_SET:
4251 g_value_set_boolean (value, priv->natural_width_set);
4254 case PROP_NATURAL_HEIGHT_SET:
4255 g_value_set_boolean (value, priv->natural_height_set);
4258 case PROP_REQUEST_MODE:
4259 g_value_set_enum (value, priv->request_mode);
4262 case PROP_ALLOCATION:
4263 g_value_set_boxed (value, &priv->allocation);
4267 g_value_set_float (value, clutter_actor_get_depth (actor));
4271 g_value_set_uint (value, priv->opacity);
4274 case PROP_OFFSCREEN_REDIRECT:
4275 g_value_set_enum (value, priv->offscreen_redirect);
4279 g_value_set_string (value, priv->name);
4283 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4287 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4291 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4295 g_value_set_boolean (value, priv->has_clip);
4300 ClutterGeometry clip;
4302 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4303 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4304 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4305 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4307 g_value_set_boxed (value, &clip);
4311 case PROP_CLIP_TO_ALLOCATION:
4312 g_value_set_boolean (value, priv->clip_to_allocation);
4317 const ClutterTransformInfo *info;
4319 info = _clutter_actor_get_transform_info_or_defaults (actor);
4320 g_value_set_double (value, info->scale_x);
4326 const ClutterTransformInfo *info;
4328 info = _clutter_actor_get_transform_info_or_defaults (actor);
4329 g_value_set_double (value, info->scale_y);
4333 case PROP_SCALE_CENTER_X:
4337 clutter_actor_get_scale_center (actor, ¢er, NULL);
4339 g_value_set_float (value, center);
4343 case PROP_SCALE_CENTER_Y:
4347 clutter_actor_get_scale_center (actor, NULL, ¢er);
4349 g_value_set_float (value, center);
4353 case PROP_SCALE_GRAVITY:
4354 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4358 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4361 case PROP_ROTATION_ANGLE_X:
4363 const ClutterTransformInfo *info;
4365 info = _clutter_actor_get_transform_info_or_defaults (actor);
4366 g_value_set_double (value, info->rx_angle);
4370 case PROP_ROTATION_ANGLE_Y:
4372 const ClutterTransformInfo *info;
4374 info = _clutter_actor_get_transform_info_or_defaults (actor);
4375 g_value_set_double (value, info->ry_angle);
4379 case PROP_ROTATION_ANGLE_Z:
4381 const ClutterTransformInfo *info;
4383 info = _clutter_actor_get_transform_info_or_defaults (actor);
4384 g_value_set_double (value, info->rz_angle);
4388 case PROP_ROTATION_CENTER_X:
4390 ClutterVertex center;
4392 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4397 g_value_set_boxed (value, ¢er);
4401 case PROP_ROTATION_CENTER_Y:
4403 ClutterVertex center;
4405 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4410 g_value_set_boxed (value, ¢er);
4414 case PROP_ROTATION_CENTER_Z:
4416 ClutterVertex center;
4418 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4423 g_value_set_boxed (value, ¢er);
4427 case PROP_ROTATION_CENTER_Z_GRAVITY:
4428 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4433 const ClutterTransformInfo *info;
4436 info = _clutter_actor_get_transform_info_or_defaults (actor);
4437 clutter_anchor_coord_get_units (actor, &info->anchor,
4441 g_value_set_float (value, anchor_x);
4447 const ClutterTransformInfo *info;
4450 info = _clutter_actor_get_transform_info_or_defaults (actor);
4451 clutter_anchor_coord_get_units (actor, &info->anchor,
4455 g_value_set_float (value, anchor_y);
4459 case PROP_ANCHOR_GRAVITY:
4460 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4463 case PROP_SHOW_ON_SET_PARENT:
4464 g_value_set_boolean (value, priv->show_on_set_parent);
4467 case PROP_TEXT_DIRECTION:
4468 g_value_set_enum (value, priv->text_direction);
4471 case PROP_HAS_POINTER:
4472 g_value_set_boolean (value, priv->has_pointer);
4475 case PROP_LAYOUT_MANAGER:
4476 g_value_set_object (value, priv->layout_manager);
4481 const ClutterLayoutInfo *info;
4483 info = _clutter_actor_get_layout_info_or_defaults (actor);
4484 g_value_set_enum (value, info->x_align);
4490 const ClutterLayoutInfo *info;
4492 info = _clutter_actor_get_layout_info_or_defaults (actor);
4493 g_value_set_enum (value, info->y_align);
4497 case PROP_MARGIN_TOP:
4499 const ClutterLayoutInfo *info;
4501 info = _clutter_actor_get_layout_info_or_defaults (actor);
4502 g_value_set_float (value, info->margin.top);
4506 case PROP_MARGIN_BOTTOM:
4508 const ClutterLayoutInfo *info;
4510 info = _clutter_actor_get_layout_info_or_defaults (actor);
4511 g_value_set_float (value, info->margin.bottom);
4515 case PROP_MARGIN_LEFT:
4517 const ClutterLayoutInfo *info;
4519 info = _clutter_actor_get_layout_info_or_defaults (actor);
4520 g_value_set_float (value, info->margin.left);
4524 case PROP_MARGIN_RIGHT:
4526 const ClutterLayoutInfo *info;
4528 info = _clutter_actor_get_layout_info_or_defaults (actor);
4529 g_value_set_float (value, info->margin.right);
4533 case PROP_BACKGROUND_COLOR_SET:
4534 g_value_set_boolean (value, priv->bg_color_set);
4537 case PROP_BACKGROUND_COLOR:
4538 g_value_set_boxed (value, &priv->bg_color);
4541 case PROP_FIRST_CHILD:
4542 g_value_set_object (value, priv->first_child);
4545 case PROP_LAST_CHILD:
4546 g_value_set_object (value, priv->last_child);
4550 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4556 clutter_actor_dispose (GObject *object)
4558 ClutterActor *self = CLUTTER_ACTOR (object);
4559 ClutterActorPrivate *priv = self->priv;
4561 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4563 g_type_name (G_OBJECT_TYPE (self)),
4566 g_signal_emit (self, actor_signals[DESTROY], 0);
4568 /* avoid recursing when called from clutter_actor_destroy() */
4569 if (priv->parent != NULL)
4571 ClutterActor *parent = priv->parent;
4573 /* go through the Container implementation unless this
4574 * is an internal child and has been marked as such.
4576 * removing the actor from its parent will reset the
4577 * realized and mapped states.
4579 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4580 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4582 clutter_actor_remove_child_internal (parent, self,
4583 REMOVE_CHILD_LEGACY_FLAGS);
4586 /* parent must be gone at this point */
4587 g_assert (priv->parent == NULL);
4589 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4591 /* can't be mapped or realized with no parent */
4592 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4593 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4596 g_clear_object (&priv->pango_context);
4597 g_clear_object (&priv->actions);
4598 g_clear_object (&priv->constraints);
4599 g_clear_object (&priv->effects);
4600 g_clear_object (&priv->flatten_effect);
4602 if (priv->layout_manager != NULL)
4604 clutter_layout_manager_set_container (priv->layout_manager, NULL);
4605 g_object_unref (priv->layout_manager);
4606 priv->layout_manager = NULL;
4609 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4613 clutter_actor_finalize (GObject *object)
4615 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4617 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4618 priv->name != NULL ? priv->name : "<none>",
4620 g_type_name (G_OBJECT_TYPE (object)));
4622 _clutter_context_release_id (priv->id);
4624 g_free (priv->name);
4626 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
4631 * clutter_actor_get_accessible:
4632 * @self: a #ClutterActor
4634 * Returns the accessible object that describes the actor to an
4635 * assistive technology.
4637 * If no class-specific #AtkObject implementation is available for the
4638 * actor instance in question, it will inherit an #AtkObject
4639 * implementation from the first ancestor class for which such an
4640 * implementation is defined.
4642 * The documentation of the <ulink
4643 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
4644 * library contains more information about accessible objects and
4647 * Returns: (transfer none): the #AtkObject associated with @actor
4650 clutter_actor_get_accessible (ClutterActor *self)
4652 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4654 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
4658 clutter_actor_real_get_accessible (ClutterActor *actor)
4660 return atk_gobject_accessible_for_object (G_OBJECT (actor));
4664 _clutter_actor_ref_accessible (AtkImplementor *implementor)
4666 AtkObject *accessible;
4668 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
4669 if (accessible != NULL)
4670 g_object_ref (accessible);
4676 atk_implementor_iface_init (AtkImplementorIface *iface)
4678 iface->ref_accessible = _clutter_actor_ref_accessible;
4682 clutter_actor_real_get_paint_volume (ClutterActor *self,
4683 ClutterPaintVolume *volume)
4685 ClutterActorPrivate *priv = self->priv;
4686 ClutterActor *child;
4689 /* this is the default return value: we cannot know if a class
4690 * is going to paint outside its allocation, so we take the
4691 * conservative approach.
4695 /* we start from the allocation */
4696 clutter_paint_volume_set_from_allocation (volume, self);
4698 /* if the actor has a clip set then we have a pretty definite
4699 * size for the paint volume: the actor cannot possibly paint
4700 * outside the clip region.
4702 if (priv->clip_to_allocation)
4704 /* the allocation has already been set, so we just flip the
4709 else if (priv->has_clip &&
4710 priv->clip.width >= 0 &&
4711 priv->clip.height >= 0)
4713 ClutterVertex origin;
4715 origin.x = priv->clip.x;
4716 origin.y = priv->clip.y;
4719 clutter_paint_volume_set_origin (volume, &origin);
4720 clutter_paint_volume_set_width (volume, priv->clip.width);
4721 clutter_paint_volume_set_height (volume, priv->clip.height);
4726 /* if we don't have children we just bail out here... */
4727 if (priv->n_children == 0)
4730 /* ...but if we have children then we ask for their paint volume in
4731 * our coordinates. if any of our children replies that it doesn't
4732 * have a paint volume, we bail out
4734 for (child = priv->first_child;
4736 child = child->priv->next_sibling)
4738 const ClutterPaintVolume *child_volume;
4740 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
4741 if (child_volume == NULL)
4747 clutter_paint_volume_union (volume, child_volume);
4755 clutter_actor_real_has_overlaps (ClutterActor *self)
4757 /* By default we'll assume that all actors need an offscreen redirect to get
4758 * the correct opacity. Actors such as ClutterTexture that would never need
4759 * an offscreen redirect can override this to return FALSE. */
4764 clutter_actor_real_destroy (ClutterActor *actor)
4766 ClutterActorIter iter;
4768 clutter_actor_iter_init (&iter, actor);
4769 while (clutter_actor_iter_next (&iter, NULL))
4770 clutter_actor_iter_destroy (&iter);
4774 clutter_actor_constructor (GType gtype,
4776 GObjectConstructParam *props)
4778 GObjectClass *gobject_class;
4782 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
4783 retval = gobject_class->constructor (gtype, n_props, props);
4784 self = CLUTTER_ACTOR (retval);
4786 if (self->priv->layout_manager == NULL)
4788 ClutterLayoutManager *default_layout;
4790 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
4792 default_layout = clutter_fixed_layout_new ();
4793 clutter_actor_set_layout_manager (self, default_layout);
4800 clutter_actor_class_init (ClutterActorClass *klass)
4802 GObjectClass *object_class = G_OBJECT_CLASS (klass);
4804 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
4805 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
4806 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
4808 object_class->constructor = clutter_actor_constructor;
4809 object_class->set_property = clutter_actor_set_property;
4810 object_class->get_property = clutter_actor_get_property;
4811 object_class->dispose = clutter_actor_dispose;
4812 object_class->finalize = clutter_actor_finalize;
4814 klass->show = clutter_actor_real_show;
4815 klass->show_all = clutter_actor_show;
4816 klass->hide = clutter_actor_real_hide;
4817 klass->hide_all = clutter_actor_hide;
4818 klass->map = clutter_actor_real_map;
4819 klass->unmap = clutter_actor_real_unmap;
4820 klass->unrealize = clutter_actor_real_unrealize;
4821 klass->pick = clutter_actor_real_pick;
4822 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
4823 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
4824 klass->allocate = clutter_actor_real_allocate;
4825 klass->queue_redraw = clutter_actor_real_queue_redraw;
4826 klass->queue_relayout = clutter_actor_real_queue_relayout;
4827 klass->apply_transform = clutter_actor_real_apply_transform;
4828 klass->get_accessible = clutter_actor_real_get_accessible;
4829 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
4830 klass->has_overlaps = clutter_actor_real_has_overlaps;
4831 klass->paint = clutter_actor_real_paint;
4832 klass->destroy = clutter_actor_real_destroy;
4834 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
4839 * X coordinate of the actor in pixels. If written, forces a fixed
4840 * position for the actor. If read, returns the fixed position if any,
4841 * otherwise the allocation if available, otherwise 0.
4844 g_param_spec_float ("x",
4846 P_("X coordinate of the actor"),
4847 -G_MAXFLOAT, G_MAXFLOAT,
4849 CLUTTER_PARAM_READWRITE);
4854 * Y coordinate of the actor in pixels. If written, forces a fixed
4855 * position for the actor. If read, returns the fixed position if
4856 * any, otherwise the allocation if available, otherwise 0.
4859 g_param_spec_float ("y",
4861 P_("Y coordinate of the actor"),
4862 -G_MAXFLOAT, G_MAXFLOAT,
4864 CLUTTER_PARAM_READWRITE);
4867 * ClutterActor:width:
4869 * Width of the actor (in pixels). If written, forces the minimum and
4870 * natural size request of the actor to the given width. If read, returns
4871 * the allocated width if available, otherwise the width request.
4873 obj_props[PROP_WIDTH] =
4874 g_param_spec_float ("width",
4876 P_("Width of the actor"),
4879 CLUTTER_PARAM_READWRITE);
4882 * ClutterActor:height:
4884 * Height of the actor (in pixels). If written, forces the minimum and
4885 * natural size request of the actor to the given height. If read, returns
4886 * the allocated height if available, otherwise the height request.
4888 obj_props[PROP_HEIGHT] =
4889 g_param_spec_float ("height",
4891 P_("Height of the actor"),
4894 CLUTTER_PARAM_READWRITE);
4897 * ClutterActor:fixed-x:
4899 * The fixed X position of the actor in pixels.
4901 * Writing this property sets #ClutterActor:fixed-position-set
4902 * property as well, as a side effect
4906 obj_props[PROP_FIXED_X] =
4907 g_param_spec_float ("fixed-x",
4909 P_("Forced X position of the actor"),
4910 -G_MAXFLOAT, G_MAXFLOAT,
4912 CLUTTER_PARAM_READWRITE);
4915 * ClutterActor:fixed-y:
4917 * The fixed Y position of the actor in pixels.
4919 * Writing this property sets the #ClutterActor:fixed-position-set
4920 * property as well, as a side effect
4924 obj_props[PROP_FIXED_Y] =
4925 g_param_spec_float ("fixed-y",
4927 P_("Forced Y position of the actor"),
4928 -G_MAXFLOAT, G_MAXFLOAT,
4930 CLUTTER_PARAM_READWRITE);
4933 * ClutterActor:fixed-position-set:
4935 * This flag controls whether the #ClutterActor:fixed-x and
4936 * #ClutterActor:fixed-y properties are used
4940 obj_props[PROP_FIXED_POSITION_SET] =
4941 g_param_spec_boolean ("fixed-position-set",
4942 P_("Fixed position set"),
4943 P_("Whether to use fixed positioning for the actor"),
4945 CLUTTER_PARAM_READWRITE);
4948 * ClutterActor:min-width:
4950 * A forced minimum width request for the actor, in pixels
4952 * Writing this property sets the #ClutterActor:min-width-set property
4953 * as well, as a side effect.
4955 *This property overrides the usual width request of the actor.
4959 obj_props[PROP_MIN_WIDTH] =
4960 g_param_spec_float ("min-width",
4962 P_("Forced minimum width request for the actor"),
4965 CLUTTER_PARAM_READWRITE);
4968 * ClutterActor:min-height:
4970 * A forced minimum height request for the actor, in pixels
4972 * Writing this property sets the #ClutterActor:min-height-set property
4973 * as well, as a side effect. This property overrides the usual height
4974 * request of the actor.
4978 obj_props[PROP_MIN_HEIGHT] =
4979 g_param_spec_float ("min-height",
4981 P_("Forced minimum height request for the actor"),
4984 CLUTTER_PARAM_READWRITE);
4987 * ClutterActor:natural-width:
4989 * A forced natural width request for the actor, in pixels
4991 * Writing this property sets the #ClutterActor:natural-width-set
4992 * property as well, as a side effect. This property overrides the
4993 * usual width request of the actor
4997 obj_props[PROP_NATURAL_WIDTH] =
4998 g_param_spec_float ("natural-width",
4999 P_("Natural Width"),
5000 P_("Forced natural width request for the actor"),
5003 CLUTTER_PARAM_READWRITE);
5006 * ClutterActor:natural-height:
5008 * A forced natural height request for the actor, in pixels
5010 * Writing this property sets the #ClutterActor:natural-height-set
5011 * property as well, as a side effect. This property overrides the
5012 * usual height request of the actor
5016 obj_props[PROP_NATURAL_HEIGHT] =
5017 g_param_spec_float ("natural-height",
5018 P_("Natural Height"),
5019 P_("Forced natural height request for the actor"),
5022 CLUTTER_PARAM_READWRITE);
5025 * ClutterActor:min-width-set:
5027 * This flag controls whether the #ClutterActor:min-width property
5032 obj_props[PROP_MIN_WIDTH_SET] =
5033 g_param_spec_boolean ("min-width-set",
5034 P_("Minimum width set"),
5035 P_("Whether to use the min-width property"),
5037 CLUTTER_PARAM_READWRITE);
5040 * ClutterActor:min-height-set:
5042 * This flag controls whether the #ClutterActor:min-height property
5047 obj_props[PROP_MIN_HEIGHT_SET] =
5048 g_param_spec_boolean ("min-height-set",
5049 P_("Minimum height set"),
5050 P_("Whether to use the min-height property"),
5052 CLUTTER_PARAM_READWRITE);
5055 * ClutterActor:natural-width-set:
5057 * This flag controls whether the #ClutterActor:natural-width property
5062 obj_props[PROP_NATURAL_WIDTH_SET] =
5063 g_param_spec_boolean ("natural-width-set",
5064 P_("Natural width set"),
5065 P_("Whether to use the natural-width property"),
5067 CLUTTER_PARAM_READWRITE);
5070 * ClutterActor:natural-height-set:
5072 * This flag controls whether the #ClutterActor:natural-height property
5077 obj_props[PROP_NATURAL_HEIGHT_SET] =
5078 g_param_spec_boolean ("natural-height-set",
5079 P_("Natural height set"),
5080 P_("Whether to use the natural-height property"),
5082 CLUTTER_PARAM_READWRITE);
5085 * ClutterActor:allocation:
5087 * The allocation for the actor, in pixels
5089 * This is property is read-only, but you might monitor it to know when an
5090 * actor moves or resizes
5094 obj_props[PROP_ALLOCATION] =
5095 g_param_spec_boxed ("allocation",
5097 P_("The actor's allocation"),
5098 CLUTTER_TYPE_ACTOR_BOX,
5099 CLUTTER_PARAM_READABLE);
5102 * ClutterActor:request-mode:
5104 * Request mode for the #ClutterActor. The request mode determines the
5105 * type of geometry management used by the actor, either height for width
5106 * (the default) or width for height.
5108 * For actors implementing height for width, the parent container should get
5109 * the preferred width first, and then the preferred height for that width.
5111 * For actors implementing width for height, the parent container should get
5112 * the preferred height first, and then the preferred width for that height.
5117 * ClutterRequestMode mode;
5118 * gfloat natural_width, min_width;
5119 * gfloat natural_height, min_height;
5121 * mode = clutter_actor_get_request_mode (child);
5122 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5124 * clutter_actor_get_preferred_width (child, -1,
5126 * &natural_width);
5127 * clutter_actor_get_preferred_height (child, natural_width,
5129 * &natural_height);
5133 * clutter_actor_get_preferred_height (child, -1,
5135 * &natural_height);
5136 * clutter_actor_get_preferred_width (child, natural_height,
5138 * &natural_width);
5142 * will retrieve the minimum and natural width and height depending on the
5143 * preferred request mode of the #ClutterActor "child".
5145 * The clutter_actor_get_preferred_size() function will implement this
5150 obj_props[PROP_REQUEST_MODE] =
5151 g_param_spec_enum ("request-mode",
5153 P_("The actor's request mode"),
5154 CLUTTER_TYPE_REQUEST_MODE,
5155 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5156 CLUTTER_PARAM_READWRITE);
5159 * ClutterActor:depth:
5161 * The position of the actor on the Z axis
5165 obj_props[PROP_DEPTH] =
5166 g_param_spec_float ("depth",
5168 P_("Position on the Z axis"),
5169 -G_MAXFLOAT, G_MAXFLOAT,
5171 CLUTTER_PARAM_READWRITE);
5174 * ClutterActor:opacity:
5176 * Opacity of an actor, between 0 (fully transparent) and
5177 * 255 (fully opaque)
5179 obj_props[PROP_OPACITY] =
5180 g_param_spec_uint ("opacity",
5182 P_("Opacity of an actor"),
5185 CLUTTER_PARAM_READWRITE);
5188 * ClutterActor:offscreen-redirect:
5190 * Determines the conditions in which the actor will be redirected
5191 * to an offscreen framebuffer while being painted. For example this
5192 * can be used to cache an actor in a framebuffer or for improved
5193 * handling of transparent actors. See
5194 * clutter_actor_set_offscreen_redirect() for details.
5198 obj_props[PROP_OFFSCREEN_REDIRECT] =
5199 g_param_spec_flags ("offscreen-redirect",
5200 P_("Offscreen redirect"),
5201 P_("Flags controlling when to flatten the actor into a single image"),
5202 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5204 CLUTTER_PARAM_READWRITE);
5207 * ClutterActor:visible:
5209 * Whether the actor is set to be visible or not
5211 * See also #ClutterActor:mapped
5213 obj_props[PROP_VISIBLE] =
5214 g_param_spec_boolean ("visible",
5216 P_("Whether the actor is visible or not"),
5218 CLUTTER_PARAM_READWRITE);
5221 * ClutterActor:mapped:
5223 * Whether the actor is mapped (will be painted when the stage
5224 * to which it belongs is mapped)
5228 obj_props[PROP_MAPPED] =
5229 g_param_spec_boolean ("mapped",
5231 P_("Whether the actor will be painted"),
5233 CLUTTER_PARAM_READABLE);
5236 * ClutterActor:realized:
5238 * Whether the actor has been realized
5242 obj_props[PROP_REALIZED] =
5243 g_param_spec_boolean ("realized",
5245 P_("Whether the actor has been realized"),
5247 CLUTTER_PARAM_READABLE);
5250 * ClutterActor:reactive:
5252 * Whether the actor is reactive to events or not
5254 * Only reactive actors will emit event-related signals
5258 obj_props[PROP_REACTIVE] =
5259 g_param_spec_boolean ("reactive",
5261 P_("Whether the actor is reactive to events"),
5263 CLUTTER_PARAM_READWRITE);
5266 * ClutterActor:has-clip:
5268 * Whether the actor has the #ClutterActor:clip property set or not
5270 obj_props[PROP_HAS_CLIP] =
5271 g_param_spec_boolean ("has-clip",
5273 P_("Whether the actor has a clip set"),
5275 CLUTTER_PARAM_READABLE);
5278 * ClutterActor:clip:
5280 * The clip region for the actor, in actor-relative coordinates
5282 * Every part of the actor outside the clip region will not be
5285 obj_props[PROP_CLIP] =
5286 g_param_spec_boxed ("clip",
5288 P_("The clip region for the actor"),
5289 CLUTTER_TYPE_GEOMETRY,
5290 CLUTTER_PARAM_READWRITE);
5293 * ClutterActor:name:
5295 * The name of the actor
5299 obj_props[PROP_NAME] =
5300 g_param_spec_string ("name",
5302 P_("Name of the actor"),
5304 CLUTTER_PARAM_READWRITE);
5307 * ClutterActor:scale-x:
5309 * The horizontal scale of the actor
5313 obj_props[PROP_SCALE_X] =
5314 g_param_spec_double ("scale-x",
5316 P_("Scale factor on the X axis"),
5319 CLUTTER_PARAM_READWRITE);
5322 * ClutterActor:scale-y:
5324 * The vertical scale of the actor
5328 obj_props[PROP_SCALE_Y] =
5329 g_param_spec_double ("scale-y",
5331 P_("Scale factor on the Y axis"),
5334 CLUTTER_PARAM_READWRITE);
5337 * ClutterActor:scale-center-x:
5339 * The horizontal center point for scaling
5343 obj_props[PROP_SCALE_CENTER_X] =
5344 g_param_spec_float ("scale-center-x",
5345 P_("Scale Center X"),
5346 P_("Horizontal scale center"),
5347 -G_MAXFLOAT, G_MAXFLOAT,
5349 CLUTTER_PARAM_READWRITE);
5352 * ClutterActor:scale-center-y:
5354 * The vertical center point for scaling
5358 obj_props[PROP_SCALE_CENTER_Y] =
5359 g_param_spec_float ("scale-center-y",
5360 P_("Scale Center Y"),
5361 P_("Vertical scale center"),
5362 -G_MAXFLOAT, G_MAXFLOAT,
5364 CLUTTER_PARAM_READWRITE);
5367 * ClutterActor:scale-gravity:
5369 * The center point for scaling expressed as a #ClutterGravity
5373 obj_props[PROP_SCALE_GRAVITY] =
5374 g_param_spec_enum ("scale-gravity",
5375 P_("Scale Gravity"),
5376 P_("The center of scaling"),
5377 CLUTTER_TYPE_GRAVITY,
5378 CLUTTER_GRAVITY_NONE,
5379 CLUTTER_PARAM_READWRITE);
5382 * ClutterActor:rotation-angle-x:
5384 * The rotation angle on the X axis
5388 obj_props[PROP_ROTATION_ANGLE_X] =
5389 g_param_spec_double ("rotation-angle-x",
5390 P_("Rotation Angle X"),
5391 P_("The rotation angle on the X axis"),
5392 -G_MAXDOUBLE, G_MAXDOUBLE,
5394 CLUTTER_PARAM_READWRITE);
5397 * ClutterActor:rotation-angle-y:
5399 * The rotation angle on the Y axis
5403 obj_props[PROP_ROTATION_ANGLE_Y] =
5404 g_param_spec_double ("rotation-angle-y",
5405 P_("Rotation Angle Y"),
5406 P_("The rotation angle on the Y axis"),
5407 -G_MAXDOUBLE, G_MAXDOUBLE,
5409 CLUTTER_PARAM_READWRITE);
5412 * ClutterActor:rotation-angle-z:
5414 * The rotation angle on the Z axis
5418 obj_props[PROP_ROTATION_ANGLE_Z] =
5419 g_param_spec_double ("rotation-angle-z",
5420 P_("Rotation Angle Z"),
5421 P_("The rotation angle on the Z axis"),
5422 -G_MAXDOUBLE, G_MAXDOUBLE,
5424 CLUTTER_PARAM_READWRITE);
5427 * ClutterActor:rotation-center-x:
5429 * The rotation center on the X axis.
5433 obj_props[PROP_ROTATION_CENTER_X] =
5434 g_param_spec_boxed ("rotation-center-x",
5435 P_("Rotation Center X"),
5436 P_("The rotation center on the X axis"),
5437 CLUTTER_TYPE_VERTEX,
5438 CLUTTER_PARAM_READWRITE);
5441 * ClutterActor:rotation-center-y:
5443 * The rotation center on the Y axis.
5447 obj_props[PROP_ROTATION_CENTER_Y] =
5448 g_param_spec_boxed ("rotation-center-y",
5449 P_("Rotation Center Y"),
5450 P_("The rotation center on the Y axis"),
5451 CLUTTER_TYPE_VERTEX,
5452 CLUTTER_PARAM_READWRITE);
5455 * ClutterActor:rotation-center-z:
5457 * The rotation center on the Z axis.
5461 obj_props[PROP_ROTATION_CENTER_Z] =
5462 g_param_spec_boxed ("rotation-center-z",
5463 P_("Rotation Center Z"),
5464 P_("The rotation center on the Z axis"),
5465 CLUTTER_TYPE_VERTEX,
5466 CLUTTER_PARAM_READWRITE);
5469 * ClutterActor:rotation-center-z-gravity:
5471 * The rotation center on the Z axis expressed as a #ClutterGravity.
5475 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5476 g_param_spec_enum ("rotation-center-z-gravity",
5477 P_("Rotation Center Z Gravity"),
5478 P_("Center point for rotation around the Z axis"),
5479 CLUTTER_TYPE_GRAVITY,
5480 CLUTTER_GRAVITY_NONE,
5481 CLUTTER_PARAM_READWRITE);
5484 * ClutterActor:anchor-x:
5486 * The X coordinate of an actor's anchor point, relative to
5487 * the actor coordinate space, in pixels
5491 obj_props[PROP_ANCHOR_X] =
5492 g_param_spec_float ("anchor-x",
5494 P_("X coordinate of the anchor point"),
5495 -G_MAXFLOAT, G_MAXFLOAT,
5497 CLUTTER_PARAM_READWRITE);
5500 * ClutterActor:anchor-y:
5502 * The Y coordinate of an actor's anchor point, relative to
5503 * the actor coordinate space, in pixels
5507 obj_props[PROP_ANCHOR_Y] =
5508 g_param_spec_float ("anchor-y",
5510 P_("Y coordinate of the anchor point"),
5511 -G_MAXFLOAT, G_MAXFLOAT,
5513 CLUTTER_PARAM_READWRITE);
5516 * ClutterActor:anchor-gravity:
5518 * The anchor point expressed as a #ClutterGravity
5522 obj_props[PROP_ANCHOR_GRAVITY] =
5523 g_param_spec_enum ("anchor-gravity",
5524 P_("Anchor Gravity"),
5525 P_("The anchor point as a ClutterGravity"),
5526 CLUTTER_TYPE_GRAVITY,
5527 CLUTTER_GRAVITY_NONE,
5528 CLUTTER_PARAM_READWRITE);
5531 * ClutterActor:show-on-set-parent:
5533 * If %TRUE, the actor is automatically shown when parented.
5535 * Calling clutter_actor_hide() on an actor which has not been
5536 * parented will set this property to %FALSE as a side effect.
5540 obj_props[PROP_SHOW_ON_SET_PARENT] =
5541 g_param_spec_boolean ("show-on-set-parent",
5542 P_("Show on set parent"),
5543 P_("Whether the actor is shown when parented"),
5545 CLUTTER_PARAM_READWRITE);
5548 * ClutterActor:clip-to-allocation:
5550 * Whether the clip region should track the allocated area
5553 * This property is ignored if a clip area has been explicitly
5554 * set using clutter_actor_set_clip().
5558 obj_props[PROP_CLIP_TO_ALLOCATION] =
5559 g_param_spec_boolean ("clip-to-allocation",
5560 P_("Clip to Allocation"),
5561 P_("Sets the clip region to track the actor's allocation"),
5563 CLUTTER_PARAM_READWRITE);
5566 * ClutterActor:text-direction:
5568 * The direction of the text inside a #ClutterActor.
5572 obj_props[PROP_TEXT_DIRECTION] =
5573 g_param_spec_enum ("text-direction",
5574 P_("Text Direction"),
5575 P_("Direction of the text"),
5576 CLUTTER_TYPE_TEXT_DIRECTION,
5577 CLUTTER_TEXT_DIRECTION_LTR,
5578 CLUTTER_PARAM_READWRITE);
5581 * ClutterActor:has-pointer:
5583 * Whether the actor contains the pointer of a #ClutterInputDevice
5588 obj_props[PROP_HAS_POINTER] =
5589 g_param_spec_boolean ("has-pointer",
5591 P_("Whether the actor contains the pointer of an input device"),
5593 CLUTTER_PARAM_READABLE);
5596 * ClutterActor:actions:
5598 * Adds a #ClutterAction to the actor
5602 obj_props[PROP_ACTIONS] =
5603 g_param_spec_object ("actions",
5605 P_("Adds an action to the actor"),
5606 CLUTTER_TYPE_ACTION,
5607 CLUTTER_PARAM_WRITABLE);
5610 * ClutterActor:constraints:
5612 * Adds a #ClutterConstraint to the actor
5616 obj_props[PROP_CONSTRAINTS] =
5617 g_param_spec_object ("constraints",
5619 P_("Adds a constraint to the actor"),
5620 CLUTTER_TYPE_CONSTRAINT,
5621 CLUTTER_PARAM_WRITABLE);
5624 * ClutterActor:effect:
5626 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
5630 obj_props[PROP_EFFECT] =
5631 g_param_spec_object ("effect",
5633 P_("Add an effect to be applied on the actor"),
5634 CLUTTER_TYPE_EFFECT,
5635 CLUTTER_PARAM_WRITABLE);
5638 * ClutterActor:layout-manager:
5640 * A delegate object for controlling the layout of the children of
5645 obj_props[PROP_LAYOUT_MANAGER] =
5646 g_param_spec_object ("layout-manager",
5647 P_("Layout Manager"),
5648 P_("The object controlling the layout of an actor's children"),
5649 CLUTTER_TYPE_LAYOUT_MANAGER,
5650 CLUTTER_PARAM_READWRITE);
5654 * ClutterActor:x-align:
5656 * The alignment of an actor on the X axis, if the actor has been given
5657 * extra space for its allocation.
