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
327 #include "clutter-actor-private.h"
329 #include "clutter-action.h"
330 #include "clutter-actor-meta-private.h"
331 #include "clutter-animatable.h"
332 #include "clutter-color-static.h"
333 #include "clutter-color.h"
334 #include "clutter-constraint.h"
335 #include "clutter-container.h"
336 #include "clutter-debug.h"
337 #include "clutter-effect-private.h"
338 #include "clutter-enum-types.h"
339 #include "clutter-fixed-layout.h"
340 #include "clutter-main.h"
341 #include "clutter-marshal.h"
342 #include "clutter-flatten-effect.h"
343 #include "clutter-paint-volume-private.h"
344 #include "clutter-private.h"
345 #include "clutter-profile.h"
346 #include "clutter-scriptable.h"
347 #include "clutter-script-private.h"
348 #include "clutter-stage-private.h"
349 #include "clutter-units.h"
351 #include "deprecated/clutter-behaviour.h"
352 #include "deprecated/clutter-container.h"
354 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
355 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
357 /* Internal enum used to control mapped state update. This is a hint
358 * which indicates when to do something other than just enforce
362 MAP_STATE_CHECK, /* just enforce invariants. */
363 MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
364 * used when about to unparent.
366 MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met;
367 * used to set mapped on toplevels.
369 MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped,
370 * used just before unmapping parent.
374 /* 3 entries should be a good compromise, few layout managers
375 * will ask for 3 different preferred size in each allocation cycle */
376 #define N_CACHED_SIZE_REQUESTS 3
378 struct _ClutterActorPrivate
381 ClutterRequestMode request_mode;
383 /* our cached size requests for different width / height */
384 SizeRequest width_requests[N_CACHED_SIZE_REQUESTS];
385 SizeRequest height_requests[N_CACHED_SIZE_REQUESTS];
387 /* An age of 0 means the entry is not set */
388 guint cached_height_age;
389 guint cached_width_age;
391 /* the bounding box of the actor, relative to the parent's
394 ClutterActorBox allocation;
395 ClutterAllocationFlags allocation_flags;
400 /* clip, in actor coordinates */
401 cairo_rectangle_t clip;
403 /* the cached transformation matrix; see apply_transform() */
404 CoglMatrix transform;
407 gint opacity_override;
409 ClutterOffscreenRedirect offscreen_redirect;
411 /* This is an internal effect used to implement the
412 offscreen-redirect property */
413 ClutterEffect *flatten_effect;
416 ClutterActor *parent;
417 ClutterActor *prev_sibling;
418 ClutterActor *next_sibling;
419 ClutterActor *first_child;
420 ClutterActor *last_child;
424 /* tracks whenever the children of an actor are changed; the
425 * age is incremented by 1 whenever an actor is added or
426 * removed. the age is not incremented when the first or the
427 * last child pointers are changed, or when grandchildren of
428 * an actor are changed.
432 gchar *name; /* a non-unique name, used for debugging */
433 guint32 id; /* unique id, used for backward compatibility */
435 gint32 pick_id; /* per-stage unique id, used for picking */
437 /* a back-pointer to the Pango context that we can use
438 * to create pre-configured PangoLayout
440 PangoContext *pango_context;
442 /* the text direction configured for this child - either by
443 * application code, or by the actor's parent
445 ClutterTextDirection text_direction;
447 /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
451 ClutterMetaGroup *actions;
452 ClutterMetaGroup *constraints;
453 ClutterMetaGroup *effects;
455 /* delegate object used to allocate the children of this actor */
456 ClutterLayoutManager *layout_manager;
458 /* used when painting, to update the paint volume */
459 ClutterEffect *current_effect;
461 /* This is used to store an effect which needs to be redrawn. A
462 redraw can be queued to start from a particular effect. This is
463 used by parametrised effects that can cache an image of the
464 actor. If a parameter of the effect changes then it only needs to
465 redraw the cached image, not the actual actor. The pointer is
466 only valid if is_dirty == TRUE. If the pointer is NULL then the
467 whole actor is dirty. */
468 ClutterEffect *effect_to_redraw;
470 /* This is used when painting effects to implement the
471 clutter_actor_continue_paint() function. It points to the node in
472 the list of effects that is next in the chain */
473 const GList *next_effect_to_paint;
475 ClutterPaintVolume paint_volume;
477 /* NB: This volume isn't relative to this actor, it is in eye
478 * coordinates so that it can remain valid after the actor changes.
480 ClutterPaintVolume last_paint_volume;
482 ClutterStageQueueRedrawEntry *queue_redraw_entry;
484 ClutterColor bg_color;
488 /* fixed position and sizes */
489 guint position_set : 1;
490 guint min_width_set : 1;
491 guint min_height_set : 1;
492 guint natural_width_set : 1;
493 guint natural_height_set : 1;
494 /* cached request is invalid (implies allocation is too) */
495 guint needs_width_request : 1;
496 /* cached request is invalid (implies allocation is too) */
497 guint needs_height_request : 1;
498 /* cached allocation is invalid (request has changed, probably) */
499 guint needs_allocation : 1;
500 guint show_on_set_parent : 1;
502 guint clip_to_allocation : 1;
503 guint enable_model_view_transform : 1;
504 guint enable_paint_unmapped : 1;
505 guint has_pointer : 1;
506 guint propagated_one_redraw : 1;
507 guint paint_volume_valid : 1;
508 guint last_paint_volume_valid : 1;
509 guint in_clone_paint : 1;
510 guint transform_valid : 1;
511 /* This is TRUE if anything has queued a redraw since we were last
512 painted. In this case effect_to_redraw will point to an effect
513 the redraw was queued from or it will be NULL if the redraw was
514 queued without an effect. */
516 guint bg_color_set : 1;
525 /* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
526 * when set they force a size request, when gotten they
527 * get the allocation if the allocation is valid, and the
535 /* Then the rest of these size-related properties are the "actual"
536 * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
541 PROP_FIXED_POSITION_SET,
550 PROP_NATURAL_WIDTH_SET,
553 PROP_NATURAL_HEIGHT_SET,
557 /* Allocation properties are read-only */
564 PROP_CLIP_TO_ALLOCATION,
568 PROP_OFFSCREEN_REDIRECT,
581 PROP_ROTATION_ANGLE_X,
582 PROP_ROTATION_ANGLE_Y,
583 PROP_ROTATION_ANGLE_Z,
584 PROP_ROTATION_CENTER_X,
585 PROP_ROTATION_CENTER_Y,
586 PROP_ROTATION_CENTER_Z,
587 /* This property only makes sense for the z rotation because the
588 others would depend on the actor having a size along the
590 PROP_ROTATION_CENTER_Z_GRAVITY,
596 PROP_SHOW_ON_SET_PARENT,
614 PROP_BACKGROUND_COLOR,
615 PROP_BACKGROUND_COLOR_SET,
623 static GParamSpec *obj_props[PROP_LAST];
642 BUTTON_RELEASE_EVENT,
654 static guint actor_signals[LAST_SIGNAL] = { 0, };
656 static void clutter_container_iface_init (ClutterContainerIface *iface);
657 static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
658 static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
659 static void atk_implementor_iface_init (AtkImplementorIface *iface);
661 /* These setters are all static for now, maybe they should be in the
662 * public API, but they are perhaps obscure enough to leave only as
665 static void clutter_actor_set_min_width (ClutterActor *self,
667 static void clutter_actor_set_min_height (ClutterActor *self,
669 static void clutter_actor_set_natural_width (ClutterActor *self,
670 gfloat natural_width);
671 static void clutter_actor_set_natural_height (ClutterActor *self,
672 gfloat natural_height);
673 static void clutter_actor_set_min_width_set (ClutterActor *self,
674 gboolean use_min_width);
675 static void clutter_actor_set_min_height_set (ClutterActor *self,
676 gboolean use_min_height);
677 static void clutter_actor_set_natural_width_set (ClutterActor *self,
678 gboolean use_natural_width);
679 static void clutter_actor_set_natural_height_set (ClutterActor *self,
680 gboolean use_natural_height);
681 static void clutter_actor_update_map_state (ClutterActor *self,
682 MapStateChange change);
683 static void clutter_actor_unrealize_not_hiding (ClutterActor *self);
685 /* Helper routines for managing anchor coords */
686 static void clutter_anchor_coord_get_units (ClutterActor *self,
687 const AnchorCoord *coord,
691 static void clutter_anchor_coord_set_units (AnchorCoord *coord,
696 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
697 static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
698 ClutterGravity gravity);
700 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
702 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
704 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
705 ClutterActor *ancestor,
708 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
710 static guint8 clutter_actor_get_paint_opacity_internal (ClutterActor *self);
712 static void on_layout_manager_changed (ClutterLayoutManager *manager,
715 /* Helper macro which translates by the anchor coord, applies the
716 given transformation and then translates back */
717 #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \
718 gfloat _tx, _ty, _tz; \
719 clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \
720 cogl_matrix_translate ((m), _tx, _ty, _tz); \
722 cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
724 static GQuark quark_shader_data = 0;
725 static GQuark quark_actor_layout_info = 0;
726 static GQuark quark_actor_transform_info = 0;
728 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
730 G_TYPE_INITIALLY_UNOWNED,
731 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
732 clutter_container_iface_init)
733 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
734 clutter_scriptable_iface_init)
735 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
736 clutter_animatable_iface_init)
737 G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR,
738 atk_implementor_iface_init));
741 * clutter_actor_get_debug_name:
742 * @actor: a #ClutterActor
744 * Retrieves a printable name of @actor for debugging messages
746 * Return value: a string with a printable name
749 _clutter_actor_get_debug_name (ClutterActor *actor)
751 return actor->priv->name != NULL ? actor->priv->name
752 : G_OBJECT_TYPE_NAME (actor);
755 #ifdef CLUTTER_ENABLE_DEBUG
756 /* XXX - this is for debugging only, remove once working (or leave
757 * in only in some debug mode). Should leave it for a little while
758 * until we're confident in the new map/realize/visible handling.
761 clutter_actor_verify_map_state (ClutterActor *self)
763 ClutterActorPrivate *priv = self->priv;
765 if (CLUTTER_ACTOR_IS_REALIZED (self))
767 /* all bets are off during reparent when we're potentially realized,
768 * but should not be according to invariants
770 if (!CLUTTER_ACTOR_IN_REPARENT (self))
772 if (priv->parent == NULL)
774 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
778 g_warning ("Realized non-toplevel actor '%s' should "
780 _clutter_actor_get_debug_name (self));
782 else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
784 g_warning ("Realized actor %s has an unrealized parent %s",
785 _clutter_actor_get_debug_name (self),
786 _clutter_actor_get_debug_name (priv->parent));
791 if (CLUTTER_ACTOR_IS_MAPPED (self))
793 if (!CLUTTER_ACTOR_IS_REALIZED (self))
794 g_warning ("Actor '%s' is mapped but not realized",
795 _clutter_actor_get_debug_name (self));
797 /* remaining bets are off during reparent when we're potentially
798 * mapped, but should not be according to invariants
800 if (!CLUTTER_ACTOR_IN_REPARENT (self))
802 if (priv->parent == NULL)
804 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
806 if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
807 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
809 g_warning ("Toplevel actor '%s' is mapped "
811 _clutter_actor_get_debug_name (self));
816 g_warning ("Mapped actor '%s' should have a parent",
817 _clutter_actor_get_debug_name (self));
822 ClutterActor *iter = self;
824 /* check for the enable_paint_unmapped flag on the actor
825 * and parents; if the flag is enabled at any point of this
826 * branch of the scene graph then all the later checks
831 if (iter->priv->enable_paint_unmapped)
834 iter = iter->priv->parent;
837 if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
839 g_warning ("Actor '%s' should not be mapped if parent '%s'"
841 _clutter_actor_get_debug_name (self),
842 _clutter_actor_get_debug_name (priv->parent));
845 if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
847 g_warning ("Actor '%s' should not be mapped if parent '%s'"
849 _clutter_actor_get_debug_name (self),
850 _clutter_actor_get_debug_name (priv->parent));
853 if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
855 if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent))
856 g_warning ("Actor '%s' is mapped but its non-toplevel "
857 "parent '%s' is not mapped",
858 _clutter_actor_get_debug_name (self),
859 _clutter_actor_get_debug_name (priv->parent));
866 #endif /* CLUTTER_ENABLE_DEBUG */
869 clutter_actor_set_mapped (ClutterActor *self,
872 if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
877 CLUTTER_ACTOR_GET_CLASS (self)->map (self);
878 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
882 CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
883 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
887 /* this function updates the mapped and realized states according to
888 * invariants, in the appropriate order.
891 clutter_actor_update_map_state (ClutterActor *self,
892 MapStateChange change)
896 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
898 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
900 /* the mapped flag on top-level actors must be set by the
901 * per-backend implementation because it might be asynchronous.
903 * That is, the MAPPED flag on toplevels currently tracks the X
904 * server mapped-ness of the window, while the expected behavior
905 * (if used to GTK) may be to track WM_STATE!=WithdrawnState.
906 * This creates some weird complexity by breaking the invariant
907 * that if we're visible and all ancestors shown then we are
908 * also mapped - instead, we are mapped if all ancestors
909 * _possibly excepting_ the stage are mapped. The stage
910 * will map/unmap for example when it is minimized or
911 * moved to another workspace.
913 * So, the only invariant on the stage is that if visible it
914 * should be realized, and that it has to be visible to be
917 if (CLUTTER_ACTOR_IS_VISIBLE (self))
918 clutter_actor_realize (self);
922 case MAP_STATE_CHECK:
925 case MAP_STATE_MAKE_MAPPED:
926 g_assert (!was_mapped);
927 clutter_actor_set_mapped (self, TRUE);
930 case MAP_STATE_MAKE_UNMAPPED:
931 g_assert (was_mapped);
932 clutter_actor_set_mapped (self, FALSE);
935 case MAP_STATE_MAKE_UNREALIZED:
936 /* we only use MAKE_UNREALIZED in unparent,
937 * and unparenting a stage isn't possible.
938 * If someone wants to just unrealize a stage
939 * then clutter_actor_unrealize() doesn't
940 * go through this codepath.
942 g_warning ("Trying to force unrealize stage is not allowed");
946 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
947 !CLUTTER_ACTOR_IS_VISIBLE (self) &&
948 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
950 g_warning ("Clutter toplevel of type '%s' is not visible, but "
951 "it is somehow still mapped",
952 _clutter_actor_get_debug_name (self));
957 ClutterActorPrivate *priv = self->priv;
958 ClutterActor *parent = priv->parent;
959 gboolean should_be_mapped;
960 gboolean may_be_realized;
961 gboolean must_be_realized;
963 should_be_mapped = FALSE;
964 may_be_realized = TRUE;
965 must_be_realized = FALSE;
967 if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
969 may_be_realized = FALSE;
973 /* Maintain invariant that if parent is mapped, and we are
974 * visible, then we are mapped ... unless parent is a
975 * stage, in which case we map regardless of parent's map
976 * state but do require stage to be visible and realized.
978 * If parent is realized, that does not force us to be
979 * realized; but if parent is unrealized, that does force
980 * us to be unrealized.
982 * The reason we don't force children to realize with
983 * parents is _clutter_actor_rerealize(); if we require that
984 * a realized parent means children are realized, then to
985 * unrealize an actor we would have to unrealize its
986 * parents, which would end up meaning unrealizing and
987 * hiding the entire stage. So we allow unrealizing a
988 * child (as long as that child is not mapped) while that
989 * child still has a realized parent.
991 * Also, if we unrealize from leaf nodes to root, and
992 * realize from root to leaf, the invariants are never
993 * violated if we allow children to be unrealized
994 * while parents are realized.
996 * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
997 * to force us to unmap, even though parent is still
998 * mapped. This is because we're unmapping from leaf nodes
1001 if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1002 change != MAP_STATE_MAKE_UNMAPPED)
1004 gboolean parent_is_visible_realized_toplevel;
1006 parent_is_visible_realized_toplevel =
1007 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1008 CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1009 CLUTTER_ACTOR_IS_REALIZED (parent));
1011 if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1012 parent_is_visible_realized_toplevel)
1014 must_be_realized = TRUE;
1015 should_be_mapped = TRUE;
1019 /* if the actor has been set to be painted even if unmapped
1020 * then we should map it and check for realization as well;
1021 * this is an override for the branch of the scene graph
1022 * which begins with this node
1024 if (priv->enable_paint_unmapped)
1026 if (priv->parent == NULL)
1027 g_warning ("Attempting to map an unparented actor '%s'",
1028 _clutter_actor_get_debug_name (self));
1030 should_be_mapped = TRUE;
1031 must_be_realized = TRUE;
1034 if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1035 may_be_realized = FALSE;
1038 if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1041 g_warning ("Attempting to map a child that does not "
1042 "meet the necessary invariants: the actor '%s' "
1044 _clutter_actor_get_debug_name (self));
1046 g_warning ("Attempting to map a child that does not "
1047 "meet the necessary invariants: the actor '%s' "
1048 "is parented to an unmapped actor '%s'",
1049 _clutter_actor_get_debug_name (self),
1050 _clutter_actor_get_debug_name (priv->parent));
1053 /* If in reparent, we temporarily suspend unmap and unrealize.
1055 * We want to go in the order "realize, map" and "unmap, unrealize"
1059 if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1060 clutter_actor_set_mapped (self, FALSE);
1063 if (must_be_realized)
1064 clutter_actor_realize (self);
1066 /* if we must be realized then we may be, presumably */
1067 g_assert (!(must_be_realized && !may_be_realized));
1070 if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1071 clutter_actor_unrealize_not_hiding (self);
1074 if (should_be_mapped)
1076 if (!must_be_realized)
1077 g_warning ("Somehow we think actor '%s' should be mapped but "
1078 "not realized, which isn't allowed",
1079 _clutter_actor_get_debug_name (self));
1081 /* realization is allowed to fail (though I don't know what
1082 * an app is supposed to do about that - shouldn't it just
1083 * be a g_error? anyway, we have to avoid mapping if this
1086 if (CLUTTER_ACTOR_IS_REALIZED (self))
1087 clutter_actor_set_mapped (self, TRUE);
1091 #ifdef CLUTTER_ENABLE_DEBUG
1092 /* check all invariants were kept */
1093 clutter_actor_verify_map_state (self);
1098 clutter_actor_real_map (ClutterActor *self)
1100 ClutterActorPrivate *priv = self->priv;
1101 ClutterActor *stage, *iter;
1103 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1105 CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1106 _clutter_actor_get_debug_name (self));
1108 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1110 stage = _clutter_actor_get_stage_internal (self);
1111 priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1113 CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1115 _clutter_actor_get_debug_name (self));
1117 /* notify on parent mapped before potentially mapping
1118 * children, so apps see a top-down notification.
1120 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1122 for (iter = self->priv->first_child;
1124 iter = iter->priv->next_sibling)
1126 clutter_actor_map (iter);
1131 * clutter_actor_map:
1132 * @self: A #ClutterActor
1134 * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
1135 * and realizes its children if they are visible. Does nothing if the
1136 * actor is not visible.
1138 * Calling this function is strongly disencouraged: the default
1139 * implementation of #ClutterActorClass.map() will map all the children
1140 * of an actor when mapping its parent.
1142 * When overriding map, it is mandatory to chain up to the parent
1148 clutter_actor_map (ClutterActor *self)
1150 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1152 if (CLUTTER_ACTOR_IS_MAPPED (self))
1155 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1158 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1162 clutter_actor_real_unmap (ClutterActor *self)
1164 ClutterActorPrivate *priv = self->priv;
1167 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1169 CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1170 _clutter_actor_get_debug_name (self));
1172 for (iter = self->priv->first_child;
1174 iter = iter->priv->next_sibling)
1176 clutter_actor_unmap (iter);
1179 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1181 /* clear the contents of the last paint volume, so that hiding + moving +
1182 * showing will not result in the wrong area being repainted
1184 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1185 priv->last_paint_volume_valid = TRUE;
1187 /* notify on parent mapped after potentially unmapping
1188 * children, so apps see a bottom-up notification.
1190 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1192 /* relinquish keyboard focus if we were unmapped while owning it */
1193 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1195 ClutterStage *stage;
1197 stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1200 _clutter_stage_release_pick_id (stage, priv->pick_id);
1204 if (stage != NULL &&
1205 clutter_stage_get_key_focus (stage) == self)
1207 clutter_stage_set_key_focus (stage, NULL);
1213 * clutter_actor_unmap:
1214 * @self: A #ClutterActor
1216 * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1217 * unmaps its children if they were mapped.
1219 * Calling this function is not encouraged: the default #ClutterActor
1220 * implementation of #ClutterActorClass.unmap() will also unmap any
1221 * eventual children by default when their parent is unmapped.
1223 * When overriding #ClutterActorClass.unmap(), it is mandatory to
1224 * chain up to the parent implementation.
1226 * <note>It is important to note that the implementation of the
1227 * #ClutterActorClass.unmap() virtual function may be called after
1228 * the #ClutterActorClass.destroy() or the #GObjectClass.dispose()
1229 * implementation, but it is guaranteed to be called before the
1230 * #GObjectClass.finalize() implementation.</note>
1235 clutter_actor_unmap (ClutterActor *self)
1237 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1239 if (!CLUTTER_ACTOR_IS_MAPPED (self))
1242 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1246 clutter_actor_real_show (ClutterActor *self)
1248 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1250 ClutterActorPrivate *priv = self->priv;
1252 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1254 /* we notify on the "visible" flag in the clutter_actor_show()
1255 * wrapper so the entire show signal emission completes first
1258 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1260 /* we queue a relayout unless the actor is inside a
1261 * container that explicitly told us not to
1263 if (priv->parent != NULL &&
1264 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1266 /* While an actor is hidden the parent may not have
1267 * allocated/requested so we need to start from scratch
1268 * and avoid the short-circuiting in
1269 * clutter_actor_queue_relayout().
1271 priv->needs_width_request = FALSE;
1272 priv->needs_height_request = FALSE;
1273 priv->needs_allocation = FALSE;
1274 clutter_actor_queue_relayout (self);
1280 set_show_on_set_parent (ClutterActor *self,
1283 ClutterActorPrivate *priv = self->priv;
1285 set_show = !!set_show;
1287 if (priv->show_on_set_parent == set_show)
1290 if (priv->parent == NULL)
1292 priv->show_on_set_parent = set_show;
1293 g_object_notify_by_pspec (G_OBJECT (self),
1294 obj_props[PROP_SHOW_ON_SET_PARENT]);
1299 * clutter_actor_show:
1300 * @self: A #ClutterActor
1302 * Flags an actor to be displayed. An actor that isn't shown will not
1303 * be rendered on the stage.
1305 * Actors are visible by default.
1307 * If this function is called on an actor without a parent, the
1308 * #ClutterActor:show-on-set-parent will be set to %TRUE as a side
1312 clutter_actor_show (ClutterActor *self)
1314 ClutterActorPrivate *priv;
1316 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1318 /* simple optimization */
1319 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1321 /* we still need to set the :show-on-set-parent property, in
1322 * case show() is called on an unparented actor
1324 set_show_on_set_parent (self, TRUE);
1328 #ifdef CLUTTER_ENABLE_DEBUG
1329 clutter_actor_verify_map_state (self);
1334 g_object_freeze_notify (G_OBJECT (self));
1336 set_show_on_set_parent (self, TRUE);
1338 g_signal_emit (self, actor_signals[SHOW], 0);
1339 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1341 if (priv->parent != NULL)
1342 clutter_actor_queue_redraw (priv->parent);
1344 g_object_thaw_notify (G_OBJECT (self));
1348 * clutter_actor_show_all:
1349 * @self: a #ClutterActor
1351 * Calls clutter_actor_show() on all children of an actor (if any).
1355 * Deprecated: 1.10: Actors are visible by default
1358 clutter_actor_show_all (ClutterActor *self)
1360 ClutterActorClass *klass;
1362 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1364 klass = CLUTTER_ACTOR_GET_CLASS (self);
1365 if (klass->show_all)
1366 klass->show_all (self);
1370 clutter_actor_real_hide (ClutterActor *self)
1372 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1374 ClutterActorPrivate *priv = self->priv;
1376 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1378 /* we notify on the "visible" flag in the clutter_actor_hide()
1379 * wrapper so the entire hide signal emission completes first
1382 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1384 /* we queue a relayout unless the actor is inside a
1385 * container that explicitly told us not to
1387 if (priv->parent != NULL &&
1388 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1389 clutter_actor_queue_relayout (priv->parent);
1394 * clutter_actor_hide:
1395 * @self: A #ClutterActor
1397 * Flags an actor to be hidden. A hidden actor will not be
1398 * rendered on the stage.
1400 * Actors are visible by default.
1402 * If this function is called on an actor without a parent, the
1403 * #ClutterActor:show-on-set-parent property will be set to %FALSE
1407 clutter_actor_hide (ClutterActor *self)
1409 ClutterActorPrivate *priv;
1411 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1413 /* simple optimization */
1414 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1416 /* we still need to set the :show-on-set-parent property, in
1417 * case hide() is called on an unparented actor
1419 set_show_on_set_parent (self, FALSE);
1423 #ifdef CLUTTER_ENABLE_DEBUG
1424 clutter_actor_verify_map_state (self);
1429 g_object_freeze_notify (G_OBJECT (self));
1431 set_show_on_set_parent (self, FALSE);
1433 g_signal_emit (self, actor_signals[HIDE], 0);
1434 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1436 if (priv->parent != NULL)
1437 clutter_actor_queue_redraw (priv->parent);
1439 g_object_thaw_notify (G_OBJECT (self));
1443 * clutter_actor_hide_all:
1444 * @self: a #ClutterActor
1446 * Calls clutter_actor_hide() on all child actors (if any).
1450 * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1451 * prevent its children from being painted as well.
1454 clutter_actor_hide_all (ClutterActor *self)
1456 ClutterActorClass *klass;
1458 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1460 klass = CLUTTER_ACTOR_GET_CLASS (self);
1461 if (klass->hide_all)
1462 klass->hide_all (self);
1466 * clutter_actor_realize:
1467 * @self: A #ClutterActor
1469 * Realization informs the actor that it is attached to a stage. It
1470 * can use this to allocate resources if it wanted to delay allocation
1471 * until it would be rendered. However it is perfectly acceptable for
1472 * an actor to create resources before being realized because Clutter
1473 * only ever has a single rendering context so that actor is free to
1474 * be moved from one stage to another.
1476 * This function does nothing if the actor is already realized.
1478 * Because a realized actor must have realized parent actors, calling
1479 * clutter_actor_realize() will also realize all parents of the actor.
1481 * This function does not realize child actors, except in the special
1482 * case that realizing the stage, when the stage is visible, will
1483 * suddenly map (and thus realize) the children of the stage.
1486 clutter_actor_realize (ClutterActor *self)
1488 ClutterActorPrivate *priv;
1490 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1494 #ifdef CLUTTER_ENABLE_DEBUG
1495 clutter_actor_verify_map_state (self);
1498 if (CLUTTER_ACTOR_IS_REALIZED (self))
1501 /* To be realized, our parent actors must be realized first.
1502 * This will only succeed if we're inside a toplevel.
1504 if (priv->parent != NULL)
1505 clutter_actor_realize (priv->parent);
1507 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1509 /* toplevels can be realized at any time */
1513 /* "Fail" the realization if parent is missing or unrealized;
1514 * this should really be a g_warning() not some kind of runtime
1515 * failure; how can an app possibly recover? Instead it's a bug
1516 * in the app and the app should get an explanatory warning so
1517 * someone can fix it. But for now it's too hard to fix this
1518 * because e.g. ClutterTexture needs reworking.
1520 if (priv->parent == NULL ||
1521 !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1525 CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1527 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1528 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1530 g_signal_emit (self, actor_signals[REALIZE], 0);
1532 /* Stage actor is allowed to unset the realized flag again in its
1533 * default signal handler, though that is a pathological situation.
1536 /* If realization "failed" we'll have to update child state. */
1537 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1541 clutter_actor_real_unrealize (ClutterActor *self)
1543 /* we must be unmapped (implying our children are also unmapped) */
1544 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1548 * clutter_actor_unrealize:
1549 * @self: A #ClutterActor
1551 * Unrealization informs the actor that it may be being destroyed or
1552 * moved to another stage. The actor may want to destroy any
1553 * underlying graphics resources at this point. However it is
1554 * perfectly acceptable for it to retain the resources until the actor
1555 * is destroyed because Clutter only ever uses a single rendering
1556 * context and all of the graphics resources are valid on any stage.
1558 * Because mapped actors must be realized, actors may not be
1559 * unrealized if they are mapped. This function hides the actor to be
1560 * sure it isn't mapped, an application-visible side effect that you
1561 * may not be expecting.
1563 * This function should not be called by application code.
1566 clutter_actor_unrealize (ClutterActor *self)
1568 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1569 g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1571 /* This function should not really be in the public API, because
1572 * there isn't a good reason to call it. ClutterActor will already
1573 * unrealize things for you when it's important to do so.
1575 * If you were using clutter_actor_unrealize() in a dispose
1576 * implementation, then don't, just chain up to ClutterActor's
1579 * If you were using clutter_actor_unrealize() to implement
1580 * unrealizing children of your container, then don't, ClutterActor
1581 * will already take care of that.
1583 * If you were using clutter_actor_unrealize() to re-realize to
1584 * create your resources in a different way, then use
1585 * _clutter_actor_rerealize() (inside Clutter) or just call your
1586 * code that recreates your resources directly (outside Clutter).
1589 #ifdef CLUTTER_ENABLE_DEBUG
1590 clutter_actor_verify_map_state (self);
1593 clutter_actor_hide (self);
1595 clutter_actor_unrealize_not_hiding (self);
1598 static ClutterActorTraverseVisitFlags
1599 unrealize_actor_before_children_cb (ClutterActor *self,
1603 /* If an actor is already unrealized we know its children have also
1604 * already been unrealized... */
1605 if (!CLUTTER_ACTOR_IS_REALIZED (self))
1606 return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN;
1608 g_signal_emit (self, actor_signals[UNREALIZE], 0);
1610 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1613 static ClutterActorTraverseVisitFlags
1614 unrealize_actor_after_children_cb (ClutterActor *self,
1618 /* We want to unset the realized flag only _after_
1619 * child actors are unrealized, to maintain invariants.
1621 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1622 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1623 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1627 * clutter_actor_unrealize_not_hiding:
1628 * @self: A #ClutterActor
1630 * Unrealization informs the actor that it may be being destroyed or
1631 * moved to another stage. The actor may want to destroy any
1632 * underlying graphics resources at this point. However it is
1633 * perfectly acceptable for it to retain the resources until the actor
1634 * is destroyed because Clutter only ever uses a single rendering
1635 * context and all of the graphics resources are valid on any stage.
1637 * Because mapped actors must be realized, actors may not be
1638 * unrealized if they are mapped. You must hide the actor or one of
1639 * its parents before attempting to unrealize.
1641 * This function is separate from clutter_actor_unrealize() because it
1642 * does not automatically hide the actor.
1643 * Actors need not be hidden to be unrealized, they just need to
1644 * be unmapped. In fact we don't want to mess up the application's
1645 * setting of the "visible" flag, so hiding is very undesirable.
1647 * clutter_actor_unrealize() does a clutter_actor_hide() just for
1648 * backward compatibility.
1651 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1653 _clutter_actor_traverse (self,
1654 CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1655 unrealize_actor_before_children_cb,
1656 unrealize_actor_after_children_cb,
1661 * _clutter_actor_rerealize:
1662 * @self: A #ClutterActor
1663 * @callback: Function to call while unrealized
1664 * @data: data for callback
1666 * If an actor is already unrealized, this just calls the callback.
1668 * If it is realized, it unrealizes temporarily, calls the callback,
1669 * and then re-realizes the actor.
1671 * As a side effect, leaves all children of the actor unrealized if
1672 * the actor was realized but not showing. This is because when we
1673 * unrealize the actor temporarily we must unrealize its children
1674 * (e.g. children of a stage can't be realized if stage window is
1675 * gone). And we aren't clever enough to save the realization state of
1676 * all children. In most cases this should not matter, because
1677 * the children will automatically realize when they next become mapped.
1680 _clutter_actor_rerealize (ClutterActor *self,
1681 ClutterCallback callback,
1684 gboolean was_mapped;
1685 gboolean was_showing;
1686 gboolean was_realized;
1688 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1690 #ifdef CLUTTER_ENABLE_DEBUG
1691 clutter_actor_verify_map_state (self);
1694 was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1695 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1696 was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1698 /* Must be unmapped to unrealize. Note we only have to hide this
1699 * actor if it was mapped (if all parents were showing). If actor
1700 * is merely visible (but not mapped), then that's fine, we can
1704 clutter_actor_hide (self);
1706 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1708 /* unrealize self and all children */
1709 clutter_actor_unrealize_not_hiding (self);
1711 if (callback != NULL)
1713 (* callback) (self, data);
1717 clutter_actor_show (self); /* will realize only if mapping implies it */
1718 else if (was_realized)
1719 clutter_actor_realize (self); /* realize self and all parents */
1723 clutter_actor_real_pick (ClutterActor *self,
1724 const ClutterColor *color)
1726 /* the default implementation is just to paint a rectangle
1727 * with the same size of the actor using the passed color
1729 if (clutter_actor_should_pick_paint (self))
1731 ClutterActorBox box = { 0, };
1732 float width, height;
1734 clutter_actor_get_allocation_box (self, &box);
1736 width = box.x2 - box.x1;
1737 height = box.y2 - box.y1;
1739 cogl_set_source_color4ub (color->red,
1744 cogl_rectangle (0, 0, width, height);
1747 /* XXX - this thoroughly sucks, but we need to maintain compatibility
1748 * with existing container classes that override the pick() virtual
1749 * and chain up to the default implementation - otherwise we'll end up
1750 * painting our children twice.
1752 * this has to go away for 2.0; hopefully along the pick() itself.
1754 if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
1758 for (iter = self->priv->first_child;
1760 iter = iter->priv->next_sibling)
1761 clutter_actor_paint (iter);
1766 * clutter_actor_should_pick_paint:
1767 * @self: A #ClutterActor
1769 * Should be called inside the implementation of the
1770 * #ClutterActor::pick virtual function in order to check whether
1771 * the actor should paint itself in pick mode or not.
1773 * This function should never be called directly by applications.
1775 * Return value: %TRUE if the actor should paint its silhouette,
1779 clutter_actor_should_pick_paint (ClutterActor *self)
1781 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
1783 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1784 (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
1785 CLUTTER_ACTOR_IS_REACTIVE (self)))
1792 clutter_actor_real_get_preferred_width (ClutterActor *self,
1794 gfloat *min_width_p,
1795 gfloat *natural_width_p)
1797 ClutterActorPrivate *priv = self->priv;
1799 if (priv->n_children != 0 &&
1800 priv->layout_manager != NULL)
1802 ClutterContainer *container = CLUTTER_CONTAINER (self);
1804 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1805 "for the preferred width",
1806 G_OBJECT_TYPE_NAME (priv->layout_manager),
1807 priv->layout_manager);
1809 clutter_layout_manager_get_preferred_width (priv->layout_manager,
1818 /* Default implementation is always 0x0, usually an actor
1819 * using this default is relying on someone to set the
1822 CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
1827 if (natural_width_p)
1828 *natural_width_p = 0;
1832 clutter_actor_real_get_preferred_height (ClutterActor *self,
1834 gfloat *min_height_p,
1835 gfloat *natural_height_p)
1837 ClutterActorPrivate *priv = self->priv;
1839 if (priv->n_children != 0 &&
1840 priv->layout_manager != NULL)
1842 ClutterContainer *container = CLUTTER_CONTAINER (self);
1844 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1845 "for the preferred height",
1846 G_OBJECT_TYPE_NAME (priv->layout_manager),
1847 priv->layout_manager);
1849 clutter_layout_manager_get_preferred_height (priv->layout_manager,
1857 /* Default implementation is always 0x0, usually an actor
1858 * using this default is relying on someone to set the
1861 CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
1866 if (natural_height_p)
1867 *natural_height_p = 0;
1871 clutter_actor_store_old_geometry (ClutterActor *self,
1872 ClutterActorBox *box)
1874 *box = self->priv->allocation;
1878 clutter_actor_notify_if_geometry_changed (ClutterActor *self,
1879 const ClutterActorBox *old)
1881 ClutterActorPrivate *priv = self->priv;
1882 GObject *obj = G_OBJECT (self);
1884 g_object_freeze_notify (obj);
1886 /* to avoid excessive requisition or allocation cycles we
1887 * use the cached values.
1889 * - if we don't have an allocation we assume that we need
1891 * - if we don't have a width or a height request we notify
1893 * - if we have a valid allocation then we check the old
1894 * bounding box with the current allocation and we notify
1897 if (priv->needs_allocation)
1899 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1900 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1901 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1902 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1904 else if (priv->needs_width_request || priv->needs_height_request)
1906 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1907 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1912 gfloat widthu, heightu;
1914 xu = priv->allocation.x1;
1915 yu = priv->allocation.y1;
1916 widthu = priv->allocation.x2 - priv->allocation.x1;
1917 heightu = priv->allocation.y2 - priv->allocation.y1;
1920 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1923 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1925 if (widthu != (old->x2 - old->x1))
1926 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1928 if (heightu != (old->y2 - old->y1))
1929 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1932 g_object_thaw_notify (obj);
1936 * clutter_actor_set_allocation_internal:
1937 * @self: a #ClutterActor
1938 * @box: a #ClutterActorBox
1939 * @flags: allocation flags
1941 * Stores the allocation of @self.
1943 * This function only performs basic storage and property notification.
1945 * This function should be called by clutter_actor_set_allocation()
1946 * and by the default implementation of #ClutterActorClass.allocate().
1948 * Return value: %TRUE if the allocation of the #ClutterActor has been
1949 * changed, and %FALSE otherwise
1951 static inline gboolean
1952 clutter_actor_set_allocation_internal (ClutterActor *self,
1953 const ClutterActorBox *box,
1954 ClutterAllocationFlags flags)
1956 ClutterActorPrivate *priv = self->priv;
1958 gboolean x1_changed, y1_changed, x2_changed, y2_changed;
1959 gboolean flags_changed;
1961 ClutterActorBox old_alloc = { 0, };
1963 obj = G_OBJECT (self);
1965 g_object_freeze_notify (obj);
1967 clutter_actor_store_old_geometry (self, &old_alloc);
1969 x1_changed = priv->allocation.x1 != box->x1;
1970 y1_changed = priv->allocation.y1 != box->y1;
1971 x2_changed = priv->allocation.x2 != box->x2;
1972 y2_changed = priv->allocation.y2 != box->y2;
1974 flags_changed = priv->allocation_flags != flags;
1976 priv->allocation = *box;
1977 priv->allocation_flags = flags;
1979 /* allocation is authoritative */
1980 priv->needs_width_request = FALSE;
1981 priv->needs_height_request = FALSE;
1982 priv->needs_allocation = FALSE;
1984 if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed)
1986 CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
1987 _clutter_actor_get_debug_name (self));
1989 priv->transform_valid = FALSE;
1991 g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
1998 clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2000 g_object_thaw_notify (obj);
2005 static void clutter_actor_real_allocate (ClutterActor *self,
2006 const ClutterActorBox *box,
2007 ClutterAllocationFlags flags);
2010 clutter_actor_maybe_layout_children (ClutterActor *self,
2011 const ClutterActorBox *allocation,
2012 ClutterAllocationFlags flags)
2014 ClutterActorPrivate *priv = self->priv;
2016 /* this is going to be a bit hard to follow, so let's put an explanation
2019 * we want ClutterActor to have a default layout manager if the actor was
2020 * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2022 * we also want any subclass of ClutterActor that does not override the
2023 * ::allocate() virtual function to delegate to a layout manager.
2025 * finally, we want to allow people subclassing ClutterActor and overriding
2026 * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2028 * on the other hand, we want existing actor subclasses overriding the
2029 * ::allocate() virtual function and chaining up to the parent's
2030 * implementation to continue working without allocating their children
2031 * twice, or without entering an allocation loop.
2033 * for the first two points, we check if the class of the actor is
2034 * overridding the ::allocate() virtual function; if it isn't, then we
2035 * follow through with checking whether we have children and a layout
2036 * manager, and eventually calling clutter_layout_manager_allocate().
2038 * for the third point, we check the CLUTTER_DELEGATE_LAYOUT flag in the
2039 * allocation flags that we got passed, and if it is present, we continue
2040 * with the check above.
2042 * if neither of these two checks yields a positive result, we just
2043 * assume that the ::allocate() virtual function that resulted in this
2044 * function being called will also allocate the children of the actor.
2047 if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2050 if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2056 if (priv->n_children != 0 &&
2057 priv->layout_manager != NULL)
2059 ClutterContainer *container = CLUTTER_CONTAINER (self);
2060 ClutterAllocationFlags children_flags;
2061 ClutterActorBox children_box;
2063 /* normalize the box passed to the layout manager */
2064 children_box.x1 = children_box.y1 = 0.f;
2065 children_box.x2 = (allocation->x2 - allocation->x1);
2066 children_box.y2 = (allocation->y2 - allocation->y1);
2068 /* remove the DELEGATE_LAYOUT flag; this won't be passed to
2069 * the actor's children, since it refers only to the current
2070 * actor's allocation.
2072 children_flags = flags;
2073 children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2075 CLUTTER_NOTE (LAYOUT,
2076 "Allocating %d children of %s "
2077 "at { %.2f, %.2f - %.2f x %.2f } "
2080 _clutter_actor_get_debug_name (self),
2083 (allocation->x2 - allocation->x1),
2084 (allocation->y2 - allocation->y1),
2085 G_OBJECT_TYPE_NAME (priv->layout_manager));
2087 clutter_layout_manager_allocate (priv->layout_manager,
2095 clutter_actor_real_allocate (ClutterActor *self,
2096 const ClutterActorBox *box,
2097 ClutterAllocationFlags flags)
2099 ClutterActorPrivate *priv = self->priv;
2102 g_object_freeze_notify (G_OBJECT (self));
2104 changed = clutter_actor_set_allocation_internal (self, box, flags);
2106 /* we allocate our children before we notify changes in our geometry,
2107 * so that people connecting to properties will be able to get valid
2108 * data out of the sub-tree of the scene graph that has this actor at
2111 clutter_actor_maybe_layout_children (self, box, flags);
2114 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2116 priv->allocation_flags);
2118 g_object_thaw_notify (G_OBJECT (self));
2122 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2123 ClutterActor *origin)
2125 /* no point in queuing a redraw on a destroyed actor */
2126 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2129 /* NB: We can't bail out early here if the actor is hidden in case
2130 * the actor bas been cloned. In this case the clone will need to
2131 * receive the signal so it can queue its own redraw.
2134 /* calls klass->queue_redraw in default handler */
2135 g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2139 clutter_actor_real_queue_redraw (ClutterActor *self,
2140 ClutterActor *origin)
2142 ClutterActor *parent;
2144 CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
2145 _clutter_actor_get_debug_name (self),
2146 origin != NULL ? _clutter_actor_get_debug_name (origin)
2149 /* no point in queuing a redraw on a destroyed actor */
2150 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2153 /* If the queue redraw is coming from a child then the actor has
2154 become dirty and any queued effect is no longer valid */
2157 self->priv->is_dirty = TRUE;
2158 self->priv->effect_to_redraw = NULL;
2161 /* If the actor isn't visible, we still had to emit the signal
2162 * to allow for a ClutterClone, but the appearance of the parent
2163 * won't change so we don't have to propagate up the hierarchy.
2165 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2168 /* Although we could determine here that a full stage redraw
2169 * has already been queued and immediately bail out, we actually
2170 * guarantee that we will propagate a queue-redraw signal to our
2171 * parent at least once so that it's possible to implement a
2172 * container that tracks which of its children have queued a
2175 if (self->priv->propagated_one_redraw)
2177 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2178 if (stage != NULL &&
2179 _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2183 self->priv->propagated_one_redraw = TRUE;
2185 /* notify parents, if they are all visible eventually we'll
2186 * queue redraw on the stage, which queues the redraw idle.
