4 * An OpenGL based 'interactive canvas' library.
6 * Authored By Matthew Allum <mallum@openedhand.com>
8 * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
9 * Copyright (C) 2009, 2010 Intel Corp
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library. If not, see <http://www.gnu.org/licenses/>.
26 * SECTION:clutter-actor
27 * @short_description: Base abstract class for all visual stage actors.
29 * The ClutterActor class is the basic element of the scene graph in Clutter,
30 * and it encapsulates the position, size, and transformations of a node in
33 * <refsect2 id="ClutterActor-transformations">
34 * <title>Actor transformations</title>
35 * <para>Each actor can be transformed using methods like
36 * clutter_actor_set_scale() or clutter_actor_set_rotation(). The order
37 * in which the transformations are applied is decided by Clutter and it is
38 * the following:</para>
40 * <listitem><para>translation by the origin of the #ClutterActor:allocation;</para></listitem>
41 * <listitem><para>translation by the actor's #ClutterActor:depth;</para></listitem>
42 * <listitem><para>scaling by the #ClutterActor:scale-x and #ClutterActor:scale-y factors;</para></listitem>
43 * <listitem><para>rotation around the #ClutterActor:rotation-z-angle and #ClutterActor:rotation-z-center;</para></listitem>
44 * <listitem><para>rotation around the #ClutterActor:rotation-y-angle and #ClutterActor:rotation-y-center;</para></listitem>
45 * <listitem><para>rotation around the #ClutterActor:rotation-x-angle and #ClutterActor:rotation-x-center;</para></listitem>
46 * <listitem><para>negative translation by the #ClutterActor:anchor-x and #ClutterActor:anchor-y point.</para></listitem>
50 * <refsect2 id="ClutterActor-geometry">
51 * <title>Modifying an actor's geometry</title>
52 * <para>Each actor has a bounding box, called #ClutterActor:allocation
53 * which is either set by its parent or explicitly through the
54 * clutter_actor_set_position() and clutter_actor_set_size() methods.
55 * Each actor also has an implicit preferred size.</para>
56 * <para>An actor’s preferred size can be defined by any subclass by
57 * overriding the #ClutterActorClass.get_preferred_width() and the
58 * #ClutterActorClass.get_preferred_height() virtual functions, or it can
59 * be explicitly set by using clutter_actor_set_width() and
60 * clutter_actor_set_height().</para>
61 * <para>An actor’s position can be set explicitly by using
62 * clutter_actor_set_x() and clutter_actor_set_y(); the coordinates are
63 * relative to the origin of the actor’s parent.</para>
66 * <refsect2 id="ClutterActor-children">
67 * <title>Managing actor children</title>
68 * <para>Each actor can have multiple children, by calling
69 * clutter_actor_add_child() to add a new child actor, and
70 * clutter_actor_remove_child() to remove an existing child. #ClutterActor
71 * will hold a reference on each child actor, which will be released when
72 * the child is removed from its parent, or destroyed using
73 * clutter_actor_destroy().</para>
74 * <informalexample><programlisting>
75 * ClutterActor *actor = clutter_actor_new ();
77 * /* set the bounding box of the actor */
78 * clutter_actor_set_position (actor, 0, 0);
79 * clutter_actor_set_size (actor, 480, 640);
81 * /* set the background color of the actor */
82 * clutter_actor_set_background_color (actor, CLUTTER_COLOR_Orange);
84 * /* set the bounding box of the child, relative to the parent */
85 * ClutterActor *child = clutter_actor_new ();
86 * clutter_actor_set_position (child, 20, 20);
87 * clutter_actor_set_size (child, 80, 240);
89 * /* set the background color of the child */
90 * clutter_actor_set_background_color (child, CLUTTER_COLOR_Blue);
92 * /* add the child to the actor */
93 * clutter_actor_add_child (actor, child);
94 * </programlisting></informalexample>
95 * <para>Children can be inserted at a given index, or above and below
96 * another child actor. The order of insertion determines the order of the
97 * children when iterating over them. Iterating over children is performed
98 * by using clutter_actor_get_first_child(), clutter_actor_get_previous_sibling(),
99 * clutter_actor_get_next_sibling(), and clutter_actor_get_last_child(). It is
100 * also possible to retrieve a list of children by using
101 * clutter_actor_get_children(), as well as retrieving a specific child at a
102 * given index by using clutter_actor_get_child_at_index().</para>
103 * <para>If you need to track additions of children to a #ClutterActor, use
104 * the #ClutterContainer::actor-added signal; similarly, to track removals
105 * of children from a ClutterActor, use the #ClutterContainer::actor-removed
107 * <informalexample><programlisting>
108 * <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" parse="text" href="../../../../tests/interactive/test-actor.c">
109 * <xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback>
111 * </programlisting></informalexample>
112 * <figure id="bin-layout">
113 * <title>Actors</title>
114 * <graphic fileref="test-actor.png" format="PNG"/>
118 * <refsect2 id="ClutterActor-events">
119 * <title>Handling events on an actor</title>
120 * <para>A #ClutterActor can receive and handle input device events, for
121 * instance pointer events and key events, as long as its
122 * #ClutterActor:reactive property is set to %TRUE.</para>
123 * <para>Once an actor has been determined to be the source of an event,
124 * Clutter will traverse the scene graph from the top-level actor towards the
125 * event source, emitting the #ClutterActor::captured-event signal on each
126 * ancestor until it reaches the source; this phase is also called
127 * <emphasis>the capture phase</emphasis>. If the event propagation was not
128 * stopped, the graph is walked backwards, from the source actor to the
129 * top-level, and the #ClutterActor::event signal, along with other event
130 * signals if needed, is emitted; this phase is also called <emphasis>the
131 * bubble phase</emphasis>. At any point of the signal emission, signal
132 * handlers can stop the propagation through the scene graph by returning
133 * %CLUTTER_EVENT_STOP; otherwise, they can continue the propagation by
134 * returning %CLUTTER_EVENT_PROPAGATE.</para>
137 * <refsect2 id="ClutterActor-subclassing">
138 * <title>Implementing an actor</title>
139 * <para>Careful consideration should be given when deciding to implement
140 * a #ClutterActor sub-class. It is generally recommended to implement a
141 * sub-class of #ClutterActor only for actors that should be used as leaf
142 * nodes of a scene graph.</para>
143 * <para>If your actor should be painted in a custom way, you should
144 * override the #ClutterActor::paint signal class handler. You can either
145 * opt to chain up to the parent class implementation or decide to fully
146 * override the default paint implementation; Clutter will set up the
147 * transformations and clip regions prior to emitting the #ClutterActor::paint
149 * <para>By overriding the #ClutterActorClass.get_preferred_width() and
150 * #ClutterActorClass.get_preferred_height() virtual functions it is
151 * possible to change or provide the preferred size of an actor; similarly,
152 * by overriding the #ClutterActorClass.allocate() virtual function it is
153 * possible to control the layout of the children of an actor. Make sure to
154 * always chain up to the parent implementation of the
155 * #ClutterActorClass.allocate() virtual function.</para>
156 * <para>In general, it is strongly encouraged to use delegation and
157 * composition instead of direct subclassing.</para>
160 * <refsect2 id="ClutterActor-script">
161 * <title>ClutterActor custom properties for #ClutterScript</title>
162 * <para>#ClutterActor defines a custom "rotation" property which
163 * allows a short-hand description of the rotations to be applied
164 * to an actor.</para>
165 * <para>The syntax of the "rotation" property is the following:</para>
169 * { "<axis>" : [ <angle>, [ <center> ] ] }
173 * <para>where the <emphasis>axis</emphasis> is the name of an enumeration
174 * value of type #ClutterRotateAxis and <emphasis>angle</emphasis> is a
175 * floating point value representing the rotation angle on the given axis,
177 * <para>The <emphasis>center</emphasis> array is optional, and if present
178 * it must contain the center of rotation as described by two coordinates:
179 * Y and Z for "x-axis"; X and Z for "y-axis"; and X and Y for
181 * <para>#ClutterActor will also parse every positional and dimensional
182 * property defined as a string through clutter_units_from_string(); you
183 * should read the documentation for the #ClutterUnits parser format for
184 * the valid units and syntax.</para>
187 * <refsect2 id="ClutterActor-animating">
188 * <title>Custom animatable properties</title>
189 * <para>#ClutterActor allows accessing properties of #ClutterAction
190 * and #ClutterConstraint instances associated to an actor instance
191 * for animation purposes.</para>
192 * <para>In order to access a specific #ClutterAction or a #ClutterConstraint
193 * property it is necessary to set the #ClutterActorMeta:name property on the
194 * given action or constraint.</para>
195 * <para>The property can be accessed using the following syntax:</para>
198 * @<section>.<meta-name>.<property-name>
201 * <para>The initial <emphasis>@</emphasis> is mandatory.</para>
202 * <para>The <emphasis>section</emphasis> fragment can be one between
203 * "actions", "constraints" and "effects".</para>
204 * <para>The <emphasis>meta-name</emphasis> fragment is the name of the
205 * action or constraint, as specified by the #ClutterActorMeta:name
207 * <para>The <emphasis>property-name</emphasis> fragment is the name of the
208 * action or constraint property to be animated.</para>
209 * <para>The example below animates a #ClutterBindConstraint applied to an
210 * actor using clutter_actor_animate(). The <emphasis>rect</emphasis> has
211 * a binding constraint for the <emphasis>origin</emphasis> actor, and in
212 * its initial state is fully transparent and overlapping the actor to
213 * which is bound to. </para>
214 * <informalexample><programlisting>
215 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0);
216 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x");
217 * clutter_actor_add_constraint (rect, constraint);
219 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0);
220 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y");
221 * clutter_actor_add_constraint (rect, constraint);
223 * clutter_actor_set_reactive (rect, TRUE);
224 * clutter_actor_set_opacity (rect, 0);
226 * g_signal_connect (rect, "button-press-event",
227 * G_CALLBACK (on_button_press),
229 * </programlisting></informalexample>
230 * <para>On button press, the rectangle "slides" from behind the actor to
231 * which is bound to, using the #ClutterBindConstraint:offset property and
232 * the #ClutterActor:opacity property.</para>
233 * <informalexample><programlisting>
234 * float new_offset = clutter_actor_get_width (origin) + h_padding;
236 * clutter_actor_animate (rect, CLUTTER_EASE_OUT_CUBIC, 500,
238 * "@constraints.bind-x.offset", new_offset,
240 * </programlisting></informalexample>
245 * CLUTTER_ACTOR_IS_MAPPED:
246 * @a: a #ClutterActor
248 * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
250 * The mapped state is set when the actor is visible and all its parents up
251 * to a top-level (e.g. a #ClutterStage) are visible, realized, and mapped.
253 * This check can be used to see if an actor is going to be painted, as only
254 * actors with the %CLUTTER_ACTOR_MAPPED flag set are going to be painted.
256 * The %CLUTTER_ACTOR_MAPPED flag is managed by Clutter itself, and it should
257 * not be checked directly; instead, the recommended usage is to connect a
258 * handler on the #GObject::notify signal for the #ClutterActor:mapped
259 * property of #ClutterActor, and check the presence of
260 * the %CLUTTER_ACTOR_MAPPED flag on state changes.
262 * It is also important to note that Clutter may delay the changes of
263 * the %CLUTTER_ACTOR_MAPPED flag on top-levels due to backend-specific
264 * limitations, or during the reparenting of an actor, to optimize
265 * unnecessary (and potentially expensive) state changes.
271 * CLUTTER_ACTOR_IS_REALIZED:
272 * @a: a #ClutterActor
274 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
276 * The realized state has an actor-dependant interpretation. If an
277 * actor wants to delay allocating resources until it is attached to a
278 * stage, it may use the realize state to do so. However it is
279 * perfectly acceptable for an actor to allocate Cogl resources before
280 * being realized because there is only one drawing context used by Clutter
281 * so any resources will work on any stage. If an actor is mapped it
282 * must also be realized, but an actor can be realized and unmapped
283 * (this is so hiding an actor temporarily doesn't do an expensive
284 * unrealize/realize).
286 * To be realized an actor must be inside a stage, and all its parents
293 * CLUTTER_ACTOR_IS_VISIBLE:
294 * @a: a #ClutterActor
296 * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
297 * Equivalent to the ClutterActor::visible object property.
299 * Note that an actor is only painted onscreen if it's mapped, which
300 * means it's visible, and all its parents are visible, and one of the
301 * parents is a toplevel stage; see also %CLUTTER_ACTOR_IS_MAPPED.
307 * CLUTTER_ACTOR_IS_REACTIVE:
308 * @a: a #ClutterActor
310 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
312 * Only reactive actors will receive event-related signals.
323 #include "cogl/cogl.h"
325 #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
326 #define CLUTTER_ENABLE_EXPERIMENTAL_API
328 #include "clutter-actor-private.h"
330 #include "clutter-action.h"
331 #include "clutter-actor-meta-private.h"
332 #include "clutter-animatable.h"
333 #include "clutter-color-static.h"
334 #include "clutter-color.h"
335 #include "clutter-constraint.h"
336 #include "clutter-container.h"
337 #include "clutter-debug.h"
338 #include "clutter-effect-private.h"
339 #include "clutter-enum-types.h"
340 #include "clutter-fixed-layout.h"
341 #include "clutter-flatten-effect.h"
342 #include "clutter-interval.h"
343 #include "clutter-main.h"
344 #include "clutter-marshal.h"
345 #include "clutter-paint-volume-private.h"
346 #include "clutter-private.h"
347 #include "clutter-profile.h"
348 #include "clutter-scriptable.h"
349 #include "clutter-script-private.h"
350 #include "clutter-stage-private.h"
351 #include "clutter-units.h"
353 #include "deprecated/clutter-behaviour.h"
354 #include "deprecated/clutter-container.h"
356 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
357 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
359 /* Internal enum used to control mapped state update. This is a hint
360 * which indicates when to do something other than just enforce
364 MAP_STATE_CHECK, /* just enforce invariants. */
365 MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
366 * used when about to unparent.
368 MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met;
369 * used to set mapped on toplevels.
371 MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped,
372 * used just before unmapping parent.
376 /* 3 entries should be a good compromise, few layout managers
377 * will ask for 3 different preferred size in each allocation cycle */
378 #define N_CACHED_SIZE_REQUESTS 3
380 struct _ClutterActorPrivate
383 ClutterRequestMode request_mode;
385 /* our cached size requests for different width / height */
386 SizeRequest width_requests[N_CACHED_SIZE_REQUESTS];
387 SizeRequest height_requests[N_CACHED_SIZE_REQUESTS];
389 /* An age of 0 means the entry is not set */
390 guint cached_height_age;
391 guint cached_width_age;
393 /* the bounding box of the actor, relative to the parent's
396 ClutterActorBox allocation;
397 ClutterAllocationFlags allocation_flags;
402 /* clip, in actor coordinates */
403 cairo_rectangle_t clip;
405 /* the cached transformation matrix; see apply_transform() */
406 CoglMatrix transform;
409 gint opacity_override;
411 ClutterOffscreenRedirect offscreen_redirect;
413 /* This is an internal effect used to implement the
414 offscreen-redirect property */
415 ClutterEffect *flatten_effect;
418 ClutterActor *parent;
419 ClutterActor *prev_sibling;
420 ClutterActor *next_sibling;
421 ClutterActor *first_child;
422 ClutterActor *last_child;
426 /* tracks whenever the children of an actor are changed; the
427 * age is incremented by 1 whenever an actor is added or
428 * removed. the age is not incremented when the first or the
429 * last child pointers are changed, or when grandchildren of
430 * an actor are changed.
434 gchar *name; /* a non-unique name, used for debugging */
435 guint32 id; /* unique id, used for backward compatibility */
437 gint32 pick_id; /* per-stage unique id, used for picking */
439 /* a back-pointer to the Pango context that we can use
440 * to create pre-configured PangoLayout
442 PangoContext *pango_context;
444 /* the text direction configured for this child - either by
445 * application code, or by the actor's parent
447 ClutterTextDirection text_direction;
449 /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
453 ClutterMetaGroup *actions;
454 ClutterMetaGroup *constraints;
455 ClutterMetaGroup *effects;
457 /* delegate object used to allocate the children of this actor */
458 ClutterLayoutManager *layout_manager;
460 /* used when painting, to update the paint volume */
461 ClutterEffect *current_effect;
463 /* This is used to store an effect which needs to be redrawn. A
464 redraw can be queued to start from a particular effect. This is
465 used by parametrised effects that can cache an image of the
466 actor. If a parameter of the effect changes then it only needs to
467 redraw the cached image, not the actual actor. The pointer is
468 only valid if is_dirty == TRUE. If the pointer is NULL then the
469 whole actor is dirty. */
470 ClutterEffect *effect_to_redraw;
472 /* This is used when painting effects to implement the
473 clutter_actor_continue_paint() function. It points to the node in
474 the list of effects that is next in the chain */
475 const GList *next_effect_to_paint;
477 ClutterPaintVolume paint_volume;
479 /* NB: This volume isn't relative to this actor, it is in eye
480 * coordinates so that it can remain valid after the actor changes.
482 ClutterPaintVolume last_paint_volume;
484 ClutterStageQueueRedrawEntry *queue_redraw_entry;
486 ClutterColor bg_color;
490 /* fixed position and sizes */
491 guint position_set : 1;
492 guint min_width_set : 1;
493 guint min_height_set : 1;
494 guint natural_width_set : 1;
495 guint natural_height_set : 1;
496 /* cached request is invalid (implies allocation is too) */
497 guint needs_width_request : 1;
498 /* cached request is invalid (implies allocation is too) */
499 guint needs_height_request : 1;
500 /* cached allocation is invalid (request has changed, probably) */
501 guint needs_allocation : 1;
502 guint show_on_set_parent : 1;
504 guint clip_to_allocation : 1;
505 guint enable_model_view_transform : 1;
506 guint enable_paint_unmapped : 1;
507 guint has_pointer : 1;
508 guint propagated_one_redraw : 1;
509 guint paint_volume_valid : 1;
510 guint last_paint_volume_valid : 1;
511 guint in_clone_paint : 1;
512 guint transform_valid : 1;
513 /* This is TRUE if anything has queued a redraw since we were last
514 painted. In this case effect_to_redraw will point to an effect
515 the redraw was queued from or it will be NULL if the redraw was
516 queued without an effect. */
518 guint bg_color_set : 1;
527 /* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
528 * when set they force a size request, when gotten they
529 * get the allocation if the allocation is valid, and the
537 /* Then the rest of these size-related properties are the "actual"
538 * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
543 PROP_FIXED_POSITION_SET,
552 PROP_NATURAL_WIDTH_SET,
555 PROP_NATURAL_HEIGHT_SET,
559 /* Allocation properties are read-only */
566 PROP_CLIP_TO_ALLOCATION,
570 PROP_OFFSCREEN_REDIRECT,
583 PROP_ROTATION_ANGLE_X,
584 PROP_ROTATION_ANGLE_Y,
585 PROP_ROTATION_ANGLE_Z,
586 PROP_ROTATION_CENTER_X,
587 PROP_ROTATION_CENTER_Y,
588 PROP_ROTATION_CENTER_Z,
589 /* This property only makes sense for the z rotation because the
590 others would depend on the actor having a size along the
592 PROP_ROTATION_CENTER_Z_GRAVITY,
598 PROP_SHOW_ON_SET_PARENT,
616 PROP_BACKGROUND_COLOR,
617 PROP_BACKGROUND_COLOR_SET,
625 static GParamSpec *obj_props[PROP_LAST];
644 BUTTON_RELEASE_EVENT,
656 static guint actor_signals[LAST_SIGNAL] = { 0, };
658 static void clutter_container_iface_init (ClutterContainerIface *iface);
659 static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
660 static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
661 static void atk_implementor_iface_init (AtkImplementorIface *iface);
663 /* These setters are all static for now, maybe they should be in the
664 * public API, but they are perhaps obscure enough to leave only as
667 static void clutter_actor_set_min_width (ClutterActor *self,
669 static void clutter_actor_set_min_height (ClutterActor *self,
671 static void clutter_actor_set_natural_width (ClutterActor *self,
672 gfloat natural_width);
673 static void clutter_actor_set_natural_height (ClutterActor *self,
674 gfloat natural_height);
675 static void clutter_actor_set_min_width_set (ClutterActor *self,
676 gboolean use_min_width);
677 static void clutter_actor_set_min_height_set (ClutterActor *self,
678 gboolean use_min_height);
679 static void clutter_actor_set_natural_width_set (ClutterActor *self,
680 gboolean use_natural_width);
681 static void clutter_actor_set_natural_height_set (ClutterActor *self,
682 gboolean use_natural_height);
683 static void clutter_actor_update_map_state (ClutterActor *self,
684 MapStateChange change);
685 static void clutter_actor_unrealize_not_hiding (ClutterActor *self);
687 /* Helper routines for managing anchor coords */
688 static void clutter_anchor_coord_get_units (ClutterActor *self,
689 const AnchorCoord *coord,
693 static void clutter_anchor_coord_set_units (AnchorCoord *coord,
698 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
699 static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
700 ClutterGravity gravity);
702 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
704 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
706 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
707 ClutterActor *ancestor,
710 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
712 static guint8 clutter_actor_get_paint_opacity_internal (ClutterActor *self);
714 static void on_layout_manager_changed (ClutterLayoutManager *manager,
717 /* Helper macro which translates by the anchor coord, applies the
718 given transformation and then translates back */
719 #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \
720 gfloat _tx, _ty, _tz; \
721 clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \
722 cogl_matrix_translate ((m), _tx, _ty, _tz); \
724 cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
726 static GQuark quark_shader_data = 0;
727 static GQuark quark_actor_layout_info = 0;
728 static GQuark quark_actor_transform_info = 0;
730 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
732 G_TYPE_INITIALLY_UNOWNED,
733 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
734 clutter_container_iface_init)
735 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
736 clutter_scriptable_iface_init)
737 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
738 clutter_animatable_iface_init)
739 G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR,
740 atk_implementor_iface_init));
743 * clutter_actor_get_debug_name:
744 * @actor: a #ClutterActor
746 * Retrieves a printable name of @actor for debugging messages
748 * Return value: a string with a printable name
751 _clutter_actor_get_debug_name (ClutterActor *actor)
753 return actor->priv->name != NULL ? actor->priv->name
754 : G_OBJECT_TYPE_NAME (actor);
757 #ifdef CLUTTER_ENABLE_DEBUG
758 /* XXX - this is for debugging only, remove once working (or leave
759 * in only in some debug mode). Should leave it for a little while
760 * until we're confident in the new map/realize/visible handling.
763 clutter_actor_verify_map_state (ClutterActor *self)
765 ClutterActorPrivate *priv = self->priv;
767 if (CLUTTER_ACTOR_IS_REALIZED (self))
769 /* all bets are off during reparent when we're potentially realized,
770 * but should not be according to invariants
772 if (!CLUTTER_ACTOR_IN_REPARENT (self))
774 if (priv->parent == NULL)
776 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
780 g_warning ("Realized non-toplevel actor '%s' should "
782 _clutter_actor_get_debug_name (self));
784 else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
786 g_warning ("Realized actor %s has an unrealized parent %s",
787 _clutter_actor_get_debug_name (self),
788 _clutter_actor_get_debug_name (priv->parent));
793 if (CLUTTER_ACTOR_IS_MAPPED (self))
795 if (!CLUTTER_ACTOR_IS_REALIZED (self))
796 g_warning ("Actor '%s' is mapped but not realized",
797 _clutter_actor_get_debug_name (self));
799 /* remaining bets are off during reparent when we're potentially
800 * mapped, but should not be according to invariants
802 if (!CLUTTER_ACTOR_IN_REPARENT (self))
804 if (priv->parent == NULL)
806 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
808 if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
809 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
811 g_warning ("Toplevel actor '%s' is mapped "
813 _clutter_actor_get_debug_name (self));
818 g_warning ("Mapped actor '%s' should have a parent",
819 _clutter_actor_get_debug_name (self));
824 ClutterActor *iter = self;
826 /* check for the enable_paint_unmapped flag on the actor
827 * and parents; if the flag is enabled at any point of this
828 * branch of the scene graph then all the later checks
833 if (iter->priv->enable_paint_unmapped)
836 iter = iter->priv->parent;
839 if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
841 g_warning ("Actor '%s' should not be mapped if parent '%s'"
843 _clutter_actor_get_debug_name (self),
844 _clutter_actor_get_debug_name (priv->parent));
847 if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
849 g_warning ("Actor '%s' should not be mapped if parent '%s'"
851 _clutter_actor_get_debug_name (self),
852 _clutter_actor_get_debug_name (priv->parent));
855 if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
857 if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent))
858 g_warning ("Actor '%s' is mapped but its non-toplevel "
859 "parent '%s' is not mapped",
860 _clutter_actor_get_debug_name (self),
861 _clutter_actor_get_debug_name (priv->parent));
868 #endif /* CLUTTER_ENABLE_DEBUG */
871 clutter_actor_set_mapped (ClutterActor *self,
874 if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
879 CLUTTER_ACTOR_GET_CLASS (self)->map (self);
880 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
884 CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
885 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
889 /* this function updates the mapped and realized states according to
890 * invariants, in the appropriate order.
893 clutter_actor_update_map_state (ClutterActor *self,
894 MapStateChange change)
898 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
900 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
902 /* the mapped flag on top-level actors must be set by the
903 * per-backend implementation because it might be asynchronous.
905 * That is, the MAPPED flag on toplevels currently tracks the X
906 * server mapped-ness of the window, while the expected behavior
907 * (if used to GTK) may be to track WM_STATE!=WithdrawnState.
908 * This creates some weird complexity by breaking the invariant
909 * that if we're visible and all ancestors shown then we are
910 * also mapped - instead, we are mapped if all ancestors
911 * _possibly excepting_ the stage are mapped. The stage
912 * will map/unmap for example when it is minimized or
913 * moved to another workspace.
915 * So, the only invariant on the stage is that if visible it
916 * should be realized, and that it has to be visible to be
919 if (CLUTTER_ACTOR_IS_VISIBLE (self))
920 clutter_actor_realize (self);
924 case MAP_STATE_CHECK:
927 case MAP_STATE_MAKE_MAPPED:
928 g_assert (!was_mapped);
929 clutter_actor_set_mapped (self, TRUE);
932 case MAP_STATE_MAKE_UNMAPPED:
933 g_assert (was_mapped);
934 clutter_actor_set_mapped (self, FALSE);
937 case MAP_STATE_MAKE_UNREALIZED:
938 /* we only use MAKE_UNREALIZED in unparent,
939 * and unparenting a stage isn't possible.
940 * If someone wants to just unrealize a stage
941 * then clutter_actor_unrealize() doesn't
942 * go through this codepath.
944 g_warning ("Trying to force unrealize stage is not allowed");
948 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
949 !CLUTTER_ACTOR_IS_VISIBLE (self) &&
950 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
952 g_warning ("Clutter toplevel of type '%s' is not visible, but "
953 "it is somehow still mapped",
954 _clutter_actor_get_debug_name (self));
959 ClutterActorPrivate *priv = self->priv;
960 ClutterActor *parent = priv->parent;
961 gboolean should_be_mapped;
962 gboolean may_be_realized;
963 gboolean must_be_realized;
965 should_be_mapped = FALSE;
966 may_be_realized = TRUE;
967 must_be_realized = FALSE;
969 if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
971 may_be_realized = FALSE;
975 /* Maintain invariant that if parent is mapped, and we are
976 * visible, then we are mapped ... unless parent is a
977 * stage, in which case we map regardless of parent's map
978 * state but do require stage to be visible and realized.
980 * If parent is realized, that does not force us to be
981 * realized; but if parent is unrealized, that does force
982 * us to be unrealized.
984 * The reason we don't force children to realize with
985 * parents is _clutter_actor_rerealize(); if we require that
986 * a realized parent means children are realized, then to
987 * unrealize an actor we would have to unrealize its
988 * parents, which would end up meaning unrealizing and
989 * hiding the entire stage. So we allow unrealizing a
990 * child (as long as that child is not mapped) while that
991 * child still has a realized parent.
993 * Also, if we unrealize from leaf nodes to root, and
994 * realize from root to leaf, the invariants are never
995 * violated if we allow children to be unrealized
996 * while parents are realized.
998 * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
999 * to force us to unmap, even though parent is still
1000 * mapped. This is because we're unmapping from leaf nodes
1003 if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1004 change != MAP_STATE_MAKE_UNMAPPED)
1006 gboolean parent_is_visible_realized_toplevel;
1008 parent_is_visible_realized_toplevel =
1009 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1010 CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1011 CLUTTER_ACTOR_IS_REALIZED (parent));
1013 if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1014 parent_is_visible_realized_toplevel)
1016 must_be_realized = TRUE;
1017 should_be_mapped = TRUE;
1021 /* if the actor has been set to be painted even if unmapped
1022 * then we should map it and check for realization as well;
1023 * this is an override for the branch of the scene graph
1024 * which begins with this node
1026 if (priv->enable_paint_unmapped)
1028 if (priv->parent == NULL)
1029 g_warning ("Attempting to map an unparented actor '%s'",
1030 _clutter_actor_get_debug_name (self));
1032 should_be_mapped = TRUE;
1033 must_be_realized = TRUE;
1036 if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1037 may_be_realized = FALSE;
1040 if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1043 g_warning ("Attempting to map a child that does not "
1044 "meet the necessary invariants: the actor '%s' "
1046 _clutter_actor_get_debug_name (self));
1048 g_warning ("Attempting to map a child that does not "
1049 "meet the necessary invariants: the actor '%s' "
1050 "is parented to an unmapped actor '%s'",
1051 _clutter_actor_get_debug_name (self),
1052 _clutter_actor_get_debug_name (priv->parent));
1055 /* If in reparent, we temporarily suspend unmap and unrealize.