5661 obj_props[PROP_X_ALIGN] =
5662 g_param_spec_enum ("x-align",
5664 P_("The alignment of the actor on the X axis within its allocation"),
5665 CLUTTER_TYPE_ACTOR_ALIGN,
5666 CLUTTER_ACTOR_ALIGN_FILL,
5667 CLUTTER_PARAM_READWRITE);
5670 * ClutterActor:y-align:
5672 * The alignment of an actor on the Y axis, if the actor has been given
5673 * extra space for its allocation.
5677 obj_props[PROP_Y_ALIGN] =
5678 g_param_spec_enum ("y-align",
5680 P_("The alignment of the actor on the Y axis within its allocation"),
5681 CLUTTER_TYPE_ACTOR_ALIGN,
5682 CLUTTER_ACTOR_ALIGN_FILL,
5683 CLUTTER_PARAM_READWRITE);
5686 * ClutterActor:margin-top:
5688 * The margin (in pixels) from the top of the actor.
5690 * This property adds a margin to the actor's preferred size; the margin
5691 * will be automatically taken into account when allocating the actor.
5695 obj_props[PROP_MARGIN_TOP] =
5696 g_param_spec_float ("margin-top",
5698 P_("Extra space at the top"),
5701 CLUTTER_PARAM_READWRITE);
5704 * ClutterActor:margin-bottom:
5706 * The margin (in pixels) from the bottom of the actor.
5708 * This property adds a margin to the actor's preferred size; the margin
5709 * will be automatically taken into account when allocating the actor.
5713 obj_props[PROP_MARGIN_BOTTOM] =
5714 g_param_spec_float ("margin-bottom",
5715 P_("Margin Bottom"),
5716 P_("Extra space at the bottom"),
5719 CLUTTER_PARAM_READWRITE);
5722 * ClutterActor:margin-left:
5724 * The margin (in pixels) from the left of the actor.
5726 * This property adds a margin to the actor's preferred size; the margin
5727 * will be automatically taken into account when allocating the actor.
5731 obj_props[PROP_MARGIN_LEFT] =
5732 g_param_spec_float ("margin-left",
5734 P_("Extra space at the left"),
5737 CLUTTER_PARAM_READWRITE);
5740 * ClutterActor:margin-right:
5742 * The margin (in pixels) from the right of the actor.
5744 * This property adds a margin to the actor's preferred size; the margin
5745 * will be automatically taken into account when allocating the actor.
5749 obj_props[PROP_MARGIN_RIGHT] =
5750 g_param_spec_float ("margin-right",
5752 P_("Extra space at the right"),
5755 CLUTTER_PARAM_READWRITE);
5758 * ClutterActor:background-color-set:
5760 * Whether the #ClutterActor:background-color property has been set.
5764 obj_props[PROP_BACKGROUND_COLOR_SET] =
5765 g_param_spec_boolean ("background-color-set",
5766 P_("Background Color Set"),
5767 P_("Whether the background color is set"),
5769 CLUTTER_PARAM_READABLE);
5772 * ClutterActor:background-color:
5774 * Paints a solid fill of the actor's allocation using the specified
5779 obj_props[PROP_BACKGROUND_COLOR] =
5780 clutter_param_spec_color ("background-color",
5781 P_("Background color"),
5782 P_("The actor's background color"),
5783 CLUTTER_COLOR_Transparent,
5784 CLUTTER_PARAM_READWRITE);
5787 * ClutterActor:first-child:
5789 * The actor's first child.
5793 obj_props[PROP_FIRST_CHILD] =
5794 g_param_spec_object ("first-child",
5796 P_("The actor's first child"),
5798 CLUTTER_PARAM_READABLE);
5801 * ClutterActor:last-child:
5803 * The actor's last child.
5807 obj_props[PROP_LAST_CHILD] =
5808 g_param_spec_object ("last-child",
5810 P_("The actor's last child"),
5812 CLUTTER_PARAM_READABLE);
5814 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
5817 * ClutterActor::destroy:
5818 * @actor: the #ClutterActor which emitted the signal
5820 * The ::destroy signal notifies that all references held on the
5821 * actor which emitted it should be released.
5823 * The ::destroy signal should be used by all holders of a reference
5826 * This signal might result in the finalization of the #ClutterActor
5827 * if all references are released.
5829 * Composite actors and actors implementing the #ClutterContainer
5830 * interface should override the default implementation of the
5831 * class handler of this signal and call clutter_actor_destroy() on
5832 * their children. When overriding the default class handler, it is
5833 * required to chain up to the parent's implementation.
5837 actor_signals[DESTROY] =
5838 g_signal_new (I_("destroy"),
5839 G_TYPE_FROM_CLASS (object_class),
5840 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
5841 G_STRUCT_OFFSET (ClutterActorClass, destroy),
5843 _clutter_marshal_VOID__VOID,
5846 * ClutterActor::show:
5847 * @actor: the object which received the signal
5849 * The ::show signal is emitted when an actor is visible and
5850 * rendered on the stage.
5854 actor_signals[SHOW] =
5855 g_signal_new (I_("show"),
5856 G_TYPE_FROM_CLASS (object_class),
5858 G_STRUCT_OFFSET (ClutterActorClass, show),
5860 _clutter_marshal_VOID__VOID,
5863 * ClutterActor::hide:
5864 * @actor: the object which received the signal
5866 * The ::hide signal is emitted when an actor is no longer rendered
5871 actor_signals[HIDE] =
5872 g_signal_new (I_("hide"),
5873 G_TYPE_FROM_CLASS (object_class),
5875 G_STRUCT_OFFSET (ClutterActorClass, hide),
5877 _clutter_marshal_VOID__VOID,
5880 * ClutterActor::parent-set:
5881 * @actor: the object which received the signal
5882 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
5884 * This signal is emitted when the parent of the actor changes.
5888 actor_signals[PARENT_SET] =
5889 g_signal_new (I_("parent-set"),
5890 G_TYPE_FROM_CLASS (object_class),
5892 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
5894 _clutter_marshal_VOID__OBJECT,
5896 CLUTTER_TYPE_ACTOR);
5899 * ClutterActor::queue-redraw:
5900 * @actor: the actor we're bubbling the redraw request through
5901 * @origin: the actor which initiated the redraw request
5903 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
5904 * is called on @origin.
5906 * The default implementation for #ClutterActor chains up to the
5907 * parent actor and queues a redraw on the parent, thus "bubbling"
5908 * the redraw queue up through the actor graph. The default
5909 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
5910 * in a main loop idle handler.
5912 * Note that the @origin actor may be the stage, or a container; it
5913 * does not have to be a leaf node in the actor graph.
5915 * Toolkits embedding a #ClutterStage which require a redraw and
5916 * relayout cycle can stop the emission of this signal using the
5917 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
5922 * on_redraw_complete (gpointer data)
5924 * ClutterStage *stage = data;
5926 * /* execute the Clutter drawing pipeline */
5927 * clutter_stage_ensure_redraw (stage);
5931 * on_stage_queue_redraw (ClutterStage *stage)
5933 * /* this prevents the default handler to run */
5934 * g_signal_stop_emission_by_name (stage, "queue-redraw");
5936 * /* queue a redraw with the host toolkit and call
5937 * * a function when the redraw has been completed
5939 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
5943 * <note><para>This signal is emitted before the Clutter paint
5944 * pipeline is executed. If you want to know when the pipeline has
5945 * been completed you should connect to the ::paint signal on the
5946 * Stage with g_signal_connect_after().</para></note>
5950 actor_signals[QUEUE_REDRAW] =
5951 g_signal_new (I_("queue-redraw"),
5952 G_TYPE_FROM_CLASS (object_class),
5954 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
5956 _clutter_marshal_VOID__OBJECT,
5958 CLUTTER_TYPE_ACTOR);
5961 * ClutterActor::queue-relayout
5962 * @actor: the actor being queued for relayout
5964 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
5965 * is called on an actor.
5967 * The default implementation for #ClutterActor chains up to the
5968 * parent actor and queues a relayout on the parent, thus "bubbling"
5969 * the relayout queue up through the actor graph.
5971 * The main purpose of this signal is to allow relayout to be propagated
5972 * properly in the procense of #ClutterClone actors. Applications will
5973 * not normally need to connect to this signal.
5977 actor_signals[QUEUE_RELAYOUT] =
5978 g_signal_new (I_("queue-relayout"),
5979 G_TYPE_FROM_CLASS (object_class),
5981 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
5983 _clutter_marshal_VOID__VOID,
5987 * ClutterActor::event:
5988 * @actor: the actor which received the event
5989 * @event: a #ClutterEvent
5991 * The ::event signal is emitted each time an event is received
5992 * by the @actor. This signal will be emitted on every actor,
5993 * following the hierarchy chain, until it reaches the top-level
5994 * container (the #ClutterStage).
5996 * Return value: %TRUE if the event has been handled by the actor,
5997 * or %FALSE to continue the emission.
6001 actor_signals[EVENT] =
6002 g_signal_new (I_("event"),
6003 G_TYPE_FROM_CLASS (object_class),
6005 G_STRUCT_OFFSET (ClutterActorClass, event),
6006 _clutter_boolean_handled_accumulator, NULL,
6007 _clutter_marshal_BOOLEAN__BOXED,
6009 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6011 * ClutterActor::button-press-event:
6012 * @actor: the actor which received the event
6013 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6015 * The ::button-press-event signal is emitted each time a mouse button
6016 * is pressed on @actor.
6018 * Return value: %TRUE if the event has been handled by the actor,
6019 * or %FALSE to continue the emission.
6023 actor_signals[BUTTON_PRESS_EVENT] =
6024 g_signal_new (I_("button-press-event"),
6025 G_TYPE_FROM_CLASS (object_class),
6027 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6028 _clutter_boolean_handled_accumulator, NULL,
6029 _clutter_marshal_BOOLEAN__BOXED,
6031 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6033 * ClutterActor::button-release-event:
6034 * @actor: the actor which received the event
6035 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6037 * The ::button-release-event signal is emitted each time a mouse button
6038 * is released on @actor.
6040 * Return value: %TRUE if the event has been handled by the actor,
6041 * or %FALSE to continue the emission.
6045 actor_signals[BUTTON_RELEASE_EVENT] =
6046 g_signal_new (I_("button-release-event"),
6047 G_TYPE_FROM_CLASS (object_class),
6049 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6050 _clutter_boolean_handled_accumulator, NULL,
6051 _clutter_marshal_BOOLEAN__BOXED,
6053 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6055 * ClutterActor::scroll-event:
6056 * @actor: the actor which received the event
6057 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6059 * The ::scroll-event signal is emitted each time the mouse is
6060 * scrolled on @actor
6062 * Return value: %TRUE if the event has been handled by the actor,
6063 * or %FALSE to continue the emission.
6067 actor_signals[SCROLL_EVENT] =
6068 g_signal_new (I_("scroll-event"),
6069 G_TYPE_FROM_CLASS (object_class),
6071 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6072 _clutter_boolean_handled_accumulator, NULL,
6073 _clutter_marshal_BOOLEAN__BOXED,
6075 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6077 * ClutterActor::key-press-event:
6078 * @actor: the actor which received the event
6079 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6081 * The ::key-press-event signal is emitted each time a keyboard button
6082 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6084 * Return value: %TRUE if the event has been handled by the actor,
6085 * or %FALSE to continue the emission.
6089 actor_signals[KEY_PRESS_EVENT] =
6090 g_signal_new (I_("key-press-event"),
6091 G_TYPE_FROM_CLASS (object_class),
6093 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6094 _clutter_boolean_handled_accumulator, NULL,
6095 _clutter_marshal_BOOLEAN__BOXED,
6097 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6099 * ClutterActor::key-release-event:
6100 * @actor: the actor which received the event
6101 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6103 * The ::key-release-event signal is emitted each time a keyboard button
6104 * is released while @actor has key focus (see
6105 * clutter_stage_set_key_focus()).
6107 * Return value: %TRUE if the event has been handled by the actor,
6108 * or %FALSE to continue the emission.
6112 actor_signals[KEY_RELEASE_EVENT] =
6113 g_signal_new (I_("key-release-event"),
6114 G_TYPE_FROM_CLASS (object_class),
6116 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6117 _clutter_boolean_handled_accumulator, NULL,
6118 _clutter_marshal_BOOLEAN__BOXED,
6120 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6122 * ClutterActor::motion-event:
6123 * @actor: the actor which received the event
6124 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6126 * The ::motion-event signal is emitted each time the mouse pointer is
6127 * moved over @actor.
6129 * Return value: %TRUE if the event has been handled by the actor,
6130 * or %FALSE to continue the emission.
6134 actor_signals[MOTION_EVENT] =
6135 g_signal_new (I_("motion-event"),
6136 G_TYPE_FROM_CLASS (object_class),
6138 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6139 _clutter_boolean_handled_accumulator, NULL,
6140 _clutter_marshal_BOOLEAN__BOXED,
6142 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6145 * ClutterActor::key-focus-in:
6146 * @actor: the actor which now has key focus
6148 * The ::key-focus-in signal is emitted when @actor receives key focus.
6152 actor_signals[KEY_FOCUS_IN] =
6153 g_signal_new (I_("key-focus-in"),
6154 G_TYPE_FROM_CLASS (object_class),
6156 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6158 _clutter_marshal_VOID__VOID,
6162 * ClutterActor::key-focus-out:
6163 * @actor: the actor which now has key focus
6165 * The ::key-focus-out signal is emitted when @actor loses key focus.
6169 actor_signals[KEY_FOCUS_OUT] =
6170 g_signal_new (I_("key-focus-out"),
6171 G_TYPE_FROM_CLASS (object_class),
6173 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6175 _clutter_marshal_VOID__VOID,
6179 * ClutterActor::enter-event:
6180 * @actor: the actor which the pointer has entered.
6181 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6183 * The ::enter-event signal is emitted when the pointer enters the @actor
6185 * Return value: %TRUE if the event has been handled by the actor,
6186 * or %FALSE to continue the emission.
6190 actor_signals[ENTER_EVENT] =
6191 g_signal_new (I_("enter-event"),
6192 G_TYPE_FROM_CLASS (object_class),
6194 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6195 _clutter_boolean_handled_accumulator, NULL,
6196 _clutter_marshal_BOOLEAN__BOXED,
6198 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6201 * ClutterActor::leave-event:
6202 * @actor: the actor which the pointer has left
6203 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6205 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6207 * Return value: %TRUE if the event has been handled by the actor,
6208 * or %FALSE to continue the emission.
6212 actor_signals[LEAVE_EVENT] =
6213 g_signal_new (I_("leave-event"),
6214 G_TYPE_FROM_CLASS (object_class),
6216 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6217 _clutter_boolean_handled_accumulator, NULL,
6218 _clutter_marshal_BOOLEAN__BOXED,
6220 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6223 * ClutterActor::captured-event:
6224 * @actor: the actor which received the signal
6225 * @event: a #ClutterEvent
6227 * The ::captured-event signal is emitted when an event is captured
6228 * by Clutter. This signal will be emitted starting from the top-level
6229 * container (the #ClutterStage) to the actor which received the event
6230 * going down the hierarchy. This signal can be used to intercept every
6231 * event before the specialized events (like
6232 * ClutterActor::button-press-event or ::key-released-event) are
6235 * Return value: %TRUE if the event has been handled by the actor,
6236 * or %FALSE to continue the emission.
6240 actor_signals[CAPTURED_EVENT] =
6241 g_signal_new (I_("captured-event"),
6242 G_TYPE_FROM_CLASS (object_class),
6244 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6245 _clutter_boolean_handled_accumulator, NULL,
6246 _clutter_marshal_BOOLEAN__BOXED,
6248 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6251 * ClutterActor::paint:
6252 * @actor: the #ClutterActor that received the signal
6254 * The ::paint signal is emitted each time an actor is being painted.
6256 * Subclasses of #ClutterActor should override the class signal handler
6257 * and paint themselves in that function.
6259 * It is possible to connect a handler to the ::paint signal in order
6260 * to set up some custom aspect of a paint.
6264 actor_signals[PAINT] =
6265 g_signal_new (I_("paint"),
6266 G_TYPE_FROM_CLASS (object_class),
6268 G_STRUCT_OFFSET (ClutterActorClass, paint),
6270 _clutter_marshal_VOID__VOID,
6273 * ClutterActor::realize:
6274 * @actor: the #ClutterActor that received the signal
6276 * The ::realize signal is emitted each time an actor is being
6281 actor_signals[REALIZE] =
6282 g_signal_new (I_("realize"),
6283 G_TYPE_FROM_CLASS (object_class),
6285 G_STRUCT_OFFSET (ClutterActorClass, realize),
6287 _clutter_marshal_VOID__VOID,
6290 * ClutterActor::unrealize:
6291 * @actor: the #ClutterActor that received the signal
6293 * The ::unrealize signal is emitted each time an actor is being
6298 actor_signals[UNREALIZE] =
6299 g_signal_new (I_("unrealize"),
6300 G_TYPE_FROM_CLASS (object_class),
6302 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6304 _clutter_marshal_VOID__VOID,
6308 * ClutterActor::pick:
6309 * @actor: the #ClutterActor that received the signal
6310 * @color: the #ClutterColor to be used when picking
6312 * The ::pick signal is emitted each time an actor is being painted
6313 * in "pick mode". The pick mode is used to identify the actor during
6314 * the event handling phase, or by clutter_stage_get_actor_at_pos().
6315 * The actor should paint its shape using the passed @pick_color.
6317 * Subclasses of #ClutterActor should override the class signal handler
6318 * and paint themselves in that function.
6320 * It is possible to connect a handler to the ::pick signal in order
6321 * to set up some custom aspect of a paint in pick mode.
6325 actor_signals[PICK] =
6326 g_signal_new (I_("pick"),
6327 G_TYPE_FROM_CLASS (object_class),
6329 G_STRUCT_OFFSET (ClutterActorClass, pick),
6331 _clutter_marshal_VOID__BOXED,
6333 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6336 * ClutterActor::allocation-changed:
6337 * @actor: the #ClutterActor that emitted the signal
6338 * @box: a #ClutterActorBox with the new allocation
6339 * @flags: #ClutterAllocationFlags for the allocation
6341 * The ::allocation-changed signal is emitted when the
6342 * #ClutterActor:allocation property changes. Usually, application
6343 * code should just use the notifications for the :allocation property
6344 * but if you want to track the allocation flags as well, for instance
6345 * to know whether the absolute origin of @actor changed, then you might
6346 * want use this signal instead.
6350 actor_signals[ALLOCATION_CHANGED] =
6351 g_signal_new (I_("allocation-changed"),
6352 G_TYPE_FROM_CLASS (object_class),
6356 _clutter_marshal_VOID__BOXED_FLAGS,
6358 CLUTTER_TYPE_ACTOR_BOX,
6359 CLUTTER_TYPE_ALLOCATION_FLAGS);
6363 clutter_actor_init (ClutterActor *self)
6365 ClutterActorPrivate *priv;
6367 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6369 priv->id = _clutter_context_acquire_id (self);
6372 priv->opacity = 0xff;
6373 priv->show_on_set_parent = TRUE;
6375 priv->needs_width_request = TRUE;
6376 priv->needs_height_request = TRUE;
6377 priv->needs_allocation = TRUE;
6379 priv->cached_width_age = 1;
6380 priv->cached_height_age = 1;
6382 priv->opacity_override = -1;
6383 priv->enable_model_view_transform = TRUE;
6385 /* Initialize an empty paint volume to start with */
6386 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6387 priv->last_paint_volume_valid = TRUE;
6389 priv->transform_valid = FALSE;
6393 * clutter_actor_new:
6395 * Creates a new #ClutterActor.
6397 * A newly created actor has a floating reference, which will be sunk
6398 * when it is added to another actor.
6400 * Return value: (transfer full): the newly created #ClutterActor
6405 clutter_actor_new (void)
6407 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
6411 * clutter_actor_destroy:
6412 * @self: a #ClutterActor
6414 * Destroys an actor. When an actor is destroyed, it will break any
6415 * references it holds to other objects. If the actor is inside a
6416 * container, the actor will be removed.
6418 * When you destroy a container, its children will be destroyed as well.
6420 * Note: you cannot destroy the #ClutterStage returned by
6421 * clutter_stage_get_default().
6424 clutter_actor_destroy (ClutterActor *self)
6426 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6428 g_object_ref (self);
6430 /* avoid recursion while destroying */
6431 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
6433 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6435 g_object_run_dispose (G_OBJECT (self));
6437 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6440 g_object_unref (self);
6444 _clutter_actor_finish_queue_redraw (ClutterActor *self,
6445 ClutterPaintVolume *clip)
6447 ClutterActorPrivate *priv = self->priv;
6448 ClutterPaintVolume *pv;
6451 /* If we've been explicitly passed a clip volume then there's
6452 * nothing more to calculate, but otherwise the only thing we know
6453 * is that the change is constrained to the given actor.
6455 * The idea is that if we know the paint volume for where the actor
6456 * was last drawn (in eye coordinates) and we also have the paint
6457 * volume for where it will be drawn next (in actor coordinates)
6458 * then if we queue a redraw for both these volumes that will cover
6459 * everything that needs to be redrawn to clear the old view and
6460 * show the latest view of the actor.
6462 * Don't clip this redraw if we don't know what position we had for
6463 * the previous redraw since we don't know where to set the clip so
6464 * it will clear the actor as it is currently.
6468 _clutter_actor_set_queue_redraw_clip (self, clip);
6471 else if (G_LIKELY (priv->last_paint_volume_valid))
6473 pv = _clutter_actor_get_paint_volume_mutable (self);
6476 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
6478 /* make sure we redraw the actors old position... */
6479 _clutter_actor_set_queue_redraw_clip (stage,
6480 &priv->last_paint_volume);
6481 _clutter_actor_signal_queue_redraw (stage, stage);
6482 _clutter_actor_set_queue_redraw_clip (stage, NULL);
6484 /* XXX: Ideally the redraw signal would take a clip volume
6485 * argument, but that would be an ABI break. Until we can
6486 * break the ABI we pass the argument out-of-band
6489 /* setup the clip for the actors new position... */
6490 _clutter_actor_set_queue_redraw_clip (self, pv);
6499 _clutter_actor_signal_queue_redraw (self, self);
6501 /* Just in case anyone is manually firing redraw signals without
6502 * using the public queue_redraw() API we are careful to ensure that
6503 * our out-of-band clip member is cleared before returning...
6505 * Note: A NULL clip denotes a full-stage, un-clipped redraw
6507 if (G_LIKELY (clipped))
6508 _clutter_actor_set_queue_redraw_clip (self, NULL);
6510 priv->queue_redraw_entry = NULL;
6514 _clutter_actor_get_allocation_clip (ClutterActor *self,
6515 ClutterActorBox *clip)
6517 ClutterActorBox allocation;
6519 /* XXX: we don't care if we get an out of date allocation here
6520 * because clutter_actor_queue_redraw_with_clip knows to ignore
6521 * the clip if the actor's allocation is invalid.
6523 * This is noted because clutter_actor_get_allocation_box does some
6524 * unnecessary work to support buggy code with a comment suggesting
6525 * that it could be changed later which would be good for this use
6528 clutter_actor_get_allocation_box (self, &allocation);
6530 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
6531 * actor's own coordinate space but the allocation is in parent
6535 clip->x2 = allocation.x2 - allocation.x1;
6536 clip->y2 = allocation.y2 - allocation.y1;
6540 _clutter_actor_queue_redraw_full (ClutterActor *self,
6541 ClutterRedrawFlags flags,
6542 ClutterPaintVolume *volume,
6543 ClutterEffect *effect)
6545 ClutterActorPrivate *priv = self->priv;
6546 ClutterPaintVolume allocation_pv;
6547 ClutterPaintVolume *pv;
6548 gboolean should_free_pv;
6549 ClutterActor *stage;
6551 /* Here's an outline of the actor queue redraw mechanism:
6553 * The process starts in one of the following two functions which
6554 * are wrappers for this function:
6555 * clutter_actor_queue_redraw
6556 * _clutter_actor_queue_redraw_with_clip
6558 * additionally, an effect can queue a redraw by wrapping this
6559 * function in clutter_effect_queue_rerun
6561 * This functions queues an entry in a list associated with the
6562 * stage which is a list of actors that queued a redraw while
6563 * updating the timelines, performing layouting and processing other
6564 * mainloop sources before the next paint starts.
6566 * We aim to minimize the processing done at this point because
6567 * there is a good chance other events will happen while updating
6568 * the scenegraph that would invalidate any expensive work we might
6569 * otherwise try to do here. For example we don't try and resolve
6570 * the screen space bounding box of an actor at this stage so as to
6571 * minimize how much of the screen redraw because it's possible
6572 * something else will happen which will force a full redraw anyway.
6574 * When all updates are complete and we come to paint the stage then
6575 * we iterate this list and actually emit the "queue-redraw" signals
6576 * for each of the listed actors which will bubble up to the stage
6577 * for each actor and at that point we will transform the actors
6578 * paint volume into screen coordinates to determine the clip region
6579 * for what needs to be redrawn in the next paint.
6581 * Besides minimizing redundant work another reason for this
6582 * deferred design is that it's more likely we will be able to
6583 * determine the paint volume of an actor once we've finished
6584 * updating the scenegraph because its allocation should be up to
6585 * date. NB: If we can't determine an actors paint volume then we
6586 * can't automatically queue a clipped redraw which can make a big
6587 * difference to performance.
6589 * So the control flow goes like this:
6590 * One of clutter_actor_queue_redraw,
6591 * _clutter_actor_queue_redraw_with_clip
6592 * or clutter_effect_queue_rerun
6594 * then control moves to:
6595 * _clutter_stage_queue_actor_redraw
6597 * later during _clutter_stage_do_update, once relayouting is done
6598 * and the scenegraph has been updated we will call:
6599 * _clutter_stage_finish_queue_redraws
6601 * _clutter_stage_finish_queue_redraws will call
6602 * _clutter_actor_finish_queue_redraw for each listed actor.
6603 * Note: actors *are* allowed to queue further redraws during this
6604 * process (considering clone actors or texture_new_from_actor which
6605 * respond to their source queueing a redraw by queuing a redraw
6606 * themselves). We repeat the process until the list is empty.
6608 * This will result in the "queue-redraw" signal being fired for
6609 * each actor which will pass control to the default signal handler:
6610 * clutter_actor_real_queue_redraw
6612 * This will bubble up to the stages handler:
6613 * clutter_stage_real_queue_redraw
6615 * clutter_stage_real_queue_redraw will transform the actors paint
6616 * volume into screen space and add it as a clip region for the next
6620 /* ignore queueing a redraw for actors being destroyed */
6621 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6624 stage = _clutter_actor_get_stage_internal (self);
6626 /* Ignore queueing a redraw for actors not descended from a stage */
6630 /* ignore queueing a redraw on stages that are being destroyed */
6631 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
6634 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
6636 ClutterActorBox allocation_clip;
6637 ClutterVertex origin;
6639 /* If the actor doesn't have a valid allocation then we will
6640 * queue a full stage redraw. */
6641 if (priv->needs_allocation)
6643 /* NB: NULL denotes an undefined clip which will result in a
6645 _clutter_actor_set_queue_redraw_clip (self, NULL);
6646 _clutter_actor_signal_queue_redraw (self, self);
6650 _clutter_paint_volume_init_static (&allocation_pv, self);
6651 pv = &allocation_pv;
6653 _clutter_actor_get_allocation_clip (self, &allocation_clip);
6655 origin.x = allocation_clip.x1;
6656 origin.y = allocation_clip.y1;
6658 clutter_paint_volume_set_origin (pv, &origin);
6659 clutter_paint_volume_set_width (pv,
6660 allocation_clip.x2 - allocation_clip.x1);
6661 clutter_paint_volume_set_height (pv,
6662 allocation_clip.y2 -
6663 allocation_clip.y1);
6664 should_free_pv = TRUE;
6669 should_free_pv = FALSE;
6672 self->priv->queue_redraw_entry =
6673 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
6674 priv->queue_redraw_entry,
6679 clutter_paint_volume_free (pv);
6681 /* If this is the first redraw queued then we can directly use the
6683 if (!priv->is_dirty)
6684 priv->effect_to_redraw = effect;
6685 /* Otherwise we need to merge it with the existing effect parameter */
6686 else if (effect != NULL)
6688 /* If there's already an effect then we need to use whichever is
6689 later in the chain of actors. Otherwise a full redraw has
6690 already been queued on the actor so we need to ignore the
6692 if (priv->effect_to_redraw != NULL)
6694 if (priv->effects == NULL)
6695 g_warning ("Redraw queued with an effect that is "
6696 "not applied to the actor");
6701 for (l = _clutter_meta_group_peek_metas (priv->effects);
6705 if (l->data == priv->effect_to_redraw ||
6707 priv->effect_to_redraw = l->data;
6714 /* If no effect is specified then we need to redraw the whole
6716 priv->effect_to_redraw = NULL;
6719 priv->is_dirty = TRUE;
6723 * clutter_actor_queue_redraw:
6724 * @self: A #ClutterActor
6726 * Queues up a redraw of an actor and any children. The redraw occurs
6727 * once the main loop becomes idle (after the current batch of events
6728 * has been processed, roughly).
6730 * Applications rarely need to call this, as redraws are handled
6731 * automatically by modification functions.
6733 * This function will not do anything if @self is not visible, or
6734 * if the actor is inside an invisible part of the scenegraph.
6736 * Also be aware that painting is a NOP for actors with an opacity of
6739 * When you are implementing a custom actor you must queue a redraw
6740 * whenever some private state changes that will affect painting or
6741 * picking of your actor.
6744 clutter_actor_queue_redraw (ClutterActor *self)
6746 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6748 _clutter_actor_queue_redraw_full (self,
6750 NULL, /* clip volume */
6755 * _clutter_actor_queue_redraw_with_clip:
6756 * @self: A #ClutterActor
6757 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
6758 * this queue redraw.
6759 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
6760 * redrawn or %NULL if you are just using a @flag to state your
6763 * Queues up a clipped redraw of an actor and any children. The redraw
6764 * occurs once the main loop becomes idle (after the current batch of
6765 * events has been processed, roughly).
6767 * If no flags are given the clip volume is defined by @volume
6768 * specified in actor coordinates and tells Clutter that only content
6769 * within this volume has been changed so Clutter can optionally
6770 * optimize the redraw.
6772 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
6773 * should be %NULL and this tells Clutter to use the actor's current
6774 * allocation as a clip box. This flag can only be used for 2D actors,
6775 * because any actor with depth may be projected outside its
6778 * Applications rarely need to call this, as redraws are handled
6779 * automatically by modification functions.
6781 * This function will not do anything if @self is not visible, or if
6782 * the actor is inside an invisible part of the scenegraph.
6784 * Also be aware that painting is a NOP for actors with an opacity of
6787 * When you are implementing a custom actor you must queue a redraw
6788 * whenever some private state changes that will affect painting or
6789 * picking of your actor.
6792 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6793 ClutterRedrawFlags flags,
6794 ClutterPaintVolume *volume)
6796 _clutter_actor_queue_redraw_full (self,
6798 volume, /* clip volume */
6803 _clutter_actor_queue_only_relayout (ClutterActor *self)
6805 ClutterActorPrivate *priv = self->priv;
6807 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6810 if (priv->needs_width_request &&
6811 priv->needs_height_request &&
6812 priv->needs_allocation)
6813 return; /* save some cpu cycles */
6815 #if CLUTTER_ENABLE_DEBUG
6816 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
6818 g_warning ("The actor '%s' is currently inside an allocation "
6819 "cycle; calling clutter_actor_queue_relayout() is "
6821 _clutter_actor_get_debug_name (self));
6823 #endif /* CLUTTER_ENABLE_DEBUG */
6825 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
6829 * clutter_actor_queue_redraw_with_clip:
6830 * @self: a #ClutterActor
6831 * @clip: (allow-none): a rectangular clip region, or %NULL
6833 * Queues a redraw on @self limited to a specific, actor-relative
6836 * If @clip is %NULL this function is equivalent to
6837 * clutter_actor_queue_redraw().
6842 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6843 const cairo_rectangle_int_t *clip)
6845 ClutterPaintVolume volume;
6846 ClutterVertex origin;
6848 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6852 clutter_actor_queue_redraw (self);
6856 _clutter_paint_volume_init_static (&volume, self);
6862 clutter_paint_volume_set_origin (&volume, &origin);
6863 clutter_paint_volume_set_width (&volume, clip->width);
6864 clutter_paint_volume_set_height (&volume, clip->height);
6866 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
6868 clutter_paint_volume_free (&volume);
6872 * clutter_actor_queue_relayout:
6873 * @self: A #ClutterActor
6875 * Indicates that the actor's size request or other layout-affecting
6876 * properties may have changed. This function is used inside #ClutterActor
6877 * subclass implementations, not by applications directly.