2188 parent = clutter_actor_get_parent (self);
2191 /* this will go up recursively */
2192 _clutter_actor_signal_queue_redraw (parent, origin);
2197 clutter_actor_real_queue_relayout (ClutterActor *self)
2199 ClutterActorPrivate *priv = self->priv;
2201 /* no point in queueing a redraw on a destroyed actor */
2202 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2205 priv->needs_width_request = TRUE;
2206 priv->needs_height_request = TRUE;
2207 priv->needs_allocation = TRUE;
2209 /* reset the cached size requests */
2210 memset (priv->width_requests, 0,
2211 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2212 memset (priv->height_requests, 0,
2213 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2215 /* We need to go all the way up the hierarchy */
2216 if (priv->parent != NULL)
2217 _clutter_actor_queue_only_relayout (priv->parent);
2221 * clutter_actor_apply_relative_transform_to_point:
2222 * @self: A #ClutterActor
2223 * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
2224 * default #ClutterStage
2225 * @point: A point as #ClutterVertex
2226 * @vertex: (out caller-allocates): The translated #ClutterVertex
2228 * Transforms @point in coordinates relative to the actor into
2229 * ancestor-relative coordinates using the relevant transform
2230 * stack (i.e. scale, rotation, etc).
2232 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2233 * this case, the coordinates returned will be the coordinates on
2234 * the stage before the projection is applied. This is different from
2235 * the behaviour of clutter_actor_apply_transform_to_point().
2240 clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
2241 ClutterActor *ancestor,
2242 const ClutterVertex *point,
2243 ClutterVertex *vertex)
2248 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2249 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2250 g_return_if_fail (point != NULL);
2251 g_return_if_fail (vertex != NULL);
2256 if (ancestor == NULL)
2257 ancestor = _clutter_actor_get_stage_internal (self);
2259 if (ancestor == NULL)
2265 _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2266 cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2270 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2271 const ClutterVertex *vertices_in,
2272 ClutterVertex *vertices_out,
2275 ClutterActor *stage;
2276 CoglMatrix modelview;
2277 CoglMatrix projection;
2280 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2282 stage = _clutter_actor_get_stage_internal (self);
2284 /* We really can't do anything meaningful in this case so don't try
2285 * to do any transform */
2289 /* Note: we pass NULL as the ancestor because we don't just want the modelview
2290 * that gets us to stage coordinates, we want to go all the way to eye
2292 _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2294 /* Fetch the projection and viewport */
2295 _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2296 _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2302 _clutter_util_fully_transform_vertices (&modelview,
2313 * clutter_actor_apply_transform_to_point:
2314 * @self: A #ClutterActor
2315 * @point: A point as #ClutterVertex
2316 * @vertex: (out caller-allocates): The translated #ClutterVertex
2318 * Transforms @point in coordinates relative to the actor
2319 * into screen-relative coordinates with the current actor
2320 * transformation (i.e. scale, rotation, etc)
2325 clutter_actor_apply_transform_to_point (ClutterActor *self,
2326 const ClutterVertex *point,
2327 ClutterVertex *vertex)
2329 g_return_if_fail (point != NULL);
2330 g_return_if_fail (vertex != NULL);
2331 _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2335 * _clutter_actor_get_relative_transformation_matrix:
2336 * @self: The actor whose coordinate space you want to transform from.
2337 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2338 * or %NULL if you want to transform all the way to eye coordinates.
2339 * @matrix: A #CoglMatrix to store the transformation
2341 * This gets a transformation @matrix that will transform coordinates from the
2342 * coordinate space of @self into the coordinate space of @ancestor.
2344 * For example if you need a matrix that can transform the local actor
2345 * coordinates of @self into stage coordinates you would pass the actor's stage
2346 * pointer as the @ancestor.
2348 * If you pass %NULL then the transformation will take you all the way through
2349 * to eye coordinates. This can be useful if you want to extract the entire
2350 * modelview transform that Clutter applies before applying the projection
2351 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2352 * using cogl_set_modelview_matrix() for example then you would want a matrix
2353 * that transforms into eye coordinates.
2355 * <note><para>This function explicitly initializes the given @matrix. If you just
2356 * want clutter to multiply a relative transformation with an existing matrix
2357 * you can use clutter_actor_apply_relative_transformation_matrix()
2358 * instead.</para></note>
2361 /* XXX: We should consider caching the stage relative modelview along with
2362 * the actor itself */
2364 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2365 ClutterActor *ancestor,
2368 cogl_matrix_init_identity (matrix);
2370 _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2373 /* Project the given @box into stage window coordinates, writing the
2374 * transformed vertices to @verts[]. */
2376 _clutter_actor_transform_and_project_box (ClutterActor *self,
2377 const ClutterActorBox *box,
2378 ClutterVertex verts[])
2380 ClutterVertex box_vertices[4];
2382 box_vertices[0].x = box->x1;
2383 box_vertices[0].y = box->y1;
2384 box_vertices[0].z = 0;
2385 box_vertices[1].x = box->x2;
2386 box_vertices[1].y = box->y1;
2387 box_vertices[1].z = 0;
2388 box_vertices[2].x = box->x1;
2389 box_vertices[2].y = box->y2;
2390 box_vertices[2].z = 0;
2391 box_vertices[3].x = box->x2;
2392 box_vertices[3].y = box->y2;
2393 box_vertices[3].z = 0;
2396 _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2400 * clutter_actor_get_allocation_vertices:
2401 * @self: A #ClutterActor
2402 * @ancestor: (allow-none): A #ClutterActor to calculate the vertices
2403 * against, or %NULL to use the #ClutterStage
2404 * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return
2405 * location for an array of 4 #ClutterVertex in which to store the result
2407 * Calculates the transformed coordinates of the four corners of the
2408 * actor in the plane of @ancestor. The returned vertices relate to
2409 * the #ClutterActorBox coordinates as follows:
2411 * <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
2412 * <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
2413 * <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
2414 * <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
2417 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2418 * this case, the coordinates returned will be the coordinates on
2419 * the stage before the projection is applied. This is different from
2420 * the behaviour of clutter_actor_get_abs_allocation_vertices().
2425 clutter_actor_get_allocation_vertices (ClutterActor *self,
2426 ClutterActor *ancestor,
2427 ClutterVertex verts[])
2429 ClutterActorPrivate *priv;
2430 ClutterActorBox box;
2431 ClutterVertex vertices[4];
2432 CoglMatrix modelview;
2434 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2435 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2437 if (ancestor == NULL)
2438 ancestor = _clutter_actor_get_stage_internal (self);
2440 /* Fallback to a NOP transform if the actor isn't parented under a
2442 if (ancestor == NULL)
2447 /* if the actor needs to be allocated we force a relayout, so that
2448 * we will have valid values to use in the transformations */
2449 if (priv->needs_allocation)
2451 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2453 _clutter_stage_maybe_relayout (stage);
2456 box.x1 = box.y1 = 0;
2457 /* The result isn't really meaningful in this case but at
2458 * least try to do something *vaguely* reasonable... */
2459 clutter_actor_get_size (self, &box.x2, &box.y2);
2463 clutter_actor_get_allocation_box (self, &box);
2465 vertices[0].x = box.x1;
2466 vertices[0].y = box.y1;
2468 vertices[1].x = box.x2;
2469 vertices[1].y = box.y1;
2471 vertices[2].x = box.x1;
2472 vertices[2].y = box.y2;
2474 vertices[3].x = box.x2;
2475 vertices[3].y = box.y2;
2478 _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2481 cogl_matrix_transform_points (&modelview,
2483 sizeof (ClutterVertex),
2485 sizeof (ClutterVertex),
2491 * clutter_actor_get_abs_allocation_vertices:
2492 * @self: A #ClutterActor
2493 * @verts: (out) (array fixed-size=4): Pointer to a location of an array
2494 * of 4 #ClutterVertex where to store the result.
2496 * Calculates the transformed screen coordinates of the four corners of
2497 * the actor; the returned vertices relate to the #ClutterActorBox
2498 * coordinates as follows:
2500 * <listitem><para>v[0] contains (x1, y1)</para></listitem>
2501 * <listitem><para>v[1] contains (x2, y1)</para></listitem>
2502 * <listitem><para>v[2] contains (x1, y2)</para></listitem>
2503 * <listitem><para>v[3] contains (x2, y2)</para></listitem>
2509 clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
2510 ClutterVertex verts[])
2512 ClutterActorPrivate *priv;
2513 ClutterActorBox actor_space_allocation;
2515 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2519 /* if the actor needs to be allocated we force a relayout, so that
2520 * the actor allocation box will be valid for
2521 * _clutter_actor_transform_and_project_box()
2523 if (priv->needs_allocation)
2525 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2526 /* There's nothing meaningful we can do now */
2530 _clutter_stage_maybe_relayout (stage);
2533 /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's
2534 * own coordinate space... */
2535 actor_space_allocation.x1 = 0;
2536 actor_space_allocation.y1 = 0;
2537 actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1;
2538 actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1;
2539 _clutter_actor_transform_and_project_box (self,
2540 &actor_space_allocation,
2545 clutter_actor_real_apply_transform (ClutterActor *self,
2548 ClutterActorPrivate *priv = self->priv;
2550 if (!priv->transform_valid)
2552 CoglMatrix *transform = &priv->transform;
2553 const ClutterTransformInfo *info;
2555 info = _clutter_actor_get_transform_info_or_defaults (self);
2557 cogl_matrix_init_identity (transform);
2559 cogl_matrix_translate (transform,
2560 priv->allocation.x1,
2561 priv->allocation.y1,
2565 cogl_matrix_translate (transform, 0, 0, priv->z);
2568 * because the rotation involves translations, we must scale
2569 * before applying the rotations (if we apply the scale after
2570 * the rotations, the translations included in the rotation are
2571 * not scaled and so the entire object will move on the screen
2572 * as a result of rotating it).
2574 if (info->scale_x != 1.0 || info->scale_y != 1.0)
2576 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2577 &info->scale_center,
2578 cogl_matrix_scale (transform,
2585 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2587 cogl_matrix_rotate (transform,
2592 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2594 cogl_matrix_rotate (transform,
2599 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2601 cogl_matrix_rotate (transform,
2605 if (!clutter_anchor_coord_is_zero (&info->anchor))
2609 clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2610 cogl_matrix_translate (transform, -x, -y, -z);
2613 priv->transform_valid = TRUE;
2616 cogl_matrix_multiply (matrix, matrix, &priv->transform);
2619 /* Applies the transforms associated with this actor to the given
2622 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2625 CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2629 * clutter_actor_apply_relative_transformation_matrix:
2630 * @self: The actor whose coordinate space you want to transform from.
2631 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2632 * or %NULL if you want to transform all the way to eye coordinates.
2633 * @matrix: A #CoglMatrix to apply the transformation too.
2635 * This multiplies a transform with @matrix that will transform coordinates
2636 * from the coordinate space of @self into the coordinate space of @ancestor.
2638 * For example if you need a matrix that can transform the local actor
2639 * coordinates of @self into stage coordinates you would pass the actor's stage
2640 * pointer as the @ancestor.
2642 * If you pass %NULL then the transformation will take you all the way through
2643 * to eye coordinates. This can be useful if you want to extract the entire
2644 * modelview transform that Clutter applies before applying the projection
2645 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2646 * using cogl_set_modelview_matrix() for example then you would want a matrix
2647 * that transforms into eye coordinates.
2649 * <note>This function doesn't initialize the given @matrix, it simply
2650 * multiplies the requested transformation matrix with the existing contents of
2651 * @matrix. You can use cogl_matrix_init_identity() to initialize the @matrix
2652 * before calling this function, or you can use
2653 * clutter_actor_get_relative_transformation_matrix() instead.</note>
2656 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2657 ClutterActor *ancestor,
2660 ClutterActor *parent;
2662 /* Note we terminate before ever calling stage->apply_transform()
2663 * since that would conceptually be relative to the underlying
2664 * window OpenGL coordinates so we'd need a special @ancestor
2665 * value to represent the fake parent of the stage. */
2666 if (self == ancestor)
2669 parent = clutter_actor_get_parent (self);
2672 _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2675 _clutter_actor_apply_modelview_transform (self, matrix);
2679 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2680 ClutterPaintVolume *pv,
2682 const CoglColor *color)
2684 static CoglMaterial *outline = NULL;
2685 CoglPrimitive *prim;
2686 ClutterVertex line_ends[12 * 2];
2689 if (outline == NULL)
2690 outline = cogl_material_new ();
2692 _clutter_paint_volume_complete (pv);
2694 n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2697 line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2698 line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2699 line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2700 line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2705 line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2706 line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2707 line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2708 line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2710 /* Lines connecting front face to back face */
2711 line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2712 line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2713 line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
2714 line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
2717 prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_LINES, n_vertices,
2718 (CoglVertexP3 *)line_ends);
2720 cogl_material_set_color (outline, color);
2721 cogl_set_source (outline);
2722 cogl_primitive_draw (prim);
2723 cogl_object_unref (prim);
2727 PangoLayout *layout;
2728 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2729 pango_layout_set_text (layout, label, -1);
2730 cogl_pango_render_layout (layout,
2735 g_object_unref (layout);
2740 _clutter_actor_draw_paint_volume (ClutterActor *self)
2742 ClutterPaintVolume *pv;
2745 pv = _clutter_actor_get_paint_volume_mutable (self);
2748 gfloat width, height;
2749 ClutterPaintVolume fake_pv;
2751 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2752 _clutter_paint_volume_init_static (&fake_pv, stage);
2754 clutter_actor_get_size (self, &width, &height);
2755 clutter_paint_volume_set_width (&fake_pv, width);
2756 clutter_paint_volume_set_height (&fake_pv, height);
2758 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2759 _clutter_actor_draw_paint_volume_full (self, &fake_pv,
2760 _clutter_actor_get_debug_name (self),
2763 clutter_paint_volume_free (&fake_pv);
2767 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2768 _clutter_actor_draw_paint_volume_full (self, pv,
2769 _clutter_actor_get_debug_name (self),
2775 _clutter_actor_paint_cull_result (ClutterActor *self,
2777 ClutterCullResult result)
2779 ClutterPaintVolume *pv;
2784 if (result == CLUTTER_CULL_RESULT_IN)
2785 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2786 else if (result == CLUTTER_CULL_RESULT_OUT)
2787 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2789 cogl_color_init_from_4f (&color, 0, 1, 1, 1);
2792 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2794 if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
2795 _clutter_actor_draw_paint_volume_full (self, pv,
2796 _clutter_actor_get_debug_name (self),
2800 PangoLayout *layout;
2802 g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
2803 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2804 cogl_set_source_color (&color);
2806 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2807 pango_layout_set_text (layout, label, -1);
2808 cogl_pango_render_layout (layout,
2814 g_object_unref (layout);
2818 static int clone_paint_level = 0;
2821 _clutter_actor_push_clone_paint (void)
2823 clone_paint_level++;
2827 _clutter_actor_pop_clone_paint (void)
2829 clone_paint_level--;
2833 in_clone_paint (void)
2835 return clone_paint_level > 0;
2838 /* Returns TRUE if the actor can be ignored */
2839 /* FIXME: we should return a ClutterCullResult, and
2840 * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
2841 * means there's no point in trying to cull descendants of the current
2844 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
2846 ClutterActorPrivate *priv = self->priv;
2847 ClutterActor *stage;
2848 const ClutterPlane *stage_clip;
2850 if (!priv->last_paint_volume_valid)
2852 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2853 "->last_paint_volume_valid == FALSE",
2854 _clutter_actor_get_debug_name (self));
2858 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
2861 stage = _clutter_actor_get_stage_internal (self);
2862 stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
2863 if (G_UNLIKELY (!stage_clip))
2865 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2866 "No stage clip set",
2867 _clutter_actor_get_debug_name (self));
2871 if (cogl_get_draw_framebuffer () !=
2872 _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
2874 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2875 "Current framebuffer doesn't correspond to stage",
2876 _clutter_actor_get_debug_name (self));
2881 _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
2886 _clutter_actor_update_last_paint_volume (ClutterActor *self)
2888 ClutterActorPrivate *priv = self->priv;
2889 const ClutterPaintVolume *pv;
2891 if (priv->last_paint_volume_valid)
2893 clutter_paint_volume_free (&priv->last_paint_volume);
2894 priv->last_paint_volume_valid = FALSE;
2897 pv = clutter_actor_get_paint_volume (self);
2900 CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
2901 "Actor failed to report a paint volume",
2902 _clutter_actor_get_debug_name (self));
2906 _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
2908 _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
2909 NULL); /* eye coordinates */
2911 priv->last_paint_volume_valid = TRUE;
2914 static inline gboolean
2915 actor_has_shader_data (ClutterActor *self)
2917 return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
2921 _clutter_actor_get_pick_id (ClutterActor *self)
2923 if (self->priv->pick_id < 0)
2926 return self->priv->pick_id;
2929 /* This is the same as clutter_actor_add_effect except that it doesn't
2930 queue a redraw and it doesn't notify on the effect property */
2932 _clutter_actor_add_effect_internal (ClutterActor *self,
2933 ClutterEffect *effect)
2935 ClutterActorPrivate *priv = self->priv;
2937 if (priv->effects == NULL)
2939 priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
2940 priv->effects->actor = self;
2943 _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2946 /* This is the same as clutter_actor_remove_effect except that it doesn't
2947 queue a redraw and it doesn't notify on the effect property */
2949 _clutter_actor_remove_effect_internal (ClutterActor *self,
2950 ClutterEffect *effect)
2952 ClutterActorPrivate *priv = self->priv;
2954 if (priv->effects == NULL)
2957 _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2961 needs_flatten_effect (ClutterActor *self)
2963 ClutterActorPrivate *priv = self->priv;
2965 if (G_UNLIKELY (clutter_paint_debug_flags &
2966 CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
2969 if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
2971 else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
2973 if (clutter_actor_get_paint_opacity (self) < 255 &&
2974 clutter_actor_has_overlaps (self))
2982 add_or_remove_flatten_effect (ClutterActor *self)
2984 ClutterActorPrivate *priv = self->priv;
2986 /* Add or remove the flatten effect depending on the
2987 offscreen-redirect property. */
2988 if (needs_flatten_effect (self))
2990 if (priv->flatten_effect == NULL)
2992 ClutterActorMeta *actor_meta;
2995 priv->flatten_effect = _clutter_flatten_effect_new ();
2996 /* Keep a reference to the effect so that we can queue
2998 g_object_ref_sink (priv->flatten_effect);
3000 /* Set the priority of the effect to high so that it will
3001 always be applied to the actor first. It uses an internal
3002 priority so that it won't be visible to applications */
3003 actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3004 priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3005 _clutter_actor_meta_set_priority (actor_meta, priority);
3007 /* This will add the effect without queueing a redraw */
3008 _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3013 if (priv->flatten_effect != NULL)
3015 /* Destroy the effect so that it will lose its fbo cache of
3017 _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3018 g_object_unref (priv->flatten_effect);
3019 priv->flatten_effect = NULL;
3025 clutter_actor_real_paint (ClutterActor *actor)
3027 ClutterActorPrivate *priv = actor->priv;
3030 /* paint the background color, if set */
3031 if (priv->bg_color_set)
3033 float width, height;
3036 clutter_actor_box_get_size (&priv->allocation, &width, &height);
3038 real_alpha = clutter_actor_get_paint_opacity_internal (actor)
3039 * priv->bg_color.alpha
3042 cogl_set_source_color4ub (priv->bg_color.red,
3043 priv->bg_color.green,
3044 priv->bg_color.blue,
3047 cogl_rectangle (0, 0, width, height);
3050 for (iter = priv->first_child;
3052 iter = iter->priv->next_sibling)
3054 CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3055 _clutter_actor_get_debug_name (iter),
3056 _clutter_actor_get_debug_name (actor),
3057 iter->priv->allocation.x1,
3058 iter->priv->allocation.y1,
3059 iter->priv->allocation.x2 - iter->priv->allocation.x1,
3060 iter->priv->allocation.y2 - iter->priv->allocation.y1);
3062 clutter_actor_paint (iter);
3067 * clutter_actor_paint:
3068 * @self: A #ClutterActor
3070 * Renders the actor to display.
3072 * This function should not be called directly by applications.
3073 * Call clutter_actor_queue_redraw() to queue paints, instead.
3075 * This function is context-aware, and will either cause a
3076 * regular paint or a pick paint.
3078 * This function will emit the #ClutterActor::paint signal or
3079 * the #ClutterActor::pick signal, depending on the context.
3081 * This function does not paint the actor if the actor is set to 0,
3082 * unless it is performing a pick paint.
3085 clutter_actor_paint (ClutterActor *self)
3087 ClutterActorPrivate *priv;
3088 ClutterPickMode pick_mode;
3089 gboolean clip_set = FALSE;
3090 gboolean shader_applied = FALSE;
3092 CLUTTER_STATIC_COUNTER (actor_paint_counter,
3093 "Actor real-paint counter",
3094 "Increments each time any actor is painted",
3095 0 /* no application private data */);
3096 CLUTTER_STATIC_COUNTER (actor_pick_counter,
3097 "Actor pick-paint counter",
3098 "Increments each time any actor is painted "
3100 0 /* no application private data */);
3102 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3104 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3109 pick_mode = _clutter_context_get_pick_mode ();
3111 if (pick_mode == CLUTTER_PICK_NONE)
3112 priv->propagated_one_redraw = FALSE;
3114 /* It's an important optimization that we consider painting of
3115 * actors with 0 opacity to be a NOP... */
3116 if (pick_mode == CLUTTER_PICK_NONE &&
3117 /* ignore top-levels, since they might be transparent */
3118 !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3119 /* Use the override opacity if its been set */
3120 ((priv->opacity_override >= 0) ?
3121 priv->opacity_override : priv->opacity) == 0)
3124 /* if we aren't paintable (not in a toplevel with all
3125 * parents paintable) then do nothing.
3127 if (!CLUTTER_ACTOR_IS_MAPPED (self))
3130 /* mark that we are in the paint process */
3131 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3135 if (priv->enable_model_view_transform)
3139 /* XXX: It could be better to cache the modelview with the actor
3140 * instead of progressively building up the transformations on
3141 * the matrix stack every time we paint. */
3142 cogl_get_modelview_matrix (&matrix);
3143 _clutter_actor_apply_modelview_transform (self, &matrix);
3145 #ifdef CLUTTER_ENABLE_DEBUG
3146 /* Catch when out-of-band transforms have been made by actors not as part
3147 * of an apply_transform vfunc... */
3148 if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3150 CoglMatrix expected_matrix;
3152 _clutter_actor_get_relative_transformation_matrix (self, NULL,
3155 if (!cogl_matrix_equal (&matrix, &expected_matrix))
3157 GString *buf = g_string_sized_new (1024);
3158 ClutterActor *parent;
3161 while (parent != NULL)
3163 g_string_append (buf, _clutter_actor_get_debug_name (parent));
3165 if (parent->priv->parent != NULL)
3166 g_string_append (buf, "->");
3168 parent = parent->priv->parent;
3171 g_warning ("Unexpected transform found when painting actor "
3172 "\"%s\". This will be caused by one of the actor's "
3173 "ancestors (%s) using the Cogl API directly to transform "
3174 "children instead of using ::apply_transform().",
3175 _clutter_actor_get_debug_name (self),
3178 g_string_free (buf, TRUE);
3181 #endif /* CLUTTER_ENABLE_DEBUG */
3183 cogl_set_modelview_matrix (&matrix);
3188 cogl_clip_push_rectangle (priv->clip.x,
3190 priv->clip.x + priv->clip.width,
3191 priv->clip.y + priv->clip.height);
3194 else if (priv->clip_to_allocation)
3196 gfloat width, height;
3198 width = priv->allocation.x2 - priv->allocation.x1;
3199 height = priv->allocation.y2 - priv->allocation.y1;
3201 cogl_clip_push_rectangle (0, 0, width, height);
3205 if (pick_mode == CLUTTER_PICK_NONE)
3207 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3209 /* We check whether we need to add the flatten effect before
3210 each paint so that we can avoid having a mechanism for
3211 applications to notify when the value of the
3212 has_overlaps virtual changes. */
3213 add_or_remove_flatten_effect (self);
3216 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3218 /* We save the current paint volume so that the next time the
3219 * actor queues a redraw we can constrain the redraw to just
3220 * cover the union of the new bounding box and the old.
3222 * We also fetch the current paint volume to perform culling so
3223 * we can avoid painting actors outside the current clip region.
3225 * If we are painting inside a clone, we should neither update
3226 * the paint volume or use it to cull painting, since the paint
3227 * box represents the location of the source actor on the
3230 * XXX: We are starting to do a lot of vertex transforms on
3231 * the CPU in a typical paint, so at some point we should
3232 * audit these and consider caching some things.
3234 * NB: We don't perform culling while picking at this point because
3235 * clutter-stage.c doesn't setup the clipping planes appropriately.
3237 * NB: We don't want to update the last-paint-volume during picking
3238 * because the last-paint-volume is used to determine the old screen
3239 * space location of an actor that has moved so we can know the
3240 * minimal region to redraw to clear an old view of the actor. If we
3241 * update this during picking then by the time we come around to
3242 * paint then the last-paint-volume would likely represent the new
3243 * actor position not the old.
3245 if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3248 /* annoyingly gcc warns if uninitialized even though
3249 * the initialization is redundant :-( */
3250 ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3252 if (G_LIKELY ((clutter_paint_debug_flags &
3253 (CLUTTER_DEBUG_DISABLE_CULLING |
3254 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3255 (CLUTTER_DEBUG_DISABLE_CULLING |
3256 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3257 _clutter_actor_update_last_paint_volume (self);
3259 success = cull_actor (self, &result);
3261 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3262 _clutter_actor_paint_cull_result (self, success, result);
3263 else if (result == CLUTTER_CULL_RESULT_OUT && success)
3267 if (priv->effects == NULL)
3269 if (pick_mode == CLUTTER_PICK_NONE &&
3270 actor_has_shader_data (self))
3272 _clutter_actor_shader_pre_paint (self, FALSE);
3273 shader_applied = TRUE;
3276 priv->next_effect_to_paint = NULL;
3279 priv->next_effect_to_paint =
3280 _clutter_meta_group_peek_metas (priv->effects);
3282 clutter_actor_continue_paint (self);
3285 _clutter_actor_shader_post_paint (self);
3287 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3288 pick_mode == CLUTTER_PICK_NONE))
3289 _clutter_actor_draw_paint_volume (self);
3292 /* If we make it here then the actor has run through a complete
3293 paint run including all the effects so it's no longer dirty */
3294 if (pick_mode == CLUTTER_PICK_NONE)
3295 priv->is_dirty = FALSE;
3302 /* paint sequence complete */
3303 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3307 * clutter_actor_continue_paint:
3308 * @self: A #ClutterActor
3310 * Run the next stage of the paint sequence. This function should only
3311 * be called within the implementation of the ‘run’ virtual of a
3312 * #ClutterEffect. It will cause the run method of the next effect to
3313 * be applied, or it will paint the actual actor if the current effect
3314 * is the last effect in the chain.
3319 clutter_actor_continue_paint (ClutterActor *self)
3321 ClutterActorPrivate *priv;
3323 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3324 /* This should only be called from with in the ‘run’ implementation
3325 of a ClutterEffect */
3326 g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3330 /* Skip any effects that are disabled */
3331 while (priv->next_effect_to_paint &&
3332 !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3333 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3335 /* If this has come from the last effect then we'll just paint the
3337 if (priv->next_effect_to_paint == NULL)
3339 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3341 g_signal_emit (self, actor_signals[PAINT], 0);
3345 ClutterColor col = { 0, };
3347 _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3349 /* Actor will then paint silhouette of itself in supplied
3350 * color. See clutter_stage_get_actor_at_pos() for where
3351 * picking is enabled.
3353 g_signal_emit (self, actor_signals[PICK], 0, &col);
3358 ClutterEffect *old_current_effect;
3359 ClutterEffectPaintFlags run_flags = 0;
3361 /* Cache the current effect so that we can put it back before
3363 old_current_effect = priv->current_effect;
3365 priv->current_effect = priv->next_effect_to_paint->data;
3366 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3368 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3372 /* If there's an effect queued with this redraw then all
3373 effects up to that one will be considered dirty. It
3374 is expected the queued effect will paint the cached
3375 image and not call clutter_actor_continue_paint again
3376 (although it should work ok if it does) */
3377 if (priv->effect_to_redraw == NULL ||
3378 priv->current_effect != priv->effect_to_redraw)
3379 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3382 _clutter_effect_paint (priv->current_effect, run_flags);
3386 /* We can't determine when an actor has been modified since
3387 its last pick so lets just assume it has always been
3389 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3391 _clutter_effect_pick (priv->current_effect, run_flags);
3394 priv->current_effect = old_current_effect;
3398 static ClutterActorTraverseVisitFlags
3399 invalidate_queue_redraw_entry (ClutterActor *self,
3403 ClutterActorPrivate *priv = self->priv;
3405 if (priv->queue_redraw_entry != NULL)
3407 _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3408 priv->queue_redraw_entry = NULL;
3411 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3415 remove_child (ClutterActor *self,
3416 ClutterActor *child)
3418 ClutterActor *prev_sibling, *next_sibling;
3420 prev_sibling = child->priv->prev_sibling;
3421 next_sibling = child->priv->next_sibling;
3423 if (prev_sibling != NULL)
3424 prev_sibling->priv->next_sibling = next_sibling;
3426 if (next_sibling != NULL)
3427 next_sibling->priv->prev_sibling = prev_sibling;
3429 if (self->priv->first_child == child)
3430 self->priv->first_child = next_sibling;
3432 if (self->priv->last_child == child)
3433 self->priv->last_child = prev_sibling;
3435 child->priv->parent = NULL;
3436 child->priv->prev_sibling = NULL;
3437 child->priv->next_sibling = NULL;
3441 REMOVE_CHILD_DESTROY_META = 1 << 0,
3442 REMOVE_CHILD_EMIT_PARENT_SET = 1 << 1,
3443 REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3444 REMOVE_CHILD_CHECK_STATE = 1 << 3,
3445 REMOVE_CHILD_FLUSH_QUEUE = 1 << 4,
3446 REMOVE_CHILD_NOTIFY_FIRST_LAST = 1 << 5,
3448 /* default flags for public API */
3449 REMOVE_CHILD_DEFAULT_FLAGS = REMOVE_CHILD_DESTROY_META |
3450 REMOVE_CHILD_EMIT_PARENT_SET |
3451 REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3452 REMOVE_CHILD_CHECK_STATE |
3453 REMOVE_CHILD_FLUSH_QUEUE |
3454 REMOVE_CHILD_NOTIFY_FIRST_LAST,
3456 /* flags for legacy/deprecated API */
3457 REMOVE_CHILD_LEGACY_FLAGS = REMOVE_CHILD_CHECK_STATE |
3458 REMOVE_CHILD_FLUSH_QUEUE |
3459 REMOVE_CHILD_EMIT_PARENT_SET |
3460 REMOVE_CHILD_NOTIFY_FIRST_LAST
3461 } ClutterActorRemoveChildFlags;
3464 * clutter_actor_remove_child_internal:
3465 * @self: a #ClutterActor
3466 * @child: the child of @self that has to be removed
3467 * @flags: control the removal operations
3469 * Removes @child from the list of children of @self.
3472 clutter_actor_remove_child_internal (ClutterActor *self,
3473 ClutterActor *child,
3474 ClutterActorRemoveChildFlags flags)
3476 ClutterActor *old_first, *old_last;
3477 gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3478 gboolean flush_queue;
3479 gboolean notify_first_last;
3480 gboolean was_mapped;
3482 destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3483 emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3484 emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3485 check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3486 flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3487 notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3490 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3494 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3496 /* we need to unrealize *before* we set parent_actor to NULL,
3497 * because in an unrealize method actors are dissociating from the
3498 * stage, which means they need to be able to
3499 * clutter_actor_get_stage().
3501 * yhis should unmap and unrealize, unless we're reparenting.
3503 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3510 /* We take this opportunity to invalidate any queue redraw entry
3511 * associated with the actor and descendants since we won't be able to
3512 * determine the appropriate stage after this.
3514 * we do this after we updated the mapped state because actors might
3515 * end up queueing redraws inside their mapped/unmapped virtual
3516 * functions, and if we invalidate the redraw entry we could end up
3517 * with an inconsistent state and weird memory corruption. see
3520 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3521 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3523 _clutter_actor_traverse (child,
3525 invalidate_queue_redraw_entry,
3530 old_first = self->priv->first_child;
3531 old_last = self->priv->last_child;
3533 remove_child (self, child);
3535 self->priv->n_children -= 1;
3537 self->priv->age += 1;
3539 /* clutter_actor_reparent() will emit ::parent-set for us */
3540 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3541 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3543 /* if the child was mapped then we need to relayout ourselves to account
3544 * for the removed child
3547 clutter_actor_queue_relayout (self);
3549 /* we need to emit the signal before dropping the reference */
3550 if (emit_actor_removed)
3551 g_signal_emit_by_name (self, "actor-removed", child);
3553 if (notify_first_last)
3555 if (old_first != self->priv->first_child)
3556 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3558 if (old_last != self->priv->last_child)
3559 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3562 /* remove the reference we acquired in clutter_actor_add_child() */
3563 g_object_unref (child);
3566 static const ClutterTransformInfo default_transform_info = {
3567 0.0, { 0, }, /* rotation-x */
3568 0.0, { 0, }, /* rotation-y */
3569 0.0, { 0, }, /* rotation-z */
3571 1.0, 1.0, { 0, }, /* scale */
3573 { 0, }, /* anchor */
3577 * _clutter_actor_get_transform_info_or_defaults:
3578 * @self: a #ClutterActor
3580 * Retrieves the ClutterTransformInfo structure associated to an actor.
3582 * If the actor does not have a ClutterTransformInfo structure associated
3583 * to it, then the default structure will be returned.
3585 * This function should only be used for getters.
3587 * Return value: a const pointer to the ClutterTransformInfo structure
3589 const ClutterTransformInfo *
3590 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3592 ClutterTransformInfo *info;
3594 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3598 return &default_transform_info;
3602 clutter_transform_info_free (gpointer data)
3605 g_slice_free (ClutterTransformInfo, data);
3609 * _clutter_actor_get_transform_info:
3610 * @self: a #ClutterActor
3612 * Retrieves a pointer to the ClutterTransformInfo structure.
3614 * If the actor does not have a ClutterTransformInfo associated to it, one
3615 * will be created and initialized to the default values.
3617 * This function should be used for setters.
3619 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3622 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3625 ClutterTransformInfo *
3626 _clutter_actor_get_transform_info (ClutterActor *self)
3628 ClutterTransformInfo *info;
3630 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3633 info = g_slice_new (ClutterTransformInfo);
3635 *info = default_transform_info;
3637 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3639 clutter_transform_info_free);
3646 * clutter_actor_set_rotation_angle_internal:
3647 * @self: a #ClutterActor
3648 * @axis: the axis of the angle to change
3649 * @angle: the angle of rotation
3651 * Sets the rotation angle on the given axis without affecting the
3652 * rotation center point.