1057 * We want to go in the order "realize, map" and "unmap, unrealize"
1061 if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1062 clutter_actor_set_mapped (self, FALSE);
1065 if (must_be_realized)
1066 clutter_actor_realize (self);
1068 /* if we must be realized then we may be, presumably */
1069 g_assert (!(must_be_realized && !may_be_realized));
1072 if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1073 clutter_actor_unrealize_not_hiding (self);
1076 if (should_be_mapped)
1078 if (!must_be_realized)
1079 g_warning ("Somehow we think actor '%s' should be mapped but "
1080 "not realized, which isn't allowed",
1081 _clutter_actor_get_debug_name (self));
1083 /* realization is allowed to fail (though I don't know what
1084 * an app is supposed to do about that - shouldn't it just
1085 * be a g_error? anyway, we have to avoid mapping if this
1088 if (CLUTTER_ACTOR_IS_REALIZED (self))
1089 clutter_actor_set_mapped (self, TRUE);
1093 #ifdef CLUTTER_ENABLE_DEBUG
1094 /* check all invariants were kept */
1095 clutter_actor_verify_map_state (self);
1100 clutter_actor_real_map (ClutterActor *self)
1102 ClutterActorPrivate *priv = self->priv;
1103 ClutterActor *stage, *iter;
1105 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1107 CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1108 _clutter_actor_get_debug_name (self));
1110 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1112 stage = _clutter_actor_get_stage_internal (self);
1113 priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1115 CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1117 _clutter_actor_get_debug_name (self));
1119 /* notify on parent mapped before potentially mapping
1120 * children, so apps see a top-down notification.
1122 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1124 for (iter = self->priv->first_child;
1126 iter = iter->priv->next_sibling)
1128 clutter_actor_map (iter);
1133 * clutter_actor_map:
1134 * @self: A #ClutterActor
1136 * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
1137 * and realizes its children if they are visible. Does nothing if the
1138 * actor is not visible.
1140 * Calling this function is strongly disencouraged: the default
1141 * implementation of #ClutterActorClass.map() will map all the children
1142 * of an actor when mapping its parent.
1144 * When overriding map, it is mandatory to chain up to the parent
1150 clutter_actor_map (ClutterActor *self)
1152 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1154 if (CLUTTER_ACTOR_IS_MAPPED (self))
1157 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1160 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1164 clutter_actor_real_unmap (ClutterActor *self)
1166 ClutterActorPrivate *priv = self->priv;
1169 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1171 CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1172 _clutter_actor_get_debug_name (self));
1174 for (iter = self->priv->first_child;
1176 iter = iter->priv->next_sibling)
1178 clutter_actor_unmap (iter);
1181 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1183 /* clear the contents of the last paint volume, so that hiding + moving +
1184 * showing will not result in the wrong area being repainted
1186 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1187 priv->last_paint_volume_valid = TRUE;
1189 /* notify on parent mapped after potentially unmapping
1190 * children, so apps see a bottom-up notification.
1192 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1194 /* relinquish keyboard focus if we were unmapped while owning it */
1195 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1197 ClutterStage *stage;
1199 stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1202 _clutter_stage_release_pick_id (stage, priv->pick_id);
1206 if (stage != NULL &&
1207 clutter_stage_get_key_focus (stage) == self)
1209 clutter_stage_set_key_focus (stage, NULL);
1215 * clutter_actor_unmap:
1216 * @self: A #ClutterActor
1218 * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1219 * unmaps its children if they were mapped.
1221 * Calling this function is not encouraged: the default #ClutterActor
1222 * implementation of #ClutterActorClass.unmap() will also unmap any
1223 * eventual children by default when their parent is unmapped.
1225 * When overriding #ClutterActorClass.unmap(), it is mandatory to
1226 * chain up to the parent implementation.
1228 * <note>It is important to note that the implementation of the
1229 * #ClutterActorClass.unmap() virtual function may be called after
1230 * the #ClutterActorClass.destroy() or the #GObjectClass.dispose()
1231 * implementation, but it is guaranteed to be called before the
1232 * #GObjectClass.finalize() implementation.</note>
1237 clutter_actor_unmap (ClutterActor *self)
1239 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1241 if (!CLUTTER_ACTOR_IS_MAPPED (self))
1244 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1248 clutter_actor_real_show (ClutterActor *self)
1250 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1252 ClutterActorPrivate *priv = self->priv;
1254 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1256 /* we notify on the "visible" flag in the clutter_actor_show()
1257 * wrapper so the entire show signal emission completes first
1260 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1262 /* we queue a relayout unless the actor is inside a
1263 * container that explicitly told us not to
1265 if (priv->parent != NULL &&
1266 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1268 /* While an actor is hidden the parent may not have
1269 * allocated/requested so we need to start from scratch
1270 * and avoid the short-circuiting in
1271 * clutter_actor_queue_relayout().
1273 priv->needs_width_request = FALSE;
1274 priv->needs_height_request = FALSE;
1275 priv->needs_allocation = FALSE;
1276 clutter_actor_queue_relayout (self);
1282 set_show_on_set_parent (ClutterActor *self,
1285 ClutterActorPrivate *priv = self->priv;
1287 set_show = !!set_show;
1289 if (priv->show_on_set_parent == set_show)
1292 if (priv->parent == NULL)
1294 priv->show_on_set_parent = set_show;
1295 g_object_notify_by_pspec (G_OBJECT (self),
1296 obj_props[PROP_SHOW_ON_SET_PARENT]);
1301 * clutter_actor_show:
1302 * @self: A #ClutterActor
1304 * Flags an actor to be displayed. An actor that isn't shown will not
1305 * be rendered on the stage.
1307 * Actors are visible by default.
1309 * If this function is called on an actor without a parent, the
1310 * #ClutterActor:show-on-set-parent will be set to %TRUE as a side
1314 clutter_actor_show (ClutterActor *self)
1316 ClutterActorPrivate *priv;
1318 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1320 /* simple optimization */
1321 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1323 /* we still need to set the :show-on-set-parent property, in
1324 * case show() is called on an unparented actor
1326 set_show_on_set_parent (self, TRUE);
1330 #ifdef CLUTTER_ENABLE_DEBUG
1331 clutter_actor_verify_map_state (self);
1336 g_object_freeze_notify (G_OBJECT (self));
1338 set_show_on_set_parent (self, TRUE);
1340 g_signal_emit (self, actor_signals[SHOW], 0);
1341 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1343 if (priv->parent != NULL)
1344 clutter_actor_queue_redraw (priv->parent);
1346 g_object_thaw_notify (G_OBJECT (self));
1350 * clutter_actor_show_all:
1351 * @self: a #ClutterActor
1353 * Calls clutter_actor_show() on all children of an actor (if any).
1357 * Deprecated: 1.10: Actors are visible by default
1360 clutter_actor_show_all (ClutterActor *self)
1362 ClutterActorClass *klass;
1364 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1366 klass = CLUTTER_ACTOR_GET_CLASS (self);
1367 if (klass->show_all)
1368 klass->show_all (self);
1372 clutter_actor_real_hide (ClutterActor *self)
1374 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1376 ClutterActorPrivate *priv = self->priv;
1378 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1380 /* we notify on the "visible" flag in the clutter_actor_hide()
1381 * wrapper so the entire hide signal emission completes first
1384 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1386 /* we queue a relayout unless the actor is inside a
1387 * container that explicitly told us not to
1389 if (priv->parent != NULL &&
1390 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1391 clutter_actor_queue_relayout (priv->parent);
1396 * clutter_actor_hide:
1397 * @self: A #ClutterActor
1399 * Flags an actor to be hidden. A hidden actor will not be
1400 * rendered on the stage.
1402 * Actors are visible by default.
1404 * If this function is called on an actor without a parent, the
1405 * #ClutterActor:show-on-set-parent property will be set to %FALSE
1409 clutter_actor_hide (ClutterActor *self)
1411 ClutterActorPrivate *priv;
1413 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1415 /* simple optimization */
1416 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1418 /* we still need to set the :show-on-set-parent property, in
1419 * case hide() is called on an unparented actor
1421 set_show_on_set_parent (self, FALSE);
1425 #ifdef CLUTTER_ENABLE_DEBUG
1426 clutter_actor_verify_map_state (self);
1431 g_object_freeze_notify (G_OBJECT (self));
1433 set_show_on_set_parent (self, FALSE);
1435 g_signal_emit (self, actor_signals[HIDE], 0);
1436 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1438 if (priv->parent != NULL)
1439 clutter_actor_queue_redraw (priv->parent);
1441 g_object_thaw_notify (G_OBJECT (self));
1445 * clutter_actor_hide_all:
1446 * @self: a #ClutterActor
1448 * Calls clutter_actor_hide() on all child actors (if any).
1452 * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1453 * prevent its children from being painted as well.
1456 clutter_actor_hide_all (ClutterActor *self)
1458 ClutterActorClass *klass;
1460 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1462 klass = CLUTTER_ACTOR_GET_CLASS (self);
1463 if (klass->hide_all)
1464 klass->hide_all (self);
1468 * clutter_actor_realize:
1469 * @self: A #ClutterActor
1471 * Realization informs the actor that it is attached to a stage. It
1472 * can use this to allocate resources if it wanted to delay allocation
1473 * until it would be rendered. However it is perfectly acceptable for
1474 * an actor to create resources before being realized because Clutter
1475 * only ever has a single rendering context so that actor is free to
1476 * be moved from one stage to another.
1478 * This function does nothing if the actor is already realized.
1480 * Because a realized actor must have realized parent actors, calling
1481 * clutter_actor_realize() will also realize all parents of the actor.
1483 * This function does not realize child actors, except in the special
1484 * case that realizing the stage, when the stage is visible, will
1485 * suddenly map (and thus realize) the children of the stage.
1488 clutter_actor_realize (ClutterActor *self)
1490 ClutterActorPrivate *priv;
1492 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1496 #ifdef CLUTTER_ENABLE_DEBUG
1497 clutter_actor_verify_map_state (self);
1500 if (CLUTTER_ACTOR_IS_REALIZED (self))
1503 /* To be realized, our parent actors must be realized first.
1504 * This will only succeed if we're inside a toplevel.
1506 if (priv->parent != NULL)
1507 clutter_actor_realize (priv->parent);
1509 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1511 /* toplevels can be realized at any time */
1515 /* "Fail" the realization if parent is missing or unrealized;
1516 * this should really be a g_warning() not some kind of runtime
1517 * failure; how can an app possibly recover? Instead it's a bug
1518 * in the app and the app should get an explanatory warning so
1519 * someone can fix it. But for now it's too hard to fix this
1520 * because e.g. ClutterTexture needs reworking.
1522 if (priv->parent == NULL ||
1523 !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1527 CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1529 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1530 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1532 g_signal_emit (self, actor_signals[REALIZE], 0);
1534 /* Stage actor is allowed to unset the realized flag again in its
1535 * default signal handler, though that is a pathological situation.
1538 /* If realization "failed" we'll have to update child state. */
1539 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1543 clutter_actor_real_unrealize (ClutterActor *self)
1545 /* we must be unmapped (implying our children are also unmapped) */
1546 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1550 * clutter_actor_unrealize:
1551 * @self: A #ClutterActor
1553 * Unrealization informs the actor that it may be being destroyed or
1554 * moved to another stage. The actor may want to destroy any
1555 * underlying graphics resources at this point. However it is
1556 * perfectly acceptable for it to retain the resources until the actor
1557 * is destroyed because Clutter only ever uses a single rendering
1558 * context and all of the graphics resources are valid on any stage.
1560 * Because mapped actors must be realized, actors may not be
1561 * unrealized if they are mapped. This function hides the actor to be
1562 * sure it isn't mapped, an application-visible side effect that you
1563 * may not be expecting.
1565 * This function should not be called by application code.
1568 clutter_actor_unrealize (ClutterActor *self)
1570 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1571 g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1573 /* This function should not really be in the public API, because
1574 * there isn't a good reason to call it. ClutterActor will already
1575 * unrealize things for you when it's important to do so.
1577 * If you were using clutter_actor_unrealize() in a dispose
1578 * implementation, then don't, just chain up to ClutterActor's
1581 * If you were using clutter_actor_unrealize() to implement
1582 * unrealizing children of your container, then don't, ClutterActor
1583 * will already take care of that.
1585 * If you were using clutter_actor_unrealize() to re-realize to
1586 * create your resources in a different way, then use
1587 * _clutter_actor_rerealize() (inside Clutter) or just call your
1588 * code that recreates your resources directly (outside Clutter).
1591 #ifdef CLUTTER_ENABLE_DEBUG
1592 clutter_actor_verify_map_state (self);
1595 clutter_actor_hide (self);
1597 clutter_actor_unrealize_not_hiding (self);
1600 static ClutterActorTraverseVisitFlags
1601 unrealize_actor_before_children_cb (ClutterActor *self,
1605 /* If an actor is already unrealized we know its children have also
1606 * already been unrealized... */
1607 if (!CLUTTER_ACTOR_IS_REALIZED (self))
1608 return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN;
1610 g_signal_emit (self, actor_signals[UNREALIZE], 0);
1612 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1615 static ClutterActorTraverseVisitFlags
1616 unrealize_actor_after_children_cb (ClutterActor *self,
1620 /* We want to unset the realized flag only _after_
1621 * child actors are unrealized, to maintain invariants.
1623 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1624 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1625 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1629 * clutter_actor_unrealize_not_hiding:
1630 * @self: A #ClutterActor
1632 * Unrealization informs the actor that it may be being destroyed or
1633 * moved to another stage. The actor may want to destroy any
1634 * underlying graphics resources at this point. However it is
1635 * perfectly acceptable for it to retain the resources until the actor
1636 * is destroyed because Clutter only ever uses a single rendering
1637 * context and all of the graphics resources are valid on any stage.
1639 * Because mapped actors must be realized, actors may not be
1640 * unrealized if they are mapped. You must hide the actor or one of
1641 * its parents before attempting to unrealize.
1643 * This function is separate from clutter_actor_unrealize() because it
1644 * does not automatically hide the actor.
1645 * Actors need not be hidden to be unrealized, they just need to
1646 * be unmapped. In fact we don't want to mess up the application's
1647 * setting of the "visible" flag, so hiding is very undesirable.
1649 * clutter_actor_unrealize() does a clutter_actor_hide() just for
1650 * backward compatibility.
1653 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1655 _clutter_actor_traverse (self,
1656 CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1657 unrealize_actor_before_children_cb,
1658 unrealize_actor_after_children_cb,
1663 * _clutter_actor_rerealize:
1664 * @self: A #ClutterActor
1665 * @callback: Function to call while unrealized
1666 * @data: data for callback
1668 * If an actor is already unrealized, this just calls the callback.
1670 * If it is realized, it unrealizes temporarily, calls the callback,
1671 * and then re-realizes the actor.
1673 * As a side effect, leaves all children of the actor unrealized if
1674 * the actor was realized but not showing. This is because when we
1675 * unrealize the actor temporarily we must unrealize its children
1676 * (e.g. children of a stage can't be realized if stage window is
1677 * gone). And we aren't clever enough to save the realization state of
1678 * all children. In most cases this should not matter, because
1679 * the children will automatically realize when they next become mapped.
1682 _clutter_actor_rerealize (ClutterActor *self,
1683 ClutterCallback callback,
1686 gboolean was_mapped;
1687 gboolean was_showing;
1688 gboolean was_realized;
1690 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1692 #ifdef CLUTTER_ENABLE_DEBUG
1693 clutter_actor_verify_map_state (self);
1696 was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1697 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1698 was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1700 /* Must be unmapped to unrealize. Note we only have to hide this
1701 * actor if it was mapped (if all parents were showing). If actor
1702 * is merely visible (but not mapped), then that's fine, we can
1706 clutter_actor_hide (self);
1708 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1710 /* unrealize self and all children */
1711 clutter_actor_unrealize_not_hiding (self);
1713 if (callback != NULL)
1715 (* callback) (self, data);
1719 clutter_actor_show (self); /* will realize only if mapping implies it */
1720 else if (was_realized)
1721 clutter_actor_realize (self); /* realize self and all parents */
1725 clutter_actor_real_pick (ClutterActor *self,
1726 const ClutterColor *color)
1728 /* the default implementation is just to paint a rectangle
1729 * with the same size of the actor using the passed color
1731 if (clutter_actor_should_pick_paint (self))
1733 ClutterActorBox box = { 0, };
1734 float width, height;
1736 clutter_actor_get_allocation_box (self, &box);
1738 width = box.x2 - box.x1;
1739 height = box.y2 - box.y1;
1741 cogl_set_source_color4ub (color->red,
1746 cogl_rectangle (0, 0, width, height);
1749 /* XXX - this thoroughly sucks, but we need to maintain compatibility
1750 * with existing container classes that override the pick() virtual
1751 * and chain up to the default implementation - otherwise we'll end up
1752 * painting our children twice.
1754 * this has to go away for 2.0; hopefully along the pick() itself.
1756 if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
1760 for (iter = self->priv->first_child;
1762 iter = iter->priv->next_sibling)
1763 clutter_actor_paint (iter);
1768 * clutter_actor_should_pick_paint:
1769 * @self: A #ClutterActor
1771 * Should be called inside the implementation of the
1772 * #ClutterActor::pick virtual function in order to check whether
1773 * the actor should paint itself in pick mode or not.
1775 * This function should never be called directly by applications.
1777 * Return value: %TRUE if the actor should paint its silhouette,
1781 clutter_actor_should_pick_paint (ClutterActor *self)
1783 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
1785 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1786 (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
1787 CLUTTER_ACTOR_IS_REACTIVE (self)))
1794 clutter_actor_real_get_preferred_width (ClutterActor *self,
1796 gfloat *min_width_p,
1797 gfloat *natural_width_p)
1799 ClutterActorPrivate *priv = self->priv;
1801 if (priv->n_children != 0 &&
1802 priv->layout_manager != NULL)
1804 ClutterContainer *container = CLUTTER_CONTAINER (self);
1806 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1807 "for the preferred width",
1808 G_OBJECT_TYPE_NAME (priv->layout_manager),
1809 priv->layout_manager);
1811 clutter_layout_manager_get_preferred_width (priv->layout_manager,
1820 /* Default implementation is always 0x0, usually an actor
1821 * using this default is relying on someone to set the
1824 CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
1829 if (natural_width_p)
1830 *natural_width_p = 0;
1834 clutter_actor_real_get_preferred_height (ClutterActor *self,
1836 gfloat *min_height_p,
1837 gfloat *natural_height_p)
1839 ClutterActorPrivate *priv = self->priv;
1841 if (priv->n_children != 0 &&
1842 priv->layout_manager != NULL)
1844 ClutterContainer *container = CLUTTER_CONTAINER (self);
1846 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1847 "for the preferred height",
1848 G_OBJECT_TYPE_NAME (priv->layout_manager),
1849 priv->layout_manager);
1851 clutter_layout_manager_get_preferred_height (priv->layout_manager,
1859 /* Default implementation is always 0x0, usually an actor
1860 * using this default is relying on someone to set the
1863 CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
1868 if (natural_height_p)
1869 *natural_height_p = 0;
1873 clutter_actor_store_old_geometry (ClutterActor *self,
1874 ClutterActorBox *box)
1876 *box = self->priv->allocation;
1880 clutter_actor_notify_if_geometry_changed (ClutterActor *self,
1881 const ClutterActorBox *old)
1883 ClutterActorPrivate *priv = self->priv;
1884 GObject *obj = G_OBJECT (self);
1886 g_object_freeze_notify (obj);
1888 /* to avoid excessive requisition or allocation cycles we
1889 * use the cached values.
1891 * - if we don't have an allocation we assume that we need
1893 * - if we don't have a width or a height request we notify
1895 * - if we have a valid allocation then we check the old
1896 * bounding box with the current allocation and we notify
1899 if (priv->needs_allocation)
1901 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1902 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1903 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1904 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1906 else if (priv->needs_width_request || priv->needs_height_request)
1908 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1909 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1914 gfloat widthu, heightu;
1916 xu = priv->allocation.x1;
1917 yu = priv->allocation.y1;
1918 widthu = priv->allocation.x2 - priv->allocation.x1;
1919 heightu = priv->allocation.y2 - priv->allocation.y1;
1922 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1925 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1927 if (widthu != (old->x2 - old->x1))
1928 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1930 if (heightu != (old->y2 - old->y1))
1931 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1934 g_object_thaw_notify (obj);
1938 * clutter_actor_set_allocation_internal:
1939 * @self: a #ClutterActor
1940 * @box: a #ClutterActorBox
1941 * @flags: allocation flags
1943 * Stores the allocation of @self.
1945 * This function only performs basic storage and property notification.
1947 * This function should be called by clutter_actor_set_allocation()
1948 * and by the default implementation of #ClutterActorClass.allocate().
1950 * Return value: %TRUE if the allocation of the #ClutterActor has been
1951 * changed, and %FALSE otherwise
1953 static inline gboolean
1954 clutter_actor_set_allocation_internal (ClutterActor *self,
1955 const ClutterActorBox *box,
1956 ClutterAllocationFlags flags)
1958 ClutterActorPrivate *priv = self->priv;
1960 gboolean x1_changed, y1_changed, x2_changed, y2_changed;
1961 gboolean flags_changed;
1963 ClutterActorBox old_alloc = { 0, };
1965 obj = G_OBJECT (self);
1967 g_object_freeze_notify (obj);
1969 clutter_actor_store_old_geometry (self, &old_alloc);
1971 x1_changed = priv->allocation.x1 != box->x1;
1972 y1_changed = priv->allocation.y1 != box->y1;
1973 x2_changed = priv->allocation.x2 != box->x2;
1974 y2_changed = priv->allocation.y2 != box->y2;
1976 flags_changed = priv->allocation_flags != flags;
1978 priv->allocation = *box;
1979 priv->allocation_flags = flags;
1981 /* allocation is authoritative */
1982 priv->needs_width_request = FALSE;
1983 priv->needs_height_request = FALSE;
1984 priv->needs_allocation = FALSE;
1986 if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed)
1988 CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
1989 _clutter_actor_get_debug_name (self));
1991 priv->transform_valid = FALSE;
1993 g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
2000 clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2002 g_object_thaw_notify (obj);
2007 static void clutter_actor_real_allocate (ClutterActor *self,
2008 const ClutterActorBox *box,
2009 ClutterAllocationFlags flags);
2012 clutter_actor_maybe_layout_children (ClutterActor *self,
2013 const ClutterActorBox *allocation,
2014 ClutterAllocationFlags flags)
2016 ClutterActorPrivate *priv = self->priv;
2018 /* this is going to be a bit hard to follow, so let's put an explanation
2021 * we want ClutterActor to have a default layout manager if the actor was
2022 * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2024 * we also want any subclass of ClutterActor that does not override the
2025 * ::allocate() virtual function to delegate to a layout manager.
2027 * finally, we want to allow people subclassing ClutterActor and overriding
2028 * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2030 * on the other hand, we want existing actor subclasses overriding the
2031 * ::allocate() virtual function and chaining up to the parent's
2032 * implementation to continue working without allocating their children
2033 * twice, or without entering an allocation loop.
2035 * for the first two points, we check if the class of the actor is
2036 * overridding the ::allocate() virtual function; if it isn't, then we
2037 * follow through with checking whether we have children and a layout
2038 * manager, and eventually calling clutter_layout_manager_allocate().
2040 * for the third point, we check the CLUTTER_DELEGATE_LAYOUT flag in the
2041 * allocation flags that we got passed, and if it is present, we continue
2042 * with the check above.
2044 * if neither of these two checks yields a positive result, we just
2045 * assume that the ::allocate() virtual function that resulted in this
2046 * function being called will also allocate the children of the actor.
2049 if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2052 if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2058 if (priv->n_children != 0 &&
2059 priv->layout_manager != NULL)
2061 ClutterContainer *container = CLUTTER_CONTAINER (self);
2062 ClutterAllocationFlags children_flags;
2063 ClutterActorBox children_box;
2065 /* normalize the box passed to the layout manager */
2066 children_box.x1 = children_box.y1 = 0.f;
2067 children_box.x2 = (allocation->x2 - allocation->x1);
2068 children_box.y2 = (allocation->y2 - allocation->y1);
2070 /* remove the DELEGATE_LAYOUT flag; this won't be passed to
2071 * the actor's children, since it refers only to the current
2072 * actor's allocation.
2074 children_flags = flags;
2075 children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2077 CLUTTER_NOTE (LAYOUT,
2078 "Allocating %d children of %s "
2079 "at { %.2f, %.2f - %.2f x %.2f } "
2082 _clutter_actor_get_debug_name (self),
2085 (allocation->x2 - allocation->x1),
2086 (allocation->y2 - allocation->y1),
2087 G_OBJECT_TYPE_NAME (priv->layout_manager));
2089 clutter_layout_manager_allocate (priv->layout_manager,
2097 clutter_actor_real_allocate (ClutterActor *self,
2098 const ClutterActorBox *box,
2099 ClutterAllocationFlags flags)
2101 ClutterActorPrivate *priv = self->priv;
2104 g_object_freeze_notify (G_OBJECT (self));
2106 changed = clutter_actor_set_allocation_internal (self, box, flags);
2108 /* we allocate our children before we notify changes in our geometry,
2109 * so that people connecting to properties will be able to get valid
2110 * data out of the sub-tree of the scene graph that has this actor at
2113 clutter_actor_maybe_layout_children (self, box, flags);
2116 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2118 priv->allocation_flags);
2120 g_object_thaw_notify (G_OBJECT (self));
2124 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2125 ClutterActor *origin)
2127 /* no point in queuing a redraw on a destroyed actor */
2128 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2131 /* NB: We can't bail out early here if the actor is hidden in case
2132 * the actor bas been cloned. In this case the clone will need to
2133 * receive the signal so it can queue its own redraw.
2136 /* calls klass->queue_redraw in default handler */
2137 g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2141 clutter_actor_real_queue_redraw (ClutterActor *self,
2142 ClutterActor *origin)
2144 ClutterActor *parent;
2146 CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
2147 _clutter_actor_get_debug_name (self),
2148 origin != NULL ? _clutter_actor_get_debug_name (origin)
2151 /* no point in queuing a redraw on a destroyed actor */
2152 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2155 /* If the queue redraw is coming from a child then the actor has
2156 become dirty and any queued effect is no longer valid */
2159 self->priv->is_dirty = TRUE;
2160 self->priv->effect_to_redraw = NULL;
2163 /* If the actor isn't visible, we still had to emit the signal
2164 * to allow for a ClutterClone, but the appearance of the parent
2165 * won't change so we don't have to propagate up the hierarchy.
2167 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2170 /* Although we could determine here that a full stage redraw
2171 * has already been queued and immediately bail out, we actually
2172 * guarantee that we will propagate a queue-redraw signal to our
2173 * parent at least once so that it's possible to implement a
2174 * container that tracks which of its children have queued a
2177 if (self->priv->propagated_one_redraw)
2179 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2180 if (stage != NULL &&
2181 _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2185 self->priv->propagated_one_redraw = TRUE;
2187 /* notify parents, if they are all visible eventually we'll
2188 * queue redraw on the stage, which queues the redraw idle.
2190 parent = clutter_actor_get_parent (self);
2193 /* this will go up recursively */
2194 _clutter_actor_signal_queue_redraw (parent, origin);
2199 clutter_actor_real_queue_relayout (ClutterActor *self)
2201 ClutterActorPrivate *priv = self->priv;
2203 /* no point in queueing a redraw on a destroyed actor */
2204 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2207 priv->needs_width_request = TRUE;
2208 priv->needs_height_request = TRUE;
2209 priv->needs_allocation = TRUE;
2211 /* reset the cached size requests */
2212 memset (priv->width_requests, 0,
2213 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2214 memset (priv->height_requests, 0,
2215 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2217 /* We need to go all the way up the hierarchy */
2218 if (priv->parent != NULL)
2219 _clutter_actor_queue_only_relayout (priv->parent);
2223 * clutter_actor_apply_relative_transform_to_point:
2224 * @self: A #ClutterActor
2225 * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
2226 * default #ClutterStage
2227 * @point: A point as #ClutterVertex
2228 * @vertex: (out caller-allocates): The translated #ClutterVertex
2230 * Transforms @point in coordinates relative to the actor into
2231 * ancestor-relative coordinates using the relevant transform
2232 * stack (i.e. scale, rotation, etc).
2234 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2235 * this case, the coordinates returned will be the coordinates on
2236 * the stage before the projection is applied. This is different from
2237 * the behaviour of clutter_actor_apply_transform_to_point().
