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, 2011, 2012 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="actor-example-image">
113 * <title>Actors</title>
114 * <graphic fileref="actor-example.png" format="PNG"/>
118 * <refsect2 id="ClutterActor-painting">
119 * <title>Painting an actor</title>
120 * <para>There are three ways to paint an actor:</para>
122 * <listitem><para>set a delegate #ClutterContent as the value for the
123 * #ClutterActor:content property of the actor;</para></listitem>
124 * <listitem><para>subclass #ClutterActor and override the
125 * #ClutterActorClass.paint_node() virtual function;</para></listitem>
126 * <listitem><para>subclass #ClutterActor and override the
127 * #ClutterActorClass.paint() virtual function.</para></listitem>
130 * <title>Setting the Content property</title>
131 * <para>A #ClutterContent is a delegate object that takes over the
132 * painting operation of one, or more actors. The #ClutterContent
133 * painting will be performed on top of the #ClutterActor:background-color
134 * of the actor, and before calling the #ClutterActorClass.paint_node()
135 * virtual function.</para>
136 * <informalexample><programlisting>
137 * ClutterActor *actor = clutter_actor_new ();
139 * /* set the bounding box */
140 * clutter_actor_set_position (actor, 50, 50);
141 * clutter_actor_set_size (actor, 100, 100);
143 * /* set the content; the image_content variable is set elsewhere */
144 * clutter_actor_set_content (actor, image_content);
145 * </programlisting></informalexample>
148 * <title>Overriding the paint_node virtual function</title>
149 * <para>The #ClutterActorClass.paint_node() virtual function is invoked
150 * whenever an actor needs to be painted. The implementation of the
151 * virtual function must only paint the contents of the actor itself,
152 * and not the contents of its children, if the actor has any.</para>
153 * <para>The #ClutterPaintNode passed to the virtual function is the
154 * local root of the render tree; any node added to it will be
155 * rendered at the correct position, as defined by the actor's
156 * #ClutterActor:allocation.</para>
157 * <informalexample><programlisting>
159 * my_actor_paint_node (ClutterActor *actor,
160 * ClutterPaintNode *root)
162 * ClutterPaintNode *node;
163 * ClutterActorBox box;
165 * /* where the content of the actor should be painted */
166 * clutter_actor_get_allocation_box (actor, &box);
168 * /* the cogl_texture variable is set elsewhere */
169 * node = clutter_texture_node_new (cogl_texture, CLUTTER_COLOR_White,
170 * CLUTTER_SCALING_FILTER_TRILINEAR,
171 * CLUTTER_SCALING_FILTER_LINEAR);
173 * /* paint the content of the node using the allocation */
174 * clutter_paint_node_add_rectangle (node, &box);
176 * /* add the node, and transfer ownership */
177 * clutter_paint_node_add_child (root, node);
178 * clutter_paint_node_unref (node);
180 * </programlisting></informalexample>
183 * <title>Overriding the paint virtual function</title>
184 * <para>The #ClutterActorClass.paint() virtual function is invoked
185 * when the #ClutterActor::paint signal is emitted, and after the other
186 * signal handlers have been invoked. Overriding the paint virtual
187 * function gives total control to the paint sequence of the actor
188 * itself, including the children of the actor, if any.</para>
189 * <warning><para>It is strongly discouraged to override the
190 * #ClutterActorClass.paint() virtual function, as well as connecting
191 * to the #ClutterActor::paint signal. These hooks into the paint
192 * sequence are considered legacy, and will be removed when the Clutter
193 * API changes.</para></warning>
197 * <refsect2 id="ClutterActor-events">
198 * <title>Handling events on an actor</title>
199 * <para>A #ClutterActor can receive and handle input device events, for
200 * instance pointer events and key events, as long as its
201 * #ClutterActor:reactive property is set to %TRUE.</para>
202 * <para>Once an actor has been determined to be the source of an event,
203 * Clutter will traverse the scene graph from the top-level actor towards the
204 * event source, emitting the #ClutterActor::captured-event signal on each
205 * ancestor until it reaches the source; this phase is also called
206 * <emphasis>the capture phase</emphasis>. If the event propagation was not
207 * stopped, the graph is walked backwards, from the source actor to the
208 * top-level, and the #ClutterActor::event signal, along with other event
209 * signals if needed, is emitted; this phase is also called <emphasis>the
210 * bubble phase</emphasis>. At any point of the signal emission, signal
211 * handlers can stop the propagation through the scene graph by returning
212 * %CLUTTER_EVENT_STOP; otherwise, they can continue the propagation by
213 * returning %CLUTTER_EVENT_PROPAGATE.</para>
216 * <refsect2 id="ClutterActor-subclassing">
217 * <title>Implementing an actor</title>
218 * <para>Careful consideration should be given when deciding to implement
219 * a #ClutterActor sub-class. It is generally recommended to implement a
220 * sub-class of #ClutterActor only for actors that should be used as leaf
221 * nodes of a scene graph.</para>
222 * <para>If your actor should be painted in a custom way, you should
223 * override the #ClutterActor::paint signal class handler. You can either
224 * opt to chain up to the parent class implementation or decide to fully
225 * override the default paint implementation; Clutter will set up the
226 * transformations and clip regions prior to emitting the #ClutterActor::paint
228 * <para>By overriding the #ClutterActorClass.get_preferred_width() and
229 * #ClutterActorClass.get_preferred_height() virtual functions it is
230 * possible to change or provide the preferred size of an actor; similarly,
231 * by overriding the #ClutterActorClass.allocate() virtual function it is
232 * possible to control the layout of the children of an actor. Make sure to
233 * always chain up to the parent implementation of the
234 * #ClutterActorClass.allocate() virtual function.</para>
235 * <para>In general, it is strongly encouraged to use delegation and
236 * composition instead of direct subclassing.</para>
239 * <refsect2 id="ClutterActor-script">
240 * <title>ClutterActor custom properties for #ClutterScript</title>
241 * <para>#ClutterActor defines a custom "rotation" property which
242 * allows a short-hand description of the rotations to be applied
243 * to an actor.</para>
244 * <para>The syntax of the "rotation" property is the following:</para>
248 * { "<axis>" : [ <angle>, [ <center> ] ] }
252 * <para>where the <emphasis>axis</emphasis> is the name of an enumeration
253 * value of type #ClutterRotateAxis and <emphasis>angle</emphasis> is a
254 * floating point value representing the rotation angle on the given axis,
256 * <para>The <emphasis>center</emphasis> array is optional, and if present
257 * it must contain the center of rotation as described by two coordinates:
258 * Y and Z for "x-axis"; X and Z for "y-axis"; and X and Y for
260 * <para>#ClutterActor will also parse every positional and dimensional
261 * property defined as a string through clutter_units_from_string(); you
262 * should read the documentation for the #ClutterUnits parser format for
263 * the valid units and syntax.</para>
266 * <refsect2 id="ClutterActor-animating">
267 * <title>Custom animatable properties</title>
268 * <para>#ClutterActor allows accessing properties of #ClutterAction
269 * and #ClutterConstraint instances associated to an actor instance
270 * for animation purposes.</para>
271 * <para>In order to access a specific #ClutterAction or a #ClutterConstraint
272 * property it is necessary to set the #ClutterActorMeta:name property on the
273 * given action or constraint.</para>
274 * <para>The property can be accessed using the following syntax:</para>
277 * @<section>.<meta-name>.<property-name>
280 * <para>The initial <emphasis>@</emphasis> is mandatory.</para>
281 * <para>The <emphasis>section</emphasis> fragment can be one between
282 * "actions", "constraints" and "effects".</para>
283 * <para>The <emphasis>meta-name</emphasis> fragment is the name of the
284 * action or constraint, as specified by the #ClutterActorMeta:name
286 * <para>The <emphasis>property-name</emphasis> fragment is the name of the
287 * action or constraint property to be animated.</para>
288 * <para>The example below animates a #ClutterBindConstraint applied to an
289 * actor using clutter_actor_animate(). The <emphasis>rect</emphasis> has
290 * a binding constraint for the <emphasis>origin</emphasis> actor, and in
291 * its initial state is fully transparent and overlapping the actor to
292 * which is bound to. </para>
293 * <informalexample><programlisting>
294 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0);
295 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x");
296 * clutter_actor_add_constraint (rect, constraint);
298 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0);
299 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y");
300 * clutter_actor_add_constraint (rect, constraint);
302 * clutter_actor_set_reactive (rect, TRUE);
303 * clutter_actor_set_opacity (rect, 0);
305 * g_signal_connect (rect, "button-press-event",
306 * G_CALLBACK (on_button_press),
308 * </programlisting></informalexample>
309 * <para>On button press, the rectangle "slides" from behind the actor to
310 * which is bound to, using the #ClutterBindConstraint:offset property and
311 * the #ClutterActor:opacity property.</para>
312 * <informalexample><programlisting>
313 * float new_offset = clutter_actor_get_width (origin) + h_padding;
315 * clutter_actor_animate (rect, CLUTTER_EASE_OUT_CUBIC, 500,
317 * "@constraints.bind-x.offset", new_offset,
319 * </programlisting></informalexample>
322 * <refsect2 id="ClutterActor-animatable-properties">
323 * <title>Animatable properties</title>
324 * <para>Certain properties on #ClutterActor are marked as "animatable";
325 * these properties will be automatically tweened between the current
326 * value and the new value when one is set.</para>
327 * <para>For backward compatibility, animatable properties will only be
328 * tweened if the easing duration is greater than 0, or if a new easing
329 * state is set, for instance the following example:</para>
330 * <informalexample><programlisting>
331 * clutter_actor_save_easing_state (actor);
332 * clutter_actor_set_position (actor, 200, 200);
333 * clutter_actor_restore_easing_state (actor);
334 * </programlisting></informalexample>
335 * <para>will tween the actor to the (200, 200) coordinates using the default
336 * easing mode and duration of a new easing state. The example above is
337 * equivalent to the following code:</para>
338 * <informalexample><programlisting>
339 * clutter_actor_set_easing_mode (actor, CLUTTER_EASE_OUT_CUBIC);
340 * clutter_actor_set_easing_duration (actor, 250);
341 * clutter_actor_set_position (actor, 200, 200);
342 * clutter_actor_restore_easing_state (actor);
343 * </programlisting></informalexample>
344 * <para>It is possible to nest easing states to tween animatable
345 * properties using different modes and durations, for instance:</para>
346 * <informalexample><programlisting>
347 * clutter_actor_save_easing_state (actor); /* outer state */
349 * /* set the duration of the animation to 2 seconds and change position */
350 * clutter_actor_set_easing_duration (actor, 2000);
351 * clutter_actor_set_position (actor, 0, 0);
353 * clutter_actor_save_easing_state (actor); /* inner state */
355 * /* set the duration of the animation to 5 seconds and change depth and opacity */
356 * clutter_actor_set_easing_duration (actor, 5000);
357 * clutter_actor_set_depth (actor, 200);
358 * clutter_actor_set_opacity (actor, 0);
360 * clutter_actor_restore_easing_state (actor);
362 * clutter_actor_restore_easing_state (actor);
363 * </programlisting></informalexample>
368 * CLUTTER_ACTOR_IS_MAPPED:
369 * @a: a #ClutterActor
371 * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
373 * The mapped state is set when the actor is visible and all its parents up
374 * to a top-level (e.g. a #ClutterStage) are visible, realized, and mapped.
376 * This check can be used to see if an actor is going to be painted, as only
377 * actors with the %CLUTTER_ACTOR_MAPPED flag set are going to be painted.
379 * The %CLUTTER_ACTOR_MAPPED flag is managed by Clutter itself, and it should
380 * not be checked directly; instead, the recommended usage is to connect a
381 * handler on the #GObject::notify signal for the #ClutterActor:mapped
382 * property of #ClutterActor, and check the presence of
383 * the %CLUTTER_ACTOR_MAPPED flag on state changes.
385 * It is also important to note that Clutter may delay the changes of
386 * the %CLUTTER_ACTOR_MAPPED flag on top-levels due to backend-specific
387 * limitations, or during the reparenting of an actor, to optimize
388 * unnecessary (and potentially expensive) state changes.
394 * CLUTTER_ACTOR_IS_REALIZED:
395 * @a: a #ClutterActor
397 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
399 * The realized state has an actor-dependant interpretation. If an
400 * actor wants to delay allocating resources until it is attached to a
401 * stage, it may use the realize state to do so. However it is
402 * perfectly acceptable for an actor to allocate Cogl resources before
403 * being realized because there is only one drawing context used by Clutter
404 * so any resources will work on any stage. If an actor is mapped it
405 * must also be realized, but an actor can be realized and unmapped
406 * (this is so hiding an actor temporarily doesn't do an expensive
407 * unrealize/realize).
409 * To be realized an actor must be inside a stage, and all its parents
416 * CLUTTER_ACTOR_IS_VISIBLE:
417 * @a: a #ClutterActor
419 * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
420 * Equivalent to the ClutterActor::visible object property.
422 * Note that an actor is only painted onscreen if it's mapped, which
423 * means it's visible, and all its parents are visible, and one of the
424 * parents is a toplevel stage; see also %CLUTTER_ACTOR_IS_MAPPED.
430 * CLUTTER_ACTOR_IS_REACTIVE:
431 * @a: a #ClutterActor
433 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
435 * Only reactive actors will receive event-related signals.
446 #include <gobject/gvaluecollector.h>
448 #include <cogl/cogl.h>
450 #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
451 #define CLUTTER_ENABLE_EXPERIMENTAL_API
453 #include "clutter-actor-private.h"
455 #include "clutter-action.h"
456 #include "clutter-actor-meta-private.h"
457 #include "clutter-animatable.h"
458 #include "clutter-color-static.h"
459 #include "clutter-color.h"
460 #include "clutter-constraint.h"
461 #include "clutter-container.h"
462 #include "clutter-content-private.h"
463 #include "clutter-debug.h"
464 #include "clutter-effect-private.h"
465 #include "clutter-enum-types.h"
466 #include "clutter-fixed-layout.h"
467 #include "clutter-flatten-effect.h"
468 #include "clutter-interval.h"
469 #include "clutter-main.h"
470 #include "clutter-marshal.h"
471 #include "clutter-paint-nodes.h"
472 #include "clutter-paint-node-private.h"
473 #include "clutter-paint-volume-private.h"
474 #include "clutter-private.h"
475 #include "clutter-profile.h"
476 #include "clutter-property-transition.h"
477 #include "clutter-scriptable.h"
478 #include "clutter-script-private.h"
479 #include "clutter-stage-private.h"
480 #include "clutter-timeline.h"
481 #include "clutter-transition.h"
482 #include "clutter-units.h"
484 #include "deprecated/clutter-actor.h"
485 #include "deprecated/clutter-behaviour.h"
486 #include "deprecated/clutter-container.h"
488 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
489 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
491 /* Internal enum used to control mapped state update. This is a hint
492 * which indicates when to do something other than just enforce
496 MAP_STATE_CHECK, /* just enforce invariants. */
497 MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
498 * used when about to unparent.
500 MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met;
501 * used to set mapped on toplevels.
503 MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped,
504 * used just before unmapping parent.
508 /* 3 entries should be a good compromise, few layout managers
509 * will ask for 3 different preferred size in each allocation cycle */
510 #define N_CACHED_SIZE_REQUESTS 3
512 struct _ClutterActorPrivate
515 ClutterRequestMode request_mode;
517 /* our cached size requests for different width / height */
518 SizeRequest width_requests[N_CACHED_SIZE_REQUESTS];
519 SizeRequest height_requests[N_CACHED_SIZE_REQUESTS];
521 /* An age of 0 means the entry is not set */
522 guint cached_height_age;
523 guint cached_width_age;
525 /* the bounding box of the actor, relative to the parent's
528 ClutterActorBox allocation;
529 ClutterAllocationFlags allocation_flags;
531 /* clip, in actor coordinates */
532 cairo_rectangle_t clip;
534 /* the cached transformation matrix; see apply_transform() */
535 CoglMatrix transform;
538 gint opacity_override;
540 ClutterOffscreenRedirect offscreen_redirect;
542 /* This is an internal effect used to implement the
543 offscreen-redirect property */
544 ClutterEffect *flatten_effect;
547 ClutterActor *parent;
548 ClutterActor *prev_sibling;
549 ClutterActor *next_sibling;
550 ClutterActor *first_child;
551 ClutterActor *last_child;
555 /* tracks whenever the children of an actor are changed; the
556 * age is incremented by 1 whenever an actor is added or
557 * removed. the age is not incremented when the first or the
558 * last child pointers are changed, or when grandchildren of
559 * an actor are changed.
563 gchar *name; /* a non-unique name, used for debugging */
564 guint32 id; /* unique id, used for backward compatibility */
566 gint32 pick_id; /* per-stage unique id, used for picking */
568 /* a back-pointer to the Pango context that we can use
569 * to create pre-configured PangoLayout
571 PangoContext *pango_context;
573 /* the text direction configured for this child - either by
574 * application code, or by the actor's parent
576 ClutterTextDirection text_direction;
578 /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
582 ClutterMetaGroup *actions;
583 ClutterMetaGroup *constraints;
584 ClutterMetaGroup *effects;
586 /* delegate object used to allocate the children of this actor */
587 ClutterLayoutManager *layout_manager;
589 /* delegate object used to paint the contents of this actor */
590 ClutterContent *content;
592 ClutterContentGravity content_gravity;
593 ClutterScalingFilter min_filter;
594 ClutterScalingFilter mag_filter;
596 /* used when painting, to update the paint volume */
597 ClutterEffect *current_effect;
599 /* This is used to store an effect which needs to be redrawn. A
600 redraw can be queued to start from a particular effect. This is
601 used by parametrised effects that can cache an image of the
602 actor. If a parameter of the effect changes then it only needs to
603 redraw the cached image, not the actual actor. The pointer is
604 only valid if is_dirty == TRUE. If the pointer is NULL then the
605 whole actor is dirty. */
606 ClutterEffect *effect_to_redraw;
608 /* This is used when painting effects to implement the
609 clutter_actor_continue_paint() function. It points to the node in
610 the list of effects that is next in the chain */
611 const GList *next_effect_to_paint;
613 ClutterPaintVolume paint_volume;
615 /* NB: This volume isn't relative to this actor, it is in eye
616 * coordinates so that it can remain valid after the actor changes.
618 ClutterPaintVolume last_paint_volume;
620 ClutterStageQueueRedrawEntry *queue_redraw_entry;
622 ClutterColor bg_color;
626 /* fixed position and sizes */
627 guint position_set : 1;
628 guint min_width_set : 1;
629 guint min_height_set : 1;
630 guint natural_width_set : 1;
631 guint natural_height_set : 1;
632 /* cached request is invalid (implies allocation is too) */
633 guint needs_width_request : 1;
634 /* cached request is invalid (implies allocation is too) */
635 guint needs_height_request : 1;
636 /* cached allocation is invalid (request has changed, probably) */
637 guint needs_allocation : 1;
638 guint show_on_set_parent : 1;
640 guint clip_to_allocation : 1;
641 guint enable_model_view_transform : 1;
642 guint enable_paint_unmapped : 1;
643 guint has_pointer : 1;
644 guint propagated_one_redraw : 1;
645 guint paint_volume_valid : 1;
646 guint last_paint_volume_valid : 1;
647 guint in_clone_paint : 1;
648 guint transform_valid : 1;
649 /* This is TRUE if anything has queued a redraw since we were last
650 painted. In this case effect_to_redraw will point to an effect
651 the redraw was queued from or it will be NULL if the redraw was
652 queued without an effect. */
654 guint bg_color_set : 1;
663 /* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
664 * when set they force a size request, when gotten they
665 * get the allocation if the allocation is valid, and the
673 /* Then the rest of these size-related properties are the "actual"
674 * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
679 PROP_FIXED_POSITION_SET,
688 PROP_NATURAL_WIDTH_SET,
691 PROP_NATURAL_HEIGHT_SET,
695 /* Allocation properties are read-only */
702 PROP_CLIP_TO_ALLOCATION,
706 PROP_OFFSCREEN_REDIRECT,
719 PROP_ROTATION_ANGLE_X,
720 PROP_ROTATION_ANGLE_Y,
721 PROP_ROTATION_ANGLE_Z,
722 PROP_ROTATION_CENTER_X,
723 PROP_ROTATION_CENTER_Y,
724 PROP_ROTATION_CENTER_Z,
725 /* This property only makes sense for the z rotation because the
726 others would depend on the actor having a size along the
728 PROP_ROTATION_CENTER_Z_GRAVITY,
734 PROP_SHOW_ON_SET_PARENT,
752 PROP_BACKGROUND_COLOR,
753 PROP_BACKGROUND_COLOR_SET,
759 PROP_CONTENT_GRAVITY,
761 PROP_MINIFICATION_FILTER,
762 PROP_MAGNIFICATION_FILTER,
767 static GParamSpec *obj_props[PROP_LAST];
786 BUTTON_RELEASE_EVENT,
798 static guint actor_signals[LAST_SIGNAL] = { 0, };
800 static void clutter_container_iface_init (ClutterContainerIface *iface);
801 static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
802 static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
803 static void atk_implementor_iface_init (AtkImplementorIface *iface);
805 /* These setters are all static for now, maybe they should be in the
806 * public API, but they are perhaps obscure enough to leave only as
809 static void clutter_actor_set_min_width (ClutterActor *self,
811 static void clutter_actor_set_min_height (ClutterActor *self,
813 static void clutter_actor_set_natural_width (ClutterActor *self,
814 gfloat natural_width);
815 static void clutter_actor_set_natural_height (ClutterActor *self,
816 gfloat natural_height);
817 static void clutter_actor_set_min_width_set (ClutterActor *self,
818 gboolean use_min_width);
819 static void clutter_actor_set_min_height_set (ClutterActor *self,
820 gboolean use_min_height);
821 static void clutter_actor_set_natural_width_set (ClutterActor *self,
822 gboolean use_natural_width);
823 static void clutter_actor_set_natural_height_set (ClutterActor *self,
824 gboolean use_natural_height);
825 static void clutter_actor_update_map_state (ClutterActor *self,
826 MapStateChange change);
827 static void clutter_actor_unrealize_not_hiding (ClutterActor *self);
829 /* Helper routines for managing anchor coords */
830 static void clutter_anchor_coord_get_units (ClutterActor *self,
831 const AnchorCoord *coord,
835 static void clutter_anchor_coord_set_units (AnchorCoord *coord,
840 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
841 static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
842 ClutterGravity gravity);
844 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
846 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
848 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
849 ClutterActor *ancestor,
852 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
854 static guint8 clutter_actor_get_paint_opacity_internal (ClutterActor *self);
856 static inline void clutter_actor_set_background_color_internal (ClutterActor *self,
857 const ClutterColor *color);
859 static void on_layout_manager_changed (ClutterLayoutManager *manager,
862 /* Helper macro which translates by the anchor coord, applies the
863 given transformation and then translates back */
864 #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \
865 gfloat _tx, _ty, _tz; \
866 clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \
867 cogl_matrix_translate ((m), _tx, _ty, _tz); \
869 cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
871 static GQuark quark_shader_data = 0;
872 static GQuark quark_actor_layout_info = 0;
873 static GQuark quark_actor_transform_info = 0;
874 static GQuark quark_actor_animation_info = 0;
876 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
878 G_TYPE_INITIALLY_UNOWNED,
879 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
880 clutter_container_iface_init)
881 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
882 clutter_scriptable_iface_init)
883 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
884 clutter_animatable_iface_init)
885 G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR,
886 atk_implementor_iface_init));
889 * clutter_actor_get_debug_name:
890 * @actor: a #ClutterActor
892 * Retrieves a printable name of @actor for debugging messages
894 * Return value: a string with a printable name
897 _clutter_actor_get_debug_name (ClutterActor *actor)
899 return actor->priv->name != NULL ? actor->priv->name
900 : G_OBJECT_TYPE_NAME (actor);
903 #ifdef CLUTTER_ENABLE_DEBUG
904 /* XXX - this is for debugging only, remove once working (or leave
905 * in only in some debug mode). Should leave it for a little while
906 * until we're confident in the new map/realize/visible handling.
909 clutter_actor_verify_map_state (ClutterActor *self)
911 ClutterActorPrivate *priv = self->priv;
913 if (CLUTTER_ACTOR_IS_REALIZED (self))
915 /* all bets are off during reparent when we're potentially realized,
916 * but should not be according to invariants
918 if (!CLUTTER_ACTOR_IN_REPARENT (self))
920 if (priv->parent == NULL)
922 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
926 g_warning ("Realized non-toplevel actor '%s' should "
928 _clutter_actor_get_debug_name (self));
930 else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
932 g_warning ("Realized actor %s has an unrealized parent %s",
933 _clutter_actor_get_debug_name (self),
934 _clutter_actor_get_debug_name (priv->parent));
939 if (CLUTTER_ACTOR_IS_MAPPED (self))
941 if (!CLUTTER_ACTOR_IS_REALIZED (self))
942 g_warning ("Actor '%s' is mapped but not realized",
943 _clutter_actor_get_debug_name (self));
945 /* remaining bets are off during reparent when we're potentially
946 * mapped, but should not be according to invariants
948 if (!CLUTTER_ACTOR_IN_REPARENT (self))
950 if (priv->parent == NULL)
952 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
954 if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
955 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
957 g_warning ("Toplevel actor '%s' is mapped "
959 _clutter_actor_get_debug_name (self));
964 g_warning ("Mapped actor '%s' should have a parent",
965 _clutter_actor_get_debug_name (self));
970 ClutterActor *iter = self;
972 /* check for the enable_paint_unmapped flag on the actor
973 * and parents; if the flag is enabled at any point of this
974 * branch of the scene graph then all the later checks
979 if (iter->priv->enable_paint_unmapped)
982 iter = iter->priv->parent;
985 if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
987 g_warning ("Actor '%s' should not be mapped if parent '%s'"
989 _clutter_actor_get_debug_name (self),
990 _clutter_actor_get_debug_name (priv->parent));
993 if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
995 g_warning ("Actor '%s' should not be mapped if parent '%s'"
997 _clutter_actor_get_debug_name (self),
998 _clutter_actor_get_debug_name (priv->parent));
1001 if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
1003 if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent))
1004 g_warning ("Actor '%s' is mapped but its non-toplevel "
1005 "parent '%s' is not mapped",
1006 _clutter_actor_get_debug_name (self),
1007 _clutter_actor_get_debug_name (priv->parent));
1014 #endif /* CLUTTER_ENABLE_DEBUG */
1017 clutter_actor_set_mapped (ClutterActor *self,
1020 if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
1025 CLUTTER_ACTOR_GET_CLASS (self)->map (self);
1026 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1030 CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
1031 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1035 /* this function updates the mapped and realized states according to
1036 * invariants, in the appropriate order.
1039 clutter_actor_update_map_state (ClutterActor *self,
1040 MapStateChange change)
1042 gboolean was_mapped;
1044 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1046 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1048 /* the mapped flag on top-level actors must be set by the
1049 * per-backend implementation because it might be asynchronous.
1051 * That is, the MAPPED flag on toplevels currently tracks the X
1052 * server mapped-ness of the window, while the expected behavior
1053 * (if used to GTK) may be to track WM_STATE!=WithdrawnState.
1054 * This creates some weird complexity by breaking the invariant
1055 * that if we're visible and all ancestors shown then we are
1056 * also mapped - instead, we are mapped if all ancestors
1057 * _possibly excepting_ the stage are mapped. The stage
1058 * will map/unmap for example when it is minimized or
1059 * moved to another workspace.
1061 * So, the only invariant on the stage is that if visible it
1062 * should be realized, and that it has to be visible to be
1065 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1066 clutter_actor_realize (self);
1070 case MAP_STATE_CHECK:
1073 case MAP_STATE_MAKE_MAPPED:
1074 g_assert (!was_mapped);
1075 clutter_actor_set_mapped (self, TRUE);
1078 case MAP_STATE_MAKE_UNMAPPED:
1079 g_assert (was_mapped);
1080 clutter_actor_set_mapped (self, FALSE);
1083 case MAP_STATE_MAKE_UNREALIZED:
1084 /* we only use MAKE_UNREALIZED in unparent,
1085 * and unparenting a stage isn't possible.
1086 * If someone wants to just unrealize a stage
1087 * then clutter_actor_unrealize() doesn't
1088 * go through this codepath.
1090 g_warning ("Trying to force unrealize stage is not allowed");
1094 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1095 !CLUTTER_ACTOR_IS_VISIBLE (self) &&
1096 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
1098 g_warning ("Clutter toplevel of type '%s' is not visible, but "
1099 "it is somehow still mapped",
1100 _clutter_actor_get_debug_name (self));
1105 ClutterActorPrivate *priv = self->priv;
1106 ClutterActor *parent = priv->parent;
1107 gboolean should_be_mapped;
1108 gboolean may_be_realized;
1109 gboolean must_be_realized;
1111 should_be_mapped = FALSE;
1112 may_be_realized = TRUE;
1113 must_be_realized = FALSE;
1115 if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
1117 may_be_realized = FALSE;
1121 /* Maintain invariant that if parent is mapped, and we are
1122 * visible, then we are mapped ... unless parent is a
1123 * stage, in which case we map regardless of parent's map
1124 * state but do require stage to be visible and realized.
1126 * If parent is realized, that does not force us to be
1127 * realized; but if parent is unrealized, that does force
1128 * us to be unrealized.
1130 * The reason we don't force children to realize with
1131 * parents is _clutter_actor_rerealize(); if we require that
1132 * a realized parent means children are realized, then to
1133 * unrealize an actor we would have to unrealize its
1134 * parents, which would end up meaning unrealizing and
1135 * hiding the entire stage. So we allow unrealizing a
1136 * child (as long as that child is not mapped) while that
1137 * child still has a realized parent.
1139 * Also, if we unrealize from leaf nodes to root, and
1140 * realize from root to leaf, the invariants are never
1141 * violated if we allow children to be unrealized
1142 * while parents are realized.
1144 * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
1145 * to force us to unmap, even though parent is still
1146 * mapped. This is because we're unmapping from leaf nodes
1149 if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1150 change != MAP_STATE_MAKE_UNMAPPED)
1152 gboolean parent_is_visible_realized_toplevel;
1154 parent_is_visible_realized_toplevel =
1155 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1156 CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1157 CLUTTER_ACTOR_IS_REALIZED (parent));
1159 if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1160 parent_is_visible_realized_toplevel)
1162 must_be_realized = TRUE;
1163 should_be_mapped = TRUE;
1167 /* if the actor has been set to be painted even if unmapped
1168 * then we should map it and check for realization as well;
1169 * this is an override for the branch of the scene graph
1170 * which begins with this node
1172 if (priv->enable_paint_unmapped)
1174 if (priv->parent == NULL)
1175 g_warning ("Attempting to map an unparented actor '%s'",
1176 _clutter_actor_get_debug_name (self));
1178 should_be_mapped = TRUE;
1179 must_be_realized = TRUE;
1182 if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1183 may_be_realized = FALSE;
1186 if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1189 g_warning ("Attempting to map a child that does not "
1190 "meet the necessary invariants: the actor '%s' "
1192 _clutter_actor_get_debug_name (self));
1194 g_warning ("Attempting to map a child that does not "
1195 "meet the necessary invariants: the actor '%s' "
1196 "is parented to an unmapped actor '%s'",
1197 _clutter_actor_get_debug_name (self),
1198 _clutter_actor_get_debug_name (priv->parent));
1201 /* If in reparent, we temporarily suspend unmap and unrealize.
1203 * We want to go in the order "realize, map" and "unmap, unrealize"
1207 if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1208 clutter_actor_set_mapped (self, FALSE);
1211 if (must_be_realized)
1212 clutter_actor_realize (self);
1214 /* if we must be realized then we may be, presumably */
1215 g_assert (!(must_be_realized && !may_be_realized));
1218 if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1219 clutter_actor_unrealize_not_hiding (self);
1222 if (should_be_mapped)
1224 if (!must_be_realized)
1225 g_warning ("Somehow we think actor '%s' should be mapped but "
1226 "not realized, which isn't allowed",
1227 _clutter_actor_get_debug_name (self));
1229 /* realization is allowed to fail (though I don't know what
1230 * an app is supposed to do about that - shouldn't it just
1231 * be a g_error? anyway, we have to avoid mapping if this
1234 if (CLUTTER_ACTOR_IS_REALIZED (self))
1235 clutter_actor_set_mapped (self, TRUE);
1239 #ifdef CLUTTER_ENABLE_DEBUG
1240 /* check all invariants were kept */
1241 clutter_actor_verify_map_state (self);
1246 clutter_actor_real_map (ClutterActor *self)
1248 ClutterActorPrivate *priv = self->priv;
1249 ClutterActor *stage, *iter;
1251 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1253 CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1254 _clutter_actor_get_debug_name (self));
1256 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1258 stage = _clutter_actor_get_stage_internal (self);
1259 priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1261 CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1263 _clutter_actor_get_debug_name (self));
1265 /* notify on parent mapped before potentially mapping
1266 * children, so apps see a top-down notification.
1268 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1270 for (iter = self->priv->first_child;
1272 iter = iter->priv->next_sibling)
1274 clutter_actor_map (iter);
1279 * clutter_actor_map:
1280 * @self: A #ClutterActor
1282 * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
1283 * and realizes its children if they are visible. Does nothing if the
1284 * actor is not visible.
1286 * Calling this function is strongly disencouraged: the default
1287 * implementation of #ClutterActorClass.map() will map all the children
1288 * of an actor when mapping its parent.
1290 * When overriding map, it is mandatory to chain up to the parent
1296 clutter_actor_map (ClutterActor *self)
1298 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1300 if (CLUTTER_ACTOR_IS_MAPPED (self))
1303 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1306 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1310 clutter_actor_real_unmap (ClutterActor *self)
1312 ClutterActorPrivate *priv = self->priv;
1315 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1317 CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1318 _clutter_actor_get_debug_name (self));
1320 for (iter = self->priv->first_child;
1322 iter = iter->priv->next_sibling)
1324 clutter_actor_unmap (iter);
1327 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1329 /* clear the contents of the last paint volume, so that hiding + moving +
1330 * showing will not result in the wrong area being repainted
1332 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1333 priv->last_paint_volume_valid = TRUE;
1335 /* notify on parent mapped after potentially unmapping
1336 * children, so apps see a bottom-up notification.
1338 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1340 /* relinquish keyboard focus if we were unmapped while owning it */
1341 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1343 ClutterStage *stage;
1345 stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1348 _clutter_stage_release_pick_id (stage, priv->pick_id);
1352 if (stage != NULL &&
1353 clutter_stage_get_key_focus (stage) == self)
1355 clutter_stage_set_key_focus (stage, NULL);
1361 * clutter_actor_unmap:
1362 * @self: A #ClutterActor
1364 * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1365 * unmaps its children if they were mapped.
1367 * Calling this function is not encouraged: the default #ClutterActor
1368 * implementation of #ClutterActorClass.unmap() will also unmap any
1369 * eventual children by default when their parent is unmapped.
1371 * When overriding #ClutterActorClass.unmap(), it is mandatory to
1372 * chain up to the parent implementation.
1374 * <note>It is important to note that the implementation of the
1375 * #ClutterActorClass.unmap() virtual function may be called after
1376 * the #ClutterActorClass.destroy() or the #GObjectClass.dispose()
1377 * implementation, but it is guaranteed to be called before the
1378 * #GObjectClass.finalize() implementation.</note>
1383 clutter_actor_unmap (ClutterActor *self)
1385 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1387 if (!CLUTTER_ACTOR_IS_MAPPED (self))
1390 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1394 clutter_actor_real_show (ClutterActor *self)
1396 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1398 ClutterActorPrivate *priv = self->priv;
1400 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1402 /* we notify on the "visible" flag in the clutter_actor_show()
1403 * wrapper so the entire show signal emission completes first
1406 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1408 /* we queue a relayout unless the actor is inside a
1409 * container that explicitly told us not to
1411 if (priv->parent != NULL &&
1412 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1414 /* While an actor is hidden the parent may not have
1415 * allocated/requested so we need to start from scratch
1416 * and avoid the short-circuiting in
1417 * clutter_actor_queue_relayout().
1419 priv->needs_width_request = FALSE;
1420 priv->needs_height_request = FALSE;
1421 priv->needs_allocation = FALSE;
1422 clutter_actor_queue_relayout (self);
1428 set_show_on_set_parent (ClutterActor *self,
1431 ClutterActorPrivate *priv = self->priv;
1433 set_show = !!set_show;
1435 if (priv->show_on_set_parent == set_show)
1438 if (priv->parent == NULL)
1440 priv->show_on_set_parent = set_show;
1441 g_object_notify_by_pspec (G_OBJECT (self),
1442 obj_props[PROP_SHOW_ON_SET_PARENT]);
1447 * clutter_actor_show:
1448 * @self: A #ClutterActor
1450 * Flags an actor to be displayed. An actor that isn't shown will not
1451 * be rendered on the stage.
1453 * Actors are visible by default.
1455 * If this function is called on an actor without a parent, the
1456 * #ClutterActor:show-on-set-parent will be set to %TRUE as a side
1460 clutter_actor_show (ClutterActor *self)
1462 ClutterActorPrivate *priv;
1464 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1466 /* simple optimization */
1467 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1469 /* we still need to set the :show-on-set-parent property, in
1470 * case show() is called on an unparented actor
1472 set_show_on_set_parent (self, TRUE);
1476 #ifdef CLUTTER_ENABLE_DEBUG
1477 clutter_actor_verify_map_state (self);
1482 g_object_freeze_notify (G_OBJECT (self));
1484 set_show_on_set_parent (self, TRUE);
1486 g_signal_emit (self, actor_signals[SHOW], 0);
1487 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1489 if (priv->parent != NULL)
1490 clutter_actor_queue_redraw (priv->parent);
1492 g_object_thaw_notify (G_OBJECT (self));
1496 * clutter_actor_show_all:
1497 * @self: a #ClutterActor
1499 * Calls clutter_actor_show() on all children of an actor (if any).
1503 * Deprecated: 1.10: Actors are visible by default
1506 clutter_actor_show_all (ClutterActor *self)
1508 ClutterActorClass *klass;
1510 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1512 klass = CLUTTER_ACTOR_GET_CLASS (self);
1513 if (klass->show_all)
1514 klass->show_all (self);
1518 clutter_actor_real_hide (ClutterActor *self)
1520 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1522 ClutterActorPrivate *priv = self->priv;
1524 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1526 /* we notify on the "visible" flag in the clutter_actor_hide()
1527 * wrapper so the entire hide signal emission completes first
1530 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1532 /* we queue a relayout unless the actor is inside a
1533 * container that explicitly told us not to
1535 if (priv->parent != NULL &&
1536 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1537 clutter_actor_queue_relayout (priv->parent);
1542 * clutter_actor_hide:
1543 * @self: A #ClutterActor
1545 * Flags an actor to be hidden. A hidden actor will not be
1546 * rendered on the stage.
1548 * Actors are visible by default.
1550 * If this function is called on an actor without a parent, the
1551 * #ClutterActor:show-on-set-parent property will be set to %FALSE
1555 clutter_actor_hide (ClutterActor *self)
1557 ClutterActorPrivate *priv;
1559 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1561 /* simple optimization */
1562 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1564 /* we still need to set the :show-on-set-parent property, in
1565 * case hide() is called on an unparented actor
1567 set_show_on_set_parent (self, FALSE);
1571 #ifdef CLUTTER_ENABLE_DEBUG
1572 clutter_actor_verify_map_state (self);
1577 g_object_freeze_notify (G_OBJECT (self));
1579 set_show_on_set_parent (self, FALSE);
1581 g_signal_emit (self, actor_signals[HIDE], 0);
1582 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1584 if (priv->parent != NULL)
1585 clutter_actor_queue_redraw (priv->parent);
1587 g_object_thaw_notify (G_OBJECT (self));
1591 * clutter_actor_hide_all:
1592 * @self: a #ClutterActor
1594 * Calls clutter_actor_hide() on all child actors (if any).
1598 * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1599 * prevent its children from being painted as well.
1602 clutter_actor_hide_all (ClutterActor *self)
1604 ClutterActorClass *klass;
1606 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1608 klass = CLUTTER_ACTOR_GET_CLASS (self);
1609 if (klass->hide_all)
1610 klass->hide_all (self);
1614 * clutter_actor_realize:
1615 * @self: A #ClutterActor
1617 * Realization informs the actor that it is attached to a stage. It
1618 * can use this to allocate resources if it wanted to delay allocation
1619 * until it would be rendered. However it is perfectly acceptable for
1620 * an actor to create resources before being realized because Clutter
1621 * only ever has a single rendering context so that actor is free to
1622 * be moved from one stage to another.
1624 * This function does nothing if the actor is already realized.
1626 * Because a realized actor must have realized parent actors, calling
1627 * clutter_actor_realize() will also realize all parents of the actor.
1629 * This function does not realize child actors, except in the special
1630 * case that realizing the stage, when the stage is visible, will
1631 * suddenly map (and thus realize) the children of the stage.
1634 clutter_actor_realize (ClutterActor *self)
1636 ClutterActorPrivate *priv;
1638 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1642 #ifdef CLUTTER_ENABLE_DEBUG
1643 clutter_actor_verify_map_state (self);
1646 if (CLUTTER_ACTOR_IS_REALIZED (self))
1649 /* To be realized, our parent actors must be realized first.
1650 * This will only succeed if we're inside a toplevel.
1652 if (priv->parent != NULL)
1653 clutter_actor_realize (priv->parent);
1655 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1657 /* toplevels can be realized at any time */
1661 /* "Fail" the realization if parent is missing or unrealized;
1662 * this should really be a g_warning() not some kind of runtime
1663 * failure; how can an app possibly recover? Instead it's a bug
1664 * in the app and the app should get an explanatory warning so
1665 * someone can fix it. But for now it's too hard to fix this
1666 * because e.g. ClutterTexture needs reworking.
1668 if (priv->parent == NULL ||
1669 !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1673 CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1675 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1676 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1678 g_signal_emit (self, actor_signals[REALIZE], 0);
1680 /* Stage actor is allowed to unset the realized flag again in its
1681 * default signal handler, though that is a pathological situation.
1684 /* If realization "failed" we'll have to update child state. */
1685 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1689 clutter_actor_real_unrealize (ClutterActor *self)
1691 /* we must be unmapped (implying our children are also unmapped) */
1692 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1696 * clutter_actor_unrealize:
1697 * @self: A #ClutterActor
1699 * Unrealization informs the actor that it may be being destroyed or
1700 * moved to another stage. The actor may want to destroy any
1701 * underlying graphics resources at this point. However it is
1702 * perfectly acceptable for it to retain the resources until the actor
1703 * is destroyed because Clutter only ever uses a single rendering
1704 * context and all of the graphics resources are valid on any stage.
1706 * Because mapped actors must be realized, actors may not be
1707 * unrealized if they are mapped. This function hides the actor to be
1708 * sure it isn't mapped, an application-visible side effect that you
1709 * may not be expecting.
1711 * This function should not be called by application code.
1714 clutter_actor_unrealize (ClutterActor *self)
1716 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1717 g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1719 /* This function should not really be in the public API, because
1720 * there isn't a good reason to call it. ClutterActor will already
1721 * unrealize things for you when it's important to do so.
1723 * If you were using clutter_actor_unrealize() in a dispose
1724 * implementation, then don't, just chain up to ClutterActor's
1727 * If you were using clutter_actor_unrealize() to implement
1728 * unrealizing children of your container, then don't, ClutterActor
1729 * will already take care of that.
1731 * If you were using clutter_actor_unrealize() to re-realize to
1732 * create your resources in a different way, then use
1733 * _clutter_actor_rerealize() (inside Clutter) or just call your
1734 * code that recreates your resources directly (outside Clutter).
1737 #ifdef CLUTTER_ENABLE_DEBUG
1738 clutter_actor_verify_map_state (self);
1741 clutter_actor_hide (self);
1743 clutter_actor_unrealize_not_hiding (self);
1746 static ClutterActorTraverseVisitFlags
1747 unrealize_actor_before_children_cb (ClutterActor *self,
1751 /* If an actor is already unrealized we know its children have also
1752 * already been unrealized... */
1753 if (!CLUTTER_ACTOR_IS_REALIZED (self))
1754 return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN;
1756 g_signal_emit (self, actor_signals[UNREALIZE], 0);
1758 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1761 static ClutterActorTraverseVisitFlags
1762 unrealize_actor_after_children_cb (ClutterActor *self,
1766 /* We want to unset the realized flag only _after_
1767 * child actors are unrealized, to maintain invariants.
1769 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1770 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1771 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1775 * clutter_actor_unrealize_not_hiding:
1776 * @self: A #ClutterActor
1778 * Unrealization informs the actor that it may be being destroyed or
1779 * moved to another stage. The actor may want to destroy any
1780 * underlying graphics resources at this point. However it is
1781 * perfectly acceptable for it to retain the resources until the actor
1782 * is destroyed because Clutter only ever uses a single rendering
1783 * context and all of the graphics resources are valid on any stage.
1785 * Because mapped actors must be realized, actors may not be
1786 * unrealized if they are mapped. You must hide the actor or one of
1787 * its parents before attempting to unrealize.
1789 * This function is separate from clutter_actor_unrealize() because it
1790 * does not automatically hide the actor.
1791 * Actors need not be hidden to be unrealized, they just need to
1792 * be unmapped. In fact we don't want to mess up the application's
1793 * setting of the "visible" flag, so hiding is very undesirable.
1795 * clutter_actor_unrealize() does a clutter_actor_hide() just for
1796 * backward compatibility.
1799 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1801 _clutter_actor_traverse (self,
1802 CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1803 unrealize_actor_before_children_cb,
1804 unrealize_actor_after_children_cb,
1809 * _clutter_actor_rerealize:
1810 * @self: A #ClutterActor
1811 * @callback: Function to call while unrealized
1812 * @data: data for callback
1814 * If an actor is already unrealized, this just calls the callback.
1816 * If it is realized, it unrealizes temporarily, calls the callback,
1817 * and then re-realizes the actor.
1819 * As a side effect, leaves all children of the actor unrealized if
1820 * the actor was realized but not showing. This is because when we
1821 * unrealize the actor temporarily we must unrealize its children
1822 * (e.g. children of a stage can't be realized if stage window is
1823 * gone). And we aren't clever enough to save the realization state of
1824 * all children. In most cases this should not matter, because
1825 * the children will automatically realize when they next become mapped.
1828 _clutter_actor_rerealize (ClutterActor *self,
1829 ClutterCallback callback,
1832 gboolean was_mapped;
1833 gboolean was_showing;
1834 gboolean was_realized;
1836 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1838 #ifdef CLUTTER_ENABLE_DEBUG
1839 clutter_actor_verify_map_state (self);
1842 was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1843 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1844 was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1846 /* Must be unmapped to unrealize. Note we only have to hide this
1847 * actor if it was mapped (if all parents were showing). If actor
1848 * is merely visible (but not mapped), then that's fine, we can
1852 clutter_actor_hide (self);
1854 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1856 /* unrealize self and all children */
1857 clutter_actor_unrealize_not_hiding (self);
1859 if (callback != NULL)
1861 (* callback) (self, data);
1865 clutter_actor_show (self); /* will realize only if mapping implies it */
1866 else if (was_realized)
1867 clutter_actor_realize (self); /* realize self and all parents */
1871 clutter_actor_real_pick (ClutterActor *self,
1872 const ClutterColor *color)
1874 /* the default implementation is just to paint a rectangle
1875 * with the same size of the actor using the passed color
1877 if (clutter_actor_should_pick_paint (self))
1879 ClutterActorBox box = { 0, };
1880 float width, height;
1882 clutter_actor_get_allocation_box (self, &box);
1884 width = box.x2 - box.x1;
1885 height = box.y2 - box.y1;
1887 cogl_set_source_color4ub (color->red,
1892 cogl_rectangle (0, 0, width, height);
1895 /* XXX - this thoroughly sucks, but we need to maintain compatibility
1896 * with existing container classes that override the pick() virtual
1897 * and chain up to the default implementation - otherwise we'll end up
1898 * painting our children twice.
1900 * this has to go away for 2.0; hopefully along the pick() itself.
1902 if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
1906 for (iter = self->priv->first_child;
1908 iter = iter->priv->next_sibling)
1909 clutter_actor_paint (iter);
1914 * clutter_actor_should_pick_paint:
1915 * @self: A #ClutterActor
1917 * Should be called inside the implementation of the
1918 * #ClutterActor::pick virtual function in order to check whether
1919 * the actor should paint itself in pick mode or not.
1921 * This function should never be called directly by applications.
1923 * Return value: %TRUE if the actor should paint its silhouette,
1927 clutter_actor_should_pick_paint (ClutterActor *self)
1929 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
1931 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1932 (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
1933 CLUTTER_ACTOR_IS_REACTIVE (self)))
1940 clutter_actor_real_get_preferred_width (ClutterActor *self,
1942 gfloat *min_width_p,
1943 gfloat *natural_width_p)
1945 ClutterActorPrivate *priv = self->priv;
1947 if (priv->n_children != 0 &&
1948 priv->layout_manager != NULL)
1950 ClutterContainer *container = CLUTTER_CONTAINER (self);
1952 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1953 "for the preferred width",
1954 G_OBJECT_TYPE_NAME (priv->layout_manager),
1955 priv->layout_manager);
1957 clutter_layout_manager_get_preferred_width (priv->layout_manager,
1966 /* Default implementation is always 0x0, usually an actor
1967 * using this default is relying on someone to set the
1970 CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
1975 if (natural_width_p)
1976 *natural_width_p = 0;
1980 clutter_actor_real_get_preferred_height (ClutterActor *self,
1982 gfloat *min_height_p,
1983 gfloat *natural_height_p)
1985 ClutterActorPrivate *priv = self->priv;
1987 if (priv->n_children != 0 &&
1988 priv->layout_manager != NULL)
1990 ClutterContainer *container = CLUTTER_CONTAINER (self);
1992 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1993 "for the preferred height",
1994 G_OBJECT_TYPE_NAME (priv->layout_manager),
1995 priv->layout_manager);
1997 clutter_layout_manager_get_preferred_height (priv->layout_manager,
2005 /* Default implementation is always 0x0, usually an actor
2006 * using this default is relying on someone to set the
2009 CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
2014 if (natural_height_p)
2015 *natural_height_p = 0;
2019 clutter_actor_store_old_geometry (ClutterActor *self,
2020 ClutterActorBox *box)
2022 *box = self->priv->allocation;
2026 clutter_actor_notify_if_geometry_changed (ClutterActor *self,
2027 const ClutterActorBox *old)
2029 ClutterActorPrivate *priv = self->priv;
2030 GObject *obj = G_OBJECT (self);
2032 g_object_freeze_notify (obj);
2034 /* to avoid excessive requisition or allocation cycles we
2035 * use the cached values.
2037 * - if we don't have an allocation we assume that we need
2039 * - if we don't have a width or a height request we notify
2041 * - if we have a valid allocation then we check the old
2042 * bounding box with the current allocation and we notify
2045 if (priv->needs_allocation)
2047 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
2048 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
2049 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2050 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2052 else if (priv->needs_width_request || priv->needs_height_request)
2054 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2055 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2060 gfloat widthu, heightu;
2062 xu = priv->allocation.x1;
2063 yu = priv->allocation.y1;
2064 widthu = priv->allocation.x2 - priv->allocation.x1;
2065 heightu = priv->allocation.y2 - priv->allocation.y1;
2068 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
2071 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
2073 if (widthu != (old->x2 - old->x1))
2074 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2076 if (heightu != (old->y2 - old->y1))
2077 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2080 g_object_thaw_notify (obj);
2084 * clutter_actor_set_allocation_internal:
2085 * @self: a #ClutterActor
2086 * @box: a #ClutterActorBox
2087 * @flags: allocation flags
2089 * Stores the allocation of @self.
2091 * This function only performs basic storage and property notification.
2093 * This function should be called by clutter_actor_set_allocation()
2094 * and by the default implementation of #ClutterActorClass.allocate().