3655 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
3656 ClutterRotateAxis axis,
3659 GObject *obj = G_OBJECT (self);
3660 ClutterTransformInfo *info;
3662 info = _clutter_actor_get_transform_info (self);
3664 g_object_freeze_notify (obj);
3668 case CLUTTER_X_AXIS:
3669 info->rx_angle = angle;
3670 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3673 case CLUTTER_Y_AXIS:
3674 info->ry_angle = angle;
3675 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3678 case CLUTTER_Z_AXIS:
3679 info->rz_angle = angle;
3680 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3684 self->priv->transform_valid = FALSE;
3686 g_object_thaw_notify (obj);
3688 clutter_actor_queue_redraw (self);
3692 * clutter_actor_set_rotation_center_internal:
3693 * @self: a #ClutterActor
3694 * @axis: the axis of the center to change
3695 * @center: the coordinates of the rotation center
3697 * Sets the rotation center on the given axis without affecting the
3701 clutter_actor_set_rotation_center_internal (ClutterActor *self,
3702 ClutterRotateAxis axis,
3703 const ClutterVertex *center)
3705 GObject *obj = G_OBJECT (self);
3706 ClutterTransformInfo *info;
3707 ClutterVertex v = { 0, 0, 0 };
3709 info = _clutter_actor_get_transform_info (self);
3714 g_object_freeze_notify (obj);
3718 case CLUTTER_X_AXIS:
3719 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
3720 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
3723 case CLUTTER_Y_AXIS:
3724 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
3725 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
3728 case CLUTTER_Z_AXIS:
3729 /* if the previously set rotation center was fractional, then
3730 * setting explicit coordinates will have to notify the
3731 * :rotation-center-z-gravity property as well
3733 if (info->rz_center.is_fractional)
3734 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
3736 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
3737 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
3741 self->priv->transform_valid = FALSE;
3743 g_object_thaw_notify (obj);
3745 clutter_actor_queue_redraw (self);
3749 clutter_actor_set_scale_factor (ClutterActor *self,
3750 ClutterRotateAxis axis,
3753 GObject *obj = G_OBJECT (self);
3754 ClutterTransformInfo *info;
3756 info = _clutter_actor_get_transform_info (self);
3758 g_object_freeze_notify (obj);
3762 case CLUTTER_X_AXIS:
3763 info->scale_x = factor;
3764 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
3767 case CLUTTER_Y_AXIS:
3768 info->scale_y = factor;
3769 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
3773 g_assert_not_reached ();
3776 self->priv->transform_valid = FALSE;
3778 clutter_actor_queue_redraw (self);
3780 g_object_thaw_notify (obj);
3784 clutter_actor_set_scale_center (ClutterActor *self,
3785 ClutterRotateAxis axis,
3788 GObject *obj = G_OBJECT (self);
3789 ClutterTransformInfo *info;
3790 gfloat center_x, center_y;
3792 info = _clutter_actor_get_transform_info (self);
3794 g_object_freeze_notify (obj);
3796 /* get the current scale center coordinates */
3797 clutter_anchor_coord_get_units (self, &info->scale_center,
3802 /* we need to notify this too, because setting explicit coordinates will
3803 * change the gravity as a side effect
3805 if (info->scale_center.is_fractional)
3806 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
3810 case CLUTTER_X_AXIS:
3811 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
3812 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
3815 case CLUTTER_Y_AXIS:
3816 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
3817 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
3821 g_assert_not_reached ();
3824 self->priv->transform_valid = FALSE;
3826 clutter_actor_queue_redraw (self);
3828 g_object_thaw_notify (obj);
3832 clutter_actor_set_anchor_coord (ClutterActor *self,
3833 ClutterRotateAxis axis,
3836 GObject *obj = G_OBJECT (self);
3837 ClutterTransformInfo *info;
3838 gfloat anchor_x, anchor_y;
3840 info = _clutter_actor_get_transform_info (self);
3842 g_object_freeze_notify (obj);
3844 clutter_anchor_coord_get_units (self, &info->anchor,
3849 if (info->anchor.is_fractional)
3850 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
3854 case CLUTTER_X_AXIS:
3855 clutter_anchor_coord_set_units (&info->anchor,
3859 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
3862 case CLUTTER_Y_AXIS:
3863 clutter_anchor_coord_set_units (&info->anchor,
3867 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
3871 g_assert_not_reached ();
3874 self->priv->transform_valid = FALSE;
3876 clutter_actor_queue_redraw (self);
3878 g_object_thaw_notify (obj);
3882 clutter_actor_set_property (GObject *object,
3884 const GValue *value,
3887 ClutterActor *actor = CLUTTER_ACTOR (object);
3888 ClutterActorPrivate *priv = actor->priv;
3893 clutter_actor_set_x (actor, g_value_get_float (value));
3897 clutter_actor_set_y (actor, g_value_get_float (value));
3901 clutter_actor_set_width (actor, g_value_get_float (value));
3905 clutter_actor_set_height (actor, g_value_get_float (value));
3909 clutter_actor_set_x (actor, g_value_get_float (value));
3913 clutter_actor_set_y (actor, g_value_get_float (value));
3916 case PROP_FIXED_POSITION_SET:
3917 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
3920 case PROP_MIN_WIDTH:
3921 clutter_actor_set_min_width (actor, g_value_get_float (value));
3924 case PROP_MIN_HEIGHT:
3925 clutter_actor_set_min_height (actor, g_value_get_float (value));
3928 case PROP_NATURAL_WIDTH:
3929 clutter_actor_set_natural_width (actor, g_value_get_float (value));
3932 case PROP_NATURAL_HEIGHT:
3933 clutter_actor_set_natural_height (actor, g_value_get_float (value));
3936 case PROP_MIN_WIDTH_SET:
3937 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
3940 case PROP_MIN_HEIGHT_SET:
3941 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
3944 case PROP_NATURAL_WIDTH_SET:
3945 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
3948 case PROP_NATURAL_HEIGHT_SET:
3949 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
3952 case PROP_REQUEST_MODE:
3953 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
3957 clutter_actor_set_depth (actor, g_value_get_float (value));
3961 clutter_actor_set_opacity (actor, g_value_get_uint (value));
3964 case PROP_OFFSCREEN_REDIRECT:
3965 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
3969 clutter_actor_set_name (actor, g_value_get_string (value));
3973 if (g_value_get_boolean (value) == TRUE)
3974 clutter_actor_show (actor);
3976 clutter_actor_hide (actor);
3980 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
3981 g_value_get_double (value));
3985 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
3986 g_value_get_double (value));
3989 case PROP_SCALE_CENTER_X:
3990 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
3991 g_value_get_float (value));
3994 case PROP_SCALE_CENTER_Y:
3995 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
3996 g_value_get_float (value));
3999 case PROP_SCALE_GRAVITY:
4001 const ClutterTransformInfo *info;
4002 ClutterGravity gravity;
4004 info = _clutter_actor_get_transform_info_or_defaults (actor);
4005 gravity = g_value_get_enum (value);
4007 clutter_actor_set_scale_with_gravity (actor,
4016 const ClutterGeometry *geom = g_value_get_boxed (value);
4018 clutter_actor_set_clip (actor,
4020 geom->width, geom->height);
4024 case PROP_CLIP_TO_ALLOCATION:
4025 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4029 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4032 case PROP_ROTATION_ANGLE_X:
4033 clutter_actor_set_rotation_angle_internal (actor,
4035 g_value_get_double (value));
4038 case PROP_ROTATION_ANGLE_Y:
4039 clutter_actor_set_rotation_angle_internal (actor,
4041 g_value_get_double (value));
4044 case PROP_ROTATION_ANGLE_Z:
4045 clutter_actor_set_rotation_angle_internal (actor,
4047 g_value_get_double (value));
4050 case PROP_ROTATION_CENTER_X:
4051 clutter_actor_set_rotation_center_internal (actor,
4053 g_value_get_boxed (value));
4056 case PROP_ROTATION_CENTER_Y:
4057 clutter_actor_set_rotation_center_internal (actor,
4059 g_value_get_boxed (value));
4062 case PROP_ROTATION_CENTER_Z:
4063 clutter_actor_set_rotation_center_internal (actor,
4065 g_value_get_boxed (value));
4068 case PROP_ROTATION_CENTER_Z_GRAVITY:
4070 const ClutterTransformInfo *info;
4072 info = _clutter_actor_get_transform_info_or_defaults (actor);
4073 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4074 g_value_get_enum (value));
4079 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4080 g_value_get_float (value));
4084 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4085 g_value_get_float (value));
4088 case PROP_ANCHOR_GRAVITY:
4089 clutter_actor_set_anchor_point_from_gravity (actor,
4090 g_value_get_enum (value));
4093 case PROP_SHOW_ON_SET_PARENT:
4094 priv->show_on_set_parent = g_value_get_boolean (value);
4097 case PROP_TEXT_DIRECTION:
4098 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4102 clutter_actor_add_action (actor, g_value_get_object (value));
4105 case PROP_CONSTRAINTS:
4106 clutter_actor_add_constraint (actor, g_value_get_object (value));
4110 clutter_actor_add_effect (actor, g_value_get_object (value));
4113 case PROP_LAYOUT_MANAGER:
4114 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4118 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4122 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4125 case PROP_MARGIN_TOP:
4126 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4129 case PROP_MARGIN_BOTTOM:
4130 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4133 case PROP_MARGIN_LEFT:
4134 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4137 case PROP_MARGIN_RIGHT:
4138 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4141 case PROP_BACKGROUND_COLOR:
4142 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4146 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4152 clutter_actor_get_property (GObject *object,
4157 ClutterActor *actor = CLUTTER_ACTOR (object);
4158 ClutterActorPrivate *priv = actor->priv;
4163 g_value_set_float (value, clutter_actor_get_x (actor));
4167 g_value_set_float (value, clutter_actor_get_y (actor));
4171 g_value_set_float (value, clutter_actor_get_width (actor));
4175 g_value_set_float (value, clutter_actor_get_height (actor));
4180 const ClutterLayoutInfo *info;
4182 info = _clutter_actor_get_layout_info_or_defaults (actor);
4183 g_value_set_float (value, info->fixed_x);
4189 const ClutterLayoutInfo *info;
4191 info = _clutter_actor_get_layout_info_or_defaults (actor);
4192 g_value_set_float (value, info->fixed_y);
4196 case PROP_FIXED_POSITION_SET:
4197 g_value_set_boolean (value, priv->position_set);
4200 case PROP_MIN_WIDTH:
4202 const ClutterLayoutInfo *info;
4204 info = _clutter_actor_get_layout_info_or_defaults (actor);
4205 g_value_set_float (value, info->min_width);
4209 case PROP_MIN_HEIGHT:
4211 const ClutterLayoutInfo *info;
4213 info = _clutter_actor_get_layout_info_or_defaults (actor);
4214 g_value_set_float (value, info->min_height);
4218 case PROP_NATURAL_WIDTH:
4220 const ClutterLayoutInfo *info;
4222 info = _clutter_actor_get_layout_info_or_defaults (actor);
4223 g_value_set_float (value, info->natural_width);
4227 case PROP_NATURAL_HEIGHT:
4229 const ClutterLayoutInfo *info;
4231 info = _clutter_actor_get_layout_info_or_defaults (actor);
4232 g_value_set_float (value, info->natural_height);
4236 case PROP_MIN_WIDTH_SET:
4237 g_value_set_boolean (value, priv->min_width_set);
4240 case PROP_MIN_HEIGHT_SET:
4241 g_value_set_boolean (value, priv->min_height_set);
4244 case PROP_NATURAL_WIDTH_SET:
4245 g_value_set_boolean (value, priv->natural_width_set);
4248 case PROP_NATURAL_HEIGHT_SET:
4249 g_value_set_boolean (value, priv->natural_height_set);
4252 case PROP_REQUEST_MODE:
4253 g_value_set_enum (value, priv->request_mode);
4256 case PROP_ALLOCATION:
4257 g_value_set_boxed (value, &priv->allocation);
4261 g_value_set_float (value, clutter_actor_get_depth (actor));
4265 g_value_set_uint (value, priv->opacity);
4268 case PROP_OFFSCREEN_REDIRECT:
4269 g_value_set_enum (value, priv->offscreen_redirect);
4273 g_value_set_string (value, priv->name);
4277 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4281 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4285 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4289 g_value_set_boolean (value, priv->has_clip);
4294 ClutterGeometry clip;
4296 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4297 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4298 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4299 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4301 g_value_set_boxed (value, &clip);
4305 case PROP_CLIP_TO_ALLOCATION:
4306 g_value_set_boolean (value, priv->clip_to_allocation);
4311 const ClutterTransformInfo *info;
4313 info = _clutter_actor_get_transform_info_or_defaults (actor);
4314 g_value_set_double (value, info->scale_x);
4320 const ClutterTransformInfo *info;
4322 info = _clutter_actor_get_transform_info_or_defaults (actor);
4323 g_value_set_double (value, info->scale_y);
4327 case PROP_SCALE_CENTER_X:
4331 clutter_actor_get_scale_center (actor, ¢er, NULL);
4333 g_value_set_float (value, center);
4337 case PROP_SCALE_CENTER_Y:
4341 clutter_actor_get_scale_center (actor, NULL, ¢er);
4343 g_value_set_float (value, center);
4347 case PROP_SCALE_GRAVITY:
4348 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4352 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4355 case PROP_ROTATION_ANGLE_X:
4357 const ClutterTransformInfo *info;
4359 info = _clutter_actor_get_transform_info_or_defaults (actor);
4360 g_value_set_double (value, info->rx_angle);
4364 case PROP_ROTATION_ANGLE_Y:
4366 const ClutterTransformInfo *info;
4368 info = _clutter_actor_get_transform_info_or_defaults (actor);
4369 g_value_set_double (value, info->ry_angle);
4373 case PROP_ROTATION_ANGLE_Z:
4375 const ClutterTransformInfo *info;
4377 info = _clutter_actor_get_transform_info_or_defaults (actor);
4378 g_value_set_double (value, info->rz_angle);
4382 case PROP_ROTATION_CENTER_X:
4384 ClutterVertex center;
4386 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4391 g_value_set_boxed (value, ¢er);
4395 case PROP_ROTATION_CENTER_Y:
4397 ClutterVertex center;
4399 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4404 g_value_set_boxed (value, ¢er);
4408 case PROP_ROTATION_CENTER_Z:
4410 ClutterVertex center;
4412 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4417 g_value_set_boxed (value, ¢er);
4421 case PROP_ROTATION_CENTER_Z_GRAVITY:
4422 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4427 const ClutterTransformInfo *info;
4430 info = _clutter_actor_get_transform_info_or_defaults (actor);
4431 clutter_anchor_coord_get_units (actor, &info->anchor,
4435 g_value_set_float (value, anchor_x);
4441 const ClutterTransformInfo *info;
4444 info = _clutter_actor_get_transform_info_or_defaults (actor);
4445 clutter_anchor_coord_get_units (actor, &info->anchor,
4449 g_value_set_float (value, anchor_y);
4453 case PROP_ANCHOR_GRAVITY:
4454 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4457 case PROP_SHOW_ON_SET_PARENT:
4458 g_value_set_boolean (value, priv->show_on_set_parent);
4461 case PROP_TEXT_DIRECTION:
4462 g_value_set_enum (value, priv->text_direction);
4465 case PROP_HAS_POINTER:
4466 g_value_set_boolean (value, priv->has_pointer);
4469 case PROP_LAYOUT_MANAGER:
4470 g_value_set_object (value, priv->layout_manager);
4475 const ClutterLayoutInfo *info;
4477 info = _clutter_actor_get_layout_info_or_defaults (actor);
4478 g_value_set_enum (value, info->x_align);
4484 const ClutterLayoutInfo *info;
4486 info = _clutter_actor_get_layout_info_or_defaults (actor);
4487 g_value_set_enum (value, info->y_align);
4491 case PROP_MARGIN_TOP:
4493 const ClutterLayoutInfo *info;
4495 info = _clutter_actor_get_layout_info_or_defaults (actor);
4496 g_value_set_float (value, info->margin.top);
4500 case PROP_MARGIN_BOTTOM:
4502 const ClutterLayoutInfo *info;
4504 info = _clutter_actor_get_layout_info_or_defaults (actor);
4505 g_value_set_float (value, info->margin.bottom);
4509 case PROP_MARGIN_LEFT:
4511 const ClutterLayoutInfo *info;
4513 info = _clutter_actor_get_layout_info_or_defaults (actor);
4514 g_value_set_float (value, info->margin.left);
4518 case PROP_MARGIN_RIGHT:
4520 const ClutterLayoutInfo *info;
4522 info = _clutter_actor_get_layout_info_or_defaults (actor);
4523 g_value_set_float (value, info->margin.right);
4527 case PROP_BACKGROUND_COLOR_SET:
4528 g_value_set_boolean (value, priv->bg_color_set);
4531 case PROP_BACKGROUND_COLOR:
4532 g_value_set_boxed (value, &priv->bg_color);
4535 case PROP_FIRST_CHILD:
4536 g_value_set_object (value, priv->first_child);
4539 case PROP_LAST_CHILD:
4540 g_value_set_object (value, priv->last_child);
4544 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4550 clutter_actor_dispose (GObject *object)
4552 ClutterActor *self = CLUTTER_ACTOR (object);
4553 ClutterActorPrivate *priv = self->priv;
4555 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4557 g_type_name (G_OBJECT_TYPE (self)),
4560 g_signal_emit (self, actor_signals[DESTROY], 0);
4562 /* avoid recursing when called from clutter_actor_destroy() */
4563 if (priv->parent != NULL)
4565 ClutterActor *parent = priv->parent;
4567 /* go through the Container implementation unless this
4568 * is an internal child and has been marked as such.
4570 * removing the actor from its parent will reset the
4571 * realized and mapped states.
4573 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4574 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4576 clutter_actor_remove_child_internal (parent, self,
4577 REMOVE_CHILD_LEGACY_FLAGS);
4580 /* parent must be gone at this point */
4581 g_assert (priv->parent == NULL);
4583 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4585 /* can't be mapped or realized with no parent */
4586 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4587 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4590 g_clear_object (&priv->pango_context);
4591 g_clear_object (&priv->actions);
4592 g_clear_object (&priv->constraints);
4593 g_clear_object (&priv->effects);
4594 g_clear_object (&priv->flatten_effect);
4596 if (priv->layout_manager != NULL)
4598 clutter_layout_manager_set_container (priv->layout_manager, NULL);
4599 g_object_unref (priv->layout_manager);
4600 priv->layout_manager = NULL;
4603 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4607 clutter_actor_finalize (GObject *object)
4609 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4611 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4612 priv->name != NULL ? priv->name : "<none>",
4614 g_type_name (G_OBJECT_TYPE (object)));
4616 _clutter_context_release_id (priv->id);
4618 g_free (priv->name);
4620 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
4625 * clutter_actor_get_accessible:
4626 * @self: a #ClutterActor
4628 * Returns the accessible object that describes the actor to an
4629 * assistive technology.
4631 * If no class-specific #AtkObject implementation is available for the
4632 * actor instance in question, it will inherit an #AtkObject
4633 * implementation from the first ancestor class for which such an
4634 * implementation is defined.
4636 * The documentation of the <ulink
4637 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
4638 * library contains more information about accessible objects and
4641 * Returns: (transfer none): the #AtkObject associated with @actor
4644 clutter_actor_get_accessible (ClutterActor *self)
4646 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4648 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
4652 clutter_actor_real_get_accessible (ClutterActor *actor)
4654 return atk_gobject_accessible_for_object (G_OBJECT (actor));
4658 _clutter_actor_ref_accessible (AtkImplementor *implementor)
4660 AtkObject *accessible;
4662 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
4663 if (accessible != NULL)
4664 g_object_ref (accessible);
4670 atk_implementor_iface_init (AtkImplementorIface *iface)
4672 iface->ref_accessible = _clutter_actor_ref_accessible;
4676 clutter_actor_real_get_paint_volume (ClutterActor *self,
4677 ClutterPaintVolume *volume)
4679 ClutterActorPrivate *priv = self->priv;
4680 ClutterActor *child;
4683 /* this is the default return value: we cannot know if a class
4684 * is going to paint outside its allocation, so we take the
4685 * conservative approach.
4689 /* we start from the allocation */
4690 clutter_paint_volume_set_from_allocation (volume, self);
4692 /* if the actor has a clip set then we have a pretty definite
4693 * size for the paint volume: the actor cannot possibly paint
4694 * outside the clip region.
4696 if (priv->clip_to_allocation)
4698 /* the allocation has already been set, so we just flip the
4703 else if (priv->has_clip &&
4704 priv->clip.width >= 0 &&
4705 priv->clip.height >= 0)
4707 ClutterVertex origin;
4709 origin.x = priv->clip.x;
4710 origin.y = priv->clip.y;
4713 clutter_paint_volume_set_origin (volume, &origin);
4714 clutter_paint_volume_set_width (volume, priv->clip.width);
4715 clutter_paint_volume_set_height (volume, priv->clip.height);
4720 /* if we don't have children we just bail out here... */
4721 if (priv->n_children == 0)
4724 /* ...but if we have children then we ask for their paint volume in
4725 * our coordinates. if any of our children replies that it doesn't
4726 * have a paint volume, we bail out
4728 for (child = priv->first_child;
4730 child = child->priv->next_sibling)
4732 const ClutterPaintVolume *child_volume;
4734 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
4735 if (child_volume == NULL)
4741 clutter_paint_volume_union (volume, child_volume);
4749 clutter_actor_real_has_overlaps (ClutterActor *self)
4751 /* By default we'll assume that all actors need an offscreen redirect to get
4752 * the correct opacity. Actors such as ClutterTexture that would never need
4753 * an offscreen redirect can override this to return FALSE. */
4758 clutter_actor_real_destroy (ClutterActor *actor)
4760 ClutterActorIter iter;
4761 ClutterActor *child;
4763 clutter_actor_iter_init (&iter, actor);
4764 while (clutter_actor_iter_next (&iter, &child))
4766 g_object_ref (child);
4767 clutter_actor_iter_remove (&iter);
4768 clutter_actor_destroy (child);
4773 clutter_actor_constructor (GType gtype,
4775 GObjectConstructParam *props)
4777 GObjectClass *gobject_class;
4781 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
4782 retval = gobject_class->constructor (gtype, n_props, props);
4783 self = CLUTTER_ACTOR (retval);
4785 if (self->priv->layout_manager == NULL)
4787 ClutterLayoutManager *default_layout;
4789 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
4791 default_layout = clutter_fixed_layout_new ();
4792 clutter_actor_set_layout_manager (self, default_layout);
4799 clutter_actor_class_init (ClutterActorClass *klass)
4801 GObjectClass *object_class = G_OBJECT_CLASS (klass);
4803 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
4804 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
4805 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
4807 object_class->constructor = clutter_actor_constructor;
4808 object_class->set_property = clutter_actor_set_property;
4809 object_class->get_property = clutter_actor_get_property;
4810 object_class->dispose = clutter_actor_dispose;
4811 object_class->finalize = clutter_actor_finalize;
4813 klass->show = clutter_actor_real_show;
4814 klass->show_all = clutter_actor_show;
4815 klass->hide = clutter_actor_real_hide;
4816 klass->hide_all = clutter_actor_hide;
4817 klass->map = clutter_actor_real_map;
4818 klass->unmap = clutter_actor_real_unmap;
4819 klass->unrealize = clutter_actor_real_unrealize;
4820 klass->pick = clutter_actor_real_pick;
4821 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
4822 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
4823 klass->allocate = clutter_actor_real_allocate;
4824 klass->queue_redraw = clutter_actor_real_queue_redraw;
4825 klass->queue_relayout = clutter_actor_real_queue_relayout;
4826 klass->apply_transform = clutter_actor_real_apply_transform;
4827 klass->get_accessible = clutter_actor_real_get_accessible;
4828 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
4829 klass->has_overlaps = clutter_actor_real_has_overlaps;
4830 klass->paint = clutter_actor_real_paint;
4831 klass->destroy = clutter_actor_real_destroy;
4833 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
4838 * X coordinate of the actor in pixels. If written, forces a fixed
4839 * position for the actor. If read, returns the fixed position if any,
4840 * otherwise the allocation if available, otherwise 0.
4843 g_param_spec_float ("x",
4845 P_("X coordinate of the actor"),
4846 -G_MAXFLOAT, G_MAXFLOAT,
4848 CLUTTER_PARAM_READWRITE);
4853 * Y coordinate of the actor in pixels. If written, forces a fixed
4854 * position for the actor. If read, returns the fixed position if
4855 * any, otherwise the allocation if available, otherwise 0.
4858 g_param_spec_float ("y",
4860 P_("Y coordinate of the actor"),
4861 -G_MAXFLOAT, G_MAXFLOAT,
4863 CLUTTER_PARAM_READWRITE);
4866 * ClutterActor:width:
4868 * Width of the actor (in pixels). If written, forces the minimum and
4869 * natural size request of the actor to the given width. If read, returns
4870 * the allocated width if available, otherwise the width request.
4872 obj_props[PROP_WIDTH] =
4873 g_param_spec_float ("width",
4875 P_("Width of the actor"),
4878 CLUTTER_PARAM_READWRITE);
4881 * ClutterActor:height:
4883 * Height of the actor (in pixels). If written, forces the minimum and
4884 * natural size request of the actor to the given height. If read, returns
4885 * the allocated height if available, otherwise the height request.
4887 obj_props[PROP_HEIGHT] =
4888 g_param_spec_float ("height",
4890 P_("Height of the actor"),
4893 CLUTTER_PARAM_READWRITE);
4896 * ClutterActor:fixed-x:
4898 * The fixed X position of the actor in pixels.
4900 * Writing this property sets #ClutterActor:fixed-position-set
4901 * property as well, as a side effect
4905 obj_props[PROP_FIXED_X] =
4906 g_param_spec_float ("fixed-x",
4908 P_("Forced X position of the actor"),
4909 -G_MAXFLOAT, G_MAXFLOAT,
4911 CLUTTER_PARAM_READWRITE);
4914 * ClutterActor:fixed-y:
4916 * The fixed Y position of the actor in pixels.
4918 * Writing this property sets the #ClutterActor:fixed-position-set
4919 * property as well, as a side effect
4923 obj_props[PROP_FIXED_Y] =
4924 g_param_spec_float ("fixed-y",
4926 P_("Forced Y position of the actor"),
4927 -G_MAXFLOAT, G_MAXFLOAT,
4929 CLUTTER_PARAM_READWRITE);
4932 * ClutterActor:fixed-position-set:
4934 * This flag controls whether the #ClutterActor:fixed-x and
4935 * #ClutterActor:fixed-y properties are used
4939 obj_props[PROP_FIXED_POSITION_SET] =
4940 g_param_spec_boolean ("fixed-position-set",
4941 P_("Fixed position set"),
4942 P_("Whether to use fixed positioning for the actor"),
4944 CLUTTER_PARAM_READWRITE);
4947 * ClutterActor:min-width:
4949 * A forced minimum width request for the actor, in pixels
4951 * Writing this property sets the #ClutterActor:min-width-set property
4952 * as well, as a side effect.
4954 *This property overrides the usual width request of the actor.
4958 obj_props[PROP_MIN_WIDTH] =
4959 g_param_spec_float ("min-width",
4961 P_("Forced minimum width request for the actor"),
4964 CLUTTER_PARAM_READWRITE);
4967 * ClutterActor:min-height:
4969 * A forced minimum height request for the actor, in pixels
4971 * Writing this property sets the #ClutterActor:min-height-set property
4972 * as well, as a side effect. This property overrides the usual height
4973 * request of the actor.
4977 obj_props[PROP_MIN_HEIGHT] =
4978 g_param_spec_float ("min-height",
4980 P_("Forced minimum height request for the actor"),
4983 CLUTTER_PARAM_READWRITE);
4986 * ClutterActor:natural-width:
4988 * A forced natural width request for the actor, in pixels
4990 * Writing this property sets the #ClutterActor:natural-width-set
4991 * property as well, as a side effect. This property overrides the
4992 * usual width request of the actor
4996 obj_props[PROP_NATURAL_WIDTH] =
4997 g_param_spec_float ("natural-width",
4998 P_("Natural Width"),
4999 P_("Forced natural width request for the actor"),
5002 CLUTTER_PARAM_READWRITE);
5005 * ClutterActor:natural-height:
5007 * A forced natural height request for the actor, in pixels
5009 * Writing this property sets the #ClutterActor:natural-height-set
5010 * property as well, as a side effect. This property overrides the
5011 * usual height request of the actor
5015 obj_props[PROP_NATURAL_HEIGHT] =
5016 g_param_spec_float ("natural-height",
5017 P_("Natural Height"),
5018 P_("Forced natural height request for the actor"),
5021 CLUTTER_PARAM_READWRITE);
5024 * ClutterActor:min-width-set:
5026 * This flag controls whether the #ClutterActor:min-width property
5031 obj_props[PROP_MIN_WIDTH_SET] =
5032 g_param_spec_boolean ("min-width-set",
5033 P_("Minimum width set"),
5034 P_("Whether to use the min-width property"),
5036 CLUTTER_PARAM_READWRITE);
5039 * ClutterActor:min-height-set:
5041 * This flag controls whether the #ClutterActor:min-height property
5046 obj_props[PROP_MIN_HEIGHT_SET] =
5047 g_param_spec_boolean ("min-height-set",
5048 P_("Minimum height set"),
5049 P_("Whether to use the min-height property"),
5051 CLUTTER_PARAM_READWRITE);
5054 * ClutterActor:natural-width-set:
5056 * This flag controls whether the #ClutterActor:natural-width property
5061 obj_props[PROP_NATURAL_WIDTH_SET] =
5062 g_param_spec_boolean ("natural-width-set",
5063 P_("Natural width set"),
5064 P_("Whether to use the natural-width property"),
5066 CLUTTER_PARAM_READWRITE);
5069 * ClutterActor:natural-height-set:
5071 * This flag controls whether the #ClutterActor:natural-height property
5076 obj_props[PROP_NATURAL_HEIGHT_SET] =
5077 g_param_spec_boolean ("natural-height-set",
5078 P_("Natural height set"),
5079 P_("Whether to use the natural-height property"),
5081 CLUTTER_PARAM_READWRITE);
5084 * ClutterActor:allocation:
5086 * The allocation for the actor, in pixels
5088 * This is property is read-only, but you might monitor it to know when an
5089 * actor moves or resizes
5093 obj_props[PROP_ALLOCATION] =
5094 g_param_spec_boxed ("allocation",
5096 P_("The actor's allocation"),
5097 CLUTTER_TYPE_ACTOR_BOX,
5098 CLUTTER_PARAM_READABLE);
5101 * ClutterActor:request-mode:
5103 * Request mode for the #ClutterActor. The request mode determines the
5104 * type of geometry management used by the actor, either height for width
5105 * (the default) or width for height.
5107 * For actors implementing height for width, the parent container should get
5108 * the preferred width first, and then the preferred height for that width.
5110 * For actors implementing width for height, the parent container should get
5111 * the preferred height first, and then the preferred width for that height.
5116 * ClutterRequestMode mode;
5117 * gfloat natural_width, min_width;
5118 * gfloat natural_height, min_height;
5120 * mode = clutter_actor_get_request_mode (child);
5121 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5123 * clutter_actor_get_preferred_width (child, -1,
5125 * &natural_width);
5126 * clutter_actor_get_preferred_height (child, natural_width,
5128 * &natural_height);
5132 * clutter_actor_get_preferred_height (child, -1,
5134 * &natural_height);
5135 * clutter_actor_get_preferred_width (child, natural_height,
5137 * &natural_width);
5141 * will retrieve the minimum and natural width and height depending on the
5142 * preferred request mode of the #ClutterActor "child".
5144 * The clutter_actor_get_preferred_size() function will implement this
5149 obj_props[PROP_REQUEST_MODE] =
5150 g_param_spec_enum ("request-mode",
5152 P_("The actor's request mode"),
5153 CLUTTER_TYPE_REQUEST_MODE,
5154 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5155 CLUTTER_PARAM_READWRITE);
5158 * ClutterActor:depth:
5160 * The position of the actor on the Z axis
5164 obj_props[PROP_DEPTH] =
5165 g_param_spec_float ("depth",
5167 P_("Position on the Z axis"),
5168 -G_MAXFLOAT, G_MAXFLOAT,
5170 CLUTTER_PARAM_READWRITE);
5173 * ClutterActor:opacity:
5175 * Opacity of an actor, between 0 (fully transparent) and
5176 * 255 (fully opaque)
5178 obj_props[PROP_OPACITY] =
5179 g_param_spec_uint ("opacity",
5181 P_("Opacity of an actor"),
5184 CLUTTER_PARAM_READWRITE);
5187 * ClutterActor:offscreen-redirect:
5189 * Determines the conditions in which the actor will be redirected
5190 * to an offscreen framebuffer while being painted. For example this
5191 * can be used to cache an actor in a framebuffer or for improved
5192 * handling of transparent actors. See
5193 * clutter_actor_set_offscreen_redirect() for details.
5197 obj_props[PROP_OFFSCREEN_REDIRECT] =
5198 g_param_spec_flags ("offscreen-redirect",
5199 P_("Offscreen redirect"),
5200 P_("Flags controlling when to flatten the actor into a single image"),
5201 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5203 CLUTTER_PARAM_READWRITE);
5206 * ClutterActor:visible:
5208 * Whether the actor is set to be visible or not
5210 * See also #ClutterActor:mapped
5212 obj_props[PROP_VISIBLE] =
5213 g_param_spec_boolean ("visible",
5215 P_("Whether the actor is visible or not"),
5217 CLUTTER_PARAM_READWRITE);
5220 * ClutterActor:mapped:
5222 * Whether the actor is mapped (will be painted when the stage
5223 * to which it belongs is mapped)
5227 obj_props[PROP_MAPPED] =
5228 g_param_spec_boolean ("mapped",
5230 P_("Whether the actor will be painted"),
5232 CLUTTER_PARAM_READABLE);
5235 * ClutterActor:realized:
5237 * Whether the actor has been realized
5241 obj_props[PROP_REALIZED] =
5242 g_param_spec_boolean ("realized",
5244 P_("Whether the actor has been realized"),
5246 CLUTTER_PARAM_READABLE);
5249 * ClutterActor:reactive:
5251 * Whether the actor is reactive to events or not
5253 * Only reactive actors will emit event-related signals
5257 obj_props[PROP_REACTIVE] =
5258 g_param_spec_boolean ("reactive",
5260 P_("Whether the actor is reactive to events"),
5262 CLUTTER_PARAM_READWRITE);
5265 * ClutterActor:has-clip:
5267 * Whether the actor has the #ClutterActor:clip property set or not
5269 obj_props[PROP_HAS_CLIP] =
5270 g_param_spec_boolean ("has-clip",
5272 P_("Whether the actor has a clip set"),
5274 CLUTTER_PARAM_READABLE);
5277 * ClutterActor:clip:
5279 * The clip region for the actor, in actor-relative coordinates
5281 * Every part of the actor outside the clip region will not be
5284 obj_props[PROP_CLIP] =
5285 g_param_spec_boxed ("clip",
5287 P_("The clip region for the actor"),
5288 CLUTTER_TYPE_GEOMETRY,
5289 CLUTTER_PARAM_READWRITE);
5292 * ClutterActor:name:
5294 * The name of the actor
5298 obj_props[PROP_NAME] =
5299 g_param_spec_string ("name",
5301 P_("Name of the actor"),
5303 CLUTTER_PARAM_READWRITE);
5306 * ClutterActor:scale-x:
5308 * The horizontal scale of the actor
5312 obj_props[PROP_SCALE_X] =
5313 g_param_spec_double ("scale-x",
5315 P_("Scale factor on the X axis"),
5318 CLUTTER_PARAM_READWRITE);
5321 * ClutterActor:scale-y:
5323 * The vertical scale of the actor
5327 obj_props[PROP_SCALE_Y] =
5328 g_param_spec_double ("scale-y",
5330 P_("Scale factor on the Y axis"),
5333 CLUTTER_PARAM_READWRITE);
5336 * ClutterActor:scale-center-x:
5338 * The horizontal center point for scaling
5342 obj_props[PROP_SCALE_CENTER_X] =
5343 g_param_spec_float ("scale-center-x",
5344 P_("Scale Center X"),
5345 P_("Horizontal scale center"),
5346 -G_MAXFLOAT, G_MAXFLOAT,
5348 CLUTTER_PARAM_READWRITE);
5351 * ClutterActor:scale-center-y:
5353 * The vertical center point for scaling
5357 obj_props[PROP_SCALE_CENTER_Y] =
5358 g_param_spec_float ("scale-center-y",
5359 P_("Scale Center Y"),
5360 P_("Vertical scale center"),
5361 -G_MAXFLOAT, G_MAXFLOAT,
5363 CLUTTER_PARAM_READWRITE);
5366 * ClutterActor:scale-gravity:
5368 * The center point for scaling expressed as a #ClutterGravity
5372 obj_props[PROP_SCALE_GRAVITY] =
5373 g_param_spec_enum ("scale-gravity",
5374 P_("Scale Gravity"),
5375 P_("The center of scaling"),
5376 CLUTTER_TYPE_GRAVITY,
5377 CLUTTER_GRAVITY_NONE,
5378 CLUTTER_PARAM_READWRITE);
5381 * ClutterActor:rotation-angle-x:
5383 * The rotation angle on the X axis
5387 obj_props[PROP_ROTATION_ANGLE_X] =
5388 g_param_spec_double ("rotation-angle-x",
5389 P_("Rotation Angle X"),
5390 P_("The rotation angle on the X axis"),
5391 -G_MAXDOUBLE, G_MAXDOUBLE,
5393 CLUTTER_PARAM_READWRITE);
5396 * ClutterActor:rotation-angle-y:
5398 * The rotation angle on the Y axis
5402 obj_props[PROP_ROTATION_ANGLE_Y] =
5403 g_param_spec_double ("rotation-angle-y",
5404 P_("Rotation Angle Y"),
5405 P_("The rotation angle on the Y axis"),
5406 -G_MAXDOUBLE, G_MAXDOUBLE,
5408 CLUTTER_PARAM_READWRITE);
5411 * ClutterActor:rotation-angle-z:
5413 * The rotation angle on the Z axis
5417 obj_props[PROP_ROTATION_ANGLE_Z] =
5418 g_param_spec_double ("rotation-angle-z",
5419 P_("Rotation Angle Z"),
5420 P_("The rotation angle on the Z axis"),
5421 -G_MAXDOUBLE, G_MAXDOUBLE,
5423 CLUTTER_PARAM_READWRITE);
5426 * ClutterActor:rotation-center-x:
5428 * The rotation center on the X axis.
5432 obj_props[PROP_ROTATION_CENTER_X] =
5433 g_param_spec_boxed ("rotation-center-x",
5434 P_("Rotation Center X"),
5435 P_("The rotation center on the X axis"),
5436 CLUTTER_TYPE_VERTEX,
5437 CLUTTER_PARAM_READWRITE);
5440 * ClutterActor:rotation-center-y:
5442 * The rotation center on the Y axis.
5446 obj_props[PROP_ROTATION_CENTER_Y] =
5447 g_param_spec_boxed ("rotation-center-y",
5448 P_("Rotation Center Y"),
5449 P_("The rotation center on the Y axis"),
5450 CLUTTER_TYPE_VERTEX,
5451 CLUTTER_PARAM_READWRITE);
5454 * ClutterActor:rotation-center-z:
5456 * The rotation center on the Z axis.
5460 obj_props[PROP_ROTATION_CENTER_Z] =
5461 g_param_spec_boxed ("rotation-center-z",
5462 P_("Rotation Center Z"),
5463 P_("The rotation center on the Z axis"),
5464 CLUTTER_TYPE_VERTEX,
5465 CLUTTER_PARAM_READWRITE);
5468 * ClutterActor:rotation-center-z-gravity:
5470 * The rotation center on the Z axis expressed as a #ClutterGravity.
5474 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5475 g_param_spec_enum ("rotation-center-z-gravity",
5476 P_("Rotation Center Z Gravity"),
5477 P_("Center point for rotation around the Z axis"),
5478 CLUTTER_TYPE_GRAVITY,
5479 CLUTTER_GRAVITY_NONE,
5480 CLUTTER_PARAM_READWRITE);
5483 * ClutterActor:anchor-x:
5485 * The X coordinate of an actor's anchor point, relative to
5486 * the actor coordinate space, in pixels
5490 obj_props[PROP_ANCHOR_X] =
5491 g_param_spec_float ("anchor-x",
5493 P_("X coordinate of the anchor point"),
5494 -G_MAXFLOAT, G_MAXFLOAT,
5496 CLUTTER_PARAM_READWRITE);
5499 * ClutterActor:anchor-y:
5501 * The Y coordinate of an actor's anchor point, relative to
5502 * the actor coordinate space, in pixels
5506 obj_props[PROP_ANCHOR_Y] =
5507 g_param_spec_float ("anchor-y",
5509 P_("Y coordinate of the anchor point"),
5510 -G_MAXFLOAT, G_MAXFLOAT,
5512 CLUTTER_PARAM_READWRITE);
5515 * ClutterActor:anchor-gravity:
5517 * The anchor point expressed as a #ClutterGravity
5521 obj_props[PROP_ANCHOR_GRAVITY] =
5522 g_param_spec_enum ("anchor-gravity",
5523 P_("Anchor Gravity"),
5524 P_("The anchor point as a ClutterGravity"),
5525 CLUTTER_TYPE_GRAVITY,
5526 CLUTTER_GRAVITY_NONE,
5527 CLUTTER_PARAM_READWRITE);
5530 * ClutterActor:show-on-set-parent:
5532 * If %TRUE, the actor is automatically shown when parented.
5534 * Calling clutter_actor_hide() on an actor which has not been
5535 * parented will set this property to %FALSE as a side effect.
5539 obj_props[PROP_SHOW_ON_SET_PARENT] =
5540 g_param_spec_boolean ("show-on-set-parent",
5541 P_("Show on set parent"),
5542 P_("Whether the actor is shown when parented"),
5544 CLUTTER_PARAM_READWRITE);
5547 * ClutterActor:clip-to-allocation:
5549 * Whether the clip region should track the allocated area
5552 * This property is ignored if a clip area has been explicitly
5553 * set using clutter_actor_set_clip().
5557 obj_props[PROP_CLIP_TO_ALLOCATION] =
5558 g_param_spec_boolean ("clip-to-allocation",
5559 P_("Clip to Allocation"),
5560 P_("Sets the clip region to track the actor's allocation"),
5562 CLUTTER_PARAM_READWRITE);
5565 * ClutterActor:text-direction:
5567 * The direction of the text inside a #ClutterActor.
5571 obj_props[PROP_TEXT_DIRECTION] =
5572 g_param_spec_enum ("text-direction",
5573 P_("Text Direction"),
5574 P_("Direction of the text"),
5575 CLUTTER_TYPE_TEXT_DIRECTION,
5576 CLUTTER_TEXT_DIRECTION_LTR,
5577 CLUTTER_PARAM_READWRITE);
5580 * ClutterActor:has-pointer:
5582 * Whether the actor contains the pointer of a #ClutterInputDevice
5587 obj_props[PROP_HAS_POINTER] =
5588 g_param_spec_boolean ("has-pointer",
5590 P_("Whether the actor contains the pointer of an input device"),
5592 CLUTTER_PARAM_READABLE);
5595 * ClutterActor:actions:
5597 * Adds a #ClutterAction to the actor
5601 obj_props[PROP_ACTIONS] =
5602 g_param_spec_object ("actions",
5604 P_("Adds an action to the actor"),
5605 CLUTTER_TYPE_ACTION,
5606 CLUTTER_PARAM_WRITABLE);
5609 * ClutterActor:constraints:
5611 * Adds a #ClutterConstraint to the actor
5615 obj_props[PROP_CONSTRAINTS] =
5616 g_param_spec_object ("constraints",
5618 P_("Adds a constraint to the actor"),
5619 CLUTTER_TYPE_CONSTRAINT,
5620 CLUTTER_PARAM_WRITABLE);
5623 * ClutterActor:effect:
5625 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
5629 obj_props[PROP_EFFECT] =
5630 g_param_spec_object ("effect",
5632 P_("Add an effect to be applied on the actor"),
5633 CLUTTER_TYPE_EFFECT,
5634 CLUTTER_PARAM_WRITABLE);
5637 * ClutterActor:layout-manager:
5639 * A delegate object for controlling the layout of the children of
5644 obj_props[PROP_LAYOUT_MANAGER] =
5645 g_param_spec_object ("layout-manager",
5646 P_("Layout Manager"),
5647 P_("The object controlling the layout of an actor's children"),
5648 CLUTTER_TYPE_LAYOUT_MANAGER,
5649 CLUTTER_PARAM_READWRITE);
5653 * ClutterActor:x-align:
5655 * The alignment of an actor on the X axis, if the actor has been given
5656 * extra space for its allocation.
5660 obj_props[PROP_X_ALIGN] =
5661 g_param_spec_enum ("x-align",
5663 P_("The alignment of the actor on the X axis within its allocation"),
5664 CLUTTER_TYPE_ACTOR_ALIGN,
5665 CLUTTER_ACTOR_ALIGN_FILL,
5666 CLUTTER_PARAM_READWRITE);
5669 * ClutterActor:y-align:
5671 * The alignment of an actor on the Y axis, if the actor has been given
5672 * extra space for its allocation.
5676 obj_props[PROP_Y_ALIGN] =
5677 g_param_spec_enum ("y-align",
5679 P_("The alignment of the actor on the Y axis within its allocation"),
5680 CLUTTER_TYPE_ACTOR_ALIGN,
5681 CLUTTER_ACTOR_ALIGN_FILL,
5682 CLUTTER_PARAM_READWRITE);
5685 * ClutterActor:margin-top:
5687 * The margin (in pixels) from the top of the actor.
5689 * This property adds a margin to the actor's preferred size; the margin
5690 * will be automatically taken into account when allocating the actor.
5694 obj_props[PROP_MARGIN_TOP] =
5695 g_param_spec_float ("margin-top",
5697 P_("Extra space at the top"),
5700 CLUTTER_PARAM_READWRITE);
5703 * ClutterActor:margin-bottom:
5705 * The margin (in pixels) from the bottom of the actor.
5707 * This property adds a margin to the actor's preferred size; the margin
5708 * will be automatically taken into account when allocating the actor.
5712 obj_props[PROP_MARGIN_BOTTOM] =
5713 g_param_spec_float ("margin-bottom",
5714 P_("Margin Bottom"),
5715 P_("Extra space at the bottom"),
5718 CLUTTER_PARAM_READWRITE);
5721 * ClutterActor:margin-left:
5723 * The margin (in pixels) from the left of the actor.
5725 * This property adds a margin to the actor's preferred size; the margin
5726 * will be automatically taken into account when allocating the actor.
5730 obj_props[PROP_MARGIN_LEFT] =
5731 g_param_spec_float ("margin-left",
5733 P_("Extra space at the left"),
5736 CLUTTER_PARAM_READWRITE);
5739 * ClutterActor:margin-right:
5741 * The margin (in pixels) from the right of the actor.
5743 * This property adds a margin to the actor's preferred size; the margin
5744 * will be automatically taken into account when allocating the actor.
5748 obj_props[PROP_MARGIN_RIGHT] =
5749 g_param_spec_float ("margin-right",
5751 P_("Extra space at the right"),
5754 CLUTTER_PARAM_READWRITE);
5757 * ClutterActor:background-color-set:
5759 * Whether the #ClutterActor:background-color property has been set.
5763 obj_props[PROP_BACKGROUND_COLOR_SET] =
5764 g_param_spec_boolean ("background-color-set",
5765 P_("Background Color Set"),
5766 P_("Whether the background color is set"),
5768 CLUTTER_PARAM_READABLE);
5771 * ClutterActor:background-color:
5773 * Paints a solid fill of the actor's allocation using the specified
5778 obj_props[PROP_BACKGROUND_COLOR] =
5779 clutter_param_spec_color ("background-color",
5780 P_("Background color"),
5781 P_("The actor's background color"),
5782 CLUTTER_COLOR_Transparent,
5783 CLUTTER_PARAM_READWRITE);
5786 * ClutterActor:first-child:
5788 * The actor's first child.
5792 obj_props[PROP_FIRST_CHILD] =
5793 g_param_spec_object ("first-child",
5795 P_("The actor's first child"),
5797 CLUTTER_PARAM_READABLE);
5800 * ClutterActor:last-child:
5802 * The actor's last child.
5806 obj_props[PROP_LAST_CHILD] =
5807 g_param_spec_object ("last-child",
5809 P_("The actor's last child"),
5811 CLUTTER_PARAM_READABLE);
5813 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
5816 * ClutterActor::destroy:
5817 * @actor: the #ClutterActor which emitted the signal
5819 * The ::destroy signal notifies that all references held on the
5820 * actor which emitted it should be released.
5822 * The ::destroy signal should be used by all holders of a reference
5825 * This signal might result in the finalization of the #ClutterActor
5826 * if all references are released.
5828 * Composite actors and actors implementing the #ClutterContainer
5829 * interface should override the default implementation of the
5830 * class handler of this signal and call clutter_actor_destroy() on
5831 * their children. When overriding the default class handler, it is
5832 * required to chain up to the parent's implementation.
5836 actor_signals[DESTROY] =
5837 g_signal_new (I_("destroy"),
5838 G_TYPE_FROM_CLASS (object_class),
5839 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
5840 G_STRUCT_OFFSET (ClutterActorClass, destroy),
5842 _clutter_marshal_VOID__VOID,
5845 * ClutterActor::show:
5846 * @actor: the object which received the signal
5848 * The ::show signal is emitted when an actor is visible and
5849 * rendered on the stage.
5853 actor_signals[SHOW] =
5854 g_signal_new (I_("show"),
5855 G_TYPE_FROM_CLASS (object_class),
5857 G_STRUCT_OFFSET (ClutterActorClass, show),
5859 _clutter_marshal_VOID__VOID,
5862 * ClutterActor::hide:
5863 * @actor: the object which received the signal
5865 * The ::hide signal is emitted when an actor is no longer rendered
5870 actor_signals[HIDE] =
5871 g_signal_new (I_("hide"),
5872 G_TYPE_FROM_CLASS (object_class),
5874 G_STRUCT_OFFSET (ClutterActorClass, hide),
5876 _clutter_marshal_VOID__VOID,
5879 * ClutterActor::parent-set:
5880 * @actor: the object which received the signal
5881 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
5883 * This signal is emitted when the parent of the actor changes.
5887 actor_signals[PARENT_SET] =
5888 g_signal_new (I_("parent-set"),
5889 G_TYPE_FROM_CLASS (object_class),
5891 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
5893 _clutter_marshal_VOID__OBJECT,
5895 CLUTTER_TYPE_ACTOR);
5898 * ClutterActor::queue-redraw:
5899 * @actor: the actor we're bubbling the redraw request through
5900 * @origin: the actor which initiated the redraw request
5902 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
5903 * is called on @origin.
5905 * The default implementation for #ClutterActor chains up to the
5906 * parent actor and queues a redraw on the parent, thus "bubbling"
5907 * the redraw queue up through the actor graph. The default
5908 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
5909 * in a main loop idle handler.
5911 * Note that the @origin actor may be the stage, or a container; it
5912 * does not have to be a leaf node in the actor graph.
5914 * Toolkits embedding a #ClutterStage which require a redraw and
5915 * relayout cycle can stop the emission of this signal using the
5916 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
5921 * on_redraw_complete (gpointer data)
5923 * ClutterStage *stage = data;
5925 * /* execute the Clutter drawing pipeline */
5926 * clutter_stage_ensure_redraw (stage);
5930 * on_stage_queue_redraw (ClutterStage *stage)
5932 * /* this prevents the default handler to run */
5933 * g_signal_stop_emission_by_name (stage, "queue-redraw");
5935 * /* queue a redraw with the host toolkit and call
5936 * * a function when the redraw has been completed
5938 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
5942 * <note><para>This signal is emitted before the Clutter paint
5943 * pipeline is executed. If you want to know when the pipeline has
5944 * been completed you should connect to the ::paint signal on the
5945 * Stage with g_signal_connect_after().</para></note>
5949 actor_signals[QUEUE_REDRAW] =
5950 g_signal_new (I_("queue-redraw"),
5951 G_TYPE_FROM_CLASS (object_class),
5953 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
5955 _clutter_marshal_VOID__OBJECT,
5957 CLUTTER_TYPE_ACTOR);
5960 * ClutterActor::queue-relayout
5961 * @actor: the actor being queued for relayout
5963 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
5964 * is called on an actor.
5966 * The default implementation for #ClutterActor chains up to the
5967 * parent actor and queues a relayout on the parent, thus "bubbling"
5968 * the relayout queue up through the actor graph.