6879 * Queueing a new layout automatically queues a redraw as well.
6884 clutter_actor_queue_relayout (ClutterActor *self)
6886 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6888 _clutter_actor_queue_only_relayout (self);
6889 clutter_actor_queue_redraw (self);
6893 * clutter_actor_get_preferred_size:
6894 * @self: a #ClutterActor
6895 * @min_width_p: (out) (allow-none): return location for the minimum
6897 * @min_height_p: (out) (allow-none): return location for the minimum
6899 * @natural_width_p: (out) (allow-none): return location for the natural
6901 * @natural_height_p: (out) (allow-none): return location for the natural
6904 * Computes the preferred minimum and natural size of an actor, taking into
6905 * account the actor's geometry management (either height-for-width
6906 * or width-for-height).
6908 * The width and height used to compute the preferred height and preferred
6909 * width are the actor's natural ones.
6911 * If you need to control the height for the preferred width, or the width for
6912 * the preferred height, you should use clutter_actor_get_preferred_width()
6913 * and clutter_actor_get_preferred_height(), and check the actor's preferred
6914 * geometry management using the #ClutterActor:request-mode property.
6919 clutter_actor_get_preferred_size (ClutterActor *self,
6920 gfloat *min_width_p,
6921 gfloat *min_height_p,
6922 gfloat *natural_width_p,
6923 gfloat *natural_height_p)
6925 ClutterActorPrivate *priv;
6926 gfloat min_width, min_height;
6927 gfloat natural_width, natural_height;
6929 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6933 min_width = min_height = 0;
6934 natural_width = natural_height = 0;
6936 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
6938 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
6939 clutter_actor_get_preferred_width (self, -1,
6942 clutter_actor_get_preferred_height (self, natural_width,
6948 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
6949 clutter_actor_get_preferred_height (self, -1,
6952 clutter_actor_get_preferred_width (self, natural_height,
6958 *min_width_p = min_width;
6961 *min_height_p = min_height;
6963 if (natural_width_p)
6964 *natural_width_p = natural_width;
6966 if (natural_height_p)
6967 *natural_height_p = natural_height;
6972 * @align: a #ClutterActorAlign
6973 * @direction: a #ClutterTextDirection
6975 * Retrieves the correct alignment depending on the text direction
6977 * Return value: the effective alignment
6979 static ClutterActorAlign
6980 effective_align (ClutterActorAlign align,
6981 ClutterTextDirection direction)
6983 ClutterActorAlign res;
6987 case CLUTTER_ACTOR_ALIGN_START:
6988 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6989 ? CLUTTER_ACTOR_ALIGN_END
6990 : CLUTTER_ACTOR_ALIGN_START;
6993 case CLUTTER_ACTOR_ALIGN_END:
6994 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6995 ? CLUTTER_ACTOR_ALIGN_START
6996 : CLUTTER_ACTOR_ALIGN_END;
7008 adjust_for_margin (float margin_start,
7010 float *minimum_size,
7011 float *natural_size,
7012 float *allocated_start,
7013 float *allocated_end)
7015 *minimum_size -= (margin_start + margin_end);
7016 *natural_size -= (margin_start + margin_end);
7017 *allocated_start += margin_start;
7018 *allocated_end -= margin_end;
7022 adjust_for_alignment (ClutterActorAlign alignment,
7024 float *allocated_start,
7025 float *allocated_end)
7027 float allocated_size = *allocated_end - *allocated_start;
7031 case CLUTTER_ACTOR_ALIGN_FILL:
7035 case CLUTTER_ACTOR_ALIGN_START:
7037 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7040 case CLUTTER_ACTOR_ALIGN_END:
7041 if (allocated_size > natural_size)
7043 *allocated_start += (allocated_size - natural_size);
7044 *allocated_end = *allocated_start + natural_size;
7048 case CLUTTER_ACTOR_ALIGN_CENTER:
7049 if (allocated_size > natural_size)
7051 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7052 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7059 * clutter_actor_adjust_width:
7060 * @self: a #ClutterActor
7061 * @minimum_width: (inout): the actor's preferred minimum width, which
7062 * will be adjusted depending on the margin
7063 * @natural_width: (inout): the actor's preferred natural width, which
7064 * will be adjusted depending on the margin
7065 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7066 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7068 * Adjusts the preferred and allocated position and size of an actor,
7069 * depending on the margin and alignment properties.
7072 clutter_actor_adjust_width (ClutterActor *self,
7073 gfloat *minimum_width,
7074 gfloat *natural_width,
7075 gfloat *adjusted_x1,
7076 gfloat *adjusted_x2)
7078 ClutterTextDirection text_dir;
7079 const ClutterLayoutInfo *info;
7081 info = _clutter_actor_get_layout_info_or_defaults (self);
7082 text_dir = clutter_actor_get_text_direction (self);
7084 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7086 /* this will tweak natural_width to remove the margin, so that
7087 * adjust_for_alignment() will use the correct size
7089 adjust_for_margin (info->margin.left, info->margin.right,
7090 minimum_width, natural_width,
7091 adjusted_x1, adjusted_x2);
7093 adjust_for_alignment (effective_align (info->x_align, text_dir),
7095 adjusted_x1, adjusted_x2);
7099 * clutter_actor_adjust_height:
7100 * @self: a #ClutterActor
7101 * @minimum_height: (inout): the actor's preferred minimum height, which
7102 * will be adjusted depending on the margin
7103 * @natural_height: (inout): the actor's preferred natural height, which
7104 * will be adjusted depending on the margin
7105 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7106 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7108 * Adjusts the preferred and allocated position and size of an actor,
7109 * depending on the margin and alignment properties.
7112 clutter_actor_adjust_height (ClutterActor *self,
7113 gfloat *minimum_height,
7114 gfloat *natural_height,
7115 gfloat *adjusted_y1,
7116 gfloat *adjusted_y2)
7118 const ClutterLayoutInfo *info;
7120 info = _clutter_actor_get_layout_info_or_defaults (self);
7122 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7124 /* this will tweak natural_height to remove the margin, so that
7125 * adjust_for_alignment() will use the correct size
7127 adjust_for_margin (info->margin.top, info->margin.bottom,
7128 minimum_height, natural_height,
7132 /* we don't use effective_align() here, because text direction
7133 * only affects the horizontal axis
7135 adjust_for_alignment (info->y_align,
7142 /* looks for a cached size request for this for_size. If not
7143 * found, returns the oldest entry so it can be overwritten */
7145 _clutter_actor_get_cached_size_request (gfloat for_size,
7146 SizeRequest *cached_size_requests,
7147 SizeRequest **result)
7151 *result = &cached_size_requests[0];
7153 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7157 sr = &cached_size_requests[i];
7160 sr->for_size == for_size)
7162 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7166 else if (sr->age < (*result)->age)
7172 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7178 * clutter_actor_get_preferred_width:
7179 * @self: A #ClutterActor
7180 * @for_height: available height when computing the preferred width,
7181 * or a negative value to indicate that no height is defined
7182 * @min_width_p: (out) (allow-none): return location for minimum width,
7184 * @natural_width_p: (out) (allow-none): return location for the natural
7187 * Computes the requested minimum and natural widths for an actor,
7188 * optionally depending on the specified height, or if they are
7189 * already computed, returns the cached values.
7191 * An actor may not get its request - depending on the layout
7192 * manager that's in effect.
7194 * A request should not incorporate the actor's scale or anchor point;
7195 * those transformations do not affect layout, only rendering.
7200 clutter_actor_get_preferred_width (ClutterActor *self,
7202 gfloat *min_width_p,
7203 gfloat *natural_width_p)
7205 float request_min_width, request_natural_width;
7206 SizeRequest *cached_size_request;
7207 const ClutterLayoutInfo *info;
7208 ClutterActorPrivate *priv;
7209 gboolean found_in_cache;
7211 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7215 info = _clutter_actor_get_layout_info_or_defaults (self);
7217 /* we shortcircuit the case of a fixed size set using set_width() */
7218 if (priv->min_width_set && priv->natural_width_set)
7220 if (min_width_p != NULL)
7221 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7223 if (natural_width_p != NULL)
7224 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7229 /* the remaining cases are:
7231 * - either min_width or natural_width have been set
7232 * - neither min_width or natural_width have been set
7234 * in both cases, we go through the cache (and through the actor in case
7235 * of cache misses) and determine the authoritative value depending on
7239 if (!priv->needs_width_request)
7242 _clutter_actor_get_cached_size_request (for_height,
7243 priv->width_requests,
7244 &cached_size_request);
7248 /* if the actor needs a width request we use the first slot */
7249 found_in_cache = FALSE;
7250 cached_size_request = &priv->width_requests[0];
7253 if (!found_in_cache)
7255 gfloat minimum_width, natural_width;
7256 ClutterActorClass *klass;
7258 minimum_width = natural_width = 0;
7260 /* adjust for the margin */
7261 if (for_height >= 0)
7263 for_height -= (info->margin.top + info->margin.bottom);
7268 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7270 klass = CLUTTER_ACTOR_GET_CLASS (self);
7271 klass->get_preferred_width (self, for_height,
7275 /* adjust for the margin */
7276 minimum_width += (info->margin.left + info->margin.right);
7277 natural_width += (info->margin.left + info->margin.right);
7279 /* Due to accumulated float errors, it's better not to warn
7280 * on this, but just fix it.
7282 if (natural_width < minimum_width)
7283 natural_width = minimum_width;
7285 cached_size_request->min_size = minimum_width;
7286 cached_size_request->natural_size = natural_width;
7287 cached_size_request->for_size = for_height;
7288 cached_size_request->age = priv->cached_width_age;
7290 priv->cached_width_age += 1;
7291 priv->needs_width_request = FALSE;
7294 if (!priv->min_width_set)
7295 request_min_width = cached_size_request->min_size;
7297 request_min_width = info->min_width;
7299 if (!priv->natural_width_set)
7300 request_natural_width = cached_size_request->natural_size;
7302 request_natural_width = info->natural_width;
7305 *min_width_p = request_min_width;
7307 if (natural_width_p)
7308 *natural_width_p = request_natural_width;
7312 * clutter_actor_get_preferred_height:
7313 * @self: A #ClutterActor
7314 * @for_width: available width to assume in computing desired height,
7315 * or a negative value to indicate that no width is defined
7316 * @min_height_p: (out) (allow-none): return location for minimum height,
7318 * @natural_height_p: (out) (allow-none): return location for natural
7321 * Computes the requested minimum and natural heights for an actor,
7322 * or if they are already computed, returns the cached values.
7324 * An actor may not get its request - depending on the layout
7325 * manager that's in effect.
7327 * A request should not incorporate the actor's scale or anchor point;
7328 * those transformations do not affect layout, only rendering.
7333 clutter_actor_get_preferred_height (ClutterActor *self,
7335 gfloat *min_height_p,
7336 gfloat *natural_height_p)
7338 float request_min_height, request_natural_height;
7339 SizeRequest *cached_size_request;
7340 const ClutterLayoutInfo *info;
7341 ClutterActorPrivate *priv;
7342 gboolean found_in_cache;
7344 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7348 info = _clutter_actor_get_layout_info_or_defaults (self);
7350 /* we shortcircuit the case of a fixed size set using set_height() */
7351 if (priv->min_height_set && priv->natural_height_set)
7353 if (min_height_p != NULL)
7354 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7356 if (natural_height_p != NULL)
7357 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7362 /* the remaining cases are:
7364 * - either min_height or natural_height have been set
7365 * - neither min_height or natural_height have been set
7367 * in both cases, we go through the cache (and through the actor in case
7368 * of cache misses) and determine the authoritative value depending on
7372 if (!priv->needs_height_request)
7375 _clutter_actor_get_cached_size_request (for_width,
7376 priv->height_requests,
7377 &cached_size_request);
7381 found_in_cache = FALSE;
7382 cached_size_request = &priv->height_requests[0];
7385 if (!found_in_cache)
7387 gfloat minimum_height, natural_height;
7388 ClutterActorClass *klass;
7390 minimum_height = natural_height = 0;
7392 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
7394 /* adjust for margin */
7397 for_width -= (info->margin.left + info->margin.right);
7402 klass = CLUTTER_ACTOR_GET_CLASS (self);
7403 klass->get_preferred_height (self, for_width,
7407 /* adjust for margin */
7408 minimum_height += (info->margin.top + info->margin.bottom);
7409 natural_height += (info->margin.top + info->margin.bottom);
7411 /* Due to accumulated float errors, it's better not to warn
7412 * on this, but just fix it.
7414 if (natural_height < minimum_height)
7415 natural_height = minimum_height;
7417 cached_size_request->min_size = minimum_height;
7418 cached_size_request->natural_size = natural_height;
7419 cached_size_request->for_size = for_width;
7420 cached_size_request->age = priv->cached_height_age;
7422 priv->cached_height_age += 1;
7423 priv->needs_height_request = FALSE;
7426 if (!priv->min_height_set)
7427 request_min_height = cached_size_request->min_size;
7429 request_min_height = info->min_height;
7431 if (!priv->natural_height_set)
7432 request_natural_height = cached_size_request->natural_size;
7434 request_natural_height = info->natural_height;
7437 *min_height_p = request_min_height;
7439 if (natural_height_p)
7440 *natural_height_p = request_natural_height;
7444 * clutter_actor_get_allocation_box:
7445 * @self: A #ClutterActor
7446 * @box: (out): the function fills this in with the actor's allocation
7448 * Gets the layout box an actor has been assigned. The allocation can
7449 * only be assumed valid inside a paint() method; anywhere else, it
7450 * may be out-of-date.
7452 * An allocation does not incorporate the actor's scale or anchor point;
7453 * those transformations do not affect layout, only rendering.
7455 * <note>Do not call any of the clutter_actor_get_allocation_*() family
7456 * of functions inside the implementation of the get_preferred_width()
7457 * or get_preferred_height() virtual functions.</note>
7462 clutter_actor_get_allocation_box (ClutterActor *self,
7463 ClutterActorBox *box)
7465 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7467 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
7468 * which limits calling get_allocation to inside paint() basically; or
7469 * we can 2) force a layout, which could be expensive if someone calls
7470 * get_allocation somewhere silly; or we can 3) just return the latest
7471 * value, allowing it to be out-of-date, and assume people know what
7474 * The least-surprises approach that keeps existing code working is
7475 * likely to be 2). People can end up doing some inefficient things,
7476 * though, and in general code that requires 2) is probably broken.
7479 /* this implements 2) */
7480 if (G_UNLIKELY (self->priv->needs_allocation))
7482 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7484 /* do not queue a relayout on an unparented actor */
7486 _clutter_stage_maybe_relayout (stage);
7489 /* commenting out the code above and just keeping this assigment
7492 *box = self->priv->allocation;
7496 * clutter_actor_get_allocation_geometry:
7497 * @self: A #ClutterActor
7498 * @geom: (out): allocation geometry in pixels
7500 * Gets the layout box an actor has been assigned. The allocation can
7501 * only be assumed valid inside a paint() method; anywhere else, it
7502 * may be out-of-date.
7504 * An allocation does not incorporate the actor's scale or anchor point;
7505 * those transformations do not affect layout, only rendering.
7507 * The returned rectangle is in pixels.
7512 clutter_actor_get_allocation_geometry (ClutterActor *self,
7513 ClutterGeometry *geom)
7515 ClutterActorBox box;
7517 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7518 g_return_if_fail (geom != NULL);
7520 clutter_actor_get_allocation_box (self, &box);
7522 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
7523 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
7524 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
7525 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
7529 clutter_actor_update_constraints (ClutterActor *self,
7530 ClutterActorBox *allocation)
7532 ClutterActorPrivate *priv = self->priv;
7533 const GList *constraints, *l;
7535 if (priv->constraints == NULL)
7538 constraints = _clutter_meta_group_peek_metas (priv->constraints);
7539 for (l = constraints; l != NULL; l = l->next)
7541 ClutterConstraint *constraint = l->data;
7542 ClutterActorMeta *meta = l->data;
7544 if (clutter_actor_meta_get_enabled (meta))
7546 _clutter_constraint_update_allocation (constraint,
7554 * clutter_actor_adjust_allocation:
7555 * @self: a #ClutterActor
7556 * @allocation: (inout): the allocation to adjust
7558 * Adjusts the passed allocation box taking into account the actor's
7559 * layout information, like alignment, expansion, and margin.
7562 clutter_actor_adjust_allocation (ClutterActor *self,
7563 ClutterActorBox *allocation)
7565 ClutterActorBox adj_allocation;
7566 float alloc_width, alloc_height;
7567 float min_width, min_height;
7568 float nat_width, nat_height;
7569 ClutterRequestMode req_mode;
7571 adj_allocation = *allocation;
7573 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
7575 /* we want to hit the cache, so we use the public API */
7576 req_mode = clutter_actor_get_request_mode (self);
7578 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7580 clutter_actor_get_preferred_width (self, -1,
7583 clutter_actor_get_preferred_height (self, alloc_width,
7587 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
7589 clutter_actor_get_preferred_height (self, -1,
7592 clutter_actor_get_preferred_height (self, alloc_height,
7597 #ifdef CLUTTER_ENABLE_DEBUG
7598 /* warn about underallocations */
7599 if (_clutter_diagnostic_enabled () &&
7600 (floorf (min_width - alloc_width) > 0 ||
7601 floorf (min_height - alloc_height) > 0))
7603 ClutterActor *parent = clutter_actor_get_parent (self);
7605 /* the only actors that are allowed to be underallocated are the Stage,
7606 * as it doesn't have an implicit size, and Actors that specifically
7607 * told us that they want to opt-out from layout control mechanisms
7608 * through the NO_LAYOUT escape hatch.
7610 if (parent != NULL &&
7611 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
7613 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
7614 "of %.2f x %.2f from its parent actor '%s', but its "
7615 "requested minimum size is of %.2f x %.2f",
7616 _clutter_actor_get_debug_name (self),
7617 alloc_width, alloc_height,
7618 _clutter_actor_get_debug_name (parent),
7619 min_width, min_height);
7624 clutter_actor_adjust_width (self,
7628 &adj_allocation.x2);
7630 clutter_actor_adjust_height (self,
7634 &adj_allocation.y2);
7636 /* we maintain the invariant that an allocation cannot be adjusted
7637 * to be outside the parent-given box
7639 if (adj_allocation.x1 < allocation->x1 ||
7640 adj_allocation.y1 < allocation->y1 ||
7641 adj_allocation.x2 > allocation->x2 ||
7642 adj_allocation.y2 > allocation->y2)
7644 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
7645 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
7646 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
7647 _clutter_actor_get_debug_name (self),
7648 adj_allocation.x1, adj_allocation.y1,
7649 adj_allocation.x2 - adj_allocation.x1,
7650 adj_allocation.y2 - adj_allocation.y1,
7651 allocation->x1, allocation->y1,
7652 allocation->x2 - allocation->x1,
7653 allocation->y2 - allocation->y1);
7657 *allocation = adj_allocation;
7661 * clutter_actor_allocate:
7662 * @self: A #ClutterActor
7663 * @box: new allocation of the actor, in parent-relative coordinates
7664 * @flags: flags that control the allocation
7666 * Called by the parent of an actor to assign the actor its size.
7667 * Should never be called by applications (except when implementing
7668 * a container or layout manager).
7670 * Actors can know from their allocation box whether they have moved
7671 * with respect to their parent actor. The @flags parameter describes
7672 * additional information about the allocation, for instance whether
7673 * the parent has moved with respect to the stage, for example because
7674 * a grandparent's origin has moved.
7679 clutter_actor_allocate (ClutterActor *self,
7680 const ClutterActorBox *box,
7681 ClutterAllocationFlags flags)
7683 ClutterActorPrivate *priv;
7684 ClutterActorClass *klass;
7685 ClutterActorBox old_allocation, real_allocation;
7686 gboolean origin_changed, child_moved, size_changed;
7687 gboolean stage_allocation_changed;
7689 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7690 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
7692 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
7693 "which isn't a descendent of the stage!\n",
7694 self, _clutter_actor_get_debug_name (self));
7700 old_allocation = priv->allocation;
7701 real_allocation = *box;
7703 /* constraints are allowed to modify the allocation only here; we do
7704 * this prior to all the other checks so that we can bail out if the
7705 * allocation did not change
7707 clutter_actor_update_constraints (self, &real_allocation);
7709 /* adjust the allocation depending on the align/margin properties */
7710 clutter_actor_adjust_allocation (self, &real_allocation);
7712 if (real_allocation.x2 < real_allocation.x1 ||
7713 real_allocation.y2 < real_allocation.y1)
7715 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
7716 _clutter_actor_get_debug_name (self),
7717 real_allocation.x2 - real_allocation.x1,
7718 real_allocation.y2 - real_allocation.y1);
7721 /* we allow 0-sized actors, but not negative-sized ones */
7722 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
7723 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
7725 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
7727 child_moved = (real_allocation.x1 != old_allocation.x1 ||
7728 real_allocation.y1 != old_allocation.y1);
7730 size_changed = (real_allocation.x2 != old_allocation.x2 ||
7731 real_allocation.y2 != old_allocation.y2);
7733 if (origin_changed || child_moved || size_changed)
7734 stage_allocation_changed = TRUE;
7736 stage_allocation_changed = FALSE;
7738 /* If we get an allocation "out of the blue"
7739 * (we did not queue relayout), then we want to
7740 * ignore it. But if we have needs_allocation set,
7741 * we want to guarantee that allocate() virtual
7742 * method is always called, i.e. that queue_relayout()
7743 * always results in an allocate() invocation on
7746 * The optimization here is to avoid re-allocating
7747 * actors that did not queue relayout and were
7750 if (!priv->needs_allocation && !stage_allocation_changed)
7752 CLUTTER_NOTE (LAYOUT, "No allocation needed");
7756 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
7757 * clutter_actor_allocate(), it indicates whether the parent has its
7758 * absolute origin moved; when passed in to ClutterActor::allocate()
7759 * virtual method though, it indicates whether the child has its
7760 * absolute origin moved. So we set it when child_moved is TRUE
7763 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
7765 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7767 klass = CLUTTER_ACTOR_GET_CLASS (self);
7768 klass->allocate (self, &real_allocation, flags);
7770 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7772 if (stage_allocation_changed)
7773 clutter_actor_queue_redraw (self);
7777 * clutter_actor_set_allocation:
7778 * @self: a #ClutterActor
7779 * @box: a #ClutterActorBox
7780 * @flags: allocation flags
7782 * Stores the allocation of @self as defined by @box.
7784 * This function can only be called from within the implementation of
7785 * the #ClutterActorClass.allocate() virtual function.
7787 * The allocation should have been adjusted to take into account constraints,
7788 * alignment, and margin properties. If you are implementing a #ClutterActor
7789 * subclass that provides its own layout management policy for its children
7790 * instead of using a #ClutterLayoutManager delegate, you should not call
7791 * this function on the children of @self; instead, you should call
7792 * clutter_actor_allocate(), which will adjust the allocation box for
7795 * This function should only be used by subclasses of #ClutterActor
7796 * that wish to store their allocation but cannot chain up to the
7797 * parent's implementation; the default implementation of the
7798 * #ClutterActorClass.allocate() virtual function will call this
7801 * It is important to note that, while chaining up was the recommended
7802 * behaviour for #ClutterActor subclasses prior to the introduction of
7803 * this function, it is recommended to call clutter_actor_set_allocation()
7806 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
7807 * to handle the allocation of its children, this function will call
7808 * the clutter_layout_manager_allocate() function only if the
7809 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
7810 * expected that the subclass will call clutter_layout_manager_allocate()
7811 * by itself. For instance, the following code:
7815 * my_actor_allocate (ClutterActor *actor,
7816 * const ClutterActorBox *allocation,
7817 * ClutterAllocationFlags flags)
7819 * ClutterActorBox new_alloc;
7820 * ClutterAllocationFlags new_flags;
7822 * adjust_allocation (allocation, &new_alloc);
7824 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
7826 * /* this will use the layout manager set on the actor */
7827 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
7831 * is equivalent to this:
7835 * my_actor_allocate (ClutterActor *actor,
7836 * const ClutterActorBox *allocation,
7837 * ClutterAllocationFlags flags)
7839 * ClutterLayoutManager *layout;
7840 * ClutterActorBox new_alloc;
7842 * adjust_allocation (allocation, &new_alloc);
7844 * clutter_actor_set_allocation (actor, &new_alloc, flags);
7846 * layout = clutter_actor_get_layout_manager (actor);
7847 * clutter_layout_manager_allocate (layout,
7848 * CLUTTER_CONTAINER (actor),
7857 clutter_actor_set_allocation (ClutterActor *self,
7858 const ClutterActorBox *box,
7859 ClutterAllocationFlags flags)
7861 ClutterActorPrivate *priv;
7864 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7865 g_return_if_fail (box != NULL);
7867 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
7869 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
7870 "can only be called from within the implementation of "
7871 "the ClutterActor::allocate() virtual function.");
7877 g_object_freeze_notify (G_OBJECT (self));
7879 changed = clutter_actor_set_allocation_internal (self, box, flags);
7881 /* we allocate our children before we notify changes in our geometry,
7882 * so that people connecting to properties will be able to get valid
7883 * data out of the sub-tree of the scene graph that has this actor at
7886 clutter_actor_maybe_layout_children (self, box, flags);
7889 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
7891 priv->allocation_flags);
7893 g_object_thaw_notify (G_OBJECT (self));
7897 * clutter_actor_set_geometry:
7898 * @self: A #ClutterActor
7899 * @geometry: A #ClutterGeometry
7901 * Sets the actor's fixed position and forces its minimum and natural
7902 * size, in pixels. This means the untransformed actor will have the
7903 * given geometry. This is the same as calling clutter_actor_set_position()
7904 * and clutter_actor_set_size().
7906 * Deprecated: 1.10: Use clutter_actor_set_position() and
7907 * clutter_actor_set_size() instead.
7910 clutter_actor_set_geometry (ClutterActor *self,
7911 const ClutterGeometry *geometry)
7913 g_object_freeze_notify (G_OBJECT (self));
7915 clutter_actor_set_position (self, geometry->x, geometry->y);
7916 clutter_actor_set_size (self, geometry->width, geometry->height);
7918 g_object_thaw_notify (G_OBJECT (self));
7922 * clutter_actor_get_geometry:
7923 * @self: A #ClutterActor
7924 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
7926 * Gets the size and position of an actor relative to its parent
7927 * actor. This is the same as calling clutter_actor_get_position() and
7928 * clutter_actor_get_size(). It tries to "do what you mean" and get the
7929 * requested size and position if the actor's allocation is invalid.
7931 * Deprecated: 1.10: Use clutter_actor_get_position() and
7932 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
7936 clutter_actor_get_geometry (ClutterActor *self,
7937 ClutterGeometry *geometry)
7939 gfloat x, y, width, height;
7941 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7942 g_return_if_fail (geometry != NULL);
7944 clutter_actor_get_position (self, &x, &y);
7945 clutter_actor_get_size (self, &width, &height);
7947 geometry->x = (int) x;
7948 geometry->y = (int) y;
7949 geometry->width = (int) width;
7950 geometry->height = (int) height;
7954 * clutter_actor_set_position:
7955 * @self: A #ClutterActor
7956 * @x: New left position of actor in pixels.
7957 * @y: New top position of actor in pixels.
7959 * Sets the actor's fixed position in pixels relative to any parent
7962 * If a layout manager is in use, this position will override the
7963 * layout manager and force a fixed position.
7966 clutter_actor_set_position (ClutterActor *self,
7970 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7972 g_object_freeze_notify (G_OBJECT (self));
7974 clutter_actor_set_x (self, x);
7975 clutter_actor_set_y (self, y);
7977 g_object_thaw_notify (G_OBJECT (self));
7981 * clutter_actor_get_fixed_position_set:
7982 * @self: A #ClutterActor
7984 * Checks whether an actor has a fixed position set (and will thus be
7985 * unaffected by any layout manager).
7987 * Return value: %TRUE if the fixed position is set on the actor
7992 clutter_actor_get_fixed_position_set (ClutterActor *self)
7994 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
7996 return self->priv->position_set;
8000 * clutter_actor_set_fixed_position_set:
8001 * @self: A #ClutterActor
8002 * @is_set: whether to use fixed position
8004 * Sets whether an actor has a fixed position set (and will thus be
8005 * unaffected by any layout manager).
8010 clutter_actor_set_fixed_position_set (ClutterActor *self,
8013 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8015 if (self->priv->position_set == (is_set != FALSE))
8018 self->priv->position_set = is_set != FALSE;
8019 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8021 clutter_actor_queue_relayout (self);
8025 * clutter_actor_move_by:
8026 * @self: A #ClutterActor
8027 * @dx: Distance to move Actor on X axis.
8028 * @dy: Distance to move Actor on Y axis.
8030 * Moves an actor by the specified distance relative to its current
8031 * position in pixels.
8033 * This function modifies the fixed position of an actor and thus removes
8034 * it from any layout management. Another way to move an actor is with an
8035 * anchor point, see clutter_actor_set_anchor_point().
8040 clutter_actor_move_by (ClutterActor *self,
8044 const ClutterLayoutInfo *info;
8047 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8049 info = _clutter_actor_get_layout_info_or_defaults (self);
8053 clutter_actor_set_position (self, x + dx, y + dy);
8057 clutter_actor_set_min_width (ClutterActor *self,
8060 ClutterActorPrivate *priv = self->priv;
8061 ClutterActorBox old = { 0, };
8062 ClutterLayoutInfo *info;
8064 /* if we are setting the size on a top-level actor and the
8065 * backend only supports static top-levels (e.g. framebuffers)
8066 * then we ignore the passed value and we override it with
8067 * the stage implementation's preferred size.
8069 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8070 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8073 info = _clutter_actor_get_layout_info (self);
8075 if (priv->min_width_set && min_width == info->min_width)
8078 g_object_freeze_notify (G_OBJECT (self));
8080 clutter_actor_store_old_geometry (self, &old);
8082 info->min_width = min_width;
8083 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8084 clutter_actor_set_min_width_set (self, TRUE);
8086 clutter_actor_notify_if_geometry_changed (self, &old);
8088 g_object_thaw_notify (G_OBJECT (self));
8090 clutter_actor_queue_relayout (self);
8094 clutter_actor_set_min_height (ClutterActor *self,
8098 ClutterActorPrivate *priv = self->priv;
8099 ClutterActorBox old = { 0, };
8100 ClutterLayoutInfo *info;
8102 /* if we are setting the size on a top-level actor and the
8103 * backend only supports static top-levels (e.g. framebuffers)
8104 * then we ignore the passed value and we override it with
8105 * the stage implementation's preferred size.
8107 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8108 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8111 info = _clutter_actor_get_layout_info (self);
8113 if (priv->min_height_set && min_height == info->min_height)
8116 g_object_freeze_notify (G_OBJECT (self));
8118 clutter_actor_store_old_geometry (self, &old);
8120 info->min_height = min_height;
8121 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8122 clutter_actor_set_min_height_set (self, TRUE);
8124 clutter_actor_notify_if_geometry_changed (self, &old);
8126 g_object_thaw_notify (G_OBJECT (self));
8128 clutter_actor_queue_relayout (self);
8132 clutter_actor_set_natural_width (ClutterActor *self,
8133 gfloat natural_width)
8135 ClutterActorPrivate *priv = self->priv;
8136 ClutterActorBox old = { 0, };
8137 ClutterLayoutInfo *info;
8139 /* if we are setting the size on a top-level actor and the
8140 * backend only supports static top-levels (e.g. framebuffers)
8141 * then we ignore the passed value and we override it with
8142 * the stage implementation's preferred size.
8144 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8145 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8148 info = _clutter_actor_get_layout_info (self);
8150 if (priv->natural_width_set && natural_width == info->natural_width)
8153 g_object_freeze_notify (G_OBJECT (self));
8155 clutter_actor_store_old_geometry (self, &old);
8157 info->natural_width = natural_width;
8158 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8159 clutter_actor_set_natural_width_set (self, TRUE);
8161 clutter_actor_notify_if_geometry_changed (self, &old);
8163 g_object_thaw_notify (G_OBJECT (self));
8165 clutter_actor_queue_relayout (self);
8169 clutter_actor_set_natural_height (ClutterActor *self,
8170 gfloat natural_height)
8172 ClutterActorPrivate *priv = self->priv;
8173 ClutterActorBox old = { 0, };
8174 ClutterLayoutInfo *info;
8176 /* if we are setting the size on a top-level actor and the
8177 * backend only supports static top-levels (e.g. framebuffers)
8178 * then we ignore the passed value and we override it with
8179 * the stage implementation's preferred size.