2096 * Return value: %TRUE if the allocation of the #ClutterActor has been
2097 * changed, and %FALSE otherwise
2099 static inline gboolean
2100 clutter_actor_set_allocation_internal (ClutterActor *self,
2101 const ClutterActorBox *box,
2102 ClutterAllocationFlags flags)
2104 ClutterActorPrivate *priv = self->priv;
2106 gboolean x1_changed, y1_changed, x2_changed, y2_changed;
2107 gboolean flags_changed;
2109 ClutterActorBox old_alloc = { 0, };
2111 obj = G_OBJECT (self);
2113 g_object_freeze_notify (obj);
2115 clutter_actor_store_old_geometry (self, &old_alloc);
2117 x1_changed = priv->allocation.x1 != box->x1;
2118 y1_changed = priv->allocation.y1 != box->y1;
2119 x2_changed = priv->allocation.x2 != box->x2;
2120 y2_changed = priv->allocation.y2 != box->y2;
2122 flags_changed = priv->allocation_flags != flags;
2124 priv->allocation = *box;
2125 priv->allocation_flags = flags;
2127 /* allocation is authoritative */
2128 priv->needs_width_request = FALSE;
2129 priv->needs_height_request = FALSE;
2130 priv->needs_allocation = FALSE;
2132 if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed)
2134 CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
2135 _clutter_actor_get_debug_name (self));
2137 priv->transform_valid = FALSE;
2139 g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
2141 /* if the allocation changes, so does the content box */
2142 if (priv->content != NULL)
2143 g_object_notify_by_pspec (obj, obj_props[PROP_CONTENT_BOX]);
2150 clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2152 g_object_thaw_notify (obj);
2157 static void clutter_actor_real_allocate (ClutterActor *self,
2158 const ClutterActorBox *box,
2159 ClutterAllocationFlags flags);
2162 clutter_actor_maybe_layout_children (ClutterActor *self,
2163 const ClutterActorBox *allocation,
2164 ClutterAllocationFlags flags)
2166 ClutterActorPrivate *priv = self->priv;
2168 /* this is going to be a bit hard to follow, so let's put an explanation
2171 * we want ClutterActor to have a default layout manager if the actor was
2172 * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2174 * we also want any subclass of ClutterActor that does not override the
2175 * ::allocate() virtual function to delegate to a layout manager.
2177 * finally, we want to allow people subclassing ClutterActor and overriding
2178 * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2180 * on the other hand, we want existing actor subclasses overriding the
2181 * ::allocate() virtual function and chaining up to the parent's
2182 * implementation to continue working without allocating their children
2183 * twice, or without entering an allocation loop.
2185 * for the first two points, we check if the class of the actor is
2186 * overridding the ::allocate() virtual function; if it isn't, then we
2187 * follow through with checking whether we have children and a layout
2188 * manager, and eventually calling clutter_layout_manager_allocate().
2190 * for the third point, we check the CLUTTER_DELEGATE_LAYOUT flag in the
2191 * allocation flags that we got passed, and if it is present, we continue
2192 * with the check above.
2194 * if neither of these two checks yields a positive result, we just
2195 * assume that the ::allocate() virtual function that resulted in this
2196 * function being called will also allocate the children of the actor.
2199 if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2202 if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2208 if (priv->n_children != 0 &&
2209 priv->layout_manager != NULL)
2211 ClutterContainer *container = CLUTTER_CONTAINER (self);
2212 ClutterAllocationFlags children_flags;
2213 ClutterActorBox children_box;
2215 /* normalize the box passed to the layout manager */
2216 children_box.x1 = children_box.y1 = 0.f;
2217 children_box.x2 = (allocation->x2 - allocation->x1);
2218 children_box.y2 = (allocation->y2 - allocation->y1);
2220 /* remove the DELEGATE_LAYOUT flag; this won't be passed to
2221 * the actor's children, since it refers only to the current
2222 * actor's allocation.
2224 children_flags = flags;
2225 children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2227 CLUTTER_NOTE (LAYOUT,
2228 "Allocating %d children of %s "
2229 "at { %.2f, %.2f - %.2f x %.2f } "
2232 _clutter_actor_get_debug_name (self),
2235 (allocation->x2 - allocation->x1),
2236 (allocation->y2 - allocation->y1),
2237 G_OBJECT_TYPE_NAME (priv->layout_manager));
2239 clutter_layout_manager_allocate (priv->layout_manager,
2247 clutter_actor_real_allocate (ClutterActor *self,
2248 const ClutterActorBox *box,
2249 ClutterAllocationFlags flags)
2251 ClutterActorPrivate *priv = self->priv;
2254 g_object_freeze_notify (G_OBJECT (self));
2256 changed = clutter_actor_set_allocation_internal (self, box, flags);
2258 /* we allocate our children before we notify changes in our geometry,
2259 * so that people connecting to properties will be able to get valid
2260 * data out of the sub-tree of the scene graph that has this actor at
2263 clutter_actor_maybe_layout_children (self, box, flags);
2267 ClutterActorBox signal_box = priv->allocation;
2268 ClutterAllocationFlags signal_flags = priv->allocation_flags;
2270 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2275 g_object_thaw_notify (G_OBJECT (self));
2279 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2280 ClutterActor *origin)
2282 /* no point in queuing a redraw on a destroyed actor */
2283 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2286 /* NB: We can't bail out early here if the actor is hidden in case
2287 * the actor bas been cloned. In this case the clone will need to
2288 * receive the signal so it can queue its own redraw.
2291 /* calls klass->queue_redraw in default handler */
2292 g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2296 clutter_actor_real_queue_redraw (ClutterActor *self,
2297 ClutterActor *origin)
2299 ClutterActor *parent;
2301 CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
2302 _clutter_actor_get_debug_name (self),
2303 origin != NULL ? _clutter_actor_get_debug_name (origin)
2306 /* no point in queuing a redraw on a destroyed actor */
2307 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2310 /* If the queue redraw is coming from a child then the actor has
2311 become dirty and any queued effect is no longer valid */
2314 self->priv->is_dirty = TRUE;
2315 self->priv->effect_to_redraw = NULL;
2318 /* If the actor isn't visible, we still had to emit the signal
2319 * to allow for a ClutterClone, but the appearance of the parent
2320 * won't change so we don't have to propagate up the hierarchy.
2322 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2325 /* Although we could determine here that a full stage redraw
2326 * has already been queued and immediately bail out, we actually
2327 * guarantee that we will propagate a queue-redraw signal to our
2328 * parent at least once so that it's possible to implement a
2329 * container that tracks which of its children have queued a
2332 if (self->priv->propagated_one_redraw)
2334 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2335 if (stage != NULL &&
2336 _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2340 self->priv->propagated_one_redraw = TRUE;
2342 /* notify parents, if they are all visible eventually we'll
2343 * queue redraw on the stage, which queues the redraw idle.
2345 parent = clutter_actor_get_parent (self);
2348 /* this will go up recursively */
2349 _clutter_actor_signal_queue_redraw (parent, origin);
2354 clutter_actor_real_queue_relayout (ClutterActor *self)
2356 ClutterActorPrivate *priv = self->priv;
2358 /* no point in queueing a redraw on a destroyed actor */
2359 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2362 priv->needs_width_request = TRUE;
2363 priv->needs_height_request = TRUE;
2364 priv->needs_allocation = TRUE;
2366 /* reset the cached size requests */
2367 memset (priv->width_requests, 0,
2368 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2369 memset (priv->height_requests, 0,
2370 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2372 /* We need to go all the way up the hierarchy */
2373 if (priv->parent != NULL)
2374 _clutter_actor_queue_only_relayout (priv->parent);
2378 * clutter_actor_apply_relative_transform_to_point:
2379 * @self: A #ClutterActor
2380 * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
2381 * default #ClutterStage
2382 * @point: A point as #ClutterVertex
2383 * @vertex: (out caller-allocates): The translated #ClutterVertex
2385 * Transforms @point in coordinates relative to the actor into
2386 * ancestor-relative coordinates using the relevant transform
2387 * stack (i.e. scale, rotation, etc).
2389 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2390 * this case, the coordinates returned will be the coordinates on
2391 * the stage before the projection is applied. This is different from
2392 * the behaviour of clutter_actor_apply_transform_to_point().
2397 clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
2398 ClutterActor *ancestor,
2399 const ClutterVertex *point,
2400 ClutterVertex *vertex)
2405 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2406 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2407 g_return_if_fail (point != NULL);
2408 g_return_if_fail (vertex != NULL);
2413 if (ancestor == NULL)
2414 ancestor = _clutter_actor_get_stage_internal (self);
2416 if (ancestor == NULL)
2422 _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2423 cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2427 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2428 const ClutterVertex *vertices_in,
2429 ClutterVertex *vertices_out,
2432 ClutterActor *stage;
2433 CoglMatrix modelview;
2434 CoglMatrix projection;
2437 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2439 stage = _clutter_actor_get_stage_internal (self);
2441 /* We really can't do anything meaningful in this case so don't try
2442 * to do any transform */
2446 /* Note: we pass NULL as the ancestor because we don't just want the modelview
2447 * that gets us to stage coordinates, we want to go all the way to eye
2449 _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2451 /* Fetch the projection and viewport */
2452 _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2453 _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2459 _clutter_util_fully_transform_vertices (&modelview,
2470 * clutter_actor_apply_transform_to_point:
2471 * @self: A #ClutterActor
2472 * @point: A point as #ClutterVertex
2473 * @vertex: (out caller-allocates): The translated #ClutterVertex
2475 * Transforms @point in coordinates relative to the actor
2476 * into screen-relative coordinates with the current actor
2477 * transformation (i.e. scale, rotation, etc)
2482 clutter_actor_apply_transform_to_point (ClutterActor *self,
2483 const ClutterVertex *point,
2484 ClutterVertex *vertex)
2486 g_return_if_fail (point != NULL);
2487 g_return_if_fail (vertex != NULL);
2488 _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2492 * _clutter_actor_get_relative_transformation_matrix:
2493 * @self: The actor whose coordinate space you want to transform from.
2494 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2495 * or %NULL if you want to transform all the way to eye coordinates.
2496 * @matrix: A #CoglMatrix to store the transformation
2498 * This gets a transformation @matrix that will transform coordinates from the
2499 * coordinate space of @self into the coordinate space of @ancestor.
2501 * For example if you need a matrix that can transform the local actor
2502 * coordinates of @self into stage coordinates you would pass the actor's stage
2503 * pointer as the @ancestor.
2505 * If you pass %NULL then the transformation will take you all the way through
2506 * to eye coordinates. This can be useful if you want to extract the entire
2507 * modelview transform that Clutter applies before applying the projection
2508 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2509 * using cogl_set_modelview_matrix() for example then you would want a matrix
2510 * that transforms into eye coordinates.
2512 * <note><para>This function explicitly initializes the given @matrix. If you just
2513 * want clutter to multiply a relative transformation with an existing matrix
2514 * you can use clutter_actor_apply_relative_transformation_matrix()
2515 * instead.</para></note>
2518 /* XXX: We should consider caching the stage relative modelview along with
2519 * the actor itself */
2521 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2522 ClutterActor *ancestor,
2525 cogl_matrix_init_identity (matrix);
2527 _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2530 /* Project the given @box into stage window coordinates, writing the
2531 * transformed vertices to @verts[]. */
2533 _clutter_actor_transform_and_project_box (ClutterActor *self,
2534 const ClutterActorBox *box,
2535 ClutterVertex verts[])
2537 ClutterVertex box_vertices[4];
2539 box_vertices[0].x = box->x1;
2540 box_vertices[0].y = box->y1;
2541 box_vertices[0].z = 0;
2542 box_vertices[1].x = box->x2;
2543 box_vertices[1].y = box->y1;
2544 box_vertices[1].z = 0;
2545 box_vertices[2].x = box->x1;
2546 box_vertices[2].y = box->y2;
2547 box_vertices[2].z = 0;
2548 box_vertices[3].x = box->x2;
2549 box_vertices[3].y = box->y2;
2550 box_vertices[3].z = 0;
2553 _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2557 * clutter_actor_get_allocation_vertices:
2558 * @self: A #ClutterActor
2559 * @ancestor: (allow-none): A #ClutterActor to calculate the vertices
2560 * against, or %NULL to use the #ClutterStage
2561 * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return
2562 * location for an array of 4 #ClutterVertex in which to store the result
2564 * Calculates the transformed coordinates of the four corners of the
2565 * actor in the plane of @ancestor. The returned vertices relate to
2566 * the #ClutterActorBox coordinates as follows:
2568 * <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
2569 * <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
2570 * <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
2571 * <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
2574 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2575 * this case, the coordinates returned will be the coordinates on
2576 * the stage before the projection is applied. This is different from
2577 * the behaviour of clutter_actor_get_abs_allocation_vertices().
2582 clutter_actor_get_allocation_vertices (ClutterActor *self,
2583 ClutterActor *ancestor,
2584 ClutterVertex verts[])
2586 ClutterActorPrivate *priv;
2587 ClutterActorBox box;
2588 ClutterVertex vertices[4];
2589 CoglMatrix modelview;
2591 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2592 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2594 if (ancestor == NULL)
2595 ancestor = _clutter_actor_get_stage_internal (self);
2597 /* Fallback to a NOP transform if the actor isn't parented under a
2599 if (ancestor == NULL)
2604 /* if the actor needs to be allocated we force a relayout, so that
2605 * we will have valid values to use in the transformations */
2606 if (priv->needs_allocation)
2608 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2610 _clutter_stage_maybe_relayout (stage);
2613 box.x1 = box.y1 = 0;
2614 /* The result isn't really meaningful in this case but at
2615 * least try to do something *vaguely* reasonable... */
2616 clutter_actor_get_size (self, &box.x2, &box.y2);
2620 clutter_actor_get_allocation_box (self, &box);
2622 vertices[0].x = box.x1;
2623 vertices[0].y = box.y1;
2625 vertices[1].x = box.x2;
2626 vertices[1].y = box.y1;
2628 vertices[2].x = box.x1;
2629 vertices[2].y = box.y2;
2631 vertices[3].x = box.x2;
2632 vertices[3].y = box.y2;
2635 _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2638 cogl_matrix_transform_points (&modelview,
2640 sizeof (ClutterVertex),
2642 sizeof (ClutterVertex),
2648 * clutter_actor_get_abs_allocation_vertices:
2649 * @self: A #ClutterActor
2650 * @verts: (out) (array fixed-size=4): Pointer to a location of an array
2651 * of 4 #ClutterVertex where to store the result.
2653 * Calculates the transformed screen coordinates of the four corners of
2654 * the actor; the returned vertices relate to the #ClutterActorBox
2655 * coordinates as follows:
2657 * <listitem><para>v[0] contains (x1, y1)</para></listitem>
2658 * <listitem><para>v[1] contains (x2, y1)</para></listitem>
2659 * <listitem><para>v[2] contains (x1, y2)</para></listitem>
2660 * <listitem><para>v[3] contains (x2, y2)</para></listitem>
2666 clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
2667 ClutterVertex verts[])
2669 ClutterActorPrivate *priv;
2670 ClutterActorBox actor_space_allocation;
2672 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2676 /* if the actor needs to be allocated we force a relayout, so that
2677 * the actor allocation box will be valid for
2678 * _clutter_actor_transform_and_project_box()
2680 if (priv->needs_allocation)
2682 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2683 /* There's nothing meaningful we can do now */
2687 _clutter_stage_maybe_relayout (stage);
2690 /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's
2691 * own coordinate space... */
2692 actor_space_allocation.x1 = 0;
2693 actor_space_allocation.y1 = 0;
2694 actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1;
2695 actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1;
2696 _clutter_actor_transform_and_project_box (self,
2697 &actor_space_allocation,
2702 clutter_actor_real_apply_transform (ClutterActor *self,
2705 ClutterActorPrivate *priv = self->priv;
2707 if (!priv->transform_valid)
2709 CoglMatrix *transform = &priv->transform;
2710 const ClutterTransformInfo *info;
2712 info = _clutter_actor_get_transform_info_or_defaults (self);
2714 cogl_matrix_init_identity (transform);
2716 cogl_matrix_translate (transform,
2717 priv->allocation.x1,
2718 priv->allocation.y1,
2722 cogl_matrix_translate (transform, 0, 0, info->depth);
2725 * because the rotation involves translations, we must scale
2726 * before applying the rotations (if we apply the scale after
2727 * the rotations, the translations included in the rotation are
2728 * not scaled and so the entire object will move on the screen
2729 * as a result of rotating it).
2731 if (info->scale_x != 1.0 || info->scale_y != 1.0)
2733 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2734 &info->scale_center,
2735 cogl_matrix_scale (transform,
2742 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2744 cogl_matrix_rotate (transform,
2749 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2751 cogl_matrix_rotate (transform,
2756 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2758 cogl_matrix_rotate (transform,
2762 if (!clutter_anchor_coord_is_zero (&info->anchor))
2766 clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2767 cogl_matrix_translate (transform, -x, -y, -z);
2770 priv->transform_valid = TRUE;
2773 cogl_matrix_multiply (matrix, matrix, &priv->transform);
2776 /* Applies the transforms associated with this actor to the given
2779 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2782 CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2786 * clutter_actor_apply_relative_transformation_matrix:
2787 * @self: The actor whose coordinate space you want to transform from.
2788 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2789 * or %NULL if you want to transform all the way to eye coordinates.
2790 * @matrix: A #CoglMatrix to apply the transformation too.
2792 * This multiplies a transform with @matrix that will transform coordinates
2793 * from the coordinate space of @self into the coordinate space of @ancestor.
2795 * For example if you need a matrix that can transform the local actor
2796 * coordinates of @self into stage coordinates you would pass the actor's stage
2797 * pointer as the @ancestor.
2799 * If you pass %NULL then the transformation will take you all the way through
2800 * to eye coordinates. This can be useful if you want to extract the entire
2801 * modelview transform that Clutter applies before applying the projection
2802 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2803 * using cogl_set_modelview_matrix() for example then you would want a matrix
2804 * that transforms into eye coordinates.
2806 * <note>This function doesn't initialize the given @matrix, it simply
2807 * multiplies the requested transformation matrix with the existing contents of
2808 * @matrix. You can use cogl_matrix_init_identity() to initialize the @matrix
2809 * before calling this function, or you can use
2810 * clutter_actor_get_relative_transformation_matrix() instead.</note>
2813 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2814 ClutterActor *ancestor,
2817 ClutterActor *parent;
2819 /* Note we terminate before ever calling stage->apply_transform()
2820 * since that would conceptually be relative to the underlying
2821 * window OpenGL coordinates so we'd need a special @ancestor
2822 * value to represent the fake parent of the stage. */
2823 if (self == ancestor)
2826 parent = clutter_actor_get_parent (self);
2829 _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2832 _clutter_actor_apply_modelview_transform (self, matrix);
2836 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2837 ClutterPaintVolume *pv,
2839 const CoglColor *color)
2841 static CoglPipeline *outline = NULL;
2842 CoglPrimitive *prim;
2843 ClutterVertex line_ends[12 * 2];
2846 clutter_backend_get_cogl_context (clutter_get_default_backend ());
2847 /* XXX: at some point we'll query this from the stage but we can't
2848 * do that until the osx backend uses Cogl natively. */
2849 CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
2851 if (outline == NULL)
2852 outline = cogl_pipeline_new (ctx);
2854 _clutter_paint_volume_complete (pv);
2856 n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2859 line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2860 line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2861 line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2862 line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2867 line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2868 line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2869 line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2870 line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2872 /* Lines connecting front face to back face */
2873 line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2874 line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2875 line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
2876 line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
2879 prim = cogl_primitive_new_p3 (ctx, COGL_VERTICES_MODE_LINES,
2881 (CoglVertexP3 *)line_ends);
2883 cogl_pipeline_set_color (outline, color);
2884 cogl_framebuffer_draw_primitive (fb, outline, prim);
2885 cogl_object_unref (prim);
2889 PangoLayout *layout;
2890 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2891 pango_layout_set_text (layout, label, -1);
2892 cogl_pango_render_layout (layout,
2897 g_object_unref (layout);
2902 _clutter_actor_draw_paint_volume (ClutterActor *self)
2904 ClutterPaintVolume *pv;
2907 pv = _clutter_actor_get_paint_volume_mutable (self);
2910 gfloat width, height;
2911 ClutterPaintVolume fake_pv;
2913 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2914 _clutter_paint_volume_init_static (&fake_pv, stage);
2916 clutter_actor_get_size (self, &width, &height);
2917 clutter_paint_volume_set_width (&fake_pv, width);
2918 clutter_paint_volume_set_height (&fake_pv, height);
2920 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2921 _clutter_actor_draw_paint_volume_full (self, &fake_pv,
2922 _clutter_actor_get_debug_name (self),
2925 clutter_paint_volume_free (&fake_pv);
2929 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2930 _clutter_actor_draw_paint_volume_full (self, pv,
2931 _clutter_actor_get_debug_name (self),
2937 _clutter_actor_paint_cull_result (ClutterActor *self,
2939 ClutterCullResult result)
2941 ClutterPaintVolume *pv;
2946 if (result == CLUTTER_CULL_RESULT_IN)
2947 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2948 else if (result == CLUTTER_CULL_RESULT_OUT)
2949 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2951 cogl_color_init_from_4f (&color, 0, 1, 1, 1);
2954 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2956 if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
2957 _clutter_actor_draw_paint_volume_full (self, pv,
2958 _clutter_actor_get_debug_name (self),
2962 PangoLayout *layout;
2964 g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
2965 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2966 cogl_set_source_color (&color);
2968 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2969 pango_layout_set_text (layout, label, -1);
2970 cogl_pango_render_layout (layout,
2976 g_object_unref (layout);
2980 static int clone_paint_level = 0;
2983 _clutter_actor_push_clone_paint (void)
2985 clone_paint_level++;
2989 _clutter_actor_pop_clone_paint (void)
2991 clone_paint_level--;
2995 in_clone_paint (void)
2997 return clone_paint_level > 0;
3000 /* Returns TRUE if the actor can be ignored */
3001 /* FIXME: we should return a ClutterCullResult, and
3002 * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
3003 * means there's no point in trying to cull descendants of the current
3006 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
3008 ClutterActorPrivate *priv = self->priv;
3009 ClutterActor *stage;
3010 const ClutterPlane *stage_clip;
3012 if (!priv->last_paint_volume_valid)
3014 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3015 "->last_paint_volume_valid == FALSE",
3016 _clutter_actor_get_debug_name (self));
3020 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
3023 stage = _clutter_actor_get_stage_internal (self);
3024 stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
3025 if (G_UNLIKELY (!stage_clip))
3027 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3028 "No stage clip set",
3029 _clutter_actor_get_debug_name (self));
3033 if (cogl_get_draw_framebuffer () !=
3034 _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
3036 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3037 "Current framebuffer doesn't correspond to stage",
3038 _clutter_actor_get_debug_name (self));
3043 _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
3048 _clutter_actor_update_last_paint_volume (ClutterActor *self)
3050 ClutterActorPrivate *priv = self->priv;
3051 const ClutterPaintVolume *pv;
3053 if (priv->last_paint_volume_valid)
3055 clutter_paint_volume_free (&priv->last_paint_volume);
3056 priv->last_paint_volume_valid = FALSE;
3059 pv = clutter_actor_get_paint_volume (self);
3062 CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
3063 "Actor failed to report a paint volume",
3064 _clutter_actor_get_debug_name (self));
3068 _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
3070 _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
3071 NULL); /* eye coordinates */
3073 priv->last_paint_volume_valid = TRUE;
3076 static inline gboolean
3077 actor_has_shader_data (ClutterActor *self)
3079 return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
3083 _clutter_actor_get_pick_id (ClutterActor *self)
3085 if (self->priv->pick_id < 0)
3088 return self->priv->pick_id;
3091 /* This is the same as clutter_actor_add_effect except that it doesn't
3092 queue a redraw and it doesn't notify on the effect property */
3094 _clutter_actor_add_effect_internal (ClutterActor *self,
3095 ClutterEffect *effect)
3097 ClutterActorPrivate *priv = self->priv;
3099 if (priv->effects == NULL)
3101 priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
3102 priv->effects->actor = self;
3105 _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
3108 /* This is the same as clutter_actor_remove_effect except that it doesn't
3109 queue a redraw and it doesn't notify on the effect property */
3111 _clutter_actor_remove_effect_internal (ClutterActor *self,
3112 ClutterEffect *effect)
3114 ClutterActorPrivate *priv = self->priv;
3116 if (priv->effects == NULL)
3119 _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
3123 needs_flatten_effect (ClutterActor *self)
3125 ClutterActorPrivate *priv = self->priv;
3127 if (G_UNLIKELY (clutter_paint_debug_flags &
3128 CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
3131 if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
3133 else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
3135 if (clutter_actor_get_paint_opacity (self) < 255 &&
3136 clutter_actor_has_overlaps (self))
3144 add_or_remove_flatten_effect (ClutterActor *self)
3146 ClutterActorPrivate *priv = self->priv;
3148 /* Add or remove the flatten effect depending on the
3149 offscreen-redirect property. */
3150 if (needs_flatten_effect (self))
3152 if (priv->flatten_effect == NULL)
3154 ClutterActorMeta *actor_meta;
3157 priv->flatten_effect = _clutter_flatten_effect_new ();
3158 /* Keep a reference to the effect so that we can queue
3160 g_object_ref_sink (priv->flatten_effect);
3162 /* Set the priority of the effect to high so that it will
3163 always be applied to the actor first. It uses an internal
3164 priority so that it won't be visible to applications */
3165 actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3166 priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3167 _clutter_actor_meta_set_priority (actor_meta, priority);
3169 /* This will add the effect without queueing a redraw */
3170 _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3175 if (priv->flatten_effect != NULL)
3177 /* Destroy the effect so that it will lose its fbo cache of
3179 _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3180 g_object_unref (priv->flatten_effect);
3181 priv->flatten_effect = NULL;
3187 clutter_actor_real_paint (ClutterActor *actor)
3189 ClutterActorPrivate *priv = actor->priv;
3192 for (iter = priv->first_child;
3194 iter = iter->priv->next_sibling)
3196 CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3197 _clutter_actor_get_debug_name (iter),
3198 _clutter_actor_get_debug_name (actor),
3199 iter->priv->allocation.x1,
3200 iter->priv->allocation.y1,
3201 iter->priv->allocation.x2 - iter->priv->allocation.x1,
3202 iter->priv->allocation.y2 - iter->priv->allocation.y1);
3204 clutter_actor_paint (iter);
3209 clutter_actor_paint_node (ClutterActor *actor,
3210 ClutterPaintNode *root)
3212 ClutterActorPrivate *priv = actor->priv;
3217 if (priv->bg_color_set &&
3218 !clutter_color_equal (&priv->bg_color, CLUTTER_COLOR_Transparent))
3220 ClutterPaintNode *node;
3221 ClutterColor bg_color;
3222 ClutterActorBox box;
3226 box.x2 = clutter_actor_box_get_width (&priv->allocation);
3227 box.y2 = clutter_actor_box_get_height (&priv->allocation);
3229 bg_color = priv->bg_color;
3230 bg_color.alpha = clutter_actor_get_paint_opacity_internal (actor)
3231 * priv->bg_color.alpha
3234 node = clutter_color_node_new (&bg_color);
3235 clutter_paint_node_set_name (node, "backgroundColor");
3236 clutter_paint_node_add_rectangle (node, &box);
3237 clutter_paint_node_add_child (root, node);
3238 clutter_paint_node_unref (node);
3241 if (priv->content != NULL)
3242 _clutter_content_paint_content (priv->content, actor, root);
3244 if (CLUTTER_ACTOR_GET_CLASS (actor)->paint_node != NULL)
3245 CLUTTER_ACTOR_GET_CLASS (actor)->paint_node (actor, root);
3247 if (clutter_paint_node_get_n_children (root) == 0)
3250 #ifdef CLUTTER_ENABLE_DEBUG
3251 if (CLUTTER_HAS_DEBUG (PAINT))
3253 /* dump the tree only if we have one */
3254 _clutter_paint_node_dump_tree (root);
3256 #endif /* CLUTTER_ENABLE_DEBUG */
3258 _clutter_paint_node_paint (root);
3261 /* XXX: Uncomment this when we disable emitting the paint signal */
3262 CLUTTER_ACTOR_GET_CLASS (actor)->paint (actor);
3269 * clutter_actor_paint:
3270 * @self: A #ClutterActor
3272 * Renders the actor to display.
3274 * This function should not be called directly by applications.
3275 * Call clutter_actor_queue_redraw() to queue paints, instead.
3277 * This function is context-aware, and will either cause a
3278 * regular paint or a pick paint.
3280 * This function will emit the #ClutterActor::paint signal or
3281 * the #ClutterActor::pick signal, depending on the context.
3283 * This function does not paint the actor if the actor is set to 0,
3284 * unless it is performing a pick paint.
3287 clutter_actor_paint (ClutterActor *self)
3289 ClutterActorPrivate *priv;
3290 ClutterPickMode pick_mode;
3291 gboolean clip_set = FALSE;
3292 gboolean shader_applied = FALSE;
3294 CLUTTER_STATIC_COUNTER (actor_paint_counter,
3295 "Actor real-paint counter",
3296 "Increments each time any actor is painted",
3297 0 /* no application private data */);
3298 CLUTTER_STATIC_COUNTER (actor_pick_counter,
3299 "Actor pick-paint counter",
3300 "Increments each time any actor is painted "
3302 0 /* no application private data */);
3304 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3306 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3311 pick_mode = _clutter_context_get_pick_mode ();
3313 if (pick_mode == CLUTTER_PICK_NONE)
3314 priv->propagated_one_redraw = FALSE;
3316 /* It's an important optimization that we consider painting of
3317 * actors with 0 opacity to be a NOP... */
3318 if (pick_mode == CLUTTER_PICK_NONE &&
3319 /* ignore top-levels, since they might be transparent */
3320 !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3321 /* Use the override opacity if its been set */
3322 ((priv->opacity_override >= 0) ?
3323 priv->opacity_override : priv->opacity) == 0)
3326 /* if we aren't paintable (not in a toplevel with all
3327 * parents paintable) then do nothing.
3329 if (!CLUTTER_ACTOR_IS_MAPPED (self))
3332 /* mark that we are in the paint process */
3333 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3337 if (priv->enable_model_view_transform)
3341 /* XXX: It could be better to cache the modelview with the actor
3342 * instead of progressively building up the transformations on
3343 * the matrix stack every time we paint. */
3344 cogl_get_modelview_matrix (&matrix);
3345 _clutter_actor_apply_modelview_transform (self, &matrix);
3347 #ifdef CLUTTER_ENABLE_DEBUG
3348 /* Catch when out-of-band transforms have been made by actors not as part
3349 * of an apply_transform vfunc... */
3350 if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3352 CoglMatrix expected_matrix;
3354 _clutter_actor_get_relative_transformation_matrix (self, NULL,
3357 if (!cogl_matrix_equal (&matrix, &expected_matrix))
3359 GString *buf = g_string_sized_new (1024);
3360 ClutterActor *parent;
3363 while (parent != NULL)
3365 g_string_append (buf, _clutter_actor_get_debug_name (parent));
3367 if (parent->priv->parent != NULL)
3368 g_string_append (buf, "->");
3370 parent = parent->priv->parent;
3373 g_warning ("Unexpected transform found when painting actor "
3374 "\"%s\". This will be caused by one of the actor's "
3375 "ancestors (%s) using the Cogl API directly to transform "
3376 "children instead of using ::apply_transform().",
3377 _clutter_actor_get_debug_name (self),
3380 g_string_free (buf, TRUE);
3383 #endif /* CLUTTER_ENABLE_DEBUG */
3385 cogl_set_modelview_matrix (&matrix);
3390 cogl_clip_push_rectangle (priv->clip.x,
3392 priv->clip.x + priv->clip.width,
3393 priv->clip.y + priv->clip.height);
3396 else if (priv->clip_to_allocation)
3398 gfloat width, height;
3400 width = priv->allocation.x2 - priv->allocation.x1;
3401 height = priv->allocation.y2 - priv->allocation.y1;
3403 cogl_clip_push_rectangle (0, 0, width, height);
3407 if (pick_mode == CLUTTER_PICK_NONE)
3409 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3411 /* We check whether we need to add the flatten effect before
3412 each paint so that we can avoid having a mechanism for
3413 applications to notify when the value of the
3414 has_overlaps virtual changes. */
3415 add_or_remove_flatten_effect (self);
3418 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3420 /* We save the current paint volume so that the next time the
3421 * actor queues a redraw we can constrain the redraw to just
3422 * cover the union of the new bounding box and the old.
3424 * We also fetch the current paint volume to perform culling so
3425 * we can avoid painting actors outside the current clip region.
3427 * If we are painting inside a clone, we should neither update
3428 * the paint volume or use it to cull painting, since the paint
3429 * box represents the location of the source actor on the
3432 * XXX: We are starting to do a lot of vertex transforms on
3433 * the CPU in a typical paint, so at some point we should
3434 * audit these and consider caching some things.
3436 * NB: We don't perform culling while picking at this point because
3437 * clutter-stage.c doesn't setup the clipping planes appropriately.
3439 * NB: We don't want to update the last-paint-volume during picking
3440 * because the last-paint-volume is used to determine the old screen
3441 * space location of an actor that has moved so we can know the
3442 * minimal region to redraw to clear an old view of the actor. If we
3443 * update this during picking then by the time we come around to
3444 * paint then the last-paint-volume would likely represent the new
3445 * actor position not the old.
3447 if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3450 /* annoyingly gcc warns if uninitialized even though
3451 * the initialization is redundant :-( */
3452 ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3454 if (G_LIKELY ((clutter_paint_debug_flags &
3455 (CLUTTER_DEBUG_DISABLE_CULLING |
3456 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3457 (CLUTTER_DEBUG_DISABLE_CULLING |
3458 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3459 _clutter_actor_update_last_paint_volume (self);
3461 success = cull_actor (self, &result);
3463 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3464 _clutter_actor_paint_cull_result (self, success, result);
3465 else if (result == CLUTTER_CULL_RESULT_OUT && success)
3469 if (priv->effects == NULL)
3471 if (pick_mode == CLUTTER_PICK_NONE &&
3472 actor_has_shader_data (self))
3474 _clutter_actor_shader_pre_paint (self, FALSE);
3475 shader_applied = TRUE;
3478 priv->next_effect_to_paint = NULL;
3481 priv->next_effect_to_paint =
3482 _clutter_meta_group_peek_metas (priv->effects);
3484 clutter_actor_continue_paint (self);
3487 _clutter_actor_shader_post_paint (self);
3489 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3490 pick_mode == CLUTTER_PICK_NONE))
3491 _clutter_actor_draw_paint_volume (self);
3494 /* If we make it here then the actor has run through a complete
3495 paint run including all the effects so it's no longer dirty */
3496 if (pick_mode == CLUTTER_PICK_NONE)
3497 priv->is_dirty = FALSE;
3504 /* paint sequence complete */
3505 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3509 * clutter_actor_continue_paint:
3510 * @self: A #ClutterActor
3512 * Run the next stage of the paint sequence. This function should only
3513 * be called within the implementation of the ‘run’ virtual of a
3514 * #ClutterEffect. It will cause the run method of the next effect to
3515 * be applied, or it will paint the actual actor if the current effect
3516 * is the last effect in the chain.
3521 clutter_actor_continue_paint (ClutterActor *self)
3523 ClutterActorPrivate *priv;
3525 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3526 /* This should only be called from with in the ‘run’ implementation
3527 of a ClutterEffect */
3528 g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3532 /* Skip any effects that are disabled */
3533 while (priv->next_effect_to_paint &&
3534 !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3535 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3537 /* If this has come from the last effect then we'll just paint the
3539 if (priv->next_effect_to_paint == NULL)
3541 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3543 ClutterPaintNode *dummy;
3544 gboolean emit_paint = TRUE;
3546 /* XXX - this will go away in 2.0, when we can get rid of this
3547 * stuff and switch to a pure retained render tree of PaintNodes
3548 * for the entire frame, starting from the Stage; the paint()
3549 * virtual function can then be called directly.
3551 dummy = _clutter_dummy_node_new ();
3552 clutter_paint_node_set_name (dummy, "Root");
3554 /* XXX - for 1.12, we use the return value of paint_node() to
3555 * set the emit_paint variable.
3557 clutter_actor_paint_node (self, dummy);
3558 clutter_paint_node_unref (dummy);
3560 if (emit_paint || CLUTTER_ACTOR_IS_TOPLEVEL (self))
3561 g_signal_emit (self, actor_signals[PAINT], 0);
3564 CLUTTER_NOTE (PAINT, "The actor '%s' painted using PaintNodes, "
3565 "skipping the emission of the paint signal.",
3566 _clutter_actor_get_debug_name (self));
3571 ClutterColor col = { 0, };
3573 _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3575 /* Actor will then paint silhouette of itself in supplied
3576 * color. See clutter_stage_get_actor_at_pos() for where
3577 * picking is enabled.
3579 g_signal_emit (self, actor_signals[PICK], 0, &col);
3584 ClutterEffect *old_current_effect;
3585 ClutterEffectPaintFlags run_flags = 0;
3587 /* Cache the current effect so that we can put it back before
3589 old_current_effect = priv->current_effect;
3591 priv->current_effect = priv->next_effect_to_paint->data;
3592 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3594 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3598 /* If there's an effect queued with this redraw then all
3599 effects up to that one will be considered dirty. It
3600 is expected the queued effect will paint the cached
3601 image and not call clutter_actor_continue_paint again
3602 (although it should work ok if it does) */
3603 if (priv->effect_to_redraw == NULL ||
3604 priv->current_effect != priv->effect_to_redraw)
3605 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3608 _clutter_effect_paint (priv->current_effect, run_flags);
3612 /* We can't determine when an actor has been modified since
3613 its last pick so lets just assume it has always been
3615 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3617 _clutter_effect_pick (priv->current_effect, run_flags);
3620 priv->current_effect = old_current_effect;
3624 static ClutterActorTraverseVisitFlags
3625 invalidate_queue_redraw_entry (ClutterActor *self,
3629 ClutterActorPrivate *priv = self->priv;
3631 if (priv->queue_redraw_entry != NULL)
3633 _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3634 priv->queue_redraw_entry = NULL;
3637 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3641 remove_child (ClutterActor *self,
3642 ClutterActor *child)
3644 ClutterActor *prev_sibling, *next_sibling;
3646 prev_sibling = child->priv->prev_sibling;
3647 next_sibling = child->priv->next_sibling;
3649 if (prev_sibling != NULL)
3650 prev_sibling->priv->next_sibling = next_sibling;
3652 if (next_sibling != NULL)
3653 next_sibling->priv->prev_sibling = prev_sibling;
3655 if (self->priv->first_child == child)
3656 self->priv->first_child = next_sibling;
3658 if (self->priv->last_child == child)
3659 self->priv->last_child = prev_sibling;
3661 child->priv->parent = NULL;
3662 child->priv->prev_sibling = NULL;
3663 child->priv->next_sibling = NULL;
3667 REMOVE_CHILD_DESTROY_META = 1 << 0,
3668 REMOVE_CHILD_EMIT_PARENT_SET = 1 << 1,
3669 REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3670 REMOVE_CHILD_CHECK_STATE = 1 << 3,
3671 REMOVE_CHILD_FLUSH_QUEUE = 1 << 4,
3672 REMOVE_CHILD_NOTIFY_FIRST_LAST = 1 << 5,
3674 /* default flags for public API */
3675 REMOVE_CHILD_DEFAULT_FLAGS = REMOVE_CHILD_DESTROY_META |
3676 REMOVE_CHILD_EMIT_PARENT_SET |
3677 REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3678 REMOVE_CHILD_CHECK_STATE |
3679 REMOVE_CHILD_FLUSH_QUEUE |
3680 REMOVE_CHILD_NOTIFY_FIRST_LAST,
3682 /* flags for legacy/deprecated API */
3683 REMOVE_CHILD_LEGACY_FLAGS = REMOVE_CHILD_CHECK_STATE |
3684 REMOVE_CHILD_FLUSH_QUEUE |
3685 REMOVE_CHILD_EMIT_PARENT_SET |
3686 REMOVE_CHILD_NOTIFY_FIRST_LAST
3687 } ClutterActorRemoveChildFlags;
3690 * clutter_actor_remove_child_internal:
3691 * @self: a #ClutterActor
3692 * @child: the child of @self that has to be removed
3693 * @flags: control the removal operations
3695 * Removes @child from the list of children of @self.
3698 clutter_actor_remove_child_internal (ClutterActor *self,
3699 ClutterActor *child,
3700 ClutterActorRemoveChildFlags flags)
3702 ClutterActor *old_first, *old_last;
3703 gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3704 gboolean flush_queue;
3705 gboolean notify_first_last;
3706 gboolean was_mapped;
3708 destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3709 emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3710 emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3711 check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3712 flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3713 notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3715 g_object_freeze_notify (G_OBJECT (self));
3718 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3722 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3724 /* we need to unrealize *before* we set parent_actor to NULL,
3725 * because in an unrealize method actors are dissociating from the
3726 * stage, which means they need to be able to
3727 * clutter_actor_get_stage().
3729 * yhis should unmap and unrealize, unless we're reparenting.
3731 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3738 /* We take this opportunity to invalidate any queue redraw entry
3739 * associated with the actor and descendants since we won't be able to
3740 * determine the appropriate stage after this.
3742 * we do this after we updated the mapped state because actors might
3743 * end up queueing redraws inside their mapped/unmapped virtual
3744 * functions, and if we invalidate the redraw entry we could end up
3745 * with an inconsistent state and weird memory corruption. see
3748 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3749 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3751 _clutter_actor_traverse (child,
3753 invalidate_queue_redraw_entry,
3758 old_first = self->priv->first_child;
3759 old_last = self->priv->last_child;
3761 remove_child (self, child);
3763 self->priv->n_children -= 1;
3765 self->priv->age += 1;
3767 /* clutter_actor_reparent() will emit ::parent-set for us */
3768 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3769 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3771 /* if the child was mapped then we need to relayout ourselves to account
3772 * for the removed child
3775 clutter_actor_queue_relayout (self);
3777 /* we need to emit the signal before dropping the reference */
3778 if (emit_actor_removed)
3779 g_signal_emit_by_name (self, "actor-removed", child);
3781 if (notify_first_last)
3783 if (old_first != self->priv->first_child)
3784 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3786 if (old_last != self->priv->last_child)
3787 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3790 g_object_thaw_notify (G_OBJECT (self));
3792 /* remove the reference we acquired in clutter_actor_add_child() */
3793 g_object_unref (child);
3796 static const ClutterTransformInfo default_transform_info = {
3797 0.0, { 0, }, /* rotation-x */
3798 0.0, { 0, }, /* rotation-y */
3799 0.0, { 0, }, /* rotation-z */
3801 1.0, 1.0, { 0, }, /* scale */
3803 { 0, }, /* anchor */
3809 * _clutter_actor_get_transform_info_or_defaults:
3810 * @self: a #ClutterActor
3812 * Retrieves the ClutterTransformInfo structure associated to an actor.
3814 * If the actor does not have a ClutterTransformInfo structure associated
3815 * to it, then the default structure will be returned.
3817 * This function should only be used for getters.
3819 * Return value: a const pointer to the ClutterTransformInfo structure
3821 const ClutterTransformInfo *
3822 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3824 ClutterTransformInfo *info;
3826 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3830 return &default_transform_info;
3834 clutter_transform_info_free (gpointer data)
3837 g_slice_free (ClutterTransformInfo, data);
3841 * _clutter_actor_get_transform_info:
3842 * @self: a #ClutterActor
3844 * Retrieves a pointer to the ClutterTransformInfo structure.
3846 * If the actor does not have a ClutterTransformInfo associated to it, one
3847 * will be created and initialized to the default values.
3849 * This function should be used for setters.
3851 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3854 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3857 ClutterTransformInfo *
3858 _clutter_actor_get_transform_info (ClutterActor *self)
3860 ClutterTransformInfo *info;
3862 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3865 info = g_slice_new (ClutterTransformInfo);
3867 *info = default_transform_info;
3869 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3871 clutter_transform_info_free);
3878 * clutter_actor_set_rotation_angle_internal:
3879 * @self: a #ClutterActor
3880 * @axis: the axis of the angle to change
3881 * @angle: the angle of rotation
3883 * Sets the rotation angle on the given axis without affecting the
3884 * rotation center point.