2242 clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
2243 ClutterActor *ancestor,
2244 const ClutterVertex *point,
2245 ClutterVertex *vertex)
2250 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2251 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2252 g_return_if_fail (point != NULL);
2253 g_return_if_fail (vertex != NULL);
2258 if (ancestor == NULL)
2259 ancestor = _clutter_actor_get_stage_internal (self);
2261 if (ancestor == NULL)
2267 _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2268 cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2272 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2273 const ClutterVertex *vertices_in,
2274 ClutterVertex *vertices_out,
2277 ClutterActor *stage;
2278 CoglMatrix modelview;
2279 CoglMatrix projection;
2282 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2284 stage = _clutter_actor_get_stage_internal (self);
2286 /* We really can't do anything meaningful in this case so don't try
2287 * to do any transform */
2291 /* Note: we pass NULL as the ancestor because we don't just want the modelview
2292 * that gets us to stage coordinates, we want to go all the way to eye
2294 _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2296 /* Fetch the projection and viewport */
2297 _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2298 _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2304 _clutter_util_fully_transform_vertices (&modelview,
2315 * clutter_actor_apply_transform_to_point:
2316 * @self: A #ClutterActor
2317 * @point: A point as #ClutterVertex
2318 * @vertex: (out caller-allocates): The translated #ClutterVertex
2320 * Transforms @point in coordinates relative to the actor
2321 * into screen-relative coordinates with the current actor
2322 * transformation (i.e. scale, rotation, etc)
2327 clutter_actor_apply_transform_to_point (ClutterActor *self,
2328 const ClutterVertex *point,
2329 ClutterVertex *vertex)
2331 g_return_if_fail (point != NULL);
2332 g_return_if_fail (vertex != NULL);
2333 _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2337 * _clutter_actor_get_relative_transformation_matrix:
2338 * @self: The actor whose coordinate space you want to transform from.
2339 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2340 * or %NULL if you want to transform all the way to eye coordinates.
2341 * @matrix: A #CoglMatrix to store the transformation
2343 * This gets a transformation @matrix that will transform coordinates from the
2344 * coordinate space of @self into the coordinate space of @ancestor.
2346 * For example if you need a matrix that can transform the local actor
2347 * coordinates of @self into stage coordinates you would pass the actor's stage
2348 * pointer as the @ancestor.
2350 * If you pass %NULL then the transformation will take you all the way through
2351 * to eye coordinates. This can be useful if you want to extract the entire
2352 * modelview transform that Clutter applies before applying the projection
2353 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2354 * using cogl_set_modelview_matrix() for example then you would want a matrix
2355 * that transforms into eye coordinates.
2357 * <note><para>This function explicitly initializes the given @matrix. If you just
2358 * want clutter to multiply a relative transformation with an existing matrix
2359 * you can use clutter_actor_apply_relative_transformation_matrix()
2360 * instead.</para></note>
2363 /* XXX: We should consider caching the stage relative modelview along with
2364 * the actor itself */
2366 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2367 ClutterActor *ancestor,
2370 cogl_matrix_init_identity (matrix);
2372 _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2375 /* Project the given @box into stage window coordinates, writing the
2376 * transformed vertices to @verts[]. */
2378 _clutter_actor_transform_and_project_box (ClutterActor *self,
2379 const ClutterActorBox *box,
2380 ClutterVertex verts[])
2382 ClutterVertex box_vertices[4];
2384 box_vertices[0].x = box->x1;
2385 box_vertices[0].y = box->y1;
2386 box_vertices[0].z = 0;
2387 box_vertices[1].x = box->x2;
2388 box_vertices[1].y = box->y1;
2389 box_vertices[1].z = 0;
2390 box_vertices[2].x = box->x1;
2391 box_vertices[2].y = box->y2;
2392 box_vertices[2].z = 0;
2393 box_vertices[3].x = box->x2;
2394 box_vertices[3].y = box->y2;
2395 box_vertices[3].z = 0;
2398 _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2402 * clutter_actor_get_allocation_vertices:
2403 * @self: A #ClutterActor
2404 * @ancestor: (allow-none): A #ClutterActor to calculate the vertices
2405 * against, or %NULL to use the #ClutterStage
2406 * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return
2407 * location for an array of 4 #ClutterVertex in which to store the result
2409 * Calculates the transformed coordinates of the four corners of the
2410 * actor in the plane of @ancestor. The returned vertices relate to
2411 * the #ClutterActorBox coordinates as follows:
2413 * <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
2414 * <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
2415 * <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
2416 * <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
2419 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2420 * this case, the coordinates returned will be the coordinates on
2421 * the stage before the projection is applied. This is different from
2422 * the behaviour of clutter_actor_get_abs_allocation_vertices().
2427 clutter_actor_get_allocation_vertices (ClutterActor *self,
2428 ClutterActor *ancestor,
2429 ClutterVertex verts[])
2431 ClutterActorPrivate *priv;
2432 ClutterActorBox box;
2433 ClutterVertex vertices[4];
2434 CoglMatrix modelview;
2436 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2437 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2439 if (ancestor == NULL)
2440 ancestor = _clutter_actor_get_stage_internal (self);
2442 /* Fallback to a NOP transform if the actor isn't parented under a
2444 if (ancestor == NULL)
2449 /* if the actor needs to be allocated we force a relayout, so that
2450 * we will have valid values to use in the transformations */
2451 if (priv->needs_allocation)
2453 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2455 _clutter_stage_maybe_relayout (stage);
2458 box.x1 = box.y1 = 0;
2459 /* The result isn't really meaningful in this case but at
2460 * least try to do something *vaguely* reasonable... */
2461 clutter_actor_get_size (self, &box.x2, &box.y2);
2465 clutter_actor_get_allocation_box (self, &box);
2467 vertices[0].x = box.x1;
2468 vertices[0].y = box.y1;
2470 vertices[1].x = box.x2;
2471 vertices[1].y = box.y1;
2473 vertices[2].x = box.x1;
2474 vertices[2].y = box.y2;
2476 vertices[3].x = box.x2;
2477 vertices[3].y = box.y2;
2480 _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2483 cogl_matrix_transform_points (&modelview,
2485 sizeof (ClutterVertex),
2487 sizeof (ClutterVertex),
2493 * clutter_actor_get_abs_allocation_vertices:
2494 * @self: A #ClutterActor
2495 * @verts: (out) (array fixed-size=4): Pointer to a location of an array
2496 * of 4 #ClutterVertex where to store the result.
2498 * Calculates the transformed screen coordinates of the four corners of
2499 * the actor; the returned vertices relate to the #ClutterActorBox
2500 * coordinates as follows:
2502 * <listitem><para>v[0] contains (x1, y1)</para></listitem>
2503 * <listitem><para>v[1] contains (x2, y1)</para></listitem>
2504 * <listitem><para>v[2] contains (x1, y2)</para></listitem>
2505 * <listitem><para>v[3] contains (x2, y2)</para></listitem>
2511 clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
2512 ClutterVertex verts[])
2514 ClutterActorPrivate *priv;
2515 ClutterActorBox actor_space_allocation;
2517 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2521 /* if the actor needs to be allocated we force a relayout, so that
2522 * the actor allocation box will be valid for
2523 * _clutter_actor_transform_and_project_box()
2525 if (priv->needs_allocation)
2527 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2528 /* There's nothing meaningful we can do now */
2532 _clutter_stage_maybe_relayout (stage);
2535 /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's
2536 * own coordinate space... */
2537 actor_space_allocation.x1 = 0;
2538 actor_space_allocation.y1 = 0;
2539 actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1;
2540 actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1;
2541 _clutter_actor_transform_and_project_box (self,
2542 &actor_space_allocation,
2547 clutter_actor_real_apply_transform (ClutterActor *self,
2550 ClutterActorPrivate *priv = self->priv;
2552 if (!priv->transform_valid)
2554 CoglMatrix *transform = &priv->transform;
2555 const ClutterTransformInfo *info;
2557 info = _clutter_actor_get_transform_info_or_defaults (self);
2559 cogl_matrix_init_identity (transform);
2561 cogl_matrix_translate (transform,
2562 priv->allocation.x1,
2563 priv->allocation.y1,
2567 cogl_matrix_translate (transform, 0, 0, priv->z);
2570 * because the rotation involves translations, we must scale
2571 * before applying the rotations (if we apply the scale after
2572 * the rotations, the translations included in the rotation are
2573 * not scaled and so the entire object will move on the screen
2574 * as a result of rotating it).
2576 if (info->scale_x != 1.0 || info->scale_y != 1.0)
2578 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2579 &info->scale_center,
2580 cogl_matrix_scale (transform,
2587 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2589 cogl_matrix_rotate (transform,
2594 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2596 cogl_matrix_rotate (transform,
2601 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2603 cogl_matrix_rotate (transform,
2607 if (!clutter_anchor_coord_is_zero (&info->anchor))
2611 clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2612 cogl_matrix_translate (transform, -x, -y, -z);
2615 priv->transform_valid = TRUE;
2618 cogl_matrix_multiply (matrix, matrix, &priv->transform);
2621 /* Applies the transforms associated with this actor to the given
2624 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2627 CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2631 * clutter_actor_apply_relative_transformation_matrix:
2632 * @self: The actor whose coordinate space you want to transform from.
2633 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2634 * or %NULL if you want to transform all the way to eye coordinates.
2635 * @matrix: A #CoglMatrix to apply the transformation too.
2637 * This multiplies a transform with @matrix that will transform coordinates
2638 * from the coordinate space of @self into the coordinate space of @ancestor.
2640 * For example if you need a matrix that can transform the local actor
2641 * coordinates of @self into stage coordinates you would pass the actor's stage
2642 * pointer as the @ancestor.
2644 * If you pass %NULL then the transformation will take you all the way through
2645 * to eye coordinates. This can be useful if you want to extract the entire
2646 * modelview transform that Clutter applies before applying the projection
2647 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2648 * using cogl_set_modelview_matrix() for example then you would want a matrix
2649 * that transforms into eye coordinates.
2651 * <note>This function doesn't initialize the given @matrix, it simply
2652 * multiplies the requested transformation matrix with the existing contents of
2653 * @matrix. You can use cogl_matrix_init_identity() to initialize the @matrix
2654 * before calling this function, or you can use
2655 * clutter_actor_get_relative_transformation_matrix() instead.</note>
2658 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2659 ClutterActor *ancestor,
2662 ClutterActor *parent;
2664 /* Note we terminate before ever calling stage->apply_transform()
2665 * since that would conceptually be relative to the underlying
2666 * window OpenGL coordinates so we'd need a special @ancestor
2667 * value to represent the fake parent of the stage. */
2668 if (self == ancestor)
2671 parent = clutter_actor_get_parent (self);
2674 _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2677 _clutter_actor_apply_modelview_transform (self, matrix);
2681 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2682 ClutterPaintVolume *pv,
2684 const CoglColor *color)
2686 static CoglPipeline *outline = NULL;
2687 CoglPrimitive *prim;
2688 ClutterVertex line_ends[12 * 2];
2691 clutter_backend_get_cogl_context (clutter_get_default_backend ());
2692 /* XXX: at some point we'll query this from the stage but we can't
2693 * do that until the osx backend uses Cogl natively. */
2694 CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
2696 if (outline == NULL)
2697 outline = cogl_pipeline_new (ctx);
2699 _clutter_paint_volume_complete (pv);
2701 n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2704 line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2705 line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2706 line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2707 line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2712 line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2713 line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2714 line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2715 line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2717 /* Lines connecting front face to back face */
2718 line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2719 line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2720 line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
2721 line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
2724 prim = cogl_primitive_new_p3 (ctx, COGL_VERTICES_MODE_LINES,
2726 (CoglVertexP3 *)line_ends);
2728 cogl_pipeline_set_color (outline, color);
2729 cogl_framebuffer_draw_primitive (fb, outline, prim);
2730 cogl_object_unref (prim);
2734 PangoLayout *layout;
2735 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2736 pango_layout_set_text (layout, label, -1);
2737 cogl_pango_render_layout (layout,
2742 g_object_unref (layout);
2747 _clutter_actor_draw_paint_volume (ClutterActor *self)
2749 ClutterPaintVolume *pv;
2752 pv = _clutter_actor_get_paint_volume_mutable (self);
2755 gfloat width, height;
2756 ClutterPaintVolume fake_pv;
2758 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2759 _clutter_paint_volume_init_static (&fake_pv, stage);
2761 clutter_actor_get_size (self, &width, &height);
2762 clutter_paint_volume_set_width (&fake_pv, width);
2763 clutter_paint_volume_set_height (&fake_pv, height);
2765 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2766 _clutter_actor_draw_paint_volume_full (self, &fake_pv,
2767 _clutter_actor_get_debug_name (self),
2770 clutter_paint_volume_free (&fake_pv);
2774 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2775 _clutter_actor_draw_paint_volume_full (self, pv,
2776 _clutter_actor_get_debug_name (self),
2782 _clutter_actor_paint_cull_result (ClutterActor *self,
2784 ClutterCullResult result)
2786 ClutterPaintVolume *pv;
2791 if (result == CLUTTER_CULL_RESULT_IN)
2792 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2793 else if (result == CLUTTER_CULL_RESULT_OUT)
2794 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2796 cogl_color_init_from_4f (&color, 0, 1, 1, 1);
2799 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2801 if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
2802 _clutter_actor_draw_paint_volume_full (self, pv,
2803 _clutter_actor_get_debug_name (self),
2807 PangoLayout *layout;
2809 g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
2810 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2811 cogl_set_source_color (&color);
2813 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2814 pango_layout_set_text (layout, label, -1);
2815 cogl_pango_render_layout (layout,
2821 g_object_unref (layout);
2825 static int clone_paint_level = 0;
2828 _clutter_actor_push_clone_paint (void)
2830 clone_paint_level++;
2834 _clutter_actor_pop_clone_paint (void)
2836 clone_paint_level--;
2840 in_clone_paint (void)
2842 return clone_paint_level > 0;
2845 /* Returns TRUE if the actor can be ignored */
2846 /* FIXME: we should return a ClutterCullResult, and
2847 * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
2848 * means there's no point in trying to cull descendants of the current
2851 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
2853 ClutterActorPrivate *priv = self->priv;
2854 ClutterActor *stage;
2855 const ClutterPlane *stage_clip;
2857 if (!priv->last_paint_volume_valid)
2859 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2860 "->last_paint_volume_valid == FALSE",
2861 _clutter_actor_get_debug_name (self));
2865 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
2868 stage = _clutter_actor_get_stage_internal (self);
2869 stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
2870 if (G_UNLIKELY (!stage_clip))
2872 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2873 "No stage clip set",
2874 _clutter_actor_get_debug_name (self));
2878 if (cogl_get_draw_framebuffer () !=
2879 _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
2881 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2882 "Current framebuffer doesn't correspond to stage",
2883 _clutter_actor_get_debug_name (self));
2888 _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
2893 _clutter_actor_update_last_paint_volume (ClutterActor *self)
2895 ClutterActorPrivate *priv = self->priv;
2896 const ClutterPaintVolume *pv;
2898 if (priv->last_paint_volume_valid)
2900 clutter_paint_volume_free (&priv->last_paint_volume);
2901 priv->last_paint_volume_valid = FALSE;
2904 pv = clutter_actor_get_paint_volume (self);
2907 CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
2908 "Actor failed to report a paint volume",
2909 _clutter_actor_get_debug_name (self));
2913 _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
2915 _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
2916 NULL); /* eye coordinates */
2918 priv->last_paint_volume_valid = TRUE;
2921 static inline gboolean
2922 actor_has_shader_data (ClutterActor *self)
2924 return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
2928 _clutter_actor_get_pick_id (ClutterActor *self)
2930 if (self->priv->pick_id < 0)
2933 return self->priv->pick_id;
2936 /* This is the same as clutter_actor_add_effect except that it doesn't
2937 queue a redraw and it doesn't notify on the effect property */
2939 _clutter_actor_add_effect_internal (ClutterActor *self,
2940 ClutterEffect *effect)
2942 ClutterActorPrivate *priv = self->priv;
2944 if (priv->effects == NULL)
2946 priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
2947 priv->effects->actor = self;
2950 _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2953 /* This is the same as clutter_actor_remove_effect except that it doesn't
2954 queue a redraw and it doesn't notify on the effect property */
2956 _clutter_actor_remove_effect_internal (ClutterActor *self,
2957 ClutterEffect *effect)
2959 ClutterActorPrivate *priv = self->priv;
2961 if (priv->effects == NULL)
2964 _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2968 needs_flatten_effect (ClutterActor *self)
2970 ClutterActorPrivate *priv = self->priv;
2972 if (G_UNLIKELY (clutter_paint_debug_flags &
2973 CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
2976 if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
2978 else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
2980 if (clutter_actor_get_paint_opacity (self) < 255 &&
2981 clutter_actor_has_overlaps (self))
2989 add_or_remove_flatten_effect (ClutterActor *self)
2991 ClutterActorPrivate *priv = self->priv;
2993 /* Add or remove the flatten effect depending on the
2994 offscreen-redirect property. */
2995 if (needs_flatten_effect (self))
2997 if (priv->flatten_effect == NULL)
2999 ClutterActorMeta *actor_meta;
3002 priv->flatten_effect = _clutter_flatten_effect_new ();
3003 /* Keep a reference to the effect so that we can queue
3005 g_object_ref_sink (priv->flatten_effect);
3007 /* Set the priority of the effect to high so that it will
3008 always be applied to the actor first. It uses an internal
3009 priority so that it won't be visible to applications */
3010 actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3011 priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3012 _clutter_actor_meta_set_priority (actor_meta, priority);
3014 /* This will add the effect without queueing a redraw */
3015 _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3020 if (priv->flatten_effect != NULL)
3022 /* Destroy the effect so that it will lose its fbo cache of
3024 _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3025 g_object_unref (priv->flatten_effect);
3026 priv->flatten_effect = NULL;
3032 clutter_actor_real_paint (ClutterActor *actor)
3034 ClutterActorPrivate *priv = actor->priv;
3037 /* paint the background color, if set */
3038 if (priv->bg_color_set)
3040 float width, height;
3043 clutter_actor_box_get_size (&priv->allocation, &width, &height);
3045 real_alpha = clutter_actor_get_paint_opacity_internal (actor)
3046 * priv->bg_color.alpha
3049 cogl_set_source_color4ub (priv->bg_color.red,
3050 priv->bg_color.green,
3051 priv->bg_color.blue,
3054 cogl_rectangle (0, 0, width, height);
3057 for (iter = priv->first_child;
3059 iter = iter->priv->next_sibling)
3061 CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3062 _clutter_actor_get_debug_name (iter),
3063 _clutter_actor_get_debug_name (actor),
3064 iter->priv->allocation.x1,
3065 iter->priv->allocation.y1,
3066 iter->priv->allocation.x2 - iter->priv->allocation.x1,
3067 iter->priv->allocation.y2 - iter->priv->allocation.y1);
3069 clutter_actor_paint (iter);
3074 * clutter_actor_paint:
3075 * @self: A #ClutterActor
3077 * Renders the actor to display.
3079 * This function should not be called directly by applications.
3080 * Call clutter_actor_queue_redraw() to queue paints, instead.
3082 * This function is context-aware, and will either cause a
3083 * regular paint or a pick paint.
3085 * This function will emit the #ClutterActor::paint signal or
3086 * the #ClutterActor::pick signal, depending on the context.
3088 * This function does not paint the actor if the actor is set to 0,
3089 * unless it is performing a pick paint.
3092 clutter_actor_paint (ClutterActor *self)
3094 ClutterActorPrivate *priv;
3095 ClutterPickMode pick_mode;
3096 gboolean clip_set = FALSE;
3097 gboolean shader_applied = FALSE;
3099 CLUTTER_STATIC_COUNTER (actor_paint_counter,
3100 "Actor real-paint counter",
3101 "Increments each time any actor is painted",
3102 0 /* no application private data */);
3103 CLUTTER_STATIC_COUNTER (actor_pick_counter,
3104 "Actor pick-paint counter",
3105 "Increments each time any actor is painted "
3107 0 /* no application private data */);
3109 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3111 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3116 pick_mode = _clutter_context_get_pick_mode ();
3118 if (pick_mode == CLUTTER_PICK_NONE)
3119 priv->propagated_one_redraw = FALSE;
3121 /* It's an important optimization that we consider painting of
3122 * actors with 0 opacity to be a NOP... */
3123 if (pick_mode == CLUTTER_PICK_NONE &&
3124 /* ignore top-levels, since they might be transparent */
3125 !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3126 /* Use the override opacity if its been set */
3127 ((priv->opacity_override >= 0) ?
3128 priv->opacity_override : priv->opacity) == 0)
3131 /* if we aren't paintable (not in a toplevel with all
3132 * parents paintable) then do nothing.
3134 if (!CLUTTER_ACTOR_IS_MAPPED (self))
3137 /* mark that we are in the paint process */
3138 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3142 if (priv->enable_model_view_transform)
3146 /* XXX: It could be better to cache the modelview with the actor
3147 * instead of progressively building up the transformations on
3148 * the matrix stack every time we paint. */
3149 cogl_get_modelview_matrix (&matrix);
3150 _clutter_actor_apply_modelview_transform (self, &matrix);
3152 #ifdef CLUTTER_ENABLE_DEBUG
3153 /* Catch when out-of-band transforms have been made by actors not as part
3154 * of an apply_transform vfunc... */
3155 if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3157 CoglMatrix expected_matrix;
3159 _clutter_actor_get_relative_transformation_matrix (self, NULL,
3162 if (!cogl_matrix_equal (&matrix, &expected_matrix))
3164 GString *buf = g_string_sized_new (1024);
3165 ClutterActor *parent;
3168 while (parent != NULL)
3170 g_string_append (buf, _clutter_actor_get_debug_name (parent));
3172 if (parent->priv->parent != NULL)
3173 g_string_append (buf, "->");
3175 parent = parent->priv->parent;
3178 g_warning ("Unexpected transform found when painting actor "
3179 "\"%s\". This will be caused by one of the actor's "
3180 "ancestors (%s) using the Cogl API directly to transform "
3181 "children instead of using ::apply_transform().",
3182 _clutter_actor_get_debug_name (self),
3185 g_string_free (buf, TRUE);
3188 #endif /* CLUTTER_ENABLE_DEBUG */
3190 cogl_set_modelview_matrix (&matrix);
3195 cogl_clip_push_rectangle (priv->clip.x,
3197 priv->clip.x + priv->clip.width,
3198 priv->clip.y + priv->clip.height);
3201 else if (priv->clip_to_allocation)
3203 gfloat width, height;
3205 width = priv->allocation.x2 - priv->allocation.x1;
3206 height = priv->allocation.y2 - priv->allocation.y1;
3208 cogl_clip_push_rectangle (0, 0, width, height);
3212 if (pick_mode == CLUTTER_PICK_NONE)
3214 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3216 /* We check whether we need to add the flatten effect before
3217 each paint so that we can avoid having a mechanism for
3218 applications to notify when the value of the
3219 has_overlaps virtual changes. */
3220 add_or_remove_flatten_effect (self);
3223 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3225 /* We save the current paint volume so that the next time the
3226 * actor queues a redraw we can constrain the redraw to just
3227 * cover the union of the new bounding box and the old.
3229 * We also fetch the current paint volume to perform culling so
3230 * we can avoid painting actors outside the current clip region.
3232 * If we are painting inside a clone, we should neither update
3233 * the paint volume or use it to cull painting, since the paint
3234 * box represents the location of the source actor on the
3237 * XXX: We are starting to do a lot of vertex transforms on
3238 * the CPU in a typical paint, so at some point we should
3239 * audit these and consider caching some things.
3241 * NB: We don't perform culling while picking at this point because
3242 * clutter-stage.c doesn't setup the clipping planes appropriately.
3244 * NB: We don't want to update the last-paint-volume during picking
3245 * because the last-paint-volume is used to determine the old screen
3246 * space location of an actor that has moved so we can know the
3247 * minimal region to redraw to clear an old view of the actor. If we
3248 * update this during picking then by the time we come around to
3249 * paint then the last-paint-volume would likely represent the new
3250 * actor position not the old.
3252 if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3255 /* annoyingly gcc warns if uninitialized even though
3256 * the initialization is redundant :-( */
3257 ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3259 if (G_LIKELY ((clutter_paint_debug_flags &
3260 (CLUTTER_DEBUG_DISABLE_CULLING |
3261 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3262 (CLUTTER_DEBUG_DISABLE_CULLING |
3263 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3264 _clutter_actor_update_last_paint_volume (self);
3266 success = cull_actor (self, &result);
3268 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3269 _clutter_actor_paint_cull_result (self, success, result);
3270 else if (result == CLUTTER_CULL_RESULT_OUT && success)
3274 if (priv->effects == NULL)
3276 if (pick_mode == CLUTTER_PICK_NONE &&
3277 actor_has_shader_data (self))
3279 _clutter_actor_shader_pre_paint (self, FALSE);
3280 shader_applied = TRUE;
3283 priv->next_effect_to_paint = NULL;
3286 priv->next_effect_to_paint =
3287 _clutter_meta_group_peek_metas (priv->effects);
3289 clutter_actor_continue_paint (self);
3292 _clutter_actor_shader_post_paint (self);
3294 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3295 pick_mode == CLUTTER_PICK_NONE))
3296 _clutter_actor_draw_paint_volume (self);
3299 /* If we make it here then the actor has run through a complete
3300 paint run including all the effects so it's no longer dirty */
3301 if (pick_mode == CLUTTER_PICK_NONE)
3302 priv->is_dirty = FALSE;
3309 /* paint sequence complete */
3310 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3314 * clutter_actor_continue_paint:
3315 * @self: A #ClutterActor
3317 * Run the next stage of the paint sequence. This function should only
3318 * be called within the implementation of the ‘run’ virtual of a
3319 * #ClutterEffect. It will cause the run method of the next effect to
3320 * be applied, or it will paint the actual actor if the current effect
3321 * is the last effect in the chain.
3326 clutter_actor_continue_paint (ClutterActor *self)
3328 ClutterActorPrivate *priv;
3330 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3331 /* This should only be called from with in the ‘run’ implementation
3332 of a ClutterEffect */
3333 g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3337 /* Skip any effects that are disabled */
3338 while (priv->next_effect_to_paint &&
3339 !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3340 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3342 /* If this has come from the last effect then we'll just paint the
3344 if (priv->next_effect_to_paint == NULL)
3346 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3348 g_signal_emit (self, actor_signals[PAINT], 0);
3352 ClutterColor col = { 0, };
3354 _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3356 /* Actor will then paint silhouette of itself in supplied
3357 * color. See clutter_stage_get_actor_at_pos() for where
3358 * picking is enabled.
3360 g_signal_emit (self, actor_signals[PICK], 0, &col);
3365 ClutterEffect *old_current_effect;
3366 ClutterEffectPaintFlags run_flags = 0;
3368 /* Cache the current effect so that we can put it back before
3370 old_current_effect = priv->current_effect;
3372 priv->current_effect = priv->next_effect_to_paint->data;
3373 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3375 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3379 /* If there's an effect queued with this redraw then all
3380 effects up to that one will be considered dirty. It
3381 is expected the queued effect will paint the cached
3382 image and not call clutter_actor_continue_paint again
3383 (although it should work ok if it does) */
3384 if (priv->effect_to_redraw == NULL ||
3385 priv->current_effect != priv->effect_to_redraw)
3386 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3389 _clutter_effect_paint (priv->current_effect, run_flags);
3393 /* We can't determine when an actor has been modified since
3394 its last pick so lets just assume it has always been
3396 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3398 _clutter_effect_pick (priv->current_effect, run_flags);
3401 priv->current_effect = old_current_effect;
3405 static ClutterActorTraverseVisitFlags
3406 invalidate_queue_redraw_entry (ClutterActor *self,
3410 ClutterActorPrivate *priv = self->priv;
3412 if (priv->queue_redraw_entry != NULL)
3414 _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3415 priv->queue_redraw_entry = NULL;
3418 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3422 remove_child (ClutterActor *self,
3423 ClutterActor *child)
3425 ClutterActor *prev_sibling, *next_sibling;
3427 prev_sibling = child->priv->prev_sibling;
3428 next_sibling = child->priv->next_sibling;
3430 if (prev_sibling != NULL)
3431 prev_sibling->priv->next_sibling = next_sibling;
3433 if (next_sibling != NULL)
3434 next_sibling->priv->prev_sibling = prev_sibling;
3436 if (self->priv->first_child == child)
3437 self->priv->first_child = next_sibling;
3439 if (self->priv->last_child == child)
3440 self->priv->last_child = prev_sibling;
3442 child->priv->parent = NULL;
3443 child->priv->prev_sibling = NULL;
3444 child->priv->next_sibling = NULL;
3448 REMOVE_CHILD_DESTROY_META = 1 << 0,
3449 REMOVE_CHILD_EMIT_PARENT_SET = 1 << 1,
3450 REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3451 REMOVE_CHILD_CHECK_STATE = 1 << 3,
3452 REMOVE_CHILD_FLUSH_QUEUE = 1 << 4,
3453 REMOVE_CHILD_NOTIFY_FIRST_LAST = 1 << 5,
3455 /* default flags for public API */
3456 REMOVE_CHILD_DEFAULT_FLAGS = REMOVE_CHILD_DESTROY_META |
3457 REMOVE_CHILD_EMIT_PARENT_SET |
3458 REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3459 REMOVE_CHILD_CHECK_STATE |
3460 REMOVE_CHILD_FLUSH_QUEUE |
3461 REMOVE_CHILD_NOTIFY_FIRST_LAST,
3463 /* flags for legacy/deprecated API */
3464 REMOVE_CHILD_LEGACY_FLAGS = REMOVE_CHILD_CHECK_STATE |
3465 REMOVE_CHILD_FLUSH_QUEUE |
3466 REMOVE_CHILD_EMIT_PARENT_SET |
3467 REMOVE_CHILD_NOTIFY_FIRST_LAST
3468 } ClutterActorRemoveChildFlags;
3471 * clutter_actor_remove_child_internal:
3472 * @self: a #ClutterActor
3473 * @child: the child of @self that has to be removed
3474 * @flags: control the removal operations
3476 * Removes @child from the list of children of @self.