8181 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8182 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8185 info = _clutter_actor_get_layout_info (self);
8187 if (priv->natural_height_set && natural_height == info->natural_height)
8190 g_object_freeze_notify (G_OBJECT (self));
8192 clutter_actor_store_old_geometry (self, &old);
8194 info->natural_height = natural_height;
8195 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8196 clutter_actor_set_natural_height_set (self, TRUE);
8198 clutter_actor_notify_if_geometry_changed (self, &old);
8200 g_object_thaw_notify (G_OBJECT (self));
8202 clutter_actor_queue_relayout (self);
8206 clutter_actor_set_min_width_set (ClutterActor *self,
8207 gboolean use_min_width)
8209 ClutterActorPrivate *priv = self->priv;
8210 ClutterActorBox old = { 0, };
8212 if (priv->min_width_set == (use_min_width != FALSE))
8215 clutter_actor_store_old_geometry (self, &old);
8217 priv->min_width_set = use_min_width != FALSE;
8218 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8220 clutter_actor_notify_if_geometry_changed (self, &old);
8222 clutter_actor_queue_relayout (self);
8226 clutter_actor_set_min_height_set (ClutterActor *self,
8227 gboolean use_min_height)
8229 ClutterActorPrivate *priv = self->priv;
8230 ClutterActorBox old = { 0, };
8232 if (priv->min_height_set == (use_min_height != FALSE))
8235 clutter_actor_store_old_geometry (self, &old);
8237 priv->min_height_set = use_min_height != FALSE;
8238 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8240 clutter_actor_notify_if_geometry_changed (self, &old);
8242 clutter_actor_queue_relayout (self);
8246 clutter_actor_set_natural_width_set (ClutterActor *self,
8247 gboolean use_natural_width)
8249 ClutterActorPrivate *priv = self->priv;
8250 ClutterActorBox old = { 0, };
8252 if (priv->natural_width_set == (use_natural_width != FALSE))
8255 clutter_actor_store_old_geometry (self, &old);
8257 priv->natural_width_set = use_natural_width != FALSE;
8258 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8260 clutter_actor_notify_if_geometry_changed (self, &old);
8262 clutter_actor_queue_relayout (self);
8266 clutter_actor_set_natural_height_set (ClutterActor *self,
8267 gboolean use_natural_height)
8269 ClutterActorPrivate *priv = self->priv;
8270 ClutterActorBox old = { 0, };
8272 if (priv->natural_height_set == (use_natural_height != FALSE))
8275 clutter_actor_store_old_geometry (self, &old);
8277 priv->natural_height_set = use_natural_height != FALSE;
8278 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8280 clutter_actor_notify_if_geometry_changed (self, &old);
8282 clutter_actor_queue_relayout (self);
8286 * clutter_actor_set_request_mode:
8287 * @self: a #ClutterActor
8288 * @mode: the request mode
8290 * Sets the geometry request mode of @self.
8292 * The @mode determines the order for invoking
8293 * clutter_actor_get_preferred_width() and
8294 * clutter_actor_get_preferred_height()
8299 clutter_actor_set_request_mode (ClutterActor *self,
8300 ClutterRequestMode mode)
8302 ClutterActorPrivate *priv;
8304 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8308 if (priv->request_mode == mode)
8311 priv->request_mode = mode;
8313 priv->needs_width_request = TRUE;
8314 priv->needs_height_request = TRUE;
8316 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8318 clutter_actor_queue_relayout (self);
8322 * clutter_actor_get_request_mode:
8323 * @self: a #ClutterActor
8325 * Retrieves the geometry request mode of @self
8327 * Return value: the request mode for the actor
8332 clutter_actor_get_request_mode (ClutterActor *self)
8334 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8335 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8337 return self->priv->request_mode;
8340 /* variant of set_width() without checks and without notification
8341 * freeze+thaw, for internal usage only
8344 clutter_actor_set_width_internal (ClutterActor *self,
8349 /* the Stage will use the :min-width to control the minimum
8350 * width to be resized to, so we should not be setting it
8351 * along with the :natural-width
8353 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8354 clutter_actor_set_min_width (self, width);
8356 clutter_actor_set_natural_width (self, width);
8360 /* we only unset the :natural-width for the Stage */
8361 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8362 clutter_actor_set_min_width_set (self, FALSE);
8364 clutter_actor_set_natural_width_set (self, FALSE);
8368 /* variant of set_height() without checks and without notification
8369 * freeze+thaw, for internal usage only
8372 clutter_actor_set_height_internal (ClutterActor *self,
8377 /* see the comment above in set_width_internal() */
8378 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8379 clutter_actor_set_min_height (self, height);
8381 clutter_actor_set_natural_height (self, height);
8385 /* see the comment above in set_width_internal() */
8386 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8387 clutter_actor_set_min_height_set (self, FALSE);
8389 clutter_actor_set_natural_height_set (self, FALSE);
8394 * clutter_actor_set_size:
8395 * @self: A #ClutterActor
8396 * @width: New width of actor in pixels, or -1
8397 * @height: New height of actor in pixels, or -1
8399 * Sets the actor's size request in pixels. This overrides any
8400 * "normal" size request the actor would have. For example
8401 * a text actor might normally request the size of the text;
8402 * this function would force a specific size instead.
8404 * If @width and/or @height are -1 the actor will use its
8405 * "normal" size request instead of overriding it, i.e.
8406 * you can "unset" the size with -1.
8408 * This function sets or unsets both the minimum and natural size.
8411 clutter_actor_set_size (ClutterActor *self,
8415 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8417 g_object_freeze_notify (G_OBJECT (self));
8419 clutter_actor_set_width_internal (self, width);
8420 clutter_actor_set_height_internal (self, height);
8422 g_object_thaw_notify (G_OBJECT (self));
8426 * clutter_actor_get_size:
8427 * @self: A #ClutterActor
8428 * @width: (out) (allow-none): return location for the width, or %NULL.
8429 * @height: (out) (allow-none): return location for the height, or %NULL.
8431 * This function tries to "do what you mean" and return
8432 * the size an actor will have. If the actor has a valid
8433 * allocation, the allocation will be returned; otherwise,
8434 * the actors natural size request will be returned.
8436 * If you care whether you get the request vs. the allocation, you
8437 * should probably call a different function like
8438 * clutter_actor_get_allocation_box() or
8439 * clutter_actor_get_preferred_width().
8444 clutter_actor_get_size (ClutterActor *self,
8448 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8451 *width = clutter_actor_get_width (self);
8454 *height = clutter_actor_get_height (self);
8458 * clutter_actor_get_position:
8459 * @self: a #ClutterActor
8460 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8461 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8463 * This function tries to "do what you mean" and tell you where the
8464 * actor is, prior to any transformations. Retrieves the fixed
8465 * position of an actor in pixels, if one has been set; otherwise, if
8466 * the allocation is valid, returns the actor's allocated position;
8467 * otherwise, returns 0,0.
8469 * The returned position is in pixels.
8474 clutter_actor_get_position (ClutterActor *self,
8478 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8481 *x = clutter_actor_get_x (self);
8484 *y = clutter_actor_get_y (self);
8488 * clutter_actor_get_transformed_position:
8489 * @self: A #ClutterActor
8490 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8491 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8493 * Gets the absolute position of an actor, in pixels relative to the stage.
8498 clutter_actor_get_transformed_position (ClutterActor *self,
8505 v1.x = v1.y = v1.z = 0;
8506 clutter_actor_apply_transform_to_point (self, &v1, &v2);
8516 * clutter_actor_get_transformed_size:
8517 * @self: A #ClutterActor
8518 * @width: (out) (allow-none): return location for the width, or %NULL
8519 * @height: (out) (allow-none): return location for the height, or %NULL
8521 * Gets the absolute size of an actor in pixels, taking into account the
8524 * If the actor has a valid allocation, the allocated size will be used.
8525 * If the actor has not a valid allocation then the preferred size will
8526 * be transformed and returned.
8528 * If you want the transformed allocation, see
8529 * clutter_actor_get_abs_allocation_vertices() instead.
8531 * <note>When the actor (or one of its ancestors) is rotated around the
8532 * X or Y axis, it no longer appears as on the stage as a rectangle, but
8533 * as a generic quadrangle; in that case this function returns the size
8534 * of the smallest rectangle that encapsulates the entire quad. Please
8535 * note that in this case no assumptions can be made about the relative
8536 * position of this envelope to the absolute position of the actor, as
8537 * returned by clutter_actor_get_transformed_position(); if you need this
8538 * information, you need to use clutter_actor_get_abs_allocation_vertices()
8539 * to get the coords of the actual quadrangle.</note>
8544 clutter_actor_get_transformed_size (ClutterActor *self,
8548 ClutterActorPrivate *priv;
8550 gfloat x_min, x_max, y_min, y_max;
8553 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8557 /* if the actor hasn't been allocated yet, get the preferred
8558 * size and transform that
8560 if (priv->needs_allocation)
8562 gfloat natural_width, natural_height;
8563 ClutterActorBox box;
8565 /* Make a fake allocation to transform.
8567 * NB: _clutter_actor_transform_and_project_box expects a box in
8568 * the actor's coordinate space... */
8573 natural_width = natural_height = 0;
8574 clutter_actor_get_preferred_size (self, NULL, NULL,
8578 box.x2 = natural_width;
8579 box.y2 = natural_height;
8581 _clutter_actor_transform_and_project_box (self, &box, v);
8584 clutter_actor_get_abs_allocation_vertices (self, v);
8586 x_min = x_max = v[0].x;
8587 y_min = y_max = v[0].y;
8589 for (i = 1; i < G_N_ELEMENTS (v); ++i)
8605 *width = x_max - x_min;
8608 *height = y_max - y_min;
8612 * clutter_actor_get_width:
8613 * @self: A #ClutterActor
8615 * Retrieves the width of a #ClutterActor.
8617 * If the actor has a valid allocation, this function will return the
8618 * width of the allocated area given to the actor.
8620 * If the actor does not have a valid allocation, this function will
8621 * return the actor's natural width, that is the preferred width of
8624 * If you care whether you get the preferred width or the width that
8625 * has been assigned to the actor, you should probably call a different
8626 * function like clutter_actor_get_allocation_box() to retrieve the
8627 * allocated size or clutter_actor_get_preferred_width() to retrieve the
8630 * If an actor has a fixed width, for instance a width that has been
8631 * assigned using clutter_actor_set_width(), the width returned will
8632 * be the same value.
8634 * Return value: the width of the actor, in pixels
8637 clutter_actor_get_width (ClutterActor *self)
8639 ClutterActorPrivate *priv;
8641 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8645 if (priv->needs_allocation)
8647 gfloat natural_width = 0;
8649 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8650 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8653 gfloat natural_height = 0;
8655 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8656 clutter_actor_get_preferred_width (self, natural_height,
8661 return natural_width;
8664 return priv->allocation.x2 - priv->allocation.x1;
8668 * clutter_actor_get_height:
8669 * @self: A #ClutterActor
8671 * Retrieves the height of a #ClutterActor.
8673 * If the actor has a valid allocation, this function will return the
8674 * height of the allocated area given to the actor.
8676 * If the actor does not have a valid allocation, this function will
8677 * return the actor's natural height, that is the preferred height of
8680 * If you care whether you get the preferred height or the height that
8681 * has been assigned to the actor, you should probably call a different
8682 * function like clutter_actor_get_allocation_box() to retrieve the
8683 * allocated size or clutter_actor_get_preferred_height() to retrieve the
8686 * If an actor has a fixed height, for instance a height that has been
8687 * assigned using clutter_actor_set_height(), the height returned will
8688 * be the same value.
8690 * Return value: the height of the actor, in pixels
8693 clutter_actor_get_height (ClutterActor *self)
8695 ClutterActorPrivate *priv;
8697 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8701 if (priv->needs_allocation)
8703 gfloat natural_height = 0;
8705 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8707 gfloat natural_width = 0;
8709 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8710 clutter_actor_get_preferred_height (self, natural_width,
8711 NULL, &natural_height);
8714 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8716 return natural_height;
8719 return priv->allocation.y2 - priv->allocation.y1;
8723 * clutter_actor_set_width:
8724 * @self: A #ClutterActor
8725 * @width: Requested new width for the actor, in pixels, or -1
8727 * Forces a width on an actor, causing the actor's preferred width
8728 * and height (if any) to be ignored.
8730 * If @width is -1 the actor will use its preferred width request
8731 * instead of overriding it, i.e. you can "unset" the width with -1.
8733 * This function sets both the minimum and natural size of the actor.
8738 clutter_actor_set_width (ClutterActor *self,
8741 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8743 g_object_freeze_notify (G_OBJECT (self));
8745 clutter_actor_set_width_internal (self, width);
8747 g_object_thaw_notify (G_OBJECT (self));
8751 * clutter_actor_set_height:
8752 * @self: A #ClutterActor
8753 * @height: Requested new height for the actor, in pixels, or -1
8755 * Forces a height on an actor, causing the actor's preferred width
8756 * and height (if any) to be ignored.
8758 * If @height is -1 the actor will use its preferred height instead of
8759 * overriding it, i.e. you can "unset" the height with -1.
8761 * This function sets both the minimum and natural size of the actor.
8766 clutter_actor_set_height (ClutterActor *self,
8769 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8771 g_object_freeze_notify (G_OBJECT (self));
8773 clutter_actor_set_height_internal (self, height);
8775 g_object_thaw_notify (G_OBJECT (self));
8779 * clutter_actor_set_x:
8780 * @self: a #ClutterActor
8781 * @x: the actor's position on the X axis
8783 * Sets the actor's X coordinate, relative to its parent, in pixels.
8785 * Overrides any layout manager and forces a fixed position for
8791 clutter_actor_set_x (ClutterActor *self,
8794 ClutterActorBox old = { 0, };
8795 ClutterActorPrivate *priv;
8796 ClutterLayoutInfo *info;
8798 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8802 info = _clutter_actor_get_layout_info (self);
8804 if (priv->position_set && info->fixed_x == x)
8807 clutter_actor_store_old_geometry (self, &old);
8810 clutter_actor_set_fixed_position_set (self, TRUE);
8812 clutter_actor_notify_if_geometry_changed (self, &old);
8814 clutter_actor_queue_relayout (self);
8818 * clutter_actor_set_y:
8819 * @self: a #ClutterActor
8820 * @y: the actor's position on the Y axis
8822 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
8824 * Overrides any layout manager and forces a fixed position for
8830 clutter_actor_set_y (ClutterActor *self,
8833 ClutterActorBox old = { 0, };
8834 ClutterActorPrivate *priv;
8835 ClutterLayoutInfo *info;
8837 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8841 info = _clutter_actor_get_layout_info (self);
8843 if (priv->position_set && info->fixed_y == y)
8846 clutter_actor_store_old_geometry (self, &old);
8849 clutter_actor_set_fixed_position_set (self, TRUE);
8851 clutter_actor_notify_if_geometry_changed (self, &old);
8853 clutter_actor_queue_relayout (self);
8857 * clutter_actor_get_x:
8858 * @self: A #ClutterActor
8860 * Retrieves the X coordinate of a #ClutterActor.
8862 * This function tries to "do what you mean", by returning the
8863 * correct value depending on the actor's state.
8865 * If the actor has a valid allocation, this function will return
8866 * the X coordinate of the origin of the allocation box.
8868 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
8869 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8870 * function will return that coordinate.
8872 * If both the allocation and a fixed position are missing, this function
8875 * Return value: the X coordinate, in pixels, ignoring any
8876 * transformation (i.e. scaling, rotation)
8879 clutter_actor_get_x (ClutterActor *self)
8881 ClutterActorPrivate *priv;
8883 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8887 if (priv->needs_allocation)
8889 if (priv->position_set)
8891 const ClutterLayoutInfo *info;
8893 info = _clutter_actor_get_layout_info_or_defaults (self);
8895 return info->fixed_x;
8901 return priv->allocation.x1;
8905 * clutter_actor_get_y:
8906 * @self: A #ClutterActor
8908 * Retrieves the Y coordinate of a #ClutterActor.
8910 * This function tries to "do what you mean", by returning the
8911 * correct value depending on the actor's state.
8913 * If the actor has a valid allocation, this function will return
8914 * the Y coordinate of the origin of the allocation box.
8916 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
8917 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8918 * function will return that coordinate.
8920 * If both the allocation and a fixed position are missing, this function
8923 * Return value: the Y coordinate, in pixels, ignoring any
8924 * transformation (i.e. scaling, rotation)
8927 clutter_actor_get_y (ClutterActor *self)
8929 ClutterActorPrivate *priv;
8931 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8935 if (priv->needs_allocation)
8937 if (priv->position_set)
8939 const ClutterLayoutInfo *info;
8941 info = _clutter_actor_get_layout_info_or_defaults (self);
8943 return info->fixed_y;
8949 return priv->allocation.y1;
8953 * clutter_actor_set_scale:
8954 * @self: A #ClutterActor
8955 * @scale_x: double factor to scale actor by horizontally.
8956 * @scale_y: double factor to scale actor by vertically.
8958 * Scales an actor with the given factors. The scaling is relative to
8959 * the scale center and the anchor point. The scale center is
8960 * unchanged by this function and defaults to 0,0.
8965 clutter_actor_set_scale (ClutterActor *self,
8969 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8971 g_object_freeze_notify (G_OBJECT (self));
8973 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
8974 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
8976 g_object_thaw_notify (G_OBJECT (self));
8980 * clutter_actor_set_scale_full:
8981 * @self: A #ClutterActor
8982 * @scale_x: double factor to scale actor by horizontally.
8983 * @scale_y: double factor to scale actor by vertically.
8984 * @center_x: X coordinate of the center of the scale.
8985 * @center_y: Y coordinate of the center of the scale
8987 * Scales an actor with the given factors around the given center
8988 * point. The center point is specified in pixels relative to the
8989 * anchor point (usually the top left corner of the actor).
8994 clutter_actor_set_scale_full (ClutterActor *self,
9000 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9002 g_object_freeze_notify (G_OBJECT (self));
9004 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9005 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9006 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9007 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9009 g_object_thaw_notify (G_OBJECT (self));
9013 * clutter_actor_set_scale_with_gravity:
9014 * @self: A #ClutterActor
9015 * @scale_x: double factor to scale actor by horizontally.
9016 * @scale_y: double factor to scale actor by vertically.
9017 * @gravity: the location of the scale center expressed as a compass
9020 * Scales an actor with the given factors around the given
9021 * center point. The center point is specified as one of the compass
9022 * directions in #ClutterGravity. For example, setting it to north
9023 * will cause the top of the actor to remain unchanged and the rest of
9024 * the actor to expand left, right and downwards.
9029 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9032 ClutterGravity gravity)
9034 ClutterTransformInfo *info;
9037 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9039 obj = G_OBJECT (self);
9041 g_object_freeze_notify (obj);
9043 info = _clutter_actor_get_transform_info (self);
9044 info->scale_x = scale_x;
9045 info->scale_y = scale_y;
9047 if (gravity == CLUTTER_GRAVITY_NONE)
9048 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9050 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9052 self->priv->transform_valid = FALSE;
9054 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9055 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9056 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9057 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9058 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9060 clutter_actor_queue_redraw (self);
9062 g_object_thaw_notify (obj);
9066 * clutter_actor_get_scale:
9067 * @self: A #ClutterActor
9068 * @scale_x: (out) (allow-none): Location to store horizonal
9069 * scale factor, or %NULL.
9070 * @scale_y: (out) (allow-none): Location to store vertical
9071 * scale factor, or %NULL.
9073 * Retrieves an actors scale factors.
9078 clutter_actor_get_scale (ClutterActor *self,
9082 const ClutterTransformInfo *info;
9084 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9086 info = _clutter_actor_get_transform_info_or_defaults (self);
9089 *scale_x = info->scale_x;
9092 *scale_y = info->scale_y;
9096 * clutter_actor_get_scale_center:
9097 * @self: A #ClutterActor
9098 * @center_x: (out) (allow-none): Location to store the X position
9099 * of the scale center, or %NULL.
9100 * @center_y: (out) (allow-none): Location to store the Y position
9101 * of the scale center, or %NULL.
9103 * Retrieves the scale center coordinate in pixels relative to the top
9104 * left corner of the actor. If the scale center was specified using a
9105 * #ClutterGravity this will calculate the pixel offset using the
9106 * current size of the actor.
9111 clutter_actor_get_scale_center (ClutterActor *self,
9115 const ClutterTransformInfo *info;
9117 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9119 info = _clutter_actor_get_transform_info_or_defaults (self);
9121 clutter_anchor_coord_get_units (self, &info->scale_center,
9128 * clutter_actor_get_scale_gravity:
9129 * @self: A #ClutterActor
9131 * Retrieves the scale center as a compass direction. If the scale
9132 * center was specified in pixels or units this will return
9133 * %CLUTTER_GRAVITY_NONE.
9135 * Return value: the scale gravity
9140 clutter_actor_get_scale_gravity (ClutterActor *self)
9142 const ClutterTransformInfo *info;
9144 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9146 info = _clutter_actor_get_transform_info_or_defaults (self);
9148 return clutter_anchor_coord_get_gravity (&info->scale_center);
9152 * clutter_actor_set_opacity:
9153 * @self: A #ClutterActor
9154 * @opacity: New opacity value for the actor.
9156 * Sets the actor's opacity, with zero being completely transparent and
9157 * 255 (0xff) being fully opaque.
9160 clutter_actor_set_opacity (ClutterActor *self,
9163 ClutterActorPrivate *priv;
9165 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9169 if (priv->opacity != opacity)
9171 priv->opacity = opacity;
9173 /* Queue a redraw from the flatten effect so that it can use
9174 its cached image if available instead of having to redraw the
9175 actual actor. If it doesn't end up using the FBO then the
9176 effect is still able to continue the paint anyway. If there
9177 is no flatten effect yet then this is equivalent to queueing
9179 _clutter_actor_queue_redraw_full (self,
9182 priv->flatten_effect);
9184 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9189 * clutter_actor_get_paint_opacity_internal:
9190 * @self: a #ClutterActor
9192 * Retrieves the absolute opacity of the actor, as it appears on the stage
9194 * This function does not do type checks
9196 * Return value: the absolute opacity of the actor
9199 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9201 ClutterActorPrivate *priv = self->priv;
9202 ClutterActor *parent;
9204 /* override the top-level opacity to always be 255; even in
9205 * case of ClutterStage:use-alpha being TRUE we want the rest
9206 * of the scene to be painted
9208 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9211 if (priv->opacity_override >= 0)
9212 return priv->opacity_override;
9214 parent = priv->parent;
9216 /* Factor in the actual actors opacity with parents */
9219 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9221 if (opacity != 0xff)
9222 return (opacity * priv->opacity) / 0xff;
9225 return priv->opacity;
9230 * clutter_actor_get_paint_opacity:
9231 * @self: A #ClutterActor
9233 * Retrieves the absolute opacity of the actor, as it appears on the stage.
9235 * This function traverses the hierarchy chain and composites the opacity of
9236 * the actor with that of its parents.
9238 * This function is intended for subclasses to use in the paint virtual
9239 * function, to paint themselves with the correct opacity.
9241 * Return value: The actor opacity value.
9246 clutter_actor_get_paint_opacity (ClutterActor *self)
9248 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9250 return clutter_actor_get_paint_opacity_internal (self);
9254 * clutter_actor_get_opacity:
9255 * @self: a #ClutterActor
9257 * Retrieves the opacity value of an actor, as set by
9258 * clutter_actor_set_opacity().
9260 * For retrieving the absolute opacity of the actor inside a paint
9261 * virtual function, see clutter_actor_get_paint_opacity().
9263 * Return value: the opacity of the actor
9266 clutter_actor_get_opacity (ClutterActor *self)
9268 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9270 return self->priv->opacity;
9274 * clutter_actor_set_offscreen_redirect:
9275 * @self: A #ClutterActor
9276 * @redirect: New offscreen redirect flags for the actor.
9278 * Defines the circumstances where the actor should be redirected into
9279 * an offscreen image. The offscreen image is used to flatten the
9280 * actor into a single image while painting for two main reasons.
9281 * Firstly, when the actor is painted a second time without any of its
9282 * contents changing it can simply repaint the cached image without
9283 * descending further down the actor hierarchy. Secondly, it will make
9284 * the opacity look correct even if there are overlapping primitives
9287 * Caching the actor could in some cases be a performance win and in
9288 * some cases be a performance lose so it is important to determine
9289 * which value is right for an actor before modifying this value. For
9290 * example, there is never any reason to flatten an actor that is just
9291 * a single texture (such as a #ClutterTexture) because it is
9292 * effectively already cached in an image so the offscreen would be
9293 * redundant. Also if the actor contains primitives that are far apart
9294 * with a large transparent area in the middle (such as a large
9295 * CluterGroup with a small actor in the top left and a small actor in
9296 * the bottom right) then the cached image will contain the entire
9297 * image of the large area and the paint will waste time blending all
9298 * of the transparent pixels in the middle.
9300 * The default method of implementing opacity on a container simply
9301 * forwards on the opacity to all of the children. If the children are
9302 * overlapping then it will appear as if they are two separate glassy
9303 * objects and there will be a break in the color where they
9304 * overlap. By redirecting to an offscreen buffer it will be as if the
9305 * two opaque objects are combined into one and then made transparent
9306 * which is usually what is expected.
9308 * The image below demonstrates the difference between redirecting and
9309 * not. The image shows two Clutter groups, each containing a red and
9310 * a green rectangle which overlap. The opacity on the group is set to
9311 * 128 (which is 50%). When the offscreen redirect is not used, the
9312 * red rectangle can be seen through the blue rectangle as if the two
9313 * rectangles were separately transparent. When the redirect is used
9314 * the group as a whole is transparent instead so the red rectangle is
9315 * not visible where they overlap.
9317 * <figure id="offscreen-redirect">
9318 * <title>Sample of using an offscreen redirect for transparency</title>
9319 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
9322 * The default value for this property is 0, so we effectively will
9323 * never redirect an actor offscreen by default. This means that there
9324 * are times that transparent actors may look glassy as described
9325 * above. The reason this is the default is because there is a
9326 * performance trade off between quality and performance here. In many
9327 * cases the default form of glassy opacity looks good enough, but if
9328 * it's not you will need to set the
9329 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
9330 * redirection for opacity.
9332 * Custom actors that don't contain any overlapping primitives are
9333 * recommended to override the has_overlaps() virtual to return %FALSE
9334 * for maximum efficiency.
9339 clutter_actor_set_offscreen_redirect (ClutterActor *self,
9340 ClutterOffscreenRedirect redirect)
9342 ClutterActorPrivate *priv;
9344 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9348 if (priv->offscreen_redirect != redirect)
9350 priv->offscreen_redirect = redirect;
9352 /* Queue a redraw from the effect so that it can use its cached
9353 image if available instead of having to redraw the actual
9354 actor. If it doesn't end up using the FBO then the effect is
9355 still able to continue the paint anyway. If there is no
9356 effect then this is equivalent to queuing a full redraw */
9357 _clutter_actor_queue_redraw_full (self,
9360 priv->flatten_effect);
9362 g_object_notify_by_pspec (G_OBJECT (self),
9363 obj_props[PROP_OFFSCREEN_REDIRECT]);
9368 * clutter_actor_get_offscreen_redirect:
9369 * @self: a #ClutterActor
9371 * Retrieves whether to redirect the actor to an offscreen buffer, as
9372 * set by clutter_actor_set_offscreen_redirect().
9374 * Return value: the value of the offscreen-redirect property of the actor
9378 ClutterOffscreenRedirect
9379 clutter_actor_get_offscreen_redirect (ClutterActor *self)
9381 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9383 return self->priv->offscreen_redirect;
9387 * clutter_actor_set_name:
9388 * @self: A #ClutterActor
9389 * @name: Textual tag to apply to actor
9391 * Sets the given name to @self. The name can be used to identify
9395 clutter_actor_set_name (ClutterActor *self,
9398 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9400 g_free (self->priv->name);
9401 self->priv->name = g_strdup (name);
9403 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
9407 * clutter_actor_get_name:
9408 * @self: A #ClutterActor
9410 * Retrieves the name of @self.
9412 * Return value: the name of the actor, or %NULL. The returned string is
9413 * owned by the actor and should not be modified or freed.
9416 clutter_actor_get_name (ClutterActor *self)
9418 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9420 return self->priv->name;
9424 * clutter_actor_get_gid:
9425 * @self: A #ClutterActor
9427 * Retrieves the unique id for @self.
9429 * Return value: Globally unique value for this object instance.
9433 * Deprecated: 1.8: The id is not used any longer.
9436 clutter_actor_get_gid (ClutterActor *self)
9438 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9440 return self->priv->id;
9444 * clutter_actor_set_depth:
9445 * @self: a #ClutterActor
9448 * Sets the Z coordinate of @self to @depth.
9450 * The unit used by @depth is dependant on the perspective setup. See
9451 * also clutter_stage_set_perspective().
9454 clutter_actor_set_depth (ClutterActor *self,
9457 ClutterActorPrivate *priv;
9459 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9463 if (priv->z != depth)
9465 /* Sets Z value - XXX 2.0: should we invert? */
9468 priv->transform_valid = FALSE;
9470 /* FIXME - remove this crap; sadly, there are still containers
9471 * in Clutter that depend on this utter brain damage
9473 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
9475 clutter_actor_queue_redraw (self);
9477 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
9482 * clutter_actor_get_depth:
9483 * @self: a #ClutterActor
9485 * Retrieves the depth of @self.
9487 * Return value: the depth of the actor
9490 clutter_actor_get_depth (ClutterActor *self)
9492 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
9494 return self->priv->z;
9498 * clutter_actor_set_rotation:
9499 * @self: a #ClutterActor
9500 * @axis: the axis of rotation
9501 * @angle: the angle of rotation
9502 * @x: X coordinate of the rotation center
9503 * @y: Y coordinate of the rotation center
9504 * @z: Z coordinate of the rotation center
9506 * Sets the rotation angle of @self around the given axis.
9508 * The rotation center coordinates used depend on the value of @axis:
9510 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
9511 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
9512 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
9515 * The rotation coordinates are relative to the anchor point of the
9516 * actor, set using clutter_actor_set_anchor_point(). If no anchor
9517 * point is set, the upper left corner is assumed as the origin.
9522 clutter_actor_set_rotation (ClutterActor *self,
9523 ClutterRotateAxis axis,
9531 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9537 g_object_freeze_notify (G_OBJECT (self));
9539 clutter_actor_set_rotation_angle_internal (self, axis, angle);
9540 clutter_actor_set_rotation_center_internal (self, axis, &v);
9542 g_object_thaw_notify (G_OBJECT (self));
9546 * clutter_actor_set_z_rotation_from_gravity:
9547 * @self: a #ClutterActor
9548 * @angle: the angle of rotation
9549 * @gravity: the center point of the rotation
9551 * Sets the rotation angle of @self around the Z axis using the center
9552 * point specified as a compass point. For example to rotate such that
9553 * the center of the actor remains static you can use
9554 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
9555 * will move accordingly.
9560 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
9562 ClutterGravity gravity)
9564 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9566 if (gravity == CLUTTER_GRAVITY_NONE)
9567 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
9570 GObject *obj = G_OBJECT (self);
9571 ClutterTransformInfo *info;
9573 info = _clutter_actor_get_transform_info (self);
9575 g_object_freeze_notify (obj);
9577 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
9579 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
9580 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
9581 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
9583 g_object_thaw_notify (obj);
9588 * clutter_actor_get_rotation:
9589 * @self: a #ClutterActor
9590 * @axis: the axis of rotation
9591 * @x: (out): return value for the X coordinate of the center of rotation
9592 * @y: (out): return value for the Y coordinate of the center of rotation
9593 * @z: (out): return value for the Z coordinate of the center of rotation
9595 * Retrieves the angle and center of rotation on the given axis,
9596 * set using clutter_actor_set_rotation().
9598 * Return value: the angle of rotation
9603 clutter_actor_get_rotation (ClutterActor *self,
9604 ClutterRotateAxis axis,
9609 const ClutterTransformInfo *info;
9610 const AnchorCoord *anchor_coord;
9613 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9615 info = _clutter_actor_get_transform_info_or_defaults (self);
9619 case CLUTTER_X_AXIS:
9620 anchor_coord = &info->rx_center;
9621 retval = info->rx_angle;
9624 case CLUTTER_Y_AXIS:
9625 anchor_coord = &info->ry_center;
9626 retval = info->ry_angle;
9629 case CLUTTER_Z_AXIS:
9630 anchor_coord = &info->rz_center;
9631 retval = info->rz_angle;
9635 anchor_coord = NULL;
9640 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
9646 * clutter_actor_get_z_rotation_gravity:
9647 * @self: A #ClutterActor
9649 * Retrieves the center for the rotation around the Z axis as a
9650 * compass direction. If the center was specified in pixels or units
9651 * this will return %CLUTTER_GRAVITY_NONE.