3887 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
3888 ClutterRotateAxis axis,
3891 GObject *obj = G_OBJECT (self);
3892 ClutterTransformInfo *info;
3894 info = _clutter_actor_get_transform_info (self);
3896 g_object_freeze_notify (obj);
3900 case CLUTTER_X_AXIS:
3901 info->rx_angle = angle;
3902 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3905 case CLUTTER_Y_AXIS:
3906 info->ry_angle = angle;
3907 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3910 case CLUTTER_Z_AXIS:
3911 info->rz_angle = angle;
3912 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3916 self->priv->transform_valid = FALSE;
3918 g_object_thaw_notify (obj);
3920 clutter_actor_queue_redraw (self);
3924 clutter_actor_set_rotation_angle (ClutterActor *self,
3925 ClutterRotateAxis axis,
3928 ClutterTransformInfo *info;
3930 info = _clutter_actor_get_transform_info (self);
3932 if (clutter_actor_get_easing_duration (self) != 0)
3934 ClutterTransition *transition;
3935 GParamSpec *pspec = NULL;
3936 double *cur_angle_p = NULL;
3940 case CLUTTER_X_AXIS:
3941 cur_angle_p = &info->rx_angle;
3942 pspec = obj_props[PROP_ROTATION_ANGLE_X];
3945 case CLUTTER_Y_AXIS:
3946 cur_angle_p = &info->ry_angle;
3947 pspec = obj_props[PROP_ROTATION_ANGLE_Y];
3950 case CLUTTER_Z_AXIS:
3951 cur_angle_p = &info->rz_angle;
3952 pspec = obj_props[PROP_ROTATION_ANGLE_Z];
3956 g_assert (pspec != NULL);
3957 g_assert (cur_angle_p != NULL);
3959 transition = _clutter_actor_get_transition (self, pspec);
3960 if (transition == NULL)
3962 transition = _clutter_actor_create_transition (self, pspec,
3965 clutter_timeline_start (CLUTTER_TIMELINE (transition));
3968 _clutter_actor_update_transition (self, pspec, angle);
3970 self->priv->transform_valid = FALSE;
3971 clutter_actor_queue_redraw (self);
3974 clutter_actor_set_rotation_angle_internal (self, axis, angle);
3978 * clutter_actor_set_rotation_center_internal:
3979 * @self: a #ClutterActor
3980 * @axis: the axis of the center to change
3981 * @center: the coordinates of the rotation center
3983 * Sets the rotation center on the given axis without affecting the
3987 clutter_actor_set_rotation_center_internal (ClutterActor *self,
3988 ClutterRotateAxis axis,
3989 const ClutterVertex *center)
3991 GObject *obj = G_OBJECT (self);
3992 ClutterTransformInfo *info;
3993 ClutterVertex v = { 0, 0, 0 };
3995 info = _clutter_actor_get_transform_info (self);
4000 g_object_freeze_notify (obj);
4004 case CLUTTER_X_AXIS:
4005 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
4006 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
4009 case CLUTTER_Y_AXIS:
4010 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
4011 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
4014 case CLUTTER_Z_AXIS:
4015 /* if the previously set rotation center was fractional, then
4016 * setting explicit coordinates will have to notify the
4017 * :rotation-center-z-gravity property as well
4019 if (info->rz_center.is_fractional)
4020 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
4022 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
4023 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
4027 self->priv->transform_valid = FALSE;
4029 g_object_thaw_notify (obj);
4031 clutter_actor_queue_redraw (self);
4035 clutter_actor_animate_scale_factor (ClutterActor *self,
4040 ClutterTransition *transition;
4042 transition = _clutter_actor_get_transition (self, pspec);
4043 if (transition == NULL)
4045 transition = _clutter_actor_create_transition (self, pspec,
4048 clutter_timeline_start (CLUTTER_TIMELINE (transition));
4051 _clutter_actor_update_transition (self, pspec, new_factor);
4054 self->priv->transform_valid = FALSE;
4055 clutter_actor_queue_redraw (self);
4059 clutter_actor_set_scale_factor_internal (ClutterActor *self,
4063 GObject *obj = G_OBJECT (self);
4064 ClutterTransformInfo *info;
4066 info = _clutter_actor_get_transform_info (self);
4068 if (pspec == obj_props[PROP_SCALE_X])
4069 info->scale_x = factor;
4071 info->scale_y = factor;
4073 self->priv->transform_valid = FALSE;
4074 clutter_actor_queue_redraw (self);
4075 g_object_notify_by_pspec (obj, pspec);
4079 clutter_actor_set_scale_factor (ClutterActor *self,
4080 ClutterRotateAxis axis,
4083 GObject *obj = G_OBJECT (self);
4084 ClutterTransformInfo *info;
4087 info = _clutter_actor_get_transform_info (self);
4089 g_object_freeze_notify (obj);
4093 case CLUTTER_X_AXIS:
4094 pspec = obj_props[PROP_SCALE_X];
4096 if (clutter_actor_get_easing_duration (self) != 0)
4097 clutter_actor_animate_scale_factor (self, info->scale_x, factor, pspec);
4099 clutter_actor_set_scale_factor_internal (self, factor, pspec);
4102 case CLUTTER_Y_AXIS:
4103 pspec = obj_props[PROP_SCALE_Y];
4105 if (clutter_actor_get_easing_duration (self) != 0)
4106 clutter_actor_animate_scale_factor (self, info->scale_y, factor, pspec);
4108 clutter_actor_set_scale_factor_internal (self, factor, pspec);
4112 g_assert_not_reached ();
4115 g_object_thaw_notify (obj);
4119 clutter_actor_set_scale_center (ClutterActor *self,
4120 ClutterRotateAxis axis,
4123 GObject *obj = G_OBJECT (self);
4124 ClutterTransformInfo *info;
4125 gfloat center_x, center_y;
4127 info = _clutter_actor_get_transform_info (self);
4129 g_object_freeze_notify (obj);
4131 /* get the current scale center coordinates */
4132 clutter_anchor_coord_get_units (self, &info->scale_center,
4137 /* we need to notify this too, because setting explicit coordinates will
4138 * change the gravity as a side effect
4140 if (info->scale_center.is_fractional)
4141 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
4145 case CLUTTER_X_AXIS:
4146 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
4147 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
4150 case CLUTTER_Y_AXIS:
4151 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
4152 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
4156 g_assert_not_reached ();
4159 self->priv->transform_valid = FALSE;
4161 clutter_actor_queue_redraw (self);
4163 g_object_thaw_notify (obj);
4167 clutter_actor_set_anchor_coord (ClutterActor *self,
4168 ClutterRotateAxis axis,
4171 GObject *obj = G_OBJECT (self);
4172 ClutterTransformInfo *info;
4173 gfloat anchor_x, anchor_y;
4175 info = _clutter_actor_get_transform_info (self);
4177 g_object_freeze_notify (obj);
4179 clutter_anchor_coord_get_units (self, &info->anchor,
4184 if (info->anchor.is_fractional)
4185 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
4189 case CLUTTER_X_AXIS:
4190 clutter_anchor_coord_set_units (&info->anchor,
4194 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
4197 case CLUTTER_Y_AXIS:
4198 clutter_anchor_coord_set_units (&info->anchor,
4202 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
4206 g_assert_not_reached ();
4209 self->priv->transform_valid = FALSE;
4211 clutter_actor_queue_redraw (self);
4213 g_object_thaw_notify (obj);
4217 clutter_actor_set_property (GObject *object,
4219 const GValue *value,
4222 ClutterActor *actor = CLUTTER_ACTOR (object);
4223 ClutterActorPrivate *priv = actor->priv;
4228 clutter_actor_set_x (actor, g_value_get_float (value));
4232 clutter_actor_set_y (actor, g_value_get_float (value));
4236 clutter_actor_set_width (actor, g_value_get_float (value));
4240 clutter_actor_set_height (actor, g_value_get_float (value));
4244 clutter_actor_set_x (actor, g_value_get_float (value));
4248 clutter_actor_set_y (actor, g_value_get_float (value));
4251 case PROP_FIXED_POSITION_SET:
4252 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
4255 case PROP_MIN_WIDTH:
4256 clutter_actor_set_min_width (actor, g_value_get_float (value));
4259 case PROP_MIN_HEIGHT:
4260 clutter_actor_set_min_height (actor, g_value_get_float (value));
4263 case PROP_NATURAL_WIDTH:
4264 clutter_actor_set_natural_width (actor, g_value_get_float (value));
4267 case PROP_NATURAL_HEIGHT:
4268 clutter_actor_set_natural_height (actor, g_value_get_float (value));
4271 case PROP_MIN_WIDTH_SET:
4272 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
4275 case PROP_MIN_HEIGHT_SET:
4276 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
4279 case PROP_NATURAL_WIDTH_SET:
4280 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
4283 case PROP_NATURAL_HEIGHT_SET:
4284 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
4287 case PROP_REQUEST_MODE:
4288 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
4292 clutter_actor_set_depth (actor, g_value_get_float (value));
4296 clutter_actor_set_opacity (actor, g_value_get_uint (value));
4299 case PROP_OFFSCREEN_REDIRECT:
4300 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
4304 clutter_actor_set_name (actor, g_value_get_string (value));
4308 if (g_value_get_boolean (value) == TRUE)
4309 clutter_actor_show (actor);
4311 clutter_actor_hide (actor);
4315 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
4316 g_value_get_double (value));
4320 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
4321 g_value_get_double (value));
4324 case PROP_SCALE_CENTER_X:
4325 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
4326 g_value_get_float (value));
4329 case PROP_SCALE_CENTER_Y:
4330 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4331 g_value_get_float (value));
4334 case PROP_SCALE_GRAVITY:
4336 const ClutterTransformInfo *info;
4337 ClutterGravity gravity;
4339 info = _clutter_actor_get_transform_info_or_defaults (actor);
4340 gravity = g_value_get_enum (value);
4342 clutter_actor_set_scale_with_gravity (actor,
4351 const ClutterGeometry *geom = g_value_get_boxed (value);
4353 clutter_actor_set_clip (actor,
4355 geom->width, geom->height);
4359 case PROP_CLIP_TO_ALLOCATION:
4360 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4364 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4367 case PROP_ROTATION_ANGLE_X:
4368 clutter_actor_set_rotation_angle (actor,
4370 g_value_get_double (value));
4373 case PROP_ROTATION_ANGLE_Y:
4374 clutter_actor_set_rotation_angle (actor,
4376 g_value_get_double (value));
4379 case PROP_ROTATION_ANGLE_Z:
4380 clutter_actor_set_rotation_angle (actor,
4382 g_value_get_double (value));
4385 case PROP_ROTATION_CENTER_X:
4386 clutter_actor_set_rotation_center_internal (actor,
4388 g_value_get_boxed (value));
4391 case PROP_ROTATION_CENTER_Y:
4392 clutter_actor_set_rotation_center_internal (actor,
4394 g_value_get_boxed (value));
4397 case PROP_ROTATION_CENTER_Z:
4398 clutter_actor_set_rotation_center_internal (actor,
4400 g_value_get_boxed (value));
4403 case PROP_ROTATION_CENTER_Z_GRAVITY:
4405 const ClutterTransformInfo *info;
4407 info = _clutter_actor_get_transform_info_or_defaults (actor);
4408 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4409 g_value_get_enum (value));
4414 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4415 g_value_get_float (value));
4419 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4420 g_value_get_float (value));
4423 case PROP_ANCHOR_GRAVITY:
4424 clutter_actor_set_anchor_point_from_gravity (actor,
4425 g_value_get_enum (value));
4428 case PROP_SHOW_ON_SET_PARENT:
4429 priv->show_on_set_parent = g_value_get_boolean (value);
4432 case PROP_TEXT_DIRECTION:
4433 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4437 clutter_actor_add_action (actor, g_value_get_object (value));
4440 case PROP_CONSTRAINTS:
4441 clutter_actor_add_constraint (actor, g_value_get_object (value));
4445 clutter_actor_add_effect (actor, g_value_get_object (value));
4448 case PROP_LAYOUT_MANAGER:
4449 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4453 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4457 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4460 case PROP_MARGIN_TOP:
4461 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4464 case PROP_MARGIN_BOTTOM:
4465 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4468 case PROP_MARGIN_LEFT:
4469 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4472 case PROP_MARGIN_RIGHT:
4473 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4476 case PROP_BACKGROUND_COLOR:
4477 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4481 clutter_actor_set_content (actor, g_value_get_object (value));
4484 case PROP_CONTENT_GRAVITY:
4485 clutter_actor_set_content_gravity (actor, g_value_get_enum (value));
4488 case PROP_MINIFICATION_FILTER:
4489 clutter_actor_set_content_scaling_filters (actor,
4490 g_value_get_enum (value),
4491 actor->priv->mag_filter);
4494 case PROP_MAGNIFICATION_FILTER:
4495 clutter_actor_set_content_scaling_filters (actor,
4496 actor->priv->min_filter,
4497 g_value_get_enum (value));
4501 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4507 clutter_actor_get_property (GObject *object,
4512 ClutterActor *actor = CLUTTER_ACTOR (object);
4513 ClutterActorPrivate *priv = actor->priv;
4518 g_value_set_float (value, clutter_actor_get_x (actor));
4522 g_value_set_float (value, clutter_actor_get_y (actor));
4526 g_value_set_float (value, clutter_actor_get_width (actor));
4530 g_value_set_float (value, clutter_actor_get_height (actor));
4535 const ClutterLayoutInfo *info;
4537 info = _clutter_actor_get_layout_info_or_defaults (actor);
4538 g_value_set_float (value, info->fixed_x);
4544 const ClutterLayoutInfo *info;
4546 info = _clutter_actor_get_layout_info_or_defaults (actor);
4547 g_value_set_float (value, info->fixed_y);
4551 case PROP_FIXED_POSITION_SET:
4552 g_value_set_boolean (value, priv->position_set);
4555 case PROP_MIN_WIDTH:
4557 const ClutterLayoutInfo *info;
4559 info = _clutter_actor_get_layout_info_or_defaults (actor);
4560 g_value_set_float (value, info->min_width);
4564 case PROP_MIN_HEIGHT:
4566 const ClutterLayoutInfo *info;
4568 info = _clutter_actor_get_layout_info_or_defaults (actor);
4569 g_value_set_float (value, info->min_height);
4573 case PROP_NATURAL_WIDTH:
4575 const ClutterLayoutInfo *info;
4577 info = _clutter_actor_get_layout_info_or_defaults (actor);
4578 g_value_set_float (value, info->natural_width);
4582 case PROP_NATURAL_HEIGHT:
4584 const ClutterLayoutInfo *info;
4586 info = _clutter_actor_get_layout_info_or_defaults (actor);
4587 g_value_set_float (value, info->natural_height);
4591 case PROP_MIN_WIDTH_SET:
4592 g_value_set_boolean (value, priv->min_width_set);
4595 case PROP_MIN_HEIGHT_SET:
4596 g_value_set_boolean (value, priv->min_height_set);
4599 case PROP_NATURAL_WIDTH_SET:
4600 g_value_set_boolean (value, priv->natural_width_set);
4603 case PROP_NATURAL_HEIGHT_SET:
4604 g_value_set_boolean (value, priv->natural_height_set);
4607 case PROP_REQUEST_MODE:
4608 g_value_set_enum (value, priv->request_mode);
4611 case PROP_ALLOCATION:
4612 g_value_set_boxed (value, &priv->allocation);
4616 g_value_set_float (value, clutter_actor_get_depth (actor));
4620 g_value_set_uint (value, priv->opacity);
4623 case PROP_OFFSCREEN_REDIRECT:
4624 g_value_set_enum (value, priv->offscreen_redirect);
4628 g_value_set_string (value, priv->name);
4632 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4636 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4640 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4644 g_value_set_boolean (value, priv->has_clip);
4649 ClutterGeometry clip;
4651 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4652 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4653 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4654 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4656 g_value_set_boxed (value, &clip);
4660 case PROP_CLIP_TO_ALLOCATION:
4661 g_value_set_boolean (value, priv->clip_to_allocation);
4666 const ClutterTransformInfo *info;
4668 info = _clutter_actor_get_transform_info_or_defaults (actor);
4669 g_value_set_double (value, info->scale_x);
4675 const ClutterTransformInfo *info;
4677 info = _clutter_actor_get_transform_info_or_defaults (actor);
4678 g_value_set_double (value, info->scale_y);
4682 case PROP_SCALE_CENTER_X:
4686 clutter_actor_get_scale_center (actor, ¢er, NULL);
4688 g_value_set_float (value, center);
4692 case PROP_SCALE_CENTER_Y:
4696 clutter_actor_get_scale_center (actor, NULL, ¢er);
4698 g_value_set_float (value, center);
4702 case PROP_SCALE_GRAVITY:
4703 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4707 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4710 case PROP_ROTATION_ANGLE_X:
4712 const ClutterTransformInfo *info;
4714 info = _clutter_actor_get_transform_info_or_defaults (actor);
4715 g_value_set_double (value, info->rx_angle);
4719 case PROP_ROTATION_ANGLE_Y:
4721 const ClutterTransformInfo *info;
4723 info = _clutter_actor_get_transform_info_or_defaults (actor);
4724 g_value_set_double (value, info->ry_angle);
4728 case PROP_ROTATION_ANGLE_Z:
4730 const ClutterTransformInfo *info;
4732 info = _clutter_actor_get_transform_info_or_defaults (actor);
4733 g_value_set_double (value, info->rz_angle);
4737 case PROP_ROTATION_CENTER_X:
4739 ClutterVertex center;
4741 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4746 g_value_set_boxed (value, ¢er);
4750 case PROP_ROTATION_CENTER_Y:
4752 ClutterVertex center;
4754 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4759 g_value_set_boxed (value, ¢er);
4763 case PROP_ROTATION_CENTER_Z:
4765 ClutterVertex center;
4767 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4772 g_value_set_boxed (value, ¢er);
4776 case PROP_ROTATION_CENTER_Z_GRAVITY:
4777 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4782 const ClutterTransformInfo *info;
4785 info = _clutter_actor_get_transform_info_or_defaults (actor);
4786 clutter_anchor_coord_get_units (actor, &info->anchor,
4790 g_value_set_float (value, anchor_x);
4796 const ClutterTransformInfo *info;
4799 info = _clutter_actor_get_transform_info_or_defaults (actor);
4800 clutter_anchor_coord_get_units (actor, &info->anchor,
4804 g_value_set_float (value, anchor_y);
4808 case PROP_ANCHOR_GRAVITY:
4809 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4812 case PROP_SHOW_ON_SET_PARENT:
4813 g_value_set_boolean (value, priv->show_on_set_parent);
4816 case PROP_TEXT_DIRECTION:
4817 g_value_set_enum (value, priv->text_direction);
4820 case PROP_HAS_POINTER:
4821 g_value_set_boolean (value, priv->has_pointer);
4824 case PROP_LAYOUT_MANAGER:
4825 g_value_set_object (value, priv->layout_manager);
4830 const ClutterLayoutInfo *info;
4832 info = _clutter_actor_get_layout_info_or_defaults (actor);
4833 g_value_set_enum (value, info->x_align);
4839 const ClutterLayoutInfo *info;
4841 info = _clutter_actor_get_layout_info_or_defaults (actor);
4842 g_value_set_enum (value, info->y_align);
4846 case PROP_MARGIN_TOP:
4848 const ClutterLayoutInfo *info;
4850 info = _clutter_actor_get_layout_info_or_defaults (actor);
4851 g_value_set_float (value, info->margin.top);
4855 case PROP_MARGIN_BOTTOM:
4857 const ClutterLayoutInfo *info;
4859 info = _clutter_actor_get_layout_info_or_defaults (actor);
4860 g_value_set_float (value, info->margin.bottom);
4864 case PROP_MARGIN_LEFT:
4866 const ClutterLayoutInfo *info;
4868 info = _clutter_actor_get_layout_info_or_defaults (actor);
4869 g_value_set_float (value, info->margin.left);
4873 case PROP_MARGIN_RIGHT:
4875 const ClutterLayoutInfo *info;
4877 info = _clutter_actor_get_layout_info_or_defaults (actor);
4878 g_value_set_float (value, info->margin.right);
4882 case PROP_BACKGROUND_COLOR_SET:
4883 g_value_set_boolean (value, priv->bg_color_set);
4886 case PROP_BACKGROUND_COLOR:
4887 g_value_set_boxed (value, &priv->bg_color);
4890 case PROP_FIRST_CHILD:
4891 g_value_set_object (value, priv->first_child);
4894 case PROP_LAST_CHILD:
4895 g_value_set_object (value, priv->last_child);
4899 g_value_set_object (value, priv->content);
4902 case PROP_CONTENT_GRAVITY:
4903 g_value_set_enum (value, priv->content_gravity);
4906 case PROP_CONTENT_BOX:
4908 ClutterActorBox box = { 0, };
4910 clutter_actor_get_content_box (actor, &box);
4911 g_value_set_boxed (value, &box);
4915 case PROP_MINIFICATION_FILTER:
4916 g_value_set_enum (value, priv->min_filter);
4919 case PROP_MAGNIFICATION_FILTER:
4920 g_value_set_enum (value, priv->mag_filter);
4924 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4930 clutter_actor_dispose (GObject *object)
4932 ClutterActor *self = CLUTTER_ACTOR (object);
4933 ClutterActorPrivate *priv = self->priv;
4935 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4937 g_type_name (G_OBJECT_TYPE (self)),
4940 g_signal_emit (self, actor_signals[DESTROY], 0);
4942 /* avoid recursing when called from clutter_actor_destroy() */
4943 if (priv->parent != NULL)
4945 ClutterActor *parent = priv->parent;
4947 /* go through the Container implementation unless this
4948 * is an internal child and has been marked as such.
4950 * removing the actor from its parent will reset the
4951 * realized and mapped states.
4953 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4954 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4956 clutter_actor_remove_child_internal (parent, self,
4957 REMOVE_CHILD_LEGACY_FLAGS);
4960 /* parent must be gone at this point */
4961 g_assert (priv->parent == NULL);
4963 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4965 /* can't be mapped or realized with no parent */
4966 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4967 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4970 g_clear_object (&priv->pango_context);
4971 g_clear_object (&priv->actions);
4972 g_clear_object (&priv->constraints);
4973 g_clear_object (&priv->effects);
4974 g_clear_object (&priv->flatten_effect);
4976 if (priv->layout_manager != NULL)
4978 clutter_layout_manager_set_container (priv->layout_manager, NULL);
4979 g_clear_object (&priv->layout_manager);
4982 if (priv->content != NULL)
4984 _clutter_content_detached (priv->content, self);
4985 g_clear_object (&priv->content);
4988 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4992 clutter_actor_finalize (GObject *object)
4994 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4996 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4997 priv->name != NULL ? priv->name : "<none>",
4999 g_type_name (G_OBJECT_TYPE (object)));
5001 _clutter_context_release_id (priv->id);
5003 g_free (priv->name);
5005 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
5010 * clutter_actor_get_accessible:
5011 * @self: a #ClutterActor
5013 * Returns the accessible object that describes the actor to an
5014 * assistive technology.
5016 * If no class-specific #AtkObject implementation is available for the
5017 * actor instance in question, it will inherit an #AtkObject
5018 * implementation from the first ancestor class for which such an
5019 * implementation is defined.
5021 * The documentation of the <ulink
5022 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
5023 * library contains more information about accessible objects and
5026 * Returns: (transfer none): the #AtkObject associated with @actor
5029 clutter_actor_get_accessible (ClutterActor *self)
5031 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
5033 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
5037 clutter_actor_real_get_accessible (ClutterActor *actor)
5039 return atk_gobject_accessible_for_object (G_OBJECT (actor));
5043 _clutter_actor_ref_accessible (AtkImplementor *implementor)
5045 AtkObject *accessible;
5047 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
5048 if (accessible != NULL)
5049 g_object_ref (accessible);
5055 atk_implementor_iface_init (AtkImplementorIface *iface)
5057 iface->ref_accessible = _clutter_actor_ref_accessible;
5061 clutter_actor_update_default_paint_volume (ClutterActor *self,
5062 ClutterPaintVolume *volume)
5064 ClutterActorPrivate *priv = self->priv;
5065 gboolean res = FALSE;
5067 /* we start from the allocation */
5068 clutter_paint_volume_set_width (volume,
5069 priv->allocation.x2 - priv->allocation.x1);
5070 clutter_paint_volume_set_height (volume,
5071 priv->allocation.y2 - priv->allocation.y1);
5073 /* if the actor has a clip set then we have a pretty definite
5074 * size for the paint volume: the actor cannot possibly paint
5075 * outside the clip region.
5077 if (priv->clip_to_allocation)
5079 /* the allocation has already been set, so we just flip the
5086 ClutterActor *child;
5088 if (priv->has_clip &&
5089 priv->clip.width >= 0 &&
5090 priv->clip.height >= 0)
5092 ClutterVertex origin;
5094 origin.x = priv->clip.x;
5095 origin.y = priv->clip.y;
5098 clutter_paint_volume_set_origin (volume, &origin);
5099 clutter_paint_volume_set_width (volume, priv->clip.width);
5100 clutter_paint_volume_set_height (volume, priv->clip.height);
5105 /* if we don't have children we just bail out here... */
5106 if (priv->n_children == 0)
5109 /* ...but if we have children then we ask for their paint volume in
5110 * our coordinates. if any of our children replies that it doesn't
5111 * have a paint volume, we bail out
5113 for (child = priv->first_child;
5115 child = child->priv->next_sibling)
5117 const ClutterPaintVolume *child_volume;
5119 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
5120 if (child_volume == NULL)
5126 clutter_paint_volume_union (volume, child_volume);
5136 clutter_actor_real_get_paint_volume (ClutterActor *self,
5137 ClutterPaintVolume *volume)
5139 ClutterActorClass *klass;
5142 klass = CLUTTER_ACTOR_GET_CLASS (self);
5144 /* XXX - this thoroughly sucks, but we don't want to penalize users
5145 * who use ClutterActor as a "new ClutterGroup" by forcing a full-stage
5146 * redraw. This should go away in 2.0.
5148 if (klass->paint == clutter_actor_real_paint &&
5149 klass->get_paint_volume == clutter_actor_real_get_paint_volume)
5155 /* this is the default return value: we cannot know if a class
5156 * is going to paint outside its allocation, so we take the
5157 * conservative approach.
5162 if (clutter_actor_update_default_paint_volume (self, volume))
5169 * clutter_actor_get_default_paint_volume:
5170 * @self: a #ClutterActor
5172 * Retrieves the default paint volume for @self.
5174 * This function provides the same #ClutterPaintVolume that would be
5175 * computed by the default implementation inside #ClutterActor of the
5176 * #ClutterActorClass.get_paint_volume() virtual function.
5178 * This function should only be used by #ClutterActor subclasses that
5179 * cannot chain up to the parent implementation when computing their
5182 * Return value: (transfer none): a pointer to the default
5183 * #ClutterPaintVolume, relative to the #ClutterActor, or %NULL if
5184 * the actor could not compute a valid paint volume. The returned value
5185 * is not guaranteed to be stable across multiple frames, so if you
5186 * want to retain it, you will need to copy it using
5187 * clutter_paint_volume_copy().
5191 const ClutterPaintVolume *
5192 clutter_actor_get_default_paint_volume (ClutterActor *self)
5194 ClutterPaintVolume volume;
5195 ClutterPaintVolume *res;
5197 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
5200 _clutter_paint_volume_init_static (&volume, self);
5201 if (clutter_actor_update_default_paint_volume (self, &volume))
5203 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
5207 res = _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
5208 _clutter_paint_volume_copy_static (&volume, res);
5212 clutter_paint_volume_free (&volume);
5218 clutter_actor_real_has_overlaps (ClutterActor *self)
5220 /* By default we'll assume that all actors need an offscreen redirect to get
5221 * the correct opacity. Actors such as ClutterTexture that would never need
5222 * an offscreen redirect can override this to return FALSE. */
5227 clutter_actor_real_destroy (ClutterActor *actor)
5229 ClutterActorIter iter;
5231 clutter_actor_iter_init (&iter, actor);
5232 while (clutter_actor_iter_next (&iter, NULL))
5233 clutter_actor_iter_destroy (&iter);
5237 clutter_actor_constructor (GType gtype,
5239 GObjectConstructParam *props)
5241 GObjectClass *gobject_class;
5245 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
5246 retval = gobject_class->constructor (gtype, n_props, props);
5247 self = CLUTTER_ACTOR (retval);
5249 if (self->priv->layout_manager == NULL)
5251 ClutterLayoutManager *default_layout;
5253 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
5255 default_layout = clutter_fixed_layout_new ();
5256 clutter_actor_set_layout_manager (self, default_layout);
5263 clutter_actor_class_init (ClutterActorClass *klass)
5265 GObjectClass *object_class = G_OBJECT_CLASS (klass);
5267 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
5268 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
5269 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
5270 quark_actor_animation_info = g_quark_from_static_string ("-clutter-actor-animation-info");
5272 object_class->constructor = clutter_actor_constructor;
5273 object_class->set_property = clutter_actor_set_property;
5274 object_class->get_property = clutter_actor_get_property;
5275 object_class->dispose = clutter_actor_dispose;
5276 object_class->finalize = clutter_actor_finalize;
5278 klass->show = clutter_actor_real_show;
5279 klass->show_all = clutter_actor_show;
5280 klass->hide = clutter_actor_real_hide;
5281 klass->hide_all = clutter_actor_hide;
5282 klass->map = clutter_actor_real_map;
5283 klass->unmap = clutter_actor_real_unmap;
5284 klass->unrealize = clutter_actor_real_unrealize;
5285 klass->pick = clutter_actor_real_pick;
5286 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
5287 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
5288 klass->allocate = clutter_actor_real_allocate;
5289 klass->queue_redraw = clutter_actor_real_queue_redraw;
5290 klass->queue_relayout = clutter_actor_real_queue_relayout;
5291 klass->apply_transform = clutter_actor_real_apply_transform;
5292 klass->get_accessible = clutter_actor_real_get_accessible;
5293 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
5294 klass->has_overlaps = clutter_actor_real_has_overlaps;
5295 klass->paint = clutter_actor_real_paint;
5296 klass->destroy = clutter_actor_real_destroy;
5298 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
5303 * X coordinate of the actor in pixels. If written, forces a fixed
5304 * position for the actor. If read, returns the fixed position if any,
5305 * otherwise the allocation if available, otherwise 0.
5307 * The #ClutterActor:x property is animatable.
5310 g_param_spec_float ("x",
5312 P_("X coordinate of the actor"),
5313 -G_MAXFLOAT, G_MAXFLOAT,
5316 G_PARAM_STATIC_STRINGS |
5317 CLUTTER_PARAM_ANIMATABLE);
5322 * Y coordinate of the actor in pixels. If written, forces a fixed
5323 * position for the actor. If read, returns the fixed position if
5324 * any, otherwise the allocation if available, otherwise 0.
5326 * The #ClutterActor:y property is animatable.
5329 g_param_spec_float ("y",
5331 P_("Y coordinate of the actor"),
5332 -G_MAXFLOAT, G_MAXFLOAT,
5335 G_PARAM_STATIC_STRINGS |
5336 CLUTTER_PARAM_ANIMATABLE);
5339 * ClutterActor:width:
5341 * Width of the actor (in pixels). If written, forces the minimum and
5342 * natural size request of the actor to the given width. If read, returns
5343 * the allocated width if available, otherwise the width request.
5345 * The #ClutterActor:width property is animatable.
5347 obj_props[PROP_WIDTH] =
5348 g_param_spec_float ("width",
5350 P_("Width of the actor"),
5354 G_PARAM_STATIC_STRINGS |
5355 CLUTTER_PARAM_ANIMATABLE);
5358 * ClutterActor:height:
5360 * Height of the actor (in pixels). If written, forces the minimum and
5361 * natural size request of the actor to the given height. If read, returns
5362 * the allocated height if available, otherwise the height request.
5364 * The #ClutterActor:height property is animatable.
5366 obj_props[PROP_HEIGHT] =
5367 g_param_spec_float ("height",
5369 P_("Height of the actor"),
5373 G_PARAM_STATIC_STRINGS |
5374 CLUTTER_PARAM_ANIMATABLE);
5377 * ClutterActor:fixed-x:
5379 * The fixed X position of the actor in pixels.
5381 * Writing this property sets #ClutterActor:fixed-position-set
5382 * property as well, as a side effect
5386 obj_props[PROP_FIXED_X] =
5387 g_param_spec_float ("fixed-x",
5389 P_("Forced X position of the actor"),
5390 -G_MAXFLOAT, G_MAXFLOAT,
5392 CLUTTER_PARAM_READWRITE);
5395 * ClutterActor:fixed-y:
5397 * The fixed Y position of the actor in pixels.
5399 * Writing this property sets the #ClutterActor:fixed-position-set
5400 * property as well, as a side effect
5404 obj_props[PROP_FIXED_Y] =
5405 g_param_spec_float ("fixed-y",
5407 P_("Forced Y position of the actor"),
5408 -G_MAXFLOAT, G_MAXFLOAT,
5410 CLUTTER_PARAM_READWRITE);
5413 * ClutterActor:fixed-position-set:
5415 * This flag controls whether the #ClutterActor:fixed-x and
5416 * #ClutterActor:fixed-y properties are used
5420 obj_props[PROP_FIXED_POSITION_SET] =
5421 g_param_spec_boolean ("fixed-position-set",
5422 P_("Fixed position set"),
5423 P_("Whether to use fixed positioning for the actor"),
5425 CLUTTER_PARAM_READWRITE);
5428 * ClutterActor:min-width:
5430 * A forced minimum width request for the actor, in pixels
5432 * Writing this property sets the #ClutterActor:min-width-set property
5433 * as well, as a side effect.
5435 *This property overrides the usual width request of the actor.
5439 obj_props[PROP_MIN_WIDTH] =
5440 g_param_spec_float ("min-width",
5442 P_("Forced minimum width request for the actor"),
5445 CLUTTER_PARAM_READWRITE);
5448 * ClutterActor:min-height:
5450 * A forced minimum height request for the actor, in pixels
5452 * Writing this property sets the #ClutterActor:min-height-set property
5453 * as well, as a side effect. This property overrides the usual height
5454 * request of the actor.
5458 obj_props[PROP_MIN_HEIGHT] =
5459 g_param_spec_float ("min-height",
5461 P_("Forced minimum height request for the actor"),
5464 CLUTTER_PARAM_READWRITE);
5467 * ClutterActor:natural-width:
5469 * A forced natural width request for the actor, in pixels
5471 * Writing this property sets the #ClutterActor:natural-width-set
5472 * property as well, as a side effect. This property overrides the
5473 * usual width request of the actor
5477 obj_props[PROP_NATURAL_WIDTH] =
5478 g_param_spec_float ("natural-width",
5479 P_("Natural Width"),
5480 P_("Forced natural width request for the actor"),
5483 CLUTTER_PARAM_READWRITE);
5486 * ClutterActor:natural-height:
5488 * A forced natural height request for the actor, in pixels
5490 * Writing this property sets the #ClutterActor:natural-height-set
5491 * property as well, as a side effect. This property overrides the
5492 * usual height request of the actor
5496 obj_props[PROP_NATURAL_HEIGHT] =
5497 g_param_spec_float ("natural-height",
5498 P_("Natural Height"),
5499 P_("Forced natural height request for the actor"),
5502 CLUTTER_PARAM_READWRITE);
5505 * ClutterActor:min-width-set:
5507 * This flag controls whether the #ClutterActor:min-width property
5512 obj_props[PROP_MIN_WIDTH_SET] =
5513 g_param_spec_boolean ("min-width-set",
5514 P_("Minimum width set"),
5515 P_("Whether to use the min-width property"),
5517 CLUTTER_PARAM_READWRITE);
5520 * ClutterActor:min-height-set:
5522 * This flag controls whether the #ClutterActor:min-height property
5527 obj_props[PROP_MIN_HEIGHT_SET] =
5528 g_param_spec_boolean ("min-height-set",
5529 P_("Minimum height set"),
5530 P_("Whether to use the min-height property"),
5532 CLUTTER_PARAM_READWRITE);
5535 * ClutterActor:natural-width-set:
5537 * This flag controls whether the #ClutterActor:natural-width property
5542 obj_props[PROP_NATURAL_WIDTH_SET] =
5543 g_param_spec_boolean ("natural-width-set",
5544 P_("Natural width set"),
5545 P_("Whether to use the natural-width property"),
5547 CLUTTER_PARAM_READWRITE);
5550 * ClutterActor:natural-height-set:
5552 * This flag controls whether the #ClutterActor:natural-height property
5557 obj_props[PROP_NATURAL_HEIGHT_SET] =
5558 g_param_spec_boolean ("natural-height-set",
5559 P_("Natural height set"),
5560 P_("Whether to use the natural-height property"),
5562 CLUTTER_PARAM_READWRITE);
5565 * ClutterActor:allocation:
5567 * The allocation for the actor, in pixels
5569 * This is property is read-only, but you might monitor it to know when an
5570 * actor moves or resizes
5574 obj_props[PROP_ALLOCATION] =
5575 g_param_spec_boxed ("allocation",
5577 P_("The actor's allocation"),
5578 CLUTTER_TYPE_ACTOR_BOX,
5579 CLUTTER_PARAM_READABLE);
5582 * ClutterActor:request-mode:
5584 * Request mode for the #ClutterActor. The request mode determines the
5585 * type of geometry management used by the actor, either height for width
5586 * (the default) or width for height.
5588 * For actors implementing height for width, the parent container should get
5589 * the preferred width first, and then the preferred height for that width.
5591 * For actors implementing width for height, the parent container should get
5592 * the preferred height first, and then the preferred width for that height.
5597 * ClutterRequestMode mode;
5598 * gfloat natural_width, min_width;
5599 * gfloat natural_height, min_height;
5601 * mode = clutter_actor_get_request_mode (child);
5602 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5604 * clutter_actor_get_preferred_width (child, -1,
5606 * &natural_width);
5607 * clutter_actor_get_preferred_height (child, natural_width,
5609 * &natural_height);
5613 * clutter_actor_get_preferred_height (child, -1,
5615 * &natural_height);
5616 * clutter_actor_get_preferred_width (child, natural_height,
5618 * &natural_width);
5622 * will retrieve the minimum and natural width and height depending on the
5623 * preferred request mode of the #ClutterActor "child".
5625 * The clutter_actor_get_preferred_size() function will implement this
5630 obj_props[PROP_REQUEST_MODE] =
5631 g_param_spec_enum ("request-mode",
5633 P_("The actor's request mode"),
5634 CLUTTER_TYPE_REQUEST_MODE,
5635 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5636 CLUTTER_PARAM_READWRITE);
5639 * ClutterActor:depth:
5641 * The position of the actor on the Z axis.
5643 * The #ClutterActor:depth property is relative to the parent's
5646 * The #ClutterActor:depth property is animatable.
5650 obj_props[PROP_DEPTH] =
5651 g_param_spec_float ("depth",
5653 P_("Position on the Z axis"),
5654 -G_MAXFLOAT, G_MAXFLOAT,
5657 G_PARAM_STATIC_STRINGS |
5658 CLUTTER_PARAM_ANIMATABLE);
5661 * ClutterActor:opacity:
5663 * Opacity of an actor, between 0 (fully transparent) and
5664 * 255 (fully opaque)
5666 * The #ClutterActor:opacity property is animatable.
5668 obj_props[PROP_OPACITY] =
5669 g_param_spec_uint ("opacity",
5671 P_("Opacity of an actor"),
5675 G_PARAM_STATIC_STRINGS |
5676 CLUTTER_PARAM_ANIMATABLE);
5679 * ClutterActor:offscreen-redirect:
5681 * Determines the conditions in which the actor will be redirected
5682 * to an offscreen framebuffer while being painted. For example this
5683 * can be used to cache an actor in a framebuffer or for improved
5684 * handling of transparent actors. See
5685 * clutter_actor_set_offscreen_redirect() for details.
5689 obj_props[PROP_OFFSCREEN_REDIRECT] =
5690 g_param_spec_flags ("offscreen-redirect",
5691 P_("Offscreen redirect"),
5692 P_("Flags controlling when to flatten the actor into a single image"),
5693 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5695 CLUTTER_PARAM_READWRITE);
5698 * ClutterActor:visible:
5700 * Whether the actor is set to be visible or not
5702 * See also #ClutterActor:mapped
5704 obj_props[PROP_VISIBLE] =
5705 g_param_spec_boolean ("visible",
5707 P_("Whether the actor is visible or not"),
5709 CLUTTER_PARAM_READWRITE);
5712 * ClutterActor:mapped:
5714 * Whether the actor is mapped (will be painted when the stage
5715 * to which it belongs is mapped)
5719 obj_props[PROP_MAPPED] =
5720 g_param_spec_boolean ("mapped",
5722 P_("Whether the actor will be painted"),
5724 CLUTTER_PARAM_READABLE);
5727 * ClutterActor:realized:
5729 * Whether the actor has been realized
5733 obj_props[PROP_REALIZED] =
5734 g_param_spec_boolean ("realized",
5736 P_("Whether the actor has been realized"),
5738 CLUTTER_PARAM_READABLE);
5741 * ClutterActor:reactive:
5743 * Whether the actor is reactive to events or not
5745 * Only reactive actors will emit event-related signals
5749 obj_props[PROP_REACTIVE] =
5750 g_param_spec_boolean ("reactive",
5752 P_("Whether the actor is reactive to events"),
5754 CLUTTER_PARAM_READWRITE);
5757 * ClutterActor:has-clip:
5759 * Whether the actor has the #ClutterActor:clip property set or not
5761 obj_props[PROP_HAS_CLIP] =
5762 g_param_spec_boolean ("has-clip",
5764 P_("Whether the actor has a clip set"),
5766 CLUTTER_PARAM_READABLE);
5769 * ClutterActor:clip:
5771 * The clip region for the actor, in actor-relative coordinates
5773 * Every part of the actor outside the clip region will not be
5776 obj_props[PROP_CLIP] =
5777 g_param_spec_boxed ("clip",
5779 P_("The clip region for the actor"),
5780 CLUTTER_TYPE_GEOMETRY,
5781 CLUTTER_PARAM_READWRITE);
5784 * ClutterActor:name:
5786 * The name of the actor
5790 obj_props[PROP_NAME] =
5791 g_param_spec_string ("name",
5793 P_("Name of the actor"),
5795 CLUTTER_PARAM_READWRITE);
5798 * ClutterActor:scale-x:
5800 * The horizontal scale of the actor.
5802 * The #ClutterActor:scale-x property is animatable.
5806 obj_props[PROP_SCALE_X] =
5807 g_param_spec_double ("scale-x",
5809 P_("Scale factor on the X axis"),
5813 G_PARAM_STATIC_STRINGS |
5814 CLUTTER_PARAM_ANIMATABLE);
5817 * ClutterActor:scale-y:
5819 * The vertical scale of the actor.
5821 * The #ClutterActor:scale-y property is animatable.
5825 obj_props[PROP_SCALE_Y] =
5826 g_param_spec_double ("scale-y",
5828 P_("Scale factor on the Y axis"),
5832 G_PARAM_STATIC_STRINGS |
5833 CLUTTER_PARAM_ANIMATABLE);
5836 * ClutterActor:scale-center-x:
5838 * The horizontal center point for scaling
5842 obj_props[PROP_SCALE_CENTER_X] =
5843 g_param_spec_float ("scale-center-x",
5844 P_("Scale Center X"),
5845 P_("Horizontal scale center"),
5846 -G_MAXFLOAT, G_MAXFLOAT,
5848 CLUTTER_PARAM_READWRITE);
5851 * ClutterActor:scale-center-y:
5853 * The vertical center point for scaling
5857 obj_props[PROP_SCALE_CENTER_Y] =
5858 g_param_spec_float ("scale-center-y",
5859 P_("Scale Center Y"),
5860 P_("Vertical scale center"),
5861 -G_MAXFLOAT, G_MAXFLOAT,
5863 CLUTTER_PARAM_READWRITE);
5866 * ClutterActor:scale-gravity:
5868 * The center point for scaling expressed as a #ClutterGravity
5872 obj_props[PROP_SCALE_GRAVITY] =
5873 g_param_spec_enum ("scale-gravity",
5874 P_("Scale Gravity"),
5875 P_("The center of scaling"),
5876 CLUTTER_TYPE_GRAVITY,
5877 CLUTTER_GRAVITY_NONE,
5878 CLUTTER_PARAM_READWRITE);
5881 * ClutterActor:rotation-angle-x:
5883 * The rotation angle on the X axis.
5885 * The #ClutterActor:rotation-angle-x property is animatable.
5889 obj_props[PROP_ROTATION_ANGLE_X] =
5890 g_param_spec_double ("rotation-angle-x",
5891 P_("Rotation Angle X"),
5892 P_("The rotation angle on the X axis"),
5893 -G_MAXDOUBLE, G_MAXDOUBLE,
5896 G_PARAM_STATIC_STRINGS |
5897 CLUTTER_PARAM_ANIMATABLE);
5900 * ClutterActor:rotation-angle-y:
5902 * The rotation angle on the Y axis
5904 * The #ClutterActor:rotation-angle-y property is animatable.
5908 obj_props[PROP_ROTATION_ANGLE_Y] =
5909 g_param_spec_double ("rotation-angle-y",
5910 P_("Rotation Angle Y"),
5911 P_("The rotation angle on the Y axis"),
5912 -G_MAXDOUBLE, G_MAXDOUBLE,
5915 G_PARAM_STATIC_STRINGS |
5916 CLUTTER_PARAM_ANIMATABLE);
5919 * ClutterActor:rotation-angle-z:
5921 * The rotation angle on the Z axis
5923 * The #ClutterActor:rotation-angle-z property is animatable.
5927 obj_props[PROP_ROTATION_ANGLE_Z] =
5928 g_param_spec_double ("rotation-angle-z",
5929 P_("Rotation Angle Z"),
5930 P_("The rotation angle on the Z axis"),
5931 -G_MAXDOUBLE, G_MAXDOUBLE,
5934 G_PARAM_STATIC_STRINGS |
5935 CLUTTER_PARAM_ANIMATABLE);
5938 * ClutterActor:rotation-center-x:
5940 * The rotation center on the X axis.
5944 obj_props[PROP_ROTATION_CENTER_X] =
5945 g_param_spec_boxed ("rotation-center-x",
5946 P_("Rotation Center X"),
5947 P_("The rotation center on the X axis"),
5948 CLUTTER_TYPE_VERTEX,
5949 CLUTTER_PARAM_READWRITE);
5952 * ClutterActor:rotation-center-y:
5954 * The rotation center on the Y axis.
5958 obj_props[PROP_ROTATION_CENTER_Y] =
5959 g_param_spec_boxed ("rotation-center-y",
5960 P_("Rotation Center Y"),
5961 P_("The rotation center on the Y axis"),
5962 CLUTTER_TYPE_VERTEX,
5963 CLUTTER_PARAM_READWRITE);
5966 * ClutterActor:rotation-center-z:
5968 * The rotation center on the Z axis.
5972 obj_props[PROP_ROTATION_CENTER_Z] =
5973 g_param_spec_boxed ("rotation-center-z",
5974 P_("Rotation Center Z"),
5975 P_("The rotation center on the Z axis"),
5976 CLUTTER_TYPE_VERTEX,
5977 CLUTTER_PARAM_READWRITE);
5980 * ClutterActor:rotation-center-z-gravity:
5982 * The rotation center on the Z axis expressed as a #ClutterGravity.
5986 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5987 g_param_spec_enum ("rotation-center-z-gravity",
5988 P_("Rotation Center Z Gravity"),
5989 P_("Center point for rotation around the Z axis"),
5990 CLUTTER_TYPE_GRAVITY,
5991 CLUTTER_GRAVITY_NONE,
5992 CLUTTER_PARAM_READWRITE);
5995 * ClutterActor:anchor-x:
5997 * The X coordinate of an actor's anchor point, relative to
5998 * the actor coordinate space, in pixels
6002 obj_props[PROP_ANCHOR_X] =
6003 g_param_spec_float ("anchor-x",
6005 P_("X coordinate of the anchor point"),
6006 -G_MAXFLOAT, G_MAXFLOAT,
6008 CLUTTER_PARAM_READWRITE);
6011 * ClutterActor:anchor-y:
6013 * The Y coordinate of an actor's anchor point, relative to
6014 * the actor coordinate space, in pixels
6018 obj_props[PROP_ANCHOR_Y] =
6019 g_param_spec_float ("anchor-y",
6021 P_("Y coordinate of the anchor point"),
6022 -G_MAXFLOAT, G_MAXFLOAT,
6024 CLUTTER_PARAM_READWRITE);
6027 * ClutterActor:anchor-gravity:
6029 * The anchor point expressed as a #ClutterGravity
6033 obj_props[PROP_ANCHOR_GRAVITY] =
6034 g_param_spec_enum ("anchor-gravity",
6035 P_("Anchor Gravity"),
6036 P_("The anchor point as a ClutterGravity"),
6037 CLUTTER_TYPE_GRAVITY,
6038 CLUTTER_GRAVITY_NONE,
6039 CLUTTER_PARAM_READWRITE);
6042 * ClutterActor:show-on-set-parent:
6044 * If %TRUE, the actor is automatically shown when parented.
6046 * Calling clutter_actor_hide() on an actor which has not been
6047 * parented will set this property to %FALSE as a side effect.
6051 obj_props[PROP_SHOW_ON_SET_PARENT] =
6052 g_param_spec_boolean ("show-on-set-parent",
6053 P_("Show on set parent"),
6054 P_("Whether the actor is shown when parented"),
6056 CLUTTER_PARAM_READWRITE);
6059 * ClutterActor:clip-to-allocation:
6061 * Whether the clip region should track the allocated area
6064 * This property is ignored if a clip area has been explicitly
6065 * set using clutter_actor_set_clip().
6069 obj_props[PROP_CLIP_TO_ALLOCATION] =
6070 g_param_spec_boolean ("clip-to-allocation",
6071 P_("Clip to Allocation"),
6072 P_("Sets the clip region to track the actor's allocation"),
6074 CLUTTER_PARAM_READWRITE);
6077 * ClutterActor:text-direction:
6079 * The direction of the text inside a #ClutterActor.
6083 obj_props[PROP_TEXT_DIRECTION] =
6084 g_param_spec_enum ("text-direction",
6085 P_("Text Direction"),
6086 P_("Direction of the text"),
6087 CLUTTER_TYPE_TEXT_DIRECTION,
6088 CLUTTER_TEXT_DIRECTION_LTR,
6089 CLUTTER_PARAM_READWRITE);
6092 * ClutterActor:has-pointer:
6094 * Whether the actor contains the pointer of a #ClutterInputDevice
6099 obj_props[PROP_HAS_POINTER] =
6100 g_param_spec_boolean ("has-pointer",
6102 P_("Whether the actor contains the pointer of an input device"),
6104 CLUTTER_PARAM_READABLE);
6107 * ClutterActor:actions:
6109 * Adds a #ClutterAction to the actor
6113 obj_props[PROP_ACTIONS] =
6114 g_param_spec_object ("actions",
6116 P_("Adds an action to the actor"),
6117 CLUTTER_TYPE_ACTION,
6118 CLUTTER_PARAM_WRITABLE);
6121 * ClutterActor:constraints:
6123 * Adds a #ClutterConstraint to the actor
6127 obj_props[PROP_CONSTRAINTS] =
6128 g_param_spec_object ("constraints",
6130 P_("Adds a constraint to the actor"),
6131 CLUTTER_TYPE_CONSTRAINT,
6132 CLUTTER_PARAM_WRITABLE);
6135 * ClutterActor:effect:
6137 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
6141 obj_props[PROP_EFFECT] =
6142 g_param_spec_object ("effect",
6144 P_("Add an effect to be applied on the actor"),
6145 CLUTTER_TYPE_EFFECT,
6146 CLUTTER_PARAM_WRITABLE);
6149 * ClutterActor:layout-manager:
6151 * A delegate object for controlling the layout of the children of
6156 obj_props[PROP_LAYOUT_MANAGER] =
6157 g_param_spec_object ("layout-manager",
6158 P_("Layout Manager"),
6159 P_("The object controlling the layout of an actor's children"),
6160 CLUTTER_TYPE_LAYOUT_MANAGER,
6161 CLUTTER_PARAM_READWRITE);
6165 * ClutterActor:x-align:
6167 * The alignment of an actor on the X axis, if the actor has been given
6168 * extra space for its allocation.
6172 obj_props[PROP_X_ALIGN] =
6173 g_param_spec_enum ("x-align",
6175 P_("The alignment of the actor on the X axis within its allocation"),
6176 CLUTTER_TYPE_ACTOR_ALIGN,
6177 CLUTTER_ACTOR_ALIGN_FILL,
6178 CLUTTER_PARAM_READWRITE);
6181 * ClutterActor:y-align:
6183 * The alignment of an actor on the Y axis, if the actor has been given
6184 * extra space for its allocation.
6188 obj_props[PROP_Y_ALIGN] =
6189 g_param_spec_enum ("y-align",
6191 P_("The alignment of the actor on the Y axis within its allocation"),
6192 CLUTTER_TYPE_ACTOR_ALIGN,
6193 CLUTTER_ACTOR_ALIGN_FILL,
6194 CLUTTER_PARAM_READWRITE);
6197 * ClutterActor:margin-top:
6199 * The margin (in pixels) from the top of the actor.
6201 * This property adds a margin to the actor's preferred size; the margin
6202 * will be automatically taken into account when allocating the actor.
6206 obj_props[PROP_MARGIN_TOP] =
6207 g_param_spec_float ("margin-top",
6209 P_("Extra space at the top"),
6212 CLUTTER_PARAM_READWRITE);
6215 * ClutterActor:margin-bottom:
6217 * The margin (in pixels) from the bottom of the actor.
6219 * This property adds a margin to the actor's preferred size; the margin
6220 * will be automatically taken into account when allocating the actor.
6224 obj_props[PROP_MARGIN_BOTTOM] =
6225 g_param_spec_float ("margin-bottom",
6226 P_("Margin Bottom"),
6227 P_("Extra space at the bottom"),
6230 CLUTTER_PARAM_READWRITE);
6233 * ClutterActor:margin-left:
6235 * The margin (in pixels) from the left of the actor.
6237 * This property adds a margin to the actor's preferred size; the margin
6238 * will be automatically taken into account when allocating the actor.
6242 obj_props[PROP_MARGIN_LEFT] =
6243 g_param_spec_float ("margin-left",
6245 P_("Extra space at the left"),
6248 CLUTTER_PARAM_READWRITE);
6251 * ClutterActor:margin-right:
6253 * The margin (in pixels) from the right of the actor.
6255 * This property adds a margin to the actor's preferred size; the margin
6256 * will be automatically taken into account when allocating the actor.
6260 obj_props[PROP_MARGIN_RIGHT] =
6261 g_param_spec_float ("margin-right",
6263 P_("Extra space at the right"),
6266 CLUTTER_PARAM_READWRITE);
6269 * ClutterActor:background-color-set:
6271 * Whether the #ClutterActor:background-color property has been set.
6275 obj_props[PROP_BACKGROUND_COLOR_SET] =
6276 g_param_spec_boolean ("background-color-set",
6277 P_("Background Color Set"),
6278 P_("Whether the background color is set"),
6280 CLUTTER_PARAM_READABLE);
6283 * ClutterActor:background-color:
6285 * Paints a solid fill of the actor's allocation using the specified
6288 * The #ClutterActor:background-color property is animatable.
6292 obj_props[PROP_BACKGROUND_COLOR] =
6293 clutter_param_spec_color ("background-color",
6294 P_("Background color"),
6295 P_("The actor's background color"),
6296 CLUTTER_COLOR_Transparent,
6298 G_PARAM_STATIC_STRINGS |
6299 CLUTTER_PARAM_ANIMATABLE);
6302 * ClutterActor:first-child:
6304 * The actor's first child.
6308 obj_props[PROP_FIRST_CHILD] =
6309 g_param_spec_object ("first-child",
6311 P_("The actor's first child"),
6313 CLUTTER_PARAM_READABLE);
6316 * ClutterActor:last-child:
6318 * The actor's last child.
6322 obj_props[PROP_LAST_CHILD] =
6323 g_param_spec_object ("last-child",
6325 P_("The actor's last child"),
6327 CLUTTER_PARAM_READABLE);
6330 * ClutterActor:content:
6332 * The #ClutterContent implementation that controls the content
6337 obj_props[PROP_CONTENT] =
6338 g_param_spec_object ("content",
6340 P_("Delegate object for painting the actor's content"),
6341 CLUTTER_TYPE_CONTENT,
6342 CLUTTER_PARAM_READWRITE);
6345 * ClutterActor:content-gravity:
6347 * The alignment that should be honoured by the #ClutterContent
6348 * set with the #ClutterActor:content property.
6350 * Changing the value of this property will change the bounding box of
6351 * the content; you can use the #ClutterActor:content-box property to
6352 * get the position and size of the content within the actor's
6355 * This property is meaningful only for #ClutterContent implementations
6356 * that have a preferred size, and if the preferred size is smaller than
6357 * the actor's allocation.
6361 obj_props[PROP_CONTENT_GRAVITY] =
6362 g_param_spec_enum ("content-gravity",
6363 P_("Content Gravity"),
6364 P_("Alignment of the actor's content"),
6365 CLUTTER_TYPE_CONTENT_GRAVITY,
6366 CLUTTER_CONTENT_GRAVITY_RESIZE_FILL,
6367 CLUTTER_PARAM_READWRITE);
6370 * ClutterActor:content-box:
6372 * The bounding box for the #ClutterContent used by the actor.
6374 * The value of this property is controlled by the #ClutterActor:allocation
6375 * and #ClutterActor:content-gravity properties of #ClutterActor.
6377 * The bounding box for the content is guaranteed to never exceed the
6378 * allocation's of the actor.
6382 obj_props[PROP_CONTENT_BOX] =
6383 g_param_spec_boxed ("content-box",
6385 P_("The bounding box of the actor's content"),
6386 CLUTTER_TYPE_ACTOR_BOX,
6387 CLUTTER_PARAM_READABLE);
6389 obj_props[PROP_MINIFICATION_FILTER] =
6390 g_param_spec_enum ("minification-filter",
6391 P_("Minification Filter"),
6392 P_("The filter used when reducing the size of the content"),
6393 CLUTTER_TYPE_SCALING_FILTER,
6394 CLUTTER_SCALING_FILTER_LINEAR,
6395 CLUTTER_PARAM_READWRITE);
6397 obj_props[PROP_MAGNIFICATION_FILTER] =
6398 g_param_spec_enum ("magnification-filter",
6399 P_("Magnification Filter"),
6400 P_("The filter used when increasing the size of the content"),
6401 CLUTTER_TYPE_SCALING_FILTER,
6402 CLUTTER_SCALING_FILTER_LINEAR,
6403 CLUTTER_PARAM_READWRITE);
6405 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
6408 * ClutterActor::destroy:
6409 * @actor: the #ClutterActor which emitted the signal
6411 * The ::destroy signal notifies that all references held on the
6412 * actor which emitted it should be released.
6414 * The ::destroy signal should be used by all holders of a reference
6417 * This signal might result in the finalization of the #ClutterActor
6418 * if all references are released.
6420 * Composite actors and actors implementing the #ClutterContainer
6421 * interface should override the default implementation of the
6422 * class handler of this signal and call clutter_actor_destroy() on
6423 * their children. When overriding the default class handler, it is
6424 * required to chain up to the parent's implementation.
6428 actor_signals[DESTROY] =
6429 g_signal_new (I_("destroy"),
6430 G_TYPE_FROM_CLASS (object_class),
6431 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
6432 G_STRUCT_OFFSET (ClutterActorClass, destroy),
6434 _clutter_marshal_VOID__VOID,
6437 * ClutterActor::show:
6438 * @actor: the object which received the signal
6440 * The ::show signal is emitted when an actor is visible and
6441 * rendered on the stage.
6445 actor_signals[SHOW] =
6446 g_signal_new (I_("show"),
6447 G_TYPE_FROM_CLASS (object_class),
6449 G_STRUCT_OFFSET (ClutterActorClass, show),
6451 _clutter_marshal_VOID__VOID,
6454 * ClutterActor::hide:
6455 * @actor: the object which received the signal
6457 * The ::hide signal is emitted when an actor is no longer rendered
6462 actor_signals[HIDE] =
6463 g_signal_new (I_("hide"),
6464 G_TYPE_FROM_CLASS (object_class),
6466 G_STRUCT_OFFSET (ClutterActorClass, hide),
6468 _clutter_marshal_VOID__VOID,
6471 * ClutterActor::parent-set:
6472 * @actor: the object which received the signal
6473 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
6475 * This signal is emitted when the parent of the actor changes.