5970 * The main purpose of this signal is to allow relayout to be propagated
5971 * properly in the procense of #ClutterClone actors. Applications will
5972 * not normally need to connect to this signal.
5976 actor_signals[QUEUE_RELAYOUT] =
5977 g_signal_new (I_("queue-relayout"),
5978 G_TYPE_FROM_CLASS (object_class),
5980 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
5982 _clutter_marshal_VOID__VOID,
5986 * ClutterActor::event:
5987 * @actor: the actor which received the event
5988 * @event: a #ClutterEvent
5990 * The ::event signal is emitted each time an event is received
5991 * by the @actor. This signal will be emitted on every actor,
5992 * following the hierarchy chain, until it reaches the top-level
5993 * container (the #ClutterStage).
5995 * Return value: %TRUE if the event has been handled by the actor,
5996 * or %FALSE to continue the emission.
6000 actor_signals[EVENT] =
6001 g_signal_new (I_("event"),
6002 G_TYPE_FROM_CLASS (object_class),
6004 G_STRUCT_OFFSET (ClutterActorClass, event),
6005 _clutter_boolean_handled_accumulator, NULL,
6006 _clutter_marshal_BOOLEAN__BOXED,
6008 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6010 * ClutterActor::button-press-event:
6011 * @actor: the actor which received the event
6012 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6014 * The ::button-press-event signal is emitted each time a mouse button
6015 * is pressed on @actor.
6017 * Return value: %TRUE if the event has been handled by the actor,
6018 * or %FALSE to continue the emission.
6022 actor_signals[BUTTON_PRESS_EVENT] =
6023 g_signal_new (I_("button-press-event"),
6024 G_TYPE_FROM_CLASS (object_class),
6026 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6027 _clutter_boolean_handled_accumulator, NULL,
6028 _clutter_marshal_BOOLEAN__BOXED,
6030 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6032 * ClutterActor::button-release-event:
6033 * @actor: the actor which received the event
6034 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6036 * The ::button-release-event signal is emitted each time a mouse button
6037 * is released on @actor.
6039 * Return value: %TRUE if the event has been handled by the actor,
6040 * or %FALSE to continue the emission.
6044 actor_signals[BUTTON_RELEASE_EVENT] =
6045 g_signal_new (I_("button-release-event"),
6046 G_TYPE_FROM_CLASS (object_class),
6048 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6049 _clutter_boolean_handled_accumulator, NULL,
6050 _clutter_marshal_BOOLEAN__BOXED,
6052 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6054 * ClutterActor::scroll-event:
6055 * @actor: the actor which received the event
6056 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6058 * The ::scroll-event signal is emitted each time the mouse is
6059 * scrolled on @actor
6061 * Return value: %TRUE if the event has been handled by the actor,
6062 * or %FALSE to continue the emission.
6066 actor_signals[SCROLL_EVENT] =
6067 g_signal_new (I_("scroll-event"),
6068 G_TYPE_FROM_CLASS (object_class),
6070 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6071 _clutter_boolean_handled_accumulator, NULL,
6072 _clutter_marshal_BOOLEAN__BOXED,
6074 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6076 * ClutterActor::key-press-event:
6077 * @actor: the actor which received the event
6078 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6080 * The ::key-press-event signal is emitted each time a keyboard button
6081 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6083 * Return value: %TRUE if the event has been handled by the actor,
6084 * or %FALSE to continue the emission.
6088 actor_signals[KEY_PRESS_EVENT] =
6089 g_signal_new (I_("key-press-event"),
6090 G_TYPE_FROM_CLASS (object_class),
6092 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6093 _clutter_boolean_handled_accumulator, NULL,
6094 _clutter_marshal_BOOLEAN__BOXED,
6096 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6098 * ClutterActor::key-release-event:
6099 * @actor: the actor which received the event
6100 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6102 * The ::key-release-event signal is emitted each time a keyboard button
6103 * is released while @actor has key focus (see
6104 * clutter_stage_set_key_focus()).
6106 * Return value: %TRUE if the event has been handled by the actor,
6107 * or %FALSE to continue the emission.
6111 actor_signals[KEY_RELEASE_EVENT] =
6112 g_signal_new (I_("key-release-event"),
6113 G_TYPE_FROM_CLASS (object_class),
6115 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6116 _clutter_boolean_handled_accumulator, NULL,
6117 _clutter_marshal_BOOLEAN__BOXED,
6119 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6121 * ClutterActor::motion-event:
6122 * @actor: the actor which received the event
6123 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6125 * The ::motion-event signal is emitted each time the mouse pointer is
6126 * moved over @actor.
6128 * Return value: %TRUE if the event has been handled by the actor,
6129 * or %FALSE to continue the emission.
6133 actor_signals[MOTION_EVENT] =
6134 g_signal_new (I_("motion-event"),
6135 G_TYPE_FROM_CLASS (object_class),
6137 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6138 _clutter_boolean_handled_accumulator, NULL,
6139 _clutter_marshal_BOOLEAN__BOXED,
6141 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6144 * ClutterActor::key-focus-in:
6145 * @actor: the actor which now has key focus
6147 * The ::key-focus-in signal is emitted when @actor receives key focus.
6151 actor_signals[KEY_FOCUS_IN] =
6152 g_signal_new (I_("key-focus-in"),
6153 G_TYPE_FROM_CLASS (object_class),
6155 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6157 _clutter_marshal_VOID__VOID,
6161 * ClutterActor::key-focus-out:
6162 * @actor: the actor which now has key focus
6164 * The ::key-focus-out signal is emitted when @actor loses key focus.
6168 actor_signals[KEY_FOCUS_OUT] =
6169 g_signal_new (I_("key-focus-out"),
6170 G_TYPE_FROM_CLASS (object_class),
6172 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6174 _clutter_marshal_VOID__VOID,
6178 * ClutterActor::enter-event:
6179 * @actor: the actor which the pointer has entered.
6180 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6182 * The ::enter-event signal is emitted when the pointer enters the @actor
6184 * Return value: %TRUE if the event has been handled by the actor,
6185 * or %FALSE to continue the emission.
6189 actor_signals[ENTER_EVENT] =
6190 g_signal_new (I_("enter-event"),
6191 G_TYPE_FROM_CLASS (object_class),
6193 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6194 _clutter_boolean_handled_accumulator, NULL,
6195 _clutter_marshal_BOOLEAN__BOXED,
6197 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6200 * ClutterActor::leave-event:
6201 * @actor: the actor which the pointer has left
6202 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6204 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6206 * Return value: %TRUE if the event has been handled by the actor,
6207 * or %FALSE to continue the emission.
6211 actor_signals[LEAVE_EVENT] =
6212 g_signal_new (I_("leave-event"),
6213 G_TYPE_FROM_CLASS (object_class),
6215 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6216 _clutter_boolean_handled_accumulator, NULL,
6217 _clutter_marshal_BOOLEAN__BOXED,
6219 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6222 * ClutterActor::captured-event:
6223 * @actor: the actor which received the signal
6224 * @event: a #ClutterEvent
6226 * The ::captured-event signal is emitted when an event is captured
6227 * by Clutter. This signal will be emitted starting from the top-level
6228 * container (the #ClutterStage) to the actor which received the event
6229 * going down the hierarchy. This signal can be used to intercept every
6230 * event before the specialized events (like
6231 * ClutterActor::button-press-event or ::key-released-event) are
6234 * Return value: %TRUE if the event has been handled by the actor,
6235 * or %FALSE to continue the emission.
6239 actor_signals[CAPTURED_EVENT] =
6240 g_signal_new (I_("captured-event"),
6241 G_TYPE_FROM_CLASS (object_class),
6243 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6244 _clutter_boolean_handled_accumulator, NULL,
6245 _clutter_marshal_BOOLEAN__BOXED,
6247 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6250 * ClutterActor::paint:
6251 * @actor: the #ClutterActor that received the signal
6253 * The ::paint signal is emitted each time an actor is being painted.
6255 * Subclasses of #ClutterActor should override the class signal handler
6256 * and paint themselves in that function.
6258 * It is possible to connect a handler to the ::paint signal in order
6259 * to set up some custom aspect of a paint.
6263 actor_signals[PAINT] =
6264 g_signal_new (I_("paint"),
6265 G_TYPE_FROM_CLASS (object_class),
6267 G_STRUCT_OFFSET (ClutterActorClass, paint),
6269 _clutter_marshal_VOID__VOID,
6272 * ClutterActor::realize:
6273 * @actor: the #ClutterActor that received the signal
6275 * The ::realize signal is emitted each time an actor is being
6280 actor_signals[REALIZE] =
6281 g_signal_new (I_("realize"),
6282 G_TYPE_FROM_CLASS (object_class),
6284 G_STRUCT_OFFSET (ClutterActorClass, realize),
6286 _clutter_marshal_VOID__VOID,
6289 * ClutterActor::unrealize:
6290 * @actor: the #ClutterActor that received the signal
6292 * The ::unrealize signal is emitted each time an actor is being
6297 actor_signals[UNREALIZE] =
6298 g_signal_new (I_("unrealize"),
6299 G_TYPE_FROM_CLASS (object_class),
6301 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6303 _clutter_marshal_VOID__VOID,
6307 * ClutterActor::pick:
6308 * @actor: the #ClutterActor that received the signal
6309 * @color: the #ClutterColor to be used when picking
6311 * The ::pick signal is emitted each time an actor is being painted
6312 * in "pick mode". The pick mode is used to identify the actor during
6313 * the event handling phase, or by clutter_stage_get_actor_at_pos().
6314 * The actor should paint its shape using the passed @pick_color.
6316 * Subclasses of #ClutterActor should override the class signal handler
6317 * and paint themselves in that function.
6319 * It is possible to connect a handler to the ::pick signal in order
6320 * to set up some custom aspect of a paint in pick mode.
6324 actor_signals[PICK] =
6325 g_signal_new (I_("pick"),
6326 G_TYPE_FROM_CLASS (object_class),
6328 G_STRUCT_OFFSET (ClutterActorClass, pick),
6330 _clutter_marshal_VOID__BOXED,
6332 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6335 * ClutterActor::allocation-changed:
6336 * @actor: the #ClutterActor that emitted the signal
6337 * @box: a #ClutterActorBox with the new allocation
6338 * @flags: #ClutterAllocationFlags for the allocation
6340 * The ::allocation-changed signal is emitted when the
6341 * #ClutterActor:allocation property changes. Usually, application
6342 * code should just use the notifications for the :allocation property
6343 * but if you want to track the allocation flags as well, for instance
6344 * to know whether the absolute origin of @actor changed, then you might
6345 * want use this signal instead.
6349 actor_signals[ALLOCATION_CHANGED] =
6350 g_signal_new (I_("allocation-changed"),
6351 G_TYPE_FROM_CLASS (object_class),
6355 _clutter_marshal_VOID__BOXED_FLAGS,
6357 CLUTTER_TYPE_ACTOR_BOX,
6358 CLUTTER_TYPE_ALLOCATION_FLAGS);
6362 clutter_actor_init (ClutterActor *self)
6364 ClutterActorPrivate *priv;
6366 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6368 priv->id = _clutter_context_acquire_id (self);
6371 priv->opacity = 0xff;
6372 priv->show_on_set_parent = TRUE;
6374 priv->needs_width_request = TRUE;
6375 priv->needs_height_request = TRUE;
6376 priv->needs_allocation = TRUE;
6378 priv->cached_width_age = 1;
6379 priv->cached_height_age = 1;
6381 priv->opacity_override = -1;
6382 priv->enable_model_view_transform = TRUE;
6384 /* Initialize an empty paint volume to start with */
6385 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6386 priv->last_paint_volume_valid = TRUE;
6388 priv->transform_valid = FALSE;
6392 * clutter_actor_new:
6394 * Creates a new #ClutterActor.
6396 * A newly created actor has a floating reference, which will be sunk
6397 * when it is added to another actor.
6399 * Return value: (transfer full): the newly created #ClutterActor
6404 clutter_actor_new (void)
6406 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
6410 * clutter_actor_destroy:
6411 * @self: a #ClutterActor
6413 * Destroys an actor. When an actor is destroyed, it will break any
6414 * references it holds to other objects. If the actor is inside a
6415 * container, the actor will be removed.
6417 * When you destroy a container, its children will be destroyed as well.
6419 * Note: you cannot destroy the #ClutterStage returned by
6420 * clutter_stage_get_default().
6423 clutter_actor_destroy (ClutterActor *self)
6425 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6427 g_object_ref (self);
6429 /* avoid recursion while destroying */
6430 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
6432 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6434 g_object_run_dispose (G_OBJECT (self));
6436 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6439 g_object_unref (self);
6443 _clutter_actor_finish_queue_redraw (ClutterActor *self,
6444 ClutterPaintVolume *clip)
6446 ClutterActorPrivate *priv = self->priv;
6447 ClutterPaintVolume *pv;
6450 /* If we've been explicitly passed a clip volume then there's
6451 * nothing more to calculate, but otherwise the only thing we know
6452 * is that the change is constrained to the given actor.
6454 * The idea is that if we know the paint volume for where the actor
6455 * was last drawn (in eye coordinates) and we also have the paint
6456 * volume for where it will be drawn next (in actor coordinates)
6457 * then if we queue a redraw for both these volumes that will cover
6458 * everything that needs to be redrawn to clear the old view and
6459 * show the latest view of the actor.
6461 * Don't clip this redraw if we don't know what position we had for
6462 * the previous redraw since we don't know where to set the clip so
6463 * it will clear the actor as it is currently.
6467 _clutter_actor_set_queue_redraw_clip (self, clip);
6470 else if (G_LIKELY (priv->last_paint_volume_valid))
6472 pv = _clutter_actor_get_paint_volume_mutable (self);
6475 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
6477 /* make sure we redraw the actors old position... */
6478 _clutter_actor_set_queue_redraw_clip (stage,
6479 &priv->last_paint_volume);
6480 _clutter_actor_signal_queue_redraw (stage, stage);
6481 _clutter_actor_set_queue_redraw_clip (stage, NULL);
6483 /* XXX: Ideally the redraw signal would take a clip volume
6484 * argument, but that would be an ABI break. Until we can
6485 * break the ABI we pass the argument out-of-band
6488 /* setup the clip for the actors new position... */
6489 _clutter_actor_set_queue_redraw_clip (self, pv);
6498 _clutter_actor_signal_queue_redraw (self, self);
6500 /* Just in case anyone is manually firing redraw signals without
6501 * using the public queue_redraw() API we are careful to ensure that
6502 * our out-of-band clip member is cleared before returning...
6504 * Note: A NULL clip denotes a full-stage, un-clipped redraw
6506 if (G_LIKELY (clipped))
6507 _clutter_actor_set_queue_redraw_clip (self, NULL);
6509 priv->queue_redraw_entry = NULL;
6513 _clutter_actor_get_allocation_clip (ClutterActor *self,
6514 ClutterActorBox *clip)
6516 ClutterActorBox allocation;
6518 /* XXX: we don't care if we get an out of date allocation here
6519 * because clutter_actor_queue_redraw_with_clip knows to ignore
6520 * the clip if the actor's allocation is invalid.
6522 * This is noted because clutter_actor_get_allocation_box does some
6523 * unnecessary work to support buggy code with a comment suggesting
6524 * that it could be changed later which would be good for this use
6527 clutter_actor_get_allocation_box (self, &allocation);
6529 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
6530 * actor's own coordinate space but the allocation is in parent
6534 clip->x2 = allocation.x2 - allocation.x1;
6535 clip->y2 = allocation.y2 - allocation.y1;
6539 _clutter_actor_queue_redraw_full (ClutterActor *self,
6540 ClutterRedrawFlags flags,
6541 ClutterPaintVolume *volume,
6542 ClutterEffect *effect)
6544 ClutterActorPrivate *priv = self->priv;
6545 ClutterPaintVolume allocation_pv;
6546 ClutterPaintVolume *pv;
6547 gboolean should_free_pv;
6548 ClutterActor *stage;
6550 /* Here's an outline of the actor queue redraw mechanism:
6552 * The process starts in one of the following two functions which
6553 * are wrappers for this function:
6554 * clutter_actor_queue_redraw
6555 * _clutter_actor_queue_redraw_with_clip
6557 * additionally, an effect can queue a redraw by wrapping this
6558 * function in clutter_effect_queue_rerun
6560 * This functions queues an entry in a list associated with the
6561 * stage which is a list of actors that queued a redraw while
6562 * updating the timelines, performing layouting and processing other
6563 * mainloop sources before the next paint starts.
6565 * We aim to minimize the processing done at this point because
6566 * there is a good chance other events will happen while updating
6567 * the scenegraph that would invalidate any expensive work we might
6568 * otherwise try to do here. For example we don't try and resolve
6569 * the screen space bounding box of an actor at this stage so as to
6570 * minimize how much of the screen redraw because it's possible
6571 * something else will happen which will force a full redraw anyway.
6573 * When all updates are complete and we come to paint the stage then
6574 * we iterate this list and actually emit the "queue-redraw" signals
6575 * for each of the listed actors which will bubble up to the stage
6576 * for each actor and at that point we will transform the actors
6577 * paint volume into screen coordinates to determine the clip region
6578 * for what needs to be redrawn in the next paint.
6580 * Besides minimizing redundant work another reason for this
6581 * deferred design is that it's more likely we will be able to
6582 * determine the paint volume of an actor once we've finished
6583 * updating the scenegraph because its allocation should be up to
6584 * date. NB: If we can't determine an actors paint volume then we
6585 * can't automatically queue a clipped redraw which can make a big
6586 * difference to performance.
6588 * So the control flow goes like this:
6589 * One of clutter_actor_queue_redraw,
6590 * _clutter_actor_queue_redraw_with_clip
6591 * or clutter_effect_queue_rerun
6593 * then control moves to:
6594 * _clutter_stage_queue_actor_redraw
6596 * later during _clutter_stage_do_update, once relayouting is done
6597 * and the scenegraph has been updated we will call:
6598 * _clutter_stage_finish_queue_redraws
6600 * _clutter_stage_finish_queue_redraws will call
6601 * _clutter_actor_finish_queue_redraw for each listed actor.
6602 * Note: actors *are* allowed to queue further redraws during this
6603 * process (considering clone actors or texture_new_from_actor which
6604 * respond to their source queueing a redraw by queuing a redraw
6605 * themselves). We repeat the process until the list is empty.
6607 * This will result in the "queue-redraw" signal being fired for
6608 * each actor which will pass control to the default signal handler:
6609 * clutter_actor_real_queue_redraw
6611 * This will bubble up to the stages handler:
6612 * clutter_stage_real_queue_redraw
6614 * clutter_stage_real_queue_redraw will transform the actors paint
6615 * volume into screen space and add it as a clip region for the next
6619 /* ignore queueing a redraw for actors being destroyed */
6620 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6623 stage = _clutter_actor_get_stage_internal (self);
6625 /* Ignore queueing a redraw for actors not descended from a stage */
6629 /* ignore queueing a redraw on stages that are being destroyed */
6630 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
6633 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
6635 ClutterActorBox allocation_clip;
6636 ClutterVertex origin;
6638 /* If the actor doesn't have a valid allocation then we will
6639 * queue a full stage redraw. */
6640 if (priv->needs_allocation)
6642 /* NB: NULL denotes an undefined clip which will result in a
6644 _clutter_actor_set_queue_redraw_clip (self, NULL);
6645 _clutter_actor_signal_queue_redraw (self, self);
6649 _clutter_paint_volume_init_static (&allocation_pv, self);
6650 pv = &allocation_pv;
6652 _clutter_actor_get_allocation_clip (self, &allocation_clip);
6654 origin.x = allocation_clip.x1;
6655 origin.y = allocation_clip.y1;
6657 clutter_paint_volume_set_origin (pv, &origin);
6658 clutter_paint_volume_set_width (pv,
6659 allocation_clip.x2 - allocation_clip.x1);
6660 clutter_paint_volume_set_height (pv,
6661 allocation_clip.y2 -
6662 allocation_clip.y1);
6663 should_free_pv = TRUE;
6668 should_free_pv = FALSE;
6671 self->priv->queue_redraw_entry =
6672 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
6673 priv->queue_redraw_entry,
6678 clutter_paint_volume_free (pv);
6680 /* If this is the first redraw queued then we can directly use the
6682 if (!priv->is_dirty)
6683 priv->effect_to_redraw = effect;
6684 /* Otherwise we need to merge it with the existing effect parameter */
6685 else if (effect != NULL)
6687 /* If there's already an effect then we need to use whichever is
6688 later in the chain of actors. Otherwise a full redraw has
6689 already been queued on the actor so we need to ignore the
6691 if (priv->effect_to_redraw != NULL)
6693 if (priv->effects == NULL)
6694 g_warning ("Redraw queued with an effect that is "
6695 "not applied to the actor");
6700 for (l = _clutter_meta_group_peek_metas (priv->effects);
6704 if (l->data == priv->effect_to_redraw ||
6706 priv->effect_to_redraw = l->data;
6713 /* If no effect is specified then we need to redraw the whole
6715 priv->effect_to_redraw = NULL;
6718 priv->is_dirty = TRUE;
6722 * clutter_actor_queue_redraw:
6723 * @self: A #ClutterActor
6725 * Queues up a redraw of an actor and any children. The redraw occurs
6726 * once the main loop becomes idle (after the current batch of events
6727 * has been processed, roughly).
6729 * Applications rarely need to call this, as redraws are handled
6730 * automatically by modification functions.
6732 * This function will not do anything if @self is not visible, or
6733 * if the actor is inside an invisible part of the scenegraph.
6735 * Also be aware that painting is a NOP for actors with an opacity of
6738 * When you are implementing a custom actor you must queue a redraw
6739 * whenever some private state changes that will affect painting or
6740 * picking of your actor.
6743 clutter_actor_queue_redraw (ClutterActor *self)
6745 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6747 _clutter_actor_queue_redraw_full (self,
6749 NULL, /* clip volume */
6754 * _clutter_actor_queue_redraw_with_clip:
6755 * @self: A #ClutterActor
6756 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
6757 * this queue redraw.
6758 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
6759 * redrawn or %NULL if you are just using a @flag to state your
6762 * Queues up a clipped redraw of an actor and any children. The redraw
6763 * occurs once the main loop becomes idle (after the current batch of
6764 * events has been processed, roughly).
6766 * If no flags are given the clip volume is defined by @volume
6767 * specified in actor coordinates and tells Clutter that only content
6768 * within this volume has been changed so Clutter can optionally
6769 * optimize the redraw.
6771 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
6772 * should be %NULL and this tells Clutter to use the actor's current
6773 * allocation as a clip box. This flag can only be used for 2D actors,
6774 * because any actor with depth may be projected outside its
6777 * Applications rarely need to call this, as redraws are handled
6778 * automatically by modification functions.
6780 * This function will not do anything if @self is not visible, or if
6781 * the actor is inside an invisible part of the scenegraph.
6783 * Also be aware that painting is a NOP for actors with an opacity of
6786 * When you are implementing a custom actor you must queue a redraw
6787 * whenever some private state changes that will affect painting or
6788 * picking of your actor.
6791 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6792 ClutterRedrawFlags flags,
6793 ClutterPaintVolume *volume)
6795 _clutter_actor_queue_redraw_full (self,
6797 volume, /* clip volume */
6802 _clutter_actor_queue_only_relayout (ClutterActor *self)
6804 ClutterActorPrivate *priv = self->priv;
6806 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6809 if (priv->needs_width_request &&
6810 priv->needs_height_request &&
6811 priv->needs_allocation)
6812 return; /* save some cpu cycles */
6814 #if CLUTTER_ENABLE_DEBUG
6815 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
6817 g_warning ("The actor '%s' is currently inside an allocation "
6818 "cycle; calling clutter_actor_queue_relayout() is "
6820 _clutter_actor_get_debug_name (self));
6822 #endif /* CLUTTER_ENABLE_DEBUG */
6824 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
6828 * clutter_actor_queue_redraw_with_clip:
6829 * @self: a #ClutterActor
6830 * @clip: (allow-none): a rectangular clip region, or %NULL
6832 * Queues a redraw on @self limited to a specific, actor-relative
6835 * If @clip is %NULL this function is equivalent to
6836 * clutter_actor_queue_redraw().
6841 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6842 const cairo_rectangle_int_t *clip)
6844 ClutterPaintVolume volume;
6845 ClutterVertex origin;
6847 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6851 clutter_actor_queue_redraw (self);
6855 _clutter_paint_volume_init_static (&volume, self);
6861 clutter_paint_volume_set_origin (&volume, &origin);
6862 clutter_paint_volume_set_width (&volume, clip->width);
6863 clutter_paint_volume_set_height (&volume, clip->height);
6865 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
6867 clutter_paint_volume_free (&volume);
6871 * clutter_actor_queue_relayout:
6872 * @self: A #ClutterActor
6874 * Indicates that the actor's size request or other layout-affecting
6875 * properties may have changed. This function is used inside #ClutterActor
6876 * subclass implementations, not by applications directly.
6878 * Queueing a new layout automatically queues a redraw as well.
6883 clutter_actor_queue_relayout (ClutterActor *self)
6885 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6887 _clutter_actor_queue_only_relayout (self);
6888 clutter_actor_queue_redraw (self);
6892 * clutter_actor_get_preferred_size:
6893 * @self: a #ClutterActor
6894 * @min_width_p: (out) (allow-none): return location for the minimum
6896 * @min_height_p: (out) (allow-none): return location for the minimum
6898 * @natural_width_p: (out) (allow-none): return location for the natural
6900 * @natural_height_p: (out) (allow-none): return location for the natural
6903 * Computes the preferred minimum and natural size of an actor, taking into
6904 * account the actor's geometry management (either height-for-width
6905 * or width-for-height).
6907 * The width and height used to compute the preferred height and preferred
6908 * width are the actor's natural ones.
6910 * If you need to control the height for the preferred width, or the width for
6911 * the preferred height, you should use clutter_actor_get_preferred_width()
6912 * and clutter_actor_get_preferred_height(), and check the actor's preferred
6913 * geometry management using the #ClutterActor:request-mode property.
6918 clutter_actor_get_preferred_size (ClutterActor *self,
6919 gfloat *min_width_p,
6920 gfloat *min_height_p,
6921 gfloat *natural_width_p,
6922 gfloat *natural_height_p)
6924 ClutterActorPrivate *priv;
6925 gfloat min_width, min_height;
6926 gfloat natural_width, natural_height;
6928 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6932 min_width = min_height = 0;
6933 natural_width = natural_height = 0;
6935 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
6937 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
6938 clutter_actor_get_preferred_width (self, -1,
6941 clutter_actor_get_preferred_height (self, natural_width,
6947 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
6948 clutter_actor_get_preferred_height (self, -1,
6951 clutter_actor_get_preferred_width (self, natural_height,
6957 *min_width_p = min_width;
6960 *min_height_p = min_height;
6962 if (natural_width_p)
6963 *natural_width_p = natural_width;
6965 if (natural_height_p)
6966 *natural_height_p = natural_height;
6971 * @align: a #ClutterActorAlign
6972 * @direction: a #ClutterTextDirection
6974 * Retrieves the correct alignment depending on the text direction
6976 * Return value: the effective alignment
6978 static ClutterActorAlign
6979 effective_align (ClutterActorAlign align,
6980 ClutterTextDirection direction)
6982 ClutterActorAlign res;
6986 case CLUTTER_ACTOR_ALIGN_START:
6987 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6988 ? CLUTTER_ACTOR_ALIGN_END
6989 : CLUTTER_ACTOR_ALIGN_START;
6992 case CLUTTER_ACTOR_ALIGN_END:
6993 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6994 ? CLUTTER_ACTOR_ALIGN_START
6995 : CLUTTER_ACTOR_ALIGN_END;
7007 adjust_for_margin (float margin_start,
7009 float *minimum_size,
7010 float *natural_size,
7011 float *allocated_start,
7012 float *allocated_end)
7014 *minimum_size -= (margin_start + margin_end);
7015 *natural_size -= (margin_start + margin_end);
7016 *allocated_start += margin_start;
7017 *allocated_end -= margin_end;
7021 adjust_for_alignment (ClutterActorAlign alignment,
7023 float *allocated_start,
7024 float *allocated_end)
7026 float allocated_size = *allocated_end - *allocated_start;
7030 case CLUTTER_ACTOR_ALIGN_FILL:
7034 case CLUTTER_ACTOR_ALIGN_START:
7036 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7039 case CLUTTER_ACTOR_ALIGN_END:
7040 if (allocated_size > natural_size)
7042 *allocated_start += (allocated_size - natural_size);
7043 *allocated_end = *allocated_start + natural_size;
7047 case CLUTTER_ACTOR_ALIGN_CENTER:
7048 if (allocated_size > natural_size)
7050 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7051 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7058 * clutter_actor_adjust_width:
7059 * @self: a #ClutterActor
7060 * @minimum_width: (inout): the actor's preferred minimum width, which
7061 * will be adjusted depending on the margin
7062 * @natural_width: (inout): the actor's preferred natural width, which
7063 * will be adjusted depending on the margin
7064 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7065 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7067 * Adjusts the preferred and allocated position and size of an actor,
7068 * depending on the margin and alignment properties.
7071 clutter_actor_adjust_width (ClutterActor *self,
7072 gfloat *minimum_width,
7073 gfloat *natural_width,
7074 gfloat *adjusted_x1,
7075 gfloat *adjusted_x2)
7077 ClutterTextDirection text_dir;
7078 const ClutterLayoutInfo *info;
7080 info = _clutter_actor_get_layout_info_or_defaults (self);
7081 text_dir = clutter_actor_get_text_direction (self);
7083 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7085 /* this will tweak natural_width to remove the margin, so that
7086 * adjust_for_alignment() will use the correct size
7088 adjust_for_margin (info->margin.left, info->margin.right,
7089 minimum_width, natural_width,
7090 adjusted_x1, adjusted_x2);
7092 adjust_for_alignment (effective_align (info->x_align, text_dir),
7094 adjusted_x1, adjusted_x2);
7098 * clutter_actor_adjust_height:
7099 * @self: a #ClutterActor
7100 * @minimum_height: (inout): the actor's preferred minimum height, which
7101 * will be adjusted depending on the margin
7102 * @natural_height: (inout): the actor's preferred natural height, which
7103 * will be adjusted depending on the margin
7104 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7105 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7107 * Adjusts the preferred and allocated position and size of an actor,
7108 * depending on the margin and alignment properties.
7111 clutter_actor_adjust_height (ClutterActor *self,
7112 gfloat *minimum_height,
7113 gfloat *natural_height,
7114 gfloat *adjusted_y1,
7115 gfloat *adjusted_y2)
7117 const ClutterLayoutInfo *info;
7119 info = _clutter_actor_get_layout_info_or_defaults (self);
7121 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7123 /* this will tweak natural_height to remove the margin, so that
7124 * adjust_for_alignment() will use the correct size
7126 adjust_for_margin (info->margin.top, info->margin.bottom,
7127 minimum_height, natural_height,
7131 /* we don't use effective_align() here, because text direction
7132 * only affects the horizontal axis
7134 adjust_for_alignment (info->y_align,
7141 /* looks for a cached size request for this for_size. If not
7142 * found, returns the oldest entry so it can be overwritten */
7144 _clutter_actor_get_cached_size_request (gfloat for_size,
7145 SizeRequest *cached_size_requests,
7146 SizeRequest **result)
7150 *result = &cached_size_requests[0];
7152 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7156 sr = &cached_size_requests[i];
7159 sr->for_size == for_size)
7161 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7165 else if (sr->age < (*result)->age)
7171 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7177 * clutter_actor_get_preferred_width:
7178 * @self: A #ClutterActor
7179 * @for_height: available height when computing the preferred width,
7180 * or a negative value to indicate that no height is defined
7181 * @min_width_p: (out) (allow-none): return location for minimum width,
7183 * @natural_width_p: (out) (allow-none): return location for the natural
7186 * Computes the requested minimum and natural widths for an actor,
7187 * optionally depending on the specified height, or if they are
7188 * already computed, returns the cached values.
7190 * An actor may not get its request - depending on the layout
7191 * manager that's in effect.
7193 * A request should not incorporate the actor's scale or anchor point;
7194 * those transformations do not affect layout, only rendering.
7199 clutter_actor_get_preferred_width (ClutterActor *self,
7201 gfloat *min_width_p,
7202 gfloat *natural_width_p)
7204 float request_min_width, request_natural_width;
7205 SizeRequest *cached_size_request;
7206 const ClutterLayoutInfo *info;
7207 ClutterActorPrivate *priv;
7208 gboolean found_in_cache;
7210 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7214 info = _clutter_actor_get_layout_info_or_defaults (self);
7216 /* we shortcircuit the case of a fixed size set using set_width() */
7217 if (priv->min_width_set && priv->natural_width_set)
7219 if (min_width_p != NULL)
7220 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7222 if (natural_width_p != NULL)
7223 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7228 /* the remaining cases are:
7230 * - either min_width or natural_width have been set
7231 * - neither min_width or natural_width have been set
7233 * in both cases, we go through the cache (and through the actor in case
7234 * of cache misses) and determine the authoritative value depending on
7238 if (!priv->needs_width_request)
7241 _clutter_actor_get_cached_size_request (for_height,
7242 priv->width_requests,
7243 &cached_size_request);
7247 /* if the actor needs a width request we use the first slot */
7248 found_in_cache = FALSE;
7249 cached_size_request = &priv->width_requests[0];
7252 if (!found_in_cache)
7254 gfloat minimum_width, natural_width;
7255 ClutterActorClass *klass;
7257 minimum_width = natural_width = 0;
7259 /* adjust for the margin */
7260 if (for_height >= 0)
7262 for_height -= (info->margin.top + info->margin.bottom);
7267 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7269 klass = CLUTTER_ACTOR_GET_CLASS (self);
7270 klass->get_preferred_width (self, for_height,
7274 /* adjust for the margin */
7275 minimum_width += (info->margin.left + info->margin.right);
7276 natural_width += (info->margin.left + info->margin.right);
7278 /* Due to accumulated float errors, it's better not to warn
7279 * on this, but just fix it.
7281 if (natural_width < minimum_width)
7282 natural_width = minimum_width;
7284 cached_size_request->min_size = minimum_width;
7285 cached_size_request->natural_size = natural_width;
7286 cached_size_request->for_size = for_height;
7287 cached_size_request->age = priv->cached_width_age;
7289 priv->cached_width_age += 1;
7290 priv->needs_width_request = FALSE;
7293 if (!priv->min_width_set)
7294 request_min_width = cached_size_request->min_size;
7296 request_min_width = info->min_width;
7298 if (!priv->natural_width_set)
7299 request_natural_width = cached_size_request->natural_size;
7301 request_natural_width = info->natural_width;
7304 *min_width_p = request_min_width;
7306 if (natural_width_p)
7307 *natural_width_p = request_natural_width;
7311 * clutter_actor_get_preferred_height:
7312 * @self: A #ClutterActor
7313 * @for_width: available width to assume in computing desired height,
7314 * or a negative value to indicate that no width is defined
7315 * @min_height_p: (out) (allow-none): return location for minimum height,
7317 * @natural_height_p: (out) (allow-none): return location for natural
7320 * Computes the requested minimum and natural heights for an actor,
7321 * or if they are already computed, returns the cached values.
7323 * An actor may not get its request - depending on the layout
7324 * manager that's in effect.
7326 * A request should not incorporate the actor's scale or anchor point;
7327 * those transformations do not affect layout, only rendering.
7332 clutter_actor_get_preferred_height (ClutterActor *self,
7334 gfloat *min_height_p,
7335 gfloat *natural_height_p)
7337 float request_min_height, request_natural_height;
7338 SizeRequest *cached_size_request;
7339 const ClutterLayoutInfo *info;
7340 ClutterActorPrivate *priv;
7341 gboolean found_in_cache;
7343 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7347 info = _clutter_actor_get_layout_info_or_defaults (self);
7349 /* we shortcircuit the case of a fixed size set using set_height() */
7350 if (priv->min_height_set && priv->natural_height_set)
7352 if (min_height_p != NULL)
7353 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7355 if (natural_height_p != NULL)
7356 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7361 /* the remaining cases are:
7363 * - either min_height or natural_height have been set
7364 * - neither min_height or natural_height have been set
7366 * in both cases, we go through the cache (and through the actor in case
7367 * of cache misses) and determine the authoritative value depending on
7371 if (!priv->needs_height_request)
7374 _clutter_actor_get_cached_size_request (for_width,
7375 priv->height_requests,
7376 &cached_size_request);
7380 found_in_cache = FALSE;
7381 cached_size_request = &priv->height_requests[0];
7384 if (!found_in_cache)
7386 gfloat minimum_height, natural_height;
7387 ClutterActorClass *klass;
7389 minimum_height = natural_height = 0;
7391 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
7393 /* adjust for margin */
7396 for_width -= (info->margin.left + info->margin.right);
7401 klass = CLUTTER_ACTOR_GET_CLASS (self);
7402 klass->get_preferred_height (self, for_width,
7406 /* adjust for margin */
7407 minimum_height += (info->margin.top + info->margin.bottom);
7408 natural_height += (info->margin.top + info->margin.bottom);
7410 /* Due to accumulated float errors, it's better not to warn
7411 * on this, but just fix it.
7413 if (natural_height < minimum_height)
7414 natural_height = minimum_height;
7416 cached_size_request->min_size = minimum_height;
7417 cached_size_request->natural_size = natural_height;
7418 cached_size_request->for_size = for_width;
7419 cached_size_request->age = priv->cached_height_age;
7421 priv->cached_height_age += 1;
7422 priv->needs_height_request = FALSE;
7425 if (!priv->min_height_set)
7426 request_min_height = cached_size_request->min_size;
7428 request_min_height = info->min_height;
7430 if (!priv->natural_height_set)
7431 request_natural_height = cached_size_request->natural_size;
7433 request_natural_height = info->natural_height;
7436 *min_height_p = request_min_height;
7438 if (natural_height_p)
7439 *natural_height_p = request_natural_height;
7443 * clutter_actor_get_allocation_box:
7444 * @self: A #ClutterActor
7445 * @box: (out): the function fills this in with the actor's allocation
7447 * Gets the layout box an actor has been assigned. The allocation can
7448 * only be assumed valid inside a paint() method; anywhere else, it
7449 * may be out-of-date.
7451 * An allocation does not incorporate the actor's scale or anchor point;
7452 * those transformations do not affect layout, only rendering.
7454 * <note>Do not call any of the clutter_actor_get_allocation_*() family
7455 * of functions inside the implementation of the get_preferred_width()
7456 * or get_preferred_height() virtual functions.</note>
7461 clutter_actor_get_allocation_box (ClutterActor *self,
7462 ClutterActorBox *box)
7464 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7466 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
7467 * which limits calling get_allocation to inside paint() basically; or
7468 * we can 2) force a layout, which could be expensive if someone calls
7469 * get_allocation somewhere silly; or we can 3) just return the latest
7470 * value, allowing it to be out-of-date, and assume people know what
7473 * The least-surprises approach that keeps existing code working is
7474 * likely to be 2). People can end up doing some inefficient things,
7475 * though, and in general code that requires 2) is probably broken.
7478 /* this implements 2) */
7479 if (G_UNLIKELY (self->priv->needs_allocation))
7481 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7483 /* do not queue a relayout on an unparented actor */
7485 _clutter_stage_maybe_relayout (stage);
7488 /* commenting out the code above and just keeping this assigment
7491 *box = self->priv->allocation;
7495 * clutter_actor_get_allocation_geometry:
7496 * @self: A #ClutterActor
7497 * @geom: (out): allocation geometry in pixels
7499 * Gets the layout box an actor has been assigned. The allocation can
7500 * only be assumed valid inside a paint() method; anywhere else, it
7501 * may be out-of-date.
7503 * An allocation does not incorporate the actor's scale or anchor point;
7504 * those transformations do not affect layout, only rendering.
7506 * The returned rectangle is in pixels.
7511 clutter_actor_get_allocation_geometry (ClutterActor *self,
7512 ClutterGeometry *geom)
7514 ClutterActorBox box;
7516 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7517 g_return_if_fail (geom != NULL);
7519 clutter_actor_get_allocation_box (self, &box);
7521 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
7522 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
7523 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
7524 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
7528 clutter_actor_update_constraints (ClutterActor *self,
7529 ClutterActorBox *allocation)
7531 ClutterActorPrivate *priv = self->priv;
7532 const GList *constraints, *l;
7534 if (priv->constraints == NULL)
7537 constraints = _clutter_meta_group_peek_metas (priv->constraints);
7538 for (l = constraints; l != NULL; l = l->next)
7540 ClutterConstraint *constraint = l->data;
7541 ClutterActorMeta *meta = l->data;
7543 if (clutter_actor_meta_get_enabled (meta))
7545 _clutter_constraint_update_allocation (constraint,
7553 * clutter_actor_adjust_allocation:
7554 * @self: a #ClutterActor
7555 * @allocation: (inout): the allocation to adjust
7557 * Adjusts the passed allocation box taking into account the actor's
7558 * layout information, like alignment, expansion, and margin.
7561 clutter_actor_adjust_allocation (ClutterActor *self,
7562 ClutterActorBox *allocation)
7564 ClutterActorBox adj_allocation;
7565 float alloc_width, alloc_height;
7566 float min_width, min_height;
7567 float nat_width, nat_height;
7568 ClutterRequestMode req_mode;
7570 adj_allocation = *allocation;
7572 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
7574 /* we want to hit the cache, so we use the public API */
7575 req_mode = clutter_actor_get_request_mode (self);
7577 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7579 clutter_actor_get_preferred_width (self, -1,
7582 clutter_actor_get_preferred_height (self, alloc_width,
7586 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
7588 clutter_actor_get_preferred_height (self, -1,
7591 clutter_actor_get_preferred_height (self, alloc_height,
7596 #ifdef CLUTTER_ENABLE_DEBUG
7597 /* warn about underallocations */
7598 if (_clutter_diagnostic_enabled () &&
7599 (floorf (min_width - alloc_width) > 0 ||
7600 floorf (min_height - alloc_height) > 0))
7602 ClutterActor *parent = clutter_actor_get_parent (self);
7604 /* the only actors that are allowed to be underallocated are the Stage,
7605 * as it doesn't have an implicit size, and Actors that specifically
7606 * told us that they want to opt-out from layout control mechanisms
7607 * through the NO_LAYOUT escape hatch.
7609 if (parent != NULL &&
7610 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
7612 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
7613 "of %.2f x %.2f from its parent actor '%s', but its "
7614 "requested minimum size is of %.2f x %.2f",
7615 _clutter_actor_get_debug_name (self),
7616 alloc_width, alloc_height,
7617 _clutter_actor_get_debug_name (parent),
7618 min_width, min_height);
7623 clutter_actor_adjust_width (self,
7627 &adj_allocation.x2);
7629 clutter_actor_adjust_height (self,
7633 &adj_allocation.y2);
7635 /* we maintain the invariant that an allocation cannot be adjusted
7636 * to be outside the parent-given box
7638 if (adj_allocation.x1 < allocation->x1 ||
7639 adj_allocation.y1 < allocation->y1 ||
7640 adj_allocation.x2 > allocation->x2 ||
7641 adj_allocation.y2 > allocation->y2)
7643 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
7644 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
7645 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
7646 _clutter_actor_get_debug_name (self),
7647 adj_allocation.x1, adj_allocation.y1,
7648 adj_allocation.x2 - adj_allocation.x1,
7649 adj_allocation.y2 - adj_allocation.y1,
7650 allocation->x1, allocation->y1,
7651 allocation->x2 - allocation->x1,
7652 allocation->y2 - allocation->y1);
7656 *allocation = adj_allocation;
7660 * clutter_actor_allocate:
7661 * @self: A #ClutterActor
7662 * @box: new allocation of the actor, in parent-relative coordinates
7663 * @flags: flags that control the allocation
7665 * Called by the parent of an actor to assign the actor its size.
7666 * Should never be called by applications (except when implementing
7667 * a container or layout manager).