9653 * Return value: the Z rotation center
9658 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
9660 const ClutterTransformInfo *info;
9662 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
9664 info = _clutter_actor_get_transform_info_or_defaults (self);
9666 return clutter_anchor_coord_get_gravity (&info->rz_center);
9670 * clutter_actor_set_clip:
9671 * @self: A #ClutterActor
9672 * @xoff: X offset of the clip rectangle
9673 * @yoff: Y offset of the clip rectangle
9674 * @width: Width of the clip rectangle
9675 * @height: Height of the clip rectangle
9677 * Sets clip area for @self. The clip area is always computed from the
9678 * upper left corner of the actor, even if the anchor point is set
9684 clutter_actor_set_clip (ClutterActor *self,
9690 ClutterActorPrivate *priv;
9692 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9696 if (priv->has_clip &&
9697 priv->clip.x == xoff &&
9698 priv->clip.y == yoff &&
9699 priv->clip.width == width &&
9700 priv->clip.height == height)
9703 priv->clip.x = xoff;
9704 priv->clip.y = yoff;
9705 priv->clip.width = width;
9706 priv->clip.height = height;
9708 priv->has_clip = TRUE;
9710 clutter_actor_queue_redraw (self);
9712 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9713 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
9717 * clutter_actor_remove_clip:
9718 * @self: A #ClutterActor
9720 * Removes clip area from @self.
9723 clutter_actor_remove_clip (ClutterActor *self)
9725 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9727 if (!self->priv->has_clip)
9730 self->priv->has_clip = FALSE;
9732 clutter_actor_queue_redraw (self);
9734 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9738 * clutter_actor_has_clip:
9739 * @self: a #ClutterActor
9741 * Determines whether the actor has a clip area set or not.
9743 * Return value: %TRUE if the actor has a clip area set.
9748 clutter_actor_has_clip (ClutterActor *self)
9750 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
9752 return self->priv->has_clip;
9756 * clutter_actor_get_clip:
9757 * @self: a #ClutterActor
9758 * @xoff: (out) (allow-none): return location for the X offset of
9759 * the clip rectangle, or %NULL
9760 * @yoff: (out) (allow-none): return location for the Y offset of
9761 * the clip rectangle, or %NULL
9762 * @width: (out) (allow-none): return location for the width of
9763 * the clip rectangle, or %NULL
9764 * @height: (out) (allow-none): return location for the height of
9765 * the clip rectangle, or %NULL
9767 * Gets the clip area for @self, if any is set
9772 clutter_actor_get_clip (ClutterActor *self,
9778 ClutterActorPrivate *priv;
9780 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9784 if (!priv->has_clip)
9788 *xoff = priv->clip.x;
9791 *yoff = priv->clip.y;
9794 *width = priv->clip.width;
9797 *height = priv->clip.height;
9801 * clutter_actor_get_children:
9802 * @self: a #ClutterActor
9804 * Retrieves the list of children of @self.
9806 * Return value: (transfer container) (element-type ClutterActor): A newly
9807 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
9813 clutter_actor_get_children (ClutterActor *self)
9818 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9820 /* we walk the list backward so that we can use prepend(),
9823 for (iter = self->priv->last_child, res = NULL;
9825 iter = iter->priv->prev_sibling)
9827 res = g_list_prepend (res, iter);
9834 * insert_child_at_depth:
9835 * @self: a #ClutterActor
9836 * @child: a #ClutterActor
9838 * Inserts @child inside the list of children held by @self, using
9839 * the depth as the insertion criteria.
9841 * This sadly makes the insertion not O(1), but we can keep the
9842 * list sorted so that the painters algorithm we use for painting
9843 * the children will work correctly.
9846 insert_child_at_depth (ClutterActor *self,
9847 ClutterActor *child,
9848 gpointer dummy G_GNUC_UNUSED)
9852 child->priv->parent = self;
9854 /* special-case the first child */
9855 if (self->priv->n_children == 0)
9857 self->priv->first_child = child;
9858 self->priv->last_child = child;
9860 child->priv->next_sibling = NULL;
9861 child->priv->prev_sibling = NULL;
9866 /* Find the right place to insert the child so that it will still be
9867 sorted and the child will be after all of the actors at the same
9869 for (iter = self->priv->first_child;
9871 iter = iter->priv->next_sibling)
9873 if (iter->priv->z > child->priv->z)
9879 ClutterActor *tmp = iter->priv->prev_sibling;
9882 tmp->priv->next_sibling = child;
9884 /* Insert the node before the found one */
9885 child->priv->prev_sibling = iter->priv->prev_sibling;
9886 child->priv->next_sibling = iter;
9887 iter->priv->prev_sibling = child;
9891 ClutterActor *tmp = self->priv->last_child;
9894 tmp->priv->next_sibling = child;
9896 /* insert the node at the end of the list */
9897 child->priv->prev_sibling = self->priv->last_child;
9898 child->priv->next_sibling = NULL;
9901 if (child->priv->prev_sibling == NULL)
9902 self->priv->first_child = child;
9904 if (child->priv->next_sibling == NULL)
9905 self->priv->last_child = child;
9909 insert_child_at_index (ClutterActor *self,
9910 ClutterActor *child,
9913 gint index_ = GPOINTER_TO_INT (data_);
9915 child->priv->parent = self;
9919 ClutterActor *tmp = self->priv->first_child;
9922 tmp->priv->prev_sibling = child;
9924 child->priv->prev_sibling = NULL;
9925 child->priv->next_sibling = tmp;
9927 else if (index_ < 0)
9929 ClutterActor *tmp = self->priv->last_child;
9932 tmp->priv->next_sibling = child;
9934 child->priv->prev_sibling = tmp;
9935 child->priv->next_sibling = NULL;
9942 for (iter = self->priv->first_child, i = 0;
9944 iter = iter->priv->next_sibling, i += 1)
9948 ClutterActor *tmp = iter->priv->prev_sibling;
9950 child->priv->prev_sibling = tmp;
9951 child->priv->next_sibling = iter;
9953 iter->priv->prev_sibling = child;
9956 tmp->priv->next_sibling = child;
9963 if (child->priv->prev_sibling == NULL)
9964 self->priv->first_child = child;
9966 if (child->priv->next_sibling == NULL)
9967 self->priv->last_child = child;
9971 insert_child_above (ClutterActor *self,
9972 ClutterActor *child,
9975 ClutterActor *sibling = data;
9977 child->priv->parent = self;
9979 if (sibling == NULL)
9980 sibling = self->priv->last_child;
9982 child->priv->prev_sibling = sibling;
9984 if (sibling != NULL)
9986 ClutterActor *tmp = sibling->priv->next_sibling;
9988 child->priv->next_sibling = tmp;
9991 tmp->priv->prev_sibling = child;
9993 sibling->priv->next_sibling = child;
9996 child->priv->next_sibling = NULL;
9998 if (child->priv->prev_sibling == NULL)
9999 self->priv->first_child = child;
10001 if (child->priv->next_sibling == NULL)
10002 self->priv->last_child = child;
10006 insert_child_below (ClutterActor *self,
10007 ClutterActor *child,
10010 ClutterActor *sibling = data;
10012 child->priv->parent = self;
10014 if (sibling == NULL)
10015 sibling = self->priv->first_child;
10017 child->priv->next_sibling = sibling;
10019 if (sibling != NULL)
10021 ClutterActor *tmp = sibling->priv->prev_sibling;
10023 child->priv->prev_sibling = tmp;
10026 tmp->priv->next_sibling = child;
10028 sibling->priv->prev_sibling = child;
10031 child->priv->prev_sibling = NULL;
10033 if (child->priv->prev_sibling == NULL)
10034 self->priv->first_child = child;
10036 if (child->priv->next_sibling == NULL)
10037 self->priv->last_child = child;
10040 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10041 ClutterActor *child,
10045 ADD_CHILD_CREATE_META = 1 << 0,
10046 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10047 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10048 ADD_CHILD_CHECK_STATE = 1 << 3,
10049 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10051 /* default flags for public API */
10052 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10053 ADD_CHILD_EMIT_PARENT_SET |
10054 ADD_CHILD_EMIT_ACTOR_ADDED |
10055 ADD_CHILD_CHECK_STATE |
10056 ADD_CHILD_NOTIFY_FIRST_LAST,
10058 /* flags for legacy/deprecated API */
10059 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10060 ADD_CHILD_CHECK_STATE |
10061 ADD_CHILD_NOTIFY_FIRST_LAST
10062 } ClutterActorAddChildFlags;
10065 * clutter_actor_add_child_internal:
10066 * @self: a #ClutterActor
10067 * @child: a #ClutterActor
10068 * @flags: control flags for actions
10069 * @add_func: delegate function
10070 * @data: (closure): data to pass to @add_func
10072 * Adds @child to the list of children of @self.
10074 * The actual insertion inside the list is delegated to @add_func: this
10075 * function will just set up the state, perform basic checks, and emit
10078 * The @flags argument is used to perform additional operations.
10081 clutter_actor_add_child_internal (ClutterActor *self,
10082 ClutterActor *child,
10083 ClutterActorAddChildFlags flags,
10084 ClutterActorAddChildFunc add_func,
10087 ClutterTextDirection text_dir;
10088 gboolean create_meta;
10089 gboolean emit_parent_set, emit_actor_added;
10090 gboolean check_state;
10091 gboolean notify_first_last;
10092 ClutterActor *old_first_child, *old_last_child;
10094 if (child->priv->parent != NULL)
10096 g_warning ("Cannot set a parent on an actor which has a parent. "
10097 "You must use clutter_actor_remove_child() first.");
10101 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10103 g_warning ("Cannot set a parent on a toplevel actor\n");
10107 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10109 g_warning ("Cannot set a parent currently being destroyed");
10113 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10114 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10115 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10116 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10117 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10119 old_first_child = self->priv->first_child;
10120 old_last_child = self->priv->last_child;
10123 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10125 g_object_ref_sink (child);
10126 child->priv->parent = NULL;
10127 child->priv->next_sibling = NULL;
10128 child->priv->prev_sibling = NULL;
10130 /* delegate the actual insertion */
10131 add_func (self, child, data);
10133 g_assert (child->priv->parent == self);
10135 self->priv->n_children += 1;
10137 self->priv->age += 1;
10139 /* if push_internal() has been called then we automatically set
10140 * the flag on the actor
10142 if (self->priv->internal_child)
10143 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10145 /* clutter_actor_reparent() will emit ::parent-set for us */
10146 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10147 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
10151 /* If parent is mapped or realized, we need to also be mapped or
10152 * realized once we're inside the parent.
10154 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
10156 /* propagate the parent's text direction to the child */
10157 text_dir = clutter_actor_get_text_direction (self);
10158 clutter_actor_set_text_direction (child, text_dir);
10161 if (child->priv->show_on_set_parent)
10162 clutter_actor_show (child);
10164 if (CLUTTER_ACTOR_IS_MAPPED (child))
10165 clutter_actor_queue_redraw (child);
10167 /* maintain the invariant that if an actor needs layout,
10168 * its parents do as well
10170 if (child->priv->needs_width_request ||
10171 child->priv->needs_height_request ||
10172 child->priv->needs_allocation)
10174 /* we work around the short-circuiting we do
10175 * in clutter_actor_queue_relayout() since we
10176 * want to force a relayout
10178 child->priv->needs_width_request = TRUE;
10179 child->priv->needs_height_request = TRUE;
10180 child->priv->needs_allocation = TRUE;
10182 clutter_actor_queue_relayout (child->priv->parent);
10185 if (emit_actor_added)
10186 g_signal_emit_by_name (self, "actor-added", child);
10188 if (notify_first_last)
10190 if (old_first_child != self->priv->first_child)
10191 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
10193 if (old_last_child != self->priv->last_child)
10194 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
10199 * clutter_actor_add_child:
10200 * @self: a #ClutterActor
10201 * @child: a #ClutterActor
10203 * Adds @child to the children of @self.
10205 * This function will acquire a reference on @child that will only
10206 * be released when calling clutter_actor_remove_child().
10208 * This function will take into consideration the #ClutterActor:depth
10209 * of @child, and will keep the list of children sorted.
10211 * This function will emit the #ClutterContainer::actor-added signal
10217 clutter_actor_add_child (ClutterActor *self,
10218 ClutterActor *child)
10220 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10221 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10222 g_return_if_fail (self != child);
10223 g_return_if_fail (child->priv->parent == NULL);
10225 clutter_actor_add_child_internal (self, child,
10226 ADD_CHILD_DEFAULT_FLAGS,
10227 insert_child_at_depth,
10232 * clutter_actor_insert_child_at_index:
10233 * @self: a #ClutterActor
10234 * @child: a #ClutterActor
10235 * @index_: the index
10237 * Inserts @child into the list of children of @self, using the
10240 * This function will acquire a reference on @child that will only
10241 * be released when calling clutter_actor_remove_child().
10243 * This function will not take into consideration the #ClutterActor:depth
10246 * This function will emit the #ClutterContainer::actor-added signal
10252 clutter_actor_insert_child_at_index (ClutterActor *self,
10253 ClutterActor *child,
10256 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10257 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10258 g_return_if_fail (self != child);
10259 g_return_if_fail (child->priv->parent == NULL);
10261 clutter_actor_add_child_internal (self, child,
10262 ADD_CHILD_DEFAULT_FLAGS,
10263 insert_child_at_index,
10264 GINT_TO_POINTER (index_));
10268 * clutter_actor_insert_child_above:
10269 * @self: a #ClutterActor
10270 * @child: a #ClutterActor
10271 * @sibling: (allow-none): a child of @self, or %NULL
10273 * Inserts @child into the list of children of @self, above another
10274 * child of @self or, if @sibling is %NULL, above all the children
10277 * This function will acquire a reference on @child that will only
10278 * be released when calling clutter_actor_remove_child().
10280 * This function will not take into consideration the #ClutterActor:depth
10283 * This function will emit the #ClutterContainer::actor-added signal
10289 clutter_actor_insert_child_above (ClutterActor *self,
10290 ClutterActor *child,
10291 ClutterActor *sibling)
10293 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10294 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10295 g_return_if_fail (self != child);
10296 g_return_if_fail (child != sibling);
10297 g_return_if_fail (child->priv->parent == NULL);
10298 g_return_if_fail (sibling == NULL ||
10299 (CLUTTER_IS_ACTOR (sibling) &&
10300 sibling->priv->parent == self));
10302 clutter_actor_add_child_internal (self, child,
10303 ADD_CHILD_DEFAULT_FLAGS,
10304 insert_child_above,
10309 * clutter_actor_insert_child_below:
10310 * @self: a #ClutterActor
10311 * @child: a #ClutterActor
10312 * @sibling: (allow-none): a child of @self, or %NULL
10314 * Inserts @child into the list of children of @self, below another
10315 * child of @self or, if @sibling is %NULL, below all the children
10318 * This function will acquire a reference on @child that will only
10319 * be released when calling clutter_actor_remove_child().
10321 * This function will not take into consideration the #ClutterActor:depth
10324 * This function will emit the #ClutterContainer::actor-added signal
10330 clutter_actor_insert_child_below (ClutterActor *self,
10331 ClutterActor *child,
10332 ClutterActor *sibling)
10334 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10335 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10336 g_return_if_fail (self != child);
10337 g_return_if_fail (child != sibling);
10338 g_return_if_fail (child->priv->parent == NULL);
10339 g_return_if_fail (sibling == NULL ||
10340 (CLUTTER_IS_ACTOR (sibling) &&
10341 sibling->priv->parent == self));
10343 clutter_actor_add_child_internal (self, child,
10344 ADD_CHILD_DEFAULT_FLAGS,
10345 insert_child_below,
10350 * clutter_actor_set_parent:
10351 * @self: A #ClutterActor
10352 * @parent: A new #ClutterActor parent
10354 * Sets the parent of @self to @parent.
10356 * This function will result in @parent acquiring a reference on @self,
10357 * eventually by sinking its floating reference first. The reference
10358 * will be released by clutter_actor_unparent().
10360 * This function should only be called by legacy #ClutterActor<!-- -->s
10361 * implementing the #ClutterContainer interface.
10363 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
10366 clutter_actor_set_parent (ClutterActor *self,
10367 ClutterActor *parent)
10369 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10370 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
10371 g_return_if_fail (self != parent);
10372 g_return_if_fail (self->priv->parent == NULL);
10374 /* as this function will be called inside ClutterContainer::add
10375 * implementations or when building up a composite actor, we have
10376 * to preserve the old behaviour, and not create child meta or
10377 * emit the ::actor-added signal, to avoid recursion or double
10380 clutter_actor_add_child_internal (parent, self,
10381 ADD_CHILD_LEGACY_FLAGS,
10382 insert_child_at_depth,
10387 * clutter_actor_get_parent:
10388 * @self: A #ClutterActor
10390 * Retrieves the parent of @self.
10392 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
10393 * if no parent is set
10396 clutter_actor_get_parent (ClutterActor *self)
10398 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10400 return self->priv->parent;
10404 * clutter_actor_get_paint_visibility:
10405 * @self: A #ClutterActor
10407 * Retrieves the 'paint' visibility of an actor recursively checking for non
10410 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
10412 * Return Value: %TRUE if the actor is visibile and will be painted.
10417 clutter_actor_get_paint_visibility (ClutterActor *actor)
10419 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10421 return CLUTTER_ACTOR_IS_MAPPED (actor);
10425 * clutter_actor_remove_child:
10426 * @self: a #ClutterActor
10427 * @child: a #ClutterActor
10429 * Removes @child from the children of @self.
10431 * This function will release the reference added by
10432 * clutter_actor_add_child(), so if you want to keep using @child
10433 * you will have to acquire a referenced on it before calling this
10436 * This function will emit the #ClutterContainer::actor-removed
10442 clutter_actor_remove_child (ClutterActor *self,
10443 ClutterActor *child)
10445 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10446 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10447 g_return_if_fail (self != child);
10448 g_return_if_fail (child->priv->parent != NULL);
10449 g_return_if_fail (child->priv->parent == self);
10451 clutter_actor_remove_child_internal (self, child,
10452 REMOVE_CHILD_DEFAULT_FLAGS);
10456 * clutter_actor_remove_all_children:
10457 * @self: a #ClutterActor
10459 * Removes all children of @self.
10461 * This function releases the reference added by inserting a child actor
10462 * in the list of children of @self.
10464 * If the reference count of a child drops to zero, the child will be
10465 * destroyed. If you want to ensure the destruction of all the children
10466 * of @self, use clutter_actor_destroy_all_children().
10471 clutter_actor_remove_all_children (ClutterActor *self)
10473 ClutterActorIter iter;
10475 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10477 if (self->priv->n_children == 0)
10480 clutter_actor_iter_init (&iter, self);
10481 while (clutter_actor_iter_next (&iter, NULL))
10482 clutter_actor_iter_remove (&iter);
10485 g_assert (self->priv->first_child == NULL);
10486 g_assert (self->priv->last_child == NULL);
10487 g_assert (self->priv->n_children == 0);
10491 * clutter_actor_destroy_all_children:
10492 * @self: a #ClutterActor
10494 * Destroys all children of @self.
10496 * This function releases the reference added by inserting a child
10497 * actor in the list of children of @self, and ensures that the
10498 * #ClutterActor::destroy signal is emitted on each child of the
10501 * By default, #ClutterActor will emit the #ClutterActor::destroy signal
10502 * when its reference count drops to 0; the default handler of the
10503 * #ClutterActor::destroy signal will destroy all the children of an
10504 * actor. This function ensures that all children are destroyed, instead
10505 * of just removed from @self, unlike clutter_actor_remove_all_children()
10506 * which will merely release the reference and remove each child.
10508 * Unless you acquired an additional reference on each child of @self
10509 * prior to calling clutter_actor_remove_all_children() and want to reuse
10510 * the actors, you should use clutter_actor_destroy_all_children() in
10511 * order to make sure that children are destroyed and signal handlers
10512 * are disconnected even in cases where circular references prevent this
10513 * from automatically happening through reference counting alone.
10518 clutter_actor_destroy_all_children (ClutterActor *self)
10520 ClutterActorIter iter;
10522 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10524 if (self->priv->n_children == 0)
10527 clutter_actor_iter_init (&iter, self);
10528 while (clutter_actor_iter_next (&iter, NULL))
10529 clutter_actor_iter_destroy (&iter);
10532 g_assert (self->priv->first_child == NULL);
10533 g_assert (self->priv->last_child == NULL);
10534 g_assert (self->priv->n_children == 0);
10537 typedef struct _InsertBetweenData {
10538 ClutterActor *prev_sibling;
10539 ClutterActor *next_sibling;
10540 } InsertBetweenData;
10543 insert_child_between (ClutterActor *self,
10544 ClutterActor *child,
10547 InsertBetweenData *data = data_;
10548 ClutterActor *prev_sibling = data->prev_sibling;
10549 ClutterActor *next_sibling = data->next_sibling;
10551 child->priv->parent = self;
10552 child->priv->prev_sibling = prev_sibling;
10553 child->priv->next_sibling = next_sibling;
10555 if (prev_sibling != NULL)
10556 prev_sibling->priv->next_sibling = child;
10558 if (next_sibling != NULL)
10559 next_sibling->priv->prev_sibling = child;
10561 if (child->priv->prev_sibling == NULL)
10562 self->priv->first_child = child;
10564 if (child->priv->next_sibling == NULL)
10565 self->priv->last_child = child;
10569 * clutter_actor_replace_child:
10570 * @self: a #ClutterActor
10571 * @old_child: the child of @self to replace
10572 * @new_child: the #ClutterActor to replace @old_child
10574 * Replaces @old_child with @new_child in the list of children of @self.
10579 clutter_actor_replace_child (ClutterActor *self,
10580 ClutterActor *old_child,
10581 ClutterActor *new_child)
10583 ClutterActor *prev_sibling, *next_sibling;
10584 InsertBetweenData clos;
10586 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10587 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
10588 g_return_if_fail (old_child->priv->parent == self);
10589 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
10590 g_return_if_fail (old_child != new_child);
10591 g_return_if_fail (new_child != self);
10592 g_return_if_fail (new_child->priv->parent == NULL);
10594 prev_sibling = old_child->priv->prev_sibling;
10595 next_sibling = old_child->priv->next_sibling;
10596 clutter_actor_remove_child_internal (self, old_child,
10597 REMOVE_CHILD_DEFAULT_FLAGS);
10599 clos.prev_sibling = prev_sibling;
10600 clos.next_sibling = next_sibling;
10601 clutter_actor_add_child_internal (self, new_child,
10602 ADD_CHILD_DEFAULT_FLAGS,
10603 insert_child_between,
10608 * clutter_actor_unparent:
10609 * @self: a #ClutterActor
10611 * Removes the parent of @self.
10613 * This will cause the parent of @self to release the reference
10614 * acquired when calling clutter_actor_set_parent(), so if you
10615 * want to keep @self you will have to acquire a reference of
10616 * your own, through g_object_ref().
10618 * This function should only be called by legacy #ClutterActor<!-- -->s
10619 * implementing the #ClutterContainer interface.
10623 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
10626 clutter_actor_unparent (ClutterActor *self)
10628 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10630 if (self->priv->parent == NULL)
10633 clutter_actor_remove_child_internal (self->priv->parent, self,
10634 REMOVE_CHILD_LEGACY_FLAGS);
10638 * clutter_actor_reparent:
10639 * @self: a #ClutterActor
10640 * @new_parent: the new #ClutterActor parent
10642 * Resets the parent actor of @self.
10644 * This function is logically equivalent to calling clutter_actor_unparent()
10645 * and clutter_actor_set_parent(), but more efficiently implemented, as it
10646 * ensures the child is not finalized when unparented, and emits the
10647 * #ClutterActor::parent-set signal only once.
10649 * In reality, calling this function is less useful than it sounds, as some
10650 * application code may rely on changes in the intermediate state between
10651 * removal and addition of the actor from its old parent to the @new_parent.
10652 * Thus, it is strongly encouraged to avoid using this function in application
10657 * Deprecated: 1.10: Use clutter_actor_remove_child() and
10658 * clutter_actor_add_child() instead; remember to take a reference on
10659 * the actor being removed before calling clutter_actor_remove_child()
10660 * to avoid the reference count dropping to zero and the actor being
10664 clutter_actor_reparent (ClutterActor *self,
10665 ClutterActor *new_parent)
10667 ClutterActorPrivate *priv;
10669 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10670 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
10671 g_return_if_fail (self != new_parent);
10673 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10675 g_warning ("Cannot set a parent on a toplevel actor");
10679 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
10681 g_warning ("Cannot set a parent currently being destroyed");
10687 if (priv->parent != new_parent)
10689 ClutterActor *old_parent;
10691 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10693 old_parent = priv->parent;
10695 g_object_ref (self);
10697 if (old_parent != NULL)
10699 /* go through the Container implementation if this is a regular
10700 * child and not an internal one
10702 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10704 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
10706 /* this will have to call unparent() */
10707 clutter_container_remove_actor (parent, self);
10710 clutter_actor_remove_child_internal (old_parent, self,
10711 REMOVE_CHILD_LEGACY_FLAGS);
10714 /* Note, will call set_parent() */
10715 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10716 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
10718 clutter_actor_add_child_internal (new_parent, self,
10719 ADD_CHILD_LEGACY_FLAGS,
10720 insert_child_at_depth,
10723 /* we emit the ::parent-set signal once */
10724 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
10726 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10728 /* the IN_REPARENT flag suspends state updates */
10729 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
10731 g_object_unref (self);
10736 * clutter_actor_contains:
10737 * @self: A #ClutterActor
10738 * @descendant: A #ClutterActor, possibly contained in @self
10740 * Determines if @descendant is contained inside @self (either as an
10741 * immediate child, or as a deeper descendant). If @self and
10742 * @descendant point to the same actor then it will also return %TRUE.
10744 * Return value: whether @descendent is contained within @self
10749 clutter_actor_contains (ClutterActor *self,
10750 ClutterActor *descendant)
10752 ClutterActor *actor;
10754 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10755 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
10757 for (actor = descendant; actor; actor = actor->priv->parent)
10765 * clutter_actor_set_child_above_sibling:
10766 * @self: a #ClutterActor
10767 * @child: a #ClutterActor child of @self
10768 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10770 * Sets @child to be above @sibling in the list of children of @self.
10772 * If @sibling is %NULL, @child will be the new last child of @self.
10774 * This function is logically equivalent to removing @child and using
10775 * clutter_actor_insert_child_above(), but it will not emit signals
10776 * or change state on @child.
10781 clutter_actor_set_child_above_sibling (ClutterActor *self,
10782 ClutterActor *child,
10783 ClutterActor *sibling)
10785 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10786 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10787 g_return_if_fail (child->priv->parent == self);
10788 g_return_if_fail (child != sibling);
10789 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10791 if (sibling != NULL)
10792 g_return_if_fail (sibling->priv->parent == self);
10794 /* we don't want to change the state of child, or emit signals, or
10795 * regenerate ChildMeta instances here, but we still want to follow
10796 * the correct sequence of steps encoded in remove_child() and
10797 * add_child(), so that correctness is ensured, and we only go
10798 * through one known code path.
10800 g_object_ref (child);
10801 clutter_actor_remove_child_internal (self, child, 0);
10802 clutter_actor_add_child_internal (self, child,
10803 ADD_CHILD_NOTIFY_FIRST_LAST,
10804 insert_child_above,
10807 clutter_actor_queue_relayout (self);
10811 * clutter_actor_set_child_below_sibling:
10812 * @self: a #ClutterActor
10813 * @child: a #ClutterActor child of @self
10814 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10816 * Sets @child to be below @sibling in the list of children of @self.
10818 * If @sibling is %NULL, @child will be the new first child of @self.
10820 * This function is logically equivalent to removing @self and using
10821 * clutter_actor_insert_child_below(), but it will not emit signals
10822 * or change state on @child.
10827 clutter_actor_set_child_below_sibling (ClutterActor *self,
10828 ClutterActor *child,
10829 ClutterActor *sibling)
10831 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10832 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10833 g_return_if_fail (child->priv->parent == self);
10834 g_return_if_fail (child != sibling);
10835 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10837 if (sibling != NULL)
10838 g_return_if_fail (sibling->priv->parent == self);
10840 /* see the comment in set_child_above_sibling() */
10841 g_object_ref (child);
10842 clutter_actor_remove_child_internal (self, child, 0);
10843 clutter_actor_add_child_internal (self, child,
10844 ADD_CHILD_NOTIFY_FIRST_LAST,
10845 insert_child_below,
10848 clutter_actor_queue_relayout (self);
10852 * clutter_actor_set_child_at_index:
10853 * @self: a #ClutterActor
10854 * @child: a #ClutterActor child of @self
10855 * @index_: the new index for @child
10857 * Changes the index of @child in the list of children of @self.
10859 * This function is logically equivalent to removing @child and
10860 * calling clutter_actor_insert_child_at_index(), but it will not
10861 * emit signals or change state on @child.
10866 clutter_actor_set_child_at_index (ClutterActor *self,
10867 ClutterActor *child,
10870 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10871 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10872 g_return_if_fail (child->priv->parent == self);
10873 g_return_if_fail (index_ <= self->priv->n_children);
10875 g_object_ref (child);
10876 clutter_actor_remove_child_internal (self, child, 0);
10877 clutter_actor_add_child_internal (self, child,
10878 ADD_CHILD_NOTIFY_FIRST_LAST,
10879 insert_child_at_index,
10880 GINT_TO_POINTER (index_));
10882 clutter_actor_queue_relayout (self);
10886 * clutter_actor_raise:
10887 * @self: A #ClutterActor
10888 * @below: (allow-none): A #ClutterActor to raise above.
10890 * Puts @self above @below.
10892 * Both actors must have the same parent, and the parent must implement
10893 * the #ClutterContainer interface
10895 * This function calls clutter_container_raise_child() internally.
10897 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
10900 clutter_actor_raise (ClutterActor *self,
10901 ClutterActor *below)
10903 ClutterActor *parent;
10905 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10907 parent = clutter_actor_get_parent (self);
10908 if (parent == NULL)
10910 g_warning ("%s: Actor '%s' is not inside a container",
10912 _clutter_actor_get_debug_name (self));
10918 if (parent != clutter_actor_get_parent (below))
10920 g_warning ("%s Actor '%s' is not in the same container as "
10923 _clutter_actor_get_debug_name (self),
10924 _clutter_actor_get_debug_name (below));
10929 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
10933 * clutter_actor_lower:
10934 * @self: A #ClutterActor
10935 * @above: (allow-none): A #ClutterActor to lower below
10937 * Puts @self below @above.
10939 * Both actors must have the same parent, and the parent must implement
10940 * the #ClutterContainer interface.
10942 * This function calls clutter_container_lower_child() internally.
10944 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
10947 clutter_actor_lower (ClutterActor *self,
10948 ClutterActor *above)
10950 ClutterActor *parent;
10952 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10954 parent = clutter_actor_get_parent (self);
10955 if (parent == NULL)
10957 g_warning ("%s: Actor of type %s is not inside a container",
10959 _clutter_actor_get_debug_name (self));
10965 if (parent != clutter_actor_get_parent (above))
10967 g_warning ("%s: Actor '%s' is not in the same container as "
10970 _clutter_actor_get_debug_name (self),
10971 _clutter_actor_get_debug_name (above));
10976 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
10980 * clutter_actor_raise_top:
10981 * @self: A #ClutterActor
10983 * Raises @self to the top.
10985 * This function calls clutter_actor_raise() internally.
10987 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
10988 * a %NULL sibling, instead.
10991 clutter_actor_raise_top (ClutterActor *self)
10993 clutter_actor_raise (self, NULL);
10997 * clutter_actor_lower_bottom:
10998 * @self: A #ClutterActor
11000 * Lowers @self to the bottom.
11002 * This function calls clutter_actor_lower() internally.
11004 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11005 * a %NULL sibling, instead.
11008 clutter_actor_lower_bottom (ClutterActor *self)
11010 clutter_actor_lower (self, NULL);
11018 * clutter_actor_event:
11019 * @actor: a #ClutterActor
11020 * @event: a #ClutterEvent
11021 * @capture: TRUE if event in in capture phase, FALSE otherwise.
11023 * This function is used to emit an event on the main stage.
11024 * You should rarely need to use this function, except for
11025 * synthetising events.
11027 * Return value: the return value from the signal emission: %TRUE
11028 * if the actor handled the event, or %FALSE if the event was
11034 clutter_actor_event (ClutterActor *actor,
11035 ClutterEvent *event,
11038 gboolean retval = FALSE;
11039 gint signal_num = -1;
11041 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11042 g_return_val_if_fail (event != NULL, FALSE);
11044 g_object_ref (actor);
11048 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11054 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11058 switch (event->type)
11060 case CLUTTER_NOTHING:
11062 case CLUTTER_BUTTON_PRESS:
11063 signal_num = BUTTON_PRESS_EVENT;
11065 case CLUTTER_BUTTON_RELEASE:
11066 signal_num = BUTTON_RELEASE_EVENT;
11068 case CLUTTER_SCROLL:
11069 signal_num = SCROLL_EVENT;
11071 case CLUTTER_KEY_PRESS:
11072 signal_num = KEY_PRESS_EVENT;
11074 case CLUTTER_KEY_RELEASE:
11075 signal_num = KEY_RELEASE_EVENT;
11077 case CLUTTER_MOTION:
11078 signal_num = MOTION_EVENT;
11080 case CLUTTER_ENTER:
11081 signal_num = ENTER_EVENT;
11083 case CLUTTER_LEAVE:
11084 signal_num = LEAVE_EVENT;
11086 case CLUTTER_DELETE:
11087 case CLUTTER_DESTROY_NOTIFY:
11088 case CLUTTER_CLIENT_MESSAGE:
11094 if (signal_num != -1)
11095 g_signal_emit (actor, actor_signals[signal_num], 0,
11100 g_object_unref (actor);
11106 * clutter_actor_set_reactive:
11107 * @actor: a #ClutterActor
11108 * @reactive: whether the actor should be reactive to events
11110 * Sets @actor as reactive. Reactive actors will receive events.