6479 actor_signals[PARENT_SET] =
6480 g_signal_new (I_("parent-set"),
6481 G_TYPE_FROM_CLASS (object_class),
6483 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
6485 _clutter_marshal_VOID__OBJECT,
6487 CLUTTER_TYPE_ACTOR);
6490 * ClutterActor::queue-redraw:
6491 * @actor: the actor we're bubbling the redraw request through
6492 * @origin: the actor which initiated the redraw request
6494 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
6495 * is called on @origin.
6497 * The default implementation for #ClutterActor chains up to the
6498 * parent actor and queues a redraw on the parent, thus "bubbling"
6499 * the redraw queue up through the actor graph. The default
6500 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
6501 * in a main loop idle handler.
6503 * Note that the @origin actor may be the stage, or a container; it
6504 * does not have to be a leaf node in the actor graph.
6506 * Toolkits embedding a #ClutterStage which require a redraw and
6507 * relayout cycle can stop the emission of this signal using the
6508 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
6513 * on_redraw_complete (gpointer data)
6515 * ClutterStage *stage = data;
6517 * /* execute the Clutter drawing pipeline */
6518 * clutter_stage_ensure_redraw (stage);
6522 * on_stage_queue_redraw (ClutterStage *stage)
6524 * /* this prevents the default handler to run */
6525 * g_signal_stop_emission_by_name (stage, "queue-redraw");
6527 * /* queue a redraw with the host toolkit and call
6528 * * a function when the redraw has been completed
6530 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
6534 * <note><para>This signal is emitted before the Clutter paint
6535 * pipeline is executed. If you want to know when the pipeline has
6536 * been completed you should connect to the ::paint signal on the
6537 * Stage with g_signal_connect_after().</para></note>
6541 actor_signals[QUEUE_REDRAW] =
6542 g_signal_new (I_("queue-redraw"),
6543 G_TYPE_FROM_CLASS (object_class),
6546 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
6548 _clutter_marshal_VOID__OBJECT,
6550 CLUTTER_TYPE_ACTOR);
6553 * ClutterActor::queue-relayout
6554 * @actor: the actor being queued for relayout
6556 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
6557 * is called on an actor.
6559 * The default implementation for #ClutterActor chains up to the
6560 * parent actor and queues a relayout on the parent, thus "bubbling"
6561 * the relayout queue up through the actor graph.
6563 * The main purpose of this signal is to allow relayout to be propagated
6564 * properly in the procense of #ClutterClone actors. Applications will
6565 * not normally need to connect to this signal.
6569 actor_signals[QUEUE_RELAYOUT] =
6570 g_signal_new (I_("queue-relayout"),
6571 G_TYPE_FROM_CLASS (object_class),
6574 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
6576 _clutter_marshal_VOID__VOID,
6580 * ClutterActor::event:
6581 * @actor: the actor which received the event
6582 * @event: a #ClutterEvent
6584 * The ::event signal is emitted each time an event is received
6585 * by the @actor. This signal will be emitted on every actor,
6586 * following the hierarchy chain, until it reaches the top-level
6587 * container (the #ClutterStage).
6589 * Return value: %TRUE if the event has been handled by the actor,
6590 * or %FALSE to continue the emission.
6594 actor_signals[EVENT] =
6595 g_signal_new (I_("event"),
6596 G_TYPE_FROM_CLASS (object_class),
6598 G_STRUCT_OFFSET (ClutterActorClass, event),
6599 _clutter_boolean_handled_accumulator, NULL,
6600 _clutter_marshal_BOOLEAN__BOXED,
6602 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6604 * ClutterActor::button-press-event:
6605 * @actor: the actor which received the event
6606 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6608 * The ::button-press-event signal is emitted each time a mouse button
6609 * is pressed on @actor.
6611 * Return value: %TRUE if the event has been handled by the actor,
6612 * or %FALSE to continue the emission.
6616 actor_signals[BUTTON_PRESS_EVENT] =
6617 g_signal_new (I_("button-press-event"),
6618 G_TYPE_FROM_CLASS (object_class),
6620 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6621 _clutter_boolean_handled_accumulator, NULL,
6622 _clutter_marshal_BOOLEAN__BOXED,
6624 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6626 * ClutterActor::button-release-event:
6627 * @actor: the actor which received the event
6628 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6630 * The ::button-release-event signal is emitted each time a mouse button
6631 * is released on @actor.
6633 * Return value: %TRUE if the event has been handled by the actor,
6634 * or %FALSE to continue the emission.
6638 actor_signals[BUTTON_RELEASE_EVENT] =
6639 g_signal_new (I_("button-release-event"),
6640 G_TYPE_FROM_CLASS (object_class),
6642 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6643 _clutter_boolean_handled_accumulator, NULL,
6644 _clutter_marshal_BOOLEAN__BOXED,
6646 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6648 * ClutterActor::scroll-event:
6649 * @actor: the actor which received the event
6650 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6652 * The ::scroll-event signal is emitted each time the mouse is
6653 * scrolled on @actor
6655 * Return value: %TRUE if the event has been handled by the actor,
6656 * or %FALSE to continue the emission.
6660 actor_signals[SCROLL_EVENT] =
6661 g_signal_new (I_("scroll-event"),
6662 G_TYPE_FROM_CLASS (object_class),
6664 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6665 _clutter_boolean_handled_accumulator, NULL,
6666 _clutter_marshal_BOOLEAN__BOXED,
6668 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6670 * ClutterActor::key-press-event:
6671 * @actor: the actor which received the event
6672 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6674 * The ::key-press-event signal is emitted each time a keyboard button
6675 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6677 * Return value: %TRUE if the event has been handled by the actor,
6678 * or %FALSE to continue the emission.
6682 actor_signals[KEY_PRESS_EVENT] =
6683 g_signal_new (I_("key-press-event"),
6684 G_TYPE_FROM_CLASS (object_class),
6686 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6687 _clutter_boolean_handled_accumulator, NULL,
6688 _clutter_marshal_BOOLEAN__BOXED,
6690 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6692 * ClutterActor::key-release-event:
6693 * @actor: the actor which received the event
6694 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6696 * The ::key-release-event signal is emitted each time a keyboard button
6697 * is released while @actor has key focus (see
6698 * clutter_stage_set_key_focus()).
6700 * Return value: %TRUE if the event has been handled by the actor,
6701 * or %FALSE to continue the emission.
6705 actor_signals[KEY_RELEASE_EVENT] =
6706 g_signal_new (I_("key-release-event"),
6707 G_TYPE_FROM_CLASS (object_class),
6709 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6710 _clutter_boolean_handled_accumulator, NULL,
6711 _clutter_marshal_BOOLEAN__BOXED,
6713 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6715 * ClutterActor::motion-event:
6716 * @actor: the actor which received the event
6717 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6719 * The ::motion-event signal is emitted each time the mouse pointer is
6720 * moved over @actor.
6722 * Return value: %TRUE if the event has been handled by the actor,
6723 * or %FALSE to continue the emission.
6727 actor_signals[MOTION_EVENT] =
6728 g_signal_new (I_("motion-event"),
6729 G_TYPE_FROM_CLASS (object_class),
6731 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6732 _clutter_boolean_handled_accumulator, NULL,
6733 _clutter_marshal_BOOLEAN__BOXED,
6735 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6738 * ClutterActor::key-focus-in:
6739 * @actor: the actor which now has key focus
6741 * The ::key-focus-in signal is emitted when @actor receives key focus.
6745 actor_signals[KEY_FOCUS_IN] =
6746 g_signal_new (I_("key-focus-in"),
6747 G_TYPE_FROM_CLASS (object_class),
6749 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6751 _clutter_marshal_VOID__VOID,
6755 * ClutterActor::key-focus-out:
6756 * @actor: the actor which now has key focus
6758 * The ::key-focus-out signal is emitted when @actor loses key focus.
6762 actor_signals[KEY_FOCUS_OUT] =
6763 g_signal_new (I_("key-focus-out"),
6764 G_TYPE_FROM_CLASS (object_class),
6766 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6768 _clutter_marshal_VOID__VOID,
6772 * ClutterActor::enter-event:
6773 * @actor: the actor which the pointer has entered.
6774 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6776 * The ::enter-event signal is emitted when the pointer enters the @actor
6778 * Return value: %TRUE if the event has been handled by the actor,
6779 * or %FALSE to continue the emission.
6783 actor_signals[ENTER_EVENT] =
6784 g_signal_new (I_("enter-event"),
6785 G_TYPE_FROM_CLASS (object_class),
6787 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6788 _clutter_boolean_handled_accumulator, NULL,
6789 _clutter_marshal_BOOLEAN__BOXED,
6791 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6794 * ClutterActor::leave-event:
6795 * @actor: the actor which the pointer has left
6796 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6798 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6800 * Return value: %TRUE if the event has been handled by the actor,
6801 * or %FALSE to continue the emission.
6805 actor_signals[LEAVE_EVENT] =
6806 g_signal_new (I_("leave-event"),
6807 G_TYPE_FROM_CLASS (object_class),
6809 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6810 _clutter_boolean_handled_accumulator, NULL,
6811 _clutter_marshal_BOOLEAN__BOXED,
6813 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6816 * ClutterActor::captured-event:
6817 * @actor: the actor which received the signal
6818 * @event: a #ClutterEvent
6820 * The ::captured-event signal is emitted when an event is captured
6821 * by Clutter. This signal will be emitted starting from the top-level
6822 * container (the #ClutterStage) to the actor which received the event
6823 * going down the hierarchy. This signal can be used to intercept every
6824 * event before the specialized events (like
6825 * ClutterActor::button-press-event or ::key-released-event) are
6828 * Return value: %TRUE if the event has been handled by the actor,
6829 * or %FALSE to continue the emission.
6833 actor_signals[CAPTURED_EVENT] =
6834 g_signal_new (I_("captured-event"),
6835 G_TYPE_FROM_CLASS (object_class),
6837 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6838 _clutter_boolean_handled_accumulator, NULL,
6839 _clutter_marshal_BOOLEAN__BOXED,
6841 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6844 * ClutterActor::paint:
6845 * @actor: the #ClutterActor that received the signal
6847 * The ::paint signal is emitted each time an actor is being painted.
6849 * Subclasses of #ClutterActor should override the class signal handler
6850 * and paint themselves in that function.
6852 * It is possible to connect a handler to the ::paint signal in order
6853 * to set up some custom aspect of a paint.
6857 actor_signals[PAINT] =
6858 g_signal_new (I_("paint"),
6859 G_TYPE_FROM_CLASS (object_class),
6862 G_STRUCT_OFFSET (ClutterActorClass, paint),
6864 _clutter_marshal_VOID__VOID,
6867 * ClutterActor::realize:
6868 * @actor: the #ClutterActor that received the signal
6870 * The ::realize signal is emitted each time an actor is being
6875 actor_signals[REALIZE] =
6876 g_signal_new (I_("realize"),
6877 G_TYPE_FROM_CLASS (object_class),
6879 G_STRUCT_OFFSET (ClutterActorClass, realize),
6881 _clutter_marshal_VOID__VOID,
6884 * ClutterActor::unrealize:
6885 * @actor: the #ClutterActor that received the signal
6887 * The ::unrealize signal is emitted each time an actor is being
6892 actor_signals[UNREALIZE] =
6893 g_signal_new (I_("unrealize"),
6894 G_TYPE_FROM_CLASS (object_class),
6896 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6898 _clutter_marshal_VOID__VOID,
6902 * ClutterActor::pick:
6903 * @actor: the #ClutterActor that received the signal
6904 * @color: the #ClutterColor to be used when picking
6906 * The ::pick signal is emitted each time an actor is being painted
6907 * in "pick mode". The pick mode is used to identify the actor during
6908 * the event handling phase, or by clutter_stage_get_actor_at_pos().
6909 * The actor should paint its shape using the passed @pick_color.
6911 * Subclasses of #ClutterActor should override the class signal handler
6912 * and paint themselves in that function.
6914 * It is possible to connect a handler to the ::pick signal in order
6915 * to set up some custom aspect of a paint in pick mode.
6919 actor_signals[PICK] =
6920 g_signal_new (I_("pick"),
6921 G_TYPE_FROM_CLASS (object_class),
6923 G_STRUCT_OFFSET (ClutterActorClass, pick),
6925 _clutter_marshal_VOID__BOXED,
6927 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6930 * ClutterActor::allocation-changed:
6931 * @actor: the #ClutterActor that emitted the signal
6932 * @box: a #ClutterActorBox with the new allocation
6933 * @flags: #ClutterAllocationFlags for the allocation
6935 * The ::allocation-changed signal is emitted when the
6936 * #ClutterActor:allocation property changes. Usually, application
6937 * code should just use the notifications for the :allocation property
6938 * but if you want to track the allocation flags as well, for instance
6939 * to know whether the absolute origin of @actor changed, then you might
6940 * want use this signal instead.
6944 actor_signals[ALLOCATION_CHANGED] =
6945 g_signal_new (I_("allocation-changed"),
6946 G_TYPE_FROM_CLASS (object_class),
6950 _clutter_marshal_VOID__BOXED_FLAGS,
6952 CLUTTER_TYPE_ACTOR_BOX | G_SIGNAL_TYPE_STATIC_SCOPE,
6953 CLUTTER_TYPE_ALLOCATION_FLAGS);
6957 clutter_actor_init (ClutterActor *self)
6959 ClutterActorPrivate *priv;
6961 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6963 priv->id = _clutter_context_acquire_id (self);
6966 priv->opacity = 0xff;
6967 priv->show_on_set_parent = TRUE;
6969 priv->needs_width_request = TRUE;
6970 priv->needs_height_request = TRUE;
6971 priv->needs_allocation = TRUE;
6973 priv->cached_width_age = 1;
6974 priv->cached_height_age = 1;
6976 priv->opacity_override = -1;
6977 priv->enable_model_view_transform = TRUE;
6979 /* Initialize an empty paint volume to start with */
6980 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6981 priv->last_paint_volume_valid = TRUE;
6983 priv->transform_valid = FALSE;
6985 /* the default is to stretch the content, to match the
6986 * current behaviour of basically all actors. also, it's
6987 * the easiest thing to compute.
6989 priv->content_gravity = CLUTTER_CONTENT_GRAVITY_RESIZE_FILL;
6990 priv->min_filter = CLUTTER_SCALING_FILTER_LINEAR;
6991 priv->mag_filter = CLUTTER_SCALING_FILTER_LINEAR;
6995 * clutter_actor_new:
6997 * Creates a new #ClutterActor.
6999 * A newly created actor has a floating reference, which will be sunk
7000 * when it is added to another actor.
7002 * Return value: (transfer full): the newly created #ClutterActor
7007 clutter_actor_new (void)
7009 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
7013 * clutter_actor_destroy:
7014 * @self: a #ClutterActor
7016 * Destroys an actor. When an actor is destroyed, it will break any
7017 * references it holds to other objects. If the actor is inside a
7018 * container, the actor will be removed.
7020 * When you destroy a container, its children will be destroyed as well.
7022 * Note: you cannot destroy the #ClutterStage returned by
7023 * clutter_stage_get_default().
7026 clutter_actor_destroy (ClutterActor *self)
7028 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7030 g_object_ref (self);
7032 /* avoid recursion while destroying */
7033 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
7035 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
7037 g_object_run_dispose (G_OBJECT (self));
7039 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
7042 g_object_unref (self);
7046 _clutter_actor_finish_queue_redraw (ClutterActor *self,
7047 ClutterPaintVolume *clip)
7049 ClutterActorPrivate *priv = self->priv;
7050 ClutterPaintVolume *pv;
7053 /* Remove queue entry early in the process, otherwise a new
7054 queue_redraw() during signal handling could put back this
7055 object in the stage redraw list (but the entry is freed as
7056 soon as we return from this function, causing a segfault
7059 priv->queue_redraw_entry = NULL;
7061 /* If we've been explicitly passed a clip volume then there's
7062 * nothing more to calculate, but otherwise the only thing we know
7063 * is that the change is constrained to the given actor.
7065 * The idea is that if we know the paint volume for where the actor
7066 * was last drawn (in eye coordinates) and we also have the paint
7067 * volume for where it will be drawn next (in actor coordinates)
7068 * then if we queue a redraw for both these volumes that will cover
7069 * everything that needs to be redrawn to clear the old view and
7070 * show the latest view of the actor.
7072 * Don't clip this redraw if we don't know what position we had for
7073 * the previous redraw since we don't know where to set the clip so
7074 * it will clear the actor as it is currently.
7078 _clutter_actor_set_queue_redraw_clip (self, clip);
7081 else if (G_LIKELY (priv->last_paint_volume_valid))
7083 pv = _clutter_actor_get_paint_volume_mutable (self);
7086 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7088 /* make sure we redraw the actors old position... */
7089 _clutter_actor_set_queue_redraw_clip (stage,
7090 &priv->last_paint_volume);
7091 _clutter_actor_signal_queue_redraw (stage, stage);
7092 _clutter_actor_set_queue_redraw_clip (stage, NULL);
7094 /* XXX: Ideally the redraw signal would take a clip volume
7095 * argument, but that would be an ABI break. Until we can
7096 * break the ABI we pass the argument out-of-band
7099 /* setup the clip for the actors new position... */
7100 _clutter_actor_set_queue_redraw_clip (self, pv);
7109 _clutter_actor_signal_queue_redraw (self, self);
7111 /* Just in case anyone is manually firing redraw signals without
7112 * using the public queue_redraw() API we are careful to ensure that
7113 * our out-of-band clip member is cleared before returning...
7115 * Note: A NULL clip denotes a full-stage, un-clipped redraw
7117 if (G_LIKELY (clipped))
7118 _clutter_actor_set_queue_redraw_clip (self, NULL);
7122 _clutter_actor_get_allocation_clip (ClutterActor *self,
7123 ClutterActorBox *clip)
7125 ClutterActorBox allocation;
7127 /* XXX: we don't care if we get an out of date allocation here
7128 * because clutter_actor_queue_redraw_with_clip knows to ignore
7129 * the clip if the actor's allocation is invalid.
7131 * This is noted because clutter_actor_get_allocation_box does some
7132 * unnecessary work to support buggy code with a comment suggesting
7133 * that it could be changed later which would be good for this use
7136 clutter_actor_get_allocation_box (self, &allocation);
7138 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
7139 * actor's own coordinate space but the allocation is in parent
7143 clip->x2 = allocation.x2 - allocation.x1;
7144 clip->y2 = allocation.y2 - allocation.y1;
7148 _clutter_actor_queue_redraw_full (ClutterActor *self,
7149 ClutterRedrawFlags flags,
7150 ClutterPaintVolume *volume,
7151 ClutterEffect *effect)
7153 ClutterActorPrivate *priv = self->priv;
7154 ClutterPaintVolume allocation_pv;
7155 ClutterPaintVolume *pv;
7156 gboolean should_free_pv;
7157 ClutterActor *stage;
7159 /* Here's an outline of the actor queue redraw mechanism:
7161 * The process starts in one of the following two functions which
7162 * are wrappers for this function:
7163 * clutter_actor_queue_redraw
7164 * _clutter_actor_queue_redraw_with_clip
7166 * additionally, an effect can queue a redraw by wrapping this
7167 * function in clutter_effect_queue_rerun
7169 * This functions queues an entry in a list associated with the
7170 * stage which is a list of actors that queued a redraw while
7171 * updating the timelines, performing layouting and processing other
7172 * mainloop sources before the next paint starts.
7174 * We aim to minimize the processing done at this point because
7175 * there is a good chance other events will happen while updating
7176 * the scenegraph that would invalidate any expensive work we might
7177 * otherwise try to do here. For example we don't try and resolve
7178 * the screen space bounding box of an actor at this stage so as to
7179 * minimize how much of the screen redraw because it's possible
7180 * something else will happen which will force a full redraw anyway.
7182 * When all updates are complete and we come to paint the stage then
7183 * we iterate this list and actually emit the "queue-redraw" signals
7184 * for each of the listed actors which will bubble up to the stage
7185 * for each actor and at that point we will transform the actors
7186 * paint volume into screen coordinates to determine the clip region
7187 * for what needs to be redrawn in the next paint.
7189 * Besides minimizing redundant work another reason for this
7190 * deferred design is that it's more likely we will be able to
7191 * determine the paint volume of an actor once we've finished
7192 * updating the scenegraph because its allocation should be up to
7193 * date. NB: If we can't determine an actors paint volume then we
7194 * can't automatically queue a clipped redraw which can make a big
7195 * difference to performance.
7197 * So the control flow goes like this:
7198 * One of clutter_actor_queue_redraw,
7199 * _clutter_actor_queue_redraw_with_clip
7200 * or clutter_effect_queue_rerun
7202 * then control moves to:
7203 * _clutter_stage_queue_actor_redraw
7205 * later during _clutter_stage_do_update, once relayouting is done
7206 * and the scenegraph has been updated we will call:
7207 * _clutter_stage_finish_queue_redraws
7209 * _clutter_stage_finish_queue_redraws will call
7210 * _clutter_actor_finish_queue_redraw for each listed actor.
7211 * Note: actors *are* allowed to queue further redraws during this
7212 * process (considering clone actors or texture_new_from_actor which
7213 * respond to their source queueing a redraw by queuing a redraw
7214 * themselves). We repeat the process until the list is empty.
7216 * This will result in the "queue-redraw" signal being fired for
7217 * each actor which will pass control to the default signal handler:
7218 * clutter_actor_real_queue_redraw
7220 * This will bubble up to the stages handler:
7221 * clutter_stage_real_queue_redraw
7223 * clutter_stage_real_queue_redraw will transform the actors paint
7224 * volume into screen space and add it as a clip region for the next
7228 /* ignore queueing a redraw for actors being destroyed */
7229 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
7232 stage = _clutter_actor_get_stage_internal (self);
7234 /* Ignore queueing a redraw for actors not descended from a stage */
7238 /* ignore queueing a redraw on stages that are being destroyed */
7239 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
7242 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
7244 ClutterActorBox allocation_clip;
7245 ClutterVertex origin;
7247 /* If the actor doesn't have a valid allocation then we will
7248 * queue a full stage redraw. */
7249 if (priv->needs_allocation)
7251 /* NB: NULL denotes an undefined clip which will result in a
7253 _clutter_actor_set_queue_redraw_clip (self, NULL);
7254 _clutter_actor_signal_queue_redraw (self, self);
7258 _clutter_paint_volume_init_static (&allocation_pv, self);
7259 pv = &allocation_pv;
7261 _clutter_actor_get_allocation_clip (self, &allocation_clip);
7263 origin.x = allocation_clip.x1;
7264 origin.y = allocation_clip.y1;
7266 clutter_paint_volume_set_origin (pv, &origin);
7267 clutter_paint_volume_set_width (pv,
7268 allocation_clip.x2 - allocation_clip.x1);
7269 clutter_paint_volume_set_height (pv,
7270 allocation_clip.y2 -
7271 allocation_clip.y1);
7272 should_free_pv = TRUE;
7277 should_free_pv = FALSE;
7280 self->priv->queue_redraw_entry =
7281 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
7282 priv->queue_redraw_entry,
7287 clutter_paint_volume_free (pv);
7289 /* If this is the first redraw queued then we can directly use the
7291 if (!priv->is_dirty)
7292 priv->effect_to_redraw = effect;
7293 /* Otherwise we need to merge it with the existing effect parameter */
7294 else if (effect != NULL)
7296 /* If there's already an effect then we need to use whichever is
7297 later in the chain of actors. Otherwise a full redraw has
7298 already been queued on the actor so we need to ignore the
7300 if (priv->effect_to_redraw != NULL)
7302 if (priv->effects == NULL)
7303 g_warning ("Redraw queued with an effect that is "
7304 "not applied to the actor");
7309 for (l = _clutter_meta_group_peek_metas (priv->effects);
7313 if (l->data == priv->effect_to_redraw ||
7315 priv->effect_to_redraw = l->data;
7322 /* If no effect is specified then we need to redraw the whole
7324 priv->effect_to_redraw = NULL;
7327 priv->is_dirty = TRUE;
7331 * clutter_actor_queue_redraw:
7332 * @self: A #ClutterActor
7334 * Queues up a redraw of an actor and any children. The redraw occurs
7335 * once the main loop becomes idle (after the current batch of events
7336 * has been processed, roughly).
7338 * Applications rarely need to call this, as redraws are handled
7339 * automatically by modification functions.
7341 * This function will not do anything if @self is not visible, or
7342 * if the actor is inside an invisible part of the scenegraph.
7344 * Also be aware that painting is a NOP for actors with an opacity of
7347 * When you are implementing a custom actor you must queue a redraw
7348 * whenever some private state changes that will affect painting or
7349 * picking of your actor.
7352 clutter_actor_queue_redraw (ClutterActor *self)
7354 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7356 _clutter_actor_queue_redraw_full (self,
7358 NULL, /* clip volume */
7363 * _clutter_actor_queue_redraw_with_clip:
7364 * @self: A #ClutterActor
7365 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
7366 * this queue redraw.
7367 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
7368 * redrawn or %NULL if you are just using a @flag to state your
7371 * Queues up a clipped redraw of an actor and any children. The redraw
7372 * occurs once the main loop becomes idle (after the current batch of
7373 * events has been processed, roughly).
7375 * If no flags are given the clip volume is defined by @volume
7376 * specified in actor coordinates and tells Clutter that only content
7377 * within this volume has been changed so Clutter can optionally
7378 * optimize the redraw.
7380 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
7381 * should be %NULL and this tells Clutter to use the actor's current
7382 * allocation as a clip box. This flag can only be used for 2D actors,
7383 * because any actor with depth may be projected outside its
7386 * Applications rarely need to call this, as redraws are handled
7387 * automatically by modification functions.
7389 * This function will not do anything if @self is not visible, or if
7390 * the actor is inside an invisible part of the scenegraph.
7392 * Also be aware that painting is a NOP for actors with an opacity of
7395 * When you are implementing a custom actor you must queue a redraw
7396 * whenever some private state changes that will affect painting or
7397 * picking of your actor.
7400 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
7401 ClutterRedrawFlags flags,
7402 ClutterPaintVolume *volume)
7404 _clutter_actor_queue_redraw_full (self,
7406 volume, /* clip volume */
7411 _clutter_actor_queue_only_relayout (ClutterActor *self)
7413 ClutterActorPrivate *priv = self->priv;
7415 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
7418 if (priv->needs_width_request &&
7419 priv->needs_height_request &&
7420 priv->needs_allocation)
7421 return; /* save some cpu cycles */
7423 #if CLUTTER_ENABLE_DEBUG
7424 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
7426 g_warning ("The actor '%s' is currently inside an allocation "
7427 "cycle; calling clutter_actor_queue_relayout() is "
7429 _clutter_actor_get_debug_name (self));
7431 #endif /* CLUTTER_ENABLE_DEBUG */
7433 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
7437 * clutter_actor_queue_redraw_with_clip:
7438 * @self: a #ClutterActor
7439 * @clip: (allow-none): a rectangular clip region, or %NULL
7441 * Queues a redraw on @self limited to a specific, actor-relative
7444 * If @clip is %NULL this function is equivalent to
7445 * clutter_actor_queue_redraw().
7450 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
7451 const cairo_rectangle_int_t *clip)
7453 ClutterPaintVolume volume;
7454 ClutterVertex origin;
7456 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7460 clutter_actor_queue_redraw (self);
7464 _clutter_paint_volume_init_static (&volume, self);
7470 clutter_paint_volume_set_origin (&volume, &origin);
7471 clutter_paint_volume_set_width (&volume, clip->width);
7472 clutter_paint_volume_set_height (&volume, clip->height);
7474 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
7476 clutter_paint_volume_free (&volume);
7480 * clutter_actor_queue_relayout:
7481 * @self: A #ClutterActor
7483 * Indicates that the actor's size request or other layout-affecting
7484 * properties may have changed. This function is used inside #ClutterActor
7485 * subclass implementations, not by applications directly.
7487 * Queueing a new layout automatically queues a redraw as well.
7492 clutter_actor_queue_relayout (ClutterActor *self)
7494 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7496 _clutter_actor_queue_only_relayout (self);
7497 clutter_actor_queue_redraw (self);
7501 * clutter_actor_get_preferred_size:
7502 * @self: a #ClutterActor
7503 * @min_width_p: (out) (allow-none): return location for the minimum
7505 * @min_height_p: (out) (allow-none): return location for the minimum
7507 * @natural_width_p: (out) (allow-none): return location for the natural
7509 * @natural_height_p: (out) (allow-none): return location for the natural
7512 * Computes the preferred minimum and natural size of an actor, taking into
7513 * account the actor's geometry management (either height-for-width
7514 * or width-for-height).
7516 * The width and height used to compute the preferred height and preferred
7517 * width are the actor's natural ones.
7519 * If you need to control the height for the preferred width, or the width for
7520 * the preferred height, you should use clutter_actor_get_preferred_width()
7521 * and clutter_actor_get_preferred_height(), and check the actor's preferred
7522 * geometry management using the #ClutterActor:request-mode property.
7527 clutter_actor_get_preferred_size (ClutterActor *self,
7528 gfloat *min_width_p,
7529 gfloat *min_height_p,
7530 gfloat *natural_width_p,
7531 gfloat *natural_height_p)
7533 ClutterActorPrivate *priv;
7534 gfloat min_width, min_height;
7535 gfloat natural_width, natural_height;
7537 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7541 min_width = min_height = 0;
7542 natural_width = natural_height = 0;
7544 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7546 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
7547 clutter_actor_get_preferred_width (self, -1,
7550 clutter_actor_get_preferred_height (self, natural_width,
7556 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
7557 clutter_actor_get_preferred_height (self, -1,
7560 clutter_actor_get_preferred_width (self, natural_height,
7566 *min_width_p = min_width;
7569 *min_height_p = min_height;
7571 if (natural_width_p)
7572 *natural_width_p = natural_width;
7574 if (natural_height_p)
7575 *natural_height_p = natural_height;
7580 * @align: a #ClutterActorAlign
7581 * @direction: a #ClutterTextDirection
7583 * Retrieves the correct alignment depending on the text direction
7585 * Return value: the effective alignment
7587 static ClutterActorAlign
7588 effective_align (ClutterActorAlign align,
7589 ClutterTextDirection direction)
7591 ClutterActorAlign res;
7595 case CLUTTER_ACTOR_ALIGN_START:
7596 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7597 ? CLUTTER_ACTOR_ALIGN_END
7598 : CLUTTER_ACTOR_ALIGN_START;
7601 case CLUTTER_ACTOR_ALIGN_END:
7602 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7603 ? CLUTTER_ACTOR_ALIGN_START
7604 : CLUTTER_ACTOR_ALIGN_END;
7616 adjust_for_margin (float margin_start,
7618 float *minimum_size,
7619 float *natural_size,
7620 float *allocated_start,
7621 float *allocated_end)
7623 *minimum_size -= (margin_start + margin_end);
7624 *natural_size -= (margin_start + margin_end);
7625 *allocated_start += margin_start;
7626 *allocated_end -= margin_end;
7630 adjust_for_alignment (ClutterActorAlign alignment,
7632 float *allocated_start,
7633 float *allocated_end)
7635 float allocated_size = *allocated_end - *allocated_start;
7639 case CLUTTER_ACTOR_ALIGN_FILL:
7643 case CLUTTER_ACTOR_ALIGN_START:
7645 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7648 case CLUTTER_ACTOR_ALIGN_END:
7649 if (allocated_size > natural_size)
7651 *allocated_start += (allocated_size - natural_size);
7652 *allocated_end = *allocated_start + natural_size;
7656 case CLUTTER_ACTOR_ALIGN_CENTER:
7657 if (allocated_size > natural_size)
7659 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7660 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7667 * clutter_actor_adjust_width:
7668 * @self: a #ClutterActor
7669 * @minimum_width: (inout): the actor's preferred minimum width, which
7670 * will be adjusted depending on the margin
7671 * @natural_width: (inout): the actor's preferred natural width, which
7672 * will be adjusted depending on the margin
7673 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7674 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7676 * Adjusts the preferred and allocated position and size of an actor,
7677 * depending on the margin and alignment properties.
7680 clutter_actor_adjust_width (ClutterActor *self,
7681 gfloat *minimum_width,
7682 gfloat *natural_width,
7683 gfloat *adjusted_x1,
7684 gfloat *adjusted_x2)
7686 ClutterTextDirection text_dir;
7687 const ClutterLayoutInfo *info;
7689 info = _clutter_actor_get_layout_info_or_defaults (self);
7690 text_dir = clutter_actor_get_text_direction (self);
7692 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7694 /* this will tweak natural_width to remove the margin, so that
7695 * adjust_for_alignment() will use the correct size
7697 adjust_for_margin (info->margin.left, info->margin.right,
7698 minimum_width, natural_width,
7699 adjusted_x1, adjusted_x2);
7701 adjust_for_alignment (effective_align (info->x_align, text_dir),
7703 adjusted_x1, adjusted_x2);
7707 * clutter_actor_adjust_height:
7708 * @self: a #ClutterActor
7709 * @minimum_height: (inout): the actor's preferred minimum height, which
7710 * will be adjusted depending on the margin
7711 * @natural_height: (inout): the actor's preferred natural height, which
7712 * will be adjusted depending on the margin
7713 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7714 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7716 * Adjusts the preferred and allocated position and size of an actor,
7717 * depending on the margin and alignment properties.
7720 clutter_actor_adjust_height (ClutterActor *self,
7721 gfloat *minimum_height,
7722 gfloat *natural_height,
7723 gfloat *adjusted_y1,
7724 gfloat *adjusted_y2)
7726 const ClutterLayoutInfo *info;
7728 info = _clutter_actor_get_layout_info_or_defaults (self);
7730 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7732 /* this will tweak natural_height to remove the margin, so that
7733 * adjust_for_alignment() will use the correct size
7735 adjust_for_margin (info->margin.top, info->margin.bottom,
7736 minimum_height, natural_height,
7740 /* we don't use effective_align() here, because text direction
7741 * only affects the horizontal axis
7743 adjust_for_alignment (info->y_align,
7750 /* looks for a cached size request for this for_size. If not
7751 * found, returns the oldest entry so it can be overwritten */
7753 _clutter_actor_get_cached_size_request (gfloat for_size,
7754 SizeRequest *cached_size_requests,
7755 SizeRequest **result)
7759 *result = &cached_size_requests[0];
7761 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7765 sr = &cached_size_requests[i];
7768 sr->for_size == for_size)
7770 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7774 else if (sr->age < (*result)->age)
7780 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7786 * clutter_actor_get_preferred_width:
7787 * @self: A #ClutterActor
7788 * @for_height: available height when computing the preferred width,
7789 * or a negative value to indicate that no height is defined
7790 * @min_width_p: (out) (allow-none): return location for minimum width,
7792 * @natural_width_p: (out) (allow-none): return location for the natural
7795 * Computes the requested minimum and natural widths for an actor,
7796 * optionally depending on the specified height, or if they are
7797 * already computed, returns the cached values.
7799 * An actor may not get its request - depending on the layout
7800 * manager that's in effect.
7802 * A request should not incorporate the actor's scale or anchor point;
7803 * those transformations do not affect layout, only rendering.
7808 clutter_actor_get_preferred_width (ClutterActor *self,
7810 gfloat *min_width_p,
7811 gfloat *natural_width_p)
7813 float request_min_width, request_natural_width;
7814 SizeRequest *cached_size_request;
7815 const ClutterLayoutInfo *info;
7816 ClutterActorPrivate *priv;
7817 gboolean found_in_cache;
7819 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7823 info = _clutter_actor_get_layout_info_or_defaults (self);
7825 /* we shortcircuit the case of a fixed size set using set_width() */
7826 if (priv->min_width_set && priv->natural_width_set)
7828 if (min_width_p != NULL)
7829 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7831 if (natural_width_p != NULL)
7832 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7837 /* the remaining cases are:
7839 * - either min_width or natural_width have been set
7840 * - neither min_width or natural_width have been set
7842 * in both cases, we go through the cache (and through the actor in case
7843 * of cache misses) and determine the authoritative value depending on
7847 if (!priv->needs_width_request)
7850 _clutter_actor_get_cached_size_request (for_height,
7851 priv->width_requests,
7852 &cached_size_request);
7856 /* if the actor needs a width request we use the first slot */
7857 found_in_cache = FALSE;
7858 cached_size_request = &priv->width_requests[0];
7861 if (!found_in_cache)
7863 gfloat minimum_width, natural_width;
7864 ClutterActorClass *klass;
7866 minimum_width = natural_width = 0;
7868 /* adjust for the margin */
7869 if (for_height >= 0)
7871 for_height -= (info->margin.top + info->margin.bottom);
7876 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7878 klass = CLUTTER_ACTOR_GET_CLASS (self);
7879 klass->get_preferred_width (self, for_height,
7883 /* adjust for the margin */
7884 minimum_width += (info->margin.left + info->margin.right);
7885 natural_width += (info->margin.left + info->margin.right);
7887 /* Due to accumulated float errors, it's better not to warn
7888 * on this, but just fix it.
7890 if (natural_width < minimum_width)
7891 natural_width = minimum_width;
7893 cached_size_request->min_size = minimum_width;
7894 cached_size_request->natural_size = natural_width;
7895 cached_size_request->for_size = for_height;
7896 cached_size_request->age = priv->cached_width_age;
7898 priv->cached_width_age += 1;
7899 priv->needs_width_request = FALSE;
7902 if (!priv->min_width_set)
7903 request_min_width = cached_size_request->min_size;
7905 request_min_width = info->min_width;
7907 if (!priv->natural_width_set)
7908 request_natural_width = cached_size_request->natural_size;
7910 request_natural_width = info->natural_width;
7913 *min_width_p = request_min_width;
7915 if (natural_width_p)
7916 *natural_width_p = request_natural_width;
7920 * clutter_actor_get_preferred_height:
7921 * @self: A #ClutterActor
7922 * @for_width: available width to assume in computing desired height,
7923 * or a negative value to indicate that no width is defined
7924 * @min_height_p: (out) (allow-none): return location for minimum height,
7926 * @natural_height_p: (out) (allow-none): return location for natural
7929 * Computes the requested minimum and natural heights for an actor,
7930 * or if they are already computed, returns the cached values.
7932 * An actor may not get its request - depending on the layout
7933 * manager that's in effect.
7935 * A request should not incorporate the actor's scale or anchor point;
7936 * those transformations do not affect layout, only rendering.
7941 clutter_actor_get_preferred_height (ClutterActor *self,
7943 gfloat *min_height_p,
7944 gfloat *natural_height_p)
7946 float request_min_height, request_natural_height;
7947 SizeRequest *cached_size_request;
7948 const ClutterLayoutInfo *info;
7949 ClutterActorPrivate *priv;
7950 gboolean found_in_cache;
7952 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7956 info = _clutter_actor_get_layout_info_or_defaults (self);
7958 /* we shortcircuit the case of a fixed size set using set_height() */
7959 if (priv->min_height_set && priv->natural_height_set)
7961 if (min_height_p != NULL)
7962 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7964 if (natural_height_p != NULL)
7965 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7970 /* the remaining cases are:
7972 * - either min_height or natural_height have been set
7973 * - neither min_height or natural_height have been set
7975 * in both cases, we go through the cache (and through the actor in case
7976 * of cache misses) and determine the authoritative value depending on
7980 if (!priv->needs_height_request)
7983 _clutter_actor_get_cached_size_request (for_width,
7984 priv->height_requests,
7985 &cached_size_request);
7989 found_in_cache = FALSE;
7990 cached_size_request = &priv->height_requests[0];
7993 if (!found_in_cache)
7995 gfloat minimum_height, natural_height;
7996 ClutterActorClass *klass;
7998 minimum_height = natural_height = 0;
8000 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
8002 /* adjust for margin */
8005 for_width -= (info->margin.left + info->margin.right);
8010 klass = CLUTTER_ACTOR_GET_CLASS (self);
8011 klass->get_preferred_height (self, for_width,
8015 /* adjust for margin */
8016 minimum_height += (info->margin.top + info->margin.bottom);
8017 natural_height += (info->margin.top + info->margin.bottom);
8019 /* Due to accumulated float errors, it's better not to warn
8020 * on this, but just fix it.
8022 if (natural_height < minimum_height)
8023 natural_height = minimum_height;
8025 cached_size_request->min_size = minimum_height;
8026 cached_size_request->natural_size = natural_height;
8027 cached_size_request->for_size = for_width;
8028 cached_size_request->age = priv->cached_height_age;
8030 priv->cached_height_age += 1;
8031 priv->needs_height_request = FALSE;
8034 if (!priv->min_height_set)
8035 request_min_height = cached_size_request->min_size;
8037 request_min_height = info->min_height;
8039 if (!priv->natural_height_set)
8040 request_natural_height = cached_size_request->natural_size;
8042 request_natural_height = info->natural_height;
8045 *min_height_p = request_min_height;
8047 if (natural_height_p)
8048 *natural_height_p = request_natural_height;
8052 * clutter_actor_get_allocation_box:
8053 * @self: A #ClutterActor
8054 * @box: (out): the function fills this in with the actor's allocation
8056 * Gets the layout box an actor has been assigned. The allocation can
8057 * only be assumed valid inside a paint() method; anywhere else, it
8058 * may be out-of-date.
8060 * An allocation does not incorporate the actor's scale or anchor point;
8061 * those transformations do not affect layout, only rendering.
8063 * <note>Do not call any of the clutter_actor_get_allocation_*() family
8064 * of functions inside the implementation of the get_preferred_width()
8065 * or get_preferred_height() virtual functions.</note>
8070 clutter_actor_get_allocation_box (ClutterActor *self,
8071 ClutterActorBox *box)
8073 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8075 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
8076 * which limits calling get_allocation to inside paint() basically; or
8077 * we can 2) force a layout, which could be expensive if someone calls
8078 * get_allocation somewhere silly; or we can 3) just return the latest
8079 * value, allowing it to be out-of-date, and assume people know what
8082 * The least-surprises approach that keeps existing code working is
8083 * likely to be 2). People can end up doing some inefficient things,
8084 * though, and in general code that requires 2) is probably broken.
8087 /* this implements 2) */
8088 if (G_UNLIKELY (self->priv->needs_allocation))
8090 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
8092 /* do not queue a relayout on an unparented actor */
8094 _clutter_stage_maybe_relayout (stage);
8097 /* commenting out the code above and just keeping this assigment
8100 *box = self->priv->allocation;
8104 * clutter_actor_get_allocation_geometry:
8105 * @self: A #ClutterActor
8106 * @geom: (out): allocation geometry in pixels
8108 * Gets the layout box an actor has been assigned. The allocation can
8109 * only be assumed valid inside a paint() method; anywhere else, it
8110 * may be out-of-date.
8112 * An allocation does not incorporate the actor's scale or anchor point;
8113 * those transformations do not affect layout, only rendering.
8115 * The returned rectangle is in pixels.
8120 clutter_actor_get_allocation_geometry (ClutterActor *self,
8121 ClutterGeometry *geom)
8123 ClutterActorBox box;
8125 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8126 g_return_if_fail (geom != NULL);
8128 clutter_actor_get_allocation_box (self, &box);
8130 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
8131 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
8132 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
8133 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
8137 clutter_actor_update_constraints (ClutterActor *self,
8138 ClutterActorBox *allocation)
8140 ClutterActorPrivate *priv = self->priv;
8141 const GList *constraints, *l;
8143 if (priv->constraints == NULL)
8146 constraints = _clutter_meta_group_peek_metas (priv->constraints);
8147 for (l = constraints; l != NULL; l = l->next)
8149 ClutterConstraint *constraint = l->data;
8150 ClutterActorMeta *meta = l->data;
8152 if (clutter_actor_meta_get_enabled (meta))
8154 _clutter_constraint_update_allocation (constraint,
8162 * clutter_actor_adjust_allocation:
8163 * @self: a #ClutterActor
8164 * @allocation: (inout): the allocation to adjust
8166 * Adjusts the passed allocation box taking into account the actor's
8167 * layout information, like alignment, expansion, and margin.
8170 clutter_actor_adjust_allocation (ClutterActor *self,
8171 ClutterActorBox *allocation)
8173 ClutterActorBox adj_allocation;
8174 float alloc_width, alloc_height;
8175 float min_width, min_height;
8176 float nat_width, nat_height;
8177 ClutterRequestMode req_mode;
8179 adj_allocation = *allocation;
8181 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
8183 /* we want to hit the cache, so we use the public API */
8184 req_mode = clutter_actor_get_request_mode (self);
8186 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8188 clutter_actor_get_preferred_width (self, -1,
8191 clutter_actor_get_preferred_height (self, alloc_width,
8195 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
8197 clutter_actor_get_preferred_height (self, -1,
8200 clutter_actor_get_preferred_height (self, alloc_height,
8205 #ifdef CLUTTER_ENABLE_DEBUG
8206 /* warn about underallocations */
8207 if (_clutter_diagnostic_enabled () &&
8208 (floorf (min_width - alloc_width) > 0 ||
8209 floorf (min_height - alloc_height) > 0))
8211 ClutterActor *parent = clutter_actor_get_parent (self);
8213 /* the only actors that are allowed to be underallocated are the Stage,
8214 * as it doesn't have an implicit size, and Actors that specifically
8215 * told us that they want to opt-out from layout control mechanisms
8216 * through the NO_LAYOUT escape hatch.
8218 if (parent != NULL &&
8219 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
8221 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
8222 "of %.2f x %.2f from its parent actor '%s', but its "
8223 "requested minimum size is of %.2f x %.2f",
8224 _clutter_actor_get_debug_name (self),
8225 alloc_width, alloc_height,
8226 _clutter_actor_get_debug_name (parent),
8227 min_width, min_height);
8232 clutter_actor_adjust_width (self,
8236 &adj_allocation.x2);
8238 clutter_actor_adjust_height (self,
8242 &adj_allocation.y2);
8244 /* we maintain the invariant that an allocation cannot be adjusted
8245 * to be outside the parent-given box
8247 if (adj_allocation.x1 < allocation->x1 ||
8248 adj_allocation.y1 < allocation->y1 ||
8249 adj_allocation.x2 > allocation->x2 ||
8250 adj_allocation.y2 > allocation->y2)
8252 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
8253 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
8254 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
8255 _clutter_actor_get_debug_name (self),
8256 adj_allocation.x1, adj_allocation.y1,
8257 adj_allocation.x2 - adj_allocation.x1,
8258 adj_allocation.y2 - adj_allocation.y1,
8259 allocation->x1, allocation->y1,
8260 allocation->x2 - allocation->x1,
8261 allocation->y2 - allocation->y1);
8265 *allocation = adj_allocation;
8269 * clutter_actor_allocate:
8270 * @self: A #ClutterActor
8271 * @box: new allocation of the actor, in parent-relative coordinates
8272 * @flags: flags that control the allocation
8274 * Called by the parent of an actor to assign the actor its size.
8275 * Should never be called by applications (except when implementing
8276 * a container or layout manager).
8278 * Actors can know from their allocation box whether they have moved
8279 * with respect to their parent actor. The @flags parameter describes
8280 * additional information about the allocation, for instance whether
8281 * the parent has moved with respect to the stage, for example because
8282 * a grandparent's origin has moved.
8287 clutter_actor_allocate (ClutterActor *self,
8288 const ClutterActorBox *box,
8289 ClutterAllocationFlags flags)
8291 ClutterActorPrivate *priv;
8292 ClutterActorClass *klass;
8293 ClutterActorBox old_allocation, real_allocation;
8294 gboolean origin_changed, child_moved, size_changed;
8295 gboolean stage_allocation_changed;
8297 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8298 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
8300 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
8301 "which isn't a descendent of the stage!\n",
8302 self, _clutter_actor_get_debug_name (self));
8308 old_allocation = priv->allocation;
8309 real_allocation = *box;
8311 /* constraints are allowed to modify the allocation only here; we do
8312 * this prior to all the other checks so that we can bail out if the
8313 * allocation did not change
8315 clutter_actor_update_constraints (self, &real_allocation);
8317 /* adjust the allocation depending on the align/margin properties */
8318 clutter_actor_adjust_allocation (self, &real_allocation);
8320 if (real_allocation.x2 < real_allocation.x1 ||
8321 real_allocation.y2 < real_allocation.y1)
8323 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
8324 _clutter_actor_get_debug_name (self),
8325 real_allocation.x2 - real_allocation.x1,
8326 real_allocation.y2 - real_allocation.y1);
8329 /* we allow 0-sized actors, but not negative-sized ones */
8330 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
8331 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
8333 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
8335 child_moved = (real_allocation.x1 != old_allocation.x1 ||
8336 real_allocation.y1 != old_allocation.y1);
8338 size_changed = (real_allocation.x2 != old_allocation.x2 ||
8339 real_allocation.y2 != old_allocation.y2);
8341 if (origin_changed || child_moved || size_changed)
8342 stage_allocation_changed = TRUE;
8344 stage_allocation_changed = FALSE;
8346 /* If we get an allocation "out of the blue"
8347 * (we did not queue relayout), then we want to
8348 * ignore it. But if we have needs_allocation set,
8349 * we want to guarantee that allocate() virtual
8350 * method is always called, i.e. that queue_relayout()
8351 * always results in an allocate() invocation on
8354 * The optimization here is to avoid re-allocating
8355 * actors that did not queue relayout and were
8358 if (!priv->needs_allocation && !stage_allocation_changed)
8360 CLUTTER_NOTE (LAYOUT, "No allocation needed");
8364 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
8365 * clutter_actor_allocate(), it indicates whether the parent has its
8366 * absolute origin moved; when passed in to ClutterActor::allocate()
8367 * virtual method though, it indicates whether the child has its
8368 * absolute origin moved. So we set it when child_moved is TRUE
8371 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
8373 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
8375 klass = CLUTTER_ACTOR_GET_CLASS (self);
8376 klass->allocate (self, &real_allocation, flags);
8378 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
8380 if (stage_allocation_changed)
8381 clutter_actor_queue_redraw (self);
8385 * clutter_actor_set_allocation:
8386 * @self: a #ClutterActor
8387 * @box: a #ClutterActorBox
8388 * @flags: allocation flags
8390 * Stores the allocation of @self as defined by @box.
8392 * This function can only be called from within the implementation of
8393 * the #ClutterActorClass.allocate() virtual function.
8395 * The allocation should have been adjusted to take into account constraints,
8396 * alignment, and margin properties. If you are implementing a #ClutterActor
8397 * subclass that provides its own layout management policy for its children
8398 * instead of using a #ClutterLayoutManager delegate, you should not call
8399 * this function on the children of @self; instead, you should call
8400 * clutter_actor_allocate(), which will adjust the allocation box for
8403 * This function should only be used by subclasses of #ClutterActor
8404 * that wish to store their allocation but cannot chain up to the
8405 * parent's implementation; the default implementation of the
8406 * #ClutterActorClass.allocate() virtual function will call this
8409 * It is important to note that, while chaining up was the recommended
8410 * behaviour for #ClutterActor subclasses prior to the introduction of
8411 * this function, it is recommended to call clutter_actor_set_allocation()
8414 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
8415 * to handle the allocation of its children, this function will call
8416 * the clutter_layout_manager_allocate() function only if the
8417 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
8418 * expected that the subclass will call clutter_layout_manager_allocate()
8419 * by itself. For instance, the following code:
8423 * my_actor_allocate (ClutterActor *actor,
8424 * const ClutterActorBox *allocation,
8425 * ClutterAllocationFlags flags)
8427 * ClutterActorBox new_alloc;
8428 * ClutterAllocationFlags new_flags;
8430 * adjust_allocation (allocation, &new_alloc);
8432 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
8434 * /* this will use the layout manager set on the actor */
8435 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
8439 * is equivalent to this:
8443 * my_actor_allocate (ClutterActor *actor,
8444 * const ClutterActorBox *allocation,
8445 * ClutterAllocationFlags flags)
8447 * ClutterLayoutManager *layout;
8448 * ClutterActorBox new_alloc;
8450 * adjust_allocation (allocation, &new_alloc);
8452 * clutter_actor_set_allocation (actor, &new_alloc, flags);
8454 * layout = clutter_actor_get_layout_manager (actor);
8455 * clutter_layout_manager_allocate (layout,
8456 * CLUTTER_CONTAINER (actor),
8465 clutter_actor_set_allocation (ClutterActor *self,
8466 const ClutterActorBox *box,
8467 ClutterAllocationFlags flags)
8469 ClutterActorPrivate *priv;
8472 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8473 g_return_if_fail (box != NULL);
8475 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
8477 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
8478 "can only be called from within the implementation of "
8479 "the ClutterActor::allocate() virtual function.");
8485 g_object_freeze_notify (G_OBJECT (self));
8487 changed = clutter_actor_set_allocation_internal (self, box, flags);
8489 /* we allocate our children before we notify changes in our geometry,
8490 * so that people connecting to properties will be able to get valid
8491 * data out of the sub-tree of the scene graph that has this actor at
8494 clutter_actor_maybe_layout_children (self, box, flags);
8498 ClutterActorBox signal_box = priv->allocation;
8499 ClutterAllocationFlags signal_flags = priv->allocation_flags;
8501 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
8506 g_object_thaw_notify (G_OBJECT (self));
8510 * clutter_actor_set_geometry:
8511 * @self: A #ClutterActor
8512 * @geometry: A #ClutterGeometry
8514 * Sets the actor's fixed position and forces its minimum and natural
8515 * size, in pixels. This means the untransformed actor will have the
8516 * given geometry. This is the same as calling clutter_actor_set_position()
8517 * and clutter_actor_set_size().