7669 * Actors can know from their allocation box whether they have moved
7670 * with respect to their parent actor. The @flags parameter describes
7671 * additional information about the allocation, for instance whether
7672 * the parent has moved with respect to the stage, for example because
7673 * a grandparent's origin has moved.
7678 clutter_actor_allocate (ClutterActor *self,
7679 const ClutterActorBox *box,
7680 ClutterAllocationFlags flags)
7682 ClutterActorPrivate *priv;
7683 ClutterActorClass *klass;
7684 ClutterActorBox old_allocation, real_allocation;
7685 gboolean origin_changed, child_moved, size_changed;
7686 gboolean stage_allocation_changed;
7688 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7689 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
7691 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
7692 "which isn't a descendent of the stage!\n",
7693 self, _clutter_actor_get_debug_name (self));
7699 old_allocation = priv->allocation;
7700 real_allocation = *box;
7702 /* constraints are allowed to modify the allocation only here; we do
7703 * this prior to all the other checks so that we can bail out if the
7704 * allocation did not change
7706 clutter_actor_update_constraints (self, &real_allocation);
7708 /* adjust the allocation depending on the align/margin properties */
7709 clutter_actor_adjust_allocation (self, &real_allocation);
7711 if (real_allocation.x2 < real_allocation.x1 ||
7712 real_allocation.y2 < real_allocation.y1)
7714 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
7715 _clutter_actor_get_debug_name (self),
7716 real_allocation.x2 - real_allocation.x1,
7717 real_allocation.y2 - real_allocation.y1);
7720 /* we allow 0-sized actors, but not negative-sized ones */
7721 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
7722 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
7724 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
7726 child_moved = (real_allocation.x1 != old_allocation.x1 ||
7727 real_allocation.y1 != old_allocation.y1);
7729 size_changed = (real_allocation.x2 != old_allocation.x2 ||
7730 real_allocation.y2 != old_allocation.y2);
7732 if (origin_changed || child_moved || size_changed)
7733 stage_allocation_changed = TRUE;
7735 stage_allocation_changed = FALSE;
7737 /* If we get an allocation "out of the blue"
7738 * (we did not queue relayout), then we want to
7739 * ignore it. But if we have needs_allocation set,
7740 * we want to guarantee that allocate() virtual
7741 * method is always called, i.e. that queue_relayout()
7742 * always results in an allocate() invocation on
7745 * The optimization here is to avoid re-allocating
7746 * actors that did not queue relayout and were
7749 if (!priv->needs_allocation && !stage_allocation_changed)
7751 CLUTTER_NOTE (LAYOUT, "No allocation needed");
7755 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
7756 * clutter_actor_allocate(), it indicates whether the parent has its
7757 * absolute origin moved; when passed in to ClutterActor::allocate()
7758 * virtual method though, it indicates whether the child has its
7759 * absolute origin moved. So we set it when child_moved is TRUE
7762 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
7764 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7766 klass = CLUTTER_ACTOR_GET_CLASS (self);
7767 klass->allocate (self, &real_allocation, flags);
7769 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7771 if (stage_allocation_changed)
7772 clutter_actor_queue_redraw (self);
7776 * clutter_actor_set_allocation:
7777 * @self: a #ClutterActor
7778 * @box: a #ClutterActorBox
7779 * @flags: allocation flags
7781 * Stores the allocation of @self as defined by @box.
7783 * This function can only be called from within the implementation of
7784 * the #ClutterActorClass.allocate() virtual function.
7786 * The allocation should have been adjusted to take into account constraints,
7787 * alignment, and margin properties. If you are implementing a #ClutterActor
7788 * subclass that provides its own layout management policy for its children
7789 * instead of using a #ClutterLayoutManager delegate, you should not call
7790 * this function on the children of @self; instead, you should call
7791 * clutter_actor_allocate(), which will adjust the allocation box for
7794 * This function should only be used by subclasses of #ClutterActor
7795 * that wish to store their allocation but cannot chain up to the
7796 * parent's implementation; the default implementation of the
7797 * #ClutterActorClass.allocate() virtual function will call this
7800 * It is important to note that, while chaining up was the recommended
7801 * behaviour for #ClutterActor subclasses prior to the introduction of
7802 * this function, it is recommended to call clutter_actor_set_allocation()
7805 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
7806 * to handle the allocation of its children, this function will call
7807 * the clutter_layout_manager_allocate() function only if the
7808 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
7809 * expected that the subclass will call clutter_layout_manager_allocate()
7810 * by itself. For instance, the following code:
7814 * my_actor_allocate (ClutterActor *actor,
7815 * const ClutterActorBox *allocation,
7816 * ClutterAllocationFlags flags)
7818 * ClutterActorBox new_alloc;
7819 * ClutterAllocationFlags new_flags;
7821 * adjust_allocation (allocation, &new_alloc);
7823 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
7825 * /* this will use the layout manager set on the actor */
7826 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
7830 * is equivalent to this:
7834 * my_actor_allocate (ClutterActor *actor,
7835 * const ClutterActorBox *allocation,
7836 * ClutterAllocationFlags flags)
7838 * ClutterLayoutManager *layout;
7839 * ClutterActorBox new_alloc;
7841 * adjust_allocation (allocation, &new_alloc);
7843 * clutter_actor_set_allocation (actor, &new_alloc, flags);
7845 * layout = clutter_actor_get_layout_manager (actor);
7846 * clutter_layout_manager_allocate (layout,
7847 * CLUTTER_CONTAINER (actor),
7856 clutter_actor_set_allocation (ClutterActor *self,
7857 const ClutterActorBox *box,
7858 ClutterAllocationFlags flags)
7860 ClutterActorPrivate *priv;
7863 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7864 g_return_if_fail (box != NULL);
7866 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
7868 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
7869 "can only be called from within the implementation of "
7870 "the ClutterActor::allocate() virtual function.");
7876 g_object_freeze_notify (G_OBJECT (self));
7878 changed = clutter_actor_set_allocation_internal (self, box, flags);
7880 /* we allocate our children before we notify changes in our geometry,
7881 * so that people connecting to properties will be able to get valid
7882 * data out of the sub-tree of the scene graph that has this actor at
7885 clutter_actor_maybe_layout_children (self, box, flags);
7888 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
7890 priv->allocation_flags);
7892 g_object_thaw_notify (G_OBJECT (self));
7896 * clutter_actor_set_geometry:
7897 * @self: A #ClutterActor
7898 * @geometry: A #ClutterGeometry
7900 * Sets the actor's fixed position and forces its minimum and natural
7901 * size, in pixels. This means the untransformed actor will have the
7902 * given geometry. This is the same as calling clutter_actor_set_position()
7903 * and clutter_actor_set_size().
7905 * Deprecated: 1.10: Use clutter_actor_set_position() and
7906 * clutter_actor_set_size() instead.
7909 clutter_actor_set_geometry (ClutterActor *self,
7910 const ClutterGeometry *geometry)
7912 g_object_freeze_notify (G_OBJECT (self));
7914 clutter_actor_set_position (self, geometry->x, geometry->y);
7915 clutter_actor_set_size (self, geometry->width, geometry->height);
7917 g_object_thaw_notify (G_OBJECT (self));
7921 * clutter_actor_get_geometry:
7922 * @self: A #ClutterActor
7923 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
7925 * Gets the size and position of an actor relative to its parent
7926 * actor. This is the same as calling clutter_actor_get_position() and
7927 * clutter_actor_get_size(). It tries to "do what you mean" and get the
7928 * requested size and position if the actor's allocation is invalid.
7930 * Deprecated: 1.10: Use clutter_actor_get_position() and
7931 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
7935 clutter_actor_get_geometry (ClutterActor *self,
7936 ClutterGeometry *geometry)
7938 gfloat x, y, width, height;
7940 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7941 g_return_if_fail (geometry != NULL);
7943 clutter_actor_get_position (self, &x, &y);
7944 clutter_actor_get_size (self, &width, &height);
7946 geometry->x = (int) x;
7947 geometry->y = (int) y;
7948 geometry->width = (int) width;
7949 geometry->height = (int) height;
7953 * clutter_actor_set_position
7954 * @self: A #ClutterActor
7955 * @x: New left position of actor in pixels.
7956 * @y: New top position of actor in pixels.
7958 * Sets the actor's fixed position in pixels relative to any parent
7961 * If a layout manager is in use, this position will override the
7962 * layout manager and force a fixed position.
7965 clutter_actor_set_position (ClutterActor *self,
7969 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7971 g_object_freeze_notify (G_OBJECT (self));
7973 clutter_actor_set_x (self, x);
7974 clutter_actor_set_y (self, y);
7976 g_object_thaw_notify (G_OBJECT (self));
7980 * clutter_actor_get_fixed_position_set:
7981 * @self: A #ClutterActor
7983 * Checks whether an actor has a fixed position set (and will thus be
7984 * unaffected by any layout manager).
7986 * Return value: %TRUE if the fixed position is set on the actor
7991 clutter_actor_get_fixed_position_set (ClutterActor *self)
7993 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
7995 return self->priv->position_set;
7999 * clutter_actor_set_fixed_position_set:
8000 * @self: A #ClutterActor
8001 * @is_set: whether to use fixed position
8003 * Sets whether an actor has a fixed position set (and will thus be
8004 * unaffected by any layout manager).
8009 clutter_actor_set_fixed_position_set (ClutterActor *self,
8012 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8014 if (self->priv->position_set == (is_set != FALSE))
8017 self->priv->position_set = is_set != FALSE;
8018 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8020 clutter_actor_queue_relayout (self);
8024 * clutter_actor_move_by:
8025 * @self: A #ClutterActor
8026 * @dx: Distance to move Actor on X axis.
8027 * @dy: Distance to move Actor on Y axis.
8029 * Moves an actor by the specified distance relative to its current
8030 * position in pixels.
8032 * This function modifies the fixed position of an actor and thus removes
8033 * it from any layout management. Another way to move an actor is with an
8034 * anchor point, see clutter_actor_set_anchor_point().
8039 clutter_actor_move_by (ClutterActor *self,
8043 const ClutterLayoutInfo *info;
8046 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8048 info = _clutter_actor_get_layout_info_or_defaults (self);
8052 clutter_actor_set_position (self, x + dx, y + dy);
8056 clutter_actor_set_min_width (ClutterActor *self,
8059 ClutterActorPrivate *priv = self->priv;
8060 ClutterActorBox old = { 0, };
8061 ClutterLayoutInfo *info;
8063 /* if we are setting the size on a top-level actor and the
8064 * backend only supports static top-levels (e.g. framebuffers)
8065 * then we ignore the passed value and we override it with
8066 * the stage implementation's preferred size.
8068 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8069 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8072 info = _clutter_actor_get_layout_info (self);
8074 if (priv->min_width_set && min_width == info->min_width)
8077 g_object_freeze_notify (G_OBJECT (self));
8079 clutter_actor_store_old_geometry (self, &old);
8081 info->min_width = min_width;
8082 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8083 clutter_actor_set_min_width_set (self, TRUE);
8085 clutter_actor_notify_if_geometry_changed (self, &old);
8087 g_object_thaw_notify (G_OBJECT (self));
8089 clutter_actor_queue_relayout (self);
8093 clutter_actor_set_min_height (ClutterActor *self,
8097 ClutterActorPrivate *priv = self->priv;
8098 ClutterActorBox old = { 0, };
8099 ClutterLayoutInfo *info;
8101 /* if we are setting the size on a top-level actor and the
8102 * backend only supports static top-levels (e.g. framebuffers)
8103 * then we ignore the passed value and we override it with
8104 * the stage implementation's preferred size.
8106 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8107 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8110 info = _clutter_actor_get_layout_info (self);
8112 if (priv->min_height_set && min_height == info->min_height)
8115 g_object_freeze_notify (G_OBJECT (self));
8117 clutter_actor_store_old_geometry (self, &old);
8119 info->min_height = min_height;
8120 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8121 clutter_actor_set_min_height_set (self, TRUE);
8123 clutter_actor_notify_if_geometry_changed (self, &old);
8125 g_object_thaw_notify (G_OBJECT (self));
8127 clutter_actor_queue_relayout (self);
8131 clutter_actor_set_natural_width (ClutterActor *self,
8132 gfloat natural_width)
8134 ClutterActorPrivate *priv = self->priv;
8135 ClutterActorBox old = { 0, };
8136 ClutterLayoutInfo *info;
8138 /* if we are setting the size on a top-level actor and the
8139 * backend only supports static top-levels (e.g. framebuffers)
8140 * then we ignore the passed value and we override it with
8141 * the stage implementation's preferred size.
8143 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8144 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8147 info = _clutter_actor_get_layout_info (self);
8149 if (priv->natural_width_set && natural_width == info->natural_width)
8152 g_object_freeze_notify (G_OBJECT (self));
8154 clutter_actor_store_old_geometry (self, &old);
8156 info->natural_width = natural_width;
8157 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8158 clutter_actor_set_natural_width_set (self, TRUE);
8160 clutter_actor_notify_if_geometry_changed (self, &old);
8162 g_object_thaw_notify (G_OBJECT (self));
8164 clutter_actor_queue_relayout (self);
8168 clutter_actor_set_natural_height (ClutterActor *self,
8169 gfloat natural_height)
8171 ClutterActorPrivate *priv = self->priv;
8172 ClutterActorBox old = { 0, };
8173 ClutterLayoutInfo *info;
8175 /* if we are setting the size on a top-level actor and the
8176 * backend only supports static top-levels (e.g. framebuffers)
8177 * then we ignore the passed value and we override it with
8178 * the stage implementation's preferred size.
8180 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8181 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8184 info = _clutter_actor_get_layout_info (self);
8186 if (priv->natural_height_set && natural_height == info->natural_height)
8189 g_object_freeze_notify (G_OBJECT (self));
8191 clutter_actor_store_old_geometry (self, &old);
8193 info->natural_height = natural_height;
8194 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8195 clutter_actor_set_natural_height_set (self, TRUE);
8197 clutter_actor_notify_if_geometry_changed (self, &old);
8199 g_object_thaw_notify (G_OBJECT (self));
8201 clutter_actor_queue_relayout (self);
8205 clutter_actor_set_min_width_set (ClutterActor *self,
8206 gboolean use_min_width)
8208 ClutterActorPrivate *priv = self->priv;
8209 ClutterActorBox old = { 0, };
8211 if (priv->min_width_set == (use_min_width != FALSE))
8214 clutter_actor_store_old_geometry (self, &old);
8216 priv->min_width_set = use_min_width != FALSE;
8217 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8219 clutter_actor_notify_if_geometry_changed (self, &old);
8221 clutter_actor_queue_relayout (self);
8225 clutter_actor_set_min_height_set (ClutterActor *self,
8226 gboolean use_min_height)
8228 ClutterActorPrivate *priv = self->priv;
8229 ClutterActorBox old = { 0, };
8231 if (priv->min_height_set == (use_min_height != FALSE))
8234 clutter_actor_store_old_geometry (self, &old);
8236 priv->min_height_set = use_min_height != FALSE;
8237 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8239 clutter_actor_notify_if_geometry_changed (self, &old);
8241 clutter_actor_queue_relayout (self);
8245 clutter_actor_set_natural_width_set (ClutterActor *self,
8246 gboolean use_natural_width)
8248 ClutterActorPrivate *priv = self->priv;
8249 ClutterActorBox old = { 0, };
8251 if (priv->natural_width_set == (use_natural_width != FALSE))
8254 clutter_actor_store_old_geometry (self, &old);
8256 priv->natural_width_set = use_natural_width != FALSE;
8257 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8259 clutter_actor_notify_if_geometry_changed (self, &old);
8261 clutter_actor_queue_relayout (self);
8265 clutter_actor_set_natural_height_set (ClutterActor *self,
8266 gboolean use_natural_height)
8268 ClutterActorPrivate *priv = self->priv;
8269 ClutterActorBox old = { 0, };
8271 if (priv->natural_height_set == (use_natural_height != FALSE))
8274 clutter_actor_store_old_geometry (self, &old);
8276 priv->natural_height_set = use_natural_height != FALSE;
8277 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8279 clutter_actor_notify_if_geometry_changed (self, &old);
8281 clutter_actor_queue_relayout (self);
8285 * clutter_actor_set_request_mode:
8286 * @self: a #ClutterActor
8287 * @mode: the request mode
8289 * Sets the geometry request mode of @self.
8291 * The @mode determines the order for invoking
8292 * clutter_actor_get_preferred_width() and
8293 * clutter_actor_get_preferred_height()
8298 clutter_actor_set_request_mode (ClutterActor *self,
8299 ClutterRequestMode mode)
8301 ClutterActorPrivate *priv;
8303 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8307 if (priv->request_mode == mode)
8310 priv->request_mode = mode;
8312 priv->needs_width_request = TRUE;
8313 priv->needs_height_request = TRUE;
8315 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8317 clutter_actor_queue_relayout (self);
8321 * clutter_actor_get_request_mode:
8322 * @self: a #ClutterActor
8324 * Retrieves the geometry request mode of @self
8326 * Return value: the request mode for the actor
8331 clutter_actor_get_request_mode (ClutterActor *self)
8333 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8334 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8336 return self->priv->request_mode;
8339 /* variant of set_width() without checks and without notification
8340 * freeze+thaw, for internal usage only
8343 clutter_actor_set_width_internal (ClutterActor *self,
8348 /* the Stage will use the :min-width to control the minimum
8349 * width to be resized to, so we should not be setting it
8350 * along with the :natural-width
8352 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8353 clutter_actor_set_min_width (self, width);
8355 clutter_actor_set_natural_width (self, width);
8359 /* we only unset the :natural-width for the Stage */
8360 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8361 clutter_actor_set_min_width_set (self, FALSE);
8363 clutter_actor_set_natural_width_set (self, FALSE);
8367 /* variant of set_height() without checks and without notification
8368 * freeze+thaw, for internal usage only
8371 clutter_actor_set_height_internal (ClutterActor *self,
8376 /* see the comment above in set_width_internal() */
8377 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8378 clutter_actor_set_min_height (self, height);
8380 clutter_actor_set_natural_height (self, height);
8384 /* see the comment above in set_width_internal() */
8385 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8386 clutter_actor_set_min_height_set (self, FALSE);
8388 clutter_actor_set_natural_height_set (self, FALSE);
8393 * clutter_actor_set_size
8394 * @self: A #ClutterActor
8395 * @width: New width of actor in pixels, or -1
8396 * @height: New height of actor in pixels, or -1
8398 * Sets the actor's size request in pixels. This overrides any
8399 * "normal" size request the actor would have. For example
8400 * a text actor might normally request the size of the text;
8401 * this function would force a specific size instead.
8403 * If @width and/or @height are -1 the actor will use its
8404 * "normal" size request instead of overriding it, i.e.
8405 * you can "unset" the size with -1.
8407 * This function sets or unsets both the minimum and natural size.
8410 clutter_actor_set_size (ClutterActor *self,
8414 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8416 g_object_freeze_notify (G_OBJECT (self));
8418 clutter_actor_set_width_internal (self, width);
8419 clutter_actor_set_height_internal (self, height);
8421 g_object_thaw_notify (G_OBJECT (self));
8425 * clutter_actor_get_size:
8426 * @self: A #ClutterActor
8427 * @width: (out) (allow-none): return location for the width, or %NULL.
8428 * @height: (out) (allow-none): return location for the height, or %NULL.
8430 * This function tries to "do what you mean" and return
8431 * the size an actor will have. If the actor has a valid
8432 * allocation, the allocation will be returned; otherwise,
8433 * the actors natural size request will be returned.
8435 * If you care whether you get the request vs. the allocation, you
8436 * should probably call a different function like
8437 * clutter_actor_get_allocation_box() or
8438 * clutter_actor_get_preferred_width().
8443 clutter_actor_get_size (ClutterActor *self,
8447 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8450 *width = clutter_actor_get_width (self);
8453 *height = clutter_actor_get_height (self);
8457 * clutter_actor_get_position:
8458 * @self: a #ClutterActor
8459 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8460 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8462 * This function tries to "do what you mean" and tell you where the
8463 * actor is, prior to any transformations. Retrieves the fixed
8464 * position of an actor in pixels, if one has been set; otherwise, if
8465 * the allocation is valid, returns the actor's allocated position;
8466 * otherwise, returns 0,0.
8468 * The returned position is in pixels.
8473 clutter_actor_get_position (ClutterActor *self,
8477 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8480 *x = clutter_actor_get_x (self);
8483 *y = clutter_actor_get_y (self);
8487 * clutter_actor_get_transformed_position:
8488 * @self: A #ClutterActor
8489 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8490 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8492 * Gets the absolute position of an actor, in pixels relative to the stage.
8497 clutter_actor_get_transformed_position (ClutterActor *self,
8504 v1.x = v1.y = v1.z = 0;
8505 clutter_actor_apply_transform_to_point (self, &v1, &v2);
8515 * clutter_actor_get_transformed_size:
8516 * @self: A #ClutterActor
8517 * @width: (out) (allow-none): return location for the width, or %NULL
8518 * @height: (out) (allow-none): return location for the height, or %NULL
8520 * Gets the absolute size of an actor in pixels, taking into account the
8523 * If the actor has a valid allocation, the allocated size will be used.
8524 * If the actor has not a valid allocation then the preferred size will
8525 * be transformed and returned.
8527 * If you want the transformed allocation, see
8528 * clutter_actor_get_abs_allocation_vertices() instead.
8530 * <note>When the actor (or one of its ancestors) is rotated around the
8531 * X or Y axis, it no longer appears as on the stage as a rectangle, but
8532 * as a generic quadrangle; in that case this function returns the size
8533 * of the smallest rectangle that encapsulates the entire quad. Please
8534 * note that in this case no assumptions can be made about the relative
8535 * position of this envelope to the absolute position of the actor, as
8536 * returned by clutter_actor_get_transformed_position(); if you need this
8537 * information, you need to use clutter_actor_get_abs_allocation_vertices()
8538 * to get the coords of the actual quadrangle.</note>
8543 clutter_actor_get_transformed_size (ClutterActor *self,
8547 ClutterActorPrivate *priv;
8549 gfloat x_min, x_max, y_min, y_max;
8552 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8556 /* if the actor hasn't been allocated yet, get the preferred
8557 * size and transform that
8559 if (priv->needs_allocation)
8561 gfloat natural_width, natural_height;
8562 ClutterActorBox box;
8564 /* Make a fake allocation to transform.
8566 * NB: _clutter_actor_transform_and_project_box expects a box in
8567 * the actor's coordinate space... */
8572 natural_width = natural_height = 0;
8573 clutter_actor_get_preferred_size (self, NULL, NULL,
8577 box.x2 = natural_width;
8578 box.y2 = natural_height;
8580 _clutter_actor_transform_and_project_box (self, &box, v);
8583 clutter_actor_get_abs_allocation_vertices (self, v);
8585 x_min = x_max = v[0].x;
8586 y_min = y_max = v[0].y;
8588 for (i = 1; i < G_N_ELEMENTS (v); ++i)
8604 *width = x_max - x_min;
8607 *height = y_max - y_min;
8611 * clutter_actor_get_width:
8612 * @self: A #ClutterActor
8614 * Retrieves the width of a #ClutterActor.
8616 * If the actor has a valid allocation, this function will return the
8617 * width of the allocated area given to the actor.
8619 * If the actor does not have a valid allocation, this function will
8620 * return the actor's natural width, that is the preferred width of
8623 * If you care whether you get the preferred width or the width that
8624 * has been assigned to the actor, you should probably call a different
8625 * function like clutter_actor_get_allocation_box() to retrieve the
8626 * allocated size or clutter_actor_get_preferred_width() to retrieve the
8629 * If an actor has a fixed width, for instance a width that has been
8630 * assigned using clutter_actor_set_width(), the width returned will
8631 * be the same value.
8633 * Return value: the width of the actor, in pixels
8636 clutter_actor_get_width (ClutterActor *self)
8638 ClutterActorPrivate *priv;
8640 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8644 if (priv->needs_allocation)
8646 gfloat natural_width = 0;
8648 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8649 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8652 gfloat natural_height = 0;
8654 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8655 clutter_actor_get_preferred_width (self, natural_height,
8660 return natural_width;
8663 return priv->allocation.x2 - priv->allocation.x1;
8667 * clutter_actor_get_height:
8668 * @self: A #ClutterActor
8670 * Retrieves the height of a #ClutterActor.
8672 * If the actor has a valid allocation, this function will return the
8673 * height of the allocated area given to the actor.
8675 * If the actor does not have a valid allocation, this function will
8676 * return the actor's natural height, that is the preferred height of
8679 * If you care whether you get the preferred height or the height that
8680 * has been assigned to the actor, you should probably call a different
8681 * function like clutter_actor_get_allocation_box() to retrieve the
8682 * allocated size or clutter_actor_get_preferred_height() to retrieve the
8685 * If an actor has a fixed height, for instance a height that has been
8686 * assigned using clutter_actor_set_height(), the height returned will
8687 * be the same value.
8689 * Return value: the height of the actor, in pixels
8692 clutter_actor_get_height (ClutterActor *self)
8694 ClutterActorPrivate *priv;
8696 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8700 if (priv->needs_allocation)
8702 gfloat natural_height = 0;
8704 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8706 gfloat natural_width = 0;
8708 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8709 clutter_actor_get_preferred_height (self, natural_width,
8710 NULL, &natural_height);
8713 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8715 return natural_height;
8718 return priv->allocation.y2 - priv->allocation.y1;
8722 * clutter_actor_set_width
8723 * @self: A #ClutterActor
8724 * @width: Requested new width for the actor, in pixels, or -1
8726 * Forces a width on an actor, causing the actor's preferred width
8727 * and height (if any) to be ignored.
8729 * If @width is -1 the actor will use its preferred width request
8730 * instead of overriding it, i.e. you can "unset" the width with -1.
8732 * This function sets both the minimum and natural size of the actor.
8737 clutter_actor_set_width (ClutterActor *self,
8740 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8742 g_object_freeze_notify (G_OBJECT (self));
8744 clutter_actor_set_width_internal (self, width);
8746 g_object_thaw_notify (G_OBJECT (self));
8750 * clutter_actor_set_height
8751 * @self: A #ClutterActor
8752 * @height: Requested new height for the actor, in pixels, or -1
8754 * Forces a height on an actor, causing the actor's preferred width
8755 * and height (if any) to be ignored.
8757 * If @height is -1 the actor will use its preferred height instead of
8758 * overriding it, i.e. you can "unset" the height with -1.
8760 * This function sets both the minimum and natural size of the actor.
8765 clutter_actor_set_height (ClutterActor *self,
8768 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8770 g_object_freeze_notify (G_OBJECT (self));
8772 clutter_actor_set_height_internal (self, height);
8774 g_object_thaw_notify (G_OBJECT (self));
8778 * clutter_actor_set_x:
8779 * @self: a #ClutterActor
8780 * @x: the actor's position on the X axis
8782 * Sets the actor's X coordinate, relative to its parent, in pixels.
8784 * Overrides any layout manager and forces a fixed position for
8790 clutter_actor_set_x (ClutterActor *self,
8793 ClutterActorBox old = { 0, };
8794 ClutterActorPrivate *priv;
8795 ClutterLayoutInfo *info;
8797 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8801 info = _clutter_actor_get_layout_info (self);
8803 if (priv->position_set && info->fixed_x == x)
8806 clutter_actor_store_old_geometry (self, &old);
8809 clutter_actor_set_fixed_position_set (self, TRUE);
8811 clutter_actor_notify_if_geometry_changed (self, &old);
8813 clutter_actor_queue_relayout (self);
8817 * clutter_actor_set_y:
8818 * @self: a #ClutterActor
8819 * @y: the actor's position on the Y axis
8821 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
8823 * Overrides any layout manager and forces a fixed position for
8829 clutter_actor_set_y (ClutterActor *self,
8832 ClutterActorBox old = { 0, };
8833 ClutterActorPrivate *priv;
8834 ClutterLayoutInfo *info;
8836 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8840 info = _clutter_actor_get_layout_info (self);
8842 if (priv->position_set && info->fixed_y == y)
8845 clutter_actor_store_old_geometry (self, &old);
8848 clutter_actor_set_fixed_position_set (self, TRUE);
8850 clutter_actor_notify_if_geometry_changed (self, &old);
8852 clutter_actor_queue_relayout (self);
8856 * clutter_actor_get_x
8857 * @self: A #ClutterActor
8859 * Retrieves the X coordinate of a #ClutterActor.
8861 * This function tries to "do what you mean", by returning the
8862 * correct value depending on the actor's state.
8864 * If the actor has a valid allocation, this function will return
8865 * the X coordinate of the origin of the allocation box.
8867 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
8868 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8869 * function will return that coordinate.
8871 * If both the allocation and a fixed position are missing, this function
8874 * Return value: the X coordinate, in pixels, ignoring any
8875 * transformation (i.e. scaling, rotation)
8878 clutter_actor_get_x (ClutterActor *self)
8880 ClutterActorPrivate *priv;
8882 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8886 if (priv->needs_allocation)
8888 if (priv->position_set)
8890 const ClutterLayoutInfo *info;
8892 info = _clutter_actor_get_layout_info_or_defaults (self);
8894 return info->fixed_x;
8900 return priv->allocation.x1;
8904 * clutter_actor_get_y
8905 * @self: A #ClutterActor
8907 * Retrieves the Y coordinate of a #ClutterActor.
8909 * This function tries to "do what you mean", by returning the
8910 * correct value depending on the actor's state.
8912 * If the actor has a valid allocation, this function will return
8913 * the Y coordinate of the origin of the allocation box.
8915 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
8916 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8917 * function will return that coordinate.
8919 * If both the allocation and a fixed position are missing, this function
8922 * Return value: the Y coordinate, in pixels, ignoring any
8923 * transformation (i.e. scaling, rotation)
8926 clutter_actor_get_y (ClutterActor *self)
8928 ClutterActorPrivate *priv;
8930 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8934 if (priv->needs_allocation)
8936 if (priv->position_set)
8938 const ClutterLayoutInfo *info;
8940 info = _clutter_actor_get_layout_info_or_defaults (self);
8942 return info->fixed_y;
8948 return priv->allocation.y1;
8952 * clutter_actor_set_scale:
8953 * @self: A #ClutterActor
8954 * @scale_x: double factor to scale actor by horizontally.
8955 * @scale_y: double factor to scale actor by vertically.
8957 * Scales an actor with the given factors. The scaling is relative to
8958 * the scale center and the anchor point. The scale center is
8959 * unchanged by this function and defaults to 0,0.
8964 clutter_actor_set_scale (ClutterActor *self,
8968 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8970 g_object_freeze_notify (G_OBJECT (self));
8972 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
8973 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
8975 g_object_thaw_notify (G_OBJECT (self));
8979 * clutter_actor_set_scale_full:
8980 * @self: A #ClutterActor
8981 * @scale_x: double factor to scale actor by horizontally.
8982 * @scale_y: double factor to scale actor by vertically.
8983 * @center_x: X coordinate of the center of the scale.
8984 * @center_y: Y coordinate of the center of the scale
8986 * Scales an actor with the given factors around the given center
8987 * point. The center point is specified in pixels relative to the
8988 * anchor point (usually the top left corner of the actor).
8993 clutter_actor_set_scale_full (ClutterActor *self,
8999 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9001 g_object_freeze_notify (G_OBJECT (self));
9003 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9004 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9005 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9006 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9008 g_object_thaw_notify (G_OBJECT (self));
9012 * clutter_actor_set_scale_with_gravity:
9013 * @self: A #ClutterActor
9014 * @scale_x: double factor to scale actor by horizontally.
9015 * @scale_y: double factor to scale actor by vertically.
9016 * @gravity: the location of the scale center expressed as a compass
9019 * Scales an actor with the given factors around the given
9020 * center point. The center point is specified as one of the compass
9021 * directions in #ClutterGravity. For example, setting it to north
9022 * will cause the top of the actor to remain unchanged and the rest of
9023 * the actor to expand left, right and downwards.
9028 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9031 ClutterGravity gravity)
9033 ClutterTransformInfo *info;
9036 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9038 obj = G_OBJECT (self);
9040 g_object_freeze_notify (obj);
9042 info = _clutter_actor_get_transform_info (self);
9043 info->scale_x = scale_x;
9044 info->scale_y = scale_y;
9046 if (gravity == CLUTTER_GRAVITY_NONE)
9047 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9049 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9051 self->priv->transform_valid = FALSE;
9053 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9054 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9055 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9056 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9057 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9059 clutter_actor_queue_redraw (self);
9061 g_object_thaw_notify (obj);
9065 * clutter_actor_get_scale:
9066 * @self: A #ClutterActor
9067 * @scale_x: (out) (allow-none): Location to store horizonal
9068 * scale factor, or %NULL.
9069 * @scale_y: (out) (allow-none): Location to store vertical
9070 * scale factor, or %NULL.
9072 * Retrieves an actors scale factors.
9077 clutter_actor_get_scale (ClutterActor *self,
9081 const ClutterTransformInfo *info;
9083 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9085 info = _clutter_actor_get_transform_info_or_defaults (self);
9088 *scale_x = info->scale_x;
9091 *scale_y = info->scale_y;
9095 * clutter_actor_get_scale_center:
9096 * @self: A #ClutterActor
9097 * @center_x: (out) (allow-none): Location to store the X position
9098 * of the scale center, or %NULL.
9099 * @center_y: (out) (allow-none): Location to store the Y position
9100 * of the scale center, or %NULL.
9102 * Retrieves the scale center coordinate in pixels relative to the top
9103 * left corner of the actor. If the scale center was specified using a
9104 * #ClutterGravity this will calculate the pixel offset using the
9105 * current size of the actor.
9110 clutter_actor_get_scale_center (ClutterActor *self,
9114 const ClutterTransformInfo *info;
9116 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9118 info = _clutter_actor_get_transform_info_or_defaults (self);
9120 clutter_anchor_coord_get_units (self, &info->scale_center,
9127 * clutter_actor_get_scale_gravity:
9128 * @self: A #ClutterActor
9130 * Retrieves the scale center as a compass direction. If the scale
9131 * center was specified in pixels or units this will return
9132 * %CLUTTER_GRAVITY_NONE.
9134 * Return value: the scale gravity
9139 clutter_actor_get_scale_gravity (ClutterActor *self)
9141 const ClutterTransformInfo *info;
9143 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9145 info = _clutter_actor_get_transform_info_or_defaults (self);
9147 return clutter_anchor_coord_get_gravity (&info->scale_center);
9151 * clutter_actor_set_opacity:
9152 * @self: A #ClutterActor
9153 * @opacity: New opacity value for the actor.
9155 * Sets the actor's opacity, with zero being completely transparent and
9156 * 255 (0xff) being fully opaque.
9159 clutter_actor_set_opacity (ClutterActor *self,
9162 ClutterActorPrivate *priv;
9164 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9168 if (priv->opacity != opacity)
9170 priv->opacity = opacity;
9172 /* Queue a redraw from the flatten effect so that it can use
9173 its cached image if available instead of having to redraw the
9174 actual actor. If it doesn't end up using the FBO then the
9175 effect is still able to continue the paint anyway. If there
9176 is no flatten effect yet then this is equivalent to queueing
9178 _clutter_actor_queue_redraw_full (self,
9181 priv->flatten_effect);
9183 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9188 * clutter_actor_get_paint_opacity_internal:
9189 * @self: a #ClutterActor
9191 * Retrieves the absolute opacity of the actor, as it appears on the stage
9193 * This function does not do type checks
9195 * Return value: the absolute opacity of the actor
9198 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9200 ClutterActorPrivate *priv = self->priv;
9201 ClutterActor *parent;
9203 /* override the top-level opacity to always be 255; even in
9204 * case of ClutterStage:use-alpha being TRUE we want the rest
9205 * of the scene to be painted
9207 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9210 if (priv->opacity_override >= 0)
9211 return priv->opacity_override;
9213 parent = priv->parent;
9215 /* Factor in the actual actors opacity with parents */
9218 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9220 if (opacity != 0xff)
9221 return (opacity * priv->opacity) / 0xff;
9224 return priv->opacity;
9229 * clutter_actor_get_paint_opacity:
9230 * @self: A #ClutterActor
9232 * Retrieves the absolute opacity of the actor, as it appears on the stage.
9234 * This function traverses the hierarchy chain and composites the opacity of
9235 * the actor with that of its parents.
9237 * This function is intended for subclasses to use in the paint virtual
9238 * function, to paint themselves with the correct opacity.
9240 * Return value: The actor opacity value.
9245 clutter_actor_get_paint_opacity (ClutterActor *self)
9247 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9249 return clutter_actor_get_paint_opacity_internal (self);
9253 * clutter_actor_get_opacity:
9254 * @self: a #ClutterActor
9256 * Retrieves the opacity value of an actor, as set by
9257 * clutter_actor_set_opacity().
9259 * For retrieving the absolute opacity of the actor inside a paint
9260 * virtual function, see clutter_actor_get_paint_opacity().
9262 * Return value: the opacity of the actor
9265 clutter_actor_get_opacity (ClutterActor *self)
9267 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9269 return self->priv->opacity;
9273 * clutter_actor_set_offscreen_redirect:
9274 * @self: A #ClutterActor
9275 * @redirect: New offscreen redirect flags for the actor.
9277 * Defines the circumstances where the actor should be redirected into
9278 * an offscreen image. The offscreen image is used to flatten the
9279 * actor into a single image while painting for two main reasons.
9280 * Firstly, when the actor is painted a second time without any of its
9281 * contents changing it can simply repaint the cached image without
9282 * descending further down the actor hierarchy. Secondly, it will make
9283 * the opacity look correct even if there are overlapping primitives
9286 * Caching the actor could in some cases be a performance win and in
9287 * some cases be a performance lose so it is important to determine
9288 * which value is right for an actor before modifying this value. For
9289 * example, there is never any reason to flatten an actor that is just
9290 * a single texture (such as a #ClutterTexture) because it is
9291 * effectively already cached in an image so the offscreen would be
9292 * redundant. Also if the actor contains primitives that are far apart
9293 * with a large transparent area in the middle (such as a large
9294 * CluterGroup with a small actor in the top left and a small actor in
9295 * the bottom right) then the cached image will contain the entire
9296 * image of the large area and the paint will waste time blending all
9297 * of the transparent pixels in the middle.
9299 * The default method of implementing opacity on a container simply
9300 * forwards on the opacity to all of the children. If the children are
9301 * overlapping then it will appear as if they are two separate glassy
9302 * objects and there will be a break in the color where they
9303 * overlap. By redirecting to an offscreen buffer it will be as if the
9304 * two opaque objects are combined into one and then made transparent
9305 * which is usually what is expected.
9307 * The image below demonstrates the difference between redirecting and
9308 * not. The image shows two Clutter groups, each containing a red and
9309 * a green rectangle which overlap. The opacity on the group is set to
9310 * 128 (which is 50%). When the offscreen redirect is not used, the
9311 * red rectangle can be seen through the blue rectangle as if the two
9312 * rectangles were separately transparent. When the redirect is used
9313 * the group as a whole is transparent instead so the red rectangle is
9314 * not visible where they overlap.
9316 * <figure id="offscreen-redirect">
9317 * <title>Sample of using an offscreen redirect for transparency</title>
9318 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
9321 * The default value for this property is 0, so we effectively will
9322 * never redirect an actor offscreen by default. This means that there
9323 * are times that transparent actors may look glassy as described
9324 * above. The reason this is the default is because there is a
9325 * performance trade off between quality and performance here. In many
9326 * cases the default form of glassy opacity looks good enough, but if
9327 * it's not you will need to set the
9328 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
9329 * redirection for opacity.
9331 * Custom actors that don't contain any overlapping primitives are
9332 * recommended to override the has_overlaps() virtual to return %FALSE
9333 * for maximum efficiency.
9338 clutter_actor_set_offscreen_redirect (ClutterActor *self,
9339 ClutterOffscreenRedirect redirect)
9341 ClutterActorPrivate *priv;
9343 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9347 if (priv->offscreen_redirect != redirect)
9349 priv->offscreen_redirect = redirect;
9351 /* Queue a redraw from the effect so that it can use its cached
9352 image if available instead of having to redraw the actual
9353 actor. If it doesn't end up using the FBO then the effect is
9354 still able to continue the paint anyway. If there is no
9355 effect then this is equivalent to queuing a full redraw */
9356 _clutter_actor_queue_redraw_full (self,
9359 priv->flatten_effect);
9361 g_object_notify_by_pspec (G_OBJECT (self),
9362 obj_props[PROP_OFFSCREEN_REDIRECT]);
9367 * clutter_actor_get_offscreen_redirect:
9368 * @self: a #ClutterActor
9370 * Retrieves whether to redirect the actor to an offscreen buffer, as
9371 * set by clutter_actor_set_offscreen_redirect().
9373 * Return value: the value of the offscreen-redirect property of the actor
9377 ClutterOffscreenRedirect
9378 clutter_actor_get_offscreen_redirect (ClutterActor *self)
9380 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9382 return self->priv->offscreen_redirect;
9386 * clutter_actor_set_name:
9387 * @self: A #ClutterActor
9388 * @name: Textual tag to apply to actor
9390 * Sets the given name to @self. The name can be used to identify
9394 clutter_actor_set_name (ClutterActor *self,
9397 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9399 g_free (self->priv->name);
9400 self->priv->name = g_strdup (name);
9402 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
9406 * clutter_actor_get_name:
9407 * @self: A #ClutterActor
9409 * Retrieves the name of @self.
9411 * Return value: the name of the actor, or %NULL. The returned string is
9412 * owned by the actor and should not be modified or freed.
9415 clutter_actor_get_name (ClutterActor *self)
9417 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9419 return self->priv->name;
9423 * clutter_actor_get_gid:
9424 * @self: A #ClutterActor
9426 * Retrieves the unique id for @self.
9428 * Return value: Globally unique value for this object instance.
9432 * Deprecated: 1.8: The id is not used any longer.
9435 clutter_actor_get_gid (ClutterActor *self)
9437 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9439 return self->priv->id;
9443 * clutter_actor_set_depth:
9444 * @self: a #ClutterActor
9447 * Sets the Z coordinate of @self to @depth.
9449 * The unit used by @depth is dependant on the perspective setup. See
9450 * also clutter_stage_set_perspective().
9453 clutter_actor_set_depth (ClutterActor *self,
9456 ClutterActorPrivate *priv;
9458 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9462 if (priv->z != depth)
9464 /* Sets Z value - XXX 2.0: should we invert? */
9467 priv->transform_valid = FALSE;
9469 /* FIXME - remove this crap; sadly, there are still containers
9470 * in Clutter that depend on this utter brain damage
9472 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
9474 clutter_actor_queue_redraw (self);
9476 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
9481 * clutter_actor_get_depth:
9482 * @self: a #ClutterActor
9484 * Retrieves the depth of @self.
9486 * Return value: the depth of the actor
9489 clutter_actor_get_depth (ClutterActor *self)
9491 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
9493 return self->priv->z;
9497 * clutter_actor_set_rotation:
9498 * @self: a #ClutterActor
9499 * @axis: the axis of rotation
9500 * @angle: the angle of rotation
9501 * @x: X coordinate of the rotation center
9502 * @y: Y coordinate of the rotation center
9503 * @z: Z coordinate of the rotation center
9505 * Sets the rotation angle of @self around the given axis.
9507 * The rotation center coordinates used depend on the value of @axis:
9509 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
9510 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
9511 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
9514 * The rotation coordinates are relative to the anchor point of the
9515 * actor, set using clutter_actor_set_anchor_point(). If no anchor
9516 * point is set, the upper left corner is assumed as the origin.
9521 clutter_actor_set_rotation (ClutterActor *self,
9522 ClutterRotateAxis axis,
9530 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9536 g_object_freeze_notify (G_OBJECT (self));
9538 clutter_actor_set_rotation_angle_internal (self, axis, angle);
9539 clutter_actor_set_rotation_center_internal (self, axis, &v);
9541 g_object_thaw_notify (G_OBJECT (self));
9545 * clutter_actor_set_z_rotation_from_gravity:
9546 * @self: a #ClutterActor
9547 * @angle: the angle of rotation
9548 * @gravity: the center point of the rotation
9550 * Sets the rotation angle of @self around the Z axis using the center
9551 * point specified as a compass point. For example to rotate such that
9552 * the center of the actor remains static you can use
9553 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
9554 * will move accordingly.