11115 clutter_actor_set_reactive (ClutterActor *actor,
11118 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11120 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11124 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11126 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11128 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11132 * clutter_actor_get_reactive:
11133 * @actor: a #ClutterActor
11135 * Checks whether @actor is marked as reactive.
11137 * Return value: %TRUE if the actor is reactive
11142 clutter_actor_get_reactive (ClutterActor *actor)
11144 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11146 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
11150 * clutter_actor_get_anchor_point:
11151 * @self: a #ClutterActor
11152 * @anchor_x: (out): return location for the X coordinate of the anchor point
11153 * @anchor_y: (out): return location for the Y coordinate of the anchor point
11155 * Gets the current anchor point of the @actor in pixels.
11160 clutter_actor_get_anchor_point (ClutterActor *self,
11164 const ClutterTransformInfo *info;
11166 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11168 info = _clutter_actor_get_transform_info_or_defaults (self);
11169 clutter_anchor_coord_get_units (self, &info->anchor,
11176 * clutter_actor_set_anchor_point:
11177 * @self: a #ClutterActor
11178 * @anchor_x: X coordinate of the anchor point
11179 * @anchor_y: Y coordinate of the anchor point
11181 * Sets an anchor point for @self. The anchor point is a point in the
11182 * coordinate space of an actor to which the actor position within its
11183 * parent is relative; the default is (0, 0), i.e. the top-left corner
11189 clutter_actor_set_anchor_point (ClutterActor *self,
11193 ClutterTransformInfo *info;
11194 ClutterActorPrivate *priv;
11195 gboolean changed = FALSE;
11196 gfloat old_anchor_x, old_anchor_y;
11199 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11201 obj = G_OBJECT (self);
11203 info = _clutter_actor_get_transform_info (self);
11205 g_object_freeze_notify (obj);
11207 clutter_anchor_coord_get_units (self, &info->anchor,
11212 if (info->anchor.is_fractional)
11213 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11215 if (old_anchor_x != anchor_x)
11217 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11221 if (old_anchor_y != anchor_y)
11223 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11227 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
11231 priv->transform_valid = FALSE;
11232 clutter_actor_queue_redraw (self);
11235 g_object_thaw_notify (obj);
11239 * clutter_actor_get_anchor_point_gravity:
11240 * @self: a #ClutterActor
11242 * Retrieves the anchor position expressed as a #ClutterGravity. If
11243 * the anchor point was specified using pixels or units this will
11244 * return %CLUTTER_GRAVITY_NONE.
11246 * Return value: the #ClutterGravity used by the anchor point
11251 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
11253 const ClutterTransformInfo *info;
11255 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
11257 info = _clutter_actor_get_transform_info_or_defaults (self);
11259 return clutter_anchor_coord_get_gravity (&info->anchor);
11263 * clutter_actor_move_anchor_point:
11264 * @self: a #ClutterActor
11265 * @anchor_x: X coordinate of the anchor point
11266 * @anchor_y: Y coordinate of the anchor point
11268 * Sets an anchor point for the actor, and adjusts the actor postion so that
11269 * the relative position of the actor toward its parent remains the same.
11274 clutter_actor_move_anchor_point (ClutterActor *self,
11278 gfloat old_anchor_x, old_anchor_y;
11279 const ClutterTransformInfo *info;
11281 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11283 info = _clutter_actor_get_transform_info (self);
11284 clutter_anchor_coord_get_units (self, &info->anchor,
11289 g_object_freeze_notify (G_OBJECT (self));
11291 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
11293 if (self->priv->position_set)
11294 clutter_actor_move_by (self,
11295 anchor_x - old_anchor_x,
11296 anchor_y - old_anchor_y);
11298 g_object_thaw_notify (G_OBJECT (self));
11302 * clutter_actor_move_anchor_point_from_gravity:
11303 * @self: a #ClutterActor
11304 * @gravity: #ClutterGravity.
11306 * Sets an anchor point on the actor based on the given gravity, adjusting the
11307 * actor postion so that its relative position within its parent remains
11310 * Since version 1.0 the anchor point will be stored as a gravity so
11311 * that if the actor changes size then the anchor point will move. For
11312 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11313 * and later double the size of the actor, the anchor point will move
11314 * to the bottom right.
11319 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
11320 ClutterGravity gravity)
11322 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
11323 const ClutterTransformInfo *info;
11324 ClutterActorPrivate *priv;
11326 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11329 info = _clutter_actor_get_transform_info (self);
11331 g_object_freeze_notify (G_OBJECT (self));
11333 clutter_anchor_coord_get_units (self, &info->anchor,
11337 clutter_actor_set_anchor_point_from_gravity (self, gravity);
11338 clutter_anchor_coord_get_units (self, &info->anchor,
11343 if (priv->position_set)
11344 clutter_actor_move_by (self,
11345 new_anchor_x - old_anchor_x,
11346 new_anchor_y - old_anchor_y);
11348 g_object_thaw_notify (G_OBJECT (self));
11352 * clutter_actor_set_anchor_point_from_gravity:
11353 * @self: a #ClutterActor
11354 * @gravity: #ClutterGravity.
11356 * Sets an anchor point on the actor, based on the given gravity (this is a
11357 * convenience function wrapping clutter_actor_set_anchor_point()).
11359 * Since version 1.0 the anchor point will be stored as a gravity so
11360 * that if the actor changes size then the anchor point will move. For
11361 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11362 * and later double the size of the actor, the anchor point will move
11363 * to the bottom right.
11368 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
11369 ClutterGravity gravity)
11371 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11373 if (gravity == CLUTTER_GRAVITY_NONE)
11374 clutter_actor_set_anchor_point (self, 0, 0);
11377 GObject *obj = G_OBJECT (self);
11378 ClutterTransformInfo *info;
11380 g_object_freeze_notify (obj);
11382 info = _clutter_actor_get_transform_info (self);
11383 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
11385 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11386 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11387 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11389 self->priv->transform_valid = FALSE;
11391 clutter_actor_queue_redraw (self);
11393 g_object_thaw_notify (obj);
11398 clutter_container_iface_init (ClutterContainerIface *iface)
11400 /* we don't override anything, as ClutterContainer already has a default
11401 * implementation that we can use, and which calls into our own API.
11416 parse_units (ClutterActor *self,
11417 ParseDimension dimension,
11420 GValue value = { 0, };
11423 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
11426 json_node_get_value (node, &value);
11428 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
11430 retval = (gfloat) g_value_get_int64 (&value);
11432 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
11434 retval = g_value_get_double (&value);
11436 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
11438 ClutterUnits units;
11441 res = clutter_units_from_string (&units, g_value_get_string (&value));
11443 retval = clutter_units_to_pixels (&units);
11446 g_warning ("Invalid value '%s': integers, strings or floating point "
11447 "values can be used for the x, y, width and height "
11448 "properties. Valid modifiers for strings are 'px', 'mm', "
11450 g_value_get_string (&value));
11456 g_warning ("Invalid value of type '%s': integers, strings of floating "
11457 "point values can be used for the x, y, width, height "
11458 "anchor-x and anchor-y properties.",
11459 g_type_name (G_VALUE_TYPE (&value)));
11462 g_value_unset (&value);
11468 ClutterRotateAxis axis;
11477 static inline gboolean
11478 parse_rotation_array (ClutterActor *actor,
11480 RotationInfo *info)
11484 if (json_array_get_length (array) != 2)
11488 element = json_array_get_element (array, 0);
11489 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
11490 info->angle = json_node_get_double (element);
11495 element = json_array_get_element (array, 1);
11496 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
11498 JsonArray *center = json_node_get_array (element);
11500 if (json_array_get_length (center) != 2)
11503 switch (info->axis)
11505 case CLUTTER_X_AXIS:
11506 info->center_y = parse_units (actor, PARSE_Y,
11507 json_array_get_element (center, 0));
11508 info->center_z = parse_units (actor, PARSE_Y,
11509 json_array_get_element (center, 1));
11512 case CLUTTER_Y_AXIS:
11513 info->center_x = parse_units (actor, PARSE_X,
11514 json_array_get_element (center, 0));
11515 info->center_z = parse_units (actor, PARSE_X,
11516 json_array_get_element (center, 1));
11519 case CLUTTER_Z_AXIS:
11520 info->center_x = parse_units (actor, PARSE_X,
11521 json_array_get_element (center, 0));
11522 info->center_y = parse_units (actor, PARSE_Y,
11523 json_array_get_element (center, 1));
11532 parse_rotation (ClutterActor *actor,
11534 RotationInfo *info)
11538 gboolean retval = FALSE;
11540 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
11542 g_warning ("Invalid node of type '%s' found, expecting an array",
11543 json_node_type_name (node));
11547 array = json_node_get_array (node);
11548 len = json_array_get_length (array);
11550 for (i = 0; i < len; i++)
11552 JsonNode *element = json_array_get_element (array, i);
11553 JsonObject *object;
11556 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
11558 g_warning ("Invalid node of type '%s' found, expecting an object",
11559 json_node_type_name (element));
11563 object = json_node_get_object (element);
11565 if (json_object_has_member (object, "x-axis"))
11567 member = json_object_get_member (object, "x-axis");
11569 info->axis = CLUTTER_X_AXIS;
11571 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11573 info->angle = json_node_get_double (member);
11576 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11577 retval = parse_rotation_array (actor,
11578 json_node_get_array (member),
11583 else if (json_object_has_member (object, "y-axis"))
11585 member = json_object_get_member (object, "y-axis");
11587 info->axis = CLUTTER_Y_AXIS;
11589 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11591 info->angle = json_node_get_double (member);
11594 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11595 retval = parse_rotation_array (actor,
11596 json_node_get_array (member),
11601 else if (json_object_has_member (object, "z-axis"))
11603 member = json_object_get_member (object, "z-axis");
11605 info->axis = CLUTTER_Z_AXIS;
11607 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11609 info->angle = json_node_get_double (member);
11612 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11613 retval = parse_rotation_array (actor,
11614 json_node_get_array (member),
11625 parse_actor_metas (ClutterScript *script,
11626 ClutterActor *actor,
11629 GList *elements, *l;
11630 GSList *retval = NULL;
11632 if (!JSON_NODE_HOLDS_ARRAY (node))
11635 elements = json_array_get_elements (json_node_get_array (node));
11637 for (l = elements; l != NULL; l = l->next)
11639 JsonNode *element = l->data;
11640 const gchar *id_ = _clutter_script_get_id_from_node (element);
11643 if (id_ == NULL || *id_ == '\0')
11646 meta = clutter_script_get_object (script, id_);
11650 retval = g_slist_prepend (retval, meta);
11653 g_list_free (elements);
11655 return g_slist_reverse (retval);
11659 parse_behaviours (ClutterScript *script,
11660 ClutterActor *actor,
11663 GList *elements, *l;
11664 GSList *retval = NULL;
11666 if (!JSON_NODE_HOLDS_ARRAY (node))
11669 elements = json_array_get_elements (json_node_get_array (node));
11671 for (l = elements; l != NULL; l = l->next)
11673 JsonNode *element = l->data;
11674 const gchar *id_ = _clutter_script_get_id_from_node (element);
11675 GObject *behaviour;
11677 if (id_ == NULL || *id_ == '\0')
11680 behaviour = clutter_script_get_object (script, id_);
11681 if (behaviour == NULL)
11684 retval = g_slist_prepend (retval, behaviour);
11687 g_list_free (elements);
11689 return g_slist_reverse (retval);
11693 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
11694 ClutterScript *script,
11699 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11700 gboolean retval = FALSE;
11702 if ((name[0] == 'x' && name[1] == '\0') ||
11703 (name[0] == 'y' && name[1] == '\0') ||
11704 (strcmp (name, "width") == 0) ||
11705 (strcmp (name, "height") == 0) ||
11706 (strcmp (name, "anchor_x") == 0) ||
11707 (strcmp (name, "anchor_y") == 0))
11709 ParseDimension dimension;
11712 if (name[0] == 'x')
11713 dimension = PARSE_X;
11714 else if (name[0] == 'y')
11715 dimension = PARSE_Y;
11716 else if (name[0] == 'w')
11717 dimension = PARSE_WIDTH;
11718 else if (name[0] == 'h')
11719 dimension = PARSE_HEIGHT;
11720 else if (name[0] == 'a' && name[7] == 'x')
11721 dimension = PARSE_ANCHOR_X;
11722 else if (name[0] == 'a' && name[7] == 'y')
11723 dimension = PARSE_ANCHOR_Y;
11727 units = parse_units (actor, dimension, node);
11729 /* convert back to pixels: all properties are pixel-based */
11730 g_value_init (value, G_TYPE_FLOAT);
11731 g_value_set_float (value, units);
11735 else if (strcmp (name, "rotation") == 0)
11737 RotationInfo *info;
11739 info = g_slice_new0 (RotationInfo);
11740 retval = parse_rotation (actor, node, info);
11744 g_value_init (value, G_TYPE_POINTER);
11745 g_value_set_pointer (value, info);
11748 g_slice_free (RotationInfo, info);
11750 else if (strcmp (name, "behaviours") == 0)
11754 #ifdef CLUTTER_ENABLE_DEBUG
11755 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
11756 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
11757 "and it should not be used in newly "
11758 "written ClutterScript definitions.");
11761 l = parse_behaviours (script, actor, node);
11763 g_value_init (value, G_TYPE_POINTER);
11764 g_value_set_pointer (value, l);
11768 else if (strcmp (name, "actions") == 0 ||
11769 strcmp (name, "constraints") == 0 ||
11770 strcmp (name, "effects") == 0)
11774 l = parse_actor_metas (script, actor, node);
11776 g_value_init (value, G_TYPE_POINTER);
11777 g_value_set_pointer (value, l);
11786 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
11787 ClutterScript *script,
11789 const GValue *value)
11791 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11793 #ifdef CLUTTER_ENABLE_DEBUG
11794 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
11796 gchar *tmp = g_strdup_value_contents (value);
11798 CLUTTER_NOTE (SCRIPT,
11799 "in ClutterActor::set_custom_property('%s') = %s",
11805 #endif /* CLUTTER_ENABLE_DEBUG */
11807 if (strcmp (name, "rotation") == 0)
11809 RotationInfo *info;
11811 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11814 info = g_value_get_pointer (value);
11816 clutter_actor_set_rotation (actor,
11817 info->axis, info->angle,
11822 g_slice_free (RotationInfo, info);
11827 if (strcmp (name, "behaviours") == 0)
11829 GSList *behaviours, *l;
11831 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11834 behaviours = g_value_get_pointer (value);
11835 for (l = behaviours; l != NULL; l = l->next)
11837 ClutterBehaviour *behaviour = l->data;
11839 clutter_behaviour_apply (behaviour, actor);
11842 g_slist_free (behaviours);
11847 if (strcmp (name, "actions") == 0 ||
11848 strcmp (name, "constraints") == 0 ||
11849 strcmp (name, "effects") == 0)
11853 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11856 metas = g_value_get_pointer (value);
11857 for (l = metas; l != NULL; l = l->next)
11859 if (name[0] == 'a')
11860 clutter_actor_add_action (actor, l->data);
11862 if (name[0] == 'c')
11863 clutter_actor_add_constraint (actor, l->data);
11865 if (name[0] == 'e')
11866 clutter_actor_add_effect (actor, l->data);
11869 g_slist_free (metas);
11874 g_object_set_property (G_OBJECT (scriptable), name, value);
11878 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
11880 iface->parse_custom_node = clutter_actor_parse_custom_node;
11881 iface->set_custom_property = clutter_actor_set_custom_property;
11884 static ClutterActorMeta *
11885 get_meta_from_animation_property (ClutterActor *actor,
11889 ClutterActorPrivate *priv = actor->priv;
11890 ClutterActorMeta *meta = NULL;
11893 /* if this is not a special property, fall through */
11894 if (name[0] != '@')
11897 /* detect the properties named using the following spec:
11899 * @<section>.<meta-name>.<property-name>
11901 * where <section> can be one of the following:
11907 * and <meta-name> is the name set on a specific ActorMeta
11910 tokens = g_strsplit (name + 1, ".", -1);
11911 if (tokens == NULL || g_strv_length (tokens) != 3)
11913 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
11915 g_strfreev (tokens);
11919 if (strcmp (tokens[0], "actions") == 0)
11920 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
11922 if (strcmp (tokens[0], "constraints") == 0)
11923 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
11925 if (strcmp (tokens[0], "effects") == 0)
11926 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
11928 if (name_p != NULL)
11929 *name_p = g_strdup (tokens[2]);
11931 CLUTTER_NOTE (ANIMATION,
11932 "Looking for property '%s' of object '%s' in section '%s'",
11937 g_strfreev (tokens);
11942 static GParamSpec *
11943 clutter_actor_find_property (ClutterAnimatable *animatable,
11944 const gchar *property_name)
11946 ClutterActorMeta *meta = NULL;
11947 GObjectClass *klass = NULL;
11948 GParamSpec *pspec = NULL;
11949 gchar *p_name = NULL;
11951 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11957 klass = G_OBJECT_GET_CLASS (meta);
11959 pspec = g_object_class_find_property (klass, p_name);
11963 klass = G_OBJECT_GET_CLASS (animatable);
11965 pspec = g_object_class_find_property (klass, property_name);
11974 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
11975 const gchar *property_name,
11978 ClutterActorMeta *meta = NULL;
11979 gchar *p_name = NULL;
11981 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11986 g_object_get_property (G_OBJECT (meta), p_name, initial);
11988 g_object_get_property (G_OBJECT (animatable), property_name, initial);
11994 clutter_actor_set_final_state (ClutterAnimatable *animatable,
11995 const gchar *property_name,
11996 const GValue *final)
11998 ClutterActorMeta *meta = NULL;
11999 gchar *p_name = NULL;
12001 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12005 g_object_set_property (G_OBJECT (meta), p_name, final);
12007 g_object_set_property (G_OBJECT (animatable), property_name, final);
12013 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
12015 iface->find_property = clutter_actor_find_property;
12016 iface->get_initial_state = clutter_actor_get_initial_state;
12017 iface->set_final_state = clutter_actor_set_final_state;
12021 * clutter_actor_transform_stage_point:
12022 * @self: A #ClutterActor
12023 * @x: (in): x screen coordinate of the point to unproject
12024 * @y: (in): y screen coordinate of the point to unproject
12025 * @x_out: (out): return location for the unprojected x coordinance
12026 * @y_out: (out): return location for the unprojected y coordinance
12028 * This function translates screen coordinates (@x, @y) to
12029 * coordinates relative to the actor. For example, it can be used to translate
12030 * screen events from global screen coordinates into actor-local coordinates.
12032 * The conversion can fail, notably if the transform stack results in the
12033 * actor being projected on the screen as a mere line.
12035 * The conversion should not be expected to be pixel-perfect due to the
12036 * nature of the operation. In general the error grows when the skewing
12037 * of the actor rectangle on screen increases.
12039 * <note><para>This function can be computationally intensive.</para></note>
12041 * <note><para>This function only works when the allocation is up-to-date,
12042 * i.e. inside of paint().</para></note>
12044 * Return value: %TRUE if conversion was successful.
12049 clutter_actor_transform_stage_point (ClutterActor *self,
12055 ClutterVertex v[4];
12058 int du, dv, xi, yi;
12060 float xf, yf, wf, det;
12061 ClutterActorPrivate *priv;
12063 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12067 /* This implementation is based on the quad -> quad projection algorithm
12068 * described by Paul Heckbert in:
12070 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
12072 * and the sample implementation at:
12074 * http://www.cs.cmu.edu/~ph/src/texfund/
12076 * Our texture is a rectangle with origin [0, 0], so we are mapping from
12077 * quad to rectangle only, which significantly simplifies things; the
12078 * function calls have been unrolled, and most of the math is done in fixed
12082 clutter_actor_get_abs_allocation_vertices (self, v);
12084 /* Keeping these as ints simplifies the multiplication (no significant
12085 * loss of precision here).
12087 du = (int) (priv->allocation.x2 - priv->allocation.x1);
12088 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
12093 #define UX2FP(x) (x)
12094 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
12096 /* First, find mapping from unit uv square to xy quadrilateral; this
12097 * equivalent to the pmap_square_quad() functions in the sample
12098 * implementation, which we can simplify, since our target is always
12101 px = v[0].x - v[1].x + v[3].x - v[2].x;
12102 py = v[0].y - v[1].y + v[3].y - v[2].y;
12106 /* affine transform */
12107 RQ[0][0] = UX2FP (v[1].x - v[0].x);
12108 RQ[1][0] = UX2FP (v[3].x - v[1].x);
12109 RQ[2][0] = UX2FP (v[0].x);
12110 RQ[0][1] = UX2FP (v[1].y - v[0].y);
12111 RQ[1][1] = UX2FP (v[3].y - v[1].y);
12112 RQ[2][1] = UX2FP (v[0].y);
12119 /* projective transform */
12120 double dx1, dx2, dy1, dy2, del;
12122 dx1 = UX2FP (v[1].x - v[3].x);
12123 dx2 = UX2FP (v[2].x - v[3].x);
12124 dy1 = UX2FP (v[1].y - v[3].y);
12125 dy2 = UX2FP (v[2].y - v[3].y);
12127 del = DET2FP (dx1, dx2, dy1, dy2);
12132 * The division here needs to be done in floating point for
12133 * precisions reasons.
12135 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
12136 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12137 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12139 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
12140 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
12141 RQ[2][0] = UX2FP (v[0].x);
12142 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
12143 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
12144 RQ[2][1] = UX2FP (v[0].y);
12148 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
12149 * square. Since our rectangle is based at 0,0 we only need to scale.
12159 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
12162 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
12163 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
12164 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
12165 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
12166 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
12167 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
12168 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
12169 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
12170 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
12173 * Check the resulting matrix is OK.
12175 det = (RQ[0][0] * ST[0][0])
12176 + (RQ[0][1] * ST[0][1])
12177 + (RQ[0][2] * ST[0][2]);
12182 * Now transform our point with the ST matrix; the notional w
12183 * coordinate is 1, hence the last part is simply added.
12188 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
12189 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
12190 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
12208 static ClutterGeometry*
12209 clutter_geometry_copy (const ClutterGeometry *geometry)
12211 return g_slice_dup (ClutterGeometry, geometry);
12215 clutter_geometry_free (ClutterGeometry *geometry)
12217 if (G_LIKELY (geometry != NULL))
12218 g_slice_free (ClutterGeometry, geometry);
12222 * clutter_geometry_union:
12223 * @geometry_a: a #ClutterGeometry
12224 * @geometry_b: another #ClutterGeometry
12225 * @result: (out): location to store the result
12227 * Find the union of two rectangles represented as #ClutterGeometry.
12232 clutter_geometry_union (const ClutterGeometry *geometry_a,
12233 const ClutterGeometry *geometry_b,
12234 ClutterGeometry *result)
12236 /* We don't try to handle rectangles that can't be represented
12237 * as a signed integer box */
12238 gint x_1 = MIN (geometry_a->x, geometry_b->x);
12239 gint y_1 = MIN (geometry_a->y, geometry_b->y);
12240 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
12241 geometry_b->x + (gint)geometry_b->width);
12242 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
12243 geometry_b->y + (gint)geometry_b->height);
12246 result->width = x_2 - x_1;
12247 result->height = y_2 - y_1;
12251 * clutter_geometry_intersects:
12252 * @geometry0: The first geometry to test
12253 * @geometry1: The second geometry to test
12255 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
12256 * they do else %FALSE.
12258 * Return value: %TRUE of @geometry0 and geometry1 intersect else
12264 clutter_geometry_intersects (const ClutterGeometry *geometry0,
12265 const ClutterGeometry *geometry1)
12267 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
12268 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
12269 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
12270 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
12277 clutter_geometry_progress (const GValue *a,
12282 const ClutterGeometry *a_geom = g_value_get_boxed (a);
12283 const ClutterGeometry *b_geom = g_value_get_boxed (b);
12284 ClutterGeometry res = { 0, };
12285 gint a_width = a_geom->width;
12286 gint b_width = b_geom->width;
12287 gint a_height = a_geom->height;
12288 gint b_height = b_geom->height;
12290 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
12291 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
12293 res.width = a_width + (b_width - a_width) * progress;
12294 res.height = a_height + (b_height - a_height) * progress;
12296 g_value_set_boxed (retval, &res);
12301 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
12302 clutter_geometry_copy,
12303 clutter_geometry_free,
12304 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
12311 * clutter_vertex_new:
12316 * Creates a new #ClutterVertex for the point in 3D space
12317 * identified by the 3 coordinates @x, @y, @z
12319 * Return value: the newly allocate #ClutterVertex. Use
12320 * clutter_vertex_free() to free the resources
12325 clutter_vertex_new (gfloat x,
12329 ClutterVertex *vertex;
12331 vertex = g_slice_new (ClutterVertex);
12340 * clutter_vertex_copy:
12341 * @vertex: a #ClutterVertex
12345 * Return value: a newly allocated copy of #ClutterVertex. Use
12346 * clutter_vertex_free() to free the allocated resources
12351 clutter_vertex_copy (const ClutterVertex *vertex)
12353 if (G_LIKELY (vertex != NULL))
12354 return g_slice_dup (ClutterVertex, vertex);
12360 * clutter_vertex_free:
12361 * @vertex: a #ClutterVertex
12363 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
12368 clutter_vertex_free (ClutterVertex *vertex)
12370 if (G_UNLIKELY (vertex != NULL))
12371 g_slice_free (ClutterVertex, vertex);
12375 * clutter_vertex_equal:
12376 * @vertex_a: a #ClutterVertex
12377 * @vertex_b: a #ClutterVertex
12379 * Compares @vertex_a and @vertex_b for equality
12381 * Return value: %TRUE if the passed #ClutterVertex are equal
12386 clutter_vertex_equal (const ClutterVertex *vertex_a,
12387 const ClutterVertex *vertex_b)
12389 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
12391 if (vertex_a == vertex_b)
12394 return vertex_a->x == vertex_b->x &&
12395 vertex_a->y == vertex_b->y &&
12396 vertex_a->z == vertex_b->z;
12400 clutter_vertex_progress (const GValue *a,
12405 const ClutterVertex *av = g_value_get_boxed (a);
12406 const ClutterVertex *bv = g_value_get_boxed (b);
12407 ClutterVertex res = { 0, };
12409 res.x = av->x + (bv->x - av->x) * progress;
12410 res.y = av->y + (bv->y - av->y) * progress;
12411 res.z = av->z + (bv->z - av->z) * progress;
12413 g_value_set_boxed (retval, &res);
12418 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
12419 clutter_vertex_copy,
12420 clutter_vertex_free,
12421 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
12424 * clutter_actor_is_rotated:
12425 * @self: a #ClutterActor
12427 * Checks whether any rotation is applied to the actor.
12429 * Return value: %TRUE if the actor is rotated.
12434 clutter_actor_is_rotated (ClutterActor *self)
12436 const ClutterTransformInfo *info;
12438 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12440 info = _clutter_actor_get_transform_info_or_defaults (self);
12442 if (info->rx_angle || info->ry_angle || info->rz_angle)
12449 * clutter_actor_is_scaled:
12450 * @self: a #ClutterActor
12452 * Checks whether the actor is scaled in either dimension.
12454 * Return value: %TRUE if the actor is scaled.
12459 clutter_actor_is_scaled (ClutterActor *self)
12461 const ClutterTransformInfo *info;
12463 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12465 info = _clutter_actor_get_transform_info_or_defaults (self);
12467 if (info->scale_x != 1.0 || info->scale_y != 1.0)
12474 _clutter_actor_get_stage_internal (ClutterActor *actor)
12476 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
12477 actor = actor->priv->parent;
12483 * clutter_actor_get_stage:
12484 * @actor: a #ClutterActor
12486 * Retrieves the #ClutterStage where @actor is contained.
12488 * Return value: (transfer none) (type Clutter.Stage): the stage
12489 * containing the actor, or %NULL
12494 clutter_actor_get_stage (ClutterActor *actor)
12496 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
12498 return _clutter_actor_get_stage_internal (actor);
12502 * clutter_actor_allocate_available_size:
12503 * @self: a #ClutterActor
12504 * @x: the actor's X coordinate
12505 * @y: the actor's Y coordinate
12506 * @available_width: the maximum available width, or -1 to use the
12507 * actor's natural width
12508 * @available_height: the maximum available height, or -1 to use the
12509 * actor's natural height
12510 * @flags: flags controlling the allocation
12512 * Allocates @self taking into account the #ClutterActor<!-- -->'s
12513 * preferred size, but limiting it to the maximum available width
12514 * and height provided.
12516 * This function will do the right thing when dealing with the
12517 * actor's request mode.
12519 * The implementation of this function is equivalent to:
12522 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12524 * clutter_actor_get_preferred_width (self, available_height,
12526 * &natural_width);
12527 * width = CLAMP (natural_width, min_width, available_width);
12529 * clutter_actor_get_preferred_height (self, width,
12531 * &natural_height);
12532 * height = CLAMP (natural_height, min_height, available_height);
12536 * clutter_actor_get_preferred_height (self, available_width,
12538 * &natural_height);
12539 * height = CLAMP (natural_height, min_height, available_height);
12541 * clutter_actor_get_preferred_width (self, height,
12543 * &natural_width);
12544 * width = CLAMP (natural_width, min_width, available_width);
12547 * box.x1 = x; box.y1 = y;
12548 * box.x2 = box.x1 + available_width;
12549 * box.y2 = box.y1 + available_height;
12550 * clutter_actor_allocate (self, &box, flags);
12553 * This function can be used by fluid layout managers to allocate
12554 * an actor's preferred size without making it bigger than the area
12555 * available for the container.
12560 clutter_actor_allocate_available_size (ClutterActor *self,
12563 gfloat available_width,
12564 gfloat available_height,
12565 ClutterAllocationFlags flags)
12567 ClutterActorPrivate *priv;
12568 gfloat width, height;
12569 gfloat min_width, min_height;
12570 gfloat natural_width, natural_height;
12571 ClutterActorBox box;
12573 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12577 width = height = 0.0;
12579 switch (priv->request_mode)
12581 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
12582 clutter_actor_get_preferred_width (self, available_height,
12585 width = CLAMP (natural_width, min_width, available_width);
12587 clutter_actor_get_preferred_height (self, width,
12590 height = CLAMP (natural_height, min_height, available_height);
12593 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
12594 clutter_actor_get_preferred_height (self, available_width,
12597 height = CLAMP (natural_height, min_height, available_height);
12599 clutter_actor_get_preferred_width (self, height,
12602 width = CLAMP (natural_width, min_width, available_width);
12609 box.x2 = box.x1 + width;
12610 box.y2 = box.y1 + height;
12611 clutter_actor_allocate (self, &box, flags);
12615 * clutter_actor_allocate_preferred_size:
12616 * @self: a #ClutterActor
12617 * @flags: flags controlling the allocation
12619 * Allocates the natural size of @self.
12621 * This function is a utility call for #ClutterActor implementations
12622 * that allocates the actor's preferred natural size. It can be used
12623 * by fixed layout managers (like #ClutterGroup or so called
12624 * 'composite actors') inside the ClutterActor::allocate
12625 * implementation to give each child exactly how much space it
12628 * This function is not meant to be used by applications. It is also
12629 * not meant to be used outside the implementation of the
12630 * ClutterActor::allocate virtual function.
12635 clutter_actor_allocate_preferred_size (ClutterActor *self,
12636 ClutterAllocationFlags flags)
12638 gfloat actor_x, actor_y;
12639 gfloat natural_width, natural_height;
12640 ClutterActorBox actor_box;
12642 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12644 actor_x = clutter_actor_get_x (self);
12645 actor_y = clutter_actor_get_y (self);
12647 clutter_actor_get_preferred_size (self,
12652 actor_box.x1 = actor_x;
12653 actor_box.y1 = actor_y;
12654 actor_box.x2 = actor_box.x1 + natural_width;
12655 actor_box.y2 = actor_box.y1 + natural_height;
12657 clutter_actor_allocate (self, &actor_box, flags);
12661 * clutter_actor_allocate_align_fill:
12662 * @self: a #ClutterActor
12663 * @box: a #ClutterActorBox, containing the available width and height
12664 * @x_align: the horizontal alignment, between 0 and 1
12665 * @y_align: the vertical alignment, between 0 and 1
12666 * @x_fill: whether the actor should fill horizontally
12667 * @y_fill: whether the actor should fill vertically
12668 * @flags: allocation flags to be passed to clutter_actor_allocate()
12670 * Allocates @self by taking into consideration the available allocation
12671 * area; an alignment factor on either axis; and whether the actor should
12672 * fill the allocation on either axis.