3479 clutter_actor_remove_child_internal (ClutterActor *self,
3480 ClutterActor *child,
3481 ClutterActorRemoveChildFlags flags)
3483 ClutterActor *old_first, *old_last;
3484 gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3485 gboolean flush_queue;
3486 gboolean notify_first_last;
3487 gboolean was_mapped;
3489 destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3490 emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3491 emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3492 check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3493 flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3494 notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3496 g_object_freeze_notify (G_OBJECT (self));
3499 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3503 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3505 /* we need to unrealize *before* we set parent_actor to NULL,
3506 * because in an unrealize method actors are dissociating from the
3507 * stage, which means they need to be able to
3508 * clutter_actor_get_stage().
3510 * yhis should unmap and unrealize, unless we're reparenting.
3512 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3519 /* We take this opportunity to invalidate any queue redraw entry
3520 * associated with the actor and descendants since we won't be able to
3521 * determine the appropriate stage after this.
3523 * we do this after we updated the mapped state because actors might
3524 * end up queueing redraws inside their mapped/unmapped virtual
3525 * functions, and if we invalidate the redraw entry we could end up
3526 * with an inconsistent state and weird memory corruption. see
3529 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3530 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3532 _clutter_actor_traverse (child,
3534 invalidate_queue_redraw_entry,
3539 old_first = self->priv->first_child;
3540 old_last = self->priv->last_child;
3542 remove_child (self, child);
3544 self->priv->n_children -= 1;
3546 self->priv->age += 1;
3548 /* clutter_actor_reparent() will emit ::parent-set for us */
3549 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3550 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3552 /* if the child was mapped then we need to relayout ourselves to account
3553 * for the removed child
3556 clutter_actor_queue_relayout (self);
3558 /* we need to emit the signal before dropping the reference */
3559 if (emit_actor_removed)
3560 g_signal_emit_by_name (self, "actor-removed", child);
3562 if (notify_first_last)
3564 if (old_first != self->priv->first_child)
3565 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3567 if (old_last != self->priv->last_child)
3568 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3571 g_object_thaw_notify (G_OBJECT (self));
3573 /* remove the reference we acquired in clutter_actor_add_child() */
3574 g_object_unref (child);
3577 static const ClutterTransformInfo default_transform_info = {
3578 0.0, { 0, }, /* rotation-x */
3579 0.0, { 0, }, /* rotation-y */
3580 0.0, { 0, }, /* rotation-z */
3582 1.0, 1.0, { 0, }, /* scale */
3584 { 0, }, /* anchor */
3588 * _clutter_actor_get_transform_info_or_defaults:
3589 * @self: a #ClutterActor
3591 * Retrieves the ClutterTransformInfo structure associated to an actor.
3593 * If the actor does not have a ClutterTransformInfo structure associated
3594 * to it, then the default structure will be returned.
3596 * This function should only be used for getters.
3598 * Return value: a const pointer to the ClutterTransformInfo structure
3600 const ClutterTransformInfo *
3601 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3603 ClutterTransformInfo *info;
3605 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3609 return &default_transform_info;
3613 clutter_transform_info_free (gpointer data)
3616 g_slice_free (ClutterTransformInfo, data);
3620 * _clutter_actor_get_transform_info:
3621 * @self: a #ClutterActor
3623 * Retrieves a pointer to the ClutterTransformInfo structure.
3625 * If the actor does not have a ClutterTransformInfo associated to it, one
3626 * will be created and initialized to the default values.
3628 * This function should be used for setters.
3630 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3633 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3636 ClutterTransformInfo *
3637 _clutter_actor_get_transform_info (ClutterActor *self)
3639 ClutterTransformInfo *info;
3641 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3644 info = g_slice_new (ClutterTransformInfo);
3646 *info = default_transform_info;
3648 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3650 clutter_transform_info_free);
3657 * clutter_actor_set_rotation_angle_internal:
3658 * @self: a #ClutterActor
3659 * @axis: the axis of the angle to change
3660 * @angle: the angle of rotation
3662 * Sets the rotation angle on the given axis without affecting the
3663 * rotation center point.
3666 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
3667 ClutterRotateAxis axis,
3670 GObject *obj = G_OBJECT (self);
3671 ClutterTransformInfo *info;
3673 info = _clutter_actor_get_transform_info (self);
3675 g_object_freeze_notify (obj);
3679 case CLUTTER_X_AXIS:
3680 info->rx_angle = angle;
3681 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3684 case CLUTTER_Y_AXIS:
3685 info->ry_angle = angle;
3686 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3689 case CLUTTER_Z_AXIS:
3690 info->rz_angle = angle;
3691 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3695 self->priv->transform_valid = FALSE;
3697 g_object_thaw_notify (obj);
3699 clutter_actor_queue_redraw (self);
3703 * clutter_actor_set_rotation_center_internal:
3704 * @self: a #ClutterActor
3705 * @axis: the axis of the center to change
3706 * @center: the coordinates of the rotation center
3708 * Sets the rotation center on the given axis without affecting the
3712 clutter_actor_set_rotation_center_internal (ClutterActor *self,
3713 ClutterRotateAxis axis,
3714 const ClutterVertex *center)
3716 GObject *obj = G_OBJECT (self);
3717 ClutterTransformInfo *info;
3718 ClutterVertex v = { 0, 0, 0 };
3720 info = _clutter_actor_get_transform_info (self);
3725 g_object_freeze_notify (obj);
3729 case CLUTTER_X_AXIS:
3730 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
3731 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
3734 case CLUTTER_Y_AXIS:
3735 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
3736 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
3739 case CLUTTER_Z_AXIS:
3740 /* if the previously set rotation center was fractional, then
3741 * setting explicit coordinates will have to notify the
3742 * :rotation-center-z-gravity property as well
3744 if (info->rz_center.is_fractional)
3745 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
3747 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
3748 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
3752 self->priv->transform_valid = FALSE;
3754 g_object_thaw_notify (obj);
3756 clutter_actor_queue_redraw (self);
3760 clutter_actor_set_scale_factor (ClutterActor *self,
3761 ClutterRotateAxis axis,
3764 GObject *obj = G_OBJECT (self);
3765 ClutterTransformInfo *info;
3767 info = _clutter_actor_get_transform_info (self);
3769 g_object_freeze_notify (obj);
3773 case CLUTTER_X_AXIS:
3774 info->scale_x = factor;
3775 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
3778 case CLUTTER_Y_AXIS:
3779 info->scale_y = factor;
3780 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
3784 g_assert_not_reached ();
3787 self->priv->transform_valid = FALSE;
3789 clutter_actor_queue_redraw (self);
3791 g_object_thaw_notify (obj);
3795 clutter_actor_set_scale_center (ClutterActor *self,
3796 ClutterRotateAxis axis,
3799 GObject *obj = G_OBJECT (self);
3800 ClutterTransformInfo *info;
3801 gfloat center_x, center_y;
3803 info = _clutter_actor_get_transform_info (self);
3805 g_object_freeze_notify (obj);
3807 /* get the current scale center coordinates */
3808 clutter_anchor_coord_get_units (self, &info->scale_center,
3813 /* we need to notify this too, because setting explicit coordinates will
3814 * change the gravity as a side effect
3816 if (info->scale_center.is_fractional)
3817 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
3821 case CLUTTER_X_AXIS:
3822 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
3823 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
3826 case CLUTTER_Y_AXIS:
3827 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
3828 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
3832 g_assert_not_reached ();
3835 self->priv->transform_valid = FALSE;
3837 clutter_actor_queue_redraw (self);
3839 g_object_thaw_notify (obj);
3843 clutter_actor_set_anchor_coord (ClutterActor *self,
3844 ClutterRotateAxis axis,
3847 GObject *obj = G_OBJECT (self);
3848 ClutterTransformInfo *info;
3849 gfloat anchor_x, anchor_y;
3851 info = _clutter_actor_get_transform_info (self);
3853 g_object_freeze_notify (obj);
3855 clutter_anchor_coord_get_units (self, &info->anchor,
3860 if (info->anchor.is_fractional)
3861 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
3865 case CLUTTER_X_AXIS:
3866 clutter_anchor_coord_set_units (&info->anchor,
3870 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
3873 case CLUTTER_Y_AXIS:
3874 clutter_anchor_coord_set_units (&info->anchor,
3878 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
3882 g_assert_not_reached ();
3885 self->priv->transform_valid = FALSE;
3887 clutter_actor_queue_redraw (self);
3889 g_object_thaw_notify (obj);
3893 clutter_actor_set_property (GObject *object,
3895 const GValue *value,
3898 ClutterActor *actor = CLUTTER_ACTOR (object);
3899 ClutterActorPrivate *priv = actor->priv;
3904 clutter_actor_set_x (actor, g_value_get_float (value));
3908 clutter_actor_set_y (actor, g_value_get_float (value));
3912 clutter_actor_set_width (actor, g_value_get_float (value));
3916 clutter_actor_set_height (actor, g_value_get_float (value));
3920 clutter_actor_set_x (actor, g_value_get_float (value));
3924 clutter_actor_set_y (actor, g_value_get_float (value));
3927 case PROP_FIXED_POSITION_SET:
3928 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
3931 case PROP_MIN_WIDTH:
3932 clutter_actor_set_min_width (actor, g_value_get_float (value));
3935 case PROP_MIN_HEIGHT:
3936 clutter_actor_set_min_height (actor, g_value_get_float (value));
3939 case PROP_NATURAL_WIDTH:
3940 clutter_actor_set_natural_width (actor, g_value_get_float (value));
3943 case PROP_NATURAL_HEIGHT:
3944 clutter_actor_set_natural_height (actor, g_value_get_float (value));
3947 case PROP_MIN_WIDTH_SET:
3948 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
3951 case PROP_MIN_HEIGHT_SET:
3952 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
3955 case PROP_NATURAL_WIDTH_SET:
3956 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
3959 case PROP_NATURAL_HEIGHT_SET:
3960 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
3963 case PROP_REQUEST_MODE:
3964 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
3968 clutter_actor_set_depth (actor, g_value_get_float (value));
3972 clutter_actor_set_opacity (actor, g_value_get_uint (value));
3975 case PROP_OFFSCREEN_REDIRECT:
3976 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
3980 clutter_actor_set_name (actor, g_value_get_string (value));
3984 if (g_value_get_boolean (value) == TRUE)
3985 clutter_actor_show (actor);
3987 clutter_actor_hide (actor);
3991 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
3992 g_value_get_double (value));
3996 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
3997 g_value_get_double (value));
4000 case PROP_SCALE_CENTER_X:
4001 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
4002 g_value_get_float (value));
4005 case PROP_SCALE_CENTER_Y:
4006 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4007 g_value_get_float (value));
4010 case PROP_SCALE_GRAVITY:
4012 const ClutterTransformInfo *info;
4013 ClutterGravity gravity;
4015 info = _clutter_actor_get_transform_info_or_defaults (actor);
4016 gravity = g_value_get_enum (value);
4018 clutter_actor_set_scale_with_gravity (actor,
4027 const ClutterGeometry *geom = g_value_get_boxed (value);
4029 clutter_actor_set_clip (actor,
4031 geom->width, geom->height);
4035 case PROP_CLIP_TO_ALLOCATION:
4036 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4040 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4043 case PROP_ROTATION_ANGLE_X:
4044 clutter_actor_set_rotation_angle_internal (actor,
4046 g_value_get_double (value));
4049 case PROP_ROTATION_ANGLE_Y:
4050 clutter_actor_set_rotation_angle_internal (actor,
4052 g_value_get_double (value));
4055 case PROP_ROTATION_ANGLE_Z:
4056 clutter_actor_set_rotation_angle_internal (actor,
4058 g_value_get_double (value));
4061 case PROP_ROTATION_CENTER_X:
4062 clutter_actor_set_rotation_center_internal (actor,
4064 g_value_get_boxed (value));
4067 case PROP_ROTATION_CENTER_Y:
4068 clutter_actor_set_rotation_center_internal (actor,
4070 g_value_get_boxed (value));
4073 case PROP_ROTATION_CENTER_Z:
4074 clutter_actor_set_rotation_center_internal (actor,
4076 g_value_get_boxed (value));
4079 case PROP_ROTATION_CENTER_Z_GRAVITY:
4081 const ClutterTransformInfo *info;
4083 info = _clutter_actor_get_transform_info_or_defaults (actor);
4084 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4085 g_value_get_enum (value));
4090 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4091 g_value_get_float (value));
4095 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4096 g_value_get_float (value));
4099 case PROP_ANCHOR_GRAVITY:
4100 clutter_actor_set_anchor_point_from_gravity (actor,
4101 g_value_get_enum (value));
4104 case PROP_SHOW_ON_SET_PARENT:
4105 priv->show_on_set_parent = g_value_get_boolean (value);
4108 case PROP_TEXT_DIRECTION:
4109 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4113 clutter_actor_add_action (actor, g_value_get_object (value));
4116 case PROP_CONSTRAINTS:
4117 clutter_actor_add_constraint (actor, g_value_get_object (value));
4121 clutter_actor_add_effect (actor, g_value_get_object (value));
4124 case PROP_LAYOUT_MANAGER:
4125 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4129 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4133 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4136 case PROP_MARGIN_TOP:
4137 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4140 case PROP_MARGIN_BOTTOM:
4141 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4144 case PROP_MARGIN_LEFT:
4145 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4148 case PROP_MARGIN_RIGHT:
4149 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4152 case PROP_BACKGROUND_COLOR:
4153 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4157 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4163 clutter_actor_get_property (GObject *object,
4168 ClutterActor *actor = CLUTTER_ACTOR (object);
4169 ClutterActorPrivate *priv = actor->priv;
4174 g_value_set_float (value, clutter_actor_get_x (actor));
4178 g_value_set_float (value, clutter_actor_get_y (actor));
4182 g_value_set_float (value, clutter_actor_get_width (actor));
4186 g_value_set_float (value, clutter_actor_get_height (actor));
4191 const ClutterLayoutInfo *info;
4193 info = _clutter_actor_get_layout_info_or_defaults (actor);
4194 g_value_set_float (value, info->fixed_x);
4200 const ClutterLayoutInfo *info;
4202 info = _clutter_actor_get_layout_info_or_defaults (actor);
4203 g_value_set_float (value, info->fixed_y);
4207 case PROP_FIXED_POSITION_SET:
4208 g_value_set_boolean (value, priv->position_set);
4211 case PROP_MIN_WIDTH:
4213 const ClutterLayoutInfo *info;
4215 info = _clutter_actor_get_layout_info_or_defaults (actor);
4216 g_value_set_float (value, info->min_width);
4220 case PROP_MIN_HEIGHT:
4222 const ClutterLayoutInfo *info;
4224 info = _clutter_actor_get_layout_info_or_defaults (actor);
4225 g_value_set_float (value, info->min_height);
4229 case PROP_NATURAL_WIDTH:
4231 const ClutterLayoutInfo *info;
4233 info = _clutter_actor_get_layout_info_or_defaults (actor);
4234 g_value_set_float (value, info->natural_width);
4238 case PROP_NATURAL_HEIGHT:
4240 const ClutterLayoutInfo *info;
4242 info = _clutter_actor_get_layout_info_or_defaults (actor);
4243 g_value_set_float (value, info->natural_height);
4247 case PROP_MIN_WIDTH_SET:
4248 g_value_set_boolean (value, priv->min_width_set);
4251 case PROP_MIN_HEIGHT_SET:
4252 g_value_set_boolean (value, priv->min_height_set);
4255 case PROP_NATURAL_WIDTH_SET:
4256 g_value_set_boolean (value, priv->natural_width_set);
4259 case PROP_NATURAL_HEIGHT_SET:
4260 g_value_set_boolean (value, priv->natural_height_set);
4263 case PROP_REQUEST_MODE:
4264 g_value_set_enum (value, priv->request_mode);
4267 case PROP_ALLOCATION:
4268 g_value_set_boxed (value, &priv->allocation);
4272 g_value_set_float (value, clutter_actor_get_depth (actor));
4276 g_value_set_uint (value, priv->opacity);
4279 case PROP_OFFSCREEN_REDIRECT:
4280 g_value_set_enum (value, priv->offscreen_redirect);
4284 g_value_set_string (value, priv->name);
4288 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4292 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4296 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4300 g_value_set_boolean (value, priv->has_clip);
4305 ClutterGeometry clip;
4307 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4308 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4309 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4310 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4312 g_value_set_boxed (value, &clip);
4316 case PROP_CLIP_TO_ALLOCATION:
4317 g_value_set_boolean (value, priv->clip_to_allocation);
4322 const ClutterTransformInfo *info;
4324 info = _clutter_actor_get_transform_info_or_defaults (actor);
4325 g_value_set_double (value, info->scale_x);
4331 const ClutterTransformInfo *info;
4333 info = _clutter_actor_get_transform_info_or_defaults (actor);
4334 g_value_set_double (value, info->scale_y);
4338 case PROP_SCALE_CENTER_X:
4342 clutter_actor_get_scale_center (actor, ¢er, NULL);
4344 g_value_set_float (value, center);
4348 case PROP_SCALE_CENTER_Y:
4352 clutter_actor_get_scale_center (actor, NULL, ¢er);
4354 g_value_set_float (value, center);
4358 case PROP_SCALE_GRAVITY:
4359 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4363 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4366 case PROP_ROTATION_ANGLE_X:
4368 const ClutterTransformInfo *info;
4370 info = _clutter_actor_get_transform_info_or_defaults (actor);
4371 g_value_set_double (value, info->rx_angle);
4375 case PROP_ROTATION_ANGLE_Y:
4377 const ClutterTransformInfo *info;
4379 info = _clutter_actor_get_transform_info_or_defaults (actor);
4380 g_value_set_double (value, info->ry_angle);
4384 case PROP_ROTATION_ANGLE_Z:
4386 const ClutterTransformInfo *info;
4388 info = _clutter_actor_get_transform_info_or_defaults (actor);
4389 g_value_set_double (value, info->rz_angle);
4393 case PROP_ROTATION_CENTER_X:
4395 ClutterVertex center;
4397 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4402 g_value_set_boxed (value, ¢er);
4406 case PROP_ROTATION_CENTER_Y:
4408 ClutterVertex center;
4410 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4415 g_value_set_boxed (value, ¢er);
4419 case PROP_ROTATION_CENTER_Z:
4421 ClutterVertex center;
4423 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4428 g_value_set_boxed (value, ¢er);
4432 case PROP_ROTATION_CENTER_Z_GRAVITY:
4433 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4438 const ClutterTransformInfo *info;
4441 info = _clutter_actor_get_transform_info_or_defaults (actor);
4442 clutter_anchor_coord_get_units (actor, &info->anchor,
4446 g_value_set_float (value, anchor_x);
4452 const ClutterTransformInfo *info;
4455 info = _clutter_actor_get_transform_info_or_defaults (actor);
4456 clutter_anchor_coord_get_units (actor, &info->anchor,
4460 g_value_set_float (value, anchor_y);
4464 case PROP_ANCHOR_GRAVITY:
4465 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4468 case PROP_SHOW_ON_SET_PARENT:
4469 g_value_set_boolean (value, priv->show_on_set_parent);
4472 case PROP_TEXT_DIRECTION:
4473 g_value_set_enum (value, priv->text_direction);
4476 case PROP_HAS_POINTER:
4477 g_value_set_boolean (value, priv->has_pointer);
4480 case PROP_LAYOUT_MANAGER:
4481 g_value_set_object (value, priv->layout_manager);
4486 const ClutterLayoutInfo *info;
4488 info = _clutter_actor_get_layout_info_or_defaults (actor);
4489 g_value_set_enum (value, info->x_align);
4495 const ClutterLayoutInfo *info;
4497 info = _clutter_actor_get_layout_info_or_defaults (actor);
4498 g_value_set_enum (value, info->y_align);
4502 case PROP_MARGIN_TOP:
4504 const ClutterLayoutInfo *info;
4506 info = _clutter_actor_get_layout_info_or_defaults (actor);
4507 g_value_set_float (value, info->margin.top);
4511 case PROP_MARGIN_BOTTOM:
4513 const ClutterLayoutInfo *info;
4515 info = _clutter_actor_get_layout_info_or_defaults (actor);
4516 g_value_set_float (value, info->margin.bottom);
4520 case PROP_MARGIN_LEFT:
4522 const ClutterLayoutInfo *info;
4524 info = _clutter_actor_get_layout_info_or_defaults (actor);
4525 g_value_set_float (value, info->margin.left);
4529 case PROP_MARGIN_RIGHT:
4531 const ClutterLayoutInfo *info;
4533 info = _clutter_actor_get_layout_info_or_defaults (actor);
4534 g_value_set_float (value, info->margin.right);
4538 case PROP_BACKGROUND_COLOR_SET:
4539 g_value_set_boolean (value, priv->bg_color_set);
4542 case PROP_BACKGROUND_COLOR:
4543 g_value_set_boxed (value, &priv->bg_color);
4546 case PROP_FIRST_CHILD:
4547 g_value_set_object (value, priv->first_child);
4550 case PROP_LAST_CHILD:
4551 g_value_set_object (value, priv->last_child);
4555 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4561 clutter_actor_dispose (GObject *object)
4563 ClutterActor *self = CLUTTER_ACTOR (object);
4564 ClutterActorPrivate *priv = self->priv;
4566 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4568 g_type_name (G_OBJECT_TYPE (self)),
4571 g_signal_emit (self, actor_signals[DESTROY], 0);
4573 /* avoid recursing when called from clutter_actor_destroy() */
4574 if (priv->parent != NULL)
4576 ClutterActor *parent = priv->parent;
4578 /* go through the Container implementation unless this
4579 * is an internal child and has been marked as such.
4581 * removing the actor from its parent will reset the
4582 * realized and mapped states.
4584 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4585 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4587 clutter_actor_remove_child_internal (parent, self,
4588 REMOVE_CHILD_LEGACY_FLAGS);
4591 /* parent must be gone at this point */
4592 g_assert (priv->parent == NULL);
4594 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4596 /* can't be mapped or realized with no parent */
4597 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4598 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4601 g_clear_object (&priv->pango_context);
4602 g_clear_object (&priv->actions);
4603 g_clear_object (&priv->constraints);
4604 g_clear_object (&priv->effects);
4605 g_clear_object (&priv->flatten_effect);
4607 if (priv->layout_manager != NULL)
4609 clutter_layout_manager_set_container (priv->layout_manager, NULL);
4610 g_object_unref (priv->layout_manager);
4611 priv->layout_manager = NULL;
4614 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4618 clutter_actor_finalize (GObject *object)
4620 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4622 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4623 priv->name != NULL ? priv->name : "<none>",
4625 g_type_name (G_OBJECT_TYPE (object)));
4627 _clutter_context_release_id (priv->id);
4629 g_free (priv->name);
4631 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
4636 * clutter_actor_get_accessible:
4637 * @self: a #ClutterActor
4639 * Returns the accessible object that describes the actor to an
4640 * assistive technology.
4642 * If no class-specific #AtkObject implementation is available for the
4643 * actor instance in question, it will inherit an #AtkObject
4644 * implementation from the first ancestor class for which such an
4645 * implementation is defined.
4647 * The documentation of the <ulink
4648 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
4649 * library contains more information about accessible objects and
4652 * Returns: (transfer none): the #AtkObject associated with @actor
4655 clutter_actor_get_accessible (ClutterActor *self)
4657 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4659 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
4663 clutter_actor_real_get_accessible (ClutterActor *actor)
4665 return atk_gobject_accessible_for_object (G_OBJECT (actor));
4669 _clutter_actor_ref_accessible (AtkImplementor *implementor)
4671 AtkObject *accessible;
4673 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
4674 if (accessible != NULL)
4675 g_object_ref (accessible);
4681 atk_implementor_iface_init (AtkImplementorIface *iface)
4683 iface->ref_accessible = _clutter_actor_ref_accessible;
4687 clutter_actor_update_default_paint_volume (ClutterActor *self,
4688 ClutterPaintVolume *volume)
4690 ClutterActorPrivate *priv = self->priv;
4691 gboolean res = FALSE;
4693 /* we start from the allocation */
4694 clutter_paint_volume_set_width (volume,
4695 priv->allocation.x2 - priv->allocation.x1);
4696 clutter_paint_volume_set_height (volume,
4697 priv->allocation.y2 - priv->allocation.y1);
4699 /* if the actor has a clip set then we have a pretty definite
4700 * size for the paint volume: the actor cannot possibly paint
4701 * outside the clip region.
4703 if (priv->clip_to_allocation)
4705 /* the allocation has already been set, so we just flip the
4712 ClutterActor *child;
4714 if (priv->has_clip &&
4715 priv->clip.width >= 0 &&
4716 priv->clip.height >= 0)
4718 ClutterVertex origin;
4720 origin.x = priv->clip.x;
4721 origin.y = priv->clip.y;
4724 clutter_paint_volume_set_origin (volume, &origin);
4725 clutter_paint_volume_set_width (volume, priv->clip.width);
4726 clutter_paint_volume_set_height (volume, priv->clip.height);
4731 /* if we don't have children we just bail out here... */
4732 if (priv->n_children == 0)
4735 /* ...but if we have children then we ask for their paint volume in
4736 * our coordinates. if any of our children replies that it doesn't
4737 * have a paint volume, we bail out
4739 for (child = priv->first_child;
4741 child = child->priv->next_sibling)
4743 const ClutterPaintVolume *child_volume;
4745 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
4746 if (child_volume == NULL)
4752 clutter_paint_volume_union (volume, child_volume);
4762 clutter_actor_real_get_paint_volume (ClutterActor *self,
4763 ClutterPaintVolume *volume)
4765 ClutterActorClass *klass;
4768 klass = CLUTTER_ACTOR_GET_CLASS (self);
4770 /* XXX - this thoroughly sucks, but we don't want to penalize users
4771 * who use ClutterActor as a "new ClutterGroup" by forcing a full-stage
4772 * redraw. This should go away in 2.0.
4774 if (klass->paint == clutter_actor_real_paint &&
4775 klass->get_paint_volume == clutter_actor_real_get_paint_volume)
4781 /* this is the default return value: we cannot know if a class
4782 * is going to paint outside its allocation, so we take the
4783 * conservative approach.
4788 if (clutter_actor_update_default_paint_volume (self, volume))
4795 * clutter_actor_get_default_paint_volume:
4796 * @self: a #ClutterActor
4798 * Retrieves the default paint volume for @self.
4800 * This function provides the same #ClutterPaintVolume that would be
4801 * computed by the default implementation inside #ClutterActor of the
4802 * #ClutterActorClass.get_paint_volume() virtual function.
4804 * This function should only be used by #ClutterActor subclasses that
4805 * cannot chain up to the parent implementation when computing their
4808 * Return value: (transfer none): a pointer to the default
4809 * #ClutterPaintVolume, relative to the #ClutterActor, or %NULL if
4810 * the actor could not compute a valid paint volume. The returned value
4811 * is not guaranteed to be stable across multiple frames, so if you
4812 * want to retain it, you will need to copy it using
4813 * clutter_paint_volume_copy().
4817 const ClutterPaintVolume *
4818 clutter_actor_get_default_paint_volume (ClutterActor *self)
4820 ClutterPaintVolume volume;
4821 ClutterPaintVolume *res;
4823 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4826 _clutter_paint_volume_init_static (&volume, self);
4827 if (clutter_actor_update_default_paint_volume (self, &volume))
4829 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
4833 res = _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
4834 _clutter_paint_volume_copy_static (&volume, res);
4838 clutter_paint_volume_free (&volume);
4844 clutter_actor_real_has_overlaps (ClutterActor *self)
4846 /* By default we'll assume that all actors need an offscreen redirect to get
4847 * the correct opacity. Actors such as ClutterTexture that would never need
4848 * an offscreen redirect can override this to return FALSE. */
4853 clutter_actor_real_destroy (ClutterActor *actor)
4855 ClutterActorIter iter;
4857 clutter_actor_iter_init (&iter, actor);
4858 while (clutter_actor_iter_next (&iter, NULL))
4859 clutter_actor_iter_destroy (&iter);
4863 clutter_actor_constructor (GType gtype,
4865 GObjectConstructParam *props)
4867 GObjectClass *gobject_class;
4871 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
4872 retval = gobject_class->constructor (gtype, n_props, props);
4873 self = CLUTTER_ACTOR (retval);
4875 if (self->priv->layout_manager == NULL)
4877 ClutterLayoutManager *default_layout;
4879 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
4881 default_layout = clutter_fixed_layout_new ();
4882 clutter_actor_set_layout_manager (self, default_layout);
4889 clutter_actor_class_init (ClutterActorClass *klass)
4891 GObjectClass *object_class = G_OBJECT_CLASS (klass);
4893 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
4894 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
4895 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
4897 object_class->constructor = clutter_actor_constructor;
4898 object_class->set_property = clutter_actor_set_property;
4899 object_class->get_property = clutter_actor_get_property;
4900 object_class->dispose = clutter_actor_dispose;
4901 object_class->finalize = clutter_actor_finalize;
4903 klass->show = clutter_actor_real_show;
4904 klass->show_all = clutter_actor_show;
4905 klass->hide = clutter_actor_real_hide;
4906 klass->hide_all = clutter_actor_hide;
4907 klass->map = clutter_actor_real_map;
4908 klass->unmap = clutter_actor_real_unmap;
4909 klass->unrealize = clutter_actor_real_unrealize;
4910 klass->pick = clutter_actor_real_pick;
4911 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
4912 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
4913 klass->allocate = clutter_actor_real_allocate;
4914 klass->queue_redraw = clutter_actor_real_queue_redraw;
4915 klass->queue_relayout = clutter_actor_real_queue_relayout;
4916 klass->apply_transform = clutter_actor_real_apply_transform;
4917 klass->get_accessible = clutter_actor_real_get_accessible;
4918 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
4919 klass->has_overlaps = clutter_actor_real_has_overlaps;
4920 klass->paint = clutter_actor_real_paint;
4921 klass->destroy = clutter_actor_real_destroy;
4923 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
4928 * X coordinate of the actor in pixels. If written, forces a fixed
4929 * position for the actor. If read, returns the fixed position if any,
4930 * otherwise the allocation if available, otherwise 0.