9559 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
9561 ClutterGravity gravity)
9563 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9565 if (gravity == CLUTTER_GRAVITY_NONE)
9566 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
9569 GObject *obj = G_OBJECT (self);
9570 ClutterTransformInfo *info;
9572 info = _clutter_actor_get_transform_info (self);
9574 g_object_freeze_notify (obj);
9576 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
9578 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
9579 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
9580 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
9582 g_object_thaw_notify (obj);
9587 * clutter_actor_get_rotation:
9588 * @self: a #ClutterActor
9589 * @axis: the axis of rotation
9590 * @x: (out): return value for the X coordinate of the center of rotation
9591 * @y: (out): return value for the Y coordinate of the center of rotation
9592 * @z: (out): return value for the Z coordinate of the center of rotation
9594 * Retrieves the angle and center of rotation on the given axis,
9595 * set using clutter_actor_set_rotation().
9597 * Return value: the angle of rotation
9602 clutter_actor_get_rotation (ClutterActor *self,
9603 ClutterRotateAxis axis,
9608 const ClutterTransformInfo *info;
9609 const AnchorCoord *anchor_coord;
9612 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9614 info = _clutter_actor_get_transform_info_or_defaults (self);
9618 case CLUTTER_X_AXIS:
9619 anchor_coord = &info->rx_center;
9620 retval = info->rx_angle;
9623 case CLUTTER_Y_AXIS:
9624 anchor_coord = &info->ry_center;
9625 retval = info->ry_angle;
9628 case CLUTTER_Z_AXIS:
9629 anchor_coord = &info->rz_center;
9630 retval = info->rz_angle;
9634 anchor_coord = NULL;
9639 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
9645 * clutter_actor_get_z_rotation_gravity:
9646 * @self: A #ClutterActor
9648 * Retrieves the center for the rotation around the Z axis as a
9649 * compass direction. If the center was specified in pixels or units
9650 * this will return %CLUTTER_GRAVITY_NONE.
9652 * Return value: the Z rotation center
9657 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
9659 const ClutterTransformInfo *info;
9661 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
9663 info = _clutter_actor_get_transform_info_or_defaults (self);
9665 return clutter_anchor_coord_get_gravity (&info->rz_center);
9669 * clutter_actor_set_clip:
9670 * @self: A #ClutterActor
9671 * @xoff: X offset of the clip rectangle
9672 * @yoff: Y offset of the clip rectangle
9673 * @width: Width of the clip rectangle
9674 * @height: Height of the clip rectangle
9676 * Sets clip area for @self. The clip area is always computed from the
9677 * upper left corner of the actor, even if the anchor point is set
9683 clutter_actor_set_clip (ClutterActor *self,
9689 ClutterActorPrivate *priv;
9691 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9695 if (priv->has_clip &&
9696 priv->clip.x == xoff &&
9697 priv->clip.y == yoff &&
9698 priv->clip.width == width &&
9699 priv->clip.height == height)
9702 priv->clip.x = xoff;
9703 priv->clip.y = yoff;
9704 priv->clip.width = width;
9705 priv->clip.height = height;
9707 priv->has_clip = TRUE;
9709 clutter_actor_queue_redraw (self);
9711 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9712 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
9716 * clutter_actor_remove_clip
9717 * @self: A #ClutterActor
9719 * Removes clip area from @self.
9722 clutter_actor_remove_clip (ClutterActor *self)
9724 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9726 if (!self->priv->has_clip)
9729 self->priv->has_clip = FALSE;
9731 clutter_actor_queue_redraw (self);
9733 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9737 * clutter_actor_has_clip:
9738 * @self: a #ClutterActor
9740 * Determines whether the actor has a clip area set or not.
9742 * Return value: %TRUE if the actor has a clip area set.
9747 clutter_actor_has_clip (ClutterActor *self)
9749 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
9751 return self->priv->has_clip;
9755 * clutter_actor_get_clip:
9756 * @self: a #ClutterActor
9757 * @xoff: (out) (allow-none): return location for the X offset of
9758 * the clip rectangle, or %NULL
9759 * @yoff: (out) (allow-none): return location for the Y offset of
9760 * the clip rectangle, or %NULL
9761 * @width: (out) (allow-none): return location for the width of
9762 * the clip rectangle, or %NULL
9763 * @height: (out) (allow-none): return location for the height of
9764 * the clip rectangle, or %NULL
9766 * Gets the clip area for @self, if any is set
9771 clutter_actor_get_clip (ClutterActor *self,
9777 ClutterActorPrivate *priv;
9779 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9783 if (!priv->has_clip)
9787 *xoff = priv->clip.x;
9790 *yoff = priv->clip.y;
9793 *width = priv->clip.width;
9796 *height = priv->clip.height;
9800 * clutter_actor_get_children:
9801 * @self: a #ClutterActor
9803 * Retrieves the list of children of @self.
9805 * Return value: (transfer container) (element-type ClutterActor): A newly
9806 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
9812 clutter_actor_get_children (ClutterActor *self)
9817 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9819 /* we walk the list backward so that we can use prepend(),
9822 for (iter = self->priv->last_child, res = NULL;
9824 iter = iter->priv->prev_sibling)
9826 res = g_list_prepend (res, iter);
9833 * insert_child_at_depth:
9834 * @self: a #ClutterActor
9835 * @child: a #ClutterActor
9837 * Inserts @child inside the list of children held by @self, using
9838 * the depth as the insertion criteria.
9840 * This sadly makes the insertion not O(1), but we can keep the
9841 * list sorted so that the painters algorithm we use for painting
9842 * the children will work correctly.
9845 insert_child_at_depth (ClutterActor *self,
9846 ClutterActor *child,
9847 gpointer dummy G_GNUC_UNUSED)
9851 child->priv->parent = self;
9853 /* special-case the first child */
9854 if (self->priv->n_children == 0)
9856 self->priv->first_child = child;
9857 self->priv->last_child = child;
9859 child->priv->next_sibling = NULL;
9860 child->priv->prev_sibling = NULL;
9865 /* Find the right place to insert the child so that it will still be
9866 sorted and the child will be after all of the actors at the same
9868 for (iter = self->priv->first_child;
9870 iter = iter->priv->next_sibling)
9872 if (iter->priv->z > child->priv->z)
9878 ClutterActor *tmp = iter->priv->prev_sibling;
9881 tmp->priv->next_sibling = child;
9883 /* Insert the node before the found one */
9884 child->priv->prev_sibling = iter->priv->prev_sibling;
9885 child->priv->next_sibling = iter;
9886 iter->priv->prev_sibling = child;
9890 ClutterActor *tmp = self->priv->last_child;
9893 tmp->priv->next_sibling = child;
9895 /* insert the node at the end of the list */
9896 child->priv->prev_sibling = self->priv->last_child;
9897 child->priv->next_sibling = NULL;
9900 if (child->priv->prev_sibling == NULL)
9901 self->priv->first_child = child;
9903 if (child->priv->next_sibling == NULL)
9904 self->priv->last_child = child;
9908 insert_child_at_index (ClutterActor *self,
9909 ClutterActor *child,
9912 gint index_ = GPOINTER_TO_INT (data_);
9914 child->priv->parent = self;
9918 ClutterActor *tmp = self->priv->first_child;
9921 tmp->priv->prev_sibling = child;
9923 child->priv->prev_sibling = NULL;
9924 child->priv->next_sibling = tmp;
9926 else if (index_ < 0)
9928 ClutterActor *tmp = self->priv->last_child;
9931 tmp->priv->next_sibling = child;
9933 child->priv->prev_sibling = tmp;
9934 child->priv->next_sibling = NULL;
9941 for (iter = self->priv->first_child, i = 0;
9943 iter = iter->priv->next_sibling, i += 1)
9947 ClutterActor *tmp = iter->priv->prev_sibling;
9949 child->priv->prev_sibling = tmp;
9950 child->priv->next_sibling = iter;
9952 iter->priv->prev_sibling = child;
9955 tmp->priv->next_sibling = child;
9962 if (child->priv->prev_sibling == NULL)
9963 self->priv->first_child = child;
9965 if (child->priv->next_sibling == NULL)
9966 self->priv->last_child = child;
9970 insert_child_above (ClutterActor *self,
9971 ClutterActor *child,
9974 ClutterActor *sibling = data;
9976 child->priv->parent = self;
9978 if (sibling == NULL)
9979 sibling = self->priv->last_child;
9981 child->priv->prev_sibling = sibling;
9983 if (sibling != NULL)
9985 ClutterActor *tmp = sibling->priv->next_sibling;
9987 child->priv->next_sibling = tmp;
9990 tmp->priv->prev_sibling = child;
9992 sibling->priv->next_sibling = child;
9995 child->priv->next_sibling = NULL;
9997 if (child->priv->prev_sibling == NULL)
9998 self->priv->first_child = child;
10000 if (child->priv->next_sibling == NULL)
10001 self->priv->last_child = child;
10005 insert_child_below (ClutterActor *self,
10006 ClutterActor *child,
10009 ClutterActor *sibling = data;
10011 child->priv->parent = self;
10013 if (sibling == NULL)
10014 sibling = self->priv->first_child;
10016 child->priv->next_sibling = sibling;
10018 if (sibling != NULL)
10020 ClutterActor *tmp = sibling->priv->prev_sibling;
10022 child->priv->prev_sibling = tmp;
10025 tmp->priv->next_sibling = child;
10027 sibling->priv->prev_sibling = child;
10030 child->priv->prev_sibling = NULL;
10032 if (child->priv->prev_sibling == NULL)
10033 self->priv->first_child = child;
10035 if (child->priv->next_sibling == NULL)
10036 self->priv->last_child = child;
10039 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10040 ClutterActor *child,
10044 ADD_CHILD_CREATE_META = 1 << 0,
10045 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10046 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10047 ADD_CHILD_CHECK_STATE = 1 << 3,
10048 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10050 /* default flags for public API */
10051 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10052 ADD_CHILD_EMIT_PARENT_SET |
10053 ADD_CHILD_EMIT_ACTOR_ADDED |
10054 ADD_CHILD_CHECK_STATE |
10055 ADD_CHILD_NOTIFY_FIRST_LAST,
10057 /* flags for legacy/deprecated API */
10058 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10059 ADD_CHILD_CHECK_STATE |
10060 ADD_CHILD_NOTIFY_FIRST_LAST
10061 } ClutterActorAddChildFlags;
10064 * clutter_actor_add_child_internal:
10065 * @self: a #ClutterActor
10066 * @child: a #ClutterActor
10067 * @flags: control flags for actions
10068 * @add_func: delegate function
10069 * @data: (closure): data to pass to @add_func
10071 * Adds @child to the list of children of @self.
10073 * The actual insertion inside the list is delegated to @add_func: this
10074 * function will just set up the state, perform basic checks, and emit
10077 * The @flags argument is used to perform additional operations.
10080 clutter_actor_add_child_internal (ClutterActor *self,
10081 ClutterActor *child,
10082 ClutterActorAddChildFlags flags,
10083 ClutterActorAddChildFunc add_func,
10086 ClutterTextDirection text_dir;
10087 gboolean create_meta;
10088 gboolean emit_parent_set, emit_actor_added;
10089 gboolean check_state;
10090 gboolean notify_first_last;
10091 ClutterActor *old_first_child, *old_last_child;
10093 if (child->priv->parent != NULL)
10095 g_warning ("Cannot set a parent on an actor which has a parent. "
10096 "You must use clutter_actor_remove_child() first.");
10100 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10102 g_warning ("Cannot set a parent on a toplevel actor\n");
10106 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10108 g_warning ("Cannot set a parent currently being destroyed");
10112 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10113 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10114 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10115 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10116 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10118 old_first_child = self->priv->first_child;
10119 old_last_child = self->priv->last_child;
10122 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10124 g_object_ref_sink (child);
10125 child->priv->parent = NULL;
10126 child->priv->next_sibling = NULL;
10127 child->priv->prev_sibling = NULL;
10129 /* delegate the actual insertion */
10130 add_func (self, child, data);
10132 g_assert (child->priv->parent == self);
10134 self->priv->n_children += 1;
10136 self->priv->age += 1;
10138 /* if push_internal() has been called then we automatically set
10139 * the flag on the actor
10141 if (self->priv->internal_child)
10142 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10144 /* clutter_actor_reparent() will emit ::parent-set for us */
10145 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10146 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
10150 /* If parent is mapped or realized, we need to also be mapped or
10151 * realized once we're inside the parent.
10153 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
10155 /* propagate the parent's text direction to the child */
10156 text_dir = clutter_actor_get_text_direction (self);
10157 clutter_actor_set_text_direction (child, text_dir);
10160 if (child->priv->show_on_set_parent)
10161 clutter_actor_show (child);
10163 if (CLUTTER_ACTOR_IS_MAPPED (child))
10164 clutter_actor_queue_redraw (child);
10166 /* maintain the invariant that if an actor needs layout,
10167 * its parents do as well
10169 if (child->priv->needs_width_request ||
10170 child->priv->needs_height_request ||
10171 child->priv->needs_allocation)
10173 /* we work around the short-circuiting we do
10174 * in clutter_actor_queue_relayout() since we
10175 * want to force a relayout
10177 child->priv->needs_width_request = TRUE;
10178 child->priv->needs_height_request = TRUE;
10179 child->priv->needs_allocation = TRUE;
10181 clutter_actor_queue_relayout (child->priv->parent);
10184 if (emit_actor_added)
10185 g_signal_emit_by_name (self, "actor-added", child);
10187 if (notify_first_last)
10189 if (old_first_child != self->priv->first_child)
10190 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
10192 if (old_last_child != self->priv->last_child)
10193 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
10198 * clutter_actor_add_child:
10199 * @self: a #ClutterActor
10200 * @child: a #ClutterActor
10202 * Adds @child to the children of @self.
10204 * This function will acquire a reference on @child that will only
10205 * be released when calling clutter_actor_remove_child().
10207 * This function will take into consideration the #ClutterActor:depth
10208 * of @child, and will keep the list of children sorted.
10210 * This function will emit the #ClutterContainer::actor-added signal
10216 clutter_actor_add_child (ClutterActor *self,
10217 ClutterActor *child)
10219 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10220 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10221 g_return_if_fail (self != child);
10222 g_return_if_fail (child->priv->parent == NULL);
10224 clutter_actor_add_child_internal (self, child,
10225 ADD_CHILD_DEFAULT_FLAGS,
10226 insert_child_at_depth,
10231 * clutter_actor_insert_child_at_index:
10232 * @self: a #ClutterActor
10233 * @child: a #ClutterActor
10234 * @index_: the index
10236 * Inserts @child into the list of children of @self, using the
10239 * This function will acquire a reference on @child that will only
10240 * be released when calling clutter_actor_remove_child().
10242 * This function will not take into consideration the #ClutterActor:depth
10245 * This function will emit the #ClutterContainer::actor-added signal
10251 clutter_actor_insert_child_at_index (ClutterActor *self,
10252 ClutterActor *child,
10255 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10256 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10257 g_return_if_fail (self != child);
10258 g_return_if_fail (child->priv->parent == NULL);
10260 clutter_actor_add_child_internal (self, child,
10261 ADD_CHILD_DEFAULT_FLAGS,
10262 insert_child_at_index,
10263 GINT_TO_POINTER (index_));
10267 * clutter_actor_insert_child_above:
10268 * @self: a #ClutterActor
10269 * @child: a #ClutterActor
10270 * @sibling: (allow-none): a child of @self, or %NULL
10272 * Inserts @child into the list of children of @self, above another
10273 * child of @self or, if @sibling is %NULL, above all the children
10276 * This function will acquire a reference on @child that will only
10277 * be released when calling clutter_actor_remove_child().
10279 * This function will not take into consideration the #ClutterActor:depth
10282 * This function will emit the #ClutterContainer::actor-added signal
10288 clutter_actor_insert_child_above (ClutterActor *self,
10289 ClutterActor *child,
10290 ClutterActor *sibling)
10292 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10293 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10294 g_return_if_fail (self != child);
10295 g_return_if_fail (child != sibling);
10296 g_return_if_fail (child->priv->parent == NULL);
10297 g_return_if_fail (sibling == NULL ||
10298 (CLUTTER_IS_ACTOR (sibling) &&
10299 sibling->priv->parent == self));
10301 clutter_actor_add_child_internal (self, child,
10302 ADD_CHILD_DEFAULT_FLAGS,
10303 insert_child_above,
10308 * clutter_actor_insert_child_below:
10309 * @self: a #ClutterActor
10310 * @child: a #ClutterActor
10311 * @sibling: (allow-none): a child of @self, or %NULL
10313 * Inserts @child into the list of children of @self, below another
10314 * child of @self or, if @sibling is %NULL, below all the children
10317 * This function will acquire a reference on @child that will only
10318 * be released when calling clutter_actor_remove_child().
10320 * This function will not take into consideration the #ClutterActor:depth
10323 * This function will emit the #ClutterContainer::actor-added signal
10329 clutter_actor_insert_child_below (ClutterActor *self,
10330 ClutterActor *child,
10331 ClutterActor *sibling)
10333 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10334 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10335 g_return_if_fail (self != child);
10336 g_return_if_fail (child != sibling);
10337 g_return_if_fail (child->priv->parent == NULL);
10338 g_return_if_fail (sibling == NULL ||
10339 (CLUTTER_IS_ACTOR (sibling) &&
10340 sibling->priv->parent == self));
10342 clutter_actor_add_child_internal (self, child,
10343 ADD_CHILD_DEFAULT_FLAGS,
10344 insert_child_below,
10349 * clutter_actor_set_parent:
10350 * @self: A #ClutterActor
10351 * @parent: A new #ClutterActor parent
10353 * Sets the parent of @self to @parent.
10355 * This function will result in @parent acquiring a reference on @self,
10356 * eventually by sinking its floating reference first. The reference
10357 * will be released by clutter_actor_unparent().
10359 * This function should only be called by legacy #ClutterActor<!-- -->s
10360 * implementing the #ClutterContainer interface.
10362 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
10365 clutter_actor_set_parent (ClutterActor *self,
10366 ClutterActor *parent)
10368 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10369 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
10370 g_return_if_fail (self != parent);
10371 g_return_if_fail (self->priv->parent == NULL);
10373 /* as this function will be called inside ClutterContainer::add
10374 * implementations or when building up a composite actor, we have
10375 * to preserve the old behaviour, and not create child meta or
10376 * emit the ::actor-added signal, to avoid recursion or double
10379 clutter_actor_add_child_internal (parent, self,
10380 ADD_CHILD_LEGACY_FLAGS,
10381 insert_child_at_depth,
10386 * clutter_actor_get_parent:
10387 * @self: A #ClutterActor
10389 * Retrieves the parent of @self.
10391 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
10392 * if no parent is set
10395 clutter_actor_get_parent (ClutterActor *self)
10397 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10399 return self->priv->parent;
10403 * clutter_actor_get_paint_visibility:
10404 * @self: A #ClutterActor
10406 * Retrieves the 'paint' visibility of an actor recursively checking for non
10409 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
10411 * Return Value: %TRUE if the actor is visibile and will be painted.
10416 clutter_actor_get_paint_visibility (ClutterActor *actor)
10418 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10420 return CLUTTER_ACTOR_IS_MAPPED (actor);
10424 * clutter_actor_remove_child:
10425 * @self: a #ClutterActor
10426 * @child: a #ClutterActor
10428 * Removes @child from the children of @self.
10430 * This function will release the reference added by
10431 * clutter_actor_add_child(), so if you want to keep using @child
10432 * you will have to acquire a referenced on it before calling this
10435 * This function will emit the #ClutterContainer::actor-removed
10441 clutter_actor_remove_child (ClutterActor *self,
10442 ClutterActor *child)
10444 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10445 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10446 g_return_if_fail (self != child);
10447 g_return_if_fail (child->priv->parent != NULL);
10448 g_return_if_fail (child->priv->parent == self);
10450 clutter_actor_remove_child_internal (self, child,
10451 REMOVE_CHILD_DEFAULT_FLAGS);
10455 * clutter_actor_remove_all_children:
10456 * @self: a #ClutterActor
10458 * Removes all children of @self.
10460 * This function releases the reference added by inserting a child actor
10461 * in the list of children of @self.
10466 clutter_actor_remove_all_children (ClutterActor *self)
10468 ClutterActor *iter;
10470 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10472 if (self->priv->n_children == 0)
10475 iter = self->priv->first_child;
10476 while (iter != NULL)
10478 ClutterActor *next = iter->priv->next_sibling;
10480 clutter_actor_remove_child_internal (self, iter,
10481 REMOVE_CHILD_DEFAULT_FLAGS);
10486 g_assert (self->priv->first_child == NULL);
10487 g_assert (self->priv->last_child == NULL);
10488 g_assert (self->priv->n_children == 0);
10491 typedef struct _InsertBetweenData {
10492 ClutterActor *prev_sibling;
10493 ClutterActor *next_sibling;
10494 } InsertBetweenData;
10497 insert_child_between (ClutterActor *self,
10498 ClutterActor *child,
10501 InsertBetweenData *data = data_;
10502 ClutterActor *prev_sibling = data->prev_sibling;
10503 ClutterActor *next_sibling = data->next_sibling;
10505 child->priv->parent = self;
10506 child->priv->prev_sibling = prev_sibling;
10507 child->priv->next_sibling = next_sibling;
10509 if (prev_sibling != NULL)
10510 prev_sibling->priv->next_sibling = child;
10512 if (next_sibling != NULL)
10513 next_sibling->priv->prev_sibling = child;
10515 if (child->priv->prev_sibling == NULL)
10516 self->priv->first_child = child;
10518 if (child->priv->next_sibling == NULL)
10519 self->priv->last_child = child;
10523 * clutter_actor_replace_child:
10524 * @self: a #ClutterActor
10525 * @old_child: the child of @self to replace
10526 * @new_child: the #ClutterActor to replace @old_child
10528 * Replaces @old_child with @new_child in the list of children of @self.
10533 clutter_actor_replace_child (ClutterActor *self,
10534 ClutterActor *old_child,
10535 ClutterActor *new_child)
10537 ClutterActor *prev_sibling, *next_sibling;
10538 InsertBetweenData clos;
10540 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10541 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
10542 g_return_if_fail (old_child->priv->parent == self);
10543 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
10544 g_return_if_fail (old_child != new_child);
10545 g_return_if_fail (new_child != self);
10546 g_return_if_fail (new_child->priv->parent == NULL);
10548 prev_sibling = old_child->priv->prev_sibling;
10549 next_sibling = old_child->priv->next_sibling;
10550 clutter_actor_remove_child_internal (self, old_child,
10551 REMOVE_CHILD_DEFAULT_FLAGS);
10553 clos.prev_sibling = prev_sibling;
10554 clos.next_sibling = next_sibling;
10555 clutter_actor_add_child_internal (self, new_child,
10556 ADD_CHILD_DEFAULT_FLAGS,
10557 insert_child_between,
10562 * clutter_actor_unparent:
10563 * @self: a #ClutterActor
10565 * Removes the parent of @self.
10567 * This will cause the parent of @self to release the reference
10568 * acquired when calling clutter_actor_set_parent(), so if you
10569 * want to keep @self you will have to acquire a reference of
10570 * your own, through g_object_ref().
10572 * This function should only be called by legacy #ClutterActor<!-- -->s
10573 * implementing the #ClutterContainer interface.
10577 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
10580 clutter_actor_unparent (ClutterActor *self)
10582 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10584 if (self->priv->parent == NULL)
10587 clutter_actor_remove_child_internal (self->priv->parent, self,
10588 REMOVE_CHILD_LEGACY_FLAGS);
10592 * clutter_actor_reparent:
10593 * @self: a #ClutterActor
10594 * @new_parent: the new #ClutterActor parent
10596 * Resets the parent actor of @self.
10598 * This function is logically equivalent to calling clutter_actor_unparent()
10599 * and clutter_actor_set_parent(), but more efficiently implemented, as it
10600 * ensures the child is not finalized when unparented, and emits the
10601 * #ClutterActor::parent-set signal only once.
10603 * In reality, calling this function is less useful than it sounds, as some
10604 * application code may rely on changes in the intermediate state between
10605 * removal and addition of the actor from its old parent to the @new_parent.
10606 * Thus, it is strongly encouraged to avoid using this function in application
10611 * Deprecated: 1.10: Use clutter_actor_remove_child() and
10612 * clutter_actor_add_child() instead; remember to take a reference on
10613 * the actor being removed before calling clutter_actor_remove_child()
10614 * to avoid the reference count dropping to zero and the actor being
10618 clutter_actor_reparent (ClutterActor *self,
10619 ClutterActor *new_parent)
10621 ClutterActorPrivate *priv;
10623 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10624 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
10625 g_return_if_fail (self != new_parent);
10627 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10629 g_warning ("Cannot set a parent on a toplevel actor");
10633 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
10635 g_warning ("Cannot set a parent currently being destroyed");
10641 if (priv->parent != new_parent)
10643 ClutterActor *old_parent;
10645 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10647 old_parent = priv->parent;
10649 g_object_ref (self);
10651 if (old_parent != NULL)
10653 /* go through the Container implementation if this is a regular
10654 * child and not an internal one
10656 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10658 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
10660 /* this will have to call unparent() */
10661 clutter_container_remove_actor (parent, self);
10664 clutter_actor_remove_child_internal (old_parent, self,
10665 REMOVE_CHILD_LEGACY_FLAGS);
10668 /* Note, will call set_parent() */
10669 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10670 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
10672 clutter_actor_add_child_internal (new_parent, self,
10673 ADD_CHILD_LEGACY_FLAGS,
10674 insert_child_at_depth,
10677 /* we emit the ::parent-set signal once */
10678 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
10680 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10682 /* the IN_REPARENT flag suspends state updates */
10683 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
10685 g_object_unref (self);
10690 * clutter_actor_contains:
10691 * @self: A #ClutterActor
10692 * @descendant: A #ClutterActor, possibly contained in @self
10694 * Determines if @descendant is contained inside @self (either as an
10695 * immediate child, or as a deeper descendant). If @self and
10696 * @descendant point to the same actor then it will also return %TRUE.
10698 * Return value: whether @descendent is contained within @self
10703 clutter_actor_contains (ClutterActor *self,
10704 ClutterActor *descendant)
10706 ClutterActor *actor;
10708 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10709 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
10711 for (actor = descendant; actor; actor = actor->priv->parent)
10719 * clutter_actor_set_child_above_sibling:
10720 * @self: a #ClutterActor
10721 * @child: a #ClutterActor child of @self
10722 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10724 * Sets @child to be above @sibling in the list of children of @self.
10726 * If @sibling is %NULL, @child will be the new last child of @self.
10728 * This function is logically equivalent to removing @child and using
10729 * clutter_actor_insert_child_above(), but it will not emit signals
10730 * or change state on @child.
10735 clutter_actor_set_child_above_sibling (ClutterActor *self,
10736 ClutterActor *child,
10737 ClutterActor *sibling)
10739 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10740 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10741 g_return_if_fail (child->priv->parent == self);
10742 g_return_if_fail (child != sibling);
10743 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10745 if (sibling != NULL)
10746 g_return_if_fail (sibling->priv->parent == self);
10748 /* we don't want to change the state of child, or emit signals, or
10749 * regenerate ChildMeta instances here, but we still want to follow
10750 * the correct sequence of steps encoded in remove_child() and
10751 * add_child(), so that correctness is ensured, and we only go
10752 * through one known code path.
10754 g_object_ref (child);
10755 clutter_actor_remove_child_internal (self, child, 0);
10756 clutter_actor_add_child_internal (self, child,
10757 ADD_CHILD_NOTIFY_FIRST_LAST,
10758 insert_child_above,
10761 clutter_actor_queue_relayout (self);
10765 * clutter_actor_set_child_below_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 below @sibling in the list of children of @self.
10772 * If @sibling is %NULL, @child will be the new first child of @self.
10774 * This function is logically equivalent to removing @self and using
10775 * clutter_actor_insert_child_below(), but it will not emit signals
10776 * or change state on @child.
10781 clutter_actor_set_child_below_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 /* see the comment in set_child_above_sibling() */
10795 g_object_ref (child);
10796 clutter_actor_remove_child_internal (self, child, 0);
10797 clutter_actor_add_child_internal (self, child,
10798 ADD_CHILD_NOTIFY_FIRST_LAST,
10799 insert_child_below,
10802 clutter_actor_queue_relayout (self);
10806 * clutter_actor_set_child_at_index:
10807 * @self: a #ClutterActor
10808 * @child: a #ClutterActor child of @self
10809 * @index_: the new index for @child
10811 * Changes the index of @child in the list of children of @self.
10813 * This function is logically equivalent to removing @child and
10814 * calling clutter_actor_insert_child_at_index(), but it will not
10815 * emit signals or change state on @child.
10820 clutter_actor_set_child_at_index (ClutterActor *self,
10821 ClutterActor *child,
10824 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10825 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10826 g_return_if_fail (child->priv->parent == self);
10827 g_return_if_fail (index_ <= self->priv->n_children);
10829 g_object_ref (child);
10830 clutter_actor_remove_child_internal (self, child, 0);
10831 clutter_actor_add_child_internal (self, child,
10832 ADD_CHILD_NOTIFY_FIRST_LAST,
10833 insert_child_at_index,
10834 GINT_TO_POINTER (index_));
10836 clutter_actor_queue_relayout (self);
10840 * clutter_actor_raise:
10841 * @self: A #ClutterActor
10842 * @below: (allow-none): A #ClutterActor to raise above.
10844 * Puts @self above @below.
10846 * Both actors must have the same parent, and the parent must implement
10847 * the #ClutterContainer interface
10849 * This function calls clutter_container_raise_child() internally.
10851 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
10854 clutter_actor_raise (ClutterActor *self,
10855 ClutterActor *below)
10857 ClutterActor *parent;
10859 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10861 parent = clutter_actor_get_parent (self);
10862 if (parent == NULL)
10864 g_warning ("%s: Actor '%s' is not inside a container",
10866 _clutter_actor_get_debug_name (self));
10872 if (parent != clutter_actor_get_parent (below))
10874 g_warning ("%s Actor '%s' is not in the same container as "
10877 _clutter_actor_get_debug_name (self),
10878 _clutter_actor_get_debug_name (below));
10883 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
10887 * clutter_actor_lower:
10888 * @self: A #ClutterActor
10889 * @above: (allow-none): A #ClutterActor to lower below
10891 * Puts @self below @above.
10893 * Both actors must have the same parent, and the parent must implement
10894 * the #ClutterContainer interface.
10896 * This function calls clutter_container_lower_child() internally.
10898 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
10901 clutter_actor_lower (ClutterActor *self,
10902 ClutterActor *above)
10904 ClutterActor *parent;
10906 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10908 parent = clutter_actor_get_parent (self);
10909 if (parent == NULL)
10911 g_warning ("%s: Actor of type %s is not inside a container",
10913 _clutter_actor_get_debug_name (self));
10919 if (parent != clutter_actor_get_parent (above))
10921 g_warning ("%s: Actor '%s' is not in the same container as "
10924 _clutter_actor_get_debug_name (self),
10925 _clutter_actor_get_debug_name (above));
10930 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
10934 * clutter_actor_raise_top:
10935 * @self: A #ClutterActor
10937 * Raises @self to the top.
10939 * This function calls clutter_actor_raise() internally.
10941 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
10942 * a %NULL sibling, instead.
10945 clutter_actor_raise_top (ClutterActor *self)
10947 clutter_actor_raise (self, NULL);
10951 * clutter_actor_lower_bottom:
10952 * @self: A #ClutterActor
10954 * Lowers @self to the bottom.
10956 * This function calls clutter_actor_lower() internally.
10958 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
10959 * a %NULL sibling, instead.
10962 clutter_actor_lower_bottom (ClutterActor *self)
10964 clutter_actor_lower (self, NULL);
10972 * clutter_actor_event:
10973 * @actor: a #ClutterActor
10974 * @event: a #ClutterEvent
10975 * @capture: TRUE if event in in capture phase, FALSE otherwise.
10977 * This function is used to emit an event on the main stage.
10978 * You should rarely need to use this function, except for
10979 * synthetising events.
10981 * Return value: the return value from the signal emission: %TRUE
10982 * if the actor handled the event, or %FALSE if the event was
10988 clutter_actor_event (ClutterActor *actor,
10989 ClutterEvent *event,
10992 gboolean retval = FALSE;
10993 gint signal_num = -1;
10995 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10996 g_return_val_if_fail (event != NULL, FALSE);
10998 g_object_ref (actor);
11002 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11008 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11012 switch (event->type)
11014 case CLUTTER_NOTHING:
11016 case CLUTTER_BUTTON_PRESS:
11017 signal_num = BUTTON_PRESS_EVENT;
11019 case CLUTTER_BUTTON_RELEASE:
11020 signal_num = BUTTON_RELEASE_EVENT;
11022 case CLUTTER_SCROLL:
11023 signal_num = SCROLL_EVENT;
11025 case CLUTTER_KEY_PRESS:
11026 signal_num = KEY_PRESS_EVENT;
11028 case CLUTTER_KEY_RELEASE:
11029 signal_num = KEY_RELEASE_EVENT;
11031 case CLUTTER_MOTION:
11032 signal_num = MOTION_EVENT;
11034 case CLUTTER_ENTER:
11035 signal_num = ENTER_EVENT;
11037 case CLUTTER_LEAVE:
11038 signal_num = LEAVE_EVENT;
11040 case CLUTTER_DELETE:
11041 case CLUTTER_DESTROY_NOTIFY:
11042 case CLUTTER_CLIENT_MESSAGE:
11048 if (signal_num != -1)
11049 g_signal_emit (actor, actor_signals[signal_num], 0,
11054 g_object_unref (actor);
11060 * clutter_actor_set_reactive:
11061 * @actor: a #ClutterActor
11062 * @reactive: whether the actor should be reactive to events
11064 * Sets @actor as reactive. Reactive actors will receive events.
11069 clutter_actor_set_reactive (ClutterActor *actor,
11072 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11074 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11078 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11080 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11082 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11086 * clutter_actor_get_reactive:
11087 * @actor: a #ClutterActor
11089 * Checks whether @actor is marked as reactive.
11091 * Return value: %TRUE if the actor is reactive
11096 clutter_actor_get_reactive (ClutterActor *actor)
11098 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11100 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
11104 * clutter_actor_get_anchor_point:
11105 * @self: a #ClutterActor
11106 * @anchor_x: (out): return location for the X coordinate of the anchor point
11107 * @anchor_y: (out): return location for the Y coordinate of the anchor point
11109 * Gets the current anchor point of the @actor in pixels.
11114 clutter_actor_get_anchor_point (ClutterActor *self,
11118 const ClutterTransformInfo *info;
11120 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11122 info = _clutter_actor_get_transform_info_or_defaults (self);
11123 clutter_anchor_coord_get_units (self, &info->anchor,
11130 * clutter_actor_set_anchor_point:
11131 * @self: a #ClutterActor
11132 * @anchor_x: X coordinate of the anchor point
11133 * @anchor_y: Y coordinate of the anchor point
11135 * Sets an anchor point for @self. The anchor point is a point in the
11136 * coordinate space of an actor to which the actor position within its
11137 * parent is relative; the default is (0, 0), i.e. the top-left corner
11143 clutter_actor_set_anchor_point (ClutterActor *self,
11147 ClutterTransformInfo *info;
11148 ClutterActorPrivate *priv;
11149 gboolean changed = FALSE;
11150 gfloat old_anchor_x, old_anchor_y;
11153 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11155 obj = G_OBJECT (self);
11157 info = _clutter_actor_get_transform_info (self);
11159 g_object_freeze_notify (obj);
11161 clutter_anchor_coord_get_units (self, &info->anchor,
11166 if (info->anchor.is_fractional)
11167 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11169 if (old_anchor_x != anchor_x)
11171 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11175 if (old_anchor_y != anchor_y)
11177 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11181 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
11185 priv->transform_valid = FALSE;
11186 clutter_actor_queue_redraw (self);
11189 g_object_thaw_notify (obj);
11193 * clutter_actor_get_anchor_point_gravity:
11194 * @self: a #ClutterActor
11196 * Retrieves the anchor position expressed as a #ClutterGravity. If
11197 * the anchor point was specified using pixels or units this will
11198 * return %CLUTTER_GRAVITY_NONE.
11200 * Return value: the #ClutterGravity used by the anchor point
11205 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
11207 const ClutterTransformInfo *info;
11209 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
11211 info = _clutter_actor_get_transform_info_or_defaults (self);
11213 return clutter_anchor_coord_get_gravity (&info->anchor);
11217 * clutter_actor_move_anchor_point:
11218 * @self: a #ClutterActor
11219 * @anchor_x: X coordinate of the anchor point
11220 * @anchor_y: Y coordinate of the anchor point
11222 * Sets an anchor point for the actor, and adjusts the actor postion so that
11223 * the relative position of the actor toward its parent remains the same.
11228 clutter_actor_move_anchor_point (ClutterActor *self,
11232 gfloat old_anchor_x, old_anchor_y;
11233 const ClutterTransformInfo *info;
11235 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11237 info = _clutter_actor_get_transform_info (self);
11238 clutter_anchor_coord_get_units (self, &info->anchor,
11243 g_object_freeze_notify (G_OBJECT (self));
11245 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
11247 if (self->priv->position_set)
11248 clutter_actor_move_by (self,
11249 anchor_x - old_anchor_x,
11250 anchor_y - old_anchor_y);
11252 g_object_thaw_notify (G_OBJECT (self));
11256 * clutter_actor_move_anchor_point_from_gravity:
11257 * @self: a #ClutterActor
11258 * @gravity: #ClutterGravity.
11260 * Sets an anchor point on the actor based on the given gravity, adjusting the
11261 * actor postion so that its relative position within its parent remains
11264 * Since version 1.0 the anchor point will be stored as a gravity so
11265 * that if the actor changes size then the anchor point will move. For
11266 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11267 * and later double the size of the actor, the anchor point will move
11268 * to the bottom right.
11273 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
11274 ClutterGravity gravity)
11276 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
11277 const ClutterTransformInfo *info;
11278 ClutterActorPrivate *priv;
11280 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11283 info = _clutter_actor_get_transform_info (self);
11285 g_object_freeze_notify (G_OBJECT (self));
11287 clutter_anchor_coord_get_units (self, &info->anchor,
11291 clutter_actor_set_anchor_point_from_gravity (self, gravity);
11292 clutter_anchor_coord_get_units (self, &info->anchor,
11297 if (priv->position_set)
11298 clutter_actor_move_by (self,
11299 new_anchor_x - old_anchor_x,
11300 new_anchor_y - old_anchor_y);
11302 g_object_thaw_notify (G_OBJECT (self));
11306 * clutter_actor_set_anchor_point_from_gravity:
11307 * @self: a #ClutterActor
11308 * @gravity: #ClutterGravity.
11310 * Sets an anchor point on the actor, based on the given gravity (this is a
11311 * convenience function wrapping clutter_actor_set_anchor_point()).
11313 * Since version 1.0 the anchor point will be stored as a gravity so
11314 * that if the actor changes size then the anchor point will move. For
11315 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11316 * and later double the size of the actor, the anchor point will move
11317 * to the bottom right.
11322 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
11323 ClutterGravity gravity)
11325 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11327 if (gravity == CLUTTER_GRAVITY_NONE)
11328 clutter_actor_set_anchor_point (self, 0, 0);
11331 GObject *obj = G_OBJECT (self);
11332 ClutterTransformInfo *info;
11334 g_object_freeze_notify (obj);
11336 info = _clutter_actor_get_transform_info (self);
11337 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
11339 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11340 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11341 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11343 self->priv->transform_valid = FALSE;
11345 clutter_actor_queue_redraw (self);
11347 g_object_thaw_notify (obj);
11352 clutter_container_iface_init (ClutterContainerIface *iface)
11354 /* we don't override anything, as ClutterContainer already has a default
11355 * implementation that we can use, and which calls into our own API.