12674 * The @box should contain the available allocation width and height;
12675 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
12676 * allocation will be offset by their value.
12678 * This function takes into consideration the geometry request specified by
12679 * the #ClutterActor:request-mode property, and the text direction.
12681 * This function is useful for fluid layout managers, like #ClutterBinLayout
12682 * or #ClutterTableLayout
12687 clutter_actor_allocate_align_fill (ClutterActor *self,
12688 const ClutterActorBox *box,
12693 ClutterAllocationFlags flags)
12695 ClutterActorPrivate *priv;
12696 ClutterActorBox allocation = { 0, };
12697 gfloat x_offset, y_offset;
12698 gfloat available_width, available_height;
12699 gfloat child_width, child_height;
12701 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12702 g_return_if_fail (box != NULL);
12703 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
12704 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
12708 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
12709 clutter_actor_box_get_size (box, &available_width, &available_height);
12711 if (available_width < 0)
12712 available_width = 0;
12714 if (available_height < 0)
12715 available_height = 0;
12719 allocation.x1 = x_offset;
12720 allocation.x2 = allocation.x1 + available_width;
12725 allocation.y1 = y_offset;
12726 allocation.y2 = allocation.y1 + available_height;
12729 /* if we are filling horizontally and vertically then we're done */
12730 if (x_fill && y_fill)
12733 child_width = child_height = 0.0f;
12735 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12737 gfloat min_width, natural_width;
12738 gfloat min_height, natural_height;
12740 clutter_actor_get_preferred_width (self, available_height,
12744 child_width = CLAMP (natural_width, min_width, available_width);
12748 clutter_actor_get_preferred_height (self, child_width,
12752 child_height = CLAMP (natural_height, min_height, available_height);
12757 gfloat min_width, natural_width;
12758 gfloat min_height, natural_height;
12760 clutter_actor_get_preferred_height (self, available_width,
12764 child_height = CLAMP (natural_height, min_height, available_height);
12768 clutter_actor_get_preferred_width (self, child_height,
12772 child_width = CLAMP (natural_width, min_width, available_width);
12776 /* invert the horizontal alignment for RTL languages */
12777 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
12778 x_align = 1.0 - x_align;
12782 allocation.x1 = x_offset
12783 + ((available_width - child_width) * x_align);
12784 allocation.x2 = allocation.x1 + child_width;
12789 allocation.y1 = y_offset
12790 + ((available_height - child_height) * y_align);
12791 allocation.y2 = allocation.y1 + child_height;
12795 clutter_actor_box_clamp_to_pixel (&allocation);
12796 clutter_actor_allocate (self, &allocation, flags);
12800 * clutter_actor_grab_key_focus:
12801 * @self: a #ClutterActor
12803 * Sets the key focus of the #ClutterStage including @self
12804 * to this #ClutterActor.
12809 clutter_actor_grab_key_focus (ClutterActor *self)
12811 ClutterActor *stage;
12813 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12815 stage = _clutter_actor_get_stage_internal (self);
12817 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
12821 * clutter_actor_get_pango_context:
12822 * @self: a #ClutterActor
12824 * Retrieves the #PangoContext for @self. The actor's #PangoContext
12825 * is already configured using the appropriate font map, resolution
12826 * and font options.
12828 * Unlike clutter_actor_create_pango_context(), this context is owend
12829 * by the #ClutterActor and it will be updated each time the options
12830 * stored by the #ClutterBackend change.
12832 * You can use the returned #PangoContext to create a #PangoLayout
12833 * and render text using cogl_pango_render_layout() to reuse the
12834 * glyphs cache also used by Clutter.
12836 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
12837 * The returned #PangoContext is owned by the actor and should not be
12838 * unreferenced by the application code
12843 clutter_actor_get_pango_context (ClutterActor *self)
12845 ClutterActorPrivate *priv;
12847 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12851 if (priv->pango_context != NULL)
12852 return priv->pango_context;
12854 priv->pango_context = _clutter_context_get_pango_context ();
12855 g_object_ref (priv->pango_context);
12857 return priv->pango_context;
12861 * clutter_actor_create_pango_context:
12862 * @self: a #ClutterActor
12864 * Creates a #PangoContext for the given actor. The #PangoContext
12865 * is already configured using the appropriate font map, resolution
12866 * and font options.
12868 * See also clutter_actor_get_pango_context().
12870 * Return value: (transfer full): the newly created #PangoContext.
12871 * Use g_object_unref() on the returned value to deallocate its
12877 clutter_actor_create_pango_context (ClutterActor *self)
12879 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12881 return _clutter_context_create_pango_context ();
12885 * clutter_actor_create_pango_layout:
12886 * @self: a #ClutterActor
12887 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
12889 * Creates a new #PangoLayout from the same #PangoContext used
12890 * by the #ClutterActor. The #PangoLayout is already configured
12891 * with the font map, resolution and font options, and the
12894 * If you want to keep around a #PangoLayout created by this
12895 * function you will have to connect to the #ClutterBackend::font-changed
12896 * and #ClutterBackend::resolution-changed signals, and call
12897 * pango_layout_context_changed() in response to them.
12899 * Return value: (transfer full): the newly created #PangoLayout.
12900 * Use g_object_unref() when done
12905 clutter_actor_create_pango_layout (ClutterActor *self,
12908 PangoContext *context;
12909 PangoLayout *layout;
12911 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12913 context = clutter_actor_get_pango_context (self);
12914 layout = pango_layout_new (context);
12917 pango_layout_set_text (layout, text, -1);
12922 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
12923 * ClutterOffscreenEffect.
12926 _clutter_actor_set_opacity_override (ClutterActor *self,
12929 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12931 self->priv->opacity_override = opacity;
12935 _clutter_actor_get_opacity_override (ClutterActor *self)
12937 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
12939 return self->priv->opacity_override;
12942 /* Allows you to disable applying the actors model view transform during
12943 * a paint. Used by ClutterClone. */
12945 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
12948 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12950 self->priv->enable_model_view_transform = enable;
12954 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
12957 ClutterActorPrivate *priv;
12959 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12963 priv->enable_paint_unmapped = enable;
12965 if (priv->enable_paint_unmapped)
12967 /* Make sure that the parents of the widget are realized first;
12968 * otherwise checks in clutter_actor_update_map_state() will
12971 clutter_actor_realize (self);
12973 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
12977 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
12982 clutter_anchor_coord_get_units (ClutterActor *self,
12983 const AnchorCoord *coord,
12988 if (coord->is_fractional)
12990 gfloat actor_width, actor_height;
12992 clutter_actor_get_size (self, &actor_width, &actor_height);
12995 *x = actor_width * coord->v.fraction.x;
12998 *y = actor_height * coord->v.fraction.y;
13006 *x = coord->v.units.x;
13009 *y = coord->v.units.y;
13012 *z = coord->v.units.z;
13017 clutter_anchor_coord_set_units (AnchorCoord *coord,
13022 coord->is_fractional = FALSE;
13023 coord->v.units.x = x;
13024 coord->v.units.y = y;
13025 coord->v.units.z = z;
13028 static ClutterGravity
13029 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
13031 if (coord->is_fractional)
13033 if (coord->v.fraction.x == 0.0)
13035 if (coord->v.fraction.y == 0.0)
13036 return CLUTTER_GRAVITY_NORTH_WEST;
13037 else if (coord->v.fraction.y == 0.5)
13038 return CLUTTER_GRAVITY_WEST;
13039 else if (coord->v.fraction.y == 1.0)
13040 return CLUTTER_GRAVITY_SOUTH_WEST;
13042 return CLUTTER_GRAVITY_NONE;
13044 else if (coord->v.fraction.x == 0.5)
13046 if (coord->v.fraction.y == 0.0)
13047 return CLUTTER_GRAVITY_NORTH;
13048 else if (coord->v.fraction.y == 0.5)
13049 return CLUTTER_GRAVITY_CENTER;
13050 else if (coord->v.fraction.y == 1.0)
13051 return CLUTTER_GRAVITY_SOUTH;
13053 return CLUTTER_GRAVITY_NONE;
13055 else if (coord->v.fraction.x == 1.0)
13057 if (coord->v.fraction.y == 0.0)
13058 return CLUTTER_GRAVITY_NORTH_EAST;
13059 else if (coord->v.fraction.y == 0.5)
13060 return CLUTTER_GRAVITY_EAST;
13061 else if (coord->v.fraction.y == 1.0)
13062 return CLUTTER_GRAVITY_SOUTH_EAST;
13064 return CLUTTER_GRAVITY_NONE;
13067 return CLUTTER_GRAVITY_NONE;
13070 return CLUTTER_GRAVITY_NONE;
13074 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
13075 ClutterGravity gravity)
13079 case CLUTTER_GRAVITY_NORTH:
13080 coord->v.fraction.x = 0.5;
13081 coord->v.fraction.y = 0.0;
13084 case CLUTTER_GRAVITY_NORTH_EAST:
13085 coord->v.fraction.x = 1.0;
13086 coord->v.fraction.y = 0.0;
13089 case CLUTTER_GRAVITY_EAST:
13090 coord->v.fraction.x = 1.0;
13091 coord->v.fraction.y = 0.5;
13094 case CLUTTER_GRAVITY_SOUTH_EAST:
13095 coord->v.fraction.x = 1.0;
13096 coord->v.fraction.y = 1.0;
13099 case CLUTTER_GRAVITY_SOUTH:
13100 coord->v.fraction.x = 0.5;
13101 coord->v.fraction.y = 1.0;
13104 case CLUTTER_GRAVITY_SOUTH_WEST:
13105 coord->v.fraction.x = 0.0;
13106 coord->v.fraction.y = 1.0;
13109 case CLUTTER_GRAVITY_WEST:
13110 coord->v.fraction.x = 0.0;
13111 coord->v.fraction.y = 0.5;
13114 case CLUTTER_GRAVITY_NORTH_WEST:
13115 coord->v.fraction.x = 0.0;
13116 coord->v.fraction.y = 0.0;
13119 case CLUTTER_GRAVITY_CENTER:
13120 coord->v.fraction.x = 0.5;
13121 coord->v.fraction.y = 0.5;
13125 coord->v.fraction.x = 0.0;
13126 coord->v.fraction.y = 0.0;
13130 coord->is_fractional = TRUE;
13134 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
13136 if (coord->is_fractional)
13137 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
13139 return (coord->v.units.x == 0.0
13140 && coord->v.units.y == 0.0
13141 && coord->v.units.z == 0.0);
13145 * clutter_actor_get_flags:
13146 * @self: a #ClutterActor
13148 * Retrieves the flags set on @self
13150 * Return value: a bitwise or of #ClutterActorFlags or 0
13155 clutter_actor_get_flags (ClutterActor *self)
13157 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
13159 return self->flags;
13163 * clutter_actor_set_flags:
13164 * @self: a #ClutterActor
13165 * @flags: the flags to set
13167 * Sets @flags on @self
13169 * This function will emit notifications for the changed properties
13174 clutter_actor_set_flags (ClutterActor *self,
13175 ClutterActorFlags flags)
13177 ClutterActorFlags old_flags;
13179 gboolean was_reactive_set, reactive_set;
13180 gboolean was_realized_set, realized_set;
13181 gboolean was_mapped_set, mapped_set;
13182 gboolean was_visible_set, visible_set;
13184 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13186 if (self->flags == flags)
13189 obj = G_OBJECT (self);
13190 g_object_ref (obj);
13191 g_object_freeze_notify (obj);
13193 old_flags = self->flags;
13195 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13196 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13197 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13198 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13200 self->flags |= flags;
13202 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13203 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13204 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13205 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13207 if (reactive_set != was_reactive_set)
13208 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13210 if (realized_set != was_realized_set)
13211 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13213 if (mapped_set != was_mapped_set)
13214 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13216 if (visible_set != was_visible_set)
13217 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13219 g_object_thaw_notify (obj);
13220 g_object_unref (obj);
13224 * clutter_actor_unset_flags:
13225 * @self: a #ClutterActor
13226 * @flags: the flags to unset
13228 * Unsets @flags on @self
13230 * This function will emit notifications for the changed properties
13235 clutter_actor_unset_flags (ClutterActor *self,
13236 ClutterActorFlags flags)
13238 ClutterActorFlags old_flags;
13240 gboolean was_reactive_set, reactive_set;
13241 gboolean was_realized_set, realized_set;
13242 gboolean was_mapped_set, mapped_set;
13243 gboolean was_visible_set, visible_set;
13245 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13247 obj = G_OBJECT (self);
13248 g_object_freeze_notify (obj);
13250 old_flags = self->flags;
13252 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13253 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13254 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13255 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13257 self->flags &= ~flags;
13259 if (self->flags == old_flags)
13262 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13263 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13264 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13265 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13267 if (reactive_set != was_reactive_set)
13268 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13270 if (realized_set != was_realized_set)
13271 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13273 if (mapped_set != was_mapped_set)
13274 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13276 if (visible_set != was_visible_set)
13277 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13279 g_object_thaw_notify (obj);
13283 * clutter_actor_get_transformation_matrix:
13284 * @self: a #ClutterActor
13285 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
13287 * Retrieves the transformations applied to @self relative to its
13293 clutter_actor_get_transformation_matrix (ClutterActor *self,
13294 CoglMatrix *matrix)
13296 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13298 cogl_matrix_init_identity (matrix);
13300 _clutter_actor_apply_modelview_transform (self, matrix);
13304 _clutter_actor_set_in_clone_paint (ClutterActor *self,
13305 gboolean is_in_clone_paint)
13307 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13308 self->priv->in_clone_paint = is_in_clone_paint;
13312 * clutter_actor_is_in_clone_paint:
13313 * @self: a #ClutterActor
13315 * Checks whether @self is being currently painted by a #ClutterClone
13317 * This function is useful only inside the ::paint virtual function
13318 * implementations or within handlers for the #ClutterActor::paint
13321 * This function should not be used by applications
13323 * Return value: %TRUE if the #ClutterActor is currently being painted
13324 * by a #ClutterClone, and %FALSE otherwise
13329 clutter_actor_is_in_clone_paint (ClutterActor *self)
13331 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13333 return self->priv->in_clone_paint;
13337 set_direction_recursive (ClutterActor *actor,
13338 gpointer user_data)
13340 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
13342 clutter_actor_set_text_direction (actor, text_dir);
13348 * clutter_actor_set_text_direction:
13349 * @self: a #ClutterActor
13350 * @text_dir: the text direction for @self
13352 * Sets the #ClutterTextDirection for an actor
13354 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
13356 * If @self implements #ClutterContainer then this function will recurse
13357 * inside all the children of @self (including the internal ones).
13359 * Composite actors not implementing #ClutterContainer, or actors requiring
13360 * special handling when the text direction changes, should connect to
13361 * the #GObject::notify signal for the #ClutterActor:text-direction property
13366 clutter_actor_set_text_direction (ClutterActor *self,
13367 ClutterTextDirection text_dir)
13369 ClutterActorPrivate *priv;
13371 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13372 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
13376 if (priv->text_direction != text_dir)
13378 priv->text_direction = text_dir;
13380 /* we need to emit the notify::text-direction first, so that
13381 * the sub-classes can catch that and do specific handling of
13382 * the text direction; see clutter_text_direction_changed_cb()
13383 * inside clutter-text.c
13385 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
13387 _clutter_actor_foreach_child (self, set_direction_recursive,
13388 GINT_TO_POINTER (text_dir));
13390 clutter_actor_queue_relayout (self);
13395 _clutter_actor_set_has_pointer (ClutterActor *self,
13396 gboolean has_pointer)
13398 ClutterActorPrivate *priv = self->priv;
13400 if (priv->has_pointer != has_pointer)
13402 priv->has_pointer = has_pointer;
13404 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
13409 * clutter_actor_get_text_direction:
13410 * @self: a #ClutterActor
13412 * Retrieves the value set using clutter_actor_set_text_direction()
13414 * If no text direction has been previously set, the default text
13415 * direction, as returned by clutter_get_default_text_direction(), will
13416 * be returned instead
13418 * Return value: the #ClutterTextDirection for the actor
13422 ClutterTextDirection
13423 clutter_actor_get_text_direction (ClutterActor *self)
13425 ClutterActorPrivate *priv;
13427 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
13428 CLUTTER_TEXT_DIRECTION_LTR);
13432 /* if no direction has been set yet use the default */
13433 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
13434 priv->text_direction = clutter_get_default_text_direction ();
13436 return priv->text_direction;
13440 * clutter_actor_push_internal:
13441 * @self: a #ClutterActor
13443 * Should be used by actors implementing the #ClutterContainer and with
13444 * internal children added through clutter_actor_set_parent(), for instance:
13448 * my_actor_init (MyActor *self)
13450 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
13452 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
13454 * /* calling clutter_actor_set_parent() now will result in
13455 * * the internal flag being set on a child of MyActor
13458 * /* internal child - a background texture */
13459 * self->priv->background_tex = clutter_texture_new ();
13460 * clutter_actor_set_parent (self->priv->background_tex,
13461 * CLUTTER_ACTOR (self));
13463 * /* internal child - a label */
13464 * self->priv->label = clutter_text_new ();
13465 * clutter_actor_set_parent (self->priv->label,
13466 * CLUTTER_ACTOR (self));
13468 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
13470 * /* calling clutter_actor_set_parent() now will not result in
13471 * * the internal flag being set on a child of MyActor
13476 * This function will be used by Clutter to toggle an "internal child"
13477 * flag whenever clutter_actor_set_parent() is called; internal children
13478 * are handled differently by Clutter, specifically when destroying their
13481 * Call clutter_actor_pop_internal() when you finished adding internal
13484 * Nested calls to clutter_actor_push_internal() are allowed, but each
13485 * one must by followed by a clutter_actor_pop_internal() call.
13489 * Deprecated: 1.10: All children of an actor are accessible through
13490 * the #ClutterActor API, and #ClutterActor implements the
13491 * #ClutterContainer interface, so this function is only useful
13492 * for legacy containers overriding the default implementation.
13495 clutter_actor_push_internal (ClutterActor *self)
13497 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13499 self->priv->internal_child += 1;
13503 * clutter_actor_pop_internal:
13504 * @self: a #ClutterActor
13506 * Disables the effects of clutter_actor_push_internal().
13510 * Deprecated: 1.10: All children of an actor are accessible through
13511 * the #ClutterActor API. This function is only useful for legacy
13512 * containers overriding the default implementation of the
13513 * #ClutterContainer interface.
13516 clutter_actor_pop_internal (ClutterActor *self)
13518 ClutterActorPrivate *priv;
13520 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13524 if (priv->internal_child == 0)
13526 g_warning ("Mismatched %s: you need to call "
13527 "clutter_actor_push_composite() at least once before "
13528 "calling this function", G_STRFUNC);
13532 priv->internal_child -= 1;
13536 * clutter_actor_has_pointer:
13537 * @self: a #ClutterActor
13539 * Checks whether an actor contains the pointer of a
13540 * #ClutterInputDevice
13542 * Return value: %TRUE if the actor contains the pointer, and
13548 clutter_actor_has_pointer (ClutterActor *self)
13550 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13552 return self->priv->has_pointer;
13555 /* XXX: This is a workaround for not being able to break the ABI of
13556 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
13557 * clutter_actor_queue_clipped_redraw() for details.
13559 ClutterPaintVolume *
13560 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
13562 return g_object_get_data (G_OBJECT (self),
13563 "-clutter-actor-queue-redraw-clip");
13567 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
13568 ClutterPaintVolume *clip)
13570 g_object_set_data (G_OBJECT (self),
13571 "-clutter-actor-queue-redraw-clip",
13576 * clutter_actor_has_allocation:
13577 * @self: a #ClutterActor
13579 * Checks if the actor has an up-to-date allocation assigned to
13580 * it. This means that the actor should have an allocation: it's
13581 * visible and has a parent. It also means that there is no
13582 * outstanding relayout request in progress for the actor or its
13583 * children (There might be other outstanding layout requests in
13584 * progress that will cause the actor to get a new allocation
13585 * when the stage is laid out, however).
13587 * If this function returns %FALSE, then the actor will normally
13588 * be allocated before it is next drawn on the screen.
13590 * Return value: %TRUE if the actor has an up-to-date allocation
13595 clutter_actor_has_allocation (ClutterActor *self)
13597 ClutterActorPrivate *priv;
13599 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13603 return priv->parent != NULL &&
13604 CLUTTER_ACTOR_IS_VISIBLE (self) &&
13605 !priv->needs_allocation;
13609 * clutter_actor_add_action:
13610 * @self: a #ClutterActor
13611 * @action: a #ClutterAction
13613 * Adds @action to the list of actions applied to @self
13615 * A #ClutterAction can only belong to one actor at a time
13617 * The #ClutterActor will hold a reference on @action until either
13618 * clutter_actor_remove_action() or clutter_actor_clear_actions()
13624 clutter_actor_add_action (ClutterActor *self,
13625 ClutterAction *action)
13627 ClutterActorPrivate *priv;
13629 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13630 g_return_if_fail (CLUTTER_IS_ACTION (action));
13634 if (priv->actions == NULL)
13636 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13637 priv->actions->actor = self;
13640 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
13642 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13646 * clutter_actor_add_action_with_name:
13647 * @self: a #ClutterActor
13648 * @name: the name to set on the action
13649 * @action: a #ClutterAction
13651 * A convenience function for setting the name of a #ClutterAction
13652 * while adding it to the list of actions applied to @self
13654 * This function is the logical equivalent of:
13657 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13658 * clutter_actor_add_action (self, action);
13664 clutter_actor_add_action_with_name (ClutterActor *self,
13666 ClutterAction *action)
13668 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13669 g_return_if_fail (name != NULL);
13670 g_return_if_fail (CLUTTER_IS_ACTION (action));
13672 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13673 clutter_actor_add_action (self, action);
13677 * clutter_actor_remove_action:
13678 * @self: a #ClutterActor
13679 * @action: a #ClutterAction
13681 * Removes @action from the list of actions applied to @self
13683 * The reference held by @self on the #ClutterAction will be released
13688 clutter_actor_remove_action (ClutterActor *self,
13689 ClutterAction *action)
13691 ClutterActorPrivate *priv;
13693 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13694 g_return_if_fail (CLUTTER_IS_ACTION (action));
13698 if (priv->actions == NULL)
13701 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
13703 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13707 * clutter_actor_remove_action_by_name:
13708 * @self: a #ClutterActor
13709 * @name: the name of the action to remove
13711 * Removes the #ClutterAction with the given name from the list
13712 * of actions applied to @self
13717 clutter_actor_remove_action_by_name (ClutterActor *self,
13720 ClutterActorPrivate *priv;
13721 ClutterActorMeta *meta;
13723 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13724 g_return_if_fail (name != NULL);
13728 if (priv->actions == NULL)
13731 meta = _clutter_meta_group_get_meta (priv->actions, name);
13735 _clutter_meta_group_remove_meta (priv->actions, meta);
13737 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13741 * clutter_actor_get_actions:
13742 * @self: a #ClutterActor
13744 * Retrieves the list of actions applied to @self
13746 * Return value: (transfer container) (element-type Clutter.Action): a copy
13747 * of the list of #ClutterAction<!-- -->s. The contents of the list are
13748 * owned by the #ClutterActor. Use g_list_free() to free the resources
13749 * allocated by the returned #GList
13754 clutter_actor_get_actions (ClutterActor *self)
13756 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13758 if (self->priv->actions == NULL)
13761 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
13765 * clutter_actor_get_action:
13766 * @self: a #ClutterActor
13767 * @name: the name of the action to retrieve
13769 * Retrieves the #ClutterAction with the given name in the list
13770 * of actions applied to @self
13772 * Return value: (transfer none): a #ClutterAction for the given
13773 * name, or %NULL. The returned #ClutterAction is owned by the
13774 * actor and it should not be unreferenced directly
13779 clutter_actor_get_action (ClutterActor *self,
13782 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13783 g_return_val_if_fail (name != NULL, NULL);
13785 if (self->priv->actions == NULL)
13788 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
13792 * clutter_actor_clear_actions:
13793 * @self: a #ClutterActor
13795 * Clears the list of actions applied to @self
13800 clutter_actor_clear_actions (ClutterActor *self)
13802 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13804 if (self->priv->actions == NULL)
13807 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
13811 * clutter_actor_add_constraint:
13812 * @self: a #ClutterActor
13813 * @constraint: a #ClutterConstraint
13815 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
13818 * The #ClutterActor will hold a reference on the @constraint until
13819 * either clutter_actor_remove_constraint() or
13820 * clutter_actor_clear_constraints() is called.
13825 clutter_actor_add_constraint (ClutterActor *self,
13826 ClutterConstraint *constraint)
13828 ClutterActorPrivate *priv;
13830 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13831 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13835 if (priv->constraints == NULL)
13837 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13838 priv->constraints->actor = self;
13841 _clutter_meta_group_add_meta (priv->constraints,
13842 CLUTTER_ACTOR_META (constraint));
13843 clutter_actor_queue_relayout (self);
13845 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13849 * clutter_actor_add_constraint_with_name:
13850 * @self: a #ClutterActor
13851 * @name: the name to set on the constraint
13852 * @constraint: a #ClutterConstraint
13854 * A convenience function for setting the name of a #ClutterConstraint
13855 * while adding it to the list of constraints applied to @self
13857 * This function is the logical equivalent of:
13860 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13861 * clutter_actor_add_constraint (self, constraint);
13867 clutter_actor_add_constraint_with_name (ClutterActor *self,
13869 ClutterConstraint *constraint)
13871 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13872 g_return_if_fail (name != NULL);
13873 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13875 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13876 clutter_actor_add_constraint (self, constraint);
13880 * clutter_actor_remove_constraint:
13881 * @self: a #ClutterActor
13882 * @constraint: a #ClutterConstraint
13884 * Removes @constraint from the list of constraints applied to @self
13886 * The reference held by @self on the #ClutterConstraint will be released
13891 clutter_actor_remove_constraint (ClutterActor *self,
13892 ClutterConstraint *constraint)
13894 ClutterActorPrivate *priv;
13896 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13897 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13901 if (priv->constraints == NULL)
13904 _clutter_meta_group_remove_meta (priv->constraints,
13905 CLUTTER_ACTOR_META (constraint));
13906 clutter_actor_queue_relayout (self);
13908 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13912 * clutter_actor_remove_constraint_by_name:
13913 * @self: a #ClutterActor
13914 * @name: the name of the constraint to remove
13916 * Removes the #ClutterConstraint with the given name from the list
13917 * of constraints applied to @self
13922 clutter_actor_remove_constraint_by_name (ClutterActor *self,
13925 ClutterActorPrivate *priv;
13926 ClutterActorMeta *meta;
13928 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13929 g_return_if_fail (name != NULL);
13933 if (priv->constraints == NULL)
13936 meta = _clutter_meta_group_get_meta (priv->constraints, name);
13940 _clutter_meta_group_remove_meta (priv->constraints, meta);
13941 clutter_actor_queue_relayout (self);
13945 * clutter_actor_get_constraints:
13946 * @self: a #ClutterActor
13948 * Retrieves the list of constraints applied to @self
13950 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
13951 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
13952 * owned by the #ClutterActor. Use g_list_free() to free the resources
13953 * allocated by the returned #GList
13958 clutter_actor_get_constraints (ClutterActor *self)
13960 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13962 if (self->priv->constraints == NULL)
13965 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
13969 * clutter_actor_get_constraint:
13970 * @self: a #ClutterActor
13971 * @name: the name of the constraint to retrieve
13973 * Retrieves the #ClutterConstraint with the given name in the list
13974 * of constraints applied to @self
13976 * Return value: (transfer none): a #ClutterConstraint for the given
13977 * name, or %NULL. The returned #ClutterConstraint is owned by the
13978 * actor and it should not be unreferenced directly
13982 ClutterConstraint *
13983 clutter_actor_get_constraint (ClutterActor *self,
13986 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13987 g_return_val_if_fail (name != NULL, NULL);
13989 if (self->priv->constraints == NULL)
13992 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
13996 * clutter_actor_clear_constraints:
13997 * @self: a #ClutterActor
13999 * Clears the list of constraints applied to @self
14004 clutter_actor_clear_constraints (ClutterActor *self)
14006 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14008 if (self->priv->constraints == NULL)
14011 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
14013 clutter_actor_queue_relayout (self);
14017 * clutter_actor_set_clip_to_allocation:
14018 * @self: a #ClutterActor
14019 * @clip_set: %TRUE to apply a clip tracking the allocation
14021 * Sets whether @self should be clipped to the same size as its
14027 clutter_actor_set_clip_to_allocation (ClutterActor *self,
14030 ClutterActorPrivate *priv;
14032 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14034 clip_set = !!clip_set;
14038 if (priv->clip_to_allocation != clip_set)
14040 priv->clip_to_allocation = clip_set;
14042 clutter_actor_queue_redraw (self);
14044 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
14049 * clutter_actor_get_clip_to_allocation:
14050 * @self: a #ClutterActor
14052 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
14054 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
14059 clutter_actor_get_clip_to_allocation (ClutterActor *self)
14061 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14063 return self->priv->clip_to_allocation;
14067 * clutter_actor_add_effect:
14068 * @self: a #ClutterActor
14069 * @effect: a #ClutterEffect
14071 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
14073 * The #ClutterActor will hold a reference on the @effect until either
14074 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
14080 clutter_actor_add_effect (ClutterActor *self,
14081 ClutterEffect *effect)
14083 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14084 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14086 _clutter_actor_add_effect_internal (self, effect);
14088 clutter_actor_queue_redraw (self);
14090 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14094 * clutter_actor_add_effect_with_name:
14095 * @self: a #ClutterActor
14096 * @name: the name to set on the effect
14097 * @effect: a #ClutterEffect
14099 * A convenience function for setting the name of a #ClutterEffect
14100 * while adding it to the list of effectss applied to @self
14102 * This function is the logical equivalent of:
14105 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14106 * clutter_actor_add_effect (self, effect);
14112 clutter_actor_add_effect_with_name (ClutterActor *self,
14114 ClutterEffect *effect)
14116 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14117 g_return_if_fail (name != NULL);
14118 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14120 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14121 clutter_actor_add_effect (self, effect);
14125 * clutter_actor_remove_effect:
14126 * @self: a #ClutterActor
14127 * @effect: a #ClutterEffect
14129 * Removes @effect from the list of effects applied to @self
14131 * The reference held by @self on the #ClutterEffect will be released
14136 clutter_actor_remove_effect (ClutterActor *self,
14137 ClutterEffect *effect)
14139 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14140 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14142 _clutter_actor_remove_effect_internal (self, effect);
14144 clutter_actor_queue_redraw (self);
14146 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14150 * clutter_actor_remove_effect_by_name:
14151 * @self: a #ClutterActor
14152 * @name: the name of the effect to remove
14154 * Removes the #ClutterEffect with the given name from the list
14155 * of effects applied to @self
14160 clutter_actor_remove_effect_by_name (ClutterActor *self,
14163 ClutterActorPrivate *priv;
14164 ClutterActorMeta *meta;
14166 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14167 g_return_if_fail (name != NULL);
14171 if (priv->effects == NULL)
14174 meta = _clutter_meta_group_get_meta (priv->effects, name);
14178 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
14182 * clutter_actor_get_effects:
14183 * @self: a #ClutterActor
14185 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
14187 * Return value: (transfer container) (element-type Clutter.Effect): a list
14188 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
14189 * list are owned by Clutter and they should not be freed. You should
14190 * free the returned list using g_list_free() when done
14195 clutter_actor_get_effects (ClutterActor *self)
14197 ClutterActorPrivate *priv;
14199 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14203 if (priv->effects == NULL)
14206 return _clutter_meta_group_get_metas_no_internal (priv->effects);
14210 * clutter_actor_get_effect:
14211 * @self: a #ClutterActor
14212 * @name: the name of the effect to retrieve
14214 * Retrieves the #ClutterEffect with the given name in the list
14215 * of effects applied to @self
14217 * Return value: (transfer none): a #ClutterEffect for the given
14218 * name, or %NULL. The returned #ClutterEffect is owned by the
14219 * actor and it should not be unreferenced directly
14224 clutter_actor_get_effect (ClutterActor *self,
14227 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14228 g_return_val_if_fail (name != NULL, NULL);
14230 if (self->priv->effects == NULL)
14233 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
14237 * clutter_actor_clear_effects:
14238 * @self: a #ClutterActor
14240 * Clears the list of effects applied to @self
14245 clutter_actor_clear_effects (ClutterActor *self)
14247 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14249 if (self->priv->effects == NULL)
14252 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
14254 clutter_actor_queue_redraw (self);
14258 * clutter_actor_has_key_focus:
14259 * @self: a #ClutterActor
14261 * Checks whether @self is the #ClutterActor that has key focus
14263 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
14268 clutter_actor_has_key_focus (ClutterActor *self)
14270 ClutterActor *stage;
14272 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14274 stage = _clutter_actor_get_stage_internal (self);
14278 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
14282 _clutter_actor_get_paint_volume_real (ClutterActor *self,
14283 ClutterPaintVolume *pv)
14285 ClutterActorPrivate *priv = self->priv;
14287 /* Actors are only expected to report a valid paint volume
14288 * while they have a valid allocation. */
14289 if (G_UNLIKELY (priv->needs_allocation))
14291 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14292 "Actor needs allocation",
14293 _clutter_actor_get_debug_name (self));
14297 /* Check if there are any handlers connected to the paint
14298 * signal. If there are then all bets are off for what the paint
14299 * volume for this actor might possibly be!