4933 g_param_spec_float ("x",
4935 P_("X coordinate of the actor"),
4936 -G_MAXFLOAT, G_MAXFLOAT,
4938 CLUTTER_PARAM_READWRITE);
4943 * Y coordinate of the actor in pixels. If written, forces a fixed
4944 * position for the actor. If read, returns the fixed position if
4945 * any, otherwise the allocation if available, otherwise 0.
4948 g_param_spec_float ("y",
4950 P_("Y coordinate of the actor"),
4951 -G_MAXFLOAT, G_MAXFLOAT,
4953 CLUTTER_PARAM_READWRITE);
4956 * ClutterActor:width:
4958 * Width of the actor (in pixels). If written, forces the minimum and
4959 * natural size request of the actor to the given width. If read, returns
4960 * the allocated width if available, otherwise the width request.
4962 obj_props[PROP_WIDTH] =
4963 g_param_spec_float ("width",
4965 P_("Width of the actor"),
4968 CLUTTER_PARAM_READWRITE);
4971 * ClutterActor:height:
4973 * Height of the actor (in pixels). If written, forces the minimum and
4974 * natural size request of the actor to the given height. If read, returns
4975 * the allocated height if available, otherwise the height request.
4977 obj_props[PROP_HEIGHT] =
4978 g_param_spec_float ("height",
4980 P_("Height of the actor"),
4983 CLUTTER_PARAM_READWRITE);
4986 * ClutterActor:fixed-x:
4988 * The fixed X position of the actor in pixels.
4990 * Writing this property sets #ClutterActor:fixed-position-set
4991 * property as well, as a side effect
4995 obj_props[PROP_FIXED_X] =
4996 g_param_spec_float ("fixed-x",
4998 P_("Forced X position of the actor"),
4999 -G_MAXFLOAT, G_MAXFLOAT,
5001 CLUTTER_PARAM_READWRITE);
5004 * ClutterActor:fixed-y:
5006 * The fixed Y position of the actor in pixels.
5008 * Writing this property sets the #ClutterActor:fixed-position-set
5009 * property as well, as a side effect
5013 obj_props[PROP_FIXED_Y] =
5014 g_param_spec_float ("fixed-y",
5016 P_("Forced Y position of the actor"),
5017 -G_MAXFLOAT, G_MAXFLOAT,
5019 CLUTTER_PARAM_READWRITE);
5022 * ClutterActor:fixed-position-set:
5024 * This flag controls whether the #ClutterActor:fixed-x and
5025 * #ClutterActor:fixed-y properties are used
5029 obj_props[PROP_FIXED_POSITION_SET] =
5030 g_param_spec_boolean ("fixed-position-set",
5031 P_("Fixed position set"),
5032 P_("Whether to use fixed positioning for the actor"),
5034 CLUTTER_PARAM_READWRITE);
5037 * ClutterActor:min-width:
5039 * A forced minimum width request for the actor, in pixels
5041 * Writing this property sets the #ClutterActor:min-width-set property
5042 * as well, as a side effect.
5044 *This property overrides the usual width request of the actor.
5048 obj_props[PROP_MIN_WIDTH] =
5049 g_param_spec_float ("min-width",
5051 P_("Forced minimum width request for the actor"),
5054 CLUTTER_PARAM_READWRITE);
5057 * ClutterActor:min-height:
5059 * A forced minimum height request for the actor, in pixels
5061 * Writing this property sets the #ClutterActor:min-height-set property
5062 * as well, as a side effect. This property overrides the usual height
5063 * request of the actor.
5067 obj_props[PROP_MIN_HEIGHT] =
5068 g_param_spec_float ("min-height",
5070 P_("Forced minimum height request for the actor"),
5073 CLUTTER_PARAM_READWRITE);
5076 * ClutterActor:natural-width:
5078 * A forced natural width request for the actor, in pixels
5080 * Writing this property sets the #ClutterActor:natural-width-set
5081 * property as well, as a side effect. This property overrides the
5082 * usual width request of the actor
5086 obj_props[PROP_NATURAL_WIDTH] =
5087 g_param_spec_float ("natural-width",
5088 P_("Natural Width"),
5089 P_("Forced natural width request for the actor"),
5092 CLUTTER_PARAM_READWRITE);
5095 * ClutterActor:natural-height:
5097 * A forced natural height request for the actor, in pixels
5099 * Writing this property sets the #ClutterActor:natural-height-set
5100 * property as well, as a side effect. This property overrides the
5101 * usual height request of the actor
5105 obj_props[PROP_NATURAL_HEIGHT] =
5106 g_param_spec_float ("natural-height",
5107 P_("Natural Height"),
5108 P_("Forced natural height request for the actor"),
5111 CLUTTER_PARAM_READWRITE);
5114 * ClutterActor:min-width-set:
5116 * This flag controls whether the #ClutterActor:min-width property
5121 obj_props[PROP_MIN_WIDTH_SET] =
5122 g_param_spec_boolean ("min-width-set",
5123 P_("Minimum width set"),
5124 P_("Whether to use the min-width property"),
5126 CLUTTER_PARAM_READWRITE);
5129 * ClutterActor:min-height-set:
5131 * This flag controls whether the #ClutterActor:min-height property
5136 obj_props[PROP_MIN_HEIGHT_SET] =
5137 g_param_spec_boolean ("min-height-set",
5138 P_("Minimum height set"),
5139 P_("Whether to use the min-height property"),
5141 CLUTTER_PARAM_READWRITE);
5144 * ClutterActor:natural-width-set:
5146 * This flag controls whether the #ClutterActor:natural-width property
5151 obj_props[PROP_NATURAL_WIDTH_SET] =
5152 g_param_spec_boolean ("natural-width-set",
5153 P_("Natural width set"),
5154 P_("Whether to use the natural-width property"),
5156 CLUTTER_PARAM_READWRITE);
5159 * ClutterActor:natural-height-set:
5161 * This flag controls whether the #ClutterActor:natural-height property
5166 obj_props[PROP_NATURAL_HEIGHT_SET] =
5167 g_param_spec_boolean ("natural-height-set",
5168 P_("Natural height set"),
5169 P_("Whether to use the natural-height property"),
5171 CLUTTER_PARAM_READWRITE);
5174 * ClutterActor:allocation:
5176 * The allocation for the actor, in pixels
5178 * This is property is read-only, but you might monitor it to know when an
5179 * actor moves or resizes
5183 obj_props[PROP_ALLOCATION] =
5184 g_param_spec_boxed ("allocation",
5186 P_("The actor's allocation"),
5187 CLUTTER_TYPE_ACTOR_BOX,
5188 CLUTTER_PARAM_READABLE);
5191 * ClutterActor:request-mode:
5193 * Request mode for the #ClutterActor. The request mode determines the
5194 * type of geometry management used by the actor, either height for width
5195 * (the default) or width for height.
5197 * For actors implementing height for width, the parent container should get
5198 * the preferred width first, and then the preferred height for that width.
5200 * For actors implementing width for height, the parent container should get
5201 * the preferred height first, and then the preferred width for that height.
5206 * ClutterRequestMode mode;
5207 * gfloat natural_width, min_width;
5208 * gfloat natural_height, min_height;
5210 * mode = clutter_actor_get_request_mode (child);
5211 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5213 * clutter_actor_get_preferred_width (child, -1,
5215 * &natural_width);
5216 * clutter_actor_get_preferred_height (child, natural_width,
5218 * &natural_height);
5222 * clutter_actor_get_preferred_height (child, -1,
5224 * &natural_height);
5225 * clutter_actor_get_preferred_width (child, natural_height,
5227 * &natural_width);
5231 * will retrieve the minimum and natural width and height depending on the
5232 * preferred request mode of the #ClutterActor "child".
5234 * The clutter_actor_get_preferred_size() function will implement this
5239 obj_props[PROP_REQUEST_MODE] =
5240 g_param_spec_enum ("request-mode",
5242 P_("The actor's request mode"),
5243 CLUTTER_TYPE_REQUEST_MODE,
5244 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5245 CLUTTER_PARAM_READWRITE);
5248 * ClutterActor:depth:
5250 * The position of the actor on the Z axis
5254 obj_props[PROP_DEPTH] =
5255 g_param_spec_float ("depth",
5257 P_("Position on the Z axis"),
5258 -G_MAXFLOAT, G_MAXFLOAT,
5260 CLUTTER_PARAM_READWRITE);
5263 * ClutterActor:opacity:
5265 * Opacity of an actor, between 0 (fully transparent) and
5266 * 255 (fully opaque)
5268 obj_props[PROP_OPACITY] =
5269 g_param_spec_uint ("opacity",
5271 P_("Opacity of an actor"),
5274 CLUTTER_PARAM_READWRITE);
5277 * ClutterActor:offscreen-redirect:
5279 * Determines the conditions in which the actor will be redirected
5280 * to an offscreen framebuffer while being painted. For example this
5281 * can be used to cache an actor in a framebuffer or for improved
5282 * handling of transparent actors. See
5283 * clutter_actor_set_offscreen_redirect() for details.
5287 obj_props[PROP_OFFSCREEN_REDIRECT] =
5288 g_param_spec_flags ("offscreen-redirect",
5289 P_("Offscreen redirect"),
5290 P_("Flags controlling when to flatten the actor into a single image"),
5291 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5293 CLUTTER_PARAM_READWRITE);
5296 * ClutterActor:visible:
5298 * Whether the actor is set to be visible or not
5300 * See also #ClutterActor:mapped
5302 obj_props[PROP_VISIBLE] =
5303 g_param_spec_boolean ("visible",
5305 P_("Whether the actor is visible or not"),
5307 CLUTTER_PARAM_READWRITE);
5310 * ClutterActor:mapped:
5312 * Whether the actor is mapped (will be painted when the stage
5313 * to which it belongs is mapped)
5317 obj_props[PROP_MAPPED] =
5318 g_param_spec_boolean ("mapped",
5320 P_("Whether the actor will be painted"),
5322 CLUTTER_PARAM_READABLE);
5325 * ClutterActor:realized:
5327 * Whether the actor has been realized
5331 obj_props[PROP_REALIZED] =
5332 g_param_spec_boolean ("realized",
5334 P_("Whether the actor has been realized"),
5336 CLUTTER_PARAM_READABLE);
5339 * ClutterActor:reactive:
5341 * Whether the actor is reactive to events or not
5343 * Only reactive actors will emit event-related signals
5347 obj_props[PROP_REACTIVE] =
5348 g_param_spec_boolean ("reactive",
5350 P_("Whether the actor is reactive to events"),
5352 CLUTTER_PARAM_READWRITE);
5355 * ClutterActor:has-clip:
5357 * Whether the actor has the #ClutterActor:clip property set or not
5359 obj_props[PROP_HAS_CLIP] =
5360 g_param_spec_boolean ("has-clip",
5362 P_("Whether the actor has a clip set"),
5364 CLUTTER_PARAM_READABLE);
5367 * ClutterActor:clip:
5369 * The clip region for the actor, in actor-relative coordinates
5371 * Every part of the actor outside the clip region will not be
5374 obj_props[PROP_CLIP] =
5375 g_param_spec_boxed ("clip",
5377 P_("The clip region for the actor"),
5378 CLUTTER_TYPE_GEOMETRY,
5379 CLUTTER_PARAM_READWRITE);
5382 * ClutterActor:name:
5384 * The name of the actor
5388 obj_props[PROP_NAME] =
5389 g_param_spec_string ("name",
5391 P_("Name of the actor"),
5393 CLUTTER_PARAM_READWRITE);
5396 * ClutterActor:scale-x:
5398 * The horizontal scale of the actor
5402 obj_props[PROP_SCALE_X] =
5403 g_param_spec_double ("scale-x",
5405 P_("Scale factor on the X axis"),
5408 CLUTTER_PARAM_READWRITE);
5411 * ClutterActor:scale-y:
5413 * The vertical scale of the actor
5417 obj_props[PROP_SCALE_Y] =
5418 g_param_spec_double ("scale-y",
5420 P_("Scale factor on the Y axis"),
5423 CLUTTER_PARAM_READWRITE);
5426 * ClutterActor:scale-center-x:
5428 * The horizontal center point for scaling
5432 obj_props[PROP_SCALE_CENTER_X] =
5433 g_param_spec_float ("scale-center-x",
5434 P_("Scale Center X"),
5435 P_("Horizontal scale center"),
5436 -G_MAXFLOAT, G_MAXFLOAT,
5438 CLUTTER_PARAM_READWRITE);
5441 * ClutterActor:scale-center-y:
5443 * The vertical center point for scaling
5447 obj_props[PROP_SCALE_CENTER_Y] =
5448 g_param_spec_float ("scale-center-y",
5449 P_("Scale Center Y"),
5450 P_("Vertical scale center"),
5451 -G_MAXFLOAT, G_MAXFLOAT,
5453 CLUTTER_PARAM_READWRITE);
5456 * ClutterActor:scale-gravity:
5458 * The center point for scaling expressed as a #ClutterGravity
5462 obj_props[PROP_SCALE_GRAVITY] =
5463 g_param_spec_enum ("scale-gravity",
5464 P_("Scale Gravity"),
5465 P_("The center of scaling"),
5466 CLUTTER_TYPE_GRAVITY,
5467 CLUTTER_GRAVITY_NONE,
5468 CLUTTER_PARAM_READWRITE);
5471 * ClutterActor:rotation-angle-x:
5473 * The rotation angle on the X axis
5477 obj_props[PROP_ROTATION_ANGLE_X] =
5478 g_param_spec_double ("rotation-angle-x",
5479 P_("Rotation Angle X"),
5480 P_("The rotation angle on the X axis"),
5481 -G_MAXDOUBLE, G_MAXDOUBLE,
5483 CLUTTER_PARAM_READWRITE);
5486 * ClutterActor:rotation-angle-y:
5488 * The rotation angle on the Y axis
5492 obj_props[PROP_ROTATION_ANGLE_Y] =
5493 g_param_spec_double ("rotation-angle-y",
5494 P_("Rotation Angle Y"),
5495 P_("The rotation angle on the Y axis"),
5496 -G_MAXDOUBLE, G_MAXDOUBLE,
5498 CLUTTER_PARAM_READWRITE);
5501 * ClutterActor:rotation-angle-z:
5503 * The rotation angle on the Z axis
5507 obj_props[PROP_ROTATION_ANGLE_Z] =
5508 g_param_spec_double ("rotation-angle-z",
5509 P_("Rotation Angle Z"),
5510 P_("The rotation angle on the Z axis"),
5511 -G_MAXDOUBLE, G_MAXDOUBLE,
5513 CLUTTER_PARAM_READWRITE);
5516 * ClutterActor:rotation-center-x:
5518 * The rotation center on the X axis.
5522 obj_props[PROP_ROTATION_CENTER_X] =
5523 g_param_spec_boxed ("rotation-center-x",
5524 P_("Rotation Center X"),
5525 P_("The rotation center on the X axis"),
5526 CLUTTER_TYPE_VERTEX,
5527 CLUTTER_PARAM_READWRITE);
5530 * ClutterActor:rotation-center-y:
5532 * The rotation center on the Y axis.
5536 obj_props[PROP_ROTATION_CENTER_Y] =
5537 g_param_spec_boxed ("rotation-center-y",
5538 P_("Rotation Center Y"),
5539 P_("The rotation center on the Y axis"),
5540 CLUTTER_TYPE_VERTEX,
5541 CLUTTER_PARAM_READWRITE);
5544 * ClutterActor:rotation-center-z:
5546 * The rotation center on the Z axis.
5550 obj_props[PROP_ROTATION_CENTER_Z] =
5551 g_param_spec_boxed ("rotation-center-z",
5552 P_("Rotation Center Z"),
5553 P_("The rotation center on the Z axis"),
5554 CLUTTER_TYPE_VERTEX,
5555 CLUTTER_PARAM_READWRITE);
5558 * ClutterActor:rotation-center-z-gravity:
5560 * The rotation center on the Z axis expressed as a #ClutterGravity.
5564 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5565 g_param_spec_enum ("rotation-center-z-gravity",
5566 P_("Rotation Center Z Gravity"),
5567 P_("Center point for rotation around the Z axis"),
5568 CLUTTER_TYPE_GRAVITY,
5569 CLUTTER_GRAVITY_NONE,
5570 CLUTTER_PARAM_READWRITE);
5573 * ClutterActor:anchor-x:
5575 * The X coordinate of an actor's anchor point, relative to
5576 * the actor coordinate space, in pixels
5580 obj_props[PROP_ANCHOR_X] =
5581 g_param_spec_float ("anchor-x",
5583 P_("X coordinate of the anchor point"),
5584 -G_MAXFLOAT, G_MAXFLOAT,
5586 CLUTTER_PARAM_READWRITE);
5589 * ClutterActor:anchor-y:
5591 * The Y coordinate of an actor's anchor point, relative to
5592 * the actor coordinate space, in pixels
5596 obj_props[PROP_ANCHOR_Y] =
5597 g_param_spec_float ("anchor-y",
5599 P_("Y coordinate of the anchor point"),
5600 -G_MAXFLOAT, G_MAXFLOAT,
5602 CLUTTER_PARAM_READWRITE);
5605 * ClutterActor:anchor-gravity:
5607 * The anchor point expressed as a #ClutterGravity
5611 obj_props[PROP_ANCHOR_GRAVITY] =
5612 g_param_spec_enum ("anchor-gravity",
5613 P_("Anchor Gravity"),
5614 P_("The anchor point as a ClutterGravity"),
5615 CLUTTER_TYPE_GRAVITY,
5616 CLUTTER_GRAVITY_NONE,
5617 CLUTTER_PARAM_READWRITE);
5620 * ClutterActor:show-on-set-parent:
5622 * If %TRUE, the actor is automatically shown when parented.
5624 * Calling clutter_actor_hide() on an actor which has not been
5625 * parented will set this property to %FALSE as a side effect.
5629 obj_props[PROP_SHOW_ON_SET_PARENT] =
5630 g_param_spec_boolean ("show-on-set-parent",
5631 P_("Show on set parent"),
5632 P_("Whether the actor is shown when parented"),
5634 CLUTTER_PARAM_READWRITE);
5637 * ClutterActor:clip-to-allocation:
5639 * Whether the clip region should track the allocated area
5642 * This property is ignored if a clip area has been explicitly
5643 * set using clutter_actor_set_clip().
5647 obj_props[PROP_CLIP_TO_ALLOCATION] =
5648 g_param_spec_boolean ("clip-to-allocation",
5649 P_("Clip to Allocation"),
5650 P_("Sets the clip region to track the actor's allocation"),
5652 CLUTTER_PARAM_READWRITE);
5655 * ClutterActor:text-direction:
5657 * The direction of the text inside a #ClutterActor.
5661 obj_props[PROP_TEXT_DIRECTION] =
5662 g_param_spec_enum ("text-direction",
5663 P_("Text Direction"),
5664 P_("Direction of the text"),
5665 CLUTTER_TYPE_TEXT_DIRECTION,
5666 CLUTTER_TEXT_DIRECTION_LTR,
5667 CLUTTER_PARAM_READWRITE);
5670 * ClutterActor:has-pointer:
5672 * Whether the actor contains the pointer of a #ClutterInputDevice
5677 obj_props[PROP_HAS_POINTER] =
5678 g_param_spec_boolean ("has-pointer",
5680 P_("Whether the actor contains the pointer of an input device"),
5682 CLUTTER_PARAM_READABLE);
5685 * ClutterActor:actions:
5687 * Adds a #ClutterAction to the actor
5691 obj_props[PROP_ACTIONS] =
5692 g_param_spec_object ("actions",
5694 P_("Adds an action to the actor"),
5695 CLUTTER_TYPE_ACTION,
5696 CLUTTER_PARAM_WRITABLE);
5699 * ClutterActor:constraints:
5701 * Adds a #ClutterConstraint to the actor
5705 obj_props[PROP_CONSTRAINTS] =
5706 g_param_spec_object ("constraints",
5708 P_("Adds a constraint to the actor"),
5709 CLUTTER_TYPE_CONSTRAINT,
5710 CLUTTER_PARAM_WRITABLE);
5713 * ClutterActor:effect:
5715 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
5719 obj_props[PROP_EFFECT] =
5720 g_param_spec_object ("effect",
5722 P_("Add an effect to be applied on the actor"),
5723 CLUTTER_TYPE_EFFECT,
5724 CLUTTER_PARAM_WRITABLE);
5727 * ClutterActor:layout-manager:
5729 * A delegate object for controlling the layout of the children of
5734 obj_props[PROP_LAYOUT_MANAGER] =
5735 g_param_spec_object ("layout-manager",
5736 P_("Layout Manager"),
5737 P_("The object controlling the layout of an actor's children"),
5738 CLUTTER_TYPE_LAYOUT_MANAGER,
5739 CLUTTER_PARAM_READWRITE);
5743 * ClutterActor:x-align:
5745 * The alignment of an actor on the X axis, if the actor has been given
5746 * extra space for its allocation.
5750 obj_props[PROP_X_ALIGN] =
5751 g_param_spec_enum ("x-align",
5753 P_("The alignment of the actor on the X axis within its allocation"),
5754 CLUTTER_TYPE_ACTOR_ALIGN,
5755 CLUTTER_ACTOR_ALIGN_FILL,
5756 CLUTTER_PARAM_READWRITE);
5759 * ClutterActor:y-align:
5761 * The alignment of an actor on the Y axis, if the actor has been given
5762 * extra space for its allocation.
5766 obj_props[PROP_Y_ALIGN] =
5767 g_param_spec_enum ("y-align",
5769 P_("The alignment of the actor on the Y axis within its allocation"),
5770 CLUTTER_TYPE_ACTOR_ALIGN,
5771 CLUTTER_ACTOR_ALIGN_FILL,
5772 CLUTTER_PARAM_READWRITE);
5775 * ClutterActor:margin-top:
5777 * The margin (in pixels) from the top of the actor.
5779 * This property adds a margin to the actor's preferred size; the margin
5780 * will be automatically taken into account when allocating the actor.
5784 obj_props[PROP_MARGIN_TOP] =
5785 g_param_spec_float ("margin-top",
5787 P_("Extra space at the top"),
5790 CLUTTER_PARAM_READWRITE);
5793 * ClutterActor:margin-bottom:
5795 * The margin (in pixels) from the bottom of the actor.
5797 * This property adds a margin to the actor's preferred size; the margin
5798 * will be automatically taken into account when allocating the actor.
5802 obj_props[PROP_MARGIN_BOTTOM] =
5803 g_param_spec_float ("margin-bottom",
5804 P_("Margin Bottom"),
5805 P_("Extra space at the bottom"),
5808 CLUTTER_PARAM_READWRITE);
5811 * ClutterActor:margin-left:
5813 * The margin (in pixels) from the left of the actor.
5815 * This property adds a margin to the actor's preferred size; the margin
5816 * will be automatically taken into account when allocating the actor.
5820 obj_props[PROP_MARGIN_LEFT] =
5821 g_param_spec_float ("margin-left",
5823 P_("Extra space at the left"),
5826 CLUTTER_PARAM_READWRITE);
5829 * ClutterActor:margin-right:
5831 * The margin (in pixels) from the right of the actor.
5833 * This property adds a margin to the actor's preferred size; the margin
5834 * will be automatically taken into account when allocating the actor.
5838 obj_props[PROP_MARGIN_RIGHT] =
5839 g_param_spec_float ("margin-right",
5841 P_("Extra space at the right"),
5844 CLUTTER_PARAM_READWRITE);
5847 * ClutterActor:background-color-set:
5849 * Whether the #ClutterActor:background-color property has been set.
5853 obj_props[PROP_BACKGROUND_COLOR_SET] =
5854 g_param_spec_boolean ("background-color-set",
5855 P_("Background Color Set"),
5856 P_("Whether the background color is set"),
5858 CLUTTER_PARAM_READABLE);
5861 * ClutterActor:background-color:
5863 * Paints a solid fill of the actor's allocation using the specified
5868 obj_props[PROP_BACKGROUND_COLOR] =
5869 clutter_param_spec_color ("background-color",
5870 P_("Background color"),
5871 P_("The actor's background color"),
5872 CLUTTER_COLOR_Transparent,
5873 CLUTTER_PARAM_READWRITE);
5876 * ClutterActor:first-child:
5878 * The actor's first child.
5882 obj_props[PROP_FIRST_CHILD] =
5883 g_param_spec_object ("first-child",
5885 P_("The actor's first child"),
5887 CLUTTER_PARAM_READABLE);
5890 * ClutterActor:last-child:
5892 * The actor's last child.
5896 obj_props[PROP_LAST_CHILD] =
5897 g_param_spec_object ("last-child",
5899 P_("The actor's last child"),
5901 CLUTTER_PARAM_READABLE);
5903 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
5906 * ClutterActor::destroy:
5907 * @actor: the #ClutterActor which emitted the signal
5909 * The ::destroy signal notifies that all references held on the
5910 * actor which emitted it should be released.
5912 * The ::destroy signal should be used by all holders of a reference
5915 * This signal might result in the finalization of the #ClutterActor
5916 * if all references are released.
5918 * Composite actors and actors implementing the #ClutterContainer
5919 * interface should override the default implementation of the
5920 * class handler of this signal and call clutter_actor_destroy() on
5921 * their children. When overriding the default class handler, it is
5922 * required to chain up to the parent's implementation.
5926 actor_signals[DESTROY] =
5927 g_signal_new (I_("destroy"),
5928 G_TYPE_FROM_CLASS (object_class),
5929 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
5930 G_STRUCT_OFFSET (ClutterActorClass, destroy),
5932 _clutter_marshal_VOID__VOID,
5935 * ClutterActor::show:
5936 * @actor: the object which received the signal
5938 * The ::show signal is emitted when an actor is visible and
5939 * rendered on the stage.
5943 actor_signals[SHOW] =
5944 g_signal_new (I_("show"),
5945 G_TYPE_FROM_CLASS (object_class),
5947 G_STRUCT_OFFSET (ClutterActorClass, show),
5949 _clutter_marshal_VOID__VOID,
5952 * ClutterActor::hide:
5953 * @actor: the object which received the signal
5955 * The ::hide signal is emitted when an actor is no longer rendered
5960 actor_signals[HIDE] =
5961 g_signal_new (I_("hide"),
5962 G_TYPE_FROM_CLASS (object_class),
5964 G_STRUCT_OFFSET (ClutterActorClass, hide),
5966 _clutter_marshal_VOID__VOID,
5969 * ClutterActor::parent-set:
5970 * @actor: the object which received the signal
5971 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
5973 * This signal is emitted when the parent of the actor changes.
5977 actor_signals[PARENT_SET] =
5978 g_signal_new (I_("parent-set"),
5979 G_TYPE_FROM_CLASS (object_class),
5981 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
5983 _clutter_marshal_VOID__OBJECT,
5985 CLUTTER_TYPE_ACTOR);
5988 * ClutterActor::queue-redraw:
5989 * @actor: the actor we're bubbling the redraw request through
5990 * @origin: the actor which initiated the redraw request
5992 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
5993 * is called on @origin.
5995 * The default implementation for #ClutterActor chains up to the
5996 * parent actor and queues a redraw on the parent, thus "bubbling"
5997 * the redraw queue up through the actor graph. The default
5998 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
5999 * in a main loop idle handler.
6001 * Note that the @origin actor may be the stage, or a container; it
6002 * does not have to be a leaf node in the actor graph.
6004 * Toolkits embedding a #ClutterStage which require a redraw and
6005 * relayout cycle can stop the emission of this signal using the
6006 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
6011 * on_redraw_complete (gpointer data)
6013 * ClutterStage *stage = data;
6015 * /* execute the Clutter drawing pipeline */
6016 * clutter_stage_ensure_redraw (stage);
6020 * on_stage_queue_redraw (ClutterStage *stage)
6022 * /* this prevents the default handler to run */
6023 * g_signal_stop_emission_by_name (stage, "queue-redraw");
6025 * /* queue a redraw with the host toolkit and call
6026 * * a function when the redraw has been completed
6028 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
6032 * <note><para>This signal is emitted before the Clutter paint
6033 * pipeline is executed. If you want to know when the pipeline has
6034 * been completed you should connect to the ::paint signal on the
6035 * Stage with g_signal_connect_after().</para></note>
6039 actor_signals[QUEUE_REDRAW] =
6040 g_signal_new (I_("queue-redraw"),
6041 G_TYPE_FROM_CLASS (object_class),
6043 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
6045 _clutter_marshal_VOID__OBJECT,
6047 CLUTTER_TYPE_ACTOR);
6050 * ClutterActor::queue-relayout
6051 * @actor: the actor being queued for relayout
6053 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
6054 * is called on an actor.