11370 parse_units (ClutterActor *self,
11371 ParseDimension dimension,
11374 GValue value = { 0, };
11377 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
11380 json_node_get_value (node, &value);
11382 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
11384 retval = (gfloat) g_value_get_int64 (&value);
11386 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
11388 retval = g_value_get_double (&value);
11390 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
11392 ClutterUnits units;
11395 res = clutter_units_from_string (&units, g_value_get_string (&value));
11397 retval = clutter_units_to_pixels (&units);
11400 g_warning ("Invalid value '%s': integers, strings or floating point "
11401 "values can be used for the x, y, width and height "
11402 "properties. Valid modifiers for strings are 'px', 'mm', "
11404 g_value_get_string (&value));
11410 g_warning ("Invalid value of type '%s': integers, strings of floating "
11411 "point values can be used for the x, y, width, height "
11412 "anchor-x and anchor-y properties.",
11413 g_type_name (G_VALUE_TYPE (&value)));
11416 g_value_unset (&value);
11422 ClutterRotateAxis axis;
11431 static inline gboolean
11432 parse_rotation_array (ClutterActor *actor,
11434 RotationInfo *info)
11438 if (json_array_get_length (array) != 2)
11442 element = json_array_get_element (array, 0);
11443 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
11444 info->angle = json_node_get_double (element);
11449 element = json_array_get_element (array, 1);
11450 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
11452 JsonArray *center = json_node_get_array (element);
11454 if (json_array_get_length (center) != 2)
11457 switch (info->axis)
11459 case CLUTTER_X_AXIS:
11460 info->center_y = parse_units (actor, PARSE_Y,
11461 json_array_get_element (center, 0));
11462 info->center_z = parse_units (actor, PARSE_Y,
11463 json_array_get_element (center, 1));
11466 case CLUTTER_Y_AXIS:
11467 info->center_x = parse_units (actor, PARSE_X,
11468 json_array_get_element (center, 0));
11469 info->center_z = parse_units (actor, PARSE_X,
11470 json_array_get_element (center, 1));
11473 case CLUTTER_Z_AXIS:
11474 info->center_x = parse_units (actor, PARSE_X,
11475 json_array_get_element (center, 0));
11476 info->center_y = parse_units (actor, PARSE_Y,
11477 json_array_get_element (center, 1));
11486 parse_rotation (ClutterActor *actor,
11488 RotationInfo *info)
11492 gboolean retval = FALSE;
11494 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
11496 g_warning ("Invalid node of type '%s' found, expecting an array",
11497 json_node_type_name (node));
11501 array = json_node_get_array (node);
11502 len = json_array_get_length (array);
11504 for (i = 0; i < len; i++)
11506 JsonNode *element = json_array_get_element (array, i);
11507 JsonObject *object;
11510 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
11512 g_warning ("Invalid node of type '%s' found, expecting an object",
11513 json_node_type_name (element));
11517 object = json_node_get_object (element);
11519 if (json_object_has_member (object, "x-axis"))
11521 member = json_object_get_member (object, "x-axis");
11523 info->axis = CLUTTER_X_AXIS;
11525 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11527 info->angle = json_node_get_double (member);
11530 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11531 retval = parse_rotation_array (actor,
11532 json_node_get_array (member),
11537 else if (json_object_has_member (object, "y-axis"))
11539 member = json_object_get_member (object, "y-axis");
11541 info->axis = CLUTTER_Y_AXIS;
11543 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11545 info->angle = json_node_get_double (member);
11548 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11549 retval = parse_rotation_array (actor,
11550 json_node_get_array (member),
11555 else if (json_object_has_member (object, "z-axis"))
11557 member = json_object_get_member (object, "z-axis");
11559 info->axis = CLUTTER_Z_AXIS;
11561 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11563 info->angle = json_node_get_double (member);
11566 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11567 retval = parse_rotation_array (actor,
11568 json_node_get_array (member),
11579 parse_actor_metas (ClutterScript *script,
11580 ClutterActor *actor,
11583 GList *elements, *l;
11584 GSList *retval = NULL;
11586 if (!JSON_NODE_HOLDS_ARRAY (node))
11589 elements = json_array_get_elements (json_node_get_array (node));
11591 for (l = elements; l != NULL; l = l->next)
11593 JsonNode *element = l->data;
11594 const gchar *id_ = _clutter_script_get_id_from_node (element);
11597 if (id_ == NULL || *id_ == '\0')
11600 meta = clutter_script_get_object (script, id_);
11604 retval = g_slist_prepend (retval, meta);
11607 g_list_free (elements);
11609 return g_slist_reverse (retval);
11613 parse_behaviours (ClutterScript *script,
11614 ClutterActor *actor,
11617 GList *elements, *l;
11618 GSList *retval = NULL;
11620 if (!JSON_NODE_HOLDS_ARRAY (node))
11623 elements = json_array_get_elements (json_node_get_array (node));
11625 for (l = elements; l != NULL; l = l->next)
11627 JsonNode *element = l->data;
11628 const gchar *id_ = _clutter_script_get_id_from_node (element);
11629 GObject *behaviour;
11631 if (id_ == NULL || *id_ == '\0')
11634 behaviour = clutter_script_get_object (script, id_);
11635 if (behaviour == NULL)
11638 retval = g_slist_prepend (retval, behaviour);
11641 g_list_free (elements);
11643 return g_slist_reverse (retval);
11647 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
11648 ClutterScript *script,
11653 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11654 gboolean retval = FALSE;
11656 if ((name[0] == 'x' && name[1] == '\0') ||
11657 (name[0] == 'y' && name[1] == '\0') ||
11658 (strcmp (name, "width") == 0) ||
11659 (strcmp (name, "height") == 0) ||
11660 (strcmp (name, "anchor_x") == 0) ||
11661 (strcmp (name, "anchor_y") == 0))
11663 ParseDimension dimension;
11666 if (name[0] == 'x')
11667 dimension = PARSE_X;
11668 else if (name[0] == 'y')
11669 dimension = PARSE_Y;
11670 else if (name[0] == 'w')
11671 dimension = PARSE_WIDTH;
11672 else if (name[0] == 'h')
11673 dimension = PARSE_HEIGHT;
11674 else if (name[0] == 'a' && name[7] == 'x')
11675 dimension = PARSE_ANCHOR_X;
11676 else if (name[0] == 'a' && name[7] == 'y')
11677 dimension = PARSE_ANCHOR_Y;
11681 units = parse_units (actor, dimension, node);
11683 /* convert back to pixels: all properties are pixel-based */
11684 g_value_init (value, G_TYPE_FLOAT);
11685 g_value_set_float (value, units);
11689 else if (strcmp (name, "rotation") == 0)
11691 RotationInfo *info;
11693 info = g_slice_new0 (RotationInfo);
11694 retval = parse_rotation (actor, node, info);
11698 g_value_init (value, G_TYPE_POINTER);
11699 g_value_set_pointer (value, info);
11702 g_slice_free (RotationInfo, info);
11704 else if (strcmp (name, "behaviours") == 0)
11708 #ifdef CLUTTER_ENABLE_DEBUG
11709 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
11710 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
11711 "and it should not be used in newly "
11712 "written ClutterScript definitions.");
11715 l = parse_behaviours (script, actor, node);
11717 g_value_init (value, G_TYPE_POINTER);
11718 g_value_set_pointer (value, l);
11722 else if (strcmp (name, "actions") == 0 ||
11723 strcmp (name, "constraints") == 0 ||
11724 strcmp (name, "effects") == 0)
11728 l = parse_actor_metas (script, actor, node);
11730 g_value_init (value, G_TYPE_POINTER);
11731 g_value_set_pointer (value, l);
11740 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
11741 ClutterScript *script,
11743 const GValue *value)
11745 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11747 #ifdef CLUTTER_ENABLE_DEBUG
11748 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
11750 gchar *tmp = g_strdup_value_contents (value);
11752 CLUTTER_NOTE (SCRIPT,
11753 "in ClutterActor::set_custom_property('%s') = %s",
11759 #endif /* CLUTTER_ENABLE_DEBUG */
11761 if (strcmp (name, "rotation") == 0)
11763 RotationInfo *info;
11765 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11768 info = g_value_get_pointer (value);
11770 clutter_actor_set_rotation (actor,
11771 info->axis, info->angle,
11776 g_slice_free (RotationInfo, info);
11781 if (strcmp (name, "behaviours") == 0)
11783 GSList *behaviours, *l;
11785 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11788 behaviours = g_value_get_pointer (value);
11789 for (l = behaviours; l != NULL; l = l->next)
11791 ClutterBehaviour *behaviour = l->data;
11793 clutter_behaviour_apply (behaviour, actor);
11796 g_slist_free (behaviours);
11801 if (strcmp (name, "actions") == 0 ||
11802 strcmp (name, "constraints") == 0 ||
11803 strcmp (name, "effects") == 0)
11807 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11810 metas = g_value_get_pointer (value);
11811 for (l = metas; l != NULL; l = l->next)
11813 if (name[0] == 'a')
11814 clutter_actor_add_action (actor, l->data);
11816 if (name[0] == 'c')
11817 clutter_actor_add_constraint (actor, l->data);
11819 if (name[0] == 'e')
11820 clutter_actor_add_effect (actor, l->data);
11823 g_slist_free (metas);
11828 g_object_set_property (G_OBJECT (scriptable), name, value);
11832 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
11834 iface->parse_custom_node = clutter_actor_parse_custom_node;
11835 iface->set_custom_property = clutter_actor_set_custom_property;
11838 static ClutterActorMeta *
11839 get_meta_from_animation_property (ClutterActor *actor,
11843 ClutterActorPrivate *priv = actor->priv;
11844 ClutterActorMeta *meta = NULL;
11847 /* if this is not a special property, fall through */
11848 if (name[0] != '@')
11851 /* detect the properties named using the following spec:
11853 * @<section>.<meta-name>.<property-name>
11855 * where <section> can be one of the following:
11861 * and <meta-name> is the name set on a specific ActorMeta
11864 tokens = g_strsplit (name + 1, ".", -1);
11865 if (tokens == NULL || g_strv_length (tokens) != 3)
11867 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
11869 g_strfreev (tokens);
11873 if (strcmp (tokens[0], "actions") == 0)
11874 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
11876 if (strcmp (tokens[0], "constraints") == 0)
11877 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
11879 if (strcmp (tokens[0], "effects") == 0)
11880 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
11882 if (name_p != NULL)
11883 *name_p = g_strdup (tokens[2]);
11885 CLUTTER_NOTE (ANIMATION,
11886 "Looking for property '%s' of object '%s' in section '%s'",
11891 g_strfreev (tokens);
11896 static GParamSpec *
11897 clutter_actor_find_property (ClutterAnimatable *animatable,
11898 const gchar *property_name)
11900 ClutterActorMeta *meta = NULL;
11901 GObjectClass *klass = NULL;
11902 GParamSpec *pspec = NULL;
11903 gchar *p_name = NULL;
11905 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11911 klass = G_OBJECT_GET_CLASS (meta);
11913 pspec = g_object_class_find_property (klass, p_name);
11917 klass = G_OBJECT_GET_CLASS (animatable);
11919 pspec = g_object_class_find_property (klass, property_name);
11928 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
11929 const gchar *property_name,
11932 ClutterActorMeta *meta = NULL;
11933 gchar *p_name = NULL;
11935 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11940 g_object_get_property (G_OBJECT (meta), p_name, initial);
11942 g_object_get_property (G_OBJECT (animatable), property_name, initial);
11948 clutter_actor_set_final_state (ClutterAnimatable *animatable,
11949 const gchar *property_name,
11950 const GValue *final)
11952 ClutterActorMeta *meta = NULL;
11953 gchar *p_name = NULL;
11955 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11959 g_object_set_property (G_OBJECT (meta), p_name, final);
11961 g_object_set_property (G_OBJECT (animatable), property_name, final);
11967 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
11969 iface->find_property = clutter_actor_find_property;
11970 iface->get_initial_state = clutter_actor_get_initial_state;
11971 iface->set_final_state = clutter_actor_set_final_state;
11975 * clutter_actor_transform_stage_point:
11976 * @self: A #ClutterActor
11977 * @x: (in): x screen coordinate of the point to unproject
11978 * @y: (in): y screen coordinate of the point to unproject
11979 * @x_out: (out): return location for the unprojected x coordinance
11980 * @y_out: (out): return location for the unprojected y coordinance
11982 * This function translates screen coordinates (@x, @y) to
11983 * coordinates relative to the actor. For example, it can be used to translate
11984 * screen events from global screen coordinates into actor-local coordinates.
11986 * The conversion can fail, notably if the transform stack results in the
11987 * actor being projected on the screen as a mere line.
11989 * The conversion should not be expected to be pixel-perfect due to the
11990 * nature of the operation. In general the error grows when the skewing
11991 * of the actor rectangle on screen increases.
11993 * <note><para>This function can be computationally intensive.</para></note>
11995 * <note><para>This function only works when the allocation is up-to-date,
11996 * i.e. inside of paint().</para></note>
11998 * Return value: %TRUE if conversion was successful.
12003 clutter_actor_transform_stage_point (ClutterActor *self,
12009 ClutterVertex v[4];
12012 int du, dv, xi, yi;
12014 float xf, yf, wf, det;
12015 ClutterActorPrivate *priv;
12017 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12021 /* This implementation is based on the quad -> quad projection algorithm
12022 * described by Paul Heckbert in:
12024 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
12026 * and the sample implementation at:
12028 * http://www.cs.cmu.edu/~ph/src/texfund/
12030 * Our texture is a rectangle with origin [0, 0], so we are mapping from
12031 * quad to rectangle only, which significantly simplifies things; the
12032 * function calls have been unrolled, and most of the math is done in fixed
12036 clutter_actor_get_abs_allocation_vertices (self, v);
12038 /* Keeping these as ints simplifies the multiplication (no significant
12039 * loss of precision here).
12041 du = (int) (priv->allocation.x2 - priv->allocation.x1);
12042 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
12047 #define UX2FP(x) (x)
12048 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
12050 /* First, find mapping from unit uv square to xy quadrilateral; this
12051 * equivalent to the pmap_square_quad() functions in the sample
12052 * implementation, which we can simplify, since our target is always
12055 px = v[0].x - v[1].x + v[3].x - v[2].x;
12056 py = v[0].y - v[1].y + v[3].y - v[2].y;
12060 /* affine transform */
12061 RQ[0][0] = UX2FP (v[1].x - v[0].x);
12062 RQ[1][0] = UX2FP (v[3].x - v[1].x);
12063 RQ[2][0] = UX2FP (v[0].x);
12064 RQ[0][1] = UX2FP (v[1].y - v[0].y);
12065 RQ[1][1] = UX2FP (v[3].y - v[1].y);
12066 RQ[2][1] = UX2FP (v[0].y);
12073 /* projective transform */
12074 double dx1, dx2, dy1, dy2, del;
12076 dx1 = UX2FP (v[1].x - v[3].x);
12077 dx2 = UX2FP (v[2].x - v[3].x);
12078 dy1 = UX2FP (v[1].y - v[3].y);
12079 dy2 = UX2FP (v[2].y - v[3].y);
12081 del = DET2FP (dx1, dx2, dy1, dy2);
12086 * The division here needs to be done in floating point for
12087 * precisions reasons.
12089 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
12090 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12091 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12093 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
12094 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
12095 RQ[2][0] = UX2FP (v[0].x);
12096 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
12097 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
12098 RQ[2][1] = UX2FP (v[0].y);
12102 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
12103 * square. Since our rectangle is based at 0,0 we only need to scale.
12113 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
12116 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
12117 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
12118 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
12119 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
12120 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
12121 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
12122 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
12123 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
12124 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
12127 * Check the resulting matrix is OK.
12129 det = (RQ[0][0] * ST[0][0])
12130 + (RQ[0][1] * ST[0][1])
12131 + (RQ[0][2] * ST[0][2]);
12136 * Now transform our point with the ST matrix; the notional w
12137 * coordinate is 1, hence the last part is simply added.
12142 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
12143 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
12144 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
12162 static ClutterGeometry*
12163 clutter_geometry_copy (const ClutterGeometry *geometry)
12165 return g_slice_dup (ClutterGeometry, geometry);
12169 clutter_geometry_free (ClutterGeometry *geometry)
12171 if (G_LIKELY (geometry != NULL))
12172 g_slice_free (ClutterGeometry, geometry);
12176 * clutter_geometry_union:
12177 * @geometry_a: a #ClutterGeometry
12178 * @geometry_b: another #ClutterGeometry
12179 * @result: (out): location to store the result
12181 * Find the union of two rectangles represented as #ClutterGeometry.
12186 clutter_geometry_union (const ClutterGeometry *geometry_a,
12187 const ClutterGeometry *geometry_b,
12188 ClutterGeometry *result)
12190 /* We don't try to handle rectangles that can't be represented
12191 * as a signed integer box */
12192 gint x_1 = MIN (geometry_a->x, geometry_b->x);
12193 gint y_1 = MIN (geometry_a->y, geometry_b->y);
12194 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
12195 geometry_b->x + (gint)geometry_b->width);
12196 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
12197 geometry_b->y + (gint)geometry_b->height);
12200 result->width = x_2 - x_1;
12201 result->height = y_2 - y_1;
12205 * clutter_geometry_intersects:
12206 * @geometry0: The first geometry to test
12207 * @geometry1: The second geometry to test
12209 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
12210 * they do else %FALSE.
12212 * Return value: %TRUE of @geometry0 and geometry1 intersect else
12218 clutter_geometry_intersects (const ClutterGeometry *geometry0,
12219 const ClutterGeometry *geometry1)
12221 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
12222 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
12223 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
12224 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
12231 clutter_geometry_progress (const GValue *a,
12236 const ClutterGeometry *a_geom = g_value_get_boxed (a);
12237 const ClutterGeometry *b_geom = g_value_get_boxed (b);
12238 ClutterGeometry res = { 0, };
12239 gint a_width = a_geom->width;
12240 gint b_width = b_geom->width;
12241 gint a_height = a_geom->height;
12242 gint b_height = b_geom->height;
12244 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
12245 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
12247 res.width = a_width + (b_width - a_width) * progress;
12248 res.height = a_height + (b_height - a_height) * progress;
12250 g_value_set_boxed (retval, &res);
12255 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
12256 clutter_geometry_copy,
12257 clutter_geometry_free,
12258 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
12265 * clutter_vertex_new:
12270 * Creates a new #ClutterVertex for the point in 3D space
12271 * identified by the 3 coordinates @x, @y, @z
12273 * Return value: the newly allocate #ClutterVertex. Use
12274 * clutter_vertex_free() to free the resources
12279 clutter_vertex_new (gfloat x,
12283 ClutterVertex *vertex;
12285 vertex = g_slice_new (ClutterVertex);
12294 * clutter_vertex_copy:
12295 * @vertex: a #ClutterVertex
12299 * Return value: a newly allocated copy of #ClutterVertex. Use
12300 * clutter_vertex_free() to free the allocated resources
12305 clutter_vertex_copy (const ClutterVertex *vertex)
12307 if (G_LIKELY (vertex != NULL))
12308 return g_slice_dup (ClutterVertex, vertex);
12314 * clutter_vertex_free:
12315 * @vertex: a #ClutterVertex
12317 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
12322 clutter_vertex_free (ClutterVertex *vertex)
12324 if (G_UNLIKELY (vertex != NULL))
12325 g_slice_free (ClutterVertex, vertex);
12329 * clutter_vertex_equal:
12330 * @vertex_a: a #ClutterVertex
12331 * @vertex_b: a #ClutterVertex
12333 * Compares @vertex_a and @vertex_b for equality
12335 * Return value: %TRUE if the passed #ClutterVertex are equal
12340 clutter_vertex_equal (const ClutterVertex *vertex_a,
12341 const ClutterVertex *vertex_b)
12343 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
12345 if (vertex_a == vertex_b)
12348 return vertex_a->x == vertex_b->x &&
12349 vertex_a->y == vertex_b->y &&
12350 vertex_a->z == vertex_b->z;
12354 clutter_vertex_progress (const GValue *a,
12359 const ClutterVertex *av = g_value_get_boxed (a);
12360 const ClutterVertex *bv = g_value_get_boxed (b);
12361 ClutterVertex res = { 0, };
12363 res.x = av->x + (bv->x - av->x) * progress;
12364 res.y = av->y + (bv->y - av->y) * progress;
12365 res.z = av->z + (bv->z - av->z) * progress;
12367 g_value_set_boxed (retval, &res);
12372 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
12373 clutter_vertex_copy,
12374 clutter_vertex_free,
12375 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
12378 * clutter_actor_is_rotated:
12379 * @self: a #ClutterActor
12381 * Checks whether any rotation is applied to the actor.
12383 * Return value: %TRUE if the actor is rotated.
12388 clutter_actor_is_rotated (ClutterActor *self)
12390 const ClutterTransformInfo *info;
12392 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12394 info = _clutter_actor_get_transform_info_or_defaults (self);
12396 if (info->rx_angle || info->ry_angle || info->rz_angle)
12403 * clutter_actor_is_scaled:
12404 * @self: a #ClutterActor
12406 * Checks whether the actor is scaled in either dimension.
12408 * Return value: %TRUE if the actor is scaled.
12413 clutter_actor_is_scaled (ClutterActor *self)
12415 const ClutterTransformInfo *info;
12417 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12419 info = _clutter_actor_get_transform_info_or_defaults (self);
12421 if (info->scale_x != 1.0 || info->scale_y != 1.0)
12428 _clutter_actor_get_stage_internal (ClutterActor *actor)
12430 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
12431 actor = actor->priv->parent;
12437 * clutter_actor_get_stage:
12438 * @actor: a #ClutterActor
12440 * Retrieves the #ClutterStage where @actor is contained.
12442 * Return value: (transfer none) (type Clutter.Stage): the stage
12443 * containing the actor, or %NULL
12448 clutter_actor_get_stage (ClutterActor *actor)
12450 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
12452 return _clutter_actor_get_stage_internal (actor);
12456 * clutter_actor_allocate_available_size:
12457 * @self: a #ClutterActor
12458 * @x: the actor's X coordinate
12459 * @y: the actor's Y coordinate
12460 * @available_width: the maximum available width, or -1 to use the
12461 * actor's natural width
12462 * @available_height: the maximum available height, or -1 to use the
12463 * actor's natural height
12464 * @flags: flags controlling the allocation
12466 * Allocates @self taking into account the #ClutterActor<!-- -->'s
12467 * preferred size, but limiting it to the maximum available width
12468 * and height provided.
12470 * This function will do the right thing when dealing with the
12471 * actor's request mode.
12473 * The implementation of this function is equivalent to:
12476 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12478 * clutter_actor_get_preferred_width (self, available_height,
12480 * &natural_width);
12481 * width = CLAMP (natural_width, min_width, available_width);
12483 * clutter_actor_get_preferred_height (self, width,
12485 * &natural_height);
12486 * height = CLAMP (natural_height, min_height, available_height);
12490 * clutter_actor_get_preferred_height (self, available_width,
12492 * &natural_height);
12493 * height = CLAMP (natural_height, min_height, available_height);
12495 * clutter_actor_get_preferred_width (self, height,
12497 * &natural_width);
12498 * width = CLAMP (natural_width, min_width, available_width);
12501 * box.x1 = x; box.y1 = y;
12502 * box.x2 = box.x1 + available_width;
12503 * box.y2 = box.y1 + available_height;
12504 * clutter_actor_allocate (self, &box, flags);
12507 * This function can be used by fluid layout managers to allocate
12508 * an actor's preferred size without making it bigger than the area
12509 * available for the container.
12514 clutter_actor_allocate_available_size (ClutterActor *self,
12517 gfloat available_width,
12518 gfloat available_height,
12519 ClutterAllocationFlags flags)
12521 ClutterActorPrivate *priv;
12522 gfloat width, height;
12523 gfloat min_width, min_height;
12524 gfloat natural_width, natural_height;
12525 ClutterActorBox box;
12527 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12531 width = height = 0.0;
12533 switch (priv->request_mode)
12535 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
12536 clutter_actor_get_preferred_width (self, available_height,
12539 width = CLAMP (natural_width, min_width, available_width);
12541 clutter_actor_get_preferred_height (self, width,
12544 height = CLAMP (natural_height, min_height, available_height);
12547 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
12548 clutter_actor_get_preferred_height (self, available_width,
12551 height = CLAMP (natural_height, min_height, available_height);
12553 clutter_actor_get_preferred_width (self, height,
12556 width = CLAMP (natural_width, min_width, available_width);
12563 box.x2 = box.x1 + width;
12564 box.y2 = box.y1 + height;
12565 clutter_actor_allocate (self, &box, flags);
12569 * clutter_actor_allocate_preferred_size:
12570 * @self: a #ClutterActor
12571 * @flags: flags controlling the allocation
12573 * Allocates the natural size of @self.
12575 * This function is a utility call for #ClutterActor implementations
12576 * that allocates the actor's preferred natural size. It can be used
12577 * by fixed layout managers (like #ClutterGroup or so called
12578 * 'composite actors') inside the ClutterActor::allocate
12579 * implementation to give each child exactly how much space it
12582 * This function is not meant to be used by applications. It is also
12583 * not meant to be used outside the implementation of the
12584 * ClutterActor::allocate virtual function.
12589 clutter_actor_allocate_preferred_size (ClutterActor *self,
12590 ClutterAllocationFlags flags)
12592 gfloat actor_x, actor_y;
12593 gfloat natural_width, natural_height;
12594 ClutterActorBox actor_box;
12596 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12598 actor_x = clutter_actor_get_x (self);
12599 actor_y = clutter_actor_get_y (self);
12601 clutter_actor_get_preferred_size (self,
12606 actor_box.x1 = actor_x;
12607 actor_box.y1 = actor_y;
12608 actor_box.x2 = actor_box.x1 + natural_width;
12609 actor_box.y2 = actor_box.y1 + natural_height;
12611 clutter_actor_allocate (self, &actor_box, flags);
12615 * clutter_actor_allocate_align_fill:
12616 * @self: a #ClutterActor
12617 * @box: a #ClutterActorBox, containing the available width and height
12618 * @x_align: the horizontal alignment, between 0 and 1
12619 * @y_align: the vertical alignment, between 0 and 1
12620 * @x_fill: whether the actor should fill horizontally
12621 * @y_fill: whether the actor should fill vertically
12622 * @flags: allocation flags to be passed to clutter_actor_allocate()
12624 * Allocates @self by taking into consideration the available allocation
12625 * area; an alignment factor on either axis; and whether the actor should
12626 * fill the allocation on either axis.
12628 * The @box should contain the available allocation width and height;
12629 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
12630 * allocation will be offset by their value.
12632 * This function takes into consideration the geometry request specified by
12633 * the #ClutterActor:request-mode property, and the text direction.
12635 * This function is useful for fluid layout managers, like #ClutterBinLayout
12636 * or #ClutterTableLayout
12641 clutter_actor_allocate_align_fill (ClutterActor *self,
12642 const ClutterActorBox *box,
12647 ClutterAllocationFlags flags)
12649 ClutterActorPrivate *priv;
12650 ClutterActorBox allocation = { 0, };
12651 gfloat x_offset, y_offset;
12652 gfloat available_width, available_height;
12653 gfloat child_width, child_height;
12655 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12656 g_return_if_fail (box != NULL);
12657 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
12658 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
12662 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
12663 clutter_actor_box_get_size (box, &available_width, &available_height);
12665 if (available_width < 0)
12666 available_width = 0;
12668 if (available_height < 0)
12669 available_height = 0;
12673 allocation.x1 = x_offset;
12674 allocation.x2 = allocation.x1 + available_width;
12679 allocation.y1 = y_offset;
12680 allocation.y2 = allocation.y1 + available_height;
12683 /* if we are filling horizontally and vertically then we're done */
12684 if (x_fill && y_fill)
12687 child_width = child_height = 0.0f;
12689 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12691 gfloat min_width, natural_width;
12692 gfloat min_height, natural_height;
12694 clutter_actor_get_preferred_width (self, available_height,
12698 child_width = CLAMP (natural_width, min_width, available_width);
12702 clutter_actor_get_preferred_height (self, child_width,
12706 child_height = CLAMP (natural_height, min_height, available_height);
12711 gfloat min_width, natural_width;
12712 gfloat min_height, natural_height;
12714 clutter_actor_get_preferred_height (self, available_width,
12718 child_height = CLAMP (natural_height, min_height, available_height);
12722 clutter_actor_get_preferred_width (self, child_height,
12726 child_width = CLAMP (natural_width, min_width, available_width);
12730 /* invert the horizontal alignment for RTL languages */
12731 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
12732 x_align = 1.0 - x_align;
12736 allocation.x1 = x_offset
12737 + ((available_width - child_width) * x_align);
12738 allocation.x2 = allocation.x1 + child_width;
12743 allocation.y1 = y_offset
12744 + ((available_height - child_height) * y_align);
12745 allocation.y2 = allocation.y1 + child_height;
12749 clutter_actor_box_clamp_to_pixel (&allocation);
12750 clutter_actor_allocate (self, &allocation, flags);
12754 * clutter_actor_grab_key_focus:
12755 * @self: a #ClutterActor
12757 * Sets the key focus of the #ClutterStage including @self
12758 * to this #ClutterActor.
12763 clutter_actor_grab_key_focus (ClutterActor *self)
12765 ClutterActor *stage;
12767 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12769 stage = _clutter_actor_get_stage_internal (self);
12771 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
12775 * clutter_actor_get_pango_context:
12776 * @self: a #ClutterActor
12778 * Retrieves the #PangoContext for @self. The actor's #PangoContext
12779 * is already configured using the appropriate font map, resolution
12780 * and font options.
12782 * Unlike clutter_actor_create_pango_context(), this context is owend
12783 * by the #ClutterActor and it will be updated each time the options
12784 * stored by the #ClutterBackend change.
12786 * You can use the returned #PangoContext to create a #PangoLayout
12787 * and render text using cogl_pango_render_layout() to reuse the
12788 * glyphs cache also used by Clutter.
12790 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
12791 * The returned #PangoContext is owned by the actor and should not be
12792 * unreferenced by the application code
12797 clutter_actor_get_pango_context (ClutterActor *self)
12799 ClutterActorPrivate *priv;
12801 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12805 if (priv->pango_context != NULL)
12806 return priv->pango_context;
12808 priv->pango_context = _clutter_context_get_pango_context ();
12809 g_object_ref (priv->pango_context);
12811 return priv->pango_context;
12815 * clutter_actor_create_pango_context:
12816 * @self: a #ClutterActor
12818 * Creates a #PangoContext for the given actor. The #PangoContext
12819 * is already configured using the appropriate font map, resolution
12820 * and font options.
12822 * See also clutter_actor_get_pango_context().
12824 * Return value: (transfer full): the newly created #PangoContext.
12825 * Use g_object_unref() on the returned value to deallocate its
12831 clutter_actor_create_pango_context (ClutterActor *self)
12833 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12835 return _clutter_context_create_pango_context ();
12839 * clutter_actor_create_pango_layout:
12840 * @self: a #ClutterActor
12841 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
12843 * Creates a new #PangoLayout from the same #PangoContext used
12844 * by the #ClutterActor. The #PangoLayout is already configured
12845 * with the font map, resolution and font options, and the
12848 * If you want to keep around a #PangoLayout created by this
12849 * function you will have to connect to the #ClutterBackend::font-changed
12850 * and #ClutterBackend::resolution-changed signals, and call
12851 * pango_layout_context_changed() in response to them.
12853 * Return value: (transfer full): the newly created #PangoLayout.
12854 * Use g_object_unref() when done
12859 clutter_actor_create_pango_layout (ClutterActor *self,
12862 PangoContext *context;
12863 PangoLayout *layout;
12865 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12867 context = clutter_actor_get_pango_context (self);
12868 layout = pango_layout_new (context);
12871 pango_layout_set_text (layout, text, -1);
12876 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
12877 * ClutterOffscreenEffect.
12880 _clutter_actor_set_opacity_override (ClutterActor *self,
12883 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12885 self->priv->opacity_override = opacity;
12889 _clutter_actor_get_opacity_override (ClutterActor *self)
12891 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
12893 return self->priv->opacity_override;
12896 /* Allows you to disable applying the actors model view transform during
12897 * a paint. Used by ClutterClone. */
12899 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
12902 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12904 self->priv->enable_model_view_transform = enable;
12908 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
12911 ClutterActorPrivate *priv;
12913 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12917 priv->enable_paint_unmapped = enable;
12919 if (priv->enable_paint_unmapped)
12921 /* Make sure that the parents of the widget are realized first;
12922 * otherwise checks in clutter_actor_update_map_state() will
12925 clutter_actor_realize (self);
12927 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
12931 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
12936 clutter_anchor_coord_get_units (ClutterActor *self,
12937 const AnchorCoord *coord,
12942 if (coord->is_fractional)
12944 gfloat actor_width, actor_height;
12946 clutter_actor_get_size (self, &actor_width, &actor_height);
12949 *x = actor_width * coord->v.fraction.x;
12952 *y = actor_height * coord->v.fraction.y;
12960 *x = coord->v.units.x;
12963 *y = coord->v.units.y;
12966 *z = coord->v.units.z;
12971 clutter_anchor_coord_set_units (AnchorCoord *coord,
12976 coord->is_fractional = FALSE;
12977 coord->v.units.x = x;
12978 coord->v.units.y = y;
12979 coord->v.units.z = z;
12982 static ClutterGravity
12983 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
12985 if (coord->is_fractional)
12987 if (coord->v.fraction.x == 0.0)
12989 if (coord->v.fraction.y == 0.0)
12990 return CLUTTER_GRAVITY_NORTH_WEST;
12991 else if (coord->v.fraction.y == 0.5)
12992 return CLUTTER_GRAVITY_WEST;
12993 else if (coord->v.fraction.y == 1.0)
12994 return CLUTTER_GRAVITY_SOUTH_WEST;
12996 return CLUTTER_GRAVITY_NONE;
12998 else if (coord->v.fraction.x == 0.5)
13000 if (coord->v.fraction.y == 0.0)
13001 return CLUTTER_GRAVITY_NORTH;
13002 else if (coord->v.fraction.y == 0.5)
13003 return CLUTTER_GRAVITY_CENTER;
13004 else if (coord->v.fraction.y == 1.0)
13005 return CLUTTER_GRAVITY_SOUTH;
13007 return CLUTTER_GRAVITY_NONE;
13009 else if (coord->v.fraction.x == 1.0)
13011 if (coord->v.fraction.y == 0.0)
13012 return CLUTTER_GRAVITY_NORTH_EAST;
13013 else if (coord->v.fraction.y == 0.5)
13014 return CLUTTER_GRAVITY_EAST;
13015 else if (coord->v.fraction.y == 1.0)
13016 return CLUTTER_GRAVITY_SOUTH_EAST;
13018 return CLUTTER_GRAVITY_NONE;
13021 return CLUTTER_GRAVITY_NONE;
13024 return CLUTTER_GRAVITY_NONE;
13028 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
13029 ClutterGravity gravity)
13033 case CLUTTER_GRAVITY_NORTH:
13034 coord->v.fraction.x = 0.5;
13035 coord->v.fraction.y = 0.0;
13038 case CLUTTER_GRAVITY_NORTH_EAST:
13039 coord->v.fraction.x = 1.0;
13040 coord->v.fraction.y = 0.0;
13043 case CLUTTER_GRAVITY_EAST:
13044 coord->v.fraction.x = 1.0;
13045 coord->v.fraction.y = 0.5;
13048 case CLUTTER_GRAVITY_SOUTH_EAST:
13049 coord->v.fraction.x = 1.0;
13050 coord->v.fraction.y = 1.0;
13053 case CLUTTER_GRAVITY_SOUTH:
13054 coord->v.fraction.x = 0.5;
13055 coord->v.fraction.y = 1.0;
13058 case CLUTTER_GRAVITY_SOUTH_WEST:
13059 coord->v.fraction.x = 0.0;
13060 coord->v.fraction.y = 1.0;
13063 case CLUTTER_GRAVITY_WEST:
13064 coord->v.fraction.x = 0.0;
13065 coord->v.fraction.y = 0.5;
13068 case CLUTTER_GRAVITY_NORTH_WEST:
13069 coord->v.fraction.x = 0.0;
13070 coord->v.fraction.y = 0.0;
13073 case CLUTTER_GRAVITY_CENTER:
13074 coord->v.fraction.x = 0.5;
13075 coord->v.fraction.y = 0.5;
13079 coord->v.fraction.x = 0.0;
13080 coord->v.fraction.y = 0.0;
13084 coord->is_fractional = TRUE;
13088 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
13090 if (coord->is_fractional)
13091 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
13093 return (coord->v.units.x == 0.0
13094 && coord->v.units.y == 0.0
13095 && coord->v.units.z == 0.0);
13099 * clutter_actor_get_flags:
13100 * @self: a #ClutterActor
13102 * Retrieves the flags set on @self
13104 * Return value: a bitwise or of #ClutterActorFlags or 0
13109 clutter_actor_get_flags (ClutterActor *self)
13111 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
13113 return self->flags;
13117 * clutter_actor_set_flags:
13118 * @self: a #ClutterActor
13119 * @flags: the flags to set
13121 * Sets @flags on @self
13123 * This function will emit notifications for the changed properties
13128 clutter_actor_set_flags (ClutterActor *self,
13129 ClutterActorFlags flags)
13131 ClutterActorFlags old_flags;
13133 gboolean was_reactive_set, reactive_set;
13134 gboolean was_realized_set, realized_set;
13135 gboolean was_mapped_set, mapped_set;
13136 gboolean was_visible_set, visible_set;
13138 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13140 if (self->flags == flags)
13143 obj = G_OBJECT (self);
13144 g_object_ref (obj);
13145 g_object_freeze_notify (obj);
13147 old_flags = self->flags;
13149 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13150 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13151 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13152 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13154 self->flags |= flags;
13156 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13157 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13158 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13159 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13161 if (reactive_set != was_reactive_set)
13162 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13164 if (realized_set != was_realized_set)
13165 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13167 if (mapped_set != was_mapped_set)
13168 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13170 if (visible_set != was_visible_set)
13171 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13173 g_object_thaw_notify (obj);
13174 g_object_unref (obj);
13178 * clutter_actor_unset_flags:
13179 * @self: a #ClutterActor
13180 * @flags: the flags to unset
13182 * Unsets @flags on @self
13184 * This function will emit notifications for the changed properties
13189 clutter_actor_unset_flags (ClutterActor *self,
13190 ClutterActorFlags flags)
13192 ClutterActorFlags old_flags;
13194 gboolean was_reactive_set, reactive_set;
13195 gboolean was_realized_set, realized_set;
13196 gboolean was_mapped_set, mapped_set;
13197 gboolean was_visible_set, visible_set;
13199 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13201 obj = G_OBJECT (self);
13202 g_object_freeze_notify (obj);
13204 old_flags = self->flags;
13206 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13207 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13208 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13209 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13211 self->flags &= ~flags;
13213 if (self->flags == old_flags)
13216 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13217 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13218 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13219 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13221 if (reactive_set != was_reactive_set)
13222 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13224 if (realized_set != was_realized_set)
13225 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13227 if (mapped_set != was_mapped_set)
13228 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13230 if (visible_set != was_visible_set)
13231 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13233 g_object_thaw_notify (obj);
13237 * clutter_actor_get_transformation_matrix:
13238 * @self: a #ClutterActor
13239 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
13241 * Retrieves the transformations applied to @self relative to its
13247 clutter_actor_get_transformation_matrix (ClutterActor *self,
13248 CoglMatrix *matrix)
13250 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13252 cogl_matrix_init_identity (matrix);
13254 _clutter_actor_apply_modelview_transform (self, matrix);
13258 _clutter_actor_set_in_clone_paint (ClutterActor *self,
13259 gboolean is_in_clone_paint)
13261 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13262 self->priv->in_clone_paint = is_in_clone_paint;
13266 * clutter_actor_is_in_clone_paint:
13267 * @self: a #ClutterActor
13269 * Checks whether @self is being currently painted by a #ClutterClone
13271 * This function is useful only inside the ::paint virtual function
13272 * implementations or within handlers for the #ClutterActor::paint
13275 * This function should not be used by applications
13277 * Return value: %TRUE if the #ClutterActor is currently being painted
13278 * by a #ClutterClone, and %FALSE otherwise
13283 clutter_actor_is_in_clone_paint (ClutterActor *self)
13285 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13287 return self->priv->in_clone_paint;
13291 set_direction_recursive (ClutterActor *actor,
13292 gpointer user_data)
13294 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
13296 clutter_actor_set_text_direction (actor, text_dir);
13302 * clutter_actor_set_text_direction:
13303 * @self: a #ClutterActor
13304 * @text_dir: the text direction for @self
13306 * Sets the #ClutterTextDirection for an actor
13308 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
13310 * If @self implements #ClutterContainer then this function will recurse
13311 * inside all the children of @self (including the internal ones).
13313 * Composite actors not implementing #ClutterContainer, or actors requiring
13314 * special handling when the text direction changes, should connect to
13315 * the #GObject::notify signal for the #ClutterActor:text-direction property
13320 clutter_actor_set_text_direction (ClutterActor *self,
13321 ClutterTextDirection text_dir)
13323 ClutterActorPrivate *priv;
13325 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13326 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
13330 if (priv->text_direction != text_dir)
13332 priv->text_direction = text_dir;
13334 /* we need to emit the notify::text-direction first, so that
13335 * the sub-classes can catch that and do specific handling of
13336 * the text direction; see clutter_text_direction_changed_cb()
13337 * inside clutter-text.c
13339 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
13341 _clutter_actor_foreach_child (self, set_direction_recursive,
13342 GINT_TO_POINTER (text_dir));
13344 clutter_actor_queue_relayout (self);
13349 _clutter_actor_set_has_pointer (ClutterActor *self,
13350 gboolean has_pointer)
13352 ClutterActorPrivate *priv = self->priv;
13354 if (priv->has_pointer != has_pointer)
13356 priv->has_pointer = has_pointer;
13358 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
13363 * clutter_actor_get_text_direction:
13364 * @self: a #ClutterActor
13366 * Retrieves the value set using clutter_actor_set_text_direction()
13368 * If no text direction has been previously set, the default text
13369 * direction, as returned by clutter_get_default_text_direction(), will
13370 * be returned instead
13372 * Return value: the #ClutterTextDirection for the actor
13376 ClutterTextDirection
13377 clutter_actor_get_text_direction (ClutterActor *self)
13379 ClutterActorPrivate *priv;
13381 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
13382 CLUTTER_TEXT_DIRECTION_LTR);
13386 /* if no direction has been set yet use the default */
13387 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
13388 priv->text_direction = clutter_get_default_text_direction ();
13390 return priv->text_direction;
13394 * clutter_actor_push_internal:
13395 * @self: a #ClutterActor
13397 * Should be used by actors implementing the #ClutterContainer and with
13398 * internal children added through clutter_actor_set_parent(), for instance:
13402 * my_actor_init (MyActor *self)
13404 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
13406 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
13408 * /* calling clutter_actor_set_parent() now will result in
13409 * * the internal flag being set on a child of MyActor
13412 * /* internal child - a background texture */
13413 * self->priv->background_tex = clutter_texture_new ();
13414 * clutter_actor_set_parent (self->priv->background_tex,
13415 * CLUTTER_ACTOR (self));
13417 * /* internal child - a label */
13418 * self->priv->label = clutter_text_new ();
13419 * clutter_actor_set_parent (self->priv->label,
13420 * CLUTTER_ACTOR (self));
13422 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
13424 * /* calling clutter_actor_set_parent() now will not result in
13425 * * the internal flag being set on a child of MyActor
13430 * This function will be used by Clutter to toggle an "internal child"
13431 * flag whenever clutter_actor_set_parent() is called; internal children
13432 * are handled differently by Clutter, specifically when destroying their
13435 * Call clutter_actor_pop_internal() when you finished adding internal
13438 * Nested calls to clutter_actor_push_internal() are allowed, but each
13439 * one must by followed by a clutter_actor_pop_internal() call.
13443 * Deprecated: 1.10: All children of an actor are accessible through
13444 * the #ClutterActor API, and #ClutterActor implements the
13445 * #ClutterContainer interface, so this function is only useful
13446 * for legacy containers overriding the default implementation.
13449 clutter_actor_push_internal (ClutterActor *self)
13451 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13453 self->priv->internal_child += 1;
13457 * clutter_actor_pop_internal:
13458 * @self: a #ClutterActor
13460 * Disables the effects of clutter_actor_push_internal().
13464 * Deprecated: 1.10: All children of an actor are accessible through
13465 * the #ClutterActor API. This function is only useful for legacy
13466 * containers overriding the default implementation of the
13467 * #ClutterContainer interface.
13470 clutter_actor_pop_internal (ClutterActor *self)
13472 ClutterActorPrivate *priv;
13474 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13478 if (priv->internal_child == 0)
13480 g_warning ("Mismatched %s: you need to call "
13481 "clutter_actor_push_composite() at least once before "
13482 "calling this function", G_STRFUNC);
13486 priv->internal_child -= 1;
13490 * clutter_actor_has_pointer:
13491 * @self: a #ClutterActor
13493 * Checks whether an actor contains the pointer of a
13494 * #ClutterInputDevice
13496 * Return value: %TRUE if the actor contains the pointer, and
13502 clutter_actor_has_pointer (ClutterActor *self)
13504 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13506 return self->priv->has_pointer;
13509 /* XXX: This is a workaround for not being able to break the ABI of
13510 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
13511 * clutter_actor_queue_clipped_redraw() for details.
13513 ClutterPaintVolume *
13514 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
13516 return g_object_get_data (G_OBJECT (self),
13517 "-clutter-actor-queue-redraw-clip");
13521 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
13522 ClutterPaintVolume *clip)
13524 g_object_set_data (G_OBJECT (self),
13525 "-clutter-actor-queue-redraw-clip",
13530 * clutter_actor_has_allocation:
13531 * @self: a #ClutterActor
13533 * Checks if the actor has an up-to-date allocation assigned to
13534 * it. This means that the actor should have an allocation: it's
13535 * visible and has a parent. It also means that there is no
13536 * outstanding relayout request in progress for the actor or its
13537 * children (There might be other outstanding layout requests in
13538 * progress that will cause the actor to get a new allocation
13539 * when the stage is laid out, however).
13541 * If this function returns %FALSE, then the actor will normally
13542 * be allocated before it is next drawn on the screen.