14301 * XXX: It's expected that this is going to end up being quite a
14302 * costly check to have to do here, but we haven't come up with
14303 * another solution that can reliably catch paint signal handlers at
14304 * the right time to either avoid artefacts due to invalid stage
14305 * clipping or due to incorrect culling.
14307 * Previously we checked in clutter_actor_paint(), but at that time
14308 * we may already be using a stage clip that could be derived from
14309 * an invalid paint-volume. We used to try and handle that by
14310 * queuing a follow up, unclipped, redraw but still the previous
14311 * checking wasn't enough to catch invalid volumes involved in
14312 * culling (considering that containers may derive their volume from
14313 * children that haven't yet been painted)
14315 * Longer term, improved solutions could be:
14316 * - Disallow painting in the paint signal, only allow using it
14317 * for tracking when paints happen. We can add another API that
14318 * allows monkey patching the paint of arbitrary actors but in a
14319 * more controlled way and that also supports modifying the
14321 * - If we could be notified somehow when signal handlers are
14322 * connected we wouldn't have to poll for handlers like this.
14324 if (g_signal_has_handler_pending (self,
14325 actor_signals[PAINT],
14329 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14330 "Actor has \"paint\" signal handlers",
14331 _clutter_actor_get_debug_name (self));
14335 _clutter_paint_volume_init_static (pv, self);
14337 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
14339 clutter_paint_volume_free (pv);
14340 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14341 "Actor failed to report a volume",
14342 _clutter_actor_get_debug_name (self));
14346 /* since effects can modify the paint volume, we allow them to actually
14347 * do this by making get_paint_volume() "context sensitive"
14349 if (priv->effects != NULL)
14351 if (priv->current_effect != NULL)
14353 const GList *effects, *l;
14355 /* if we are being called from within the paint sequence of
14356 * an actor, get the paint volume up to the current effect
14358 effects = _clutter_meta_group_peek_metas (priv->effects);
14360 l != NULL || (l != NULL && l->data != priv->current_effect);
14363 if (!_clutter_effect_get_paint_volume (l->data, pv))
14365 clutter_paint_volume_free (pv);
14366 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14367 "Effect (%s) failed to report a volume",
14368 _clutter_actor_get_debug_name (self),
14369 _clutter_actor_meta_get_debug_name (l->data));
14376 const GList *effects, *l;
14378 /* otherwise, get the cumulative volume */
14379 effects = _clutter_meta_group_peek_metas (priv->effects);
14380 for (l = effects; l != NULL; l = l->next)
14381 if (!_clutter_effect_get_paint_volume (l->data, pv))
14383 clutter_paint_volume_free (pv);
14384 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14385 "Effect (%s) failed to report a volume",
14386 _clutter_actor_get_debug_name (self),
14387 _clutter_actor_meta_get_debug_name (l->data));
14396 /* The public clutter_actor_get_paint_volume API returns a const
14397 * pointer since we return a pointer directly to the cached
14398 * PaintVolume associated with the actor and don't want the user to
14399 * inadvertently modify it, but for internal uses we sometimes need
14400 * access to the same PaintVolume but need to apply some book-keeping
14401 * modifications to it so we don't want a const pointer.
14403 static ClutterPaintVolume *
14404 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
14406 ClutterActorPrivate *priv;
14410 if (priv->paint_volume_valid)
14411 clutter_paint_volume_free (&priv->paint_volume);
14413 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
14415 priv->paint_volume_valid = TRUE;
14416 return &priv->paint_volume;
14420 priv->paint_volume_valid = FALSE;
14426 * clutter_actor_get_paint_volume:
14427 * @self: a #ClutterActor
14429 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
14430 * when a paint volume can't be determined.
14432 * The paint volume is defined as the 3D space occupied by an actor
14433 * when being painted.
14435 * This function will call the <function>get_paint_volume()</function>
14436 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
14437 * should not usually care about overriding the default implementation,
14438 * unless they are, for instance: painting outside their allocation, or
14439 * actors with a depth factor (not in terms of #ClutterActor:depth but real
14442 * <note>2D actors overriding <function>get_paint_volume()</function>
14443 * ensure their volume has a depth of 0. (This will be true so long as
14444 * you don't call clutter_paint_volume_set_depth().)</note>
14446 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14447 * or %NULL if no volume could be determined.
14451 const ClutterPaintVolume *
14452 clutter_actor_get_paint_volume (ClutterActor *self)
14454 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14456 return _clutter_actor_get_paint_volume_mutable (self);
14460 * clutter_actor_get_transformed_paint_volume:
14461 * @self: a #ClutterActor
14462 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
14463 * (or %NULL for the stage)
14465 * Retrieves the 3D paint volume of an actor like
14466 * clutter_actor_get_paint_volume() does (Please refer to the
14467 * documentation of clutter_actor_get_paint_volume() for more
14468 * details.) and it additionally transforms the paint volume into the
14469 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
14470 * is passed for @relative_to_ancestor)
14472 * This can be used by containers that base their paint volume on
14473 * the volume of their children. Such containers can query the
14474 * transformed paint volume of all of its children and union them
14475 * together using clutter_paint_volume_union().
14477 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14478 * or %NULL if no volume could be determined.
14482 const ClutterPaintVolume *
14483 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
14484 ClutterActor *relative_to_ancestor)
14486 const ClutterPaintVolume *volume;
14487 ClutterActor *stage;
14488 ClutterPaintVolume *transformed_volume;
14490 stage = _clutter_actor_get_stage_internal (self);
14491 if (G_UNLIKELY (stage == NULL))
14494 if (relative_to_ancestor == NULL)
14495 relative_to_ancestor = stage;
14497 volume = clutter_actor_get_paint_volume (self);
14498 if (volume == NULL)
14501 transformed_volume =
14502 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
14504 _clutter_paint_volume_copy_static (volume, transformed_volume);
14506 _clutter_paint_volume_transform_relative (transformed_volume,
14507 relative_to_ancestor);
14509 return transformed_volume;
14513 * clutter_actor_get_paint_box:
14514 * @self: a #ClutterActor
14515 * @box: (out): return location for a #ClutterActorBox
14517 * Retrieves the paint volume of the passed #ClutterActor, and
14518 * transforms it into a 2D bounding box in stage coordinates.
14520 * This function is useful to determine the on screen area occupied by
14521 * the actor. The box is only an approximation and may often be
14522 * considerably larger due to the optimizations used to calculate the
14523 * box. The box is never smaller though, so it can reliably be used
14526 * There are times when a 2D paint box can't be determined, e.g.
14527 * because the actor isn't yet parented under a stage or because
14528 * the actor is unable to determine a paint volume.
14530 * Return value: %TRUE if a 2D paint box could be determined, else
14536 clutter_actor_get_paint_box (ClutterActor *self,
14537 ClutterActorBox *box)
14539 ClutterActor *stage;
14540 ClutterPaintVolume *pv;
14542 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14543 g_return_val_if_fail (box != NULL, FALSE);
14545 stage = _clutter_actor_get_stage_internal (self);
14546 if (G_UNLIKELY (!stage))
14549 pv = _clutter_actor_get_paint_volume_mutable (self);
14550 if (G_UNLIKELY (!pv))
14553 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
14559 * clutter_actor_has_overlaps:
14560 * @self: A #ClutterActor
14562 * Asks the actor's implementation whether it may contain overlapping
14565 * For example; Clutter may use this to determine whether the painting
14566 * should be redirected to an offscreen buffer to correctly implement
14567 * the opacity property.
14569 * Custom actors can override the default response by implementing the
14570 * #ClutterActor <function>has_overlaps</function> virtual function. See
14571 * clutter_actor_set_offscreen_redirect() for more information.
14573 * Return value: %TRUE if the actor may have overlapping primitives, and
14579 clutter_actor_has_overlaps (ClutterActor *self)
14581 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14583 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
14587 * clutter_actor_has_effects:
14588 * @self: A #ClutterActor
14590 * Returns whether the actor has any effects applied.
14592 * Return value: %TRUE if the actor has any effects,
14598 clutter_actor_has_effects (ClutterActor *self)
14600 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14602 if (self->priv->effects == NULL)
14605 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
14609 * clutter_actor_has_constraints:
14610 * @self: A #ClutterActor
14612 * Returns whether the actor has any constraints applied.
14614 * Return value: %TRUE if the actor has any constraints,
14620 clutter_actor_has_constraints (ClutterActor *self)
14622 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14624 return self->priv->constraints != NULL;
14628 * clutter_actor_has_actions:
14629 * @self: A #ClutterActor
14631 * Returns whether the actor has any actions applied.
14633 * Return value: %TRUE if the actor has any actions,
14639 clutter_actor_has_actions (ClutterActor *self)
14641 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14643 return self->priv->actions != NULL;
14647 * clutter_actor_get_n_children:
14648 * @self: a #ClutterActor
14650 * Retrieves the number of children of @self.
14652 * Return value: the number of children of an actor
14657 clutter_actor_get_n_children (ClutterActor *self)
14659 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14661 return self->priv->n_children;
14665 * clutter_actor_get_child_at_index:
14666 * @self: a #ClutterActor
14667 * @index_: the position in the list of children
14669 * Retrieves the actor at the given @index_ inside the list of
14670 * children of @self.
14672 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
14677 clutter_actor_get_child_at_index (ClutterActor *self,
14680 ClutterActor *iter;
14683 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14684 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
14686 for (iter = self->priv->first_child, i = 0;
14687 iter != NULL && i < index_;
14688 iter = iter->priv->next_sibling, i += 1)
14695 * _clutter_actor_foreach_child:
14696 * @actor: The actor whos children you want to iterate
14697 * @callback: The function to call for each child
14698 * @user_data: Private data to pass to @callback
14700 * Calls a given @callback once for each child of the specified @actor and
14701 * passing the @user_data pointer each time.
14703 * Return value: returns %TRUE if all children were iterated, else
14704 * %FALSE if a callback broke out of iteration early.
14707 _clutter_actor_foreach_child (ClutterActor *self,
14708 ClutterForeachCallback callback,
14709 gpointer user_data)
14711 ClutterActorPrivate *priv = self->priv;
14712 ClutterActor *iter;
14715 for (cont = TRUE, iter = priv->first_child;
14716 cont && iter != NULL;
14717 iter = iter->priv->next_sibling)
14719 cont = callback (iter, user_data);
14725 /* For debugging purposes this gives us a simple way to print out
14726 * the scenegraph e.g in gdb using:
14728 * _clutter_actor_traverse (stage,
14730 * _clutter_debug_print_actor_cb,
14735 ClutterActorTraverseVisitFlags
14736 _clutter_debug_print_actor_cb (ClutterActor *actor,
14740 g_print ("%*s%s:%p\n",
14742 _clutter_actor_get_debug_name (actor),
14745 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14749 _clutter_actor_traverse_breadth (ClutterActor *actor,
14750 ClutterTraverseCallback callback,
14751 gpointer user_data)
14753 GQueue *queue = g_queue_new ();
14754 ClutterActor dummy;
14755 int current_depth = 0;
14757 g_queue_push_tail (queue, actor);
14758 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
14760 while ((actor = g_queue_pop_head (queue)))
14762 ClutterActorTraverseVisitFlags flags;
14764 if (actor == &dummy)
14767 g_queue_push_tail (queue, &dummy);
14771 flags = callback (actor, current_depth, user_data);
14772 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14774 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14776 ClutterActor *iter;
14778 for (iter = actor->priv->first_child;
14780 iter = iter->priv->next_sibling)
14782 g_queue_push_tail (queue, iter);
14787 g_queue_free (queue);
14790 static ClutterActorTraverseVisitFlags
14791 _clutter_actor_traverse_depth (ClutterActor *actor,
14792 ClutterTraverseCallback before_children_callback,
14793 ClutterTraverseCallback after_children_callback,
14795 gpointer user_data)
14797 ClutterActorTraverseVisitFlags flags;
14799 flags = before_children_callback (actor, current_depth, user_data);
14800 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14801 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14803 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14805 ClutterActor *iter;
14807 for (iter = actor->priv->first_child;
14809 iter = iter->priv->next_sibling)
14811 flags = _clutter_actor_traverse_depth (iter,
14812 before_children_callback,
14813 after_children_callback,
14817 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14818 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14822 if (after_children_callback)
14823 return after_children_callback (actor, current_depth, user_data);
14825 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14828 /* _clutter_actor_traverse:
14829 * @actor: The actor to start traversing the graph from
14830 * @flags: These flags may affect how the traversal is done
14831 * @before_children_callback: A function to call before visiting the
14832 * children of the current actor.
14833 * @after_children_callback: A function to call after visiting the
14834 * children of the current actor. (Ignored if
14835 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
14836 * @user_data: The private data to pass to the callbacks
14838 * Traverses the scenegraph starting at the specified @actor and
14839 * descending through all its children and its children's children.
14840 * For each actor traversed @before_children_callback and
14841 * @after_children_callback are called with the specified
14842 * @user_data, before and after visiting that actor's children.
14844 * The callbacks can return flags that affect the ongoing traversal
14845 * such as by skipping over an actors children or bailing out of
14846 * any further traversing.
14849 _clutter_actor_traverse (ClutterActor *actor,
14850 ClutterActorTraverseFlags flags,
14851 ClutterTraverseCallback before_children_callback,
14852 ClutterTraverseCallback after_children_callback,
14853 gpointer user_data)
14855 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
14856 _clutter_actor_traverse_breadth (actor,
14857 before_children_callback,
14859 else /* DEPTH_FIRST */
14860 _clutter_actor_traverse_depth (actor,
14861 before_children_callback,
14862 after_children_callback,
14863 0, /* start depth */
14868 on_layout_manager_changed (ClutterLayoutManager *manager,
14869 ClutterActor *self)
14871 clutter_actor_queue_relayout (self);
14875 * clutter_actor_set_layout_manager:
14876 * @self: a #ClutterActor
14877 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
14879 * Sets the #ClutterLayoutManager delegate object that will be used to
14880 * lay out the children of @self.
14882 * The #ClutterActor will take a reference on the passed @manager which
14883 * will be released either when the layout manager is removed, or when
14884 * the actor is destroyed.
14889 clutter_actor_set_layout_manager (ClutterActor *self,
14890 ClutterLayoutManager *manager)
14892 ClutterActorPrivate *priv;
14894 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14895 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
14899 if (priv->layout_manager != NULL)
14901 g_signal_handlers_disconnect_by_func (priv->layout_manager,
14902 G_CALLBACK (on_layout_manager_changed),
14904 clutter_layout_manager_set_container (priv->layout_manager, NULL);
14905 g_object_unref (priv->layout_manager);
14908 priv->layout_manager = manager;
14910 if (priv->layout_manager != NULL)
14912 g_object_ref_sink (priv->layout_manager);
14913 clutter_layout_manager_set_container (priv->layout_manager,
14914 CLUTTER_CONTAINER (self));
14915 g_signal_connect (priv->layout_manager, "layout-changed",
14916 G_CALLBACK (on_layout_manager_changed),
14920 clutter_actor_queue_relayout (self);
14922 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
14926 * clutter_actor_get_layout_manager:
14927 * @self: a #ClutterActor
14929 * Retrieves the #ClutterLayoutManager used by @self.
14931 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
14936 ClutterLayoutManager *
14937 clutter_actor_get_layout_manager (ClutterActor *self)
14939 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14941 return self->priv->layout_manager;
14944 static const ClutterLayoutInfo default_layout_info = {
14947 { 0, 0, 0, 0 }, /* margin */
14948 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
14949 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
14950 0.f, 0.f, /* min_width, natural_width */
14951 0.f, 0.f, /* natual_width, natural_height */
14955 layout_info_free (gpointer data)
14957 if (G_LIKELY (data != NULL))
14958 g_slice_free (ClutterLayoutInfo, data);
14962 * _clutter_actor_get_layout_info:
14963 * @self: a #ClutterActor
14965 * Retrieves a pointer to the ClutterLayoutInfo structure.
14967 * If the actor does not have a ClutterLayoutInfo associated to it, one
14968 * will be created and initialized to the default values.
14970 * This function should be used for setters.
14972 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
14975 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
14977 ClutterLayoutInfo *
14978 _clutter_actor_get_layout_info (ClutterActor *self)
14980 ClutterLayoutInfo *retval;
14982 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
14983 if (retval == NULL)
14985 retval = g_slice_new (ClutterLayoutInfo);
14987 *retval = default_layout_info;
14989 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
14998 * _clutter_actor_get_layout_info_or_defaults:
14999 * @self: a #ClutterActor
15001 * Retrieves the ClutterLayoutInfo structure associated to an actor.
15003 * If the actor does not have a ClutterLayoutInfo structure associated to it,
15004 * then the default structure will be returned.
15006 * This function should only be used for getters.
15008 * Return value: a const pointer to the ClutterLayoutInfo structure
15010 const ClutterLayoutInfo *
15011 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
15013 const ClutterLayoutInfo *info;
15015 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15017 return &default_layout_info;
15023 * clutter_actor_set_x_align:
15024 * @self: a #ClutterActor
15025 * @x_align: the horizontal alignment policy
15027 * Sets the horizontal alignment policy of a #ClutterActor, in case the
15028 * actor received extra horizontal space.
15030 * See also the #ClutterActor:x-align property.
15035 clutter_actor_set_x_align (ClutterActor *self,
15036 ClutterActorAlign x_align)
15038 ClutterLayoutInfo *info;
15040 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15042 info = _clutter_actor_get_layout_info (self);
15044 if (info->x_align != x_align)
15046 info->x_align = x_align;
15048 clutter_actor_queue_relayout (self);
15050 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
15055 * clutter_actor_get_x_align:
15056 * @self: a #ClutterActor
15058 * Retrieves the horizontal alignment policy set using
15059 * clutter_actor_set_x_align().
15061 * Return value: the horizontal alignment policy.
15066 clutter_actor_get_x_align (ClutterActor *self)
15068 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15070 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
15074 * clutter_actor_set_y_align:
15075 * @self: a #ClutterActor
15076 * @y_align: the vertical alignment policy
15078 * Sets the vertical alignment policy of a #ClutterActor, in case the
15079 * actor received extra vertical space.
15081 * See also the #ClutterActor:y-align property.
15086 clutter_actor_set_y_align (ClutterActor *self,
15087 ClutterActorAlign y_align)
15089 ClutterLayoutInfo *info;
15091 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15093 info = _clutter_actor_get_layout_info (self);
15095 if (info->y_align != y_align)
15097 info->y_align = y_align;
15099 clutter_actor_queue_relayout (self);
15101 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
15106 * clutter_actor_get_y_align:
15107 * @self: a #ClutterActor
15109 * Retrieves the vertical alignment policy set using
15110 * clutter_actor_set_y_align().
15112 * Return value: the vertical alignment policy.
15117 clutter_actor_get_y_align (ClutterActor *self)
15119 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15121 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
15126 * clutter_margin_new:
15128 * Creates a new #ClutterMargin.
15130 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
15131 * clutter_margin_free() to free the resources associated with it when
15137 clutter_margin_new (void)
15139 return g_slice_new0 (ClutterMargin);
15143 * clutter_margin_copy:
15144 * @margin_: a #ClutterMargin
15146 * Creates a new #ClutterMargin and copies the contents of @margin_ into
15147 * the newly created structure.
15149 * Return value: (transfer full): a copy of the #ClutterMargin.
15154 clutter_margin_copy (const ClutterMargin *margin_)
15156 if (G_LIKELY (margin_ != NULL))
15157 return g_slice_dup (ClutterMargin, margin_);
15163 * clutter_margin_free:
15164 * @margin_: a #ClutterMargin
15166 * Frees the resources allocated by clutter_margin_new() and
15167 * clutter_margin_copy().
15172 clutter_margin_free (ClutterMargin *margin_)
15174 if (G_LIKELY (margin_ != NULL))
15175 g_slice_free (ClutterMargin, margin_);
15178 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
15179 clutter_margin_copy,
15180 clutter_margin_free)
15183 * clutter_actor_set_margin:
15184 * @self: a #ClutterActor
15185 * @margin: a #ClutterMargin
15187 * Sets all the components of the margin of a #ClutterActor.
15192 clutter_actor_set_margin (ClutterActor *self,
15193 const ClutterMargin *margin)
15195 ClutterLayoutInfo *info;
15199 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15200 g_return_if_fail (margin != NULL);
15202 obj = G_OBJECT (self);
15205 g_object_freeze_notify (obj);
15207 info = _clutter_actor_get_layout_info (self);
15209 if (info->margin.top != margin->top)
15211 info->margin.top = margin->top;
15212 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
15216 if (info->margin.right != margin->right)
15218 info->margin.right = margin->right;
15219 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
15223 if (info->margin.bottom != margin->bottom)
15225 info->margin.bottom = margin->bottom;
15226 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
15230 if (info->margin.left != margin->left)
15232 info->margin.left = margin->left;
15233 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
15238 clutter_actor_queue_relayout (self);
15240 g_object_thaw_notify (obj);
15244 * clutter_actor_get_margin:
15245 * @self: a #ClutterActor
15246 * @margin: (out caller-allocates): return location for a #ClutterMargin
15248 * Retrieves all the components of the margin of a #ClutterActor.
15253 clutter_actor_get_margin (ClutterActor *self,
15254 ClutterMargin *margin)
15256 const ClutterLayoutInfo *info;
15258 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15259 g_return_if_fail (margin != NULL);
15261 info = _clutter_actor_get_layout_info_or_defaults (self);
15263 *margin = info->margin;
15267 * clutter_actor_set_margin_top:
15268 * @self: a #ClutterActor
15269 * @margin: the top margin
15271 * Sets the margin from the top of a #ClutterActor.
15276 clutter_actor_set_margin_top (ClutterActor *self,
15279 ClutterLayoutInfo *info;
15281 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15282 g_return_if_fail (margin >= 0.f);
15284 info = _clutter_actor_get_layout_info (self);
15286 if (info->margin.top == margin)
15289 info->margin.top = margin;
15291 clutter_actor_queue_relayout (self);
15293 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
15297 * clutter_actor_get_margin_top:
15298 * @self: a #ClutterActor
15300 * Retrieves the top margin of a #ClutterActor.
15302 * Return value: the top margin
15307 clutter_actor_get_margin_top (ClutterActor *self)
15309 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15311 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
15315 * clutter_actor_set_margin_bottom:
15316 * @self: a #ClutterActor
15317 * @margin: the bottom margin
15319 * Sets the margin from the bottom of a #ClutterActor.
15324 clutter_actor_set_margin_bottom (ClutterActor *self,
15327 ClutterLayoutInfo *info;
15329 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15330 g_return_if_fail (margin >= 0.f);
15332 info = _clutter_actor_get_layout_info (self);
15334 if (info->margin.bottom == margin)
15337 info->margin.bottom = margin;
15339 clutter_actor_queue_relayout (self);
15341 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
15345 * clutter_actor_get_margin_bottom:
15346 * @self: a #ClutterActor
15348 * Retrieves the bottom margin of a #ClutterActor.
15350 * Return value: the bottom margin
15355 clutter_actor_get_margin_bottom (ClutterActor *self)
15357 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15359 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
15363 * clutter_actor_set_margin_left:
15364 * @self: a #ClutterActor
15365 * @margin: the left margin
15367 * Sets the margin from the left of a #ClutterActor.
15372 clutter_actor_set_margin_left (ClutterActor *self,
15375 ClutterLayoutInfo *info;
15377 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15378 g_return_if_fail (margin >= 0.f);
15380 info = _clutter_actor_get_layout_info (self);
15382 if (info->margin.left == margin)
15385 info->margin.left = margin;
15387 clutter_actor_queue_relayout (self);
15389 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
15393 * clutter_actor_get_margin_left:
15394 * @self: a #ClutterActor
15396 * Retrieves the left margin of a #ClutterActor.
15398 * Return value: the left margin
15403 clutter_actor_get_margin_left (ClutterActor *self)
15405 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15407 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
15411 * clutter_actor_set_margin_right:
15412 * @self: a #ClutterActor
15413 * @margin: the right margin
15415 * Sets the margin from the right of a #ClutterActor.
15420 clutter_actor_set_margin_right (ClutterActor *self,
15423 ClutterLayoutInfo *info;
15425 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15426 g_return_if_fail (margin >= 0.f);
15428 info = _clutter_actor_get_layout_info (self);
15430 if (info->margin.right == margin)
15433 info->margin.right = margin;
15435 clutter_actor_queue_relayout (self);
15437 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
15441 * clutter_actor_get_margin_right:
15442 * @self: a #ClutterActor
15444 * Retrieves the right margin of a #ClutterActor.
15446 * Return value: the right margin
15451 clutter_actor_get_margin_right (ClutterActor *self)
15453 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15455 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
15459 * clutter_actor_set_background_color:
15460 * @self: a #ClutterActor
15461 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
15464 * Sets the background color of a #ClutterActor.
15466 * The background color will be used to cover the whole allocation of the
15467 * actor. The default background color of an actor is transparent.
15469 * To check whether an actor has a background color, you can use the
15470 * #ClutterActor:background-color-set actor property.
15475 clutter_actor_set_background_color (ClutterActor *self,
15476 const ClutterColor *color)
15478 ClutterActorPrivate *priv;
15480 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15486 priv->bg_color_set = FALSE;
15487 g_object_notify_by_pspec (G_OBJECT (self),
15488 obj_props[PROP_BACKGROUND_COLOR_SET]);
15492 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
15495 priv->bg_color = *color;
15496 priv->bg_color_set = TRUE;
15498 clutter_actor_queue_redraw (self);
15500 g_object_notify_by_pspec (G_OBJECT (self),
15501 obj_props[PROP_BACKGROUND_COLOR_SET]);
15502 g_object_notify_by_pspec (G_OBJECT (self),
15503 obj_props[PROP_BACKGROUND_COLOR]);
15507 * clutter_actor_get_background_color:
15508 * @self: a #ClutterActor
15509 * @color: (out caller-allocates): return location for a #ClutterColor
15511 * Retrieves the color set using clutter_actor_set_background_color().
15516 clutter_actor_get_background_color (ClutterActor *self,
15517 ClutterColor *color)
15519 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15520 g_return_if_fail (color != NULL);
15522 *color = self->priv->bg_color;
15526 * clutter_actor_get_previous_sibling:
15527 * @self: a #ClutterActor
15529 * Retrieves the sibling of @self that comes before it in the list
15530 * of children of @self's parent.
15532 * The returned pointer is only valid until the scene graph changes; it
15533 * is not safe to modify the list of children of @self while iterating
15536 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15541 clutter_actor_get_previous_sibling (ClutterActor *self)
15543 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15545 return self->priv->prev_sibling;
15549 * clutter_actor_get_next_sibling:
15550 * @self: a #ClutterActor
15552 * Retrieves the sibling of @self that comes after it in the list
15553 * of children of @self's parent.
15555 * The returned pointer is only valid until the scene graph changes; it
15556 * is not safe to modify the list of children of @self while iterating
15559 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15564 clutter_actor_get_next_sibling (ClutterActor *self)
15566 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15568 return self->priv->next_sibling;
15572 * clutter_actor_get_first_child:
15573 * @self: a #ClutterActor
15575 * Retrieves the first child of @self.
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_first_child (ClutterActor *self)
15588 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15590 return self->priv->first_child;
15594 * clutter_actor_get_last_child:
15595 * @self: a #ClutterActor
15597 * Retrieves the last 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_last_child (ClutterActor *self)
15610 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15612 return self->priv->last_child;
15615 /* easy way to have properly named fields instead of the dummy ones
15616 * we use in the public structure
15618 typedef struct _RealActorIter
15620 ClutterActor *root; /* dummy1 */
15621 ClutterActor *current; /* dummy2 */
15622 gpointer padding_1; /* dummy3 */
15623 gint age; /* dummy4 */
15624 gpointer padding_2; /* dummy5 */
15628 * clutter_actor_iter_init:
15629 * @iter: a #ClutterActorIter
15630 * @root: a #ClutterActor
15632 * Initializes a #ClutterActorIter, which can then be used to iterate
15633 * efficiently over a section of the scene graph, and associates it
15636 * Modifying the scene graph section that contains @root will invalidate
15640 * ClutterActorIter iter;
15641 * ClutterActor *child;
15643 * clutter_actor_iter_init (&iter, container);
15644 * while (clutter_actor_iter_next (&iter, &child))
15646 * /* do something with child */
15653 clutter_actor_iter_init (ClutterActorIter *iter,
15654 ClutterActor *root)
15656 RealActorIter *ri = (RealActorIter *) iter;
15658 g_return_if_fail (iter != NULL);
15659 g_return_if_fail (CLUTTER_IS_ACTOR (root));
15662 ri->current = NULL;
15663 ri->age = root->priv->age;
15667 * clutter_actor_iter_next:
15668 * @iter: a #ClutterActorIter
15669 * @child: (out): return location for a #ClutterActor
15671 * Advances the @iter and retrieves the next child of the root #ClutterActor
15672 * that was used to initialize the #ClutterActorIterator.
15674 * If the iterator can advance, this function returns %TRUE and sets the
15677 * If the iterator cannot advance, this function returns %FALSE, and
15678 * the contents of @child are undefined.
15680 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15685 clutter_actor_iter_next (ClutterActorIter *iter,
15686 ClutterActor **child)
15688 RealActorIter *ri = (RealActorIter *) iter;
15690 g_return_val_if_fail (iter != NULL, FALSE);
15691 g_return_val_if_fail (ri->root != NULL, FALSE);
15692 #ifndef G_DISABLE_ASSERT
15693 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15696 if (ri->current == NULL)
15697 ri->current = ri->root->priv->first_child;
15699 ri->current = ri->current->priv->next_sibling;
15702 *child = ri->current;
15704 return ri->current != NULL;
15708 * clutter_actor_iter_next:
15709 * @iter: a #ClutterActorIter
15710 * @child: (out): return location for a #ClutterActor
15712 * Advances the @iter and retrieves the previous child of the root
15713 * #ClutterActor that was used to initialize the #ClutterActorIterator.
15715 * If the iterator can advance, this function returns %TRUE and sets the
15718 * If the iterator cannot advance, this function returns %FALSE, and
15719 * the contents of @child are undefined.
15721 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15726 clutter_actor_iter_prev (ClutterActorIter *iter,
15727 ClutterActor **child)
15729 RealActorIter *ri = (RealActorIter *) iter;
15731 g_return_val_if_fail (iter != NULL, FALSE);
15732 g_return_val_if_fail (ri->root != NULL, FALSE);
15733 #ifndef G_DISABLE_ASSERT
15734 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15737 if (ri->current == NULL)
15738 ri->current = ri->root->priv->last_child;
15740 ri->current = ri->current->priv->prev_sibling;
15743 *child = ri->current;
15745 return ri->current != NULL;
15749 * clutter_actor_iter_remove:
15750 * @iter: a #ClutterActorIter
15752 * Safely removes the #ClutterActor currently pointer to by the iterator
15755 * This function can only be called after clutter_actor_iter_next() or
15756 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15757 * than once for the same actor.
15759 * This function will call clutter_actor_remove_child() internally.
15764 clutter_actor_iter_remove (ClutterActorIter *iter)
15766 RealActorIter *ri = (RealActorIter *) iter;
15769 g_return_if_fail (iter != NULL);
15770 g_return_if_fail (ri->root != NULL);
15771 #ifndef G_DISABLE_ASSERT
15772 g_return_if_fail (ri->age == ri->root->priv->age);
15774 g_return_if_fail (ri->current != NULL);
15780 ri->current = cur->priv->prev_sibling;
15782 clutter_actor_remove_child_internal (ri->root, cur,
15783 REMOVE_CHILD_DEFAULT_FLAGS);
15790 * clutter_actor_iter_destroy:
15791 * @iter: a #ClutterActorIter
15793 * Safely destroys the #ClutterActor currently pointer to by the iterator
15796 * This function can only be called after clutter_actor_iter_next() or
15797 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15798 * than once for the same actor.
15800 * This function will call clutter_actor_destroy() internally.
15805 clutter_actor_iter_destroy (ClutterActorIter *iter)
15807 RealActorIter *ri = (RealActorIter *) iter;
15810 g_return_if_fail (iter != NULL);
15811 g_return_if_fail (ri->root != NULL);
15812 #ifndef G_DISABLE_ASSERT
15813 g_return_if_fail (ri->age == ri->root->priv->age);
15815 g_return_if_fail (ri->current != NULL);
15821 ri->current = cur->priv->prev_sibling;
15823 clutter_actor_destroy (cur);