8519 * Deprecated: 1.10: Use clutter_actor_set_position() and
8520 * clutter_actor_set_size() instead.
8523 clutter_actor_set_geometry (ClutterActor *self,
8524 const ClutterGeometry *geometry)
8526 g_object_freeze_notify (G_OBJECT (self));
8528 clutter_actor_set_position (self, geometry->x, geometry->y);
8529 clutter_actor_set_size (self, geometry->width, geometry->height);
8531 g_object_thaw_notify (G_OBJECT (self));
8535 * clutter_actor_get_geometry:
8536 * @self: A #ClutterActor
8537 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
8539 * Gets the size and position of an actor relative to its parent
8540 * actor. This is the same as calling clutter_actor_get_position() and
8541 * clutter_actor_get_size(). It tries to "do what you mean" and get the
8542 * requested size and position if the actor's allocation is invalid.
8544 * Deprecated: 1.10: Use clutter_actor_get_position() and
8545 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
8549 clutter_actor_get_geometry (ClutterActor *self,
8550 ClutterGeometry *geometry)
8552 gfloat x, y, width, height;
8554 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8555 g_return_if_fail (geometry != NULL);
8557 clutter_actor_get_position (self, &x, &y);
8558 clutter_actor_get_size (self, &width, &height);
8560 geometry->x = (int) x;
8561 geometry->y = (int) y;
8562 geometry->width = (int) width;
8563 geometry->height = (int) height;
8567 * clutter_actor_set_position:
8568 * @self: A #ClutterActor
8569 * @x: New left position of actor in pixels.
8570 * @y: New top position of actor in pixels.
8572 * Sets the actor's fixed position in pixels relative to any parent
8575 * If a layout manager is in use, this position will override the
8576 * layout manager and force a fixed position.
8579 clutter_actor_set_position (ClutterActor *self,
8583 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8585 g_object_freeze_notify (G_OBJECT (self));
8587 clutter_actor_set_x (self, x);
8588 clutter_actor_set_y (self, y);
8590 g_object_thaw_notify (G_OBJECT (self));
8594 * clutter_actor_get_fixed_position_set:
8595 * @self: A #ClutterActor
8597 * Checks whether an actor has a fixed position set (and will thus be
8598 * unaffected by any layout manager).
8600 * Return value: %TRUE if the fixed position is set on the actor
8605 clutter_actor_get_fixed_position_set (ClutterActor *self)
8607 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
8609 return self->priv->position_set;
8613 * clutter_actor_set_fixed_position_set:
8614 * @self: A #ClutterActor
8615 * @is_set: whether to use fixed position
8617 * Sets whether an actor has a fixed position set (and will thus be
8618 * unaffected by any layout manager).
8623 clutter_actor_set_fixed_position_set (ClutterActor *self,
8626 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8628 if (self->priv->position_set == (is_set != FALSE))
8631 self->priv->position_set = is_set != FALSE;
8632 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8634 clutter_actor_queue_relayout (self);
8638 * clutter_actor_move_by:
8639 * @self: A #ClutterActor
8640 * @dx: Distance to move Actor on X axis.
8641 * @dy: Distance to move Actor on Y axis.
8643 * Moves an actor by the specified distance relative to its current
8644 * position in pixels.
8646 * This function modifies the fixed position of an actor and thus removes
8647 * it from any layout management. Another way to move an actor is with an
8648 * anchor point, see clutter_actor_set_anchor_point().
8653 clutter_actor_move_by (ClutterActor *self,
8657 const ClutterLayoutInfo *info;
8660 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8662 info = _clutter_actor_get_layout_info_or_defaults (self);
8666 clutter_actor_set_position (self, x + dx, y + dy);
8670 clutter_actor_set_min_width (ClutterActor *self,
8673 ClutterActorPrivate *priv = self->priv;
8674 ClutterActorBox old = { 0, };
8675 ClutterLayoutInfo *info;
8677 /* if we are setting the size on a top-level actor and the
8678 * backend only supports static top-levels (e.g. framebuffers)
8679 * then we ignore the passed value and we override it with
8680 * the stage implementation's preferred size.
8682 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8683 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8686 info = _clutter_actor_get_layout_info (self);
8688 if (priv->min_width_set && min_width == info->min_width)
8691 g_object_freeze_notify (G_OBJECT (self));
8693 clutter_actor_store_old_geometry (self, &old);
8695 info->min_width = min_width;
8696 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8697 clutter_actor_set_min_width_set (self, TRUE);
8699 clutter_actor_notify_if_geometry_changed (self, &old);
8701 g_object_thaw_notify (G_OBJECT (self));
8703 clutter_actor_queue_relayout (self);
8707 clutter_actor_set_min_height (ClutterActor *self,
8711 ClutterActorPrivate *priv = self->priv;
8712 ClutterActorBox old = { 0, };
8713 ClutterLayoutInfo *info;
8715 /* if we are setting the size on a top-level actor and the
8716 * backend only supports static top-levels (e.g. framebuffers)
8717 * then we ignore the passed value and we override it with
8718 * the stage implementation's preferred size.
8720 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8721 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8724 info = _clutter_actor_get_layout_info (self);
8726 if (priv->min_height_set && min_height == info->min_height)
8729 g_object_freeze_notify (G_OBJECT (self));
8731 clutter_actor_store_old_geometry (self, &old);
8733 info->min_height = min_height;
8734 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8735 clutter_actor_set_min_height_set (self, TRUE);
8737 clutter_actor_notify_if_geometry_changed (self, &old);
8739 g_object_thaw_notify (G_OBJECT (self));
8741 clutter_actor_queue_relayout (self);
8745 clutter_actor_set_natural_width (ClutterActor *self,
8746 gfloat natural_width)
8748 ClutterActorPrivate *priv = self->priv;
8749 ClutterActorBox old = { 0, };
8750 ClutterLayoutInfo *info;
8752 /* if we are setting the size on a top-level actor and the
8753 * backend only supports static top-levels (e.g. framebuffers)
8754 * then we ignore the passed value and we override it with
8755 * the stage implementation's preferred size.
8757 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8758 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8761 info = _clutter_actor_get_layout_info (self);
8763 if (priv->natural_width_set && natural_width == info->natural_width)
8766 g_object_freeze_notify (G_OBJECT (self));
8768 clutter_actor_store_old_geometry (self, &old);
8770 info->natural_width = natural_width;
8771 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8772 clutter_actor_set_natural_width_set (self, TRUE);
8774 clutter_actor_notify_if_geometry_changed (self, &old);
8776 g_object_thaw_notify (G_OBJECT (self));
8778 clutter_actor_queue_relayout (self);
8782 clutter_actor_set_natural_height (ClutterActor *self,
8783 gfloat natural_height)
8785 ClutterActorPrivate *priv = self->priv;
8786 ClutterActorBox old = { 0, };
8787 ClutterLayoutInfo *info;
8789 /* if we are setting the size on a top-level actor and the
8790 * backend only supports static top-levels (e.g. framebuffers)
8791 * then we ignore the passed value and we override it with
8792 * the stage implementation's preferred size.
8794 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8795 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8798 info = _clutter_actor_get_layout_info (self);
8800 if (priv->natural_height_set && natural_height == info->natural_height)
8803 g_object_freeze_notify (G_OBJECT (self));
8805 clutter_actor_store_old_geometry (self, &old);
8807 info->natural_height = natural_height;
8808 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8809 clutter_actor_set_natural_height_set (self, TRUE);
8811 clutter_actor_notify_if_geometry_changed (self, &old);
8813 g_object_thaw_notify (G_OBJECT (self));
8815 clutter_actor_queue_relayout (self);
8819 clutter_actor_set_min_width_set (ClutterActor *self,
8820 gboolean use_min_width)
8822 ClutterActorPrivate *priv = self->priv;
8823 ClutterActorBox old = { 0, };
8825 if (priv->min_width_set == (use_min_width != FALSE))
8828 clutter_actor_store_old_geometry (self, &old);
8830 priv->min_width_set = use_min_width != FALSE;
8831 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8833 clutter_actor_notify_if_geometry_changed (self, &old);
8835 clutter_actor_queue_relayout (self);
8839 clutter_actor_set_min_height_set (ClutterActor *self,
8840 gboolean use_min_height)
8842 ClutterActorPrivate *priv = self->priv;
8843 ClutterActorBox old = { 0, };
8845 if (priv->min_height_set == (use_min_height != FALSE))
8848 clutter_actor_store_old_geometry (self, &old);
8850 priv->min_height_set = use_min_height != FALSE;
8851 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8853 clutter_actor_notify_if_geometry_changed (self, &old);
8855 clutter_actor_queue_relayout (self);
8859 clutter_actor_set_natural_width_set (ClutterActor *self,
8860 gboolean use_natural_width)
8862 ClutterActorPrivate *priv = self->priv;
8863 ClutterActorBox old = { 0, };
8865 if (priv->natural_width_set == (use_natural_width != FALSE))
8868 clutter_actor_store_old_geometry (self, &old);
8870 priv->natural_width_set = use_natural_width != FALSE;
8871 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8873 clutter_actor_notify_if_geometry_changed (self, &old);
8875 clutter_actor_queue_relayout (self);
8879 clutter_actor_set_natural_height_set (ClutterActor *self,
8880 gboolean use_natural_height)
8882 ClutterActorPrivate *priv = self->priv;
8883 ClutterActorBox old = { 0, };
8885 if (priv->natural_height_set == (use_natural_height != FALSE))
8888 clutter_actor_store_old_geometry (self, &old);
8890 priv->natural_height_set = use_natural_height != FALSE;
8891 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8893 clutter_actor_notify_if_geometry_changed (self, &old);
8895 clutter_actor_queue_relayout (self);
8899 * clutter_actor_set_request_mode:
8900 * @self: a #ClutterActor
8901 * @mode: the request mode
8903 * Sets the geometry request mode of @self.
8905 * The @mode determines the order for invoking
8906 * clutter_actor_get_preferred_width() and
8907 * clutter_actor_get_preferred_height()
8912 clutter_actor_set_request_mode (ClutterActor *self,
8913 ClutterRequestMode mode)
8915 ClutterActorPrivate *priv;
8917 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8921 if (priv->request_mode == mode)
8924 priv->request_mode = mode;
8926 priv->needs_width_request = TRUE;
8927 priv->needs_height_request = TRUE;
8929 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8931 clutter_actor_queue_relayout (self);
8935 * clutter_actor_get_request_mode:
8936 * @self: a #ClutterActor
8938 * Retrieves the geometry request mode of @self
8940 * Return value: the request mode for the actor
8945 clutter_actor_get_request_mode (ClutterActor *self)
8947 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8948 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8950 return self->priv->request_mode;
8953 /* variant of set_width() without checks and without notification
8954 * freeze+thaw, for internal usage only
8957 clutter_actor_set_width_internal (ClutterActor *self,
8962 /* the Stage will use the :min-width to control the minimum
8963 * width to be resized to, so we should not be setting it
8964 * along with the :natural-width
8966 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8967 clutter_actor_set_min_width (self, width);
8969 clutter_actor_set_natural_width (self, width);
8973 /* we only unset the :natural-width for the Stage */
8974 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8975 clutter_actor_set_min_width_set (self, FALSE);
8977 clutter_actor_set_natural_width_set (self, FALSE);
8981 /* variant of set_height() without checks and without notification
8982 * freeze+thaw, for internal usage only
8985 clutter_actor_set_height_internal (ClutterActor *self,
8990 /* see the comment above in set_width_internal() */
8991 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8992 clutter_actor_set_min_height (self, height);
8994 clutter_actor_set_natural_height (self, height);
8998 /* see the comment above in set_width_internal() */
8999 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9000 clutter_actor_set_min_height_set (self, FALSE);
9002 clutter_actor_set_natural_height_set (self, FALSE);
9007 * clutter_actor_set_size:
9008 * @self: A #ClutterActor
9009 * @width: New width of actor in pixels, or -1
9010 * @height: New height of actor in pixels, or -1
9012 * Sets the actor's size request in pixels. This overrides any
9013 * "normal" size request the actor would have. For example
9014 * a text actor might normally request the size of the text;
9015 * this function would force a specific size instead.
9017 * If @width and/or @height are -1 the actor will use its
9018 * "normal" size request instead of overriding it, i.e.
9019 * you can "unset" the size with -1.
9021 * This function sets or unsets both the minimum and natural size.
9024 clutter_actor_set_size (ClutterActor *self,
9028 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9030 g_object_freeze_notify (G_OBJECT (self));
9032 clutter_actor_set_width (self, width);
9033 clutter_actor_set_height (self, height);
9035 g_object_thaw_notify (G_OBJECT (self));
9039 * clutter_actor_get_size:
9040 * @self: A #ClutterActor
9041 * @width: (out) (allow-none): return location for the width, or %NULL.
9042 * @height: (out) (allow-none): return location for the height, or %NULL.
9044 * This function tries to "do what you mean" and return
9045 * the size an actor will have. If the actor has a valid
9046 * allocation, the allocation will be returned; otherwise,
9047 * the actors natural size request will be returned.
9049 * If you care whether you get the request vs. the allocation, you
9050 * should probably call a different function like
9051 * clutter_actor_get_allocation_box() or
9052 * clutter_actor_get_preferred_width().
9057 clutter_actor_get_size (ClutterActor *self,
9061 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9064 *width = clutter_actor_get_width (self);
9067 *height = clutter_actor_get_height (self);
9071 * clutter_actor_get_position:
9072 * @self: a #ClutterActor
9073 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
9074 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
9076 * This function tries to "do what you mean" and tell you where the
9077 * actor is, prior to any transformations. Retrieves the fixed
9078 * position of an actor in pixels, if one has been set; otherwise, if
9079 * the allocation is valid, returns the actor's allocated position;
9080 * otherwise, returns 0,0.
9082 * The returned position is in pixels.
9087 clutter_actor_get_position (ClutterActor *self,
9091 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9094 *x = clutter_actor_get_x (self);
9097 *y = clutter_actor_get_y (self);
9101 * clutter_actor_get_transformed_position:
9102 * @self: A #ClutterActor
9103 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
9104 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
9106 * Gets the absolute position of an actor, in pixels relative to the stage.
9111 clutter_actor_get_transformed_position (ClutterActor *self,
9118 v1.x = v1.y = v1.z = 0;
9119 clutter_actor_apply_transform_to_point (self, &v1, &v2);
9129 * clutter_actor_get_transformed_size:
9130 * @self: A #ClutterActor
9131 * @width: (out) (allow-none): return location for the width, or %NULL
9132 * @height: (out) (allow-none): return location for the height, or %NULL
9134 * Gets the absolute size of an actor in pixels, taking into account the
9137 * If the actor has a valid allocation, the allocated size will be used.
9138 * If the actor has not a valid allocation then the preferred size will
9139 * be transformed and returned.
9141 * If you want the transformed allocation, see
9142 * clutter_actor_get_abs_allocation_vertices() instead.
9144 * <note>When the actor (or one of its ancestors) is rotated around the
9145 * X or Y axis, it no longer appears as on the stage as a rectangle, but
9146 * as a generic quadrangle; in that case this function returns the size
9147 * of the smallest rectangle that encapsulates the entire quad. Please
9148 * note that in this case no assumptions can be made about the relative
9149 * position of this envelope to the absolute position of the actor, as
9150 * returned by clutter_actor_get_transformed_position(); if you need this
9151 * information, you need to use clutter_actor_get_abs_allocation_vertices()
9152 * to get the coords of the actual quadrangle.</note>
9157 clutter_actor_get_transformed_size (ClutterActor *self,
9161 ClutterActorPrivate *priv;
9163 gfloat x_min, x_max, y_min, y_max;
9166 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9170 /* if the actor hasn't been allocated yet, get the preferred
9171 * size and transform that
9173 if (priv->needs_allocation)
9175 gfloat natural_width, natural_height;
9176 ClutterActorBox box;
9178 /* Make a fake allocation to transform.
9180 * NB: _clutter_actor_transform_and_project_box expects a box in
9181 * the actor's coordinate space... */
9186 natural_width = natural_height = 0;
9187 clutter_actor_get_preferred_size (self, NULL, NULL,
9191 box.x2 = natural_width;
9192 box.y2 = natural_height;
9194 _clutter_actor_transform_and_project_box (self, &box, v);
9197 clutter_actor_get_abs_allocation_vertices (self, v);
9199 x_min = x_max = v[0].x;
9200 y_min = y_max = v[0].y;
9202 for (i = 1; i < G_N_ELEMENTS (v); ++i)
9218 *width = x_max - x_min;
9221 *height = y_max - y_min;
9225 * clutter_actor_get_width:
9226 * @self: A #ClutterActor
9228 * Retrieves the width of a #ClutterActor.
9230 * If the actor has a valid allocation, this function will return the
9231 * width of the allocated area given to the actor.
9233 * If the actor does not have a valid allocation, this function will
9234 * return the actor's natural width, that is the preferred width of
9237 * If you care whether you get the preferred width or the width that
9238 * has been assigned to the actor, you should probably call a different
9239 * function like clutter_actor_get_allocation_box() to retrieve the
9240 * allocated size or clutter_actor_get_preferred_width() to retrieve the
9243 * If an actor has a fixed width, for instance a width that has been
9244 * assigned using clutter_actor_set_width(), the width returned will
9245 * be the same value.
9247 * Return value: the width of the actor, in pixels
9250 clutter_actor_get_width (ClutterActor *self)
9252 ClutterActorPrivate *priv;
9254 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9258 if (priv->needs_allocation)
9260 gfloat natural_width = 0;
9262 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
9263 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
9266 gfloat natural_height = 0;
9268 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
9269 clutter_actor_get_preferred_width (self, natural_height,
9274 return natural_width;
9277 return priv->allocation.x2 - priv->allocation.x1;
9281 * clutter_actor_get_height:
9282 * @self: A #ClutterActor
9284 * Retrieves the height of a #ClutterActor.
9286 * If the actor has a valid allocation, this function will return the
9287 * height of the allocated area given to the actor.
9289 * If the actor does not have a valid allocation, this function will
9290 * return the actor's natural height, that is the preferred height of
9293 * If you care whether you get the preferred height or the height that
9294 * has been assigned to the actor, you should probably call a different
9295 * function like clutter_actor_get_allocation_box() to retrieve the
9296 * allocated size or clutter_actor_get_preferred_height() to retrieve the
9299 * If an actor has a fixed height, for instance a height that has been
9300 * assigned using clutter_actor_set_height(), the height returned will
9301 * be the same value.
9303 * Return value: the height of the actor, in pixels
9306 clutter_actor_get_height (ClutterActor *self)
9308 ClutterActorPrivate *priv;
9310 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9314 if (priv->needs_allocation)
9316 gfloat natural_height = 0;
9318 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
9320 gfloat natural_width = 0;
9322 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
9323 clutter_actor_get_preferred_height (self, natural_width,
9324 NULL, &natural_height);
9327 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
9329 return natural_height;
9332 return priv->allocation.y2 - priv->allocation.y1;
9336 * clutter_actor_set_width:
9337 * @self: A #ClutterActor
9338 * @width: Requested new width for the actor, in pixels, or -1
9340 * Forces a width on an actor, causing the actor's preferred width
9341 * and height (if any) to be ignored.
9343 * If @width is -1 the actor will use its preferred width request
9344 * instead of overriding it, i.e. you can "unset" the width with -1.
9346 * This function sets both the minimum and natural size of the actor.
9351 clutter_actor_set_width (ClutterActor *self,
9354 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9356 if (clutter_actor_get_easing_duration (self) != 0)
9358 ClutterTransition *transition;
9360 transition = _clutter_actor_get_transition (self, obj_props[PROP_WIDTH]);
9361 if (transition == NULL)
9363 float old_width = clutter_actor_get_width (self);
9365 transition = _clutter_actor_create_transition (self,
9366 obj_props[PROP_WIDTH],
9369 clutter_timeline_start (CLUTTER_TIMELINE (transition));
9372 _clutter_actor_update_transition (self, obj_props[PROP_WIDTH], width);
9374 clutter_actor_queue_relayout (self);
9378 g_object_freeze_notify (G_OBJECT (self));
9380 clutter_actor_set_width_internal (self, width);
9382 g_object_thaw_notify (G_OBJECT (self));
9387 * clutter_actor_set_height:
9388 * @self: A #ClutterActor
9389 * @height: Requested new height for the actor, in pixels, or -1
9391 * Forces a height on an actor, causing the actor's preferred width
9392 * and height (if any) to be ignored.
9394 * If @height is -1 the actor will use its preferred height instead of
9395 * overriding it, i.e. you can "unset" the height with -1.
9397 * This function sets both the minimum and natural size of the actor.
9402 clutter_actor_set_height (ClutterActor *self,
9405 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9407 if (clutter_actor_get_easing_duration (self) != 0)
9409 ClutterTransition *transition;
9411 transition = _clutter_actor_get_transition (self, obj_props[PROP_HEIGHT]);
9412 if (transition == NULL)
9414 float old_height = clutter_actor_get_height (self);
9416 transition = _clutter_actor_create_transition (self,
9417 obj_props[PROP_HEIGHT],
9420 clutter_timeline_start (CLUTTER_TIMELINE (transition));
9423 _clutter_actor_update_transition (self, obj_props[PROP_HEIGHT], height);
9425 clutter_actor_queue_relayout (self);
9429 g_object_freeze_notify (G_OBJECT (self));
9431 clutter_actor_set_height_internal (self, height);
9433 g_object_thaw_notify (G_OBJECT (self));
9438 clutter_actor_set_x_internal (ClutterActor *self,
9441 ClutterActorPrivate *priv = self->priv;
9442 ClutterLayoutInfo *linfo;
9443 ClutterActorBox old = { 0, };
9445 linfo = _clutter_actor_get_layout_info (self);
9447 if (priv->position_set && linfo->fixed_x == x)
9450 clutter_actor_store_old_geometry (self, &old);
9453 clutter_actor_set_fixed_position_set (self, TRUE);
9455 clutter_actor_notify_if_geometry_changed (self, &old);
9457 clutter_actor_queue_relayout (self);
9461 clutter_actor_set_y_internal (ClutterActor *self,
9464 ClutterActorPrivate *priv = self->priv;
9465 ClutterLayoutInfo *linfo;
9466 ClutterActorBox old = { 0, };
9468 linfo = _clutter_actor_get_layout_info (self);
9470 if (priv->position_set && linfo->fixed_y == y)
9473 clutter_actor_store_old_geometry (self, &old);
9476 clutter_actor_set_fixed_position_set (self, TRUE);
9478 clutter_actor_notify_if_geometry_changed (self, &old);
9480 clutter_actor_queue_relayout (self);
9484 * clutter_actor_set_x:
9485 * @self: a #ClutterActor
9486 * @x: the actor's position on the X axis
9488 * Sets the actor's X coordinate, relative to its parent, in pixels.
9490 * Overrides any layout manager and forces a fixed position for
9493 * The #ClutterActor:x property is animatable.
9498 clutter_actor_set_x (ClutterActor *self,
9501 const ClutterLayoutInfo *linfo;
9503 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9505 linfo = _clutter_actor_get_layout_info_or_defaults (self);
9507 if (clutter_actor_get_easing_duration (self) != 0)
9509 ClutterTransition *transition;
9511 transition = _clutter_actor_get_transition (self, obj_props[PROP_X]);
9512 if (transition == NULL)
9514 transition = _clutter_actor_create_transition (self,
9519 clutter_timeline_start (CLUTTER_TIMELINE (transition));
9522 _clutter_actor_update_transition (self, obj_props[PROP_X], x);
9524 clutter_actor_queue_relayout (self);
9527 clutter_actor_set_x_internal (self, x);
9531 * clutter_actor_set_y:
9532 * @self: a #ClutterActor
9533 * @y: the actor's position on the Y axis
9535 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
9537 * Overrides any layout manager and forces a fixed position for
9540 * The #ClutterActor:y property is animatable.
9545 clutter_actor_set_y (ClutterActor *self,
9548 const ClutterLayoutInfo *linfo;
9550 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9552 linfo = _clutter_actor_get_layout_info_or_defaults (self);
9554 if (clutter_actor_get_easing_duration (self) != 0)
9556 ClutterTransition *transition;
9558 transition = _clutter_actor_get_transition (self, obj_props[PROP_Y]);
9559 if (transition == NULL)
9561 transition = _clutter_actor_create_transition (self,
9566 clutter_timeline_start (CLUTTER_TIMELINE (transition));
9569 _clutter_actor_update_transition (self, obj_props[PROP_Y], y);
9571 clutter_actor_queue_relayout (self);
9574 clutter_actor_set_y_internal (self, y);
9576 clutter_actor_queue_relayout (self);
9580 * clutter_actor_get_x:
9581 * @self: A #ClutterActor
9583 * Retrieves the X coordinate of a #ClutterActor.
9585 * This function tries to "do what you mean", by returning the
9586 * correct value depending on the actor's state.
9588 * If the actor has a valid allocation, this function will return
9589 * the X coordinate of the origin of the allocation box.
9591 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
9592 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
9593 * function will return that coordinate.
9595 * If both the allocation and a fixed position are missing, this function
9598 * Return value: the X coordinate, in pixels, ignoring any
9599 * transformation (i.e. scaling, rotation)
9602 clutter_actor_get_x (ClutterActor *self)
9604 ClutterActorPrivate *priv;
9606 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9610 if (priv->needs_allocation)
9612 if (priv->position_set)
9614 const ClutterLayoutInfo *info;
9616 info = _clutter_actor_get_layout_info_or_defaults (self);
9618 return info->fixed_x;
9624 return priv->allocation.x1;
9628 * clutter_actor_get_y:
9629 * @self: A #ClutterActor
9631 * Retrieves the Y coordinate of a #ClutterActor.
9633 * This function tries to "do what you mean", by returning the
9634 * correct value depending on the actor's state.
9636 * If the actor has a valid allocation, this function will return
9637 * the Y coordinate of the origin of the allocation box.
9639 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
9640 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
9641 * function will return that coordinate.
9643 * If both the allocation and a fixed position are missing, this function
9646 * Return value: the Y coordinate, in pixels, ignoring any
9647 * transformation (i.e. scaling, rotation)
9650 clutter_actor_get_y (ClutterActor *self)
9652 ClutterActorPrivate *priv;
9654 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9658 if (priv->needs_allocation)
9660 if (priv->position_set)
9662 const ClutterLayoutInfo *info;
9664 info = _clutter_actor_get_layout_info_or_defaults (self);
9666 return info->fixed_y;
9672 return priv->allocation.y1;
9676 * clutter_actor_set_scale:
9677 * @self: A #ClutterActor
9678 * @scale_x: double factor to scale actor by horizontally.
9679 * @scale_y: double factor to scale actor by vertically.
9681 * Scales an actor with the given factors. The scaling is relative to
9682 * the scale center and the anchor point. The scale center is
9683 * unchanged by this function and defaults to 0,0.
9685 * The #ClutterActor:scale-x and #ClutterActor:scale-y properties are
9691 clutter_actor_set_scale (ClutterActor *self,
9695 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9697 g_object_freeze_notify (G_OBJECT (self));
9699 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9700 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9702 g_object_thaw_notify (G_OBJECT (self));
9706 * clutter_actor_set_scale_full:
9707 * @self: A #ClutterActor
9708 * @scale_x: double factor to scale actor by horizontally.
9709 * @scale_y: double factor to scale actor by vertically.
9710 * @center_x: X coordinate of the center of the scale.
9711 * @center_y: Y coordinate of the center of the scale
9713 * Scales an actor with the given factors around the given center
9714 * point. The center point is specified in pixels relative to the
9715 * anchor point (usually the top left corner of the actor).
9717 * The #ClutterActor:scale-x and #ClutterActor:scale-y properties
9723 clutter_actor_set_scale_full (ClutterActor *self,
9729 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9731 g_object_freeze_notify (G_OBJECT (self));
9733 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9734 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9735 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9736 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9738 g_object_thaw_notify (G_OBJECT (self));
9742 * clutter_actor_set_scale_with_gravity:
9743 * @self: A #ClutterActor
9744 * @scale_x: double factor to scale actor by horizontally.
9745 * @scale_y: double factor to scale actor by vertically.
9746 * @gravity: the location of the scale center expressed as a compass
9749 * Scales an actor with the given factors around the given
9750 * center point. The center point is specified as one of the compass
9751 * directions in #ClutterGravity. For example, setting it to north
9752 * will cause the top of the actor to remain unchanged and the rest of
9753 * the actor to expand left, right and downwards.
9755 * The #ClutterActor:scale-x and #ClutterActor:scale-y properties are
9761 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9764 ClutterGravity gravity)
9766 ClutterTransformInfo *info;
9769 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9771 obj = G_OBJECT (self);
9773 g_object_freeze_notify (obj);
9775 info = _clutter_actor_get_transform_info (self);
9776 info->scale_x = scale_x;
9777 info->scale_y = scale_y;
9779 if (gravity == CLUTTER_GRAVITY_NONE)
9780 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9782 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9784 self->priv->transform_valid = FALSE;
9786 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9787 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9788 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9789 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9790 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9792 clutter_actor_queue_redraw (self);
9794 g_object_thaw_notify (obj);
9798 * clutter_actor_get_scale:
9799 * @self: A #ClutterActor
9800 * @scale_x: (out) (allow-none): Location to store horizonal
9801 * scale factor, or %NULL.
9802 * @scale_y: (out) (allow-none): Location to store vertical
9803 * scale factor, or %NULL.
9805 * Retrieves an actors scale factors.
9810 clutter_actor_get_scale (ClutterActor *self,
9814 const ClutterTransformInfo *info;
9816 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9818 info = _clutter_actor_get_transform_info_or_defaults (self);
9821 *scale_x = info->scale_x;
9824 *scale_y = info->scale_y;
9828 * clutter_actor_get_scale_center:
9829 * @self: A #ClutterActor
9830 * @center_x: (out) (allow-none): Location to store the X position
9831 * of the scale center, or %NULL.
9832 * @center_y: (out) (allow-none): Location to store the Y position
9833 * of the scale center, or %NULL.
9835 * Retrieves the scale center coordinate in pixels relative to the top
9836 * left corner of the actor. If the scale center was specified using a
9837 * #ClutterGravity this will calculate the pixel offset using the
9838 * current size of the actor.
9843 clutter_actor_get_scale_center (ClutterActor *self,
9847 const ClutterTransformInfo *info;
9849 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9851 info = _clutter_actor_get_transform_info_or_defaults (self);
9853 clutter_anchor_coord_get_units (self, &info->scale_center,
9860 * clutter_actor_get_scale_gravity:
9861 * @self: A #ClutterActor
9863 * Retrieves the scale center as a compass direction. If the scale
9864 * center was specified in pixels or units this will return
9865 * %CLUTTER_GRAVITY_NONE.
9867 * Return value: the scale gravity
9872 clutter_actor_get_scale_gravity (ClutterActor *self)
9874 const ClutterTransformInfo *info;
9876 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9878 info = _clutter_actor_get_transform_info_or_defaults (self);
9880 return clutter_anchor_coord_get_gravity (&info->scale_center);
9884 clutter_actor_set_opacity_internal (ClutterActor *self,
9887 ClutterActorPrivate *priv = self->priv;
9889 if (priv->opacity != opacity)
9891 priv->opacity = opacity;
9893 /* Queue a redraw from the flatten effect so that it can use
9894 its cached image if available instead of having to redraw the
9895 actual actor. If it doesn't end up using the FBO then the
9896 effect is still able to continue the paint anyway. If there
9897 is no flatten effect yet then this is equivalent to queueing
9899 _clutter_actor_queue_redraw_full (self,
9902 priv->flatten_effect);
9904 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9909 * clutter_actor_set_opacity:
9910 * @self: A #ClutterActor
9911 * @opacity: New opacity value for the actor.
9913 * Sets the actor's opacity, with zero being completely transparent and
9914 * 255 (0xff) being fully opaque.
9916 * The #ClutterActor:opacity property is animatable.
9919 clutter_actor_set_opacity (ClutterActor *self,
9922 ClutterActorPrivate *priv;
9924 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9928 if (clutter_actor_get_easing_duration (self) != 0)
9930 ClutterTransition *transition;
9932 transition = _clutter_actor_get_transition (self, obj_props[PROP_OPACITY]);
9933 if (transition == NULL)
9935 transition = _clutter_actor_create_transition (self,
9936 obj_props[PROP_OPACITY],
9939 clutter_timeline_start (CLUTTER_TIMELINE (transition));
9942 _clutter_actor_update_transition (self, obj_props[PROP_OPACITY], opacity);
9944 clutter_actor_queue_redraw (self);
9947 clutter_actor_set_opacity_internal (self, opacity);
9951 * clutter_actor_get_paint_opacity_internal:
9952 * @self: a #ClutterActor
9954 * Retrieves the absolute opacity of the actor, as it appears on the stage
9956 * This function does not do type checks
9958 * Return value: the absolute opacity of the actor
9961 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9963 ClutterActorPrivate *priv = self->priv;
9964 ClutterActor *parent;
9966 /* override the top-level opacity to always be 255; even in
9967 * case of ClutterStage:use-alpha being TRUE we want the rest
9968 * of the scene to be painted
9970 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9973 if (priv->opacity_override >= 0)
9974 return priv->opacity_override;
9976 parent = priv->parent;
9978 /* Factor in the actual actors opacity with parents */
9981 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9983 if (opacity != 0xff)
9984 return (opacity * priv->opacity) / 0xff;
9987 return priv->opacity;
9992 * clutter_actor_get_paint_opacity:
9993 * @self: A #ClutterActor
9995 * Retrieves the absolute opacity of the actor, as it appears on the stage.
9997 * This function traverses the hierarchy chain and composites the opacity of
9998 * the actor with that of its parents.
10000 * This function is intended for subclasses to use in the paint virtual
10001 * function, to paint themselves with the correct opacity.
10003 * Return value: The actor opacity value.
10008 clutter_actor_get_paint_opacity (ClutterActor *self)
10010 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10012 return clutter_actor_get_paint_opacity_internal (self);
10016 * clutter_actor_get_opacity:
10017 * @self: a #ClutterActor
10019 * Retrieves the opacity value of an actor, as set by
10020 * clutter_actor_set_opacity().
10022 * For retrieving the absolute opacity of the actor inside a paint
10023 * virtual function, see clutter_actor_get_paint_opacity().
10025 * Return value: the opacity of the actor
10028 clutter_actor_get_opacity (ClutterActor *self)
10030 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10032 return self->priv->opacity;
10036 * clutter_actor_set_offscreen_redirect:
10037 * @self: A #ClutterActor
10038 * @redirect: New offscreen redirect flags for the actor.
10040 * Defines the circumstances where the actor should be redirected into
10041 * an offscreen image. The offscreen image is used to flatten the
10042 * actor into a single image while painting for two main reasons.
10043 * Firstly, when the actor is painted a second time without any of its
10044 * contents changing it can simply repaint the cached image without
10045 * descending further down the actor hierarchy. Secondly, it will make
10046 * the opacity look correct even if there are overlapping primitives
10049 * Caching the actor could in some cases be a performance win and in
10050 * some cases be a performance lose so it is important to determine
10051 * which value is right for an actor before modifying this value. For
10052 * example, there is never any reason to flatten an actor that is just
10053 * a single texture (such as a #ClutterTexture) because it is
10054 * effectively already cached in an image so the offscreen would be
10055 * redundant. Also if the actor contains primitives that are far apart
10056 * with a large transparent area in the middle (such as a large
10057 * CluterGroup with a small actor in the top left and a small actor in
10058 * the bottom right) then the cached image will contain the entire
10059 * image of the large area and the paint will waste time blending all
10060 * of the transparent pixels in the middle.
10062 * The default method of implementing opacity on a container simply
10063 * forwards on the opacity to all of the children. If the children are
10064 * overlapping then it will appear as if they are two separate glassy
10065 * objects and there will be a break in the color where they
10066 * overlap. By redirecting to an offscreen buffer it will be as if the
10067 * two opaque objects are combined into one and then made transparent
10068 * which is usually what is expected.
10070 * The image below demonstrates the difference between redirecting and
10071 * not. The image shows two Clutter groups, each containing a red and
10072 * a green rectangle which overlap. The opacity on the group is set to
10073 * 128 (which is 50%). When the offscreen redirect is not used, the
10074 * red rectangle can be seen through the blue rectangle as if the two
10075 * rectangles were separately transparent. When the redirect is used
10076 * the group as a whole is transparent instead so the red rectangle is
10077 * not visible where they overlap.
10079 * <figure id="offscreen-redirect">
10080 * <title>Sample of using an offscreen redirect for transparency</title>
10081 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
10084 * The default value for this property is 0, so we effectively will
10085 * never redirect an actor offscreen by default. This means that there
10086 * are times that transparent actors may look glassy as described
10087 * above. The reason this is the default is because there is a
10088 * performance trade off between quality and performance here. In many
10089 * cases the default form of glassy opacity looks good enough, but if
10090 * it's not you will need to set the
10091 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
10092 * redirection for opacity.
10094 * Custom actors that don't contain any overlapping primitives are
10095 * recommended to override the has_overlaps() virtual to return %FALSE
10096 * for maximum efficiency.
10101 clutter_actor_set_offscreen_redirect (ClutterActor *self,
10102 ClutterOffscreenRedirect redirect)
10104 ClutterActorPrivate *priv;
10106 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10110 if (priv->offscreen_redirect != redirect)
10112 priv->offscreen_redirect = redirect;
10114 /* Queue a redraw from the effect so that it can use its cached
10115 image if available instead of having to redraw the actual
10116 actor. If it doesn't end up using the FBO then the effect is
10117 still able to continue the paint anyway. If there is no
10118 effect then this is equivalent to queuing a full redraw */
10119 _clutter_actor_queue_redraw_full (self,
10122 priv->flatten_effect);
10124 g_object_notify_by_pspec (G_OBJECT (self),
10125 obj_props[PROP_OFFSCREEN_REDIRECT]);
10130 * clutter_actor_get_offscreen_redirect:
10131 * @self: a #ClutterActor
10133 * Retrieves whether to redirect the actor to an offscreen buffer, as
10134 * set by clutter_actor_set_offscreen_redirect().
10136 * Return value: the value of the offscreen-redirect property of the actor
10140 ClutterOffscreenRedirect
10141 clutter_actor_get_offscreen_redirect (ClutterActor *self)
10143 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10145 return self->priv->offscreen_redirect;
10149 * clutter_actor_set_name:
10150 * @self: A #ClutterActor
10151 * @name: Textual tag to apply to actor
10153 * Sets the given name to @self. The name can be used to identify
10157 clutter_actor_set_name (ClutterActor *self,
10160 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10162 g_free (self->priv->name);
10163 self->priv->name = g_strdup (name);
10165 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
10169 * clutter_actor_get_name:
10170 * @self: A #ClutterActor
10172 * Retrieves the name of @self.
10174 * Return value: the name of the actor, or %NULL. The returned string is
10175 * owned by the actor and should not be modified or freed.
10178 clutter_actor_get_name (ClutterActor *self)
10180 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10182 return self->priv->name;
10186 * clutter_actor_get_gid:
10187 * @self: A #ClutterActor
10189 * Retrieves the unique id for @self.
10191 * Return value: Globally unique value for this object instance.
10195 * Deprecated: 1.8: The id is not used any longer.
10198 clutter_actor_get_gid (ClutterActor *self)
10200 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10202 return self->priv->id;
10206 clutter_actor_set_depth_internal (ClutterActor *self,
10209 ClutterTransformInfo *info;
10211 info = _clutter_actor_get_transform_info (self);
10213 if (info->depth != depth)
10215 /* Sets Z value - XXX 2.0: should we invert? */
10216 info->depth = depth;
10218 self->priv->transform_valid = FALSE;
10220 /* FIXME - remove this crap; sadly, there are still containers
10221 * in Clutter that depend on this utter brain damage
10223 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
10225 clutter_actor_queue_redraw (self);
10227 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
10232 * clutter_actor_set_depth:
10233 * @self: a #ClutterActor
10236 * Sets the Z coordinate of @self to @depth.
10238 * The unit used by @depth is dependant on the perspective setup. See
10239 * also clutter_stage_set_perspective().
10242 clutter_actor_set_depth (ClutterActor *self,
10245 const ClutterTransformInfo *tinfo;
10247 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10249 tinfo = _clutter_actor_get_transform_info_or_defaults (self);
10251 if (clutter_actor_get_easing_duration (self) != 0)
10253 ClutterTransition *transition;
10255 transition = _clutter_actor_get_transition (self, obj_props[PROP_DEPTH]);
10256 if (transition == NULL)
10258 transition = _clutter_actor_create_transition (self, obj_props[PROP_DEPTH],
10261 clutter_timeline_start (CLUTTER_TIMELINE (transition));
10264 _clutter_actor_update_transition (self, obj_props[PROP_DEPTH], depth);
10266 clutter_actor_queue_redraw (self);
10269 clutter_actor_set_depth_internal (self, depth);
10273 * clutter_actor_get_depth:
10274 * @self: a #ClutterActor
10276 * Retrieves the depth of @self.
10278 * Return value: the depth of the actor
10281 clutter_actor_get_depth (ClutterActor *self)
10283 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
10285 return _clutter_actor_get_transform_info_or_defaults (self)->depth;
10289 * clutter_actor_set_rotation:
10290 * @self: a #ClutterActor
10291 * @axis: the axis of rotation
10292 * @angle: the angle of rotation
10293 * @x: X coordinate of the rotation center
10294 * @y: Y coordinate of the rotation center
10295 * @z: Z coordinate of the rotation center
10297 * Sets the rotation angle of @self around the given axis.
10299 * The rotation center coordinates used depend on the value of @axis:
10301 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
10302 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
10303 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
10306 * The rotation coordinates are relative to the anchor point of the
10307 * actor, set using clutter_actor_set_anchor_point(). If no anchor
10308 * point is set, the upper left corner is assumed as the origin.
10313 clutter_actor_set_rotation (ClutterActor *self,
10314 ClutterRotateAxis axis,
10322 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10328 g_object_freeze_notify (G_OBJECT (self));
10330 clutter_actor_set_rotation_angle (self, axis, angle);
10331 clutter_actor_set_rotation_center_internal (self, axis, &v);
10333 g_object_thaw_notify (G_OBJECT (self));
10337 * clutter_actor_set_z_rotation_from_gravity:
10338 * @self: a #ClutterActor
10339 * @angle: the angle of rotation
10340 * @gravity: the center point of the rotation
10342 * Sets the rotation angle of @self around the Z axis using the center
10343 * point specified as a compass point. For example to rotate such that
10344 * the center of the actor remains static you can use
10345 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
10346 * will move accordingly.
10351 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
10353 ClutterGravity gravity)
10355 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10357 if (gravity == CLUTTER_GRAVITY_NONE)
10358 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
10361 GObject *obj = G_OBJECT (self);
10362 ClutterTransformInfo *info;
10364 info = _clutter_actor_get_transform_info (self);
10366 g_object_freeze_notify (obj);
10368 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
10370 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
10371 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
10372 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
10374 g_object_thaw_notify (obj);
10379 * clutter_actor_get_rotation:
10380 * @self: a #ClutterActor
10381 * @axis: the axis of rotation
10382 * @x: (out): return value for the X coordinate of the center of rotation
10383 * @y: (out): return value for the Y coordinate of the center of rotation
10384 * @z: (out): return value for the Z coordinate of the center of rotation
10386 * Retrieves the angle and center of rotation on the given axis,
10387 * set using clutter_actor_set_rotation().
10389 * Return value: the angle of rotation
10394 clutter_actor_get_rotation (ClutterActor *self,
10395 ClutterRotateAxis axis,
10400 const ClutterTransformInfo *info;
10401 const AnchorCoord *anchor_coord;
10402 gdouble retval = 0;
10404 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10406 info = _clutter_actor_get_transform_info_or_defaults (self);
10410 case CLUTTER_X_AXIS:
10411 anchor_coord = &info->rx_center;
10412 retval = info->rx_angle;
10415 case CLUTTER_Y_AXIS:
10416 anchor_coord = &info->ry_center;
10417 retval = info->ry_angle;
10420 case CLUTTER_Z_AXIS:
10421 anchor_coord = &info->rz_center;
10422 retval = info->rz_angle;
10426 anchor_coord = NULL;
10431 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
10437 * clutter_actor_get_z_rotation_gravity:
10438 * @self: A #ClutterActor
10440 * Retrieves the center for the rotation around the Z axis as a
10441 * compass direction. If the center was specified in pixels or units
10442 * this will return %CLUTTER_GRAVITY_NONE.
10444 * Return value: the Z rotation center
10449 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
10451 const ClutterTransformInfo *info;
10453 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
10455 info = _clutter_actor_get_transform_info_or_defaults (self);
10457 return clutter_anchor_coord_get_gravity (&info->rz_center);
10461 * clutter_actor_set_clip:
10462 * @self: A #ClutterActor
10463 * @xoff: X offset of the clip rectangle
10464 * @yoff: Y offset of the clip rectangle
10465 * @width: Width of the clip rectangle
10466 * @height: Height of the clip rectangle
10468 * Sets clip area for @self. The clip area is always computed from the
10469 * upper left corner of the actor, even if the anchor point is set
10475 clutter_actor_set_clip (ClutterActor *self,
10481 ClutterActorPrivate *priv;
10483 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10487 if (priv->has_clip &&
10488 priv->clip.x == xoff &&
10489 priv->clip.y == yoff &&
10490 priv->clip.width == width &&
10491 priv->clip.height == height)
10494 priv->clip.x = xoff;
10495 priv->clip.y = yoff;
10496 priv->clip.width = width;
10497 priv->clip.height = height;
10499 priv->has_clip = TRUE;
10501 clutter_actor_queue_redraw (self);
10503 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
10504 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
10508 * clutter_actor_remove_clip:
10509 * @self: A #ClutterActor
10511 * Removes clip area from @self.
10514 clutter_actor_remove_clip (ClutterActor *self)
10516 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10518 if (!self->priv->has_clip)
10521 self->priv->has_clip = FALSE;
10523 clutter_actor_queue_redraw (self);
10525 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
10529 * clutter_actor_has_clip:
10530 * @self: a #ClutterActor
10532 * Determines whether the actor has a clip area set or not.
10534 * Return value: %TRUE if the actor has a clip area set.
10539 clutter_actor_has_clip (ClutterActor *self)
10541 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10543 return self->priv->has_clip;
10547 * clutter_actor_get_clip:
10548 * @self: a #ClutterActor
10549 * @xoff: (out) (allow-none): return location for the X offset of
10550 * the clip rectangle, or %NULL
10551 * @yoff: (out) (allow-none): return location for the Y offset of
10552 * the clip rectangle, or %NULL
10553 * @width: (out) (allow-none): return location for the width of
10554 * the clip rectangle, or %NULL
10555 * @height: (out) (allow-none): return location for the height of
10556 * the clip rectangle, or %NULL
10558 * Gets the clip area for @self, if any is set
10563 clutter_actor_get_clip (ClutterActor *self,
10569 ClutterActorPrivate *priv;
10571 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10575 if (!priv->has_clip)
10579 *xoff = priv->clip.x;
10582 *yoff = priv->clip.y;
10585 *width = priv->clip.width;
10587 if (height != NULL)
10588 *height = priv->clip.height;
10592 * clutter_actor_get_children:
10593 * @self: a #ClutterActor
10595 * Retrieves the list of children of @self.
10597 * Return value: (transfer container) (element-type ClutterActor): A newly
10598 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
10604 clutter_actor_get_children (ClutterActor *self)
10606 ClutterActor *iter;
10609 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10611 /* we walk the list backward so that we can use prepend(),
10614 for (iter = self->priv->last_child, res = NULL;
10616 iter = iter->priv->prev_sibling)
10618 res = g_list_prepend (res, iter);
10625 * insert_child_at_depth:
10626 * @self: a #ClutterActor
10627 * @child: a #ClutterActor
10629 * Inserts @child inside the list of children held by @self, using
10630 * the depth as the insertion criteria.
10632 * This sadly makes the insertion not O(1), but we can keep the
10633 * list sorted so that the painters algorithm we use for painting
10634 * the children will work correctly.
10637 insert_child_at_depth (ClutterActor *self,
10638 ClutterActor *child,
10639 gpointer dummy G_GNUC_UNUSED)
10641 ClutterActor *iter;
10644 child->priv->parent = self;
10647 _clutter_actor_get_transform_info_or_defaults (child)->depth;
10649 /* special-case the first child */
10650 if (self->priv->n_children == 0)
10652 self->priv->first_child = child;
10653 self->priv->last_child = child;
10655 child->priv->next_sibling = NULL;
10656 child->priv->prev_sibling = NULL;
10661 /* Find the right place to insert the child so that it will still be
10662 sorted and the child will be after all of the actors at the same
10664 for (iter = self->priv->first_child;
10666 iter = iter->priv->next_sibling)
10671 _clutter_actor_get_transform_info_or_defaults (iter)->depth;
10673 if (iter_depth > child_depth)
10679 ClutterActor *tmp = iter->priv->prev_sibling;
10682 tmp->priv->next_sibling = child;
10684 /* Insert the node before the found one */
10685 child->priv->prev_sibling = iter->priv->prev_sibling;
10686 child->priv->next_sibling = iter;
10687 iter->priv->prev_sibling = child;
10691 ClutterActor *tmp = self->priv->last_child;
10694 tmp->priv->next_sibling = child;
10696 /* insert the node at the end of the list */
10697 child->priv->prev_sibling = self->priv->last_child;
10698 child->priv->next_sibling = NULL;
10701 if (child->priv->prev_sibling == NULL)
10702 self->priv->first_child = child;
10704 if (child->priv->next_sibling == NULL)
10705 self->priv->last_child = child;
10709 insert_child_at_index (ClutterActor *self,
10710 ClutterActor *child,
10713 gint index_ = GPOINTER_TO_INT (data_);
10715 child->priv->parent = self;
10719 ClutterActor *tmp = self->priv->first_child;
10722 tmp->priv->prev_sibling = child;
10724 child->priv->prev_sibling = NULL;
10725 child->priv->next_sibling = tmp;
10727 else if (index_ < 0 || index_ >= self->priv->n_children)
10729 ClutterActor *tmp = self->priv->last_child;
10732 tmp->priv->next_sibling = child;
10734 child->priv->prev_sibling = tmp;
10735 child->priv->next_sibling = NULL;
10739 ClutterActor *iter;
10742 for (iter = self->priv->first_child, i = 0;
10744 iter = iter->priv->next_sibling, i += 1)
10748 ClutterActor *tmp = iter->priv->prev_sibling;
10750 child->priv->prev_sibling = tmp;
10751 child->priv->next_sibling = iter;
10753 iter->priv->prev_sibling = child;
10756 tmp->priv->next_sibling = child;
10763 if (child->priv->prev_sibling == NULL)
10764 self->priv->first_child = child;
10766 if (child->priv->next_sibling == NULL)
10767 self->priv->last_child = child;
10771 insert_child_above (ClutterActor *self,
10772 ClutterActor *child,
10775 ClutterActor *sibling = data;
10777 child->priv->parent = self;
10779 if (sibling == NULL)
10780 sibling = self->priv->last_child;
10782 child->priv->prev_sibling = sibling;
10784 if (sibling != NULL)
10786 ClutterActor *tmp = sibling->priv->next_sibling;
10788 child->priv->next_sibling = tmp;
10791 tmp->priv->prev_sibling = child;
10793 sibling->priv->next_sibling = child;
10796 child->priv->next_sibling = NULL;
10798 if (child->priv->prev_sibling == NULL)
10799 self->priv->first_child = child;
10801 if (child->priv->next_sibling == NULL)
10802 self->priv->last_child = child;
10806 insert_child_below (ClutterActor *self,
10807 ClutterActor *child,
10810 ClutterActor *sibling = data;
10812 child->priv->parent = self;
10814 if (sibling == NULL)
10815 sibling = self->priv->first_child;
10817 child->priv->next_sibling = sibling;
10819 if (sibling != NULL)
10821 ClutterActor *tmp = sibling->priv->prev_sibling;
10823 child->priv->prev_sibling = tmp;
10826 tmp->priv->next_sibling = child;
10828 sibling->priv->prev_sibling = child;
10831 child->priv->prev_sibling = NULL;
10833 if (child->priv->prev_sibling == NULL)
10834 self->priv->first_child = child;
10836 if (child->priv->next_sibling == NULL)
10837 self->priv->last_child = child;
10840 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10841 ClutterActor *child,
10845 ADD_CHILD_CREATE_META = 1 << 0,
10846 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10847 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10848 ADD_CHILD_CHECK_STATE = 1 << 3,
10849 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10851 /* default flags for public API */
10852 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10853 ADD_CHILD_EMIT_PARENT_SET |
10854 ADD_CHILD_EMIT_ACTOR_ADDED |
10855 ADD_CHILD_CHECK_STATE |
10856 ADD_CHILD_NOTIFY_FIRST_LAST,
10858 /* flags for legacy/deprecated API */
10859 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10860 ADD_CHILD_CHECK_STATE |
10861 ADD_CHILD_NOTIFY_FIRST_LAST
10862 } ClutterActorAddChildFlags;
10865 * clutter_actor_add_child_internal:
10866 * @self: a #ClutterActor
10867 * @child: a #ClutterActor
10868 * @flags: control flags for actions
10869 * @add_func: delegate function
10870 * @data: (closure): data to pass to @add_func
10872 * Adds @child to the list of children of @self.