13544 * Return value: %TRUE if the actor has an up-to-date allocation
13549 clutter_actor_has_allocation (ClutterActor *self)
13551 ClutterActorPrivate *priv;
13553 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13557 return priv->parent != NULL &&
13558 CLUTTER_ACTOR_IS_VISIBLE (self) &&
13559 !priv->needs_allocation;
13563 * clutter_actor_add_action:
13564 * @self: a #ClutterActor
13565 * @action: a #ClutterAction
13567 * Adds @action to the list of actions applied to @self
13569 * A #ClutterAction can only belong to one actor at a time
13571 * The #ClutterActor will hold a reference on @action until either
13572 * clutter_actor_remove_action() or clutter_actor_clear_actions()
13578 clutter_actor_add_action (ClutterActor *self,
13579 ClutterAction *action)
13581 ClutterActorPrivate *priv;
13583 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13584 g_return_if_fail (CLUTTER_IS_ACTION (action));
13588 if (priv->actions == NULL)
13590 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13591 priv->actions->actor = self;
13594 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
13596 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13600 * clutter_actor_add_action_with_name:
13601 * @self: a #ClutterActor
13602 * @name: the name to set on the action
13603 * @action: a #ClutterAction
13605 * A convenience function for setting the name of a #ClutterAction
13606 * while adding it to the list of actions applied to @self
13608 * This function is the logical equivalent of:
13611 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13612 * clutter_actor_add_action (self, action);
13618 clutter_actor_add_action_with_name (ClutterActor *self,
13620 ClutterAction *action)
13622 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13623 g_return_if_fail (name != NULL);
13624 g_return_if_fail (CLUTTER_IS_ACTION (action));
13626 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13627 clutter_actor_add_action (self, action);
13631 * clutter_actor_remove_action:
13632 * @self: a #ClutterActor
13633 * @action: a #ClutterAction
13635 * Removes @action from the list of actions applied to @self
13637 * The reference held by @self on the #ClutterAction will be released
13642 clutter_actor_remove_action (ClutterActor *self,
13643 ClutterAction *action)
13645 ClutterActorPrivate *priv;
13647 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13648 g_return_if_fail (CLUTTER_IS_ACTION (action));
13652 if (priv->actions == NULL)
13655 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
13657 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13661 * clutter_actor_remove_action_by_name:
13662 * @self: a #ClutterActor
13663 * @name: the name of the action to remove
13665 * Removes the #ClutterAction with the given name from the list
13666 * of actions applied to @self
13671 clutter_actor_remove_action_by_name (ClutterActor *self,
13674 ClutterActorPrivate *priv;
13675 ClutterActorMeta *meta;
13677 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13678 g_return_if_fail (name != NULL);
13682 if (priv->actions == NULL)
13685 meta = _clutter_meta_group_get_meta (priv->actions, name);
13689 _clutter_meta_group_remove_meta (priv->actions, meta);
13691 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13695 * clutter_actor_get_actions:
13696 * @self: a #ClutterActor
13698 * Retrieves the list of actions applied to @self
13700 * Return value: (transfer container) (element-type Clutter.Action): a copy
13701 * of the list of #ClutterAction<!-- -->s. The contents of the list are
13702 * owned by the #ClutterActor. Use g_list_free() to free the resources
13703 * allocated by the returned #GList
13708 clutter_actor_get_actions (ClutterActor *self)
13710 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13712 if (self->priv->actions == NULL)
13715 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
13719 * clutter_actor_get_action:
13720 * @self: a #ClutterActor
13721 * @name: the name of the action to retrieve
13723 * Retrieves the #ClutterAction with the given name in the list
13724 * of actions applied to @self
13726 * Return value: (transfer none): a #ClutterAction for the given
13727 * name, or %NULL. The returned #ClutterAction is owned by the
13728 * actor and it should not be unreferenced directly
13733 clutter_actor_get_action (ClutterActor *self,
13736 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13737 g_return_val_if_fail (name != NULL, NULL);
13739 if (self->priv->actions == NULL)
13742 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
13746 * clutter_actor_clear_actions:
13747 * @self: a #ClutterActor
13749 * Clears the list of actions applied to @self
13754 clutter_actor_clear_actions (ClutterActor *self)
13756 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13758 if (self->priv->actions == NULL)
13761 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
13765 * clutter_actor_add_constraint:
13766 * @self: a #ClutterActor
13767 * @constraint: a #ClutterConstraint
13769 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
13772 * The #ClutterActor will hold a reference on the @constraint until
13773 * either clutter_actor_remove_constraint() or
13774 * clutter_actor_clear_constraints() is called.
13779 clutter_actor_add_constraint (ClutterActor *self,
13780 ClutterConstraint *constraint)
13782 ClutterActorPrivate *priv;
13784 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13785 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13789 if (priv->constraints == NULL)
13791 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13792 priv->constraints->actor = self;
13795 _clutter_meta_group_add_meta (priv->constraints,
13796 CLUTTER_ACTOR_META (constraint));
13797 clutter_actor_queue_relayout (self);
13799 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13803 * clutter_actor_add_constraint_with_name:
13804 * @self: a #ClutterActor
13805 * @name: the name to set on the constraint
13806 * @constraint: a #ClutterConstraint
13808 * A convenience function for setting the name of a #ClutterConstraint
13809 * while adding it to the list of constraints applied to @self
13811 * This function is the logical equivalent of:
13814 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13815 * clutter_actor_add_constraint (self, constraint);
13821 clutter_actor_add_constraint_with_name (ClutterActor *self,
13823 ClutterConstraint *constraint)
13825 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13826 g_return_if_fail (name != NULL);
13827 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13829 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13830 clutter_actor_add_constraint (self, constraint);
13834 * clutter_actor_remove_constraint:
13835 * @self: a #ClutterActor
13836 * @constraint: a #ClutterConstraint
13838 * Removes @constraint from the list of constraints applied to @self
13840 * The reference held by @self on the #ClutterConstraint will be released
13845 clutter_actor_remove_constraint (ClutterActor *self,
13846 ClutterConstraint *constraint)
13848 ClutterActorPrivate *priv;
13850 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13851 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13855 if (priv->constraints == NULL)
13858 _clutter_meta_group_remove_meta (priv->constraints,
13859 CLUTTER_ACTOR_META (constraint));
13860 clutter_actor_queue_relayout (self);
13862 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13866 * clutter_actor_remove_constraint_by_name:
13867 * @self: a #ClutterActor
13868 * @name: the name of the constraint to remove
13870 * Removes the #ClutterConstraint with the given name from the list
13871 * of constraints applied to @self
13876 clutter_actor_remove_constraint_by_name (ClutterActor *self,
13879 ClutterActorPrivate *priv;
13880 ClutterActorMeta *meta;
13882 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13883 g_return_if_fail (name != NULL);
13887 if (priv->constraints == NULL)
13890 meta = _clutter_meta_group_get_meta (priv->constraints, name);
13894 _clutter_meta_group_remove_meta (priv->constraints, meta);
13895 clutter_actor_queue_relayout (self);
13899 * clutter_actor_get_constraints:
13900 * @self: a #ClutterActor
13902 * Retrieves the list of constraints applied to @self
13904 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
13905 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
13906 * owned by the #ClutterActor. Use g_list_free() to free the resources
13907 * allocated by the returned #GList
13912 clutter_actor_get_constraints (ClutterActor *self)
13914 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13916 if (self->priv->constraints == NULL)
13919 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
13923 * clutter_actor_get_constraint:
13924 * @self: a #ClutterActor
13925 * @name: the name of the constraint to retrieve
13927 * Retrieves the #ClutterConstraint with the given name in the list
13928 * of constraints applied to @self
13930 * Return value: (transfer none): a #ClutterConstraint for the given
13931 * name, or %NULL. The returned #ClutterConstraint is owned by the
13932 * actor and it should not be unreferenced directly
13936 ClutterConstraint *
13937 clutter_actor_get_constraint (ClutterActor *self,
13940 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13941 g_return_val_if_fail (name != NULL, NULL);
13943 if (self->priv->constraints == NULL)
13946 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
13950 * clutter_actor_clear_constraints:
13951 * @self: a #ClutterActor
13953 * Clears the list of constraints applied to @self
13958 clutter_actor_clear_constraints (ClutterActor *self)
13960 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13962 if (self->priv->constraints == NULL)
13965 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
13967 clutter_actor_queue_relayout (self);
13971 * clutter_actor_set_clip_to_allocation:
13972 * @self: a #ClutterActor
13973 * @clip_set: %TRUE to apply a clip tracking the allocation
13975 * Sets whether @self should be clipped to the same size as its
13981 clutter_actor_set_clip_to_allocation (ClutterActor *self,
13984 ClutterActorPrivate *priv;
13986 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13988 clip_set = !!clip_set;
13992 if (priv->clip_to_allocation != clip_set)
13994 priv->clip_to_allocation = clip_set;
13996 clutter_actor_queue_redraw (self);
13998 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
14003 * clutter_actor_get_clip_to_allocation:
14004 * @self: a #ClutterActor
14006 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
14008 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
14013 clutter_actor_get_clip_to_allocation (ClutterActor *self)
14015 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14017 return self->priv->clip_to_allocation;
14021 * clutter_actor_add_effect:
14022 * @self: a #ClutterActor
14023 * @effect: a #ClutterEffect
14025 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
14027 * The #ClutterActor will hold a reference on the @effect until either
14028 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
14034 clutter_actor_add_effect (ClutterActor *self,
14035 ClutterEffect *effect)
14037 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14038 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14040 _clutter_actor_add_effect_internal (self, effect);
14042 clutter_actor_queue_redraw (self);
14044 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14048 * clutter_actor_add_effect_with_name:
14049 * @self: a #ClutterActor
14050 * @name: the name to set on the effect
14051 * @effect: a #ClutterEffect
14053 * A convenience function for setting the name of a #ClutterEffect
14054 * while adding it to the list of effectss applied to @self
14056 * This function is the logical equivalent of:
14059 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14060 * clutter_actor_add_effect (self, effect);
14066 clutter_actor_add_effect_with_name (ClutterActor *self,
14068 ClutterEffect *effect)
14070 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14071 g_return_if_fail (name != NULL);
14072 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14074 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14075 clutter_actor_add_effect (self, effect);
14079 * clutter_actor_remove_effect:
14080 * @self: a #ClutterActor
14081 * @effect: a #ClutterEffect
14083 * Removes @effect from the list of effects applied to @self
14085 * The reference held by @self on the #ClutterEffect will be released
14090 clutter_actor_remove_effect (ClutterActor *self,
14091 ClutterEffect *effect)
14093 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14094 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14096 _clutter_actor_remove_effect_internal (self, effect);
14098 clutter_actor_queue_redraw (self);
14100 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14104 * clutter_actor_remove_effect_by_name:
14105 * @self: a #ClutterActor
14106 * @name: the name of the effect to remove
14108 * Removes the #ClutterEffect with the given name from the list
14109 * of effects applied to @self
14114 clutter_actor_remove_effect_by_name (ClutterActor *self,
14117 ClutterActorPrivate *priv;
14118 ClutterActorMeta *meta;
14120 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14121 g_return_if_fail (name != NULL);
14125 if (priv->effects == NULL)
14128 meta = _clutter_meta_group_get_meta (priv->effects, name);
14132 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
14136 * clutter_actor_get_effects:
14137 * @self: a #ClutterActor
14139 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
14141 * Return value: (transfer container) (element-type Clutter.Effect): a list
14142 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
14143 * list are owned by Clutter and they should not be freed. You should
14144 * free the returned list using g_list_free() when done
14149 clutter_actor_get_effects (ClutterActor *self)
14151 ClutterActorPrivate *priv;
14153 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14157 if (priv->effects == NULL)
14160 return _clutter_meta_group_get_metas_no_internal (priv->effects);
14164 * clutter_actor_get_effect:
14165 * @self: a #ClutterActor
14166 * @name: the name of the effect to retrieve
14168 * Retrieves the #ClutterEffect with the given name in the list
14169 * of effects applied to @self
14171 * Return value: (transfer none): a #ClutterEffect for the given
14172 * name, or %NULL. The returned #ClutterEffect is owned by the
14173 * actor and it should not be unreferenced directly
14178 clutter_actor_get_effect (ClutterActor *self,
14181 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14182 g_return_val_if_fail (name != NULL, NULL);
14184 if (self->priv->effects == NULL)
14187 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
14191 * clutter_actor_clear_effects:
14192 * @self: a #ClutterActor
14194 * Clears the list of effects applied to @self
14199 clutter_actor_clear_effects (ClutterActor *self)
14201 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14203 if (self->priv->effects == NULL)
14206 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
14208 clutter_actor_queue_redraw (self);
14212 * clutter_actor_has_key_focus:
14213 * @self: a #ClutterActor
14215 * Checks whether @self is the #ClutterActor that has key focus
14217 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
14222 clutter_actor_has_key_focus (ClutterActor *self)
14224 ClutterActor *stage;
14226 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14228 stage = _clutter_actor_get_stage_internal (self);
14232 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
14236 _clutter_actor_get_paint_volume_real (ClutterActor *self,
14237 ClutterPaintVolume *pv)
14239 ClutterActorPrivate *priv = self->priv;
14241 /* Actors are only expected to report a valid paint volume
14242 * while they have a valid allocation. */
14243 if (G_UNLIKELY (priv->needs_allocation))
14245 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14246 "Actor needs allocation",
14247 _clutter_actor_get_debug_name (self));
14251 /* Check if there are any handlers connected to the paint
14252 * signal. If there are then all bets are off for what the paint
14253 * volume for this actor might possibly be!
14255 * XXX: It's expected that this is going to end up being quite a
14256 * costly check to have to do here, but we haven't come up with
14257 * another solution that can reliably catch paint signal handlers at
14258 * the right time to either avoid artefacts due to invalid stage
14259 * clipping or due to incorrect culling.
14261 * Previously we checked in clutter_actor_paint(), but at that time
14262 * we may already be using a stage clip that could be derived from
14263 * an invalid paint-volume. We used to try and handle that by
14264 * queuing a follow up, unclipped, redraw but still the previous
14265 * checking wasn't enough to catch invalid volumes involved in
14266 * culling (considering that containers may derive their volume from
14267 * children that haven't yet been painted)
14269 * Longer term, improved solutions could be:
14270 * - Disallow painting in the paint signal, only allow using it
14271 * for tracking when paints happen. We can add another API that
14272 * allows monkey patching the paint of arbitrary actors but in a
14273 * more controlled way and that also supports modifying the
14275 * - If we could be notified somehow when signal handlers are
14276 * connected we wouldn't have to poll for handlers like this.
14278 if (g_signal_has_handler_pending (self,
14279 actor_signals[PAINT],
14283 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14284 "Actor has \"paint\" signal handlers",
14285 _clutter_actor_get_debug_name (self));
14289 _clutter_paint_volume_init_static (pv, self);
14291 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
14293 clutter_paint_volume_free (pv);
14294 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14295 "Actor failed to report a volume",
14296 _clutter_actor_get_debug_name (self));
14300 /* since effects can modify the paint volume, we allow them to actually
14301 * do this by making get_paint_volume() "context sensitive"
14303 if (priv->effects != NULL)
14305 if (priv->current_effect != NULL)
14307 const GList *effects, *l;
14309 /* if we are being called from within the paint sequence of
14310 * an actor, get the paint volume up to the current effect
14312 effects = _clutter_meta_group_peek_metas (priv->effects);
14314 l != NULL || (l != NULL && l->data != priv->current_effect);
14317 if (!_clutter_effect_get_paint_volume (l->data, pv))
14319 clutter_paint_volume_free (pv);
14320 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14321 "Effect (%s) failed to report a volume",
14322 _clutter_actor_get_debug_name (self),
14323 _clutter_actor_meta_get_debug_name (l->data));
14330 const GList *effects, *l;
14332 /* otherwise, get the cumulative volume */
14333 effects = _clutter_meta_group_peek_metas (priv->effects);
14334 for (l = effects; l != NULL; l = l->next)
14335 if (!_clutter_effect_get_paint_volume (l->data, pv))
14337 clutter_paint_volume_free (pv);
14338 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14339 "Effect (%s) failed to report a volume",
14340 _clutter_actor_get_debug_name (self),
14341 _clutter_actor_meta_get_debug_name (l->data));
14350 /* The public clutter_actor_get_paint_volume API returns a const
14351 * pointer since we return a pointer directly to the cached
14352 * PaintVolume associated with the actor and don't want the user to
14353 * inadvertently modify it, but for internal uses we sometimes need
14354 * access to the same PaintVolume but need to apply some book-keeping
14355 * modifications to it so we don't want a const pointer.
14357 static ClutterPaintVolume *
14358 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
14360 ClutterActorPrivate *priv;
14364 if (priv->paint_volume_valid)
14365 clutter_paint_volume_free (&priv->paint_volume);
14367 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
14369 priv->paint_volume_valid = TRUE;
14370 return &priv->paint_volume;
14374 priv->paint_volume_valid = FALSE;
14380 * clutter_actor_get_paint_volume:
14381 * @self: a #ClutterActor
14383 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
14384 * when a paint volume can't be determined.
14386 * The paint volume is defined as the 3D space occupied by an actor
14387 * when being painted.
14389 * This function will call the <function>get_paint_volume()</function>
14390 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
14391 * should not usually care about overriding the default implementation,
14392 * unless they are, for instance: painting outside their allocation, or
14393 * actors with a depth factor (not in terms of #ClutterActor:depth but real
14396 * <note>2D actors overriding <function>get_paint_volume()</function>
14397 * ensure their volume has a depth of 0. (This will be true so long as
14398 * you don't call clutter_paint_volume_set_depth().)</note>
14400 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14401 * or %NULL if no volume could be determined.
14405 const ClutterPaintVolume *
14406 clutter_actor_get_paint_volume (ClutterActor *self)
14408 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14410 return _clutter_actor_get_paint_volume_mutable (self);
14414 * clutter_actor_get_transformed_paint_volume:
14415 * @self: a #ClutterActor
14416 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
14417 * (or %NULL for the stage)
14419 * Retrieves the 3D paint volume of an actor like
14420 * clutter_actor_get_paint_volume() does (Please refer to the
14421 * documentation of clutter_actor_get_paint_volume() for more
14422 * details.) and it additionally transforms the paint volume into the
14423 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
14424 * is passed for @relative_to_ancestor)
14426 * This can be used by containers that base their paint volume on
14427 * the volume of their children. Such containers can query the
14428 * transformed paint volume of all of its children and union them
14429 * together using clutter_paint_volume_union().
14431 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14432 * or %NULL if no volume could be determined.
14436 const ClutterPaintVolume *
14437 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
14438 ClutterActor *relative_to_ancestor)
14440 const ClutterPaintVolume *volume;
14441 ClutterActor *stage;
14442 ClutterPaintVolume *transformed_volume;
14444 stage = _clutter_actor_get_stage_internal (self);
14445 if (G_UNLIKELY (stage == NULL))
14448 if (relative_to_ancestor == NULL)
14449 relative_to_ancestor = stage;
14451 volume = clutter_actor_get_paint_volume (self);
14452 if (volume == NULL)
14455 transformed_volume =
14456 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
14458 _clutter_paint_volume_copy_static (volume, transformed_volume);
14460 _clutter_paint_volume_transform_relative (transformed_volume,
14461 relative_to_ancestor);
14463 return transformed_volume;
14467 * clutter_actor_get_paint_box:
14468 * @self: a #ClutterActor
14469 * @box: (out): return location for a #ClutterActorBox
14471 * Retrieves the paint volume of the passed #ClutterActor, and
14472 * transforms it into a 2D bounding box in stage coordinates.
14474 * This function is useful to determine the on screen area occupied by
14475 * the actor. The box is only an approximation and may often be
14476 * considerably larger due to the optimizations used to calculate the
14477 * box. The box is never smaller though, so it can reliably be used
14480 * There are times when a 2D paint box can't be determined, e.g.
14481 * because the actor isn't yet parented under a stage or because
14482 * the actor is unable to determine a paint volume.
14484 * Return value: %TRUE if a 2D paint box could be determined, else
14490 clutter_actor_get_paint_box (ClutterActor *self,
14491 ClutterActorBox *box)
14493 ClutterActor *stage;
14494 ClutterPaintVolume *pv;
14496 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14497 g_return_val_if_fail (box != NULL, FALSE);
14499 stage = _clutter_actor_get_stage_internal (self);
14500 if (G_UNLIKELY (!stage))
14503 pv = _clutter_actor_get_paint_volume_mutable (self);
14504 if (G_UNLIKELY (!pv))
14507 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
14513 * clutter_actor_has_overlaps:
14514 * @self: A #ClutterActor
14516 * Asks the actor's implementation whether it may contain overlapping
14519 * For example; Clutter may use this to determine whether the painting
14520 * should be redirected to an offscreen buffer to correctly implement
14521 * the opacity property.
14523 * Custom actors can override the default response by implementing the
14524 * #ClutterActor <function>has_overlaps</function> virtual function. See
14525 * clutter_actor_set_offscreen_redirect() for more information.
14527 * Return value: %TRUE if the actor may have overlapping primitives, and
14533 clutter_actor_has_overlaps (ClutterActor *self)
14535 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14537 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
14541 * clutter_actor_has_effects:
14542 * @self: A #ClutterActor
14544 * Returns whether the actor has any effects applied.
14546 * Return value: %TRUE if the actor has any effects,
14552 clutter_actor_has_effects (ClutterActor *self)
14554 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14556 if (self->priv->effects == NULL)
14559 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
14563 * clutter_actor_has_constraints:
14564 * @self: A #ClutterActor
14566 * Returns whether the actor has any constraints applied.
14568 * Return value: %TRUE if the actor has any constraints,
14574 clutter_actor_has_constraints (ClutterActor *self)
14576 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14578 return self->priv->constraints != NULL;
14582 * clutter_actor_has_actions:
14583 * @self: A #ClutterActor
14585 * Returns whether the actor has any actions applied.
14587 * Return value: %TRUE if the actor has any actions,
14593 clutter_actor_has_actions (ClutterActor *self)
14595 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14597 return self->priv->actions != NULL;
14601 * clutter_actor_get_n_children:
14602 * @self: a #ClutterActor
14604 * Retrieves the number of children of @self.
14606 * Return value: the number of children of an actor
14611 clutter_actor_get_n_children (ClutterActor *self)
14613 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14615 return self->priv->n_children;
14619 * clutter_actor_get_child_at_index:
14620 * @self: a #ClutterActor
14621 * @index_: the position in the list of children
14623 * Retrieves the actor at the given @index_ inside the list of
14624 * children of @self.
14626 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
14631 clutter_actor_get_child_at_index (ClutterActor *self,
14634 ClutterActor *iter;
14637 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14638 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
14640 for (iter = self->priv->first_child, i = 0;
14641 iter != NULL && i < index_;
14642 iter = iter->priv->next_sibling, i += 1)
14649 * _clutter_actor_foreach_child:
14650 * @actor: The actor whos children you want to iterate
14651 * @callback: The function to call for each child
14652 * @user_data: Private data to pass to @callback
14654 * Calls a given @callback once for each child of the specified @actor and
14655 * passing the @user_data pointer each time.
14657 * Return value: returns %TRUE if all children were iterated, else
14658 * %FALSE if a callback broke out of iteration early.
14661 _clutter_actor_foreach_child (ClutterActor *self,
14662 ClutterForeachCallback callback,
14663 gpointer user_data)
14665 ClutterActorPrivate *priv = self->priv;
14666 ClutterActor *iter;
14669 for (cont = TRUE, iter = priv->first_child;
14670 cont && iter != NULL;
14671 iter = iter->priv->next_sibling)
14673 cont = callback (iter, user_data);
14679 /* For debugging purposes this gives us a simple way to print out
14680 * the scenegraph e.g in gdb using:
14682 * _clutter_actor_traverse (stage,
14684 * _clutter_debug_print_actor_cb,
14689 ClutterActorTraverseVisitFlags
14690 _clutter_debug_print_actor_cb (ClutterActor *actor,
14694 g_print ("%*s%s:%p\n",
14696 _clutter_actor_get_debug_name (actor),
14699 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14703 _clutter_actor_traverse_breadth (ClutterActor *actor,
14704 ClutterTraverseCallback callback,
14705 gpointer user_data)
14707 GQueue *queue = g_queue_new ();
14708 ClutterActor dummy;
14709 int current_depth = 0;
14711 g_queue_push_tail (queue, actor);
14712 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
14714 while ((actor = g_queue_pop_head (queue)))
14716 ClutterActorTraverseVisitFlags flags;
14718 if (actor == &dummy)
14721 g_queue_push_tail (queue, &dummy);
14725 flags = callback (actor, current_depth, user_data);
14726 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14728 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14730 ClutterActor *iter;
14732 for (iter = actor->priv->first_child;
14734 iter = iter->priv->next_sibling)
14736 g_queue_push_tail (queue, iter);
14741 g_queue_free (queue);
14744 static ClutterActorTraverseVisitFlags
14745 _clutter_actor_traverse_depth (ClutterActor *actor,
14746 ClutterTraverseCallback before_children_callback,
14747 ClutterTraverseCallback after_children_callback,
14749 gpointer user_data)
14751 ClutterActorTraverseVisitFlags flags;
14753 flags = before_children_callback (actor, current_depth, user_data);
14754 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14755 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14757 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14759 ClutterActor *iter;
14761 for (iter = actor->priv->first_child;
14763 iter = iter->priv->next_sibling)
14765 flags = _clutter_actor_traverse_depth (iter,
14766 before_children_callback,
14767 after_children_callback,
14771 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14772 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14776 if (after_children_callback)
14777 return after_children_callback (actor, current_depth, user_data);
14779 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14782 /* _clutter_actor_traverse:
14783 * @actor: The actor to start traversing the graph from
14784 * @flags: These flags may affect how the traversal is done
14785 * @before_children_callback: A function to call before visiting the
14786 * children of the current actor.
14787 * @after_children_callback: A function to call after visiting the
14788 * children of the current actor. (Ignored if
14789 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
14790 * @user_data: The private data to pass to the callbacks
14792 * Traverses the scenegraph starting at the specified @actor and
14793 * descending through all its children and its children's children.
14794 * For each actor traversed @before_children_callback and
14795 * @after_children_callback are called with the specified
14796 * @user_data, before and after visiting that actor's children.
14798 * The callbacks can return flags that affect the ongoing traversal
14799 * such as by skipping over an actors children or bailing out of
14800 * any further traversing.
14803 _clutter_actor_traverse (ClutterActor *actor,
14804 ClutterActorTraverseFlags flags,
14805 ClutterTraverseCallback before_children_callback,
14806 ClutterTraverseCallback after_children_callback,
14807 gpointer user_data)
14809 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
14810 _clutter_actor_traverse_breadth (actor,
14811 before_children_callback,
14813 else /* DEPTH_FIRST */
14814 _clutter_actor_traverse_depth (actor,
14815 before_children_callback,
14816 after_children_callback,
14817 0, /* start depth */
14822 on_layout_manager_changed (ClutterLayoutManager *manager,
14823 ClutterActor *self)
14825 clutter_actor_queue_relayout (self);
14829 * clutter_actor_set_layout_manager:
14830 * @self: a #ClutterActor
14831 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
14833 * Sets the #ClutterLayoutManager delegate object that will be used to
14834 * lay out the children of @self.
14836 * The #ClutterActor will take a reference on the passed @manager which
14837 * will be released either when the layout manager is removed, or when
14838 * the actor is destroyed.
14843 clutter_actor_set_layout_manager (ClutterActor *self,
14844 ClutterLayoutManager *manager)
14846 ClutterActorPrivate *priv;
14848 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14849 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
14853 if (priv->layout_manager != NULL)
14855 g_signal_handlers_disconnect_by_func (priv->layout_manager,
14856 G_CALLBACK (on_layout_manager_changed),
14858 clutter_layout_manager_set_container (priv->layout_manager, NULL);
14859 g_object_unref (priv->layout_manager);
14862 priv->layout_manager = manager;
14864 if (priv->layout_manager != NULL)
14866 g_object_ref_sink (priv->layout_manager);
14867 clutter_layout_manager_set_container (priv->layout_manager,
14868 CLUTTER_CONTAINER (self));
14869 g_signal_connect (priv->layout_manager, "layout-changed",
14870 G_CALLBACK (on_layout_manager_changed),
14874 clutter_actor_queue_relayout (self);
14876 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
14880 * clutter_actor_get_layout_manager:
14881 * @self: a #ClutterActor
14883 * Retrieves the #ClutterLayoutManager used by @self.
14885 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
14890 ClutterLayoutManager *
14891 clutter_actor_get_layout_manager (ClutterActor *self)
14893 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14895 return self->priv->layout_manager;
14898 static const ClutterLayoutInfo default_layout_info = {
14901 { 0, 0, 0, 0 }, /* margin */
14902 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
14903 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
14904 0.f, 0.f, /* min_width, natural_width */
14905 0.f, 0.f, /* natual_width, natural_height */
14909 layout_info_free (gpointer data)
14911 if (G_LIKELY (data != NULL))
14912 g_slice_free (ClutterLayoutInfo, data);
14916 * _clutter_actor_get_layout_info:
14917 * @self: a #ClutterActor
14919 * Retrieves a pointer to the ClutterLayoutInfo structure.
14921 * If the actor does not have a ClutterLayoutInfo associated to it, one
14922 * will be created and initialized to the default values.
14924 * This function should be used for setters.
14926 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
14929 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
14931 ClutterLayoutInfo *
14932 _clutter_actor_get_layout_info (ClutterActor *self)
14934 ClutterLayoutInfo *retval;
14936 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
14937 if (retval == NULL)
14939 retval = g_slice_new (ClutterLayoutInfo);
14941 *retval = default_layout_info;
14943 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
14952 * _clutter_actor_get_layout_info_or_defaults:
14953 * @self: a #ClutterActor
14955 * Retrieves the ClutterLayoutInfo structure associated to an actor.
14957 * If the actor does not have a ClutterLayoutInfo structure associated to it,
14958 * then the default structure will be returned.
14960 * This function should only be used for getters.
14962 * Return value: a const pointer to the ClutterLayoutInfo structure
14964 const ClutterLayoutInfo *
14965 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
14967 const ClutterLayoutInfo *info;
14969 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
14971 return &default_layout_info;
14977 * clutter_actor_set_x_align:
14978 * @self: a #ClutterActor
14979 * @x_align: the horizontal alignment policy
14981 * Sets the horizontal alignment policy of a #ClutterActor, in case the
14982 * actor received extra horizontal space.
14984 * See also the #ClutterActor:x-align property.
14989 clutter_actor_set_x_align (ClutterActor *self,
14990 ClutterActorAlign x_align)
14992 ClutterLayoutInfo *info;
14994 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14996 info = _clutter_actor_get_layout_info (self);
14998 if (info->x_align != x_align)
15000 info->x_align = x_align;
15002 clutter_actor_queue_relayout (self);
15004 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
15009 * clutter_actor_get_x_align:
15010 * @self: a #ClutterActor
15012 * Retrieves the horizontal alignment policy set using
15013 * clutter_actor_set_x_align().
15015 * Return value: the horizontal alignment policy.
15020 clutter_actor_get_x_align (ClutterActor *self)
15022 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15024 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
15028 * clutter_actor_set_y_align:
15029 * @self: a #ClutterActor
15030 * @y_align: the vertical alignment policy
15032 * Sets the vertical alignment policy of a #ClutterActor, in case the
15033 * actor received extra vertical space.
15035 * See also the #ClutterActor:y-align property.
15040 clutter_actor_set_y_align (ClutterActor *self,
15041 ClutterActorAlign y_align)
15043 ClutterLayoutInfo *info;
15045 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15047 info = _clutter_actor_get_layout_info (self);
15049 if (info->y_align != y_align)
15051 info->y_align = y_align;
15053 clutter_actor_queue_relayout (self);
15055 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
15060 * clutter_actor_get_y_align:
15061 * @self: a #ClutterActor
15063 * Retrieves the vertical alignment policy set using
15064 * clutter_actor_set_y_align().
15066 * Return value: the vertical alignment policy.
15071 clutter_actor_get_y_align (ClutterActor *self)
15073 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15075 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
15080 * clutter_margin_new:
15082 * Creates a new #ClutterMargin.
15084 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
15085 * clutter_margin_free() to free the resources associated with it when
15091 clutter_margin_new (void)
15093 return g_slice_new0 (ClutterMargin);
15097 * clutter_margin_copy:
15098 * @margin_: a #ClutterMargin
15100 * Creates a new #ClutterMargin and copies the contents of @margin_ into
15101 * the newly created structure.
15103 * Return value: (transfer full): a copy of the #ClutterMargin.
15108 clutter_margin_copy (const ClutterMargin *margin_)
15110 if (G_LIKELY (margin_ != NULL))
15111 return g_slice_dup (ClutterMargin, margin_);
15117 * clutter_margin_free:
15118 * @margin_: a #ClutterMargin
15120 * Frees the resources allocated by clutter_margin_new() and
15121 * clutter_margin_copy().
15126 clutter_margin_free (ClutterMargin *margin_)
15128 if (G_LIKELY (margin_ != NULL))
15129 g_slice_free (ClutterMargin, margin_);
15132 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
15133 clutter_margin_copy,
15134 clutter_margin_free)
15137 * clutter_actor_set_margin:
15138 * @self: a #ClutterActor
15139 * @margin: a #ClutterMargin
15141 * Sets all the components of the margin of a #ClutterActor.
15146 clutter_actor_set_margin (ClutterActor *self,
15147 const ClutterMargin *margin)
15149 ClutterLayoutInfo *info;
15153 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15154 g_return_if_fail (margin != NULL);
15156 obj = G_OBJECT (self);
15159 g_object_freeze_notify (obj);
15161 info = _clutter_actor_get_layout_info (self);
15163 if (info->margin.top != margin->top)
15165 info->margin.top = margin->top;
15166 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
15170 if (info->margin.right != margin->right)
15172 info->margin.right = margin->right;
15173 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
15177 if (info->margin.bottom != margin->bottom)
15179 info->margin.bottom = margin->bottom;
15180 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
15184 if (info->margin.left != margin->left)
15186 info->margin.left = margin->left;
15187 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
15192 clutter_actor_queue_relayout (self);
15194 g_object_thaw_notify (obj);
15198 * clutter_actor_get_margin:
15199 * @self: a #ClutterActor
15200 * @margin: (out caller-allocates): return location for a #ClutterMargin
15202 * Retrieves all the components of the margin of a #ClutterActor.
15207 clutter_actor_get_margin (ClutterActor *self,
15208 ClutterMargin *margin)
15210 const ClutterLayoutInfo *info;
15212 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15213 g_return_if_fail (margin != NULL);
15215 info = _clutter_actor_get_layout_info_or_defaults (self);
15217 *margin = info->margin;
15221 * clutter_actor_set_margin_top:
15222 * @self: a #ClutterActor
15223 * @margin: the top margin
15225 * Sets the margin from the top of a #ClutterActor.
15230 clutter_actor_set_margin_top (ClutterActor *self,
15233 ClutterLayoutInfo *info;
15235 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15236 g_return_if_fail (margin >= 0.f);
15238 info = _clutter_actor_get_layout_info (self);
15240 if (info->margin.top == margin)
15243 info->margin.top = margin;
15245 clutter_actor_queue_relayout (self);
15247 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
15251 * clutter_actor_get_margin_top:
15252 * @self: a #ClutterActor
15254 * Retrieves the top margin of a #ClutterActor.
15256 * Return value: the top margin
15261 clutter_actor_get_margin_top (ClutterActor *self)
15263 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15265 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
15269 * clutter_actor_set_margin_bottom:
15270 * @self: a #ClutterActor
15271 * @margin: the bottom margin
15273 * Sets the margin from the bottom of a #ClutterActor.
15278 clutter_actor_set_margin_bottom (ClutterActor *self,
15281 ClutterLayoutInfo *info;
15283 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15284 g_return_if_fail (margin >= 0.f);
15286 info = _clutter_actor_get_layout_info (self);
15288 if (info->margin.bottom == margin)
15291 info->margin.bottom = margin;
15293 clutter_actor_queue_relayout (self);
15295 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
15299 * clutter_actor_get_margin_bottom:
15300 * @self: a #ClutterActor
15302 * Retrieves the bottom margin of a #ClutterActor.
15304 * Return value: the bottom margin
15309 clutter_actor_get_margin_bottom (ClutterActor *self)
15311 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15313 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
15317 * clutter_actor_set_margin_left:
15318 * @self: a #ClutterActor
15319 * @margin: the left margin
15321 * Sets the margin from the left of a #ClutterActor.
15326 clutter_actor_set_margin_left (ClutterActor *self,
15329 ClutterLayoutInfo *info;
15331 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15332 g_return_if_fail (margin >= 0.f);
15334 info = _clutter_actor_get_layout_info (self);
15336 if (info->margin.left == margin)
15339 info->margin.left = margin;
15341 clutter_actor_queue_relayout (self);
15343 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
15347 * clutter_actor_get_margin_left:
15348 * @self: a #ClutterActor
15350 * Retrieves the left margin of a #ClutterActor.
15352 * Return value: the left margin
15357 clutter_actor_get_margin_left (ClutterActor *self)
15359 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15361 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
15365 * clutter_actor_set_margin_right:
15366 * @self: a #ClutterActor
15367 * @margin: the right margin
15369 * Sets the margin from the right of a #ClutterActor.
15374 clutter_actor_set_margin_right (ClutterActor *self,
15377 ClutterLayoutInfo *info;
15379 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15380 g_return_if_fail (margin >= 0.f);
15382 info = _clutter_actor_get_layout_info (self);
15384 if (info->margin.right == margin)
15387 info->margin.right = margin;
15389 clutter_actor_queue_relayout (self);
15391 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
15395 * clutter_actor_get_margin_right:
15396 * @self: a #ClutterActor
15398 * Retrieves the right margin of a #ClutterActor.
15400 * Return value: the right margin
15405 clutter_actor_get_margin_right (ClutterActor *self)
15407 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15409 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
15413 * clutter_actor_set_background_color:
15414 * @self: a #ClutterActor
15415 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
15418 * Sets the background color of a #ClutterActor.
15420 * The background color will be used to cover the whole allocation of the
15421 * actor. The default background color of an actor is transparent.
15423 * To check whether an actor has a background color, you can use the
15424 * #ClutterActor:background-color-set actor property.
15429 clutter_actor_set_background_color (ClutterActor *self,
15430 const ClutterColor *color)
15432 ClutterActorPrivate *priv;
15434 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15440 priv->bg_color_set = FALSE;
15441 g_object_notify_by_pspec (G_OBJECT (self),
15442 obj_props[PROP_BACKGROUND_COLOR_SET]);
15446 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
15449 priv->bg_color = *color;
15450 priv->bg_color_set = TRUE;
15452 clutter_actor_queue_redraw (self);
15454 g_object_notify_by_pspec (G_OBJECT (self),
15455 obj_props[PROP_BACKGROUND_COLOR_SET]);
15456 g_object_notify_by_pspec (G_OBJECT (self),
15457 obj_props[PROP_BACKGROUND_COLOR]);
15461 * clutter_actor_get_background_color:
15462 * @self: a #ClutterActor
15463 * @color: (out caller-allocates): return location for a #ClutterColor
15465 * Retrieves the color set using clutter_actor_set_background_color().
15470 clutter_actor_get_background_color (ClutterActor *self,
15471 ClutterColor *color)
15473 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15474 g_return_if_fail (color != NULL);
15476 *color = self->priv->bg_color;
15480 * clutter_actor_get_previous_sibling:
15481 * @self: a #ClutterActor
15483 * Retrieves the sibling of @self that comes before it in the list
15484 * of children of @self's parent.
15486 * The returned pointer is only valid until the scene graph changes; it
15487 * is not safe to modify the list of children of @self while iterating
15490 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15495 clutter_actor_get_previous_sibling (ClutterActor *self)
15497 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15499 return self->priv->prev_sibling;
15503 * clutter_actor_get_next_sibling:
15504 * @self: a #ClutterActor
15506 * Retrieves the sibling of @self that comes after it in the list
15507 * of children of @self's parent.
15509 * The returned pointer is only valid until the scene graph changes; it
15510 * is not safe to modify the list of children of @self while iterating
15513 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15518 clutter_actor_get_next_sibling (ClutterActor *self)
15520 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15522 return self->priv->next_sibling;
15526 * clutter_actor_get_first_child:
15527 * @self: a #ClutterActor
15529 * Retrieves the first child of @self.
15531 * The returned pointer is only valid until the scene graph changes; it
15532 * is not safe to modify the list of children of @self while iterating
15535 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15540 clutter_actor_get_first_child (ClutterActor *self)
15542 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15544 return self->priv->first_child;
15548 * clutter_actor_get_last_child:
15549 * @self: a #ClutterActor
15551 * Retrieves the last child of @self.
15553 * The returned pointer is only valid until the scene graph changes; it
15554 * is not safe to modify the list of children of @self while iterating
15557 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15562 clutter_actor_get_last_child (ClutterActor *self)
15564 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15566 return self->priv->last_child;
15569 /* easy way to have properly named fields instead of the dummy ones
15570 * we use in the public structure
15572 typedef struct _RealActorIter
15574 ClutterActor *root; /* dummy1 */
15575 ClutterActor *current; /* dummy2 */
15576 gpointer padding_1; /* dummy3 */
15577 gint age; /* dummy4 */
15578 gpointer padding_2; /* dummy5 */
15582 * clutter_actor_iter_init:
15583 * @iter: a #ClutterActorIter
15584 * @root: a #ClutterActor
15586 * Initializes a #ClutterActorIter, which can then be used to iterate
15587 * efficiently over a section of the scene graph, and associates it
15590 * Modifying the scene graph section that contains @root will invalidate
15594 * ClutterActorIter iter;
15595 * ClutterActor *child;
15597 * clutter_actor_iter_init (&iter, container);
15598 * while (clutter_actor_iter_next (&iter, &child))
15600 * /* do something with child */
15607 clutter_actor_iter_init (ClutterActorIter *iter,
15608 ClutterActor *root)
15610 RealActorIter *ri = (RealActorIter *) iter;
15612 g_return_if_fail (iter != NULL);
15613 g_return_if_fail (CLUTTER_IS_ACTOR (root));
15616 ri->current = NULL;
15617 ri->age = root->priv->age;
15621 * clutter_actor_iter_next:
15622 * @iter: a #ClutterActorIter
15623 * @child: (out): return location for a #ClutterActor
15625 * Advances the @iter and retrieves the next child of the root #ClutterActor
15626 * that was used to initialize the #ClutterActorIterator.
15628 * If the iterator can advance, this function returns %TRUE and sets the
15631 * If the iterator cannot advance, this function returns %FALSE, and
15632 * the contents of @child are undefined.
15634 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15639 clutter_actor_iter_next (ClutterActorIter *iter,
15640 ClutterActor **child)
15642 RealActorIter *ri = (RealActorIter *) iter;
15644 g_return_val_if_fail (iter != NULL, FALSE);
15645 g_return_val_if_fail (ri->root != NULL, FALSE);
15646 #ifndef G_DISABLE_ASSERT
15647 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15650 if (ri->current == NULL)
15651 ri->current = ri->root->priv->first_child;
15653 ri->current = ri->current->priv->next_sibling;
15656 *child = ri->current;
15658 return ri->current != NULL;
15662 * clutter_actor_iter_next:
15663 * @iter: a #ClutterActorIter
15664 * @child: (out): return location for a #ClutterActor
15666 * Advances the @iter and retrieves the previous child of the root
15667 * #ClutterActor that was used to initialize the #ClutterActorIterator.
15669 * If the iterator can advance, this function returns %TRUE and sets the
15672 * If the iterator cannot advance, this function returns %FALSE, and
15673 * the contents of @child are undefined.
15675 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15680 clutter_actor_iter_prev (ClutterActorIter *iter,
15681 ClutterActor **child)
15683 RealActorIter *ri = (RealActorIter *) iter;
15685 g_return_val_if_fail (iter != NULL, FALSE);
15686 g_return_val_if_fail (ri->root != NULL, FALSE);
15687 #ifndef G_DISABLE_ASSERT
15688 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15691 if (ri->current == NULL)
15692 ri->current = ri->root->priv->last_child;
15694 ri->current = ri->current->priv->prev_sibling;
15697 *child = ri->current;
15699 return ri->current != NULL;
15703 * clutter_actor_iter_remove:
15704 * @iter: a #ClutterActorIter
15706 * Safely removes the #ClutterActor currently pointer to by the iterator
15709 * This function can only be called after clutter_actor_iter_next() or
15710 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15711 * than once for the same actor.
15713 * This function will call clutter_actor_remove_child() internally.
15718 clutter_actor_iter_remove (ClutterActorIter *iter)
15720 RealActorIter *ri = (RealActorIter *) iter;
15723 g_return_if_fail (iter != NULL);
15724 g_return_if_fail (ri->root != NULL);
15725 #ifndef G_DISABLE_ASSERT
15726 g_return_if_fail (ri->age == ri->root->priv->age);
15728 g_return_if_fail (ri->current != NULL);
15734 ri->current = cur->priv->prev_sibling;
15736 clutter_actor_remove_child_internal (ri->root, cur,
15737 REMOVE_CHILD_DEFAULT_FLAGS);