6056 * The default implementation for #ClutterActor chains up to the
6057 * parent actor and queues a relayout on the parent, thus "bubbling"
6058 * the relayout queue up through the actor graph.
6060 * The main purpose of this signal is to allow relayout to be propagated
6061 * properly in the procense of #ClutterClone actors. Applications will
6062 * not normally need to connect to this signal.
6066 actor_signals[QUEUE_RELAYOUT] =
6067 g_signal_new (I_("queue-relayout"),
6068 G_TYPE_FROM_CLASS (object_class),
6070 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
6072 _clutter_marshal_VOID__VOID,
6076 * ClutterActor::event:
6077 * @actor: the actor which received the event
6078 * @event: a #ClutterEvent
6080 * The ::event signal is emitted each time an event is received
6081 * by the @actor. This signal will be emitted on every actor,
6082 * following the hierarchy chain, until it reaches the top-level
6083 * container (the #ClutterStage).
6085 * Return value: %TRUE if the event has been handled by the actor,
6086 * or %FALSE to continue the emission.
6090 actor_signals[EVENT] =
6091 g_signal_new (I_("event"),
6092 G_TYPE_FROM_CLASS (object_class),
6094 G_STRUCT_OFFSET (ClutterActorClass, event),
6095 _clutter_boolean_handled_accumulator, NULL,
6096 _clutter_marshal_BOOLEAN__BOXED,
6098 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6100 * ClutterActor::button-press-event:
6101 * @actor: the actor which received the event
6102 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6104 * The ::button-press-event signal is emitted each time a mouse button
6105 * is pressed on @actor.
6107 * Return value: %TRUE if the event has been handled by the actor,
6108 * or %FALSE to continue the emission.
6112 actor_signals[BUTTON_PRESS_EVENT] =
6113 g_signal_new (I_("button-press-event"),
6114 G_TYPE_FROM_CLASS (object_class),
6116 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6117 _clutter_boolean_handled_accumulator, NULL,
6118 _clutter_marshal_BOOLEAN__BOXED,
6120 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6122 * ClutterActor::button-release-event:
6123 * @actor: the actor which received the event
6124 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6126 * The ::button-release-event signal is emitted each time a mouse button
6127 * is released on @actor.
6129 * Return value: %TRUE if the event has been handled by the actor,
6130 * or %FALSE to continue the emission.
6134 actor_signals[BUTTON_RELEASE_EVENT] =
6135 g_signal_new (I_("button-release-event"),
6136 G_TYPE_FROM_CLASS (object_class),
6138 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6139 _clutter_boolean_handled_accumulator, NULL,
6140 _clutter_marshal_BOOLEAN__BOXED,
6142 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6144 * ClutterActor::scroll-event:
6145 * @actor: the actor which received the event
6146 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6148 * The ::scroll-event signal is emitted each time the mouse is
6149 * scrolled on @actor
6151 * Return value: %TRUE if the event has been handled by the actor,
6152 * or %FALSE to continue the emission.
6156 actor_signals[SCROLL_EVENT] =
6157 g_signal_new (I_("scroll-event"),
6158 G_TYPE_FROM_CLASS (object_class),
6160 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6161 _clutter_boolean_handled_accumulator, NULL,
6162 _clutter_marshal_BOOLEAN__BOXED,
6164 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6166 * ClutterActor::key-press-event:
6167 * @actor: the actor which received the event
6168 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6170 * The ::key-press-event signal is emitted each time a keyboard button
6171 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6173 * Return value: %TRUE if the event has been handled by the actor,
6174 * or %FALSE to continue the emission.
6178 actor_signals[KEY_PRESS_EVENT] =
6179 g_signal_new (I_("key-press-event"),
6180 G_TYPE_FROM_CLASS (object_class),
6182 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6183 _clutter_boolean_handled_accumulator, NULL,
6184 _clutter_marshal_BOOLEAN__BOXED,
6186 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6188 * ClutterActor::key-release-event:
6189 * @actor: the actor which received the event
6190 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6192 * The ::key-release-event signal is emitted each time a keyboard button
6193 * is released while @actor has key focus (see
6194 * clutter_stage_set_key_focus()).
6196 * Return value: %TRUE if the event has been handled by the actor,
6197 * or %FALSE to continue the emission.
6201 actor_signals[KEY_RELEASE_EVENT] =
6202 g_signal_new (I_("key-release-event"),
6203 G_TYPE_FROM_CLASS (object_class),
6205 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6206 _clutter_boolean_handled_accumulator, NULL,
6207 _clutter_marshal_BOOLEAN__BOXED,
6209 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6211 * ClutterActor::motion-event:
6212 * @actor: the actor which received the event
6213 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6215 * The ::motion-event signal is emitted each time the mouse pointer is
6216 * moved over @actor.
6218 * Return value: %TRUE if the event has been handled by the actor,
6219 * or %FALSE to continue the emission.
6223 actor_signals[MOTION_EVENT] =
6224 g_signal_new (I_("motion-event"),
6225 G_TYPE_FROM_CLASS (object_class),
6227 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6228 _clutter_boolean_handled_accumulator, NULL,
6229 _clutter_marshal_BOOLEAN__BOXED,
6231 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6234 * ClutterActor::key-focus-in:
6235 * @actor: the actor which now has key focus
6237 * The ::key-focus-in signal is emitted when @actor receives key focus.
6241 actor_signals[KEY_FOCUS_IN] =
6242 g_signal_new (I_("key-focus-in"),
6243 G_TYPE_FROM_CLASS (object_class),
6245 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6247 _clutter_marshal_VOID__VOID,
6251 * ClutterActor::key-focus-out:
6252 * @actor: the actor which now has key focus
6254 * The ::key-focus-out signal is emitted when @actor loses key focus.
6258 actor_signals[KEY_FOCUS_OUT] =
6259 g_signal_new (I_("key-focus-out"),
6260 G_TYPE_FROM_CLASS (object_class),
6262 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6264 _clutter_marshal_VOID__VOID,
6268 * ClutterActor::enter-event:
6269 * @actor: the actor which the pointer has entered.
6270 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6272 * The ::enter-event signal is emitted when the pointer enters the @actor
6274 * Return value: %TRUE if the event has been handled by the actor,
6275 * or %FALSE to continue the emission.
6279 actor_signals[ENTER_EVENT] =
6280 g_signal_new (I_("enter-event"),
6281 G_TYPE_FROM_CLASS (object_class),
6283 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6284 _clutter_boolean_handled_accumulator, NULL,
6285 _clutter_marshal_BOOLEAN__BOXED,
6287 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6290 * ClutterActor::leave-event:
6291 * @actor: the actor which the pointer has left
6292 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6294 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6296 * Return value: %TRUE if the event has been handled by the actor,
6297 * or %FALSE to continue the emission.
6301 actor_signals[LEAVE_EVENT] =
6302 g_signal_new (I_("leave-event"),
6303 G_TYPE_FROM_CLASS (object_class),
6305 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6306 _clutter_boolean_handled_accumulator, NULL,
6307 _clutter_marshal_BOOLEAN__BOXED,
6309 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6312 * ClutterActor::captured-event:
6313 * @actor: the actor which received the signal
6314 * @event: a #ClutterEvent
6316 * The ::captured-event signal is emitted when an event is captured
6317 * by Clutter. This signal will be emitted starting from the top-level
6318 * container (the #ClutterStage) to the actor which received the event
6319 * going down the hierarchy. This signal can be used to intercept every
6320 * event before the specialized events (like
6321 * ClutterActor::button-press-event or ::key-released-event) are
6324 * Return value: %TRUE if the event has been handled by the actor,
6325 * or %FALSE to continue the emission.
6329 actor_signals[CAPTURED_EVENT] =
6330 g_signal_new (I_("captured-event"),
6331 G_TYPE_FROM_CLASS (object_class),
6333 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6334 _clutter_boolean_handled_accumulator, NULL,
6335 _clutter_marshal_BOOLEAN__BOXED,
6337 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6340 * ClutterActor::paint:
6341 * @actor: the #ClutterActor that received the signal
6343 * The ::paint signal is emitted each time an actor is being painted.
6345 * Subclasses of #ClutterActor should override the class signal handler
6346 * and paint themselves in that function.
6348 * It is possible to connect a handler to the ::paint signal in order
6349 * to set up some custom aspect of a paint.
6353 actor_signals[PAINT] =
6354 g_signal_new (I_("paint"),
6355 G_TYPE_FROM_CLASS (object_class),
6357 G_STRUCT_OFFSET (ClutterActorClass, paint),
6359 _clutter_marshal_VOID__VOID,
6362 * ClutterActor::realize:
6363 * @actor: the #ClutterActor that received the signal
6365 * The ::realize signal is emitted each time an actor is being
6370 actor_signals[REALIZE] =
6371 g_signal_new (I_("realize"),
6372 G_TYPE_FROM_CLASS (object_class),
6374 G_STRUCT_OFFSET (ClutterActorClass, realize),
6376 _clutter_marshal_VOID__VOID,
6379 * ClutterActor::unrealize:
6380 * @actor: the #ClutterActor that received the signal
6382 * The ::unrealize signal is emitted each time an actor is being
6387 actor_signals[UNREALIZE] =
6388 g_signal_new (I_("unrealize"),
6389 G_TYPE_FROM_CLASS (object_class),
6391 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6393 _clutter_marshal_VOID__VOID,
6397 * ClutterActor::pick:
6398 * @actor: the #ClutterActor that received the signal
6399 * @color: the #ClutterColor to be used when picking
6401 * The ::pick signal is emitted each time an actor is being painted
6402 * in "pick mode". The pick mode is used to identify the actor during
6403 * the event handling phase, or by clutter_stage_get_actor_at_pos().
6404 * The actor should paint its shape using the passed @pick_color.
6406 * Subclasses of #ClutterActor should override the class signal handler
6407 * and paint themselves in that function.
6409 * It is possible to connect a handler to the ::pick signal in order
6410 * to set up some custom aspect of a paint in pick mode.
6414 actor_signals[PICK] =
6415 g_signal_new (I_("pick"),
6416 G_TYPE_FROM_CLASS (object_class),
6418 G_STRUCT_OFFSET (ClutterActorClass, pick),
6420 _clutter_marshal_VOID__BOXED,
6422 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6425 * ClutterActor::allocation-changed:
6426 * @actor: the #ClutterActor that emitted the signal
6427 * @box: a #ClutterActorBox with the new allocation
6428 * @flags: #ClutterAllocationFlags for the allocation
6430 * The ::allocation-changed signal is emitted when the
6431 * #ClutterActor:allocation property changes. Usually, application
6432 * code should just use the notifications for the :allocation property
6433 * but if you want to track the allocation flags as well, for instance
6434 * to know whether the absolute origin of @actor changed, then you might
6435 * want use this signal instead.
6439 actor_signals[ALLOCATION_CHANGED] =
6440 g_signal_new (I_("allocation-changed"),
6441 G_TYPE_FROM_CLASS (object_class),
6445 _clutter_marshal_VOID__BOXED_FLAGS,
6447 CLUTTER_TYPE_ACTOR_BOX,
6448 CLUTTER_TYPE_ALLOCATION_FLAGS);
6452 clutter_actor_init (ClutterActor *self)
6454 ClutterActorPrivate *priv;
6456 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6458 priv->id = _clutter_context_acquire_id (self);
6461 priv->opacity = 0xff;
6462 priv->show_on_set_parent = TRUE;
6464 priv->needs_width_request = TRUE;
6465 priv->needs_height_request = TRUE;
6466 priv->needs_allocation = TRUE;
6468 priv->cached_width_age = 1;
6469 priv->cached_height_age = 1;
6471 priv->opacity_override = -1;
6472 priv->enable_model_view_transform = TRUE;
6474 /* Initialize an empty paint volume to start with */
6475 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6476 priv->last_paint_volume_valid = TRUE;
6478 priv->transform_valid = FALSE;
6482 * clutter_actor_new:
6484 * Creates a new #ClutterActor.
6486 * A newly created actor has a floating reference, which will be sunk
6487 * when it is added to another actor.
6489 * Return value: (transfer full): the newly created #ClutterActor
6494 clutter_actor_new (void)
6496 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
6500 * clutter_actor_destroy:
6501 * @self: a #ClutterActor
6503 * Destroys an actor. When an actor is destroyed, it will break any
6504 * references it holds to other objects. If the actor is inside a
6505 * container, the actor will be removed.
6507 * When you destroy a container, its children will be destroyed as well.
6509 * Note: you cannot destroy the #ClutterStage returned by
6510 * clutter_stage_get_default().
6513 clutter_actor_destroy (ClutterActor *self)
6515 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6517 g_object_ref (self);
6519 /* avoid recursion while destroying */
6520 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
6522 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6524 g_object_run_dispose (G_OBJECT (self));
6526 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6529 g_object_unref (self);
6533 _clutter_actor_finish_queue_redraw (ClutterActor *self,
6534 ClutterPaintVolume *clip)
6536 ClutterActorPrivate *priv = self->priv;
6537 ClutterPaintVolume *pv;
6540 /* If we've been explicitly passed a clip volume then there's
6541 * nothing more to calculate, but otherwise the only thing we know
6542 * is that the change is constrained to the given actor.
6544 * The idea is that if we know the paint volume for where the actor
6545 * was last drawn (in eye coordinates) and we also have the paint
6546 * volume for where it will be drawn next (in actor coordinates)
6547 * then if we queue a redraw for both these volumes that will cover
6548 * everything that needs to be redrawn to clear the old view and
6549 * show the latest view of the actor.
6551 * Don't clip this redraw if we don't know what position we had for
6552 * the previous redraw since we don't know where to set the clip so
6553 * it will clear the actor as it is currently.
6557 _clutter_actor_set_queue_redraw_clip (self, clip);
6560 else if (G_LIKELY (priv->last_paint_volume_valid))
6562 pv = _clutter_actor_get_paint_volume_mutable (self);
6565 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
6567 /* make sure we redraw the actors old position... */
6568 _clutter_actor_set_queue_redraw_clip (stage,
6569 &priv->last_paint_volume);
6570 _clutter_actor_signal_queue_redraw (stage, stage);
6571 _clutter_actor_set_queue_redraw_clip (stage, NULL);
6573 /* XXX: Ideally the redraw signal would take a clip volume
6574 * argument, but that would be an ABI break. Until we can
6575 * break the ABI we pass the argument out-of-band
6578 /* setup the clip for the actors new position... */
6579 _clutter_actor_set_queue_redraw_clip (self, pv);
6588 _clutter_actor_signal_queue_redraw (self, self);
6590 /* Just in case anyone is manually firing redraw signals without
6591 * using the public queue_redraw() API we are careful to ensure that
6592 * our out-of-band clip member is cleared before returning...
6594 * Note: A NULL clip denotes a full-stage, un-clipped redraw
6596 if (G_LIKELY (clipped))
6597 _clutter_actor_set_queue_redraw_clip (self, NULL);
6599 priv->queue_redraw_entry = NULL;
6603 _clutter_actor_get_allocation_clip (ClutterActor *self,
6604 ClutterActorBox *clip)
6606 ClutterActorBox allocation;
6608 /* XXX: we don't care if we get an out of date allocation here
6609 * because clutter_actor_queue_redraw_with_clip knows to ignore
6610 * the clip if the actor's allocation is invalid.
6612 * This is noted because clutter_actor_get_allocation_box does some
6613 * unnecessary work to support buggy code with a comment suggesting
6614 * that it could be changed later which would be good for this use
6617 clutter_actor_get_allocation_box (self, &allocation);
6619 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
6620 * actor's own coordinate space but the allocation is in parent
6624 clip->x2 = allocation.x2 - allocation.x1;
6625 clip->y2 = allocation.y2 - allocation.y1;
6629 _clutter_actor_queue_redraw_full (ClutterActor *self,
6630 ClutterRedrawFlags flags,
6631 ClutterPaintVolume *volume,
6632 ClutterEffect *effect)
6634 ClutterActorPrivate *priv = self->priv;
6635 ClutterPaintVolume allocation_pv;
6636 ClutterPaintVolume *pv;
6637 gboolean should_free_pv;
6638 ClutterActor *stage;
6640 /* Here's an outline of the actor queue redraw mechanism:
6642 * The process starts in one of the following two functions which
6643 * are wrappers for this function:
6644 * clutter_actor_queue_redraw
6645 * _clutter_actor_queue_redraw_with_clip
6647 * additionally, an effect can queue a redraw by wrapping this
6648 * function in clutter_effect_queue_rerun
6650 * This functions queues an entry in a list associated with the
6651 * stage which is a list of actors that queued a redraw while
6652 * updating the timelines, performing layouting and processing other
6653 * mainloop sources before the next paint starts.
6655 * We aim to minimize the processing done at this point because
6656 * there is a good chance other events will happen while updating
6657 * the scenegraph that would invalidate any expensive work we might
6658 * otherwise try to do here. For example we don't try and resolve
6659 * the screen space bounding box of an actor at this stage so as to
6660 * minimize how much of the screen redraw because it's possible
6661 * something else will happen which will force a full redraw anyway.
6663 * When all updates are complete and we come to paint the stage then
6664 * we iterate this list and actually emit the "queue-redraw" signals
6665 * for each of the listed actors which will bubble up to the stage
6666 * for each actor and at that point we will transform the actors
6667 * paint volume into screen coordinates to determine the clip region
6668 * for what needs to be redrawn in the next paint.
6670 * Besides minimizing redundant work another reason for this
6671 * deferred design is that it's more likely we will be able to
6672 * determine the paint volume of an actor once we've finished
6673 * updating the scenegraph because its allocation should be up to
6674 * date. NB: If we can't determine an actors paint volume then we
6675 * can't automatically queue a clipped redraw which can make a big
6676 * difference to performance.
6678 * So the control flow goes like this:
6679 * One of clutter_actor_queue_redraw,
6680 * _clutter_actor_queue_redraw_with_clip
6681 * or clutter_effect_queue_rerun
6683 * then control moves to:
6684 * _clutter_stage_queue_actor_redraw
6686 * later during _clutter_stage_do_update, once relayouting is done
6687 * and the scenegraph has been updated we will call:
6688 * _clutter_stage_finish_queue_redraws
6690 * _clutter_stage_finish_queue_redraws will call
6691 * _clutter_actor_finish_queue_redraw for each listed actor.
6692 * Note: actors *are* allowed to queue further redraws during this
6693 * process (considering clone actors or texture_new_from_actor which
6694 * respond to their source queueing a redraw by queuing a redraw
6695 * themselves). We repeat the process until the list is empty.
6697 * This will result in the "queue-redraw" signal being fired for
6698 * each actor which will pass control to the default signal handler:
6699 * clutter_actor_real_queue_redraw
6701 * This will bubble up to the stages handler:
6702 * clutter_stage_real_queue_redraw
6704 * clutter_stage_real_queue_redraw will transform the actors paint
6705 * volume into screen space and add it as a clip region for the next
6709 /* ignore queueing a redraw for actors being destroyed */
6710 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6713 stage = _clutter_actor_get_stage_internal (self);
6715 /* Ignore queueing a redraw for actors not descended from a stage */
6719 /* ignore queueing a redraw on stages that are being destroyed */
6720 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
6723 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
6725 ClutterActorBox allocation_clip;
6726 ClutterVertex origin;
6728 /* If the actor doesn't have a valid allocation then we will
6729 * queue a full stage redraw. */
6730 if (priv->needs_allocation)
6732 /* NB: NULL denotes an undefined clip which will result in a
6734 _clutter_actor_set_queue_redraw_clip (self, NULL);
6735 _clutter_actor_signal_queue_redraw (self, self);
6739 _clutter_paint_volume_init_static (&allocation_pv, self);
6740 pv = &allocation_pv;
6742 _clutter_actor_get_allocation_clip (self, &allocation_clip);
6744 origin.x = allocation_clip.x1;
6745 origin.y = allocation_clip.y1;
6747 clutter_paint_volume_set_origin (pv, &origin);
6748 clutter_paint_volume_set_width (pv,
6749 allocation_clip.x2 - allocation_clip.x1);
6750 clutter_paint_volume_set_height (pv,
6751 allocation_clip.y2 -
6752 allocation_clip.y1);
6753 should_free_pv = TRUE;
6758 should_free_pv = FALSE;
6761 self->priv->queue_redraw_entry =
6762 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
6763 priv->queue_redraw_entry,
6768 clutter_paint_volume_free (pv);
6770 /* If this is the first redraw queued then we can directly use the
6772 if (!priv->is_dirty)
6773 priv->effect_to_redraw = effect;
6774 /* Otherwise we need to merge it with the existing effect parameter */
6775 else if (effect != NULL)
6777 /* If there's already an effect then we need to use whichever is
6778 later in the chain of actors. Otherwise a full redraw has
6779 already been queued on the actor so we need to ignore the
6781 if (priv->effect_to_redraw != NULL)
6783 if (priv->effects == NULL)
6784 g_warning ("Redraw queued with an effect that is "
6785 "not applied to the actor");
6790 for (l = _clutter_meta_group_peek_metas (priv->effects);
6794 if (l->data == priv->effect_to_redraw ||
6796 priv->effect_to_redraw = l->data;
6803 /* If no effect is specified then we need to redraw the whole
6805 priv->effect_to_redraw = NULL;
6808 priv->is_dirty = TRUE;
6812 * clutter_actor_queue_redraw:
6813 * @self: A #ClutterActor
6815 * Queues up a redraw of an actor and any children. The redraw occurs
6816 * once the main loop becomes idle (after the current batch of events
6817 * has been processed, roughly).
6819 * Applications rarely need to call this, as redraws are handled
6820 * automatically by modification functions.
6822 * This function will not do anything if @self is not visible, or
6823 * if the actor is inside an invisible part of the scenegraph.
6825 * Also be aware that painting is a NOP for actors with an opacity of
6828 * When you are implementing a custom actor you must queue a redraw
6829 * whenever some private state changes that will affect painting or
6830 * picking of your actor.
6833 clutter_actor_queue_redraw (ClutterActor *self)
6835 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6837 _clutter_actor_queue_redraw_full (self,
6839 NULL, /* clip volume */
6844 * _clutter_actor_queue_redraw_with_clip:
6845 * @self: A #ClutterActor
6846 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
6847 * this queue redraw.
6848 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
6849 * redrawn or %NULL if you are just using a @flag to state your
6852 * Queues up a clipped redraw of an actor and any children. The redraw
6853 * occurs once the main loop becomes idle (after the current batch of
6854 * events has been processed, roughly).
6856 * If no flags are given the clip volume is defined by @volume
6857 * specified in actor coordinates and tells Clutter that only content
6858 * within this volume has been changed so Clutter can optionally
6859 * optimize the redraw.
6861 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
6862 * should be %NULL and this tells Clutter to use the actor's current
6863 * allocation as a clip box. This flag can only be used for 2D actors,
6864 * because any actor with depth may be projected outside its
6867 * Applications rarely need to call this, as redraws are handled
6868 * automatically by modification functions.
6870 * This function will not do anything if @self is not visible, or if
6871 * the actor is inside an invisible part of the scenegraph.
6873 * Also be aware that painting is a NOP for actors with an opacity of
6876 * When you are implementing a custom actor you must queue a redraw
6877 * whenever some private state changes that will affect painting or
6878 * picking of your actor.
6881 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6882 ClutterRedrawFlags flags,
6883 ClutterPaintVolume *volume)
6885 _clutter_actor_queue_redraw_full (self,
6887 volume, /* clip volume */
6892 _clutter_actor_queue_only_relayout (ClutterActor *self)
6894 ClutterActorPrivate *priv = self->priv;
6896 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6899 if (priv->needs_width_request &&
6900 priv->needs_height_request &&
6901 priv->needs_allocation)
6902 return; /* save some cpu cycles */
6904 #if CLUTTER_ENABLE_DEBUG
6905 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
6907 g_warning ("The actor '%s' is currently inside an allocation "
6908 "cycle; calling clutter_actor_queue_relayout() is "
6910 _clutter_actor_get_debug_name (self));
6912 #endif /* CLUTTER_ENABLE_DEBUG */
6914 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
6918 * clutter_actor_queue_redraw_with_clip:
6919 * @self: a #ClutterActor
6920 * @clip: (allow-none): a rectangular clip region, or %NULL
6922 * Queues a redraw on @self limited to a specific, actor-relative
6925 * If @clip is %NULL this function is equivalent to
6926 * clutter_actor_queue_redraw().
6931 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6932 const cairo_rectangle_int_t *clip)
6934 ClutterPaintVolume volume;
6935 ClutterVertex origin;
6937 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6941 clutter_actor_queue_redraw (self);
6945 _clutter_paint_volume_init_static (&volume, self);
6951 clutter_paint_volume_set_origin (&volume, &origin);
6952 clutter_paint_volume_set_width (&volume, clip->width);
6953 clutter_paint_volume_set_height (&volume, clip->height);
6955 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
6957 clutter_paint_volume_free (&volume);
6961 * clutter_actor_queue_relayout:
6962 * @self: A #ClutterActor
6964 * Indicates that the actor's size request or other layout-affecting
6965 * properties may have changed. This function is used inside #ClutterActor
6966 * subclass implementations, not by applications directly.
6968 * Queueing a new layout automatically queues a redraw as well.
6973 clutter_actor_queue_relayout (ClutterActor *self)
6975 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6977 _clutter_actor_queue_only_relayout (self);
6978 clutter_actor_queue_redraw (self);
6982 * clutter_actor_get_preferred_size:
6983 * @self: a #ClutterActor
6984 * @min_width_p: (out) (allow-none): return location for the minimum
6986 * @min_height_p: (out) (allow-none): return location for the minimum
6988 * @natural_width_p: (out) (allow-none): return location for the natural
6990 * @natural_height_p: (out) (allow-none): return location for the natural
6993 * Computes the preferred minimum and natural size of an actor, taking into
6994 * account the actor's geometry management (either height-for-width
6995 * or width-for-height).
6997 * The width and height used to compute the preferred height and preferred
6998 * width are the actor's natural ones.
7000 * If you need to control the height for the preferred width, or the width for
7001 * the preferred height, you should use clutter_actor_get_preferred_width()
7002 * and clutter_actor_get_preferred_height(), and check the actor's preferred
7003 * geometry management using the #ClutterActor:request-mode property.
7008 clutter_actor_get_preferred_size (ClutterActor *self,
7009 gfloat *min_width_p,
7010 gfloat *min_height_p,
7011 gfloat *natural_width_p,
7012 gfloat *natural_height_p)
7014 ClutterActorPrivate *priv;
7015 gfloat min_width, min_height;
7016 gfloat natural_width, natural_height;
7018 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7022 min_width = min_height = 0;
7023 natural_width = natural_height = 0;
7025 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7027 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
7028 clutter_actor_get_preferred_width (self, -1,
7031 clutter_actor_get_preferred_height (self, natural_width,
7037 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
7038 clutter_actor_get_preferred_height (self, -1,
7041 clutter_actor_get_preferred_width (self, natural_height,
7047 *min_width_p = min_width;
7050 *min_height_p = min_height;
7052 if (natural_width_p)
7053 *natural_width_p = natural_width;
7055 if (natural_height_p)
7056 *natural_height_p = natural_height;
7061 * @align: a #ClutterActorAlign
7062 * @direction: a #ClutterTextDirection
7064 * Retrieves the correct alignment depending on the text direction
7066 * Return value: the effective alignment
7068 static ClutterActorAlign
7069 effective_align (ClutterActorAlign align,
7070 ClutterTextDirection direction)
7072 ClutterActorAlign res;
7076 case CLUTTER_ACTOR_ALIGN_START:
7077 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7078 ? CLUTTER_ACTOR_ALIGN_END
7079 : CLUTTER_ACTOR_ALIGN_START;
7082 case CLUTTER_ACTOR_ALIGN_END:
7083 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7084 ? CLUTTER_ACTOR_ALIGN_START
7085 : CLUTTER_ACTOR_ALIGN_END;
7097 adjust_for_margin (float margin_start,
7099 float *minimum_size,
7100 float *natural_size,
7101 float *allocated_start,
7102 float *allocated_end)
7104 *minimum_size -= (margin_start + margin_end);
7105 *natural_size -= (margin_start + margin_end);
7106 *allocated_start += margin_start;
7107 *allocated_end -= margin_end;
7111 adjust_for_alignment (ClutterActorAlign alignment,
7113 float *allocated_start,
7114 float *allocated_end)
7116 float allocated_size = *allocated_end - *allocated_start;
7120 case CLUTTER_ACTOR_ALIGN_FILL:
7124 case CLUTTER_ACTOR_ALIGN_START:
7126 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7129 case CLUTTER_ACTOR_ALIGN_END:
7130 if (allocated_size > natural_size)
7132 *allocated_start += (allocated_size - natural_size);
7133 *allocated_end = *allocated_start + natural_size;
7137 case CLUTTER_ACTOR_ALIGN_CENTER:
7138 if (allocated_size > natural_size)
7140 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7141 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7148 * clutter_actor_adjust_width:
7149 * @self: a #ClutterActor
7150 * @minimum_width: (inout): the actor's preferred minimum width, which
7151 * will be adjusted depending on the margin
7152 * @natural_width: (inout): the actor's preferred natural width, which
7153 * will be adjusted depending on the margin
7154 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7155 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7157 * Adjusts the preferred and allocated position and size of an actor,
7158 * depending on the margin and alignment properties.