10874 * The actual insertion inside the list is delegated to @add_func: this
10875 * function will just set up the state, perform basic checks, and emit
10878 * The @flags argument is used to perform additional operations.
10881 clutter_actor_add_child_internal (ClutterActor *self,
10882 ClutterActor *child,
10883 ClutterActorAddChildFlags flags,
10884 ClutterActorAddChildFunc add_func,
10887 ClutterTextDirection text_dir;
10888 gboolean create_meta;
10889 gboolean emit_parent_set, emit_actor_added;
10890 gboolean check_state;
10891 gboolean notify_first_last;
10892 ClutterActor *old_first_child, *old_last_child;
10894 if (child->priv->parent != NULL)
10896 g_warning ("The actor '%s' already has a parent, '%s'. You must "
10897 "use clutter_actor_remove_child() first.",
10898 _clutter_actor_get_debug_name (child),
10899 _clutter_actor_get_debug_name (child->priv->parent));
10903 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10905 g_warning ("The actor '%s' is a top-level actor, and cannot be "
10906 "a child of another actor.",
10907 _clutter_actor_get_debug_name (child));
10912 /* XXX - this check disallows calling methods that change the stacking
10913 * order within the destruction sequence, by triggering a critical
10914 * warning first, and leaving the actor in an undefined state, which
10915 * then ends up being caught by an assertion.
10917 * the reproducible sequence is:
10919 * - actor gets destroyed;
10920 * - another actor, linked to the first, will try to change the
10921 * stacking order of the first actor;
10922 * - changing the stacking order is a composite operation composed
10923 * by the following steps:
10924 * 1. ref() the child;
10925 * 2. remove_child_internal(), which removes the reference;
10926 * 3. add_child_internal(), which adds a reference;
10927 * - the state of the actor is not changed between (2) and (3), as
10928 * it could be an expensive recomputation;
10929 * - if (3) bails out, then the actor is in an undefined state, but
10931 * - the destruction sequence terminates, but the actor is unparented
10932 * while its state indicates being parented instead.
10933 * - assertion failure.
10935 * the obvious fix would be to decompose each set_child_*_sibling()
10936 * method into proper remove_child()/add_child(), with state validation;
10937 * this may cause excessive work, though, and trigger a cascade of other
10938 * bugs in code that assumes that a change in the stacking order is an
10939 * atomic operation.
10941 * another potential fix is to just remove this check here, and let
10942 * code doing stacking order changes inside the destruction sequence
10943 * of an actor continue doing the work.
10945 * the third fix is to silently bail out early from every
10946 * set_child_*_sibling() and set_child_at_index() method, and avoid
10949 * I have a preference for the second solution, since it involves the
10950 * least amount of work, and the least amount of code duplication.
10952 * see bug: https://bugzilla.gnome.org/show_bug.cgi?id=670647
10954 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10956 g_warning ("The actor '%s' is currently being destroyed, and "
10957 "cannot be added as a child of another actor.",
10958 _clutter_actor_get_debug_name (child));
10963 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10964 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10965 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10966 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10967 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10969 old_first_child = self->priv->first_child;
10970 old_last_child = self->priv->last_child;
10972 g_object_freeze_notify (G_OBJECT (self));
10975 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10977 g_object_ref_sink (child);
10978 child->priv->parent = NULL;
10979 child->priv->next_sibling = NULL;
10980 child->priv->prev_sibling = NULL;
10982 /* delegate the actual insertion */
10983 add_func (self, child, data);
10985 g_assert (child->priv->parent == self);
10987 self->priv->n_children += 1;
10989 self->priv->age += 1;
10991 /* if push_internal() has been called then we automatically set
10992 * the flag on the actor
10994 if (self->priv->internal_child)
10995 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10997 /* clutter_actor_reparent() will emit ::parent-set for us */
10998 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10999 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
11003 /* If parent is mapped or realized, we need to also be mapped or
11004 * realized once we're inside the parent.
11006 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
11008 /* propagate the parent's text direction to the child */
11009 text_dir = clutter_actor_get_text_direction (self);
11010 clutter_actor_set_text_direction (child, text_dir);
11013 if (child->priv->show_on_set_parent)
11014 clutter_actor_show (child);
11016 if (CLUTTER_ACTOR_IS_MAPPED (child))
11017 clutter_actor_queue_redraw (child);
11019 /* maintain the invariant that if an actor needs layout,
11020 * its parents do as well
11022 if (child->priv->needs_width_request ||
11023 child->priv->needs_height_request ||
11024 child->priv->needs_allocation)
11026 /* we work around the short-circuiting we do
11027 * in clutter_actor_queue_relayout() since we
11028 * want to force a relayout
11030 child->priv->needs_width_request = TRUE;
11031 child->priv->needs_height_request = TRUE;
11032 child->priv->needs_allocation = TRUE;
11034 clutter_actor_queue_relayout (child->priv->parent);
11037 if (emit_actor_added)
11038 g_signal_emit_by_name (self, "actor-added", child);
11040 if (notify_first_last)
11042 if (old_first_child != self->priv->first_child)
11043 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
11045 if (old_last_child != self->priv->last_child)
11046 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
11049 g_object_thaw_notify (G_OBJECT (self));
11053 * clutter_actor_add_child:
11054 * @self: a #ClutterActor
11055 * @child: a #ClutterActor
11057 * Adds @child to the children of @self.
11059 * This function will acquire a reference on @child that will only
11060 * be released when calling clutter_actor_remove_child().
11062 * This function will take into consideration the #ClutterActor:depth
11063 * of @child, and will keep the list of children sorted.
11065 * This function will emit the #ClutterContainer::actor-added signal
11071 clutter_actor_add_child (ClutterActor *self,
11072 ClutterActor *child)
11074 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11075 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11076 g_return_if_fail (self != child);
11077 g_return_if_fail (child->priv->parent == NULL);
11079 clutter_actor_add_child_internal (self, child,
11080 ADD_CHILD_DEFAULT_FLAGS,
11081 insert_child_at_depth,
11086 * clutter_actor_insert_child_at_index:
11087 * @self: a #ClutterActor
11088 * @child: a #ClutterActor
11089 * @index_: the index
11091 * Inserts @child into the list of children of @self, using the
11092 * given @index_. If @index_ is greater than the number of children
11093 * in @self, or is less than 0, then the new child is added at the end.
11095 * This function will acquire a reference on @child that will only
11096 * be released when calling clutter_actor_remove_child().
11098 * This function will not take into consideration the #ClutterActor:depth
11101 * This function will emit the #ClutterContainer::actor-added signal
11107 clutter_actor_insert_child_at_index (ClutterActor *self,
11108 ClutterActor *child,
11111 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11112 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11113 g_return_if_fail (self != child);
11114 g_return_if_fail (child->priv->parent == NULL);
11116 clutter_actor_add_child_internal (self, child,
11117 ADD_CHILD_DEFAULT_FLAGS,
11118 insert_child_at_index,
11119 GINT_TO_POINTER (index_));
11123 * clutter_actor_insert_child_above:
11124 * @self: a #ClutterActor
11125 * @child: a #ClutterActor
11126 * @sibling: (allow-none): a child of @self, or %NULL
11128 * Inserts @child into the list of children of @self, above another
11129 * child of @self or, if @sibling is %NULL, above all the children
11132 * This function will acquire a reference on @child that will only
11133 * be released when calling clutter_actor_remove_child().
11135 * This function will not take into consideration the #ClutterActor:depth
11138 * This function will emit the #ClutterContainer::actor-added signal
11144 clutter_actor_insert_child_above (ClutterActor *self,
11145 ClutterActor *child,
11146 ClutterActor *sibling)
11148 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11149 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11150 g_return_if_fail (self != child);
11151 g_return_if_fail (child != sibling);
11152 g_return_if_fail (child->priv->parent == NULL);
11153 g_return_if_fail (sibling == NULL ||
11154 (CLUTTER_IS_ACTOR (sibling) &&
11155 sibling->priv->parent == self));
11157 clutter_actor_add_child_internal (self, child,
11158 ADD_CHILD_DEFAULT_FLAGS,
11159 insert_child_above,
11164 * clutter_actor_insert_child_below:
11165 * @self: a #ClutterActor
11166 * @child: a #ClutterActor
11167 * @sibling: (allow-none): a child of @self, or %NULL
11169 * Inserts @child into the list of children of @self, below another
11170 * child of @self or, if @sibling is %NULL, below all the children
11173 * This function will acquire a reference on @child that will only
11174 * be released when calling clutter_actor_remove_child().
11176 * This function will not take into consideration the #ClutterActor:depth
11179 * This function will emit the #ClutterContainer::actor-added signal
11185 clutter_actor_insert_child_below (ClutterActor *self,
11186 ClutterActor *child,
11187 ClutterActor *sibling)
11189 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11190 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11191 g_return_if_fail (self != child);
11192 g_return_if_fail (child != sibling);
11193 g_return_if_fail (child->priv->parent == NULL);
11194 g_return_if_fail (sibling == NULL ||
11195 (CLUTTER_IS_ACTOR (sibling) &&
11196 sibling->priv->parent == self));
11198 clutter_actor_add_child_internal (self, child,
11199 ADD_CHILD_DEFAULT_FLAGS,
11200 insert_child_below,
11205 * clutter_actor_set_parent:
11206 * @self: A #ClutterActor
11207 * @parent: A new #ClutterActor parent
11209 * Sets the parent of @self to @parent.
11211 * This function will result in @parent acquiring a reference on @self,
11212 * eventually by sinking its floating reference first. The reference
11213 * will be released by clutter_actor_unparent().
11215 * This function should only be called by legacy #ClutterActor<!-- -->s
11216 * implementing the #ClutterContainer interface.
11218 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
11221 clutter_actor_set_parent (ClutterActor *self,
11222 ClutterActor *parent)
11224 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11225 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
11226 g_return_if_fail (self != parent);
11227 g_return_if_fail (self->priv->parent == NULL);
11229 /* as this function will be called inside ClutterContainer::add
11230 * implementations or when building up a composite actor, we have
11231 * to preserve the old behaviour, and not create child meta or
11232 * emit the ::actor-added signal, to avoid recursion or double
11235 clutter_actor_add_child_internal (parent, self,
11236 ADD_CHILD_LEGACY_FLAGS,
11237 insert_child_at_depth,
11242 * clutter_actor_get_parent:
11243 * @self: A #ClutterActor
11245 * Retrieves the parent of @self.
11247 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
11248 * if no parent is set
11251 clutter_actor_get_parent (ClutterActor *self)
11253 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
11255 return self->priv->parent;
11259 * clutter_actor_get_paint_visibility:
11260 * @self: A #ClutterActor
11262 * Retrieves the 'paint' visibility of an actor recursively checking for non
11265 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
11267 * Return Value: %TRUE if the actor is visibile and will be painted.
11272 clutter_actor_get_paint_visibility (ClutterActor *actor)
11274 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11276 return CLUTTER_ACTOR_IS_MAPPED (actor);
11280 * clutter_actor_remove_child:
11281 * @self: a #ClutterActor
11282 * @child: a #ClutterActor
11284 * Removes @child from the children of @self.
11286 * This function will release the reference added by
11287 * clutter_actor_add_child(), so if you want to keep using @child
11288 * you will have to acquire a referenced on it before calling this
11291 * This function will emit the #ClutterContainer::actor-removed
11297 clutter_actor_remove_child (ClutterActor *self,
11298 ClutterActor *child)
11300 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11301 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11302 g_return_if_fail (self != child);
11303 g_return_if_fail (child->priv->parent != NULL);
11304 g_return_if_fail (child->priv->parent == self);
11306 clutter_actor_remove_child_internal (self, child,
11307 REMOVE_CHILD_DEFAULT_FLAGS);
11311 * clutter_actor_remove_all_children:
11312 * @self: a #ClutterActor
11314 * Removes all children of @self.
11316 * This function releases the reference added by inserting a child actor
11317 * in the list of children of @self.
11319 * If the reference count of a child drops to zero, the child will be
11320 * destroyed. If you want to ensure the destruction of all the children
11321 * of @self, use clutter_actor_destroy_all_children().
11326 clutter_actor_remove_all_children (ClutterActor *self)
11328 ClutterActorIter iter;
11330 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11332 if (self->priv->n_children == 0)
11335 g_object_freeze_notify (G_OBJECT (self));
11337 clutter_actor_iter_init (&iter, self);
11338 while (clutter_actor_iter_next (&iter, NULL))
11339 clutter_actor_iter_remove (&iter);
11341 g_object_thaw_notify (G_OBJECT (self));
11344 g_assert (self->priv->first_child == NULL);
11345 g_assert (self->priv->last_child == NULL);
11346 g_assert (self->priv->n_children == 0);
11350 * clutter_actor_destroy_all_children:
11351 * @self: a #ClutterActor
11353 * Destroys all children of @self.
11355 * This function releases the reference added by inserting a child
11356 * actor in the list of children of @self, and ensures that the
11357 * #ClutterActor::destroy signal is emitted on each child of the
11360 * By default, #ClutterActor will emit the #ClutterActor::destroy signal
11361 * when its reference count drops to 0; the default handler of the
11362 * #ClutterActor::destroy signal will destroy all the children of an
11363 * actor. This function ensures that all children are destroyed, instead
11364 * of just removed from @self, unlike clutter_actor_remove_all_children()
11365 * which will merely release the reference and remove each child.
11367 * Unless you acquired an additional reference on each child of @self
11368 * prior to calling clutter_actor_remove_all_children() and want to reuse
11369 * the actors, you should use clutter_actor_destroy_all_children() in
11370 * order to make sure that children are destroyed and signal handlers
11371 * are disconnected even in cases where circular references prevent this
11372 * from automatically happening through reference counting alone.
11377 clutter_actor_destroy_all_children (ClutterActor *self)
11379 ClutterActorIter iter;
11381 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11383 if (self->priv->n_children == 0)
11386 g_object_freeze_notify (G_OBJECT (self));
11388 clutter_actor_iter_init (&iter, self);
11389 while (clutter_actor_iter_next (&iter, NULL))
11390 clutter_actor_iter_destroy (&iter);
11392 g_object_thaw_notify (G_OBJECT (self));
11395 g_assert (self->priv->first_child == NULL);
11396 g_assert (self->priv->last_child == NULL);
11397 g_assert (self->priv->n_children == 0);
11400 typedef struct _InsertBetweenData {
11401 ClutterActor *prev_sibling;
11402 ClutterActor *next_sibling;
11403 } InsertBetweenData;
11406 insert_child_between (ClutterActor *self,
11407 ClutterActor *child,
11410 InsertBetweenData *data = data_;
11411 ClutterActor *prev_sibling = data->prev_sibling;
11412 ClutterActor *next_sibling = data->next_sibling;
11414 child->priv->parent = self;
11415 child->priv->prev_sibling = prev_sibling;
11416 child->priv->next_sibling = next_sibling;
11418 if (prev_sibling != NULL)
11419 prev_sibling->priv->next_sibling = child;
11421 if (next_sibling != NULL)
11422 next_sibling->priv->prev_sibling = child;
11424 if (child->priv->prev_sibling == NULL)
11425 self->priv->first_child = child;
11427 if (child->priv->next_sibling == NULL)
11428 self->priv->last_child = child;
11432 * clutter_actor_replace_child:
11433 * @self: a #ClutterActor
11434 * @old_child: the child of @self to replace
11435 * @new_child: the #ClutterActor to replace @old_child
11437 * Replaces @old_child with @new_child in the list of children of @self.
11442 clutter_actor_replace_child (ClutterActor *self,
11443 ClutterActor *old_child,
11444 ClutterActor *new_child)
11446 ClutterActor *prev_sibling, *next_sibling;
11447 InsertBetweenData clos;
11449 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11450 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
11451 g_return_if_fail (old_child->priv->parent == self);
11452 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
11453 g_return_if_fail (old_child != new_child);
11454 g_return_if_fail (new_child != self);
11455 g_return_if_fail (new_child->priv->parent == NULL);
11457 prev_sibling = old_child->priv->prev_sibling;
11458 next_sibling = old_child->priv->next_sibling;
11459 clutter_actor_remove_child_internal (self, old_child,
11460 REMOVE_CHILD_DEFAULT_FLAGS);
11462 clos.prev_sibling = prev_sibling;
11463 clos.next_sibling = next_sibling;
11464 clutter_actor_add_child_internal (self, new_child,
11465 ADD_CHILD_DEFAULT_FLAGS,
11466 insert_child_between,
11471 * clutter_actor_unparent:
11472 * @self: a #ClutterActor
11474 * Removes the parent of @self.
11476 * This will cause the parent of @self to release the reference
11477 * acquired when calling clutter_actor_set_parent(), so if you
11478 * want to keep @self you will have to acquire a reference of
11479 * your own, through g_object_ref().
11481 * This function should only be called by legacy #ClutterActor<!-- -->s
11482 * implementing the #ClutterContainer interface.
11486 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
11489 clutter_actor_unparent (ClutterActor *self)
11491 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11493 if (self->priv->parent == NULL)
11496 clutter_actor_remove_child_internal (self->priv->parent, self,
11497 REMOVE_CHILD_LEGACY_FLAGS);
11501 * clutter_actor_reparent:
11502 * @self: a #ClutterActor
11503 * @new_parent: the new #ClutterActor parent
11505 * Resets the parent actor of @self.
11507 * This function is logically equivalent to calling clutter_actor_unparent()
11508 * and clutter_actor_set_parent(), but more efficiently implemented, as it
11509 * ensures the child is not finalized when unparented, and emits the
11510 * #ClutterActor::parent-set signal only once.
11512 * In reality, calling this function is less useful than it sounds, as some
11513 * application code may rely on changes in the intermediate state between
11514 * removal and addition of the actor from its old parent to the @new_parent.
11515 * Thus, it is strongly encouraged to avoid using this function in application
11520 * Deprecated: 1.10: Use clutter_actor_remove_child() and
11521 * clutter_actor_add_child() instead; remember to take a reference on
11522 * the actor being removed before calling clutter_actor_remove_child()
11523 * to avoid the reference count dropping to zero and the actor being
11527 clutter_actor_reparent (ClutterActor *self,
11528 ClutterActor *new_parent)
11530 ClutterActorPrivate *priv;
11532 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11533 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
11534 g_return_if_fail (self != new_parent);
11536 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
11538 g_warning ("Cannot set a parent on a toplevel actor");
11542 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
11544 g_warning ("Cannot set a parent currently being destroyed");
11550 if (priv->parent != new_parent)
11552 ClutterActor *old_parent;
11554 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
11556 old_parent = priv->parent;
11558 g_object_ref (self);
11560 if (old_parent != NULL)
11562 /* go through the Container implementation if this is a regular
11563 * child and not an internal one
11565 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
11567 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
11569 /* this will have to call unparent() */
11570 clutter_container_remove_actor (parent, self);
11573 clutter_actor_remove_child_internal (old_parent, self,
11574 REMOVE_CHILD_LEGACY_FLAGS);
11577 /* Note, will call set_parent() */
11578 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
11579 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
11581 clutter_actor_add_child_internal (new_parent, self,
11582 ADD_CHILD_LEGACY_FLAGS,
11583 insert_child_at_depth,
11586 /* we emit the ::parent-set signal once */
11587 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
11589 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
11591 /* the IN_REPARENT flag suspends state updates */
11592 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
11594 g_object_unref (self);
11599 * clutter_actor_contains:
11600 * @self: A #ClutterActor
11601 * @descendant: A #ClutterActor, possibly contained in @self
11603 * Determines if @descendant is contained inside @self (either as an
11604 * immediate child, or as a deeper descendant). If @self and
11605 * @descendant point to the same actor then it will also return %TRUE.
11607 * Return value: whether @descendent is contained within @self
11612 clutter_actor_contains (ClutterActor *self,
11613 ClutterActor *descendant)
11615 ClutterActor *actor;
11617 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
11618 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
11620 for (actor = descendant; actor; actor = actor->priv->parent)
11628 * clutter_actor_set_child_above_sibling:
11629 * @self: a #ClutterActor
11630 * @child: a #ClutterActor child of @self
11631 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
11633 * Sets @child to be above @sibling in the list of children of @self.
11635 * If @sibling is %NULL, @child will be the new last child of @self.
11637 * This function is logically equivalent to removing @child and using
11638 * clutter_actor_insert_child_above(), but it will not emit signals
11639 * or change state on @child.
11644 clutter_actor_set_child_above_sibling (ClutterActor *self,
11645 ClutterActor *child,
11646 ClutterActor *sibling)
11648 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11649 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11650 g_return_if_fail (child->priv->parent == self);
11651 g_return_if_fail (child != sibling);
11652 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
11654 if (sibling != NULL)
11655 g_return_if_fail (sibling->priv->parent == self);
11657 /* we don't want to change the state of child, or emit signals, or
11658 * regenerate ChildMeta instances here, but we still want to follow
11659 * the correct sequence of steps encoded in remove_child() and
11660 * add_child(), so that correctness is ensured, and we only go
11661 * through one known code path.
11663 g_object_ref (child);
11664 clutter_actor_remove_child_internal (self, child, 0);
11665 clutter_actor_add_child_internal (self, child,
11666 ADD_CHILD_NOTIFY_FIRST_LAST,
11667 insert_child_above,
11670 clutter_actor_queue_relayout (self);
11674 * clutter_actor_set_child_below_sibling:
11675 * @self: a #ClutterActor
11676 * @child: a #ClutterActor child of @self
11677 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
11679 * Sets @child to be below @sibling in the list of children of @self.
11681 * If @sibling is %NULL, @child will be the new first child of @self.
11683 * This function is logically equivalent to removing @self and using
11684 * clutter_actor_insert_child_below(), but it will not emit signals
11685 * or change state on @child.
11690 clutter_actor_set_child_below_sibling (ClutterActor *self,
11691 ClutterActor *child,
11692 ClutterActor *sibling)
11694 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11695 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11696 g_return_if_fail (child->priv->parent == self);
11697 g_return_if_fail (child != sibling);
11698 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
11700 if (sibling != NULL)
11701 g_return_if_fail (sibling->priv->parent == self);
11703 /* see the comment in set_child_above_sibling() */
11704 g_object_ref (child);
11705 clutter_actor_remove_child_internal (self, child, 0);
11706 clutter_actor_add_child_internal (self, child,
11707 ADD_CHILD_NOTIFY_FIRST_LAST,
11708 insert_child_below,
11711 clutter_actor_queue_relayout (self);
11715 * clutter_actor_set_child_at_index:
11716 * @self: a #ClutterActor
11717 * @child: a #ClutterActor child of @self
11718 * @index_: the new index for @child
11720 * Changes the index of @child in the list of children of @self.
11722 * This function is logically equivalent to removing @child and
11723 * calling clutter_actor_insert_child_at_index(), but it will not
11724 * emit signals or change state on @child.
11729 clutter_actor_set_child_at_index (ClutterActor *self,
11730 ClutterActor *child,
11733 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11734 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11735 g_return_if_fail (child->priv->parent == self);
11736 g_return_if_fail (index_ <= self->priv->n_children);
11738 g_object_ref (child);
11739 clutter_actor_remove_child_internal (self, child, 0);
11740 clutter_actor_add_child_internal (self, child,
11741 ADD_CHILD_NOTIFY_FIRST_LAST,
11742 insert_child_at_index,
11743 GINT_TO_POINTER (index_));
11745 clutter_actor_queue_relayout (self);
11749 * clutter_actor_raise:
11750 * @self: A #ClutterActor
11751 * @below: (allow-none): A #ClutterActor to raise above.
11753 * Puts @self above @below.
11755 * Both actors must have the same parent, and the parent must implement
11756 * the #ClutterContainer interface
11758 * This function calls clutter_container_raise_child() internally.
11760 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
11763 clutter_actor_raise (ClutterActor *self,
11764 ClutterActor *below)
11766 ClutterActor *parent;
11768 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11770 parent = clutter_actor_get_parent (self);
11771 if (parent == NULL)
11773 g_warning ("%s: Actor '%s' is not inside a container",
11775 _clutter_actor_get_debug_name (self));
11781 if (parent != clutter_actor_get_parent (below))
11783 g_warning ("%s Actor '%s' is not in the same container as "
11786 _clutter_actor_get_debug_name (self),
11787 _clutter_actor_get_debug_name (below));
11792 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
11796 * clutter_actor_lower:
11797 * @self: A #ClutterActor
11798 * @above: (allow-none): A #ClutterActor to lower below
11800 * Puts @self below @above.
11802 * Both actors must have the same parent, and the parent must implement
11803 * the #ClutterContainer interface.
11805 * This function calls clutter_container_lower_child() internally.
11807 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
11810 clutter_actor_lower (ClutterActor *self,
11811 ClutterActor *above)
11813 ClutterActor *parent;
11815 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11817 parent = clutter_actor_get_parent (self);
11818 if (parent == NULL)
11820 g_warning ("%s: Actor of type %s is not inside a container",
11822 _clutter_actor_get_debug_name (self));
11828 if (parent != clutter_actor_get_parent (above))
11830 g_warning ("%s: Actor '%s' is not in the same container as "
11833 _clutter_actor_get_debug_name (self),
11834 _clutter_actor_get_debug_name (above));
11839 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
11843 * clutter_actor_raise_top:
11844 * @self: A #ClutterActor
11846 * Raises @self to the top.
11848 * This function calls clutter_actor_raise() internally.
11850 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
11851 * a %NULL sibling, instead.
11854 clutter_actor_raise_top (ClutterActor *self)
11856 clutter_actor_raise (self, NULL);
11860 * clutter_actor_lower_bottom:
11861 * @self: A #ClutterActor
11863 * Lowers @self to the bottom.
11865 * This function calls clutter_actor_lower() internally.
11867 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11868 * a %NULL sibling, instead.
11871 clutter_actor_lower_bottom (ClutterActor *self)
11873 clutter_actor_lower (self, NULL);
11881 * clutter_actor_event:
11882 * @actor: a #ClutterActor
11883 * @event: a #ClutterEvent
11884 * @capture: TRUE if event in in capture phase, FALSE otherwise.
11886 * This function is used to emit an event on the main stage.
11887 * You should rarely need to use this function, except for
11888 * synthetising events.
11890 * Return value: the return value from the signal emission: %TRUE
11891 * if the actor handled the event, or %FALSE if the event was
11897 clutter_actor_event (ClutterActor *actor,
11898 ClutterEvent *event,
11901 gboolean retval = FALSE;
11902 gint signal_num = -1;
11904 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11905 g_return_val_if_fail (event != NULL, FALSE);
11907 g_object_ref (actor);
11911 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11917 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11921 switch (event->type)
11923 case CLUTTER_NOTHING:
11925 case CLUTTER_BUTTON_PRESS:
11926 signal_num = BUTTON_PRESS_EVENT;
11928 case CLUTTER_BUTTON_RELEASE:
11929 signal_num = BUTTON_RELEASE_EVENT;
11931 case CLUTTER_SCROLL:
11932 signal_num = SCROLL_EVENT;
11934 case CLUTTER_KEY_PRESS:
11935 signal_num = KEY_PRESS_EVENT;
11937 case CLUTTER_KEY_RELEASE:
11938 signal_num = KEY_RELEASE_EVENT;
11940 case CLUTTER_MOTION:
11941 signal_num = MOTION_EVENT;
11943 case CLUTTER_ENTER:
11944 signal_num = ENTER_EVENT;
11946 case CLUTTER_LEAVE:
11947 signal_num = LEAVE_EVENT;
11949 case CLUTTER_DELETE:
11950 case CLUTTER_DESTROY_NOTIFY:
11951 case CLUTTER_CLIENT_MESSAGE:
11957 if (signal_num != -1)
11958 g_signal_emit (actor, actor_signals[signal_num], 0,
11963 g_object_unref (actor);
11969 * clutter_actor_set_reactive:
11970 * @actor: a #ClutterActor
11971 * @reactive: whether the actor should be reactive to events
11973 * Sets @actor as reactive. Reactive actors will receive events.
11978 clutter_actor_set_reactive (ClutterActor *actor,
11981 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11983 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11987 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11989 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11991 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11995 * clutter_actor_get_reactive:
11996 * @actor: a #ClutterActor
11998 * Checks whether @actor is marked as reactive.
12000 * Return value: %TRUE if the actor is reactive
12005 clutter_actor_get_reactive (ClutterActor *actor)
12007 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
12009 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
12013 * clutter_actor_get_anchor_point:
12014 * @self: a #ClutterActor
12015 * @anchor_x: (out): return location for the X coordinate of the anchor point
12016 * @anchor_y: (out): return location for the Y coordinate of the anchor point
12018 * Gets the current anchor point of the @actor in pixels.
12023 clutter_actor_get_anchor_point (ClutterActor *self,
12027 const ClutterTransformInfo *info;
12029 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12031 info = _clutter_actor_get_transform_info_or_defaults (self);
12032 clutter_anchor_coord_get_units (self, &info->anchor,
12039 * clutter_actor_set_anchor_point:
12040 * @self: a #ClutterActor
12041 * @anchor_x: X coordinate of the anchor point
12042 * @anchor_y: Y coordinate of the anchor point
12044 * Sets an anchor point for @self. The anchor point is a point in the
12045 * coordinate space of an actor to which the actor position within its
12046 * parent is relative; the default is (0, 0), i.e. the top-left corner
12052 clutter_actor_set_anchor_point (ClutterActor *self,
12056 ClutterTransformInfo *info;
12057 ClutterActorPrivate *priv;
12058 gboolean changed = FALSE;
12059 gfloat old_anchor_x, old_anchor_y;
12062 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12064 obj = G_OBJECT (self);
12066 info = _clutter_actor_get_transform_info (self);
12068 g_object_freeze_notify (obj);
12070 clutter_anchor_coord_get_units (self, &info->anchor,
12075 if (info->anchor.is_fractional)
12076 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
12078 if (old_anchor_x != anchor_x)
12080 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
12084 if (old_anchor_y != anchor_y)
12086 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
12090 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
12094 priv->transform_valid = FALSE;
12095 clutter_actor_queue_redraw (self);
12098 g_object_thaw_notify (obj);
12102 * clutter_actor_get_anchor_point_gravity:
12103 * @self: a #ClutterActor
12105 * Retrieves the anchor position expressed as a #ClutterGravity. If
12106 * the anchor point was specified using pixels or units this will
12107 * return %CLUTTER_GRAVITY_NONE.
12109 * Return value: the #ClutterGravity used by the anchor point
12114 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
12116 const ClutterTransformInfo *info;
12118 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
12120 info = _clutter_actor_get_transform_info_or_defaults (self);
12122 return clutter_anchor_coord_get_gravity (&info->anchor);
12126 * clutter_actor_move_anchor_point:
12127 * @self: a #ClutterActor
12128 * @anchor_x: X coordinate of the anchor point
12129 * @anchor_y: Y coordinate of the anchor point
12131 * Sets an anchor point for the actor, and adjusts the actor postion so that
12132 * the relative position of the actor toward its parent remains the same.
12137 clutter_actor_move_anchor_point (ClutterActor *self,
12141 gfloat old_anchor_x, old_anchor_y;
12142 const ClutterTransformInfo *info;
12144 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12146 info = _clutter_actor_get_transform_info (self);
12147 clutter_anchor_coord_get_units (self, &info->anchor,
12152 g_object_freeze_notify (G_OBJECT (self));
12154 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
12156 if (self->priv->position_set)
12157 clutter_actor_move_by (self,
12158 anchor_x - old_anchor_x,
12159 anchor_y - old_anchor_y);
12161 g_object_thaw_notify (G_OBJECT (self));
12165 * clutter_actor_move_anchor_point_from_gravity:
12166 * @self: a #ClutterActor
12167 * @gravity: #ClutterGravity.
12169 * Sets an anchor point on the actor based on the given gravity, adjusting the
12170 * actor postion so that its relative position within its parent remains
12173 * Since version 1.0 the anchor point will be stored as a gravity so
12174 * that if the actor changes size then the anchor point will move. For
12175 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
12176 * and later double the size of the actor, the anchor point will move
12177 * to the bottom right.
12182 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
12183 ClutterGravity gravity)
12185 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
12186 const ClutterTransformInfo *info;
12187 ClutterActorPrivate *priv;
12189 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12192 info = _clutter_actor_get_transform_info (self);
12194 g_object_freeze_notify (G_OBJECT (self));
12196 clutter_anchor_coord_get_units (self, &info->anchor,
12200 clutter_actor_set_anchor_point_from_gravity (self, gravity);
12201 clutter_anchor_coord_get_units (self, &info->anchor,
12206 if (priv->position_set)
12207 clutter_actor_move_by (self,
12208 new_anchor_x - old_anchor_x,
12209 new_anchor_y - old_anchor_y);
12211 g_object_thaw_notify (G_OBJECT (self));
12215 * clutter_actor_set_anchor_point_from_gravity:
12216 * @self: a #ClutterActor
12217 * @gravity: #ClutterGravity.
12219 * Sets an anchor point on the actor, based on the given gravity (this is a
12220 * convenience function wrapping clutter_actor_set_anchor_point()).
12222 * Since version 1.0 the anchor point will be stored as a gravity so
12223 * that if the actor changes size then the anchor point will move. For
12224 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
12225 * and later double the size of the actor, the anchor point will move
12226 * to the bottom right.
12231 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
12232 ClutterGravity gravity)
12234 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12236 if (gravity == CLUTTER_GRAVITY_NONE)
12237 clutter_actor_set_anchor_point (self, 0, 0);
12240 GObject *obj = G_OBJECT (self);
12241 ClutterTransformInfo *info;
12243 g_object_freeze_notify (obj);
12245 info = _clutter_actor_get_transform_info (self);
12246 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
12248 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
12249 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
12250 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
12252 self->priv->transform_valid = FALSE;
12254 clutter_actor_queue_redraw (self);
12256 g_object_thaw_notify (obj);
12261 clutter_container_iface_init (ClutterContainerIface *iface)
12263 /* we don't override anything, as ClutterContainer already has a default
12264 * implementation that we can use, and which calls into our own API.
12279 parse_units (ClutterActor *self,
12280 ParseDimension dimension,
12283 GValue value = { 0, };
12286 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
12289 json_node_get_value (node, &value);
12291 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
12293 retval = (gfloat) g_value_get_int64 (&value);
12295 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
12297 retval = g_value_get_double (&value);
12299 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
12301 ClutterUnits units;
12304 res = clutter_units_from_string (&units, g_value_get_string (&value));
12306 retval = clutter_units_to_pixels (&units);
12309 g_warning ("Invalid value '%s': integers, strings or floating point "
12310 "values can be used for the x, y, width and height "
12311 "properties. Valid modifiers for strings are 'px', 'mm', "
12313 g_value_get_string (&value));
12319 g_warning ("Invalid value of type '%s': integers, strings of floating "
12320 "point values can be used for the x, y, width, height "
12321 "anchor-x and anchor-y properties.",
12322 g_type_name (G_VALUE_TYPE (&value)));
12325 g_value_unset (&value);
12331 ClutterRotateAxis axis;
12340 static inline gboolean
12341 parse_rotation_array (ClutterActor *actor,
12343 RotationInfo *info)
12347 if (json_array_get_length (array) != 2)
12351 element = json_array_get_element (array, 0);
12352 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
12353 info->angle = json_node_get_double (element);
12358 element = json_array_get_element (array, 1);
12359 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
12361 JsonArray *center = json_node_get_array (element);
12363 if (json_array_get_length (center) != 2)
12366 switch (info->axis)
12368 case CLUTTER_X_AXIS:
12369 info->center_y = parse_units (actor, PARSE_Y,
12370 json_array_get_element (center, 0));
12371 info->center_z = parse_units (actor, PARSE_Y,
12372 json_array_get_element (center, 1));
12375 case CLUTTER_Y_AXIS:
12376 info->center_x = parse_units (actor, PARSE_X,
12377 json_array_get_element (center, 0));
12378 info->center_z = parse_units (actor, PARSE_X,
12379 json_array_get_element (center, 1));
12382 case CLUTTER_Z_AXIS:
12383 info->center_x = parse_units (actor, PARSE_X,
12384 json_array_get_element (center, 0));
12385 info->center_y = parse_units (actor, PARSE_Y,
12386 json_array_get_element (center, 1));
12395 parse_rotation (ClutterActor *actor,
12397 RotationInfo *info)
12401 gboolean retval = FALSE;
12403 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
12405 g_warning ("Invalid node of type '%s' found, expecting an array",
12406 json_node_type_name (node));
12410 array = json_node_get_array (node);
12411 len = json_array_get_length (array);
12413 for (i = 0; i < len; i++)
12415 JsonNode *element = json_array_get_element (array, i);
12416 JsonObject *object;
12419 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
12421 g_warning ("Invalid node of type '%s' found, expecting an object",
12422 json_node_type_name (element));
12426 object = json_node_get_object (element);
12428 if (json_object_has_member (object, "x-axis"))
12430 member = json_object_get_member (object, "x-axis");
12432 info->axis = CLUTTER_X_AXIS;
12434 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12436 info->angle = json_node_get_double (member);
12439 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12440 retval = parse_rotation_array (actor,
12441 json_node_get_array (member),
12446 else if (json_object_has_member (object, "y-axis"))
12448 member = json_object_get_member (object, "y-axis");
12450 info->axis = CLUTTER_Y_AXIS;
12452 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12454 info->angle = json_node_get_double (member);
12457 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12458 retval = parse_rotation_array (actor,
12459 json_node_get_array (member),
12464 else if (json_object_has_member (object, "z-axis"))
12466 member = json_object_get_member (object, "z-axis");
12468 info->axis = CLUTTER_Z_AXIS;
12470 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12472 info->angle = json_node_get_double (member);
12475 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12476 retval = parse_rotation_array (actor,
12477 json_node_get_array (member),
12488 parse_actor_metas (ClutterScript *script,
12489 ClutterActor *actor,
12492 GList *elements, *l;
12493 GSList *retval = NULL;
12495 if (!JSON_NODE_HOLDS_ARRAY (node))
12498 elements = json_array_get_elements (json_node_get_array (node));
12500 for (l = elements; l != NULL; l = l->next)
12502 JsonNode *element = l->data;
12503 const gchar *id_ = _clutter_script_get_id_from_node (element);
12506 if (id_ == NULL || *id_ == '\0')
12509 meta = clutter_script_get_object (script, id_);
12513 retval = g_slist_prepend (retval, meta);
12516 g_list_free (elements);
12518 return g_slist_reverse (retval);
12522 parse_behaviours (ClutterScript *script,
12523 ClutterActor *actor,
12526 GList *elements, *l;
12527 GSList *retval = NULL;
12529 if (!JSON_NODE_HOLDS_ARRAY (node))
12532 elements = json_array_get_elements (json_node_get_array (node));
12534 for (l = elements; l != NULL; l = l->next)
12536 JsonNode *element = l->data;
12537 const gchar *id_ = _clutter_script_get_id_from_node (element);
12538 GObject *behaviour;
12540 if (id_ == NULL || *id_ == '\0')
12543 behaviour = clutter_script_get_object (script, id_);
12544 if (behaviour == NULL)
12547 retval = g_slist_prepend (retval, behaviour);
12550 g_list_free (elements);
12552 return g_slist_reverse (retval);
12556 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
12557 ClutterScript *script,
12562 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
12563 gboolean retval = FALSE;
12565 if ((name[0] == 'x' && name[1] == '\0') ||
12566 (name[0] == 'y' && name[1] == '\0') ||
12567 (strcmp (name, "width") == 0) ||
12568 (strcmp (name, "height") == 0) ||
12569 (strcmp (name, "anchor_x") == 0) ||
12570 (strcmp (name, "anchor_y") == 0))
12572 ParseDimension dimension;
12575 if (name[0] == 'x')
12576 dimension = PARSE_X;
12577 else if (name[0] == 'y')
12578 dimension = PARSE_Y;
12579 else if (name[0] == 'w')
12580 dimension = PARSE_WIDTH;
12581 else if (name[0] == 'h')
12582 dimension = PARSE_HEIGHT;
12583 else if (name[0] == 'a' && name[7] == 'x')
12584 dimension = PARSE_ANCHOR_X;
12585 else if (name[0] == 'a' && name[7] == 'y')
12586 dimension = PARSE_ANCHOR_Y;
12590 units = parse_units (actor, dimension, node);
12592 /* convert back to pixels: all properties are pixel-based */
12593 g_value_init (value, G_TYPE_FLOAT);
12594 g_value_set_float (value, units);
12598 else if (strcmp (name, "rotation") == 0)
12600 RotationInfo *info;
12602 info = g_slice_new0 (RotationInfo);
12603 retval = parse_rotation (actor, node, info);
12607 g_value_init (value, G_TYPE_POINTER);
12608 g_value_set_pointer (value, info);
12611 g_slice_free (RotationInfo, info);
12613 else if (strcmp (name, "behaviours") == 0)
12617 #ifdef CLUTTER_ENABLE_DEBUG
12618 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
12619 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
12620 "and it should not be used in newly "
12621 "written ClutterScript definitions.");
12624 l = parse_behaviours (script, actor, node);
12626 g_value_init (value, G_TYPE_POINTER);
12627 g_value_set_pointer (value, l);
12631 else if (strcmp (name, "actions") == 0 ||
12632 strcmp (name, "constraints") == 0 ||
12633 strcmp (name, "effects") == 0)
12637 l = parse_actor_metas (script, actor, node);
12639 g_value_init (value, G_TYPE_POINTER);
12640 g_value_set_pointer (value, l);
12649 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
12650 ClutterScript *script,
12652 const GValue *value)
12654 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
12656 #ifdef CLUTTER_ENABLE_DEBUG
12657 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
12659 gchar *tmp = g_strdup_value_contents (value);
12661 CLUTTER_NOTE (SCRIPT,
12662 "in ClutterActor::set_custom_property('%s') = %s",
12668 #endif /* CLUTTER_ENABLE_DEBUG */
12670 if (strcmp (name, "rotation") == 0)
12672 RotationInfo *info;
12674 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12677 info = g_value_get_pointer (value);
12679 clutter_actor_set_rotation (actor,
12680 info->axis, info->angle,
12685 g_slice_free (RotationInfo, info);
12690 if (strcmp (name, "behaviours") == 0)
12692 GSList *behaviours, *l;
12694 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12697 behaviours = g_value_get_pointer (value);
12698 for (l = behaviours; l != NULL; l = l->next)
12700 ClutterBehaviour *behaviour = l->data;
12702 clutter_behaviour_apply (behaviour, actor);
12705 g_slist_free (behaviours);
12710 if (strcmp (name, "actions") == 0 ||
12711 strcmp (name, "constraints") == 0 ||
12712 strcmp (name, "effects") == 0)
12716 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12719 metas = g_value_get_pointer (value);
12720 for (l = metas; l != NULL; l = l->next)
12722 if (name[0] == 'a')
12723 clutter_actor_add_action (actor, l->data);
12725 if (name[0] == 'c')
12726 clutter_actor_add_constraint (actor, l->data);
12728 if (name[0] == 'e')
12729 clutter_actor_add_effect (actor, l->data);
12732 g_slist_free (metas);
12737 g_object_set_property (G_OBJECT (scriptable), name, value);
12741 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
12743 iface->parse_custom_node = clutter_actor_parse_custom_node;
12744 iface->set_custom_property = clutter_actor_set_custom_property;
12747 static ClutterActorMeta *
12748 get_meta_from_animation_property (ClutterActor *actor,
12752 ClutterActorPrivate *priv = actor->priv;
12753 ClutterActorMeta *meta = NULL;
12756 /* if this is not a special property, fall through */
12757 if (name[0] != '@')
12760 /* detect the properties named using the following spec:
12762 * @<section>.<meta-name>.<property-name>
12764 * where <section> can be one of the following:
12770 * and <meta-name> is the name set on a specific ActorMeta
12773 tokens = g_strsplit (name + 1, ".", -1);
12774 if (tokens == NULL || g_strv_length (tokens) != 3)
12776 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
12778 g_strfreev (tokens);
12782 if (strcmp (tokens[0], "actions") == 0)
12783 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
12785 if (strcmp (tokens[0], "constraints") == 0)
12786 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
12788 if (strcmp (tokens[0], "effects") == 0)
12789 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
12791 if (name_p != NULL)
12792 *name_p = g_strdup (tokens[2]);
12794 CLUTTER_NOTE (ANIMATION,
12795 "Looking for property '%s' of object '%s' in section '%s'",
12800 g_strfreev (tokens);
12805 static GParamSpec *
12806 clutter_actor_find_property (ClutterAnimatable *animatable,
12807 const gchar *property_name)
12809 ClutterActorMeta *meta = NULL;
12810 GObjectClass *klass = NULL;
12811 GParamSpec *pspec = NULL;
12812 gchar *p_name = NULL;
12814 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12820 klass = G_OBJECT_GET_CLASS (meta);
12822 pspec = g_object_class_find_property (klass, p_name);
12826 klass = G_OBJECT_GET_CLASS (animatable);
12828 pspec = g_object_class_find_property (klass, property_name);
12837 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
12838 const gchar *property_name,
12841 ClutterActorMeta *meta = NULL;
12842 gchar *p_name = NULL;
12844 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12849 g_object_get_property (G_OBJECT (meta), p_name, initial);
12851 g_object_get_property (G_OBJECT (animatable), property_name, initial);
12857 * clutter_actor_set_animatable_property:
12858 * @actor: a #ClutterActor
12859 * @prop_id: the paramspec id
12860 * @value: the value to set
12861 * @pspec: the paramspec
12863 * Sets values of animatable properties.
12865 * This is a variant of clutter_actor_set_property() that gets called
12866 * by the #ClutterAnimatable implementation of #ClutterActor for the
12867 * properties with the %CLUTTER_PARAM_ANIMATABLE flag set on their
12870 * Unlike the implementation of #GObjectClass.set_property(), this
12871 * function will not update the interval if a transition involving an
12872 * animatable property is in progress - this avoids cycles with the
12873 * transition API calling the public API.
12876 clutter_actor_set_animatable_property (ClutterActor *actor,
12878 const GValue *value,
12884 clutter_actor_set_x_internal (actor, g_value_get_float (value));
12888 clutter_actor_set_y_internal (actor, g_value_get_float (value));
12892 clutter_actor_set_width_internal (actor, g_value_get_float (value));
12896 clutter_actor_set_height_internal (actor, g_value_get_float (value));
12900 clutter_actor_set_depth_internal (actor, g_value_get_float (value));
12904 clutter_actor_set_opacity_internal (actor, g_value_get_uint (value));
12907 case PROP_BACKGROUND_COLOR:
12908 clutter_actor_set_background_color_internal (actor, clutter_value_get_color (value));
12912 clutter_actor_set_scale_factor_internal (actor,
12913 g_value_get_double (value),
12918 clutter_actor_set_scale_factor_internal (actor,
12919 g_value_get_double (value),
12923 case PROP_ROTATION_ANGLE_X:
12924 clutter_actor_set_rotation_angle_internal (actor,
12926 g_value_get_double (value));
12929 case PROP_ROTATION_ANGLE_Y:
12930 clutter_actor_set_rotation_angle_internal (actor,
12932 g_value_get_double (value));
12935 case PROP_ROTATION_ANGLE_Z:
12936 clutter_actor_set_rotation_angle_internal (actor,
12938 g_value_get_double (value));
12942 g_object_set_property (G_OBJECT (actor), pspec->name, value);
12948 clutter_actor_set_final_state (ClutterAnimatable *animatable,
12949 const gchar *property_name,
12950 const GValue *final)
12952 ClutterActor *actor = CLUTTER_ACTOR (animatable);
12953 ClutterActorMeta *meta = NULL;
12954 gchar *p_name = NULL;
12956 meta = get_meta_from_animation_property (actor,
12960 g_object_set_property (G_OBJECT (meta), p_name, final);
12963 GObjectClass *obj_class = G_OBJECT_GET_CLASS (animatable);
12966 pspec = g_object_class_find_property (obj_class, property_name);
12968 if ((pspec->flags & CLUTTER_PARAM_ANIMATABLE) != 0)
12970 /* XXX - I'm going to the special hell for this */
12971 clutter_actor_set_animatable_property (actor, pspec->param_id, final, pspec);
12974 g_object_set_property (G_OBJECT (animatable), pspec->name, final);
12981 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
12983 iface->find_property = clutter_actor_find_property;
12984 iface->get_initial_state = clutter_actor_get_initial_state;
12985 iface->set_final_state = clutter_actor_set_final_state;
12989 * clutter_actor_transform_stage_point:
12990 * @self: A #ClutterActor
12991 * @x: (in): x screen coordinate of the point to unproject
12992 * @y: (in): y screen coordinate of the point to unproject
12993 * @x_out: (out): return location for the unprojected x coordinance
12994 * @y_out: (out): return location for the unprojected y coordinance
12996 * This function translates screen coordinates (@x, @y) to
12997 * coordinates relative to the actor. For example, it can be used to translate
12998 * screen events from global screen coordinates into actor-local coordinates.
13000 * The conversion can fail, notably if the transform stack results in the
13001 * actor being projected on the screen as a mere line.
13003 * The conversion should not be expected to be pixel-perfect due to the
13004 * nature of the operation. In general the error grows when the skewing
13005 * of the actor rectangle on screen increases.
13007 * <note><para>This function can be computationally intensive.</para></note>
13009 * <note><para>This function only works when the allocation is up-to-date,
13010 * i.e. inside of paint().</para></note>
13012 * Return value: %TRUE if conversion was successful.
13017 clutter_actor_transform_stage_point (ClutterActor *self,
13023 ClutterVertex v[4];
13026 int du, dv, xi, yi;
13028 float xf, yf, wf, det;
13029 ClutterActorPrivate *priv;
13031 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13035 /* This implementation is based on the quad -> quad projection algorithm
13036 * described by Paul Heckbert in:
13038 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
13040 * and the sample implementation at:
13042 * http://www.cs.cmu.edu/~ph/src/texfund/
13044 * Our texture is a rectangle with origin [0, 0], so we are mapping from
13045 * quad to rectangle only, which significantly simplifies things; the
13046 * function calls have been unrolled, and most of the math is done in fixed
13050 clutter_actor_get_abs_allocation_vertices (self, v);
13052 /* Keeping these as ints simplifies the multiplication (no significant
13053 * loss of precision here).