7161 clutter_actor_adjust_width (ClutterActor *self,
7162 gfloat *minimum_width,
7163 gfloat *natural_width,
7164 gfloat *adjusted_x1,
7165 gfloat *adjusted_x2)
7167 ClutterTextDirection text_dir;
7168 const ClutterLayoutInfo *info;
7170 info = _clutter_actor_get_layout_info_or_defaults (self);
7171 text_dir = clutter_actor_get_text_direction (self);
7173 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7175 /* this will tweak natural_width to remove the margin, so that
7176 * adjust_for_alignment() will use the correct size
7178 adjust_for_margin (info->margin.left, info->margin.right,
7179 minimum_width, natural_width,
7180 adjusted_x1, adjusted_x2);
7182 adjust_for_alignment (effective_align (info->x_align, text_dir),
7184 adjusted_x1, adjusted_x2);
7188 * clutter_actor_adjust_height:
7189 * @self: a #ClutterActor
7190 * @minimum_height: (inout): the actor's preferred minimum height, which
7191 * will be adjusted depending on the margin
7192 * @natural_height: (inout): the actor's preferred natural height, which
7193 * will be adjusted depending on the margin
7194 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7195 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7197 * Adjusts the preferred and allocated position and size of an actor,
7198 * depending on the margin and alignment properties.
7201 clutter_actor_adjust_height (ClutterActor *self,
7202 gfloat *minimum_height,
7203 gfloat *natural_height,
7204 gfloat *adjusted_y1,
7205 gfloat *adjusted_y2)
7207 const ClutterLayoutInfo *info;
7209 info = _clutter_actor_get_layout_info_or_defaults (self);
7211 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7213 /* this will tweak natural_height to remove the margin, so that
7214 * adjust_for_alignment() will use the correct size
7216 adjust_for_margin (info->margin.top, info->margin.bottom,
7217 minimum_height, natural_height,
7221 /* we don't use effective_align() here, because text direction
7222 * only affects the horizontal axis
7224 adjust_for_alignment (info->y_align,
7231 /* looks for a cached size request for this for_size. If not
7232 * found, returns the oldest entry so it can be overwritten */
7234 _clutter_actor_get_cached_size_request (gfloat for_size,
7235 SizeRequest *cached_size_requests,
7236 SizeRequest **result)
7240 *result = &cached_size_requests[0];
7242 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7246 sr = &cached_size_requests[i];
7249 sr->for_size == for_size)
7251 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7255 else if (sr->age < (*result)->age)
7261 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7267 * clutter_actor_get_preferred_width:
7268 * @self: A #ClutterActor
7269 * @for_height: available height when computing the preferred width,
7270 * or a negative value to indicate that no height is defined
7271 * @min_width_p: (out) (allow-none): return location for minimum width,
7273 * @natural_width_p: (out) (allow-none): return location for the natural
7276 * Computes the requested minimum and natural widths for an actor,
7277 * optionally depending on the specified height, or if they are
7278 * already computed, returns the cached values.
7280 * An actor may not get its request - depending on the layout
7281 * manager that's in effect.
7283 * A request should not incorporate the actor's scale or anchor point;
7284 * those transformations do not affect layout, only rendering.
7289 clutter_actor_get_preferred_width (ClutterActor *self,
7291 gfloat *min_width_p,
7292 gfloat *natural_width_p)
7294 float request_min_width, request_natural_width;
7295 SizeRequest *cached_size_request;
7296 const ClutterLayoutInfo *info;
7297 ClutterActorPrivate *priv;
7298 gboolean found_in_cache;
7300 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7304 info = _clutter_actor_get_layout_info_or_defaults (self);
7306 /* we shortcircuit the case of a fixed size set using set_width() */
7307 if (priv->min_width_set && priv->natural_width_set)
7309 if (min_width_p != NULL)
7310 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7312 if (natural_width_p != NULL)
7313 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7318 /* the remaining cases are:
7320 * - either min_width or natural_width have been set
7321 * - neither min_width or natural_width have been set
7323 * in both cases, we go through the cache (and through the actor in case
7324 * of cache misses) and determine the authoritative value depending on
7328 if (!priv->needs_width_request)
7331 _clutter_actor_get_cached_size_request (for_height,
7332 priv->width_requests,
7333 &cached_size_request);
7337 /* if the actor needs a width request we use the first slot */
7338 found_in_cache = FALSE;
7339 cached_size_request = &priv->width_requests[0];
7342 if (!found_in_cache)
7344 gfloat minimum_width, natural_width;
7345 ClutterActorClass *klass;
7347 minimum_width = natural_width = 0;
7349 /* adjust for the margin */
7350 if (for_height >= 0)
7352 for_height -= (info->margin.top + info->margin.bottom);
7357 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7359 klass = CLUTTER_ACTOR_GET_CLASS (self);
7360 klass->get_preferred_width (self, for_height,
7364 /* adjust for the margin */
7365 minimum_width += (info->margin.left + info->margin.right);
7366 natural_width += (info->margin.left + info->margin.right);
7368 /* Due to accumulated float errors, it's better not to warn
7369 * on this, but just fix it.
7371 if (natural_width < minimum_width)
7372 natural_width = minimum_width;
7374 cached_size_request->min_size = minimum_width;
7375 cached_size_request->natural_size = natural_width;
7376 cached_size_request->for_size = for_height;
7377 cached_size_request->age = priv->cached_width_age;
7379 priv->cached_width_age += 1;
7380 priv->needs_width_request = FALSE;
7383 if (!priv->min_width_set)
7384 request_min_width = cached_size_request->min_size;
7386 request_min_width = info->min_width;
7388 if (!priv->natural_width_set)
7389 request_natural_width = cached_size_request->natural_size;
7391 request_natural_width = info->natural_width;
7394 *min_width_p = request_min_width;
7396 if (natural_width_p)
7397 *natural_width_p = request_natural_width;
7401 * clutter_actor_get_preferred_height:
7402 * @self: A #ClutterActor
7403 * @for_width: available width to assume in computing desired height,
7404 * or a negative value to indicate that no width is defined
7405 * @min_height_p: (out) (allow-none): return location for minimum height,
7407 * @natural_height_p: (out) (allow-none): return location for natural
7410 * Computes the requested minimum and natural heights for an actor,
7411 * or if they are already computed, returns the cached values.
7413 * An actor may not get its request - depending on the layout
7414 * manager that's in effect.
7416 * A request should not incorporate the actor's scale or anchor point;
7417 * those transformations do not affect layout, only rendering.
7422 clutter_actor_get_preferred_height (ClutterActor *self,
7424 gfloat *min_height_p,
7425 gfloat *natural_height_p)
7427 float request_min_height, request_natural_height;
7428 SizeRequest *cached_size_request;
7429 const ClutterLayoutInfo *info;
7430 ClutterActorPrivate *priv;
7431 gboolean found_in_cache;
7433 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7437 info = _clutter_actor_get_layout_info_or_defaults (self);
7439 /* we shortcircuit the case of a fixed size set using set_height() */
7440 if (priv->min_height_set && priv->natural_height_set)
7442 if (min_height_p != NULL)
7443 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7445 if (natural_height_p != NULL)
7446 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7451 /* the remaining cases are:
7453 * - either min_height or natural_height have been set
7454 * - neither min_height or natural_height have been set
7456 * in both cases, we go through the cache (and through the actor in case
7457 * of cache misses) and determine the authoritative value depending on
7461 if (!priv->needs_height_request)
7464 _clutter_actor_get_cached_size_request (for_width,
7465 priv->height_requests,
7466 &cached_size_request);
7470 found_in_cache = FALSE;
7471 cached_size_request = &priv->height_requests[0];
7474 if (!found_in_cache)
7476 gfloat minimum_height, natural_height;
7477 ClutterActorClass *klass;
7479 minimum_height = natural_height = 0;
7481 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
7483 /* adjust for margin */
7486 for_width -= (info->margin.left + info->margin.right);
7491 klass = CLUTTER_ACTOR_GET_CLASS (self);
7492 klass->get_preferred_height (self, for_width,
7496 /* adjust for margin */
7497 minimum_height += (info->margin.top + info->margin.bottom);
7498 natural_height += (info->margin.top + info->margin.bottom);
7500 /* Due to accumulated float errors, it's better not to warn
7501 * on this, but just fix it.
7503 if (natural_height < minimum_height)
7504 natural_height = minimum_height;
7506 cached_size_request->min_size = minimum_height;
7507 cached_size_request->natural_size = natural_height;
7508 cached_size_request->for_size = for_width;
7509 cached_size_request->age = priv->cached_height_age;
7511 priv->cached_height_age += 1;
7512 priv->needs_height_request = FALSE;
7515 if (!priv->min_height_set)
7516 request_min_height = cached_size_request->min_size;
7518 request_min_height = info->min_height;
7520 if (!priv->natural_height_set)
7521 request_natural_height = cached_size_request->natural_size;
7523 request_natural_height = info->natural_height;
7526 *min_height_p = request_min_height;
7528 if (natural_height_p)
7529 *natural_height_p = request_natural_height;
7533 * clutter_actor_get_allocation_box:
7534 * @self: A #ClutterActor
7535 * @box: (out): the function fills this in with the actor's allocation
7537 * Gets the layout box an actor has been assigned. The allocation can
7538 * only be assumed valid inside a paint() method; anywhere else, it
7539 * may be out-of-date.
7541 * An allocation does not incorporate the actor's scale or anchor point;
7542 * those transformations do not affect layout, only rendering.
7544 * <note>Do not call any of the clutter_actor_get_allocation_*() family
7545 * of functions inside the implementation of the get_preferred_width()
7546 * or get_preferred_height() virtual functions.</note>
7551 clutter_actor_get_allocation_box (ClutterActor *self,
7552 ClutterActorBox *box)
7554 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7556 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
7557 * which limits calling get_allocation to inside paint() basically; or
7558 * we can 2) force a layout, which could be expensive if someone calls
7559 * get_allocation somewhere silly; or we can 3) just return the latest
7560 * value, allowing it to be out-of-date, and assume people know what
7563 * The least-surprises approach that keeps existing code working is
7564 * likely to be 2). People can end up doing some inefficient things,
7565 * though, and in general code that requires 2) is probably broken.
7568 /* this implements 2) */
7569 if (G_UNLIKELY (self->priv->needs_allocation))
7571 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7573 /* do not queue a relayout on an unparented actor */
7575 _clutter_stage_maybe_relayout (stage);
7578 /* commenting out the code above and just keeping this assigment
7581 *box = self->priv->allocation;
7585 * clutter_actor_get_allocation_geometry:
7586 * @self: A #ClutterActor
7587 * @geom: (out): allocation geometry in pixels
7589 * Gets the layout box an actor has been assigned. The allocation can
7590 * only be assumed valid inside a paint() method; anywhere else, it
7591 * may be out-of-date.
7593 * An allocation does not incorporate the actor's scale or anchor point;
7594 * those transformations do not affect layout, only rendering.
7596 * The returned rectangle is in pixels.
7601 clutter_actor_get_allocation_geometry (ClutterActor *self,
7602 ClutterGeometry *geom)
7604 ClutterActorBox box;
7606 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7607 g_return_if_fail (geom != NULL);
7609 clutter_actor_get_allocation_box (self, &box);
7611 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
7612 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
7613 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
7614 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
7618 clutter_actor_update_constraints (ClutterActor *self,
7619 ClutterActorBox *allocation)
7621 ClutterActorPrivate *priv = self->priv;
7622 const GList *constraints, *l;
7624 if (priv->constraints == NULL)
7627 constraints = _clutter_meta_group_peek_metas (priv->constraints);
7628 for (l = constraints; l != NULL; l = l->next)
7630 ClutterConstraint *constraint = l->data;
7631 ClutterActorMeta *meta = l->data;
7633 if (clutter_actor_meta_get_enabled (meta))
7635 _clutter_constraint_update_allocation (constraint,
7643 * clutter_actor_adjust_allocation:
7644 * @self: a #ClutterActor
7645 * @allocation: (inout): the allocation to adjust
7647 * Adjusts the passed allocation box taking into account the actor's
7648 * layout information, like alignment, expansion, and margin.
7651 clutter_actor_adjust_allocation (ClutterActor *self,
7652 ClutterActorBox *allocation)
7654 ClutterActorBox adj_allocation;
7655 float alloc_width, alloc_height;
7656 float min_width, min_height;
7657 float nat_width, nat_height;
7658 ClutterRequestMode req_mode;
7660 adj_allocation = *allocation;
7662 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
7664 /* we want to hit the cache, so we use the public API */
7665 req_mode = clutter_actor_get_request_mode (self);
7667 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7669 clutter_actor_get_preferred_width (self, -1,
7672 clutter_actor_get_preferred_height (self, alloc_width,
7676 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
7678 clutter_actor_get_preferred_height (self, -1,
7681 clutter_actor_get_preferred_height (self, alloc_height,
7686 #ifdef CLUTTER_ENABLE_DEBUG
7687 /* warn about underallocations */
7688 if (_clutter_diagnostic_enabled () &&
7689 (floorf (min_width - alloc_width) > 0 ||
7690 floorf (min_height - alloc_height) > 0))
7692 ClutterActor *parent = clutter_actor_get_parent (self);
7694 /* the only actors that are allowed to be underallocated are the Stage,
7695 * as it doesn't have an implicit size, and Actors that specifically
7696 * told us that they want to opt-out from layout control mechanisms
7697 * through the NO_LAYOUT escape hatch.
7699 if (parent != NULL &&
7700 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
7702 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
7703 "of %.2f x %.2f from its parent actor '%s', but its "
7704 "requested minimum size is of %.2f x %.2f",
7705 _clutter_actor_get_debug_name (self),
7706 alloc_width, alloc_height,
7707 _clutter_actor_get_debug_name (parent),
7708 min_width, min_height);
7713 clutter_actor_adjust_width (self,
7717 &adj_allocation.x2);
7719 clutter_actor_adjust_height (self,
7723 &adj_allocation.y2);
7725 /* we maintain the invariant that an allocation cannot be adjusted
7726 * to be outside the parent-given box
7728 if (adj_allocation.x1 < allocation->x1 ||
7729 adj_allocation.y1 < allocation->y1 ||
7730 adj_allocation.x2 > allocation->x2 ||
7731 adj_allocation.y2 > allocation->y2)
7733 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
7734 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
7735 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
7736 _clutter_actor_get_debug_name (self),
7737 adj_allocation.x1, adj_allocation.y1,
7738 adj_allocation.x2 - adj_allocation.x1,
7739 adj_allocation.y2 - adj_allocation.y1,
7740 allocation->x1, allocation->y1,
7741 allocation->x2 - allocation->x1,
7742 allocation->y2 - allocation->y1);
7746 *allocation = adj_allocation;
7750 * clutter_actor_allocate:
7751 * @self: A #ClutterActor
7752 * @box: new allocation of the actor, in parent-relative coordinates
7753 * @flags: flags that control the allocation
7755 * Called by the parent of an actor to assign the actor its size.
7756 * Should never be called by applications (except when implementing
7757 * a container or layout manager).
7759 * Actors can know from their allocation box whether they have moved
7760 * with respect to their parent actor. The @flags parameter describes
7761 * additional information about the allocation, for instance whether
7762 * the parent has moved with respect to the stage, for example because
7763 * a grandparent's origin has moved.
7768 clutter_actor_allocate (ClutterActor *self,
7769 const ClutterActorBox *box,
7770 ClutterAllocationFlags flags)
7772 ClutterActorPrivate *priv;
7773 ClutterActorClass *klass;
7774 ClutterActorBox old_allocation, real_allocation;
7775 gboolean origin_changed, child_moved, size_changed;
7776 gboolean stage_allocation_changed;
7778 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7779 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
7781 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
7782 "which isn't a descendent of the stage!\n",
7783 self, _clutter_actor_get_debug_name (self));
7789 old_allocation = priv->allocation;
7790 real_allocation = *box;
7792 /* constraints are allowed to modify the allocation only here; we do
7793 * this prior to all the other checks so that we can bail out if the
7794 * allocation did not change
7796 clutter_actor_update_constraints (self, &real_allocation);
7798 /* adjust the allocation depending on the align/margin properties */
7799 clutter_actor_adjust_allocation (self, &real_allocation);
7801 if (real_allocation.x2 < real_allocation.x1 ||
7802 real_allocation.y2 < real_allocation.y1)
7804 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
7805 _clutter_actor_get_debug_name (self),
7806 real_allocation.x2 - real_allocation.x1,
7807 real_allocation.y2 - real_allocation.y1);
7810 /* we allow 0-sized actors, but not negative-sized ones */
7811 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
7812 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
7814 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
7816 child_moved = (real_allocation.x1 != old_allocation.x1 ||
7817 real_allocation.y1 != old_allocation.y1);
7819 size_changed = (real_allocation.x2 != old_allocation.x2 ||
7820 real_allocation.y2 != old_allocation.y2);
7822 if (origin_changed || child_moved || size_changed)
7823 stage_allocation_changed = TRUE;
7825 stage_allocation_changed = FALSE;
7827 /* If we get an allocation "out of the blue"
7828 * (we did not queue relayout), then we want to
7829 * ignore it. But if we have needs_allocation set,
7830 * we want to guarantee that allocate() virtual
7831 * method is always called, i.e. that queue_relayout()
7832 * always results in an allocate() invocation on
7835 * The optimization here is to avoid re-allocating
7836 * actors that did not queue relayout and were
7839 if (!priv->needs_allocation && !stage_allocation_changed)
7841 CLUTTER_NOTE (LAYOUT, "No allocation needed");
7845 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
7846 * clutter_actor_allocate(), it indicates whether the parent has its
7847 * absolute origin moved; when passed in to ClutterActor::allocate()
7848 * virtual method though, it indicates whether the child has its
7849 * absolute origin moved. So we set it when child_moved is TRUE
7852 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
7854 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7856 klass = CLUTTER_ACTOR_GET_CLASS (self);
7857 klass->allocate (self, &real_allocation, flags);
7859 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7861 if (stage_allocation_changed)
7862 clutter_actor_queue_redraw (self);
7866 * clutter_actor_set_allocation:
7867 * @self: a #ClutterActor
7868 * @box: a #ClutterActorBox
7869 * @flags: allocation flags
7871 * Stores the allocation of @self as defined by @box.
7873 * This function can only be called from within the implementation of
7874 * the #ClutterActorClass.allocate() virtual function.
7876 * The allocation should have been adjusted to take into account constraints,
7877 * alignment, and margin properties. If you are implementing a #ClutterActor
7878 * subclass that provides its own layout management policy for its children
7879 * instead of using a #ClutterLayoutManager delegate, you should not call
7880 * this function on the children of @self; instead, you should call
7881 * clutter_actor_allocate(), which will adjust the allocation box for
7884 * This function should only be used by subclasses of #ClutterActor
7885 * that wish to store their allocation but cannot chain up to the
7886 * parent's implementation; the default implementation of the
7887 * #ClutterActorClass.allocate() virtual function will call this
7890 * It is important to note that, while chaining up was the recommended
7891 * behaviour for #ClutterActor subclasses prior to the introduction of
7892 * this function, it is recommended to call clutter_actor_set_allocation()
7895 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
7896 * to handle the allocation of its children, this function will call
7897 * the clutter_layout_manager_allocate() function only if the
7898 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
7899 * expected that the subclass will call clutter_layout_manager_allocate()
7900 * by itself. For instance, the following code:
7904 * my_actor_allocate (ClutterActor *actor,
7905 * const ClutterActorBox *allocation,
7906 * ClutterAllocationFlags flags)
7908 * ClutterActorBox new_alloc;
7909 * ClutterAllocationFlags new_flags;
7911 * adjust_allocation (allocation, &new_alloc);
7913 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
7915 * /* this will use the layout manager set on the actor */
7916 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
7920 * is equivalent to this:
7924 * my_actor_allocate (ClutterActor *actor,
7925 * const ClutterActorBox *allocation,
7926 * ClutterAllocationFlags flags)
7928 * ClutterLayoutManager *layout;
7929 * ClutterActorBox new_alloc;
7931 * adjust_allocation (allocation, &new_alloc);
7933 * clutter_actor_set_allocation (actor, &new_alloc, flags);
7935 * layout = clutter_actor_get_layout_manager (actor);
7936 * clutter_layout_manager_allocate (layout,
7937 * CLUTTER_CONTAINER (actor),
7946 clutter_actor_set_allocation (ClutterActor *self,
7947 const ClutterActorBox *box,
7948 ClutterAllocationFlags flags)
7950 ClutterActorPrivate *priv;
7953 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7954 g_return_if_fail (box != NULL);
7956 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
7958 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
7959 "can only be called from within the implementation of "
7960 "the ClutterActor::allocate() virtual function.");
7966 g_object_freeze_notify (G_OBJECT (self));
7968 changed = clutter_actor_set_allocation_internal (self, box, flags);
7970 /* we allocate our children before we notify changes in our geometry,
7971 * so that people connecting to properties will be able to get valid
7972 * data out of the sub-tree of the scene graph that has this actor at
7975 clutter_actor_maybe_layout_children (self, box, flags);
7978 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
7980 priv->allocation_flags);
7982 g_object_thaw_notify (G_OBJECT (self));
7986 * clutter_actor_set_geometry:
7987 * @self: A #ClutterActor
7988 * @geometry: A #ClutterGeometry
7990 * Sets the actor's fixed position and forces its minimum and natural
7991 * size, in pixels. This means the untransformed actor will have the
7992 * given geometry. This is the same as calling clutter_actor_set_position()
7993 * and clutter_actor_set_size().
7995 * Deprecated: 1.10: Use clutter_actor_set_position() and
7996 * clutter_actor_set_size() instead.
7999 clutter_actor_set_geometry (ClutterActor *self,
8000 const ClutterGeometry *geometry)
8002 g_object_freeze_notify (G_OBJECT (self));
8004 clutter_actor_set_position (self, geometry->x, geometry->y);
8005 clutter_actor_set_size (self, geometry->width, geometry->height);
8007 g_object_thaw_notify (G_OBJECT (self));
8011 * clutter_actor_get_geometry:
8012 * @self: A #ClutterActor
8013 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
8015 * Gets the size and position of an actor relative to its parent
8016 * actor. This is the same as calling clutter_actor_get_position() and
8017 * clutter_actor_get_size(). It tries to "do what you mean" and get the
8018 * requested size and position if the actor's allocation is invalid.
8020 * Deprecated: 1.10: Use clutter_actor_get_position() and
8021 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
8025 clutter_actor_get_geometry (ClutterActor *self,
8026 ClutterGeometry *geometry)
8028 gfloat x, y, width, height;
8030 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8031 g_return_if_fail (geometry != NULL);
8033 clutter_actor_get_position (self, &x, &y);
8034 clutter_actor_get_size (self, &width, &height);
8036 geometry->x = (int) x;
8037 geometry->y = (int) y;
8038 geometry->width = (int) width;
8039 geometry->height = (int) height;
8043 * clutter_actor_set_position:
8044 * @self: A #ClutterActor
8045 * @x: New left position of actor in pixels.
8046 * @y: New top position of actor in pixels.
8048 * Sets the actor's fixed position in pixels relative to any parent
8051 * If a layout manager is in use, this position will override the
8052 * layout manager and force a fixed position.
8055 clutter_actor_set_position (ClutterActor *self,
8059 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8061 g_object_freeze_notify (G_OBJECT (self));
8063 clutter_actor_set_x (self, x);
8064 clutter_actor_set_y (self, y);
8066 g_object_thaw_notify (G_OBJECT (self));
8070 * clutter_actor_get_fixed_position_set:
8071 * @self: A #ClutterActor
8073 * Checks whether an actor has a fixed position set (and will thus be
8074 * unaffected by any layout manager).
8076 * Return value: %TRUE if the fixed position is set on the actor
8081 clutter_actor_get_fixed_position_set (ClutterActor *self)
8083 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
8085 return self->priv->position_set;
8089 * clutter_actor_set_fixed_position_set:
8090 * @self: A #ClutterActor
8091 * @is_set: whether to use fixed position
8093 * Sets whether an actor has a fixed position set (and will thus be
8094 * unaffected by any layout manager).
8099 clutter_actor_set_fixed_position_set (ClutterActor *self,
8102 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8104 if (self->priv->position_set == (is_set != FALSE))
8107 self->priv->position_set = is_set != FALSE;
8108 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8110 clutter_actor_queue_relayout (self);
8114 * clutter_actor_move_by:
8115 * @self: A #ClutterActor
8116 * @dx: Distance to move Actor on X axis.
8117 * @dy: Distance to move Actor on Y axis.
8119 * Moves an actor by the specified distance relative to its current
8120 * position in pixels.
8122 * This function modifies the fixed position of an actor and thus removes
8123 * it from any layout management. Another way to move an actor is with an
8124 * anchor point, see clutter_actor_set_anchor_point().
8129 clutter_actor_move_by (ClutterActor *self,
8133 const ClutterLayoutInfo *info;
8136 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8138 info = _clutter_actor_get_layout_info_or_defaults (self);
8142 clutter_actor_set_position (self, x + dx, y + dy);
8146 clutter_actor_set_min_width (ClutterActor *self,
8149 ClutterActorPrivate *priv = self->priv;
8150 ClutterActorBox old = { 0, };
8151 ClutterLayoutInfo *info;
8153 /* if we are setting the size on a top-level actor and the
8154 * backend only supports static top-levels (e.g. framebuffers)
8155 * then we ignore the passed value and we override it with
8156 * the stage implementation's preferred size.
8158 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8159 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8162 info = _clutter_actor_get_layout_info (self);
8164 if (priv->min_width_set && min_width == info->min_width)
8167 g_object_freeze_notify (G_OBJECT (self));
8169 clutter_actor_store_old_geometry (self, &old);
8171 info->min_width = min_width;
8172 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8173 clutter_actor_set_min_width_set (self, TRUE);
8175 clutter_actor_notify_if_geometry_changed (self, &old);
8177 g_object_thaw_notify (G_OBJECT (self));
8179 clutter_actor_queue_relayout (self);
8183 clutter_actor_set_min_height (ClutterActor *self,
8187 ClutterActorPrivate *priv = self->priv;
8188 ClutterActorBox old = { 0, };
8189 ClutterLayoutInfo *info;
8191 /* if we are setting the size on a top-level actor and the
8192 * backend only supports static top-levels (e.g. framebuffers)
8193 * then we ignore the passed value and we override it with
8194 * the stage implementation's preferred size.
8196 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8197 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8200 info = _clutter_actor_get_layout_info (self);
8202 if (priv->min_height_set && min_height == info->min_height)
8205 g_object_freeze_notify (G_OBJECT (self));
8207 clutter_actor_store_old_geometry (self, &old);
8209 info->min_height = min_height;
8210 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8211 clutter_actor_set_min_height_set (self, TRUE);
8213 clutter_actor_notify_if_geometry_changed (self, &old);
8215 g_object_thaw_notify (G_OBJECT (self));
8217 clutter_actor_queue_relayout (self);
8221 clutter_actor_set_natural_width (ClutterActor *self,
8222 gfloat natural_width)
8224 ClutterActorPrivate *priv = self->priv;
8225 ClutterActorBox old = { 0, };
8226 ClutterLayoutInfo *info;
8228 /* if we are setting the size on a top-level actor and the
8229 * backend only supports static top-levels (e.g. framebuffers)
8230 * then we ignore the passed value and we override it with
8231 * the stage implementation's preferred size.
8233 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8234 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8237 info = _clutter_actor_get_layout_info (self);
8239 if (priv->natural_width_set && natural_width == info->natural_width)
8242 g_object_freeze_notify (G_OBJECT (self));
8244 clutter_actor_store_old_geometry (self, &old);
8246 info->natural_width = natural_width;
8247 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8248 clutter_actor_set_natural_width_set (self, TRUE);
8250 clutter_actor_notify_if_geometry_changed (self, &old);
8252 g_object_thaw_notify (G_OBJECT (self));
8254 clutter_actor_queue_relayout (self);
8258 clutter_actor_set_natural_height (ClutterActor *self,
8259 gfloat natural_height)
8261 ClutterActorPrivate *priv = self->priv;
8262 ClutterActorBox old = { 0, };
8263 ClutterLayoutInfo *info;
8265 /* if we are setting the size on a top-level actor and the
8266 * backend only supports static top-levels (e.g. framebuffers)
8267 * then we ignore the passed value and we override it with
8268 * the stage implementation's preferred size.