13055 du = (int) (priv->allocation.x2 - priv->allocation.x1);
13056 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
13061 #define UX2FP(x) (x)
13062 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
13064 /* First, find mapping from unit uv square to xy quadrilateral; this
13065 * equivalent to the pmap_square_quad() functions in the sample
13066 * implementation, which we can simplify, since our target is always
13069 px = v[0].x - v[1].x + v[3].x - v[2].x;
13070 py = v[0].y - v[1].y + v[3].y - v[2].y;
13074 /* affine transform */
13075 RQ[0][0] = UX2FP (v[1].x - v[0].x);
13076 RQ[1][0] = UX2FP (v[3].x - v[1].x);
13077 RQ[2][0] = UX2FP (v[0].x);
13078 RQ[0][1] = UX2FP (v[1].y - v[0].y);
13079 RQ[1][1] = UX2FP (v[3].y - v[1].y);
13080 RQ[2][1] = UX2FP (v[0].y);
13087 /* projective transform */
13088 double dx1, dx2, dy1, dy2, del;
13090 dx1 = UX2FP (v[1].x - v[3].x);
13091 dx2 = UX2FP (v[2].x - v[3].x);
13092 dy1 = UX2FP (v[1].y - v[3].y);
13093 dy2 = UX2FP (v[2].y - v[3].y);
13095 del = DET2FP (dx1, dx2, dy1, dy2);
13100 * The division here needs to be done in floating point for
13101 * precisions reasons.
13103 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
13104 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
13105 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
13107 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
13108 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
13109 RQ[2][0] = UX2FP (v[0].x);
13110 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
13111 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
13112 RQ[2][1] = UX2FP (v[0].y);
13116 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
13117 * square. Since our rectangle is based at 0,0 we only need to scale.
13127 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
13130 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
13131 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
13132 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
13133 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
13134 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
13135 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
13136 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
13137 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
13138 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
13141 * Check the resulting matrix is OK.
13143 det = (RQ[0][0] * ST[0][0])
13144 + (RQ[0][1] * ST[0][1])
13145 + (RQ[0][2] * ST[0][2]);
13150 * Now transform our point with the ST matrix; the notional w
13151 * coordinate is 1, hence the last part is simply added.
13156 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
13157 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
13158 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
13176 static ClutterGeometry*
13177 clutter_geometry_copy (const ClutterGeometry *geometry)
13179 return g_slice_dup (ClutterGeometry, geometry);
13183 clutter_geometry_free (ClutterGeometry *geometry)
13185 if (G_LIKELY (geometry != NULL))
13186 g_slice_free (ClutterGeometry, geometry);
13190 * clutter_geometry_union:
13191 * @geometry_a: a #ClutterGeometry
13192 * @geometry_b: another #ClutterGeometry
13193 * @result: (out): location to store the result
13195 * Find the union of two rectangles represented as #ClutterGeometry.
13200 clutter_geometry_union (const ClutterGeometry *geometry_a,
13201 const ClutterGeometry *geometry_b,
13202 ClutterGeometry *result)
13204 /* We don't try to handle rectangles that can't be represented
13205 * as a signed integer box */
13206 gint x_1 = MIN (geometry_a->x, geometry_b->x);
13207 gint y_1 = MIN (geometry_a->y, geometry_b->y);
13208 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
13209 geometry_b->x + (gint)geometry_b->width);
13210 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
13211 geometry_b->y + (gint)geometry_b->height);
13214 result->width = x_2 - x_1;
13215 result->height = y_2 - y_1;
13219 * clutter_geometry_intersects:
13220 * @geometry0: The first geometry to test
13221 * @geometry1: The second geometry to test
13223 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
13224 * they do else %FALSE.
13226 * Return value: %TRUE of @geometry0 and geometry1 intersect else
13232 clutter_geometry_intersects (const ClutterGeometry *geometry0,
13233 const ClutterGeometry *geometry1)
13235 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
13236 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
13237 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
13238 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
13245 clutter_geometry_progress (const GValue *a,
13250 const ClutterGeometry *a_geom = g_value_get_boxed (a);
13251 const ClutterGeometry *b_geom = g_value_get_boxed (b);
13252 ClutterGeometry res = { 0, };
13253 gint a_width = a_geom->width;
13254 gint b_width = b_geom->width;
13255 gint a_height = a_geom->height;
13256 gint b_height = b_geom->height;
13258 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
13259 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
13261 res.width = a_width + (b_width - a_width) * progress;
13262 res.height = a_height + (b_height - a_height) * progress;
13264 g_value_set_boxed (retval, &res);
13269 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
13270 clutter_geometry_copy,
13271 clutter_geometry_free,
13272 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
13279 * clutter_vertex_new:
13284 * Creates a new #ClutterVertex for the point in 3D space
13285 * identified by the 3 coordinates @x, @y, @z
13287 * Return value: the newly allocate #ClutterVertex. Use
13288 * clutter_vertex_free() to free the resources
13293 clutter_vertex_new (gfloat x,
13297 ClutterVertex *vertex;
13299 vertex = g_slice_new (ClutterVertex);
13308 * clutter_vertex_copy:
13309 * @vertex: a #ClutterVertex
13313 * Return value: a newly allocated copy of #ClutterVertex. Use
13314 * clutter_vertex_free() to free the allocated resources
13319 clutter_vertex_copy (const ClutterVertex *vertex)
13321 if (G_LIKELY (vertex != NULL))
13322 return g_slice_dup (ClutterVertex, vertex);
13328 * clutter_vertex_free:
13329 * @vertex: a #ClutterVertex
13331 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
13336 clutter_vertex_free (ClutterVertex *vertex)
13338 if (G_UNLIKELY (vertex != NULL))
13339 g_slice_free (ClutterVertex, vertex);
13343 * clutter_vertex_equal:
13344 * @vertex_a: a #ClutterVertex
13345 * @vertex_b: a #ClutterVertex
13347 * Compares @vertex_a and @vertex_b for equality
13349 * Return value: %TRUE if the passed #ClutterVertex are equal
13354 clutter_vertex_equal (const ClutterVertex *vertex_a,
13355 const ClutterVertex *vertex_b)
13357 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
13359 if (vertex_a == vertex_b)
13362 return vertex_a->x == vertex_b->x &&
13363 vertex_a->y == vertex_b->y &&
13364 vertex_a->z == vertex_b->z;
13368 clutter_vertex_progress (const GValue *a,
13373 const ClutterVertex *av = g_value_get_boxed (a);
13374 const ClutterVertex *bv = g_value_get_boxed (b);
13375 ClutterVertex res = { 0, };
13377 res.x = av->x + (bv->x - av->x) * progress;
13378 res.y = av->y + (bv->y - av->y) * progress;
13379 res.z = av->z + (bv->z - av->z) * progress;
13381 g_value_set_boxed (retval, &res);
13386 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
13387 clutter_vertex_copy,
13388 clutter_vertex_free,
13389 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
13392 * clutter_actor_is_rotated:
13393 * @self: a #ClutterActor
13395 * Checks whether any rotation is applied to the actor.
13397 * Return value: %TRUE if the actor is rotated.
13402 clutter_actor_is_rotated (ClutterActor *self)
13404 const ClutterTransformInfo *info;
13406 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13408 info = _clutter_actor_get_transform_info_or_defaults (self);
13410 if (info->rx_angle || info->ry_angle || info->rz_angle)
13417 * clutter_actor_is_scaled:
13418 * @self: a #ClutterActor
13420 * Checks whether the actor is scaled in either dimension.
13422 * Return value: %TRUE if the actor is scaled.
13427 clutter_actor_is_scaled (ClutterActor *self)
13429 const ClutterTransformInfo *info;
13431 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13433 info = _clutter_actor_get_transform_info_or_defaults (self);
13435 if (info->scale_x != 1.0 || info->scale_y != 1.0)
13442 _clutter_actor_get_stage_internal (ClutterActor *actor)
13444 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
13445 actor = actor->priv->parent;
13451 * clutter_actor_get_stage:
13452 * @actor: a #ClutterActor
13454 * Retrieves the #ClutterStage where @actor is contained.
13456 * Return value: (transfer none) (type Clutter.Stage): the stage
13457 * containing the actor, or %NULL
13462 clutter_actor_get_stage (ClutterActor *actor)
13464 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
13466 return _clutter_actor_get_stage_internal (actor);
13470 * clutter_actor_allocate_available_size:
13471 * @self: a #ClutterActor
13472 * @x: the actor's X coordinate
13473 * @y: the actor's Y coordinate
13474 * @available_width: the maximum available width, or -1 to use the
13475 * actor's natural width
13476 * @available_height: the maximum available height, or -1 to use the
13477 * actor's natural height
13478 * @flags: flags controlling the allocation
13480 * Allocates @self taking into account the #ClutterActor<!-- -->'s
13481 * preferred size, but limiting it to the maximum available width
13482 * and height provided.
13484 * This function will do the right thing when dealing with the
13485 * actor's request mode.
13487 * The implementation of this function is equivalent to:
13490 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
13492 * clutter_actor_get_preferred_width (self, available_height,
13494 * &natural_width);
13495 * width = CLAMP (natural_width, min_width, available_width);
13497 * clutter_actor_get_preferred_height (self, width,
13499 * &natural_height);
13500 * height = CLAMP (natural_height, min_height, available_height);
13504 * clutter_actor_get_preferred_height (self, available_width,
13506 * &natural_height);
13507 * height = CLAMP (natural_height, min_height, available_height);
13509 * clutter_actor_get_preferred_width (self, height,
13511 * &natural_width);
13512 * width = CLAMP (natural_width, min_width, available_width);
13515 * box.x1 = x; box.y1 = y;
13516 * box.x2 = box.x1 + available_width;
13517 * box.y2 = box.y1 + available_height;
13518 * clutter_actor_allocate (self, &box, flags);
13521 * This function can be used by fluid layout managers to allocate
13522 * an actor's preferred size without making it bigger than the area
13523 * available for the container.
13528 clutter_actor_allocate_available_size (ClutterActor *self,
13531 gfloat available_width,
13532 gfloat available_height,
13533 ClutterAllocationFlags flags)
13535 ClutterActorPrivate *priv;
13536 gfloat width, height;
13537 gfloat min_width, min_height;
13538 gfloat natural_width, natural_height;
13539 ClutterActorBox box;
13541 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13545 width = height = 0.0;
13547 switch (priv->request_mode)
13549 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
13550 clutter_actor_get_preferred_width (self, available_height,
13553 width = CLAMP (natural_width, min_width, available_width);
13555 clutter_actor_get_preferred_height (self, width,
13558 height = CLAMP (natural_height, min_height, available_height);
13561 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
13562 clutter_actor_get_preferred_height (self, available_width,
13565 height = CLAMP (natural_height, min_height, available_height);
13567 clutter_actor_get_preferred_width (self, height,
13570 width = CLAMP (natural_width, min_width, available_width);
13577 box.x2 = box.x1 + width;
13578 box.y2 = box.y1 + height;
13579 clutter_actor_allocate (self, &box, flags);
13583 * clutter_actor_allocate_preferred_size:
13584 * @self: a #ClutterActor
13585 * @flags: flags controlling the allocation
13587 * Allocates the natural size of @self.
13589 * This function is a utility call for #ClutterActor implementations
13590 * that allocates the actor's preferred natural size. It can be used
13591 * by fixed layout managers (like #ClutterGroup or so called
13592 * 'composite actors') inside the ClutterActor::allocate
13593 * implementation to give each child exactly how much space it
13596 * This function is not meant to be used by applications. It is also
13597 * not meant to be used outside the implementation of the
13598 * ClutterActor::allocate virtual function.
13603 clutter_actor_allocate_preferred_size (ClutterActor *self,
13604 ClutterAllocationFlags flags)
13606 gfloat actor_x, actor_y;
13607 gfloat natural_width, natural_height;
13608 ClutterActorBox actor_box;
13610 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13612 actor_x = clutter_actor_get_x (self);
13613 actor_y = clutter_actor_get_y (self);
13615 clutter_actor_get_preferred_size (self,
13620 actor_box.x1 = actor_x;
13621 actor_box.y1 = actor_y;
13622 actor_box.x2 = actor_box.x1 + natural_width;
13623 actor_box.y2 = actor_box.y1 + natural_height;
13625 clutter_actor_allocate (self, &actor_box, flags);
13629 * clutter_actor_allocate_align_fill:
13630 * @self: a #ClutterActor
13631 * @box: a #ClutterActorBox, containing the available width and height
13632 * @x_align: the horizontal alignment, between 0 and 1
13633 * @y_align: the vertical alignment, between 0 and 1
13634 * @x_fill: whether the actor should fill horizontally
13635 * @y_fill: whether the actor should fill vertically
13636 * @flags: allocation flags to be passed to clutter_actor_allocate()
13638 * Allocates @self by taking into consideration the available allocation
13639 * area; an alignment factor on either axis; and whether the actor should
13640 * fill the allocation on either axis.
13642 * The @box should contain the available allocation width and height;
13643 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
13644 * allocation will be offset by their value.
13646 * This function takes into consideration the geometry request specified by
13647 * the #ClutterActor:request-mode property, and the text direction.
13649 * This function is useful for fluid layout managers, like #ClutterBinLayout
13650 * or #ClutterTableLayout
13655 clutter_actor_allocate_align_fill (ClutterActor *self,
13656 const ClutterActorBox *box,
13661 ClutterAllocationFlags flags)
13663 ClutterActorPrivate *priv;
13664 ClutterActorBox allocation = { 0, };
13665 gfloat x_offset, y_offset;
13666 gfloat available_width, available_height;
13667 gfloat child_width, child_height;
13669 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13670 g_return_if_fail (box != NULL);
13671 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
13672 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
13676 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
13677 clutter_actor_box_get_size (box, &available_width, &available_height);
13679 if (available_width < 0)
13680 available_width = 0;
13682 if (available_height < 0)
13683 available_height = 0;
13687 allocation.x1 = x_offset;
13688 allocation.x2 = allocation.x1 + available_width;
13693 allocation.y1 = y_offset;
13694 allocation.y2 = allocation.y1 + available_height;
13697 /* if we are filling horizontally and vertically then we're done */
13698 if (x_fill && y_fill)
13701 child_width = child_height = 0.0f;
13703 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
13705 gfloat min_width, natural_width;
13706 gfloat min_height, natural_height;
13708 clutter_actor_get_preferred_width (self, available_height,
13712 child_width = CLAMP (natural_width, min_width, available_width);
13716 clutter_actor_get_preferred_height (self, child_width,
13720 child_height = CLAMP (natural_height, min_height, available_height);
13725 gfloat min_width, natural_width;
13726 gfloat min_height, natural_height;
13728 clutter_actor_get_preferred_height (self, available_width,
13732 child_height = CLAMP (natural_height, min_height, available_height);
13736 clutter_actor_get_preferred_width (self, child_height,
13740 child_width = CLAMP (natural_width, min_width, available_width);
13744 /* invert the horizontal alignment for RTL languages */
13745 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
13746 x_align = 1.0 - x_align;
13750 allocation.x1 = x_offset
13751 + ((available_width - child_width) * x_align);
13752 allocation.x2 = allocation.x1 + child_width;
13757 allocation.y1 = y_offset
13758 + ((available_height - child_height) * y_align);
13759 allocation.y2 = allocation.y1 + child_height;
13763 clutter_actor_box_clamp_to_pixel (&allocation);
13764 clutter_actor_allocate (self, &allocation, flags);
13768 * clutter_actor_grab_key_focus:
13769 * @self: a #ClutterActor
13771 * Sets the key focus of the #ClutterStage including @self
13772 * to this #ClutterActor.
13777 clutter_actor_grab_key_focus (ClutterActor *self)
13779 ClutterActor *stage;
13781 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13783 stage = _clutter_actor_get_stage_internal (self);
13785 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
13789 * clutter_actor_get_pango_context:
13790 * @self: a #ClutterActor
13792 * Retrieves the #PangoContext for @self. The actor's #PangoContext
13793 * is already configured using the appropriate font map, resolution
13794 * and font options.
13796 * Unlike clutter_actor_create_pango_context(), this context is owend
13797 * by the #ClutterActor and it will be updated each time the options
13798 * stored by the #ClutterBackend change.
13800 * You can use the returned #PangoContext to create a #PangoLayout
13801 * and render text using cogl_pango_render_layout() to reuse the
13802 * glyphs cache also used by Clutter.
13804 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
13805 * The returned #PangoContext is owned by the actor and should not be
13806 * unreferenced by the application code
13811 clutter_actor_get_pango_context (ClutterActor *self)
13813 ClutterActorPrivate *priv;
13815 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13819 if (priv->pango_context != NULL)
13820 return priv->pango_context;
13822 priv->pango_context = _clutter_context_get_pango_context ();
13823 g_object_ref (priv->pango_context);
13825 return priv->pango_context;
13829 * clutter_actor_create_pango_context:
13830 * @self: a #ClutterActor
13832 * Creates a #PangoContext for the given actor. The #PangoContext
13833 * is already configured using the appropriate font map, resolution
13834 * and font options.
13836 * See also clutter_actor_get_pango_context().
13838 * Return value: (transfer full): the newly created #PangoContext.
13839 * Use g_object_unref() on the returned value to deallocate its
13845 clutter_actor_create_pango_context (ClutterActor *self)
13847 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13849 return _clutter_context_create_pango_context ();
13853 * clutter_actor_create_pango_layout:
13854 * @self: a #ClutterActor
13855 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
13857 * Creates a new #PangoLayout from the same #PangoContext used
13858 * by the #ClutterActor. The #PangoLayout is already configured
13859 * with the font map, resolution and font options, and the
13862 * If you want to keep around a #PangoLayout created by this
13863 * function you will have to connect to the #ClutterBackend::font-changed
13864 * and #ClutterBackend::resolution-changed signals, and call
13865 * pango_layout_context_changed() in response to them.
13867 * Return value: (transfer full): the newly created #PangoLayout.
13868 * Use g_object_unref() when done
13873 clutter_actor_create_pango_layout (ClutterActor *self,
13876 PangoContext *context;
13877 PangoLayout *layout;
13879 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13881 context = clutter_actor_get_pango_context (self);
13882 layout = pango_layout_new (context);
13885 pango_layout_set_text (layout, text, -1);
13890 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
13891 * ClutterOffscreenEffect.
13894 _clutter_actor_set_opacity_override (ClutterActor *self,
13897 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13899 self->priv->opacity_override = opacity;
13903 _clutter_actor_get_opacity_override (ClutterActor *self)
13905 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
13907 return self->priv->opacity_override;
13910 /* Allows you to disable applying the actors model view transform during
13911 * a paint. Used by ClutterClone. */
13913 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
13916 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13918 self->priv->enable_model_view_transform = enable;
13922 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
13925 ClutterActorPrivate *priv;
13927 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13931 priv->enable_paint_unmapped = enable;
13933 if (priv->enable_paint_unmapped)
13935 /* Make sure that the parents of the widget are realized first;
13936 * otherwise checks in clutter_actor_update_map_state() will
13939 clutter_actor_realize (self);
13941 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
13945 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
13950 clutter_anchor_coord_get_units (ClutterActor *self,
13951 const AnchorCoord *coord,
13956 if (coord->is_fractional)
13958 gfloat actor_width, actor_height;
13960 clutter_actor_get_size (self, &actor_width, &actor_height);
13963 *x = actor_width * coord->v.fraction.x;
13966 *y = actor_height * coord->v.fraction.y;
13974 *x = coord->v.units.x;
13977 *y = coord->v.units.y;
13980 *z = coord->v.units.z;
13985 clutter_anchor_coord_set_units (AnchorCoord *coord,
13990 coord->is_fractional = FALSE;
13991 coord->v.units.x = x;
13992 coord->v.units.y = y;
13993 coord->v.units.z = z;
13996 static ClutterGravity
13997 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
13999 if (coord->is_fractional)
14001 if (coord->v.fraction.x == 0.0)
14003 if (coord->v.fraction.y == 0.0)
14004 return CLUTTER_GRAVITY_NORTH_WEST;
14005 else if (coord->v.fraction.y == 0.5)
14006 return CLUTTER_GRAVITY_WEST;
14007 else if (coord->v.fraction.y == 1.0)
14008 return CLUTTER_GRAVITY_SOUTH_WEST;
14010 return CLUTTER_GRAVITY_NONE;
14012 else if (coord->v.fraction.x == 0.5)
14014 if (coord->v.fraction.y == 0.0)
14015 return CLUTTER_GRAVITY_NORTH;
14016 else if (coord->v.fraction.y == 0.5)
14017 return CLUTTER_GRAVITY_CENTER;
14018 else if (coord->v.fraction.y == 1.0)
14019 return CLUTTER_GRAVITY_SOUTH;
14021 return CLUTTER_GRAVITY_NONE;
14023 else if (coord->v.fraction.x == 1.0)
14025 if (coord->v.fraction.y == 0.0)
14026 return CLUTTER_GRAVITY_NORTH_EAST;
14027 else if (coord->v.fraction.y == 0.5)
14028 return CLUTTER_GRAVITY_EAST;
14029 else if (coord->v.fraction.y == 1.0)
14030 return CLUTTER_GRAVITY_SOUTH_EAST;
14032 return CLUTTER_GRAVITY_NONE;
14035 return CLUTTER_GRAVITY_NONE;
14038 return CLUTTER_GRAVITY_NONE;
14042 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
14043 ClutterGravity gravity)
14047 case CLUTTER_GRAVITY_NORTH:
14048 coord->v.fraction.x = 0.5;
14049 coord->v.fraction.y = 0.0;
14052 case CLUTTER_GRAVITY_NORTH_EAST:
14053 coord->v.fraction.x = 1.0;
14054 coord->v.fraction.y = 0.0;
14057 case CLUTTER_GRAVITY_EAST:
14058 coord->v.fraction.x = 1.0;
14059 coord->v.fraction.y = 0.5;
14062 case CLUTTER_GRAVITY_SOUTH_EAST:
14063 coord->v.fraction.x = 1.0;
14064 coord->v.fraction.y = 1.0;
14067 case CLUTTER_GRAVITY_SOUTH:
14068 coord->v.fraction.x = 0.5;
14069 coord->v.fraction.y = 1.0;
14072 case CLUTTER_GRAVITY_SOUTH_WEST:
14073 coord->v.fraction.x = 0.0;
14074 coord->v.fraction.y = 1.0;
14077 case CLUTTER_GRAVITY_WEST:
14078 coord->v.fraction.x = 0.0;
14079 coord->v.fraction.y = 0.5;
14082 case CLUTTER_GRAVITY_NORTH_WEST:
14083 coord->v.fraction.x = 0.0;
14084 coord->v.fraction.y = 0.0;
14087 case CLUTTER_GRAVITY_CENTER:
14088 coord->v.fraction.x = 0.5;
14089 coord->v.fraction.y = 0.5;
14093 coord->v.fraction.x = 0.0;
14094 coord->v.fraction.y = 0.0;
14098 coord->is_fractional = TRUE;
14102 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
14104 if (coord->is_fractional)
14105 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
14107 return (coord->v.units.x == 0.0
14108 && coord->v.units.y == 0.0
14109 && coord->v.units.z == 0.0);
14113 * clutter_actor_get_flags:
14114 * @self: a #ClutterActor
14116 * Retrieves the flags set on @self
14118 * Return value: a bitwise or of #ClutterActorFlags or 0
14123 clutter_actor_get_flags (ClutterActor *self)
14125 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14127 return self->flags;
14131 * clutter_actor_set_flags:
14132 * @self: a #ClutterActor
14133 * @flags: the flags to set
14135 * Sets @flags on @self
14137 * This function will emit notifications for the changed properties
14142 clutter_actor_set_flags (ClutterActor *self,
14143 ClutterActorFlags flags)
14145 ClutterActorFlags old_flags;
14147 gboolean was_reactive_set, reactive_set;
14148 gboolean was_realized_set, realized_set;
14149 gboolean was_mapped_set, mapped_set;
14150 gboolean was_visible_set, visible_set;
14152 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14154 if (self->flags == flags)
14157 obj = G_OBJECT (self);
14158 g_object_ref (obj);
14159 g_object_freeze_notify (obj);
14161 old_flags = self->flags;
14163 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
14164 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
14165 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
14166 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
14168 self->flags |= flags;
14170 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
14171 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
14172 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
14173 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
14175 if (reactive_set != was_reactive_set)
14176 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
14178 if (realized_set != was_realized_set)
14179 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
14181 if (mapped_set != was_mapped_set)
14182 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
14184 if (visible_set != was_visible_set)
14185 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
14187 g_object_thaw_notify (obj);
14188 g_object_unref (obj);
14192 * clutter_actor_unset_flags:
14193 * @self: a #ClutterActor
14194 * @flags: the flags to unset
14196 * Unsets @flags on @self
14198 * This function will emit notifications for the changed properties
14203 clutter_actor_unset_flags (ClutterActor *self,
14204 ClutterActorFlags flags)
14206 ClutterActorFlags old_flags;
14208 gboolean was_reactive_set, reactive_set;
14209 gboolean was_realized_set, realized_set;
14210 gboolean was_mapped_set, mapped_set;
14211 gboolean was_visible_set, visible_set;
14213 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14215 obj = G_OBJECT (self);
14216 g_object_freeze_notify (obj);
14218 old_flags = self->flags;
14220 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
14221 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
14222 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
14223 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
14225 self->flags &= ~flags;
14227 if (self->flags == old_flags)
14230 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
14231 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
14232 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
14233 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
14235 if (reactive_set != was_reactive_set)
14236 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
14238 if (realized_set != was_realized_set)
14239 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
14241 if (mapped_set != was_mapped_set)
14242 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
14244 if (visible_set != was_visible_set)
14245 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
14247 g_object_thaw_notify (obj);
14251 * clutter_actor_get_transformation_matrix:
14252 * @self: a #ClutterActor
14253 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
14255 * Retrieves the transformations applied to @self relative to its
14261 clutter_actor_get_transformation_matrix (ClutterActor *self,
14262 CoglMatrix *matrix)
14264 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14266 cogl_matrix_init_identity (matrix);
14268 _clutter_actor_apply_modelview_transform (self, matrix);
14272 _clutter_actor_set_in_clone_paint (ClutterActor *self,
14273 gboolean is_in_clone_paint)
14275 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14276 self->priv->in_clone_paint = is_in_clone_paint;
14280 * clutter_actor_is_in_clone_paint:
14281 * @self: a #ClutterActor
14283 * Checks whether @self is being currently painted by a #ClutterClone
14285 * This function is useful only inside the ::paint virtual function
14286 * implementations or within handlers for the #ClutterActor::paint
14289 * This function should not be used by applications
14291 * Return value: %TRUE if the #ClutterActor is currently being painted
14292 * by a #ClutterClone, and %FALSE otherwise
14297 clutter_actor_is_in_clone_paint (ClutterActor *self)
14299 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14301 return self->priv->in_clone_paint;
14305 set_direction_recursive (ClutterActor *actor,
14306 gpointer user_data)
14308 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
14310 clutter_actor_set_text_direction (actor, text_dir);
14316 * clutter_actor_set_text_direction:
14317 * @self: a #ClutterActor
14318 * @text_dir: the text direction for @self
14320 * Sets the #ClutterTextDirection for an actor
14322 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
14324 * If @self implements #ClutterContainer then this function will recurse
14325 * inside all the children of @self (including the internal ones).
14327 * Composite actors not implementing #ClutterContainer, or actors requiring
14328 * special handling when the text direction changes, should connect to
14329 * the #GObject::notify signal for the #ClutterActor:text-direction property
14334 clutter_actor_set_text_direction (ClutterActor *self,
14335 ClutterTextDirection text_dir)
14337 ClutterActorPrivate *priv;
14339 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14340 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
14344 if (priv->text_direction != text_dir)
14346 priv->text_direction = text_dir;
14348 /* we need to emit the notify::text-direction first, so that
14349 * the sub-classes can catch that and do specific handling of
14350 * the text direction; see clutter_text_direction_changed_cb()
14351 * inside clutter-text.c
14353 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
14355 _clutter_actor_foreach_child (self, set_direction_recursive,
14356 GINT_TO_POINTER (text_dir));
14358 clutter_actor_queue_relayout (self);
14363 _clutter_actor_set_has_pointer (ClutterActor *self,
14364 gboolean has_pointer)
14366 ClutterActorPrivate *priv = self->priv;
14368 if (priv->has_pointer != has_pointer)
14370 priv->has_pointer = has_pointer;
14372 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
14377 * clutter_actor_get_text_direction:
14378 * @self: a #ClutterActor
14380 * Retrieves the value set using clutter_actor_set_text_direction()
14382 * If no text direction has been previously set, the default text
14383 * direction, as returned by clutter_get_default_text_direction(), will
14384 * be returned instead
14386 * Return value: the #ClutterTextDirection for the actor
14390 ClutterTextDirection
14391 clutter_actor_get_text_direction (ClutterActor *self)
14393 ClutterActorPrivate *priv;
14395 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
14396 CLUTTER_TEXT_DIRECTION_LTR);
14400 /* if no direction has been set yet use the default */
14401 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
14402 priv->text_direction = clutter_get_default_text_direction ();
14404 return priv->text_direction;
14408 * clutter_actor_push_internal:
14409 * @self: a #ClutterActor
14411 * Should be used by actors implementing the #ClutterContainer and with
14412 * internal children added through clutter_actor_set_parent(), for instance:
14416 * my_actor_init (MyActor *self)
14418 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
14420 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
14422 * /* calling clutter_actor_set_parent() now will result in
14423 * * the internal flag being set on a child of MyActor
14426 * /* internal child - a background texture */
14427 * self->priv->background_tex = clutter_texture_new ();
14428 * clutter_actor_set_parent (self->priv->background_tex,
14429 * CLUTTER_ACTOR (self));
14431 * /* internal child - a label */
14432 * self->priv->label = clutter_text_new ();
14433 * clutter_actor_set_parent (self->priv->label,
14434 * CLUTTER_ACTOR (self));
14436 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
14438 * /* calling clutter_actor_set_parent() now will not result in
14439 * * the internal flag being set on a child of MyActor
14444 * This function will be used by Clutter to toggle an "internal child"
14445 * flag whenever clutter_actor_set_parent() is called; internal children
14446 * are handled differently by Clutter, specifically when destroying their
14449 * Call clutter_actor_pop_internal() when you finished adding internal
14452 * Nested calls to clutter_actor_push_internal() are allowed, but each
14453 * one must by followed by a clutter_actor_pop_internal() call.
14457 * Deprecated: 1.10: All children of an actor are accessible through
14458 * the #ClutterActor API, and #ClutterActor implements the
14459 * #ClutterContainer interface, so this function is only useful
14460 * for legacy containers overriding the default implementation.
14463 clutter_actor_push_internal (ClutterActor *self)
14465 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14467 self->priv->internal_child += 1;
14471 * clutter_actor_pop_internal:
14472 * @self: a #ClutterActor
14474 * Disables the effects of clutter_actor_push_internal().
14478 * Deprecated: 1.10: All children of an actor are accessible through
14479 * the #ClutterActor API. This function is only useful for legacy
14480 * containers overriding the default implementation of the
14481 * #ClutterContainer interface.
14484 clutter_actor_pop_internal (ClutterActor *self)
14486 ClutterActorPrivate *priv;
14488 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14492 if (priv->internal_child == 0)
14494 g_warning ("Mismatched %s: you need to call "
14495 "clutter_actor_push_composite() at least once before "
14496 "calling this function", G_STRFUNC);
14500 priv->internal_child -= 1;
14504 * clutter_actor_has_pointer:
14505 * @self: a #ClutterActor
14507 * Checks whether an actor contains the pointer of a
14508 * #ClutterInputDevice
14510 * Return value: %TRUE if the actor contains the pointer, and
14516 clutter_actor_has_pointer (ClutterActor *self)
14518 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14520 return self->priv->has_pointer;
14523 /* XXX: This is a workaround for not being able to break the ABI of
14524 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
14525 * clutter_actor_queue_clipped_redraw() for details.
14527 ClutterPaintVolume *
14528 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
14530 return g_object_get_data (G_OBJECT (self),
14531 "-clutter-actor-queue-redraw-clip");
14535 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
14536 ClutterPaintVolume *clip)
14538 g_object_set_data (G_OBJECT (self),
14539 "-clutter-actor-queue-redraw-clip",
14544 * clutter_actor_has_allocation:
14545 * @self: a #ClutterActor
14547 * Checks if the actor has an up-to-date allocation assigned to
14548 * it. This means that the actor should have an allocation: it's
14549 * visible and has a parent. It also means that there is no
14550 * outstanding relayout request in progress for the actor or its
14551 * children (There might be other outstanding layout requests in
14552 * progress that will cause the actor to get a new allocation
14553 * when the stage is laid out, however).
14555 * If this function returns %FALSE, then the actor will normally
14556 * be allocated before it is next drawn on the screen.
14558 * Return value: %TRUE if the actor has an up-to-date allocation
14563 clutter_actor_has_allocation (ClutterActor *self)
14565 ClutterActorPrivate *priv;
14567 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14571 return priv->parent != NULL &&
14572 CLUTTER_ACTOR_IS_VISIBLE (self) &&
14573 !priv->needs_allocation;
14577 * clutter_actor_add_action:
14578 * @self: a #ClutterActor
14579 * @action: a #ClutterAction
14581 * Adds @action to the list of actions applied to @self
14583 * A #ClutterAction can only belong to one actor at a time
14585 * The #ClutterActor will hold a reference on @action until either
14586 * clutter_actor_remove_action() or clutter_actor_clear_actions()
14592 clutter_actor_add_action (ClutterActor *self,
14593 ClutterAction *action)
14595 ClutterActorPrivate *priv;
14597 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14598 g_return_if_fail (CLUTTER_IS_ACTION (action));
14602 if (priv->actions == NULL)
14604 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
14605 priv->actions->actor = self;
14608 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
14610 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14614 * clutter_actor_add_action_with_name:
14615 * @self: a #ClutterActor
14616 * @name: the name to set on the action
14617 * @action: a #ClutterAction
14619 * A convenience function for setting the name of a #ClutterAction
14620 * while adding it to the list of actions applied to @self
14622 * This function is the logical equivalent of:
14625 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
14626 * clutter_actor_add_action (self, action);
14632 clutter_actor_add_action_with_name (ClutterActor *self,
14634 ClutterAction *action)
14636 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14637 g_return_if_fail (name != NULL);
14638 g_return_if_fail (CLUTTER_IS_ACTION (action));
14640 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
14641 clutter_actor_add_action (self, action);
14645 * clutter_actor_remove_action:
14646 * @self: a #ClutterActor
14647 * @action: a #ClutterAction
14649 * Removes @action from the list of actions applied to @self
14651 * The reference held by @self on the #ClutterAction will be released
14656 clutter_actor_remove_action (ClutterActor *self,
14657 ClutterAction *action)
14659 ClutterActorPrivate *priv;
14661 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14662 g_return_if_fail (CLUTTER_IS_ACTION (action));
14666 if (priv->actions == NULL)
14669 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
14671 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14675 * clutter_actor_remove_action_by_name:
14676 * @self: a #ClutterActor
14677 * @name: the name of the action to remove
14679 * Removes the #ClutterAction with the given name from the list
14680 * of actions applied to @self
14685 clutter_actor_remove_action_by_name (ClutterActor *self,
14688 ClutterActorPrivate *priv;
14689 ClutterActorMeta *meta;
14691 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14692 g_return_if_fail (name != NULL);
14696 if (priv->actions == NULL)
14699 meta = _clutter_meta_group_get_meta (priv->actions, name);
14703 _clutter_meta_group_remove_meta (priv->actions, meta);
14705 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14709 * clutter_actor_get_actions:
14710 * @self: a #ClutterActor
14712 * Retrieves the list of actions applied to @self
14714 * Return value: (transfer container) (element-type Clutter.Action): a copy
14715 * of the list of #ClutterAction<!-- -->s. The contents of the list are
14716 * owned by the #ClutterActor. Use g_list_free() to free the resources
14717 * allocated by the returned #GList
14722 clutter_actor_get_actions (ClutterActor *self)
14724 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14726 if (self->priv->actions == NULL)
14729 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
14733 * clutter_actor_get_action:
14734 * @self: a #ClutterActor
14735 * @name: the name of the action to retrieve
14737 * Retrieves the #ClutterAction with the given name in the list
14738 * of actions applied to @self
14740 * Return value: (transfer none): a #ClutterAction for the given
14741 * name, or %NULL. The returned #ClutterAction is owned by the
14742 * actor and it should not be unreferenced directly
14747 clutter_actor_get_action (ClutterActor *self,
14750 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14751 g_return_val_if_fail (name != NULL, NULL);
14753 if (self->priv->actions == NULL)
14756 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
14760 * clutter_actor_clear_actions:
14761 * @self: a #ClutterActor
14763 * Clears the list of actions applied to @self
14768 clutter_actor_clear_actions (ClutterActor *self)
14770 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14772 if (self->priv->actions == NULL)
14775 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
14779 * clutter_actor_add_constraint:
14780 * @self: a #ClutterActor
14781 * @constraint: a #ClutterConstraint
14783 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
14786 * The #ClutterActor will hold a reference on the @constraint until
14787 * either clutter_actor_remove_constraint() or
14788 * clutter_actor_clear_constraints() is called.
14793 clutter_actor_add_constraint (ClutterActor *self,
14794 ClutterConstraint *constraint)
14796 ClutterActorPrivate *priv;
14798 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14799 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14803 if (priv->constraints == NULL)
14805 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
14806 priv->constraints->actor = self;
14809 _clutter_meta_group_add_meta (priv->constraints,
14810 CLUTTER_ACTOR_META (constraint));
14811 clutter_actor_queue_relayout (self);
14813 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
14817 * clutter_actor_add_constraint_with_name:
14818 * @self: a #ClutterActor
14819 * @name: the name to set on the constraint
14820 * @constraint: a #ClutterConstraint
14822 * A convenience function for setting the name of a #ClutterConstraint
14823 * while adding it to the list of constraints applied to @self
14825 * This function is the logical equivalent of:
14828 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14829 * clutter_actor_add_constraint (self, constraint);
14835 clutter_actor_add_constraint_with_name (ClutterActor *self,
14837 ClutterConstraint *constraint)
14839 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14840 g_return_if_fail (name != NULL);
14841 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14843 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14844 clutter_actor_add_constraint (self, constraint);
14848 * clutter_actor_remove_constraint:
14849 * @self: a #ClutterActor
14850 * @constraint: a #ClutterConstraint
14852 * Removes @constraint from the list of constraints applied to @self
14854 * The reference held by @self on the #ClutterConstraint will be released
14859 clutter_actor_remove_constraint (ClutterActor *self,
14860 ClutterConstraint *constraint)
14862 ClutterActorPrivate *priv;
14864 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14865 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14869 if (priv->constraints == NULL)
14872 _clutter_meta_group_remove_meta (priv->constraints,
14873 CLUTTER_ACTOR_META (constraint));
14874 clutter_actor_queue_relayout (self);
14876 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
14880 * clutter_actor_remove_constraint_by_name:
14881 * @self: a #ClutterActor
14882 * @name: the name of the constraint to remove
14884 * Removes the #ClutterConstraint with the given name from the list
14885 * of constraints applied to @self
14890 clutter_actor_remove_constraint_by_name (ClutterActor *self,
14893 ClutterActorPrivate *priv;
14894 ClutterActorMeta *meta;
14896 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14897 g_return_if_fail (name != NULL);
14901 if (priv->constraints == NULL)
14904 meta = _clutter_meta_group_get_meta (priv->constraints, name);
14908 _clutter_meta_group_remove_meta (priv->constraints, meta);
14909 clutter_actor_queue_relayout (self);
14913 * clutter_actor_get_constraints:
14914 * @self: a #ClutterActor
14916 * Retrieves the list of constraints applied to @self
14918 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
14919 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
14920 * owned by the #ClutterActor. Use g_list_free() to free the resources
14921 * allocated by the returned #GList
14926 clutter_actor_get_constraints (ClutterActor *self)
14928 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14930 if (self->priv->constraints == NULL)
14933 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
14937 * clutter_actor_get_constraint:
14938 * @self: a #ClutterActor
14939 * @name: the name of the constraint to retrieve
14941 * Retrieves the #ClutterConstraint with the given name in the list
14942 * of constraints applied to @self
14944 * Return value: (transfer none): a #ClutterConstraint for the given
14945 * name, or %NULL. The returned #ClutterConstraint is owned by the
14946 * actor and it should not be unreferenced directly
14950 ClutterConstraint *
14951 clutter_actor_get_constraint (ClutterActor *self,
14954 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14955 g_return_val_if_fail (name != NULL, NULL);
14957 if (self->priv->constraints == NULL)
14960 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
14964 * clutter_actor_clear_constraints:
14965 * @self: a #ClutterActor
14967 * Clears the list of constraints applied to @self
14972 clutter_actor_clear_constraints (ClutterActor *self)
14974 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14976 if (self->priv->constraints == NULL)
14979 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
14981 clutter_actor_queue_relayout (self);
14985 * clutter_actor_set_clip_to_allocation:
14986 * @self: a #ClutterActor
14987 * @clip_set: %TRUE to apply a clip tracking the allocation
14989 * Sets whether @self should be clipped to the same size as its
14995 clutter_actor_set_clip_to_allocation (ClutterActor *self,
14998 ClutterActorPrivate *priv;
15000 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15002 clip_set = !!clip_set;
15006 if (priv->clip_to_allocation != clip_set)
15008 priv->clip_to_allocation = clip_set;
15010 clutter_actor_queue_redraw (self);
15012 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
15017 * clutter_actor_get_clip_to_allocation:
15018 * @self: a #ClutterActor
15020 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
15022 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
15027 clutter_actor_get_clip_to_allocation (ClutterActor *self)
15029 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15031 return self->priv->clip_to_allocation;
15035 * clutter_actor_add_effect:
15036 * @self: a #ClutterActor
15037 * @effect: a #ClutterEffect
15039 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
15041 * The #ClutterActor will hold a reference on the @effect until either
15042 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
15048 clutter_actor_add_effect (ClutterActor *self,
15049 ClutterEffect *effect)
15051 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15052 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15054 _clutter_actor_add_effect_internal (self, effect);
15056 clutter_actor_queue_redraw (self);
15058 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
15062 * clutter_actor_add_effect_with_name:
15063 * @self: a #ClutterActor
15064 * @name: the name to set on the effect
15065 * @effect: a #ClutterEffect
15067 * A convenience function for setting the name of a #ClutterEffect
15068 * while adding it to the list of effectss applied to @self
15070 * This function is the logical equivalent of:
15073 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
15074 * clutter_actor_add_effect (self, effect);
15080 clutter_actor_add_effect_with_name (ClutterActor *self,
15082 ClutterEffect *effect)
15084 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15085 g_return_if_fail (name != NULL);
15086 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15088 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
15089 clutter_actor_add_effect (self, effect);
15093 * clutter_actor_remove_effect:
15094 * @self: a #ClutterActor
15095 * @effect: a #ClutterEffect
15097 * Removes @effect from the list of effects applied to @self
15099 * The reference held by @self on the #ClutterEffect will be released
15104 clutter_actor_remove_effect (ClutterActor *self,
15105 ClutterEffect *effect)
15107 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15108 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15110 _clutter_actor_remove_effect_internal (self, effect);
15112 clutter_actor_queue_redraw (self);
15114 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
15118 * clutter_actor_remove_effect_by_name:
15119 * @self: a #ClutterActor
15120 * @name: the name of the effect to remove
15122 * Removes the #ClutterEffect with the given name from the list
15123 * of effects applied to @self
15128 clutter_actor_remove_effect_by_name (ClutterActor *self,
15131 ClutterActorPrivate *priv;
15132 ClutterActorMeta *meta;
15134 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15135 g_return_if_fail (name != NULL);
15139 if (priv->effects == NULL)
15142 meta = _clutter_meta_group_get_meta (priv->effects, name);
15146 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
15150 * clutter_actor_get_effects:
15151 * @self: a #ClutterActor
15153 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
15155 * Return value: (transfer container) (element-type Clutter.Effect): a list
15156 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
15157 * list are owned by Clutter and they should not be freed. You should
15158 * free the returned list using g_list_free() when done
15163 clutter_actor_get_effects (ClutterActor *self)
15165 ClutterActorPrivate *priv;
15167 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15171 if (priv->effects == NULL)
15174 return _clutter_meta_group_get_metas_no_internal (priv->effects);
15178 * clutter_actor_get_effect:
15179 * @self: a #ClutterActor
15180 * @name: the name of the effect to retrieve
15182 * Retrieves the #ClutterEffect with the given name in the list
15183 * of effects applied to @self
15185 * Return value: (transfer none): a #ClutterEffect for the given
15186 * name, or %NULL. The returned #ClutterEffect is owned by the
15187 * actor and it should not be unreferenced directly
15192 clutter_actor_get_effect (ClutterActor *self,
15195 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15196 g_return_val_if_fail (name != NULL, NULL);
15198 if (self->priv->effects == NULL)
15201 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
15205 * clutter_actor_clear_effects:
15206 * @self: a #ClutterActor
15208 * Clears the list of effects applied to @self
15213 clutter_actor_clear_effects (ClutterActor *self)
15215 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15217 if (self->priv->effects == NULL)
15220 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
15222 clutter_actor_queue_redraw (self);
15226 * clutter_actor_has_key_focus:
15227 * @self: a #ClutterActor
15229 * Checks whether @self is the #ClutterActor that has key focus
15231 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
15236 clutter_actor_has_key_focus (ClutterActor *self)
15238 ClutterActor *stage;
15240 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15242 stage = _clutter_actor_get_stage_internal (self);
15246 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
15250 _clutter_actor_get_paint_volume_real (ClutterActor *self,
15251 ClutterPaintVolume *pv)
15253 ClutterActorPrivate *priv = self->priv;
15255 /* Actors are only expected to report a valid paint volume
15256 * while they have a valid allocation. */
15257 if (G_UNLIKELY (priv->needs_allocation))
15259 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15260 "Actor needs allocation",
15261 _clutter_actor_get_debug_name (self));
15265 /* Check if there are any handlers connected to the paint
15266 * signal. If there are then all bets are off for what the paint
15267 * volume for this actor might possibly be!
15269 * XXX: It's expected that this is going to end up being quite a
15270 * costly check to have to do here, but we haven't come up with
15271 * another solution that can reliably catch paint signal handlers at
15272 * the right time to either avoid artefacts due to invalid stage
15273 * clipping or due to incorrect culling.
15275 * Previously we checked in clutter_actor_paint(), but at that time
15276 * we may already be using a stage clip that could be derived from
15277 * an invalid paint-volume. We used to try and handle that by
15278 * queuing a follow up, unclipped, redraw but still the previous
15279 * checking wasn't enough to catch invalid volumes involved in
15280 * culling (considering that containers may derive their volume from
15281 * children that haven't yet been painted)
15283 * Longer term, improved solutions could be:
15284 * - Disallow painting in the paint signal, only allow using it
15285 * for tracking when paints happen. We can add another API that
15286 * allows monkey patching the paint of arbitrary actors but in a
15287 * more controlled way and that also supports modifying the
15289 * - If we could be notified somehow when signal handlers are
15290 * connected we wouldn't have to poll for handlers like this.
15292 if (g_signal_has_handler_pending (self,
15293 actor_signals[PAINT],
15297 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15298 "Actor has \"paint\" signal handlers",
15299 _clutter_actor_get_debug_name (self));
15303 _clutter_paint_volume_init_static (pv, self);
15305 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
15307 clutter_paint_volume_free (pv);
15308 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15309 "Actor failed to report a volume",
15310 _clutter_actor_get_debug_name (self));
15314 /* since effects can modify the paint volume, we allow them to actually
15315 * do this by making get_paint_volume() "context sensitive"
15317 if (priv->effects != NULL)
15319 if (priv->current_effect != NULL)
15321 const GList *effects, *l;
15323 /* if we are being called from within the paint sequence of
15324 * an actor, get the paint volume up to the current effect
15326 effects = _clutter_meta_group_peek_metas (priv->effects);
15328 l != NULL || (l != NULL && l->data != priv->current_effect);
15331 if (!_clutter_effect_get_paint_volume (l->data, pv))
15333 clutter_paint_volume_free (pv);
15334 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15335 "Effect (%s) failed to report a volume",
15336 _clutter_actor_get_debug_name (self),
15337 _clutter_actor_meta_get_debug_name (l->data));
15344 const GList *effects, *l;
15346 /* otherwise, get the cumulative volume */
15347 effects = _clutter_meta_group_peek_metas (priv->effects);
15348 for (l = effects; l != NULL; l = l->next)
15349 if (!_clutter_effect_get_paint_volume (l->data, pv))
15351 clutter_paint_volume_free (pv);
15352 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15353 "Effect (%s) failed to report a volume",
15354 _clutter_actor_get_debug_name (self),
15355 _clutter_actor_meta_get_debug_name (l->data));
15364 /* The public clutter_actor_get_paint_volume API returns a const
15365 * pointer since we return a pointer directly to the cached
15366 * PaintVolume associated with the actor and don't want the user to
15367 * inadvertently modify it, but for internal uses we sometimes need
15368 * access to the same PaintVolume but need to apply some book-keeping
15369 * modifications to it so we don't want a const pointer.
15371 static ClutterPaintVolume *
15372 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
15374 ClutterActorPrivate *priv;
15378 if (priv->paint_volume_valid)
15379 clutter_paint_volume_free (&priv->paint_volume);
15381 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
15383 priv->paint_volume_valid = TRUE;
15384 return &priv->paint_volume;
15388 priv->paint_volume_valid = FALSE;
15394 * clutter_actor_get_paint_volume:
15395 * @self: a #ClutterActor
15397 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
15398 * when a paint volume can't be determined.
15400 * The paint volume is defined as the 3D space occupied by an actor
15401 * when being painted.
15403 * This function will call the <function>get_paint_volume()</function>
15404 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
15405 * should not usually care about overriding the default implementation,
15406 * unless they are, for instance: painting outside their allocation, or
15407 * actors with a depth factor (not in terms of #ClutterActor:depth but real
15410 * <note>2D actors overriding <function>get_paint_volume()</function>
15411 * ensure their volume has a depth of 0. (This will be true so long as
15412 * you don't call clutter_paint_volume_set_depth().)</note>
15414 * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
15415 * or %NULL if no volume could be determined. The returned pointer
15416 * is not guaranteed to be valid across multiple frames; if you want
15417 * to keep it, you will need to copy it using clutter_paint_volume_copy().
15421 const ClutterPaintVolume *
15422 clutter_actor_get_paint_volume (ClutterActor *self)
15424 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15426 return _clutter_actor_get_paint_volume_mutable (self);
15430 * clutter_actor_get_transformed_paint_volume:
15431 * @self: a #ClutterActor
15432 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
15433 * (or %NULL for the stage)
15435 * Retrieves the 3D paint volume of an actor like
15436 * clutter_actor_get_paint_volume() does (Please refer to the
15437 * documentation of clutter_actor_get_paint_volume() for more
15438 * details.) and it additionally transforms the paint volume into the
15439 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
15440 * is passed for @relative_to_ancestor)
15442 * This can be used by containers that base their paint volume on
15443 * the volume of their children. Such containers can query the
15444 * transformed paint volume of all of its children and union them
15445 * together using clutter_paint_volume_union().
15447 * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
15448 * or %NULL if no volume could be determined. The returned pointer is
15449 * not guaranteed to be valid across multiple frames; if you wish to
15450 * keep it, you will have to copy it using clutter_paint_volume_copy().
15454 const ClutterPaintVolume *
15455 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
15456 ClutterActor *relative_to_ancestor)
15458 const ClutterPaintVolume *volume;
15459 ClutterActor *stage;
15460 ClutterPaintVolume *transformed_volume;
15462 stage = _clutter_actor_get_stage_internal (self);
15463 if (G_UNLIKELY (stage == NULL))
15466 if (relative_to_ancestor == NULL)
15467 relative_to_ancestor = stage;
15469 volume = clutter_actor_get_paint_volume (self);
15470 if (volume == NULL)
15473 transformed_volume =
15474 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
15476 _clutter_paint_volume_copy_static (volume, transformed_volume);
15478 _clutter_paint_volume_transform_relative (transformed_volume,
15479 relative_to_ancestor);
15481 return transformed_volume;
15485 * clutter_actor_get_paint_box:
15486 * @self: a #ClutterActor
15487 * @box: (out): return location for a #ClutterActorBox
15489 * Retrieves the paint volume of the passed #ClutterActor, and
15490 * transforms it into a 2D bounding box in stage coordinates.
15492 * This function is useful to determine the on screen area occupied by
15493 * the actor. The box is only an approximation and may often be
15494 * considerably larger due to the optimizations used to calculate the
15495 * box. The box is never smaller though, so it can reliably be used
15498 * There are times when a 2D paint box can't be determined, e.g.
15499 * because the actor isn't yet parented under a stage or because
15500 * the actor is unable to determine a paint volume.
15502 * Return value: %TRUE if a 2D paint box could be determined, else
15508 clutter_actor_get_paint_box (ClutterActor *self,
15509 ClutterActorBox *box)
15511 ClutterActor *stage;
15512 ClutterPaintVolume *pv;
15514 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15515 g_return_val_if_fail (box != NULL, FALSE);
15517 stage = _clutter_actor_get_stage_internal (self);
15518 if (G_UNLIKELY (!stage))
15521 pv = _clutter_actor_get_paint_volume_mutable (self);
15522 if (G_UNLIKELY (!pv))
15525 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
15531 * clutter_actor_has_overlaps:
15532 * @self: A #ClutterActor
15534 * Asks the actor's implementation whether it may contain overlapping
15537 * For example; Clutter may use this to determine whether the painting
15538 * should be redirected to an offscreen buffer to correctly implement
15539 * the opacity property.
15541 * Custom actors can override the default response by implementing the
15542 * #ClutterActor <function>has_overlaps</function> virtual function. See
15543 * clutter_actor_set_offscreen_redirect() for more information.
15545 * Return value: %TRUE if the actor may have overlapping primitives, and
15551 clutter_actor_has_overlaps (ClutterActor *self)
15553 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15555 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
15559 * clutter_actor_has_effects:
15560 * @self: A #ClutterActor
15562 * Returns whether the actor has any effects applied.
15564 * Return value: %TRUE if the actor has any effects,
15570 clutter_actor_has_effects (ClutterActor *self)
15572 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15574 if (self->priv->effects == NULL)
15577 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
15581 * clutter_actor_has_constraints:
15582 * @self: A #ClutterActor
15584 * Returns whether the actor has any constraints applied.
15586 * Return value: %TRUE if the actor has any constraints,
15592 clutter_actor_has_constraints (ClutterActor *self)
15594 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15596 return self->priv->constraints != NULL;
15600 * clutter_actor_has_actions:
15601 * @self: A #ClutterActor
15603 * Returns whether the actor has any actions applied.
15605 * Return value: %TRUE if the actor has any actions,
15611 clutter_actor_has_actions (ClutterActor *self)
15613 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15615 return self->priv->actions != NULL;
15619 * clutter_actor_get_n_children:
15620 * @self: a #ClutterActor
15622 * Retrieves the number of children of @self.
15624 * Return value: the number of children of an actor
15629 clutter_actor_get_n_children (ClutterActor *self)
15631 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
15633 return self->priv->n_children;
15637 * clutter_actor_get_child_at_index:
15638 * @self: a #ClutterActor
15639 * @index_: the position in the list of children
15641 * Retrieves the actor at the given @index_ inside the list of
15642 * children of @self.
15644 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15649 clutter_actor_get_child_at_index (ClutterActor *self,
15652 ClutterActor *iter;
15655 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15656 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
15658 for (iter = self->priv->first_child, i = 0;
15659 iter != NULL && i < index_;
15660 iter = iter->priv->next_sibling, i += 1)
15667 * _clutter_actor_foreach_child:
15668 * @actor: The actor whos children you want to iterate
15669 * @callback: The function to call for each child
15670 * @user_data: Private data to pass to @callback
15672 * Calls a given @callback once for each child of the specified @actor and
15673 * passing the @user_data pointer each time.
15675 * Return value: returns %TRUE if all children were iterated, else
15676 * %FALSE if a callback broke out of iteration early.
15679 _clutter_actor_foreach_child (ClutterActor *self,
15680 ClutterForeachCallback callback,
15681 gpointer user_data)
15683 ClutterActorPrivate *priv = self->priv;
15684 ClutterActor *iter;
15687 for (cont = TRUE, iter = priv->first_child;
15688 cont && iter != NULL;
15689 iter = iter->priv->next_sibling)
15691 cont = callback (iter, user_data);
15698 /* For debugging purposes this gives us a simple way to print out
15699 * the scenegraph e.g in gdb using:
15701 * _clutter_actor_traverse (stage,
15703 * clutter_debug_print_actor_cb,
15708 static ClutterActorTraverseVisitFlags
15709 clutter_debug_print_actor_cb (ClutterActor *actor,
15713 g_print ("%*s%s:%p\n",
15715 _clutter_actor_get_debug_name (actor),
15718 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
15723 _clutter_actor_traverse_breadth (ClutterActor *actor,
15724 ClutterTraverseCallback callback,
15725 gpointer user_data)
15727 GQueue *queue = g_queue_new ();
15728 ClutterActor dummy;
15729 int current_depth = 0;
15731 g_queue_push_tail (queue, actor);
15732 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
15734 while ((actor = g_queue_pop_head (queue)))
15736 ClutterActorTraverseVisitFlags flags;
15738 if (actor == &dummy)
15741 g_queue_push_tail (queue, &dummy);
15745 flags = callback (actor, current_depth, user_data);
15746 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15748 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
15750 ClutterActor *iter;
15752 for (iter = actor->priv->first_child;
15754 iter = iter->priv->next_sibling)
15756 g_queue_push_tail (queue, iter);
15761 g_queue_free (queue);
15764 static ClutterActorTraverseVisitFlags
15765 _clutter_actor_traverse_depth (ClutterActor *actor,
15766 ClutterTraverseCallback before_children_callback,
15767 ClutterTraverseCallback after_children_callback,
15769 gpointer user_data)
15771 ClutterActorTraverseVisitFlags flags;
15773 flags = before_children_callback (actor, current_depth, user_data);
15774 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15775 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
15777 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
15779 ClutterActor *iter;
15781 for (iter = actor->priv->first_child;
15783 iter = iter->priv->next_sibling)
15785 flags = _clutter_actor_traverse_depth (iter,
15786 before_children_callback,
15787 after_children_callback,
15791 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15792 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
15796 if (after_children_callback)
15797 return after_children_callback (actor, current_depth, user_data);
15799 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
15802 /* _clutter_actor_traverse:
15803 * @actor: The actor to start traversing the graph from
15804 * @flags: These flags may affect how the traversal is done
15805 * @before_children_callback: A function to call before visiting the
15806 * children of the current actor.
15807 * @after_children_callback: A function to call after visiting the
15808 * children of the current actor. (Ignored if
15809 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
15810 * @user_data: The private data to pass to the callbacks
15812 * Traverses the scenegraph starting at the specified @actor and
15813 * descending through all its children and its children's children.
15814 * For each actor traversed @before_children_callback and
15815 * @after_children_callback are called with the specified
15816 * @user_data, before and after visiting that actor's children.
15818 * The callbacks can return flags that affect the ongoing traversal
15819 * such as by skipping over an actors children or bailing out of
15820 * any further traversing.
15823 _clutter_actor_traverse (ClutterActor *actor,
15824 ClutterActorTraverseFlags flags,
15825 ClutterTraverseCallback before_children_callback,
15826 ClutterTraverseCallback after_children_callback,
15827 gpointer user_data)
15829 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
15830 _clutter_actor_traverse_breadth (actor,
15831 before_children_callback,
15833 else /* DEPTH_FIRST */
15834 _clutter_actor_traverse_depth (actor,
15835 before_children_callback,
15836 after_children_callback,
15837 0, /* start depth */
15842 on_layout_manager_changed (ClutterLayoutManager *manager,
15843 ClutterActor *self)
15845 clutter_actor_queue_relayout (self);
15849 * clutter_actor_set_layout_manager:
15850 * @self: a #ClutterActor
15851 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
15853 * Sets the #ClutterLayoutManager delegate object that will be used to
15854 * lay out the children of @self.
15856 * The #ClutterActor will take a reference on the passed @manager which
15857 * will be released either when the layout manager is removed, or when
15858 * the actor is destroyed.
15863 clutter_actor_set_layout_manager (ClutterActor *self,
15864 ClutterLayoutManager *manager)
15866 ClutterActorPrivate *priv;
15868 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15869 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
15873 if (priv->layout_manager != NULL)
15875 g_signal_handlers_disconnect_by_func (priv->layout_manager,
15876 G_CALLBACK (on_layout_manager_changed),
15878 clutter_layout_manager_set_container (priv->layout_manager, NULL);
15879 g_object_unref (priv->layout_manager);
15882 priv->layout_manager = manager;
15884 if (priv->layout_manager != NULL)
15886 g_object_ref_sink (priv->layout_manager);
15887 clutter_layout_manager_set_container (priv->layout_manager,
15888 CLUTTER_CONTAINER (self));
15889 g_signal_connect (priv->layout_manager, "layout-changed",
15890 G_CALLBACK (on_layout_manager_changed),
15894 clutter_actor_queue_relayout (self);
15896 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
15900 * clutter_actor_get_layout_manager:
15901 * @self: a #ClutterActor
15903 * Retrieves the #ClutterLayoutManager used by @self.
15905 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
15910 ClutterLayoutManager *
15911 clutter_actor_get_layout_manager (ClutterActor *self)
15913 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15915 return self->priv->layout_manager;
15918 static const ClutterLayoutInfo default_layout_info = {
15921 { 0, 0, 0, 0 }, /* margin */
15922 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
15923 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
15924 0.f, 0.f, /* min_width, natural_width */
15925 0.f, 0.f, /* natual_width, natural_height */
15929 layout_info_free (gpointer data)
15931 if (G_LIKELY (data != NULL))
15932 g_slice_free (ClutterLayoutInfo, data);
15936 * _clutter_actor_get_layout_info:
15937 * @self: a #ClutterActor
15939 * Retrieves a pointer to the ClutterLayoutInfo structure.
15941 * If the actor does not have a ClutterLayoutInfo associated to it, one
15942 * will be created and initialized to the default values.
15944 * This function should be used for setters.
15946 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
15949 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
15951 ClutterLayoutInfo *
15952 _clutter_actor_get_layout_info (ClutterActor *self)
15954 ClutterLayoutInfo *retval;
15956 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15957 if (retval == NULL)
15959 retval = g_slice_new (ClutterLayoutInfo);
15961 *retval = default_layout_info;
15963 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
15972 * _clutter_actor_get_layout_info_or_defaults:
15973 * @self: a #ClutterActor
15975 * Retrieves the ClutterLayoutInfo structure associated to an actor.
15977 * If the actor does not have a ClutterLayoutInfo structure associated to it,
15978 * then the default structure will be returned.
15980 * This function should only be used for getters.
15982 * Return value: a const pointer to the ClutterLayoutInfo structure
15984 const ClutterLayoutInfo *
15985 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
15987 const ClutterLayoutInfo *info;
15989 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15991 return &default_layout_info;
15997 * clutter_actor_set_x_align:
15998 * @self: a #ClutterActor
15999 * @x_align: the horizontal alignment policy
16001 * Sets the horizontal alignment policy of a #ClutterActor, in case the
16002 * actor received extra horizontal space.
16004 * See also the #ClutterActor:x-align property.
16009 clutter_actor_set_x_align (ClutterActor *self,
16010 ClutterActorAlign x_align)
16012 ClutterLayoutInfo *info;
16014 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16016 info = _clutter_actor_get_layout_info (self);
16018 if (info->x_align != x_align)
16020 info->x_align = x_align;
16022 clutter_actor_queue_relayout (self);
16024 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
16029 * clutter_actor_get_x_align:
16030 * @self: a #ClutterActor
16032 * Retrieves the horizontal alignment policy set using
16033 * clutter_actor_set_x_align().
16035 * Return value: the horizontal alignment policy.
16040 clutter_actor_get_x_align (ClutterActor *self)
16042 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
16044 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
16048 * clutter_actor_set_y_align:
16049 * @self: a #ClutterActor
16050 * @y_align: the vertical alignment policy
16052 * Sets the vertical alignment policy of a #ClutterActor, in case the
16053 * actor received extra vertical space.
16055 * See also the #ClutterActor:y-align property.
16060 clutter_actor_set_y_align (ClutterActor *self,
16061 ClutterActorAlign y_align)
16063 ClutterLayoutInfo *info;
16065 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16067 info = _clutter_actor_get_layout_info (self);
16069 if (info->y_align != y_align)
16071 info->y_align = y_align;
16073 clutter_actor_queue_relayout (self);
16075 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
16080 * clutter_actor_get_y_align:
16081 * @self: a #ClutterActor
16083 * Retrieves the vertical alignment policy set using
16084 * clutter_actor_set_y_align().
16086 * Return value: the vertical alignment policy.
16091 clutter_actor_get_y_align (ClutterActor *self)
16093 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
16095 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
16100 * clutter_margin_new:
16102 * Creates a new #ClutterMargin.
16104 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
16105 * clutter_margin_free() to free the resources associated with it when
16111 clutter_margin_new (void)
16113 return g_slice_new0 (ClutterMargin);
16117 * clutter_margin_copy:
16118 * @margin_: a #ClutterMargin
16120 * Creates a new #ClutterMargin and copies the contents of @margin_ into
16121 * the newly created structure.
16123 * Return value: (transfer full): a copy of the #ClutterMargin.
16128 clutter_margin_copy (const ClutterMargin *margin_)
16130 if (G_LIKELY (margin_ != NULL))
16131 return g_slice_dup (ClutterMargin, margin_);
16137 * clutter_margin_free:
16138 * @margin_: a #ClutterMargin
16140 * Frees the resources allocated by clutter_margin_new() and
16141 * clutter_margin_copy().
16146 clutter_margin_free (ClutterMargin *margin_)
16148 if (G_LIKELY (margin_ != NULL))
16149 g_slice_free (ClutterMargin, margin_);
16152 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
16153 clutter_margin_copy,
16154 clutter_margin_free)
16157 * clutter_actor_set_margin:
16158 * @self: a #ClutterActor
16159 * @margin: a #ClutterMargin
16161 * Sets all the components of the margin of a #ClutterActor.
16166 clutter_actor_set_margin (ClutterActor *self,
16167 const ClutterMargin *margin)
16169 ClutterLayoutInfo *info;
16173 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16174 g_return_if_fail (margin != NULL);
16176 obj = G_OBJECT (self);
16179 g_object_freeze_notify (obj);
16181 info = _clutter_actor_get_layout_info (self);
16183 if (info->margin.top != margin->top)
16185 info->margin.top = margin->top;
16186 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
16190 if (info->margin.right != margin->right)
16192 info->margin.right = margin->right;
16193 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
16197 if (info->margin.bottom != margin->bottom)
16199 info->margin.bottom = margin->bottom;
16200 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
16204 if (info->margin.left != margin->left)
16206 info->margin.left = margin->left;
16207 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
16212 clutter_actor_queue_relayout (self);
16214 g_object_thaw_notify (obj);
16218 * clutter_actor_get_margin:
16219 * @self: a #ClutterActor
16220 * @margin: (out caller-allocates): return location for a #ClutterMargin
16222 * Retrieves all the components of the margin of a #ClutterActor.
16227 clutter_actor_get_margin (ClutterActor *self,
16228 ClutterMargin *margin)
16230 const ClutterLayoutInfo *info;
16232 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16233 g_return_if_fail (margin != NULL);
16235 info = _clutter_actor_get_layout_info_or_defaults (self);
16237 *margin = info->margin;
16241 * clutter_actor_set_margin_top:
16242 * @self: a #ClutterActor
16243 * @margin: the top margin
16245 * Sets the margin from the top of a #ClutterActor.
16250 clutter_actor_set_margin_top (ClutterActor *self,
16253 ClutterLayoutInfo *info;
16255 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16256 g_return_if_fail (margin >= 0.f);
16258 info = _clutter_actor_get_layout_info (self);
16260 if (info->margin.top == margin)
16263 info->margin.top = margin;
16265 clutter_actor_queue_relayout (self);
16267 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
16271 * clutter_actor_get_margin_top:
16272 * @self: a #ClutterActor
16274 * Retrieves the top margin of a #ClutterActor.
16276 * Return value: the top margin
16281 clutter_actor_get_margin_top (ClutterActor *self)
16283 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16285 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
16289 * clutter_actor_set_margin_bottom:
16290 * @self: a #ClutterActor
16291 * @margin: the bottom margin
16293 * Sets the margin from the bottom of a #ClutterActor.
16298 clutter_actor_set_margin_bottom (ClutterActor *self,
16301 ClutterLayoutInfo *info;
16303 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16304 g_return_if_fail (margin >= 0.f);
16306 info = _clutter_actor_get_layout_info (self);
16308 if (info->margin.bottom == margin)
16311 info->margin.bottom = margin;
16313 clutter_actor_queue_relayout (self);
16315 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
16319 * clutter_actor_get_margin_bottom:
16320 * @self: a #ClutterActor
16322 * Retrieves the bottom margin of a #ClutterActor.
16324 * Return value: the bottom margin
16329 clutter_actor_get_margin_bottom (ClutterActor *self)
16331 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16333 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
16337 * clutter_actor_set_margin_left:
16338 * @self: a #ClutterActor
16339 * @margin: the left margin
16341 * Sets the margin from the left of a #ClutterActor.
16346 clutter_actor_set_margin_left (ClutterActor *self,
16349 ClutterLayoutInfo *info;
16351 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16352 g_return_if_fail (margin >= 0.f);
16354 info = _clutter_actor_get_layout_info (self);
16356 if (info->margin.left == margin)
16359 info->margin.left = margin;
16361 clutter_actor_queue_relayout (self);
16363 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
16367 * clutter_actor_get_margin_left:
16368 * @self: a #ClutterActor
16370 * Retrieves the left margin of a #ClutterActor.
16372 * Return value: the left margin
16377 clutter_actor_get_margin_left (ClutterActor *self)
16379 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16381 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
16385 * clutter_actor_set_margin_right:
16386 * @self: a #ClutterActor
16387 * @margin: the right margin
16389 * Sets the margin from the right of a #ClutterActor.
16394 clutter_actor_set_margin_right (ClutterActor *self,
16397 ClutterLayoutInfo *info;
16399 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16400 g_return_if_fail (margin >= 0.f);
16402 info = _clutter_actor_get_layout_info (self);
16404 if (info->margin.right == margin)
16407 info->margin.right = margin;
16409 clutter_actor_queue_relayout (self);
16411 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
16415 * clutter_actor_get_margin_right:
16416 * @self: a #ClutterActor
16418 * Retrieves the right margin of a #ClutterActor.
16420 * Return value: the right margin
16425 clutter_actor_get_margin_right (ClutterActor *self)
16427 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16429 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
16433 clutter_actor_set_background_color_internal (ClutterActor *self,
16434 const ClutterColor *color)
16436 ClutterActorPrivate *priv = self->priv;
16439 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
16442 obj = G_OBJECT (self);
16444 priv->bg_color = *color;
16445 priv->bg_color_set = TRUE;
16447 clutter_actor_queue_redraw (self);
16449 g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR_SET]);
16450 g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR]);
16454 * clutter_actor_set_background_color:
16455 * @self: a #ClutterActor
16456 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
16459 * Sets the background color of a #ClutterActor.
16461 * The background color will be used to cover the whole allocation of the
16462 * actor. The default background color of an actor is transparent.
16464 * To check whether an actor has a background color, you can use the
16465 * #ClutterActor:background-color-set actor property.
16467 * The #ClutterActor:background-color property is animatable.
16472 clutter_actor_set_background_color (ClutterActor *self,
16473 const ClutterColor *color)
16475 ClutterActorPrivate *priv;
16477 GParamSpec *bg_color_pspec;
16479 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16481 obj = G_OBJECT (self);
16487 priv->bg_color_set = FALSE;
16488 g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR_SET]);
16489 clutter_actor_queue_redraw (self);
16493 bg_color_pspec = obj_props[PROP_BACKGROUND_COLOR];
16494 if (clutter_actor_get_easing_duration (self) != 0)
16496 ClutterTransition *transition;
16498 transition = _clutter_actor_get_transition (self, bg_color_pspec);
16499 if (transition == NULL)
16501 transition = _clutter_actor_create_transition (self, bg_color_pspec,
16504 clutter_timeline_start (CLUTTER_TIMELINE (transition));
16507 _clutter_actor_update_transition (self, bg_color_pspec, color);
16509 clutter_actor_queue_redraw (self);
16512 clutter_actor_set_background_color_internal (self, color);
16516 * clutter_actor_get_background_color:
16517 * @self: a #ClutterActor
16518 * @color: (out caller-allocates): return location for a #ClutterColor
16520 * Retrieves the color set using clutter_actor_set_background_color().
16525 clutter_actor_get_background_color (ClutterActor *self,
16526 ClutterColor *color)
16528 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16529 g_return_if_fail (color != NULL);
16531 *color = self->priv->bg_color;
16535 * clutter_actor_get_previous_sibling:
16536 * @self: a #ClutterActor
16538 * Retrieves the sibling of @self that comes before it in the list
16539 * of children of @self's parent.
16541 * The returned pointer is only valid until the scene graph changes; it
16542 * is not safe to modify the list of children of @self while iterating
16545 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16550 clutter_actor_get_previous_sibling (ClutterActor *self)
16552 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16554 return self->priv->prev_sibling;
16558 * clutter_actor_get_next_sibling:
16559 * @self: a #ClutterActor
16561 * Retrieves the sibling of @self that comes after it in the list
16562 * of children of @self's parent.
16564 * The returned pointer is only valid until the scene graph changes; it
16565 * is not safe to modify the list of children of @self while iterating
16568 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16573 clutter_actor_get_next_sibling (ClutterActor *self)
16575 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16577 return self->priv->next_sibling;
16581 * clutter_actor_get_first_child:
16582 * @self: a #ClutterActor
16584 * Retrieves the first child of @self.
16586 * The returned pointer is only valid until the scene graph changes; it
16587 * is not safe to modify the list of children of @self while iterating
16590 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16595 clutter_actor_get_first_child (ClutterActor *self)
16597 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16599 return self->priv->first_child;
16603 * clutter_actor_get_last_child:
16604 * @self: a #ClutterActor
16606 * Retrieves the last child of @self.
16608 * The returned pointer is only valid until the scene graph changes; it
16609 * is not safe to modify the list of children of @self while iterating
16612 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16617 clutter_actor_get_last_child (ClutterActor *self)
16619 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16621 return self->priv->last_child;
16624 /* easy way to have properly named fields instead of the dummy ones
16625 * we use in the public structure
16627 typedef struct _RealActorIter
16629 ClutterActor *root; /* dummy1 */
16630 ClutterActor *current; /* dummy2 */
16631 gpointer padding_1; /* dummy3 */
16632 gint age; /* dummy4 */
16633 gpointer padding_2; /* dummy5 */
16637 * clutter_actor_iter_init:
16638 * @iter: a #ClutterActorIter
16639 * @root: a #ClutterActor
16641 * Initializes a #ClutterActorIter, which can then be used to iterate
16642 * efficiently over a section of the scene graph, and associates it
16645 * Modifying the scene graph section that contains @root will invalidate
16649 * ClutterActorIter iter;
16650 * ClutterActor *child;
16652 * clutter_actor_iter_init (&iter, container);
16653 * while (clutter_actor_iter_next (&iter, &child))
16655 * /* do something with child */
16662 clutter_actor_iter_init (ClutterActorIter *iter,
16663 ClutterActor *root)
16665 RealActorIter *ri = (RealActorIter *) iter;
16667 g_return_if_fail (iter != NULL);
16668 g_return_if_fail (CLUTTER_IS_ACTOR (root));
16671 ri->current = NULL;
16672 ri->age = root->priv->age;
16676 * clutter_actor_iter_next:
16677 * @iter: a #ClutterActorIter
16678 * @child: (out): return location for a #ClutterActor
16680 * Advances the @iter and retrieves the next child of the root #ClutterActor
16681 * that was used to initialize the #ClutterActorIterator.
16683 * If the iterator can advance, this function returns %TRUE and sets the
16686 * If the iterator cannot advance, this function returns %FALSE, and
16687 * the contents of @child are undefined.
16689 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
16694 clutter_actor_iter_next (ClutterActorIter *iter,
16695 ClutterActor **child)
16697 RealActorIter *ri = (RealActorIter *) iter;
16699 g_return_val_if_fail (iter != NULL, FALSE);
16700 g_return_val_if_fail (ri->root != NULL, FALSE);
16701 #ifndef G_DISABLE_ASSERT
16702 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
16705 if (ri->current == NULL)
16706 ri->current = ri->root->priv->first_child;
16708 ri->current = ri->current->priv->next_sibling;
16711 *child = ri->current;
16713 return ri->current != NULL;
16717 * clutter_actor_iter_prev:
16718 * @iter: a #ClutterActorIter
16719 * @child: (out): return location for a #ClutterActor
16721 * Advances the @iter and retrieves the previous child of the root
16722 * #ClutterActor that was used to initialize the #ClutterActorIterator.
16724 * If the iterator can advance, this function returns %TRUE and sets the
16727 * If the iterator cannot advance, this function returns %FALSE, and
16728 * the contents of @child are undefined.
16730 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
16735 clutter_actor_iter_prev (ClutterActorIter *iter,
16736 ClutterActor **child)
16738 RealActorIter *ri = (RealActorIter *) iter;
16740 g_return_val_if_fail (iter != NULL, FALSE);
16741 g_return_val_if_fail (ri->root != NULL, FALSE);
16742 #ifndef G_DISABLE_ASSERT
16743 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
16746 if (ri->current == NULL)
16747 ri->current = ri->root->priv->last_child;
16749 ri->current = ri->current->priv->prev_sibling;
16752 *child = ri->current;
16754 return ri->current != NULL;
16758 * clutter_actor_iter_remove:
16759 * @iter: a #ClutterActorIter
16761 * Safely removes the #ClutterActor currently pointer to by the iterator
16764 * This function can only be called after clutter_actor_iter_next() or
16765 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
16766 * than once for the same actor.
16768 * This function will call clutter_actor_remove_child() internally.
16773 clutter_actor_iter_remove (ClutterActorIter *iter)
16775 RealActorIter *ri = (RealActorIter *) iter;
16778 g_return_if_fail (iter != NULL);
16779 g_return_if_fail (ri->root != NULL);
16780 #ifndef G_DISABLE_ASSERT
16781 g_return_if_fail (ri->age == ri->root->priv->age);
16783 g_return_if_fail (ri->current != NULL);
16789 ri->current = cur->priv->prev_sibling;
16791 clutter_actor_remove_child_internal (ri->root, cur,
16792 REMOVE_CHILD_DEFAULT_FLAGS);
16799 * clutter_actor_iter_destroy:
16800 * @iter: a #ClutterActorIter
16802 * Safely destroys the #ClutterActor currently pointer to by the iterator
16805 * This function can only be called after clutter_actor_iter_next() or
16806 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
16807 * than once for the same actor.
16809 * This function will call clutter_actor_destroy() internally.
16814 clutter_actor_iter_destroy (ClutterActorIter *iter)
16816 RealActorIter *ri = (RealActorIter *) iter;
16819 g_return_if_fail (iter != NULL);
16820 g_return_if_fail (ri->root != NULL);
16821 #ifndef G_DISABLE_ASSERT
16822 g_return_if_fail (ri->age == ri->root->priv->age);
16824 g_return_if_fail (ri->current != NULL);
16830 ri->current = cur->priv->prev_sibling;
16832 clutter_actor_destroy (cur);
16838 static const ClutterAnimationInfo default_animation_info = {
16839 NULL, /* transitions */
16841 NULL, /* cur_state */
16845 clutter_animation_info_free (gpointer data)
16849 ClutterAnimationInfo *info = data;
16851 if (info->transitions != NULL)
16852 g_hash_table_unref (info->transitions);
16854 if (info->states != NULL)
16855 g_array_unref (info->states);
16857 g_slice_free (ClutterAnimationInfo, info);
16861 const ClutterAnimationInfo *
16862 _clutter_actor_get_animation_info_or_defaults (ClutterActor *self)
16864 const ClutterAnimationInfo *res;
16865 GObject *obj = G_OBJECT (self);
16867 res = g_object_get_qdata (obj, quark_actor_animation_info);
16871 return &default_animation_info;
16874 ClutterAnimationInfo *
16875 _clutter_actor_get_animation_info (ClutterActor *self)
16877 GObject *obj = G_OBJECT (self);
16878 ClutterAnimationInfo *res;
16880 res = g_object_get_qdata (obj, quark_actor_animation_info);
16883 res = g_slice_new (ClutterAnimationInfo);
16885 *res = default_animation_info;
16887 g_object_set_qdata_full (obj, quark_actor_animation_info,
16889 clutter_animation_info_free);
16895 ClutterTransition *
16896 _clutter_actor_get_transition (ClutterActor *actor,
16899 const ClutterAnimationInfo *info;
16901 info = _clutter_actor_get_animation_info_or_defaults (actor);
16903 if (info->transitions == NULL)
16906 return g_hash_table_lookup (info->transitions, pspec->name);
16909 typedef struct _TransitionClosure
16911 ClutterActor *actor;
16912 ClutterTransition *transition;
16914 gulong completed_id;
16915 } TransitionClosure;
16918 transition_closure_free (gpointer data)
16920 if (G_LIKELY (data != NULL))
16922 TransitionClosure *clos = data;
16924 g_signal_handler_disconnect (clos->transition, clos->completed_id);
16925 g_free (clos->name);
16927 g_slice_free (TransitionClosure, clos);
16932 on_transition_completed (ClutterTransition *transition,
16933 TransitionClosure *clos)
16935 ClutterAnimationInfo *info;
16937 info = _clutter_actor_get_animation_info (clos->actor);
16939 /* this will take care of cleaning clos for us */
16940 g_hash_table_remove (info->transitions, clos->name);
16944 _clutter_actor_update_transition (ClutterActor *actor,
16948 TransitionClosure *clos;
16949 ClutterInterval *interval;
16950 const ClutterAnimationInfo *info;
16953 GValue initial = G_VALUE_INIT;
16954 GValue final = G_VALUE_INIT;
16955 char *error = NULL;
16957 info = _clutter_actor_get_animation_info_or_defaults (actor);
16959 if (info->transitions == NULL)
16962 clos = g_hash_table_lookup (info->transitions, pspec->name);
16966 va_start (var_args, pspec);
16968 ptype = G_PARAM_SPEC_VALUE_TYPE (pspec);
16970 g_value_init (&initial, ptype);
16971 clutter_animatable_get_initial_state (CLUTTER_ANIMATABLE (actor),
16975 G_VALUE_COLLECT_INIT (&final, ptype, var_args, 0, &error);
16978 g_critical ("%s: %s", G_STRLOC, error);
16983 interval = clutter_transition_get_interval (clos->transition);
16984 clutter_interval_set_initial_value (interval, &initial);
16985 clutter_interval_set_final_value (interval, &final);
16987 clutter_timeline_rewind (CLUTTER_TIMELINE (clos->transition));
16990 g_value_unset (&initial);
16991 g_value_unset (&final);
16997 * _clutter_actor_create_transition:
16998 * @actor: a #ClutterActor
16999 * @pspec: the property used for the transition
17000 * @...: initial and final state
17002 * Creates a #ClutterTransition for the property represented by @pspec.
17004 * Return value: a #ClutterTransition
17006 ClutterTransition *
17007 _clutter_actor_create_transition (ClutterActor *actor,
17011 ClutterAnimationInfo *info;
17012 ClutterTransition *res = NULL;
17013 gboolean call_restore = FALSE;
17014 TransitionClosure *clos;
17017 info = _clutter_actor_get_animation_info (actor);
17019 if (info->states == NULL)
17021 clutter_actor_save_easing_state (actor);
17022 call_restore = TRUE;
17025 if (info->transitions == NULL)
17026 info->transitions = g_hash_table_new_full (g_str_hash, g_str_equal,
17028 transition_closure_free);
17030 va_start (var_args, pspec);
17032 clos = g_hash_table_lookup (info->transitions, pspec->name);
17035 ClutterInterval *interval;
17036 GValue initial = G_VALUE_INIT;
17037 GValue final = G_VALUE_INIT;
17041 ptype = G_PARAM_SPEC_VALUE_TYPE (pspec);
17043 G_VALUE_COLLECT_INIT (&initial, ptype,
17048 g_critical ("%s: %s", G_STRLOC, error);
17053 G_VALUE_COLLECT_INIT (&final, ptype,
17059 g_critical ("%s: %s", G_STRLOC, error);
17060 g_value_unset (&initial);
17065 interval = clutter_interval_new_with_values (ptype, &initial, &final);
17067 g_value_unset (&initial);
17068 g_value_unset (&final);
17070 res = clutter_property_transition_new (CLUTTER_ANIMATABLE (actor),
17073 clutter_transition_set_interval (res, interval);
17074 clutter_transition_set_remove_on_complete (res, TRUE);
17076 clutter_actor_add_transition (actor, pspec->name, res);
17079 res = clos->transition;
17083 clutter_actor_restore_easing_state (actor);
17091 * clutter_actor_add_transition:
17092 * @self: a #ClutterActor
17093 * @name: the name of the transition to add
17094 * @transition: the #ClutterTransition to add
17096 * Adds a @transition to the #ClutterActor's list of animations.
17098 * The @name string is a per-actor unique identifier of the @transition: only
17099 * one #ClutterTransition can be associated to the specified @name.
17101 * The @transition will be given the easing duration, mode, and delay
17102 * associated to the actor's current easing state; it is possible to modify
17103 * these values after calling clutter_actor_add_transition().
17105 * This function is usually called implicitly when modifying an animatable
17111 clutter_actor_add_transition (ClutterActor *self,
17113 ClutterTransition *transition)
17115 ClutterTimeline *timeline;
17116 TransitionClosure *clos;
17117 ClutterAnimationInfo *info;
17119 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17120 g_return_if_fail (name != NULL);
17121 g_return_if_fail (CLUTTER_IS_TRANSITION (transition));
17123 info = _clutter_actor_get_animation_info (self);
17125 if (info->cur_state == NULL)
17127 g_warning ("No easing state is defined for the actor '%s'; you "
17128 "must call clutter_actor_save_easing_state() before "
17129 "calling clutter_actor_add_transition().",
17130 _clutter_actor_get_debug_name (self));
17134 if (info->transitions == NULL)
17135 info->transitions = g_hash_table_new_full (g_str_hash, g_str_equal,
17137 transition_closure_free);
17139 if (g_hash_table_lookup (info->transitions, name) != NULL)
17141 g_warning ("A transition with name '%s' already exists for "
17144 _clutter_actor_get_debug_name (self));
17148 timeline = CLUTTER_TIMELINE (transition);
17150 clutter_timeline_set_delay (timeline, info->cur_state->easing_delay);
17151 clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
17152 clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
17154 clos = g_slice_new (TransitionClosure);
17155 clos->actor = self;
17156 clos->transition = transition;
17157 clos->name = g_strdup (name);
17158 clos->completed_id = g_signal_connect (timeline, "completed",
17159 G_CALLBACK (on_transition_completed),
17162 g_hash_table_insert (info->transitions, clos->name, clos);
17166 * clutter_actor_remove_transition:
17167 * @self: a #ClutterActor
17168 * @name: the name of the transition to remove
17170 * Removes the transition stored inside a #ClutterActor using @name
17176 clutter_actor_remove_transition (ClutterActor *self,
17179 const ClutterAnimationInfo *info;
17181 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17182 g_return_if_fail (name != NULL);
17184 info = _clutter_actor_get_animation_info_or_defaults (self);
17186 if (info->transitions == NULL)
17189 g_hash_table_remove (info->transitions, name);
17193 * clutter_actor_remove_all_transitions:
17194 * @self: a #ClutterActor
17196 * Removes all transitions associated to @self.
17201 clutter_actor_remove_all_transitions (ClutterActor *self)
17203 const ClutterAnimationInfo *info;
17205 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17207 info = _clutter_actor_get_animation_info_or_defaults (self);
17208 if (info->transitions == NULL)
17211 g_hash_table_remove_all (info->transitions);
17215 * clutter_actor_set_easing_duration:
17216 * @self: a #ClutterActor
17217 * @msecs: the duration of the easing, or %NULL
17219 * Sets the duration of the tweening for animatable properties
17220 * of @self for the current easing state.
17222 * Calling this function will implicitly call
17223 * clutter_actor_save_easing_state() if no previous call to
17224 * that function was made.
17229 clutter_actor_set_easing_duration (ClutterActor *self,
17232 ClutterAnimationInfo *info;
17234 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17236 info = _clutter_actor_get_animation_info (self);
17238 if (info->states == NULL)
17239 clutter_actor_save_easing_state (self);
17241 if (info->cur_state->easing_duration != msecs)
17242 info->cur_state->easing_duration = msecs;
17246 * clutter_actor_get_easing_duration:
17247 * @self: a #ClutterActor
17249 * Retrieves the duration of the tweening for animatable
17250 * properties of @self for the current easing state.
17252 * Return value: the duration of the tweening, in milliseconds
17257 clutter_actor_get_easing_duration (ClutterActor *self)
17259 const ClutterAnimationInfo *info;
17261 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
17263 info = _clutter_actor_get_animation_info_or_defaults (self);
17265 if (info->cur_state != NULL)
17266 return info->cur_state->easing_duration;
17272 * clutter_actor_set_easing_mode:
17273 * @self: a #ClutterActor
17274 * @mode: an easing mode, excluding %CLUTTER_CUSTOM_MODE
17276 * Sets the easing mode for the tweening of animatable properties
17279 * Calling this function will implicitly call
17280 * clutter_actor_save_easing_state() if no previous calls to
17281 * that function were made.
17286 clutter_actor_set_easing_mode (ClutterActor *self,
17287 ClutterAnimationMode mode)
17289 ClutterAnimationInfo *info;
17291 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17292 g_return_if_fail (mode != CLUTTER_CUSTOM_MODE);
17293 g_return_if_fail (mode < CLUTTER_ANIMATION_LAST);
17295 info = _clutter_actor_get_animation_info (self);
17297 if (info->states == NULL)
17298 clutter_actor_save_easing_state (self);
17300 if (info->cur_state->easing_mode != mode)
17301 info->cur_state->easing_mode = mode;
17305 * clutter_actor_get_easing_mode:
17306 * @self: a #ClutterActor
17308 * Retrieves the easing mode for the tweening of animatable properties
17309 * of @self for the current easing state.
17311 * Return value: an easing mode
17315 ClutterAnimationMode
17316 clutter_actor_get_easing_mode (ClutterActor *self)
17318 const ClutterAnimationInfo *info;
17320 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_EASE_OUT_CUBIC);
17322 info = _clutter_actor_get_animation_info_or_defaults (self);
17324 if (info->cur_state != NULL)
17325 return info->cur_state->easing_mode;
17327 return CLUTTER_EASE_OUT_CUBIC;
17331 * clutter_actor_set_easing_delay:
17332 * @self: a #ClutterActor
17333 * @msecs: the delay before the start of the tweening, in milliseconds
17335 * Sets the delay that should be applied before tweening animatable
17338 * Calling this function will implicitly call
17339 * clutter_actor_save_easing_state() if no previous calls to
17340 * that function were made.
17345 clutter_actor_set_easing_delay (ClutterActor *self,
17348 ClutterAnimationInfo *info;
17350 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17352 info = _clutter_actor_get_animation_info (self);
17354 if (info->states == NULL)
17355 clutter_actor_save_easing_state (self);
17357 if (info->cur_state->easing_delay != msecs)
17358 info->cur_state->easing_delay = msecs;
17362 * clutter_actor_get_easing_delay:
17363 * @self: a #ClutterActor
17365 * Retrieves the delay that should be applied when tweening animatable
17368 * Return value: a delay, in milliseconds
17373 clutter_actor_get_easing_delay (ClutterActor *self)
17375 const ClutterAnimationInfo *info;
17377 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
17379 info = _clutter_actor_get_animation_info_or_defaults (self);
17381 if (info->cur_state != NULL)
17382 return info->cur_state->easing_delay;
17388 * clutter_actor_get_transition:
17389 * @self: a #ClutterActor
17390 * @name: the name of the transition
17392 * Retrieves the #ClutterTransition of a #ClutterActor by using the
17393 * transition @name.
17395 * Transitions created for animatable properties use the name of the
17396 * property itself, for instance the code below:
17399 * clutter_actor_set_easing_duration (actor, 1000);
17400 * clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 360.0, x, y, z);
17402 * transition = clutter_actor_get_transition (actor, "rotation-angle-y");
17403 * g_signal_connect (transition, "completed",
17404 * G_CALLBACK (on_transition_complete),
17408 * will call the <function>on_transition_complete</function> callback when
17409 * the transition is complete.
17411 * Return value: (transfer none): a #ClutterTransition, or %NULL is none
17412 * was found to match the passed name; the returned instance is owned
17413 * by Clutter and it should not be freed
17417 ClutterTransition *
17418 clutter_actor_get_transition (ClutterActor *self,
17421 TransitionClosure *clos;
17422 const ClutterAnimationInfo *info;
17424 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
17425 g_return_val_if_fail (name != NULL, NULL);
17427 info = _clutter_actor_get_animation_info_or_defaults (self);
17429 if (info->transitions == NULL)
17432 clos = g_hash_table_lookup (info->transitions, name);
17436 return clos->transition;
17440 * clutter_actor_save_easing_state:
17441 * @self: a #ClutterActor
17443 * Saves the current easing state for animatable properties, and creates
17444 * a new state with the default values for easing mode and duration.
17449 clutter_actor_save_easing_state (ClutterActor *self)
17451 ClutterAnimationInfo *info;
17454 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17456 info = _clutter_actor_get_animation_info (self);
17458 if (info->states == NULL)
17459 info->states = g_array_new (FALSE, FALSE, sizeof (AState));
17461 new_state.easing_mode = CLUTTER_EASE_OUT_CUBIC;
17462 new_state.easing_duration = 250;
17463 new_state.easing_delay = 0;
17465 g_array_append_val (info->states, new_state);
17467 info->cur_state = &g_array_index (info->states, AState, info->states->len - 1);
17471 * clutter_actor_restore_easing_state:
17472 * @self: a #ClutterActor
17474 * Restores the easing state as it was prior to a call to
17475 * clutter_actor_save_easing_state().
17480 clutter_actor_restore_easing_state (ClutterActor *self)
17482 ClutterAnimationInfo *info;
17484 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17486 info = _clutter_actor_get_animation_info (self);
17488 if (info->states == NULL)
17490 g_critical ("The function clutter_actor_restore_easing_state() has "
17491 "called without a previous call to "
17492 "clutter_actor_save_easing_state().");
17496 g_array_remove_index (info->states, info->states->len - 1);
17497 info->cur_state = &g_array_index (info->states, AState, info->states->len - 1);
17501 * clutter_actor_set_content:
17502 * @self: a #ClutterActor
17503 * @content: (allow-none): a #ClutterContent, or %NULL
17505 * Sets the contents of a #ClutterActor.
17510 clutter_actor_set_content (ClutterActor *self,
17511 ClutterContent *content)
17513 ClutterActorPrivate *priv;
17515 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17516 g_return_if_fail (content == NULL || CLUTTER_IS_CONTENT (content));
17520 if (priv->content != NULL)
17522 _clutter_content_detached (priv->content, self);
17523 g_object_unref (priv->content);
17526 priv->content = content;
17528 if (priv->content != NULL)
17530 g_object_ref (priv->content);
17531 _clutter_content_attached (priv->content, self);
17534 /* given that the content is always painted within the allocation,
17535 * we only need to queue a redraw here
17537 clutter_actor_queue_redraw (self);
17539 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT]);
17541 /* if the content gravity is not resize-fill, and the new content has a
17542 * different preferred size than the previous one, then the content box
17543 * may have been changed. since we compute that lazily, we just notify
17544 * here, and let whomever watches :content-box do whatever they need to
17547 if (priv->content_gravity != CLUTTER_CONTENT_GRAVITY_RESIZE_FILL)
17548 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_BOX]);
17552 * clutter_actor_get_content:
17553 * @self: a #ClutterActor
17555 * Retrieves the contents of @self.
17557 * Return value: (transfer none): a pointer to the #ClutterContent instance,
17558 * or %NULL if none was set
17563 clutter_actor_get_content (ClutterActor *self)
17565 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
17567 return self->priv->content;
17571 * clutter_actor_set_content_gravity:
17572 * @self: a #ClutterActor
17573 * @gravity: the #ClutterContentGravity
17575 * Sets the gravity of the #ClutterContent used by @self.
17577 * See the description of the #ClutterActor:content-gravity property for
17578 * more information.
17583 clutter_actor_set_content_gravity (ClutterActor *self,
17584 ClutterContentGravity gravity)
17586 ClutterActorPrivate *priv;
17588 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17592 if (priv->content_gravity == gravity)
17595 priv->content_gravity = gravity;
17597 clutter_actor_queue_redraw (self);
17599 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_GRAVITY]);
17600 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_BOX]);
17604 * clutter_actor_get_content_gravity:
17605 * @self: a #ClutterActor
17607 * Retrieves the content gravity as set using
17608 * clutter_actor_get_content_gravity().
17610 * Return value: the content gravity
17614 ClutterContentGravity
17615 clutter_actor_get_content_gravity (ClutterActor *self)
17617 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
17618 CLUTTER_CONTENT_GRAVITY_RESIZE_FILL);
17620 return self->priv->content_gravity;
17624 * clutter_actor_get_content_box:
17625 * @self: a #ClutterActor
17626 * @box: (out caller-allocates): the return location for the bounding
17627 * box for the #ClutterContent
17629 * Retrieves the bounding box for the #ClutterContent of @self.
17631 * The bounding box is relative to the actor's allocation.
17633 * If no #ClutterContent is set for @self, or if @self has not been
17634 * allocated yet, then the result is undefined.
17636 * The content box is guaranteed to be, at most, as big as the allocation
17637 * of the #ClutterActor.
17639 * If the #ClutterContent used by the actor has a preferred size, then
17640 * it is possible to modify the content box by using the
17641 * #ClutterActor:content-gravity property.
17646 clutter_actor_get_content_box (ClutterActor *self,
17647 ClutterActorBox *box)
17649 ClutterActorPrivate *priv;
17650 gfloat content_w, content_h;
17651 gfloat alloc_w, alloc_h;
17653 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17654 g_return_if_fail (box != NULL);
17658 if (!clutter_actor_has_allocation (self))
17663 box->x2 = priv->allocation.x2 - priv->allocation.x1;
17664 box->y2 = priv->allocation.y2 - priv->allocation.y1;
17666 if (priv->content == NULL)
17669 /* no need to do any more work */
17670 if (priv->content_gravity == CLUTTER_CONTENT_GRAVITY_RESIZE_FILL)
17673 /* if the content does not have a preferred size then there is
17674 * no point in computing the content box
17676 if (!clutter_content_get_preferred_size (priv->content,
17684 switch (priv->content_gravity)
17686 case CLUTTER_CONTENT_GRAVITY_TOP_LEFT:
17687 box->x2 = box->x1 + MIN (content_w, alloc_w);
17688 box->y2 = box->y1 + MIN (content_h, alloc_h);
17691 case CLUTTER_CONTENT_GRAVITY_TOP:
17692 if (alloc_w > content_w)
17694 box->x1 += ceilf ((alloc_w - content_w) / 2.0);
17695 box->x2 = box->x1 + content_w;
17697 box->y2 = box->y1 + MIN (content_h, alloc_h);
17700 case CLUTTER_CONTENT_GRAVITY_TOP_RIGHT:
17701 if (alloc_w > content_w)
17703 box->x1 += (alloc_w - content_w);
17704 box->x2 = box->x1 + content_w;
17706 box->y2 = box->y1 + MIN (content_h, alloc_h);
17709 case CLUTTER_CONTENT_GRAVITY_LEFT:
17710 box->x2 = box->x1 + MIN (content_w, alloc_w);
17711 if (alloc_h > content_h)
17713 box->y1 += ceilf ((alloc_h - content_h) / 2.0);
17714 box->y2 = box->y1 + content_h;
17718 case CLUTTER_CONTENT_GRAVITY_CENTER:
17719 if (alloc_w > content_w)
17721 box->x1 += ceilf ((alloc_w - content_w) / 2.0);
17722 box->x2 = box->x1 + content_w;
17724 if (alloc_h > content_h)
17726 box->y1 += ceilf ((alloc_h - content_h) / 2.0);
17727 box->y2 = box->y1 + content_h;
17731 case CLUTTER_CONTENT_GRAVITY_RIGHT:
17732 if (alloc_w > content_w)
17734 box->x1 += (alloc_w - content_w);
17735 box->x2 = box->x1 + content_w;
17737 if (alloc_h > content_h)
17739 box->y1 += ceilf ((alloc_h - content_h) / 2.0);
17740 box->y2 = box->y1 + content_h;
17744 case CLUTTER_CONTENT_GRAVITY_BOTTOM_LEFT:
17745 box->x2 = box->x1 + MIN (content_w, alloc_w);
17746 if (alloc_h > content_h)
17748 box->y1 += (alloc_h - content_h);
17749 box->y2 = box->y1 + content_h;
17753 case CLUTTER_CONTENT_GRAVITY_BOTTOM:
17754 if (alloc_w > content_w)
17756 box->x1 += ceilf ((alloc_w - content_w) / 2.0);
17757 box->x2 = box->x1 + content_w;
17759 if (alloc_h > content_h)
17761 box->y1 += (alloc_h - content_h);
17762 box->y2 = box->y1 + content_h;
17766 case CLUTTER_CONTENT_GRAVITY_BOTTOM_RIGHT:
17767 if (alloc_w > content_w)
17769 box->x1 += (alloc_w - content_w);
17770 box->x2 = box->x1 + content_w;
17772 if (alloc_h > content_h)
17774 box->y1 += (alloc_h - content_h);
17775 box->y2 = box->y1 + content_h;
17779 case CLUTTER_CONTENT_GRAVITY_RESIZE_FILL:
17780 g_assert_not_reached ();
17783 case CLUTTER_CONTENT_GRAVITY_RESIZE_ASPECT:
17785 double r_c = content_w / content_h;
17786 double r_a = alloc_w / alloc_h;
17795 box->y1 = (alloc_h - (alloc_w * r_c)) / 2.0f;
17796 box->y2 = box->y1 + (alloc_w * r_c);
17803 box->x1 = (alloc_w - (alloc_h * r_c)) / 2.0f;
17804 box->x2 = box->x1 + (alloc_h * r_c);
17814 box->x1 = (alloc_w - (alloc_h * r_c)) / 2.0f;
17815 box->x2 = box->x1 + (alloc_h * r_c);
17822 box->y1 = (alloc_h - (alloc_w * r_c)) / 2.0f;
17823 box->y2 = box->y1 + (alloc_w * r_c);
17832 * clutter_actor_set_content_scaling_filters:
17833 * @self: a #ClutterActor
17834 * @min_filter: the minification filter for the content
17835 * @mag_filter: the magnification filter for the content
17837 * Sets the minification and magnification filter to be applied when
17838 * scaling the #ClutterActor:content of a #ClutterActor.
17840 * The #ClutterActor:minification-filter will be used when reducing
17841 * the size of the content; the #ClutterActor:magnification-filter
17842 * will be used when increasing the size of the content.
17847 clutter_actor_set_content_scaling_filters (ClutterActor *self,
17848 ClutterScalingFilter min_filter,
17849 ClutterScalingFilter mag_filter)
17851 ClutterActorPrivate *priv;
17855 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17858 obj = G_OBJECT (self);
17860 g_object_freeze_notify (obj);
17864 if (priv->min_filter != min_filter)
17866 priv->min_filter = min_filter;
17869 g_object_notify_by_pspec (obj, obj_props[PROP_MINIFICATION_FILTER]);
17872 if (priv->mag_filter != mag_filter)
17874 priv->mag_filter = mag_filter;
17877 g_object_notify_by_pspec (obj, obj_props[PROP_MAGNIFICATION_FILTER]);
17881 clutter_actor_queue_redraw (self);
17883 g_object_thaw_notify (obj);
17887 * clutter_actor_get_content_scaling_filters:
17888 * @self: a #ClutterActor
17889 * @min_filter: (out) (allow-none): return location for the minification
17891 * @mag_filter: (out) (allow-none): return location for the magnification
17894 * Retrieves the values set using clutter_actor_set_content_scaling_filters().
17899 clutter_actor_get_content_scaling_filters (ClutterActor *self,
17900 ClutterScalingFilter *min_filter,
17901 ClutterScalingFilter *mag_filter)
17903 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17905 if (min_filter != NULL)
17906 *min_filter = self->priv->min_filter;
17908 if (mag_filter != NULL)
17909 *mag_filter = self->priv->mag_filter;