8270 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8271 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8274 info = _clutter_actor_get_layout_info (self);
8276 if (priv->natural_height_set && natural_height == info->natural_height)
8279 g_object_freeze_notify (G_OBJECT (self));
8281 clutter_actor_store_old_geometry (self, &old);
8283 info->natural_height = natural_height;
8284 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8285 clutter_actor_set_natural_height_set (self, TRUE);
8287 clutter_actor_notify_if_geometry_changed (self, &old);
8289 g_object_thaw_notify (G_OBJECT (self));
8291 clutter_actor_queue_relayout (self);
8295 clutter_actor_set_min_width_set (ClutterActor *self,
8296 gboolean use_min_width)
8298 ClutterActorPrivate *priv = self->priv;
8299 ClutterActorBox old = { 0, };
8301 if (priv->min_width_set == (use_min_width != FALSE))
8304 clutter_actor_store_old_geometry (self, &old);
8306 priv->min_width_set = use_min_width != FALSE;
8307 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8309 clutter_actor_notify_if_geometry_changed (self, &old);
8311 clutter_actor_queue_relayout (self);
8315 clutter_actor_set_min_height_set (ClutterActor *self,
8316 gboolean use_min_height)
8318 ClutterActorPrivate *priv = self->priv;
8319 ClutterActorBox old = { 0, };
8321 if (priv->min_height_set == (use_min_height != FALSE))
8324 clutter_actor_store_old_geometry (self, &old);
8326 priv->min_height_set = use_min_height != FALSE;
8327 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8329 clutter_actor_notify_if_geometry_changed (self, &old);
8331 clutter_actor_queue_relayout (self);
8335 clutter_actor_set_natural_width_set (ClutterActor *self,
8336 gboolean use_natural_width)
8338 ClutterActorPrivate *priv = self->priv;
8339 ClutterActorBox old = { 0, };
8341 if (priv->natural_width_set == (use_natural_width != FALSE))
8344 clutter_actor_store_old_geometry (self, &old);
8346 priv->natural_width_set = use_natural_width != FALSE;
8347 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8349 clutter_actor_notify_if_geometry_changed (self, &old);
8351 clutter_actor_queue_relayout (self);
8355 clutter_actor_set_natural_height_set (ClutterActor *self,
8356 gboolean use_natural_height)
8358 ClutterActorPrivate *priv = self->priv;
8359 ClutterActorBox old = { 0, };
8361 if (priv->natural_height_set == (use_natural_height != FALSE))
8364 clutter_actor_store_old_geometry (self, &old);
8366 priv->natural_height_set = use_natural_height != FALSE;
8367 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8369 clutter_actor_notify_if_geometry_changed (self, &old);
8371 clutter_actor_queue_relayout (self);
8375 * clutter_actor_set_request_mode:
8376 * @self: a #ClutterActor
8377 * @mode: the request mode
8379 * Sets the geometry request mode of @self.
8381 * The @mode determines the order for invoking
8382 * clutter_actor_get_preferred_width() and
8383 * clutter_actor_get_preferred_height()
8388 clutter_actor_set_request_mode (ClutterActor *self,
8389 ClutterRequestMode mode)
8391 ClutterActorPrivate *priv;
8393 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8397 if (priv->request_mode == mode)
8400 priv->request_mode = mode;
8402 priv->needs_width_request = TRUE;
8403 priv->needs_height_request = TRUE;
8405 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8407 clutter_actor_queue_relayout (self);
8411 * clutter_actor_get_request_mode:
8412 * @self: a #ClutterActor
8414 * Retrieves the geometry request mode of @self
8416 * Return value: the request mode for the actor
8421 clutter_actor_get_request_mode (ClutterActor *self)
8423 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8424 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8426 return self->priv->request_mode;
8429 /* variant of set_width() without checks and without notification
8430 * freeze+thaw, for internal usage only
8433 clutter_actor_set_width_internal (ClutterActor *self,
8438 /* the Stage will use the :min-width to control the minimum
8439 * width to be resized to, so we should not be setting it
8440 * along with the :natural-width
8442 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8443 clutter_actor_set_min_width (self, width);
8445 clutter_actor_set_natural_width (self, width);
8449 /* we only unset the :natural-width for the Stage */
8450 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8451 clutter_actor_set_min_width_set (self, FALSE);
8453 clutter_actor_set_natural_width_set (self, FALSE);
8457 /* variant of set_height() without checks and without notification
8458 * freeze+thaw, for internal usage only
8461 clutter_actor_set_height_internal (ClutterActor *self,
8466 /* see the comment above in set_width_internal() */
8467 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8468 clutter_actor_set_min_height (self, height);
8470 clutter_actor_set_natural_height (self, height);
8474 /* see the comment above in set_width_internal() */
8475 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8476 clutter_actor_set_min_height_set (self, FALSE);
8478 clutter_actor_set_natural_height_set (self, FALSE);
8483 * clutter_actor_set_size:
8484 * @self: A #ClutterActor
8485 * @width: New width of actor in pixels, or -1
8486 * @height: New height of actor in pixels, or -1
8488 * Sets the actor's size request in pixels. This overrides any
8489 * "normal" size request the actor would have. For example
8490 * a text actor might normally request the size of the text;
8491 * this function would force a specific size instead.
8493 * If @width and/or @height are -1 the actor will use its
8494 * "normal" size request instead of overriding it, i.e.
8495 * you can "unset" the size with -1.
8497 * This function sets or unsets both the minimum and natural size.
8500 clutter_actor_set_size (ClutterActor *self,
8504 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8506 g_object_freeze_notify (G_OBJECT (self));
8508 clutter_actor_set_width_internal (self, width);
8509 clutter_actor_set_height_internal (self, height);
8511 g_object_thaw_notify (G_OBJECT (self));
8515 * clutter_actor_get_size:
8516 * @self: A #ClutterActor
8517 * @width: (out) (allow-none): return location for the width, or %NULL.
8518 * @height: (out) (allow-none): return location for the height, or %NULL.
8520 * This function tries to "do what you mean" and return
8521 * the size an actor will have. If the actor has a valid
8522 * allocation, the allocation will be returned; otherwise,
8523 * the actors natural size request will be returned.
8525 * If you care whether you get the request vs. the allocation, you
8526 * should probably call a different function like
8527 * clutter_actor_get_allocation_box() or
8528 * clutter_actor_get_preferred_width().
8533 clutter_actor_get_size (ClutterActor *self,
8537 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8540 *width = clutter_actor_get_width (self);
8543 *height = clutter_actor_get_height (self);
8547 * clutter_actor_get_position:
8548 * @self: a #ClutterActor
8549 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8550 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8552 * This function tries to "do what you mean" and tell you where the
8553 * actor is, prior to any transformations. Retrieves the fixed
8554 * position of an actor in pixels, if one has been set; otherwise, if
8555 * the allocation is valid, returns the actor's allocated position;
8556 * otherwise, returns 0,0.
8558 * The returned position is in pixels.
8563 clutter_actor_get_position (ClutterActor *self,
8567 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8570 *x = clutter_actor_get_x (self);
8573 *y = clutter_actor_get_y (self);
8577 * clutter_actor_get_transformed_position:
8578 * @self: A #ClutterActor
8579 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8580 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8582 * Gets the absolute position of an actor, in pixels relative to the stage.
8587 clutter_actor_get_transformed_position (ClutterActor *self,
8594 v1.x = v1.y = v1.z = 0;
8595 clutter_actor_apply_transform_to_point (self, &v1, &v2);
8605 * clutter_actor_get_transformed_size:
8606 * @self: A #ClutterActor
8607 * @width: (out) (allow-none): return location for the width, or %NULL
8608 * @height: (out) (allow-none): return location for the height, or %NULL
8610 * Gets the absolute size of an actor in pixels, taking into account the
8613 * If the actor has a valid allocation, the allocated size will be used.
8614 * If the actor has not a valid allocation then the preferred size will
8615 * be transformed and returned.
8617 * If you want the transformed allocation, see
8618 * clutter_actor_get_abs_allocation_vertices() instead.
8620 * <note>When the actor (or one of its ancestors) is rotated around the
8621 * X or Y axis, it no longer appears as on the stage as a rectangle, but
8622 * as a generic quadrangle; in that case this function returns the size
8623 * of the smallest rectangle that encapsulates the entire quad. Please
8624 * note that in this case no assumptions can be made about the relative
8625 * position of this envelope to the absolute position of the actor, as
8626 * returned by clutter_actor_get_transformed_position(); if you need this
8627 * information, you need to use clutter_actor_get_abs_allocation_vertices()
8628 * to get the coords of the actual quadrangle.</note>
8633 clutter_actor_get_transformed_size (ClutterActor *self,
8637 ClutterActorPrivate *priv;
8639 gfloat x_min, x_max, y_min, y_max;
8642 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8646 /* if the actor hasn't been allocated yet, get the preferred
8647 * size and transform that
8649 if (priv->needs_allocation)
8651 gfloat natural_width, natural_height;
8652 ClutterActorBox box;
8654 /* Make a fake allocation to transform.
8656 * NB: _clutter_actor_transform_and_project_box expects a box in
8657 * the actor's coordinate space... */
8662 natural_width = natural_height = 0;
8663 clutter_actor_get_preferred_size (self, NULL, NULL,
8667 box.x2 = natural_width;
8668 box.y2 = natural_height;
8670 _clutter_actor_transform_and_project_box (self, &box, v);
8673 clutter_actor_get_abs_allocation_vertices (self, v);
8675 x_min = x_max = v[0].x;
8676 y_min = y_max = v[0].y;
8678 for (i = 1; i < G_N_ELEMENTS (v); ++i)
8694 *width = x_max - x_min;
8697 *height = y_max - y_min;
8701 * clutter_actor_get_width:
8702 * @self: A #ClutterActor
8704 * Retrieves the width of a #ClutterActor.
8706 * If the actor has a valid allocation, this function will return the
8707 * width of the allocated area given to the actor.
8709 * If the actor does not have a valid allocation, this function will
8710 * return the actor's natural width, that is the preferred width of
8713 * If you care whether you get the preferred width or the width that
8714 * has been assigned to the actor, you should probably call a different
8715 * function like clutter_actor_get_allocation_box() to retrieve the
8716 * allocated size or clutter_actor_get_preferred_width() to retrieve the
8719 * If an actor has a fixed width, for instance a width that has been
8720 * assigned using clutter_actor_set_width(), the width returned will
8721 * be the same value.
8723 * Return value: the width of the actor, in pixels
8726 clutter_actor_get_width (ClutterActor *self)
8728 ClutterActorPrivate *priv;
8730 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8734 if (priv->needs_allocation)
8736 gfloat natural_width = 0;
8738 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8739 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8742 gfloat natural_height = 0;
8744 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8745 clutter_actor_get_preferred_width (self, natural_height,
8750 return natural_width;
8753 return priv->allocation.x2 - priv->allocation.x1;
8757 * clutter_actor_get_height:
8758 * @self: A #ClutterActor
8760 * Retrieves the height of a #ClutterActor.
8762 * If the actor has a valid allocation, this function will return the
8763 * height of the allocated area given to the actor.
8765 * If the actor does not have a valid allocation, this function will
8766 * return the actor's natural height, that is the preferred height of
8769 * If you care whether you get the preferred height or the height that
8770 * has been assigned to the actor, you should probably call a different
8771 * function like clutter_actor_get_allocation_box() to retrieve the
8772 * allocated size or clutter_actor_get_preferred_height() to retrieve the
8775 * If an actor has a fixed height, for instance a height that has been
8776 * assigned using clutter_actor_set_height(), the height returned will
8777 * be the same value.
8779 * Return value: the height of the actor, in pixels
8782 clutter_actor_get_height (ClutterActor *self)
8784 ClutterActorPrivate *priv;
8786 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8790 if (priv->needs_allocation)
8792 gfloat natural_height = 0;
8794 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8796 gfloat natural_width = 0;
8798 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8799 clutter_actor_get_preferred_height (self, natural_width,
8800 NULL, &natural_height);
8803 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8805 return natural_height;
8808 return priv->allocation.y2 - priv->allocation.y1;
8812 * clutter_actor_set_width:
8813 * @self: A #ClutterActor
8814 * @width: Requested new width for the actor, in pixels, or -1
8816 * Forces a width on an actor, causing the actor's preferred width
8817 * and height (if any) to be ignored.
8819 * If @width is -1 the actor will use its preferred width request
8820 * instead of overriding it, i.e. you can "unset" the width with -1.
8822 * This function sets both the minimum and natural size of the actor.
8827 clutter_actor_set_width (ClutterActor *self,
8830 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8832 g_object_freeze_notify (G_OBJECT (self));
8834 clutter_actor_set_width_internal (self, width);
8836 g_object_thaw_notify (G_OBJECT (self));
8840 * clutter_actor_set_height:
8841 * @self: A #ClutterActor
8842 * @height: Requested new height for the actor, in pixels, or -1
8844 * Forces a height on an actor, causing the actor's preferred width
8845 * and height (if any) to be ignored.
8847 * If @height is -1 the actor will use its preferred height instead of
8848 * overriding it, i.e. you can "unset" the height with -1.
8850 * This function sets both the minimum and natural size of the actor.
8855 clutter_actor_set_height (ClutterActor *self,
8858 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8860 g_object_freeze_notify (G_OBJECT (self));
8862 clutter_actor_set_height_internal (self, height);
8864 g_object_thaw_notify (G_OBJECT (self));
8868 * clutter_actor_set_x:
8869 * @self: a #ClutterActor
8870 * @x: the actor's position on the X axis
8872 * Sets the actor's X coordinate, relative to its parent, in pixels.
8874 * Overrides any layout manager and forces a fixed position for
8880 clutter_actor_set_x (ClutterActor *self,
8883 ClutterActorBox old = { 0, };
8884 ClutterActorPrivate *priv;
8885 ClutterLayoutInfo *info;
8887 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8891 info = _clutter_actor_get_layout_info (self);
8893 if (priv->position_set && info->fixed_x == x)
8896 clutter_actor_store_old_geometry (self, &old);
8899 clutter_actor_set_fixed_position_set (self, TRUE);
8901 clutter_actor_notify_if_geometry_changed (self, &old);
8903 clutter_actor_queue_relayout (self);
8907 * clutter_actor_set_y:
8908 * @self: a #ClutterActor
8909 * @y: the actor's position on the Y axis
8911 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
8913 * Overrides any layout manager and forces a fixed position for
8919 clutter_actor_set_y (ClutterActor *self,
8922 ClutterActorBox old = { 0, };
8923 ClutterActorPrivate *priv;
8924 ClutterLayoutInfo *info;
8926 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8930 info = _clutter_actor_get_layout_info (self);
8932 if (priv->position_set && info->fixed_y == y)
8935 clutter_actor_store_old_geometry (self, &old);
8938 clutter_actor_set_fixed_position_set (self, TRUE);
8940 clutter_actor_notify_if_geometry_changed (self, &old);
8942 clutter_actor_queue_relayout (self);
8946 * clutter_actor_get_x:
8947 * @self: A #ClutterActor
8949 * Retrieves the X coordinate of a #ClutterActor.
8951 * This function tries to "do what you mean", by returning the
8952 * correct value depending on the actor's state.
8954 * If the actor has a valid allocation, this function will return
8955 * the X coordinate of the origin of the allocation box.
8957 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
8958 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8959 * function will return that coordinate.
8961 * If both the allocation and a fixed position are missing, this function
8964 * Return value: the X coordinate, in pixels, ignoring any
8965 * transformation (i.e. scaling, rotation)
8968 clutter_actor_get_x (ClutterActor *self)
8970 ClutterActorPrivate *priv;
8972 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8976 if (priv->needs_allocation)
8978 if (priv->position_set)
8980 const ClutterLayoutInfo *info;
8982 info = _clutter_actor_get_layout_info_or_defaults (self);
8984 return info->fixed_x;
8990 return priv->allocation.x1;
8994 * clutter_actor_get_y:
8995 * @self: A #ClutterActor
8997 * Retrieves the Y coordinate of a #ClutterActor.
8999 * This function tries to "do what you mean", by returning the
9000 * correct value depending on the actor's state.
9002 * If the actor has a valid allocation, this function will return
9003 * the Y coordinate of the origin of the allocation box.
9005 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
9006 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
9007 * function will return that coordinate.
9009 * If both the allocation and a fixed position are missing, this function
9012 * Return value: the Y coordinate, in pixels, ignoring any
9013 * transformation (i.e. scaling, rotation)
9016 clutter_actor_get_y (ClutterActor *self)
9018 ClutterActorPrivate *priv;
9020 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9024 if (priv->needs_allocation)
9026 if (priv->position_set)
9028 const ClutterLayoutInfo *info;
9030 info = _clutter_actor_get_layout_info_or_defaults (self);
9032 return info->fixed_y;
9038 return priv->allocation.y1;
9042 * clutter_actor_set_scale:
9043 * @self: A #ClutterActor
9044 * @scale_x: double factor to scale actor by horizontally.
9045 * @scale_y: double factor to scale actor by vertically.
9047 * Scales an actor with the given factors. The scaling is relative to
9048 * the scale center and the anchor point. The scale center is
9049 * unchanged by this function and defaults to 0,0.
9054 clutter_actor_set_scale (ClutterActor *self,
9058 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9060 g_object_freeze_notify (G_OBJECT (self));
9062 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9063 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9065 g_object_thaw_notify (G_OBJECT (self));
9069 * clutter_actor_set_scale_full:
9070 * @self: A #ClutterActor
9071 * @scale_x: double factor to scale actor by horizontally.
9072 * @scale_y: double factor to scale actor by vertically.
9073 * @center_x: X coordinate of the center of the scale.
9074 * @center_y: Y coordinate of the center of the scale
9076 * Scales an actor with the given factors around the given center
9077 * point. The center point is specified in pixels relative to the
9078 * anchor point (usually the top left corner of the actor).
9083 clutter_actor_set_scale_full (ClutterActor *self,
9089 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9091 g_object_freeze_notify (G_OBJECT (self));
9093 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9094 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9095 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9096 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9098 g_object_thaw_notify (G_OBJECT (self));
9102 * clutter_actor_set_scale_with_gravity:
9103 * @self: A #ClutterActor
9104 * @scale_x: double factor to scale actor by horizontally.
9105 * @scale_y: double factor to scale actor by vertically.
9106 * @gravity: the location of the scale center expressed as a compass
9109 * Scales an actor with the given factors around the given
9110 * center point. The center point is specified as one of the compass
9111 * directions in #ClutterGravity. For example, setting it to north
9112 * will cause the top of the actor to remain unchanged and the rest of
9113 * the actor to expand left, right and downwards.
9118 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9121 ClutterGravity gravity)
9123 ClutterTransformInfo *info;
9126 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9128 obj = G_OBJECT (self);
9130 g_object_freeze_notify (obj);
9132 info = _clutter_actor_get_transform_info (self);
9133 info->scale_x = scale_x;
9134 info->scale_y = scale_y;
9136 if (gravity == CLUTTER_GRAVITY_NONE)
9137 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9139 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9141 self->priv->transform_valid = FALSE;
9143 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9144 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9145 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9146 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9147 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9149 clutter_actor_queue_redraw (self);
9151 g_object_thaw_notify (obj);
9155 * clutter_actor_get_scale:
9156 * @self: A #ClutterActor
9157 * @scale_x: (out) (allow-none): Location to store horizonal
9158 * scale factor, or %NULL.
9159 * @scale_y: (out) (allow-none): Location to store vertical
9160 * scale factor, or %NULL.
9162 * Retrieves an actors scale factors.
9167 clutter_actor_get_scale (ClutterActor *self,
9171 const ClutterTransformInfo *info;
9173 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9175 info = _clutter_actor_get_transform_info_or_defaults (self);
9178 *scale_x = info->scale_x;
9181 *scale_y = info->scale_y;
9185 * clutter_actor_get_scale_center:
9186 * @self: A #ClutterActor
9187 * @center_x: (out) (allow-none): Location to store the X position
9188 * of the scale center, or %NULL.
9189 * @center_y: (out) (allow-none): Location to store the Y position
9190 * of the scale center, or %NULL.
9192 * Retrieves the scale center coordinate in pixels relative to the top
9193 * left corner of the actor. If the scale center was specified using a
9194 * #ClutterGravity this will calculate the pixel offset using the
9195 * current size of the actor.
9200 clutter_actor_get_scale_center (ClutterActor *self,
9204 const ClutterTransformInfo *info;
9206 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9208 info = _clutter_actor_get_transform_info_or_defaults (self);
9210 clutter_anchor_coord_get_units (self, &info->scale_center,
9217 * clutter_actor_get_scale_gravity:
9218 * @self: A #ClutterActor
9220 * Retrieves the scale center as a compass direction. If the scale
9221 * center was specified in pixels or units this will return
9222 * %CLUTTER_GRAVITY_NONE.
9224 * Return value: the scale gravity
9229 clutter_actor_get_scale_gravity (ClutterActor *self)
9231 const ClutterTransformInfo *info;
9233 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9235 info = _clutter_actor_get_transform_info_or_defaults (self);
9237 return clutter_anchor_coord_get_gravity (&info->scale_center);
9241 * clutter_actor_set_opacity:
9242 * @self: A #ClutterActor
9243 * @opacity: New opacity value for the actor.
9245 * Sets the actor's opacity, with zero being completely transparent and
9246 * 255 (0xff) being fully opaque.
9249 clutter_actor_set_opacity (ClutterActor *self,
9252 ClutterActorPrivate *priv;
9254 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9258 if (priv->opacity != opacity)
9260 priv->opacity = opacity;
9262 /* Queue a redraw from the flatten effect so that it can use
9263 its cached image if available instead of having to redraw the
9264 actual actor. If it doesn't end up using the FBO then the
9265 effect is still able to continue the paint anyway. If there
9266 is no flatten effect yet then this is equivalent to queueing
9268 _clutter_actor_queue_redraw_full (self,
9271 priv->flatten_effect);
9273 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9278 * clutter_actor_get_paint_opacity_internal:
9279 * @self: a #ClutterActor
9281 * Retrieves the absolute opacity of the actor, as it appears on the stage
9283 * This function does not do type checks
9285 * Return value: the absolute opacity of the actor
9288 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9290 ClutterActorPrivate *priv = self->priv;
9291 ClutterActor *parent;
9293 /* override the top-level opacity to always be 255; even in
9294 * case of ClutterStage:use-alpha being TRUE we want the rest
9295 * of the scene to be painted
9297 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9300 if (priv->opacity_override >= 0)
9301 return priv->opacity_override;
9303 parent = priv->parent;
9305 /* Factor in the actual actors opacity with parents */
9308 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9310 if (opacity != 0xff)
9311 return (opacity * priv->opacity) / 0xff;
9314 return priv->opacity;
9319 * clutter_actor_get_paint_opacity:
9320 * @self: A #ClutterActor
9322 * Retrieves the absolute opacity of the actor, as it appears on the stage.
9324 * This function traverses the hierarchy chain and composites the opacity of
9325 * the actor with that of its parents.
9327 * This function is intended for subclasses to use in the paint virtual
9328 * function, to paint themselves with the correct opacity.
9330 * Return value: The actor opacity value.
9335 clutter_actor_get_paint_opacity (ClutterActor *self)
9337 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9339 return clutter_actor_get_paint_opacity_internal (self);
9343 * clutter_actor_get_opacity:
9344 * @self: a #ClutterActor
9346 * Retrieves the opacity value of an actor, as set by
9347 * clutter_actor_set_opacity().
9349 * For retrieving the absolute opacity of the actor inside a paint
9350 * virtual function, see clutter_actor_get_paint_opacity().
9352 * Return value: the opacity of the actor
9355 clutter_actor_get_opacity (ClutterActor *self)
9357 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9359 return self->priv->opacity;
9363 * clutter_actor_set_offscreen_redirect:
9364 * @self: A #ClutterActor
9365 * @redirect: New offscreen redirect flags for the actor.
9367 * Defines the circumstances where the actor should be redirected into
9368 * an offscreen image. The offscreen image is used to flatten the
9369 * actor into a single image while painting for two main reasons.
9370 * Firstly, when the actor is painted a second time without any of its
9371 * contents changing it can simply repaint the cached image without
9372 * descending further down the actor hierarchy. Secondly, it will make
9373 * the opacity look correct even if there are overlapping primitives
9376 * Caching the actor could in some cases be a performance win and in
9377 * some cases be a performance lose so it is important to determine
9378 * which value is right for an actor before modifying this value. For
9379 * example, there is never any reason to flatten an actor that is just
9380 * a single texture (such as a #ClutterTexture) because it is
9381 * effectively already cached in an image so the offscreen would be
9382 * redundant. Also if the actor contains primitives that are far apart
9383 * with a large transparent area in the middle (such as a large
9384 * CluterGroup with a small actor in the top left and a small actor in
9385 * the bottom right) then the cached image will contain the entire
9386 * image of the large area and the paint will waste time blending all
9387 * of the transparent pixels in the middle.
9389 * The default method of implementing opacity on a container simply
9390 * forwards on the opacity to all of the children. If the children are
9391 * overlapping then it will appear as if they are two separate glassy
9392 * objects and there will be a break in the color where they
9393 * overlap. By redirecting to an offscreen buffer it will be as if the
9394 * two opaque objects are combined into one and then made transparent
9395 * which is usually what is expected.
9397 * The image below demonstrates the difference between redirecting and
9398 * not. The image shows two Clutter groups, each containing a red and
9399 * a green rectangle which overlap. The opacity on the group is set to
9400 * 128 (which is 50%). When the offscreen redirect is not used, the
9401 * red rectangle can be seen through the blue rectangle as if the two
9402 * rectangles were separately transparent. When the redirect is used
9403 * the group as a whole is transparent instead so the red rectangle is
9404 * not visible where they overlap.
9406 * <figure id="offscreen-redirect">
9407 * <title>Sample of using an offscreen redirect for transparency</title>
9408 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
9411 * The default value for this property is 0, so we effectively will
9412 * never redirect an actor offscreen by default. This means that there
9413 * are times that transparent actors may look glassy as described
9414 * above. The reason this is the default is because there is a
9415 * performance trade off between quality and performance here. In many
9416 * cases the default form of glassy opacity looks good enough, but if
9417 * it's not you will need to set the
9418 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
9419 * redirection for opacity.
9421 * Custom actors that don't contain any overlapping primitives are
9422 * recommended to override the has_overlaps() virtual to return %FALSE
9423 * for maximum efficiency.
9428 clutter_actor_set_offscreen_redirect (ClutterActor *self,
9429 ClutterOffscreenRedirect redirect)
9431 ClutterActorPrivate *priv;
9433 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9437 if (priv->offscreen_redirect != redirect)
9439 priv->offscreen_redirect = redirect;
9441 /* Queue a redraw from the effect so that it can use its cached
9442 image if available instead of having to redraw the actual
9443 actor. If it doesn't end up using the FBO then the effect is
9444 still able to continue the paint anyway. If there is no
9445 effect then this is equivalent to queuing a full redraw */
9446 _clutter_actor_queue_redraw_full (self,
9449 priv->flatten_effect);
9451 g_object_notify_by_pspec (G_OBJECT (self),
9452 obj_props[PROP_OFFSCREEN_REDIRECT]);
9457 * clutter_actor_get_offscreen_redirect:
9458 * @self: a #ClutterActor
9460 * Retrieves whether to redirect the actor to an offscreen buffer, as
9461 * set by clutter_actor_set_offscreen_redirect().
9463 * Return value: the value of the offscreen-redirect property of the actor
9467 ClutterOffscreenRedirect
9468 clutter_actor_get_offscreen_redirect (ClutterActor *self)
9470 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9472 return self->priv->offscreen_redirect;
9476 * clutter_actor_set_name:
9477 * @self: A #ClutterActor
9478 * @name: Textual tag to apply to actor
9480 * Sets the given name to @self. The name can be used to identify
9484 clutter_actor_set_name (ClutterActor *self,
9487 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9489 g_free (self->priv->name);
9490 self->priv->name = g_strdup (name);
9492 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
9496 * clutter_actor_get_name:
9497 * @self: A #ClutterActor
9499 * Retrieves the name of @self.
9501 * Return value: the name of the actor, or %NULL. The returned string is
9502 * owned by the actor and should not be modified or freed.
9505 clutter_actor_get_name (ClutterActor *self)
9507 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9509 return self->priv->name;
9513 * clutter_actor_get_gid:
9514 * @self: A #ClutterActor
9516 * Retrieves the unique id for @self.
9518 * Return value: Globally unique value for this object instance.
9522 * Deprecated: 1.8: The id is not used any longer.
9525 clutter_actor_get_gid (ClutterActor *self)
9527 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9529 return self->priv->id;
9533 * clutter_actor_set_depth:
9534 * @self: a #ClutterActor
9537 * Sets the Z coordinate of @self to @depth.
9539 * The unit used by @depth is dependant on the perspective setup. See
9540 * also clutter_stage_set_perspective().
9543 clutter_actor_set_depth (ClutterActor *self,
9546 ClutterActorPrivate *priv;
9548 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9552 if (priv->z != depth)
9554 /* Sets Z value - XXX 2.0: should we invert? */
9557 priv->transform_valid = FALSE;
9559 /* FIXME - remove this crap; sadly, there are still containers
9560 * in Clutter that depend on this utter brain damage
9562 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
9564 clutter_actor_queue_redraw (self);
9566 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
9571 * clutter_actor_get_depth:
9572 * @self: a #ClutterActor
9574 * Retrieves the depth of @self.
9576 * Return value: the depth of the actor
9579 clutter_actor_get_depth (ClutterActor *self)
9581 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
9583 return self->priv->z;
9587 * clutter_actor_set_rotation:
9588 * @self: a #ClutterActor
9589 * @axis: the axis of rotation
9590 * @angle: the angle of rotation
9591 * @x: X coordinate of the rotation center
9592 * @y: Y coordinate of the rotation center
9593 * @z: Z coordinate of the rotation center
9595 * Sets the rotation angle of @self around the given axis.
9597 * The rotation center coordinates used depend on the value of @axis:
9599 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
9600 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
9601 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
9604 * The rotation coordinates are relative to the anchor point of the
9605 * actor, set using clutter_actor_set_anchor_point(). If no anchor
9606 * point is set, the upper left corner is assumed as the origin.
9611 clutter_actor_set_rotation (ClutterActor *self,
9612 ClutterRotateAxis axis,
9620 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9626 g_object_freeze_notify (G_OBJECT (self));
9628 clutter_actor_set_rotation_angle_internal (self, axis, angle);
9629 clutter_actor_set_rotation_center_internal (self, axis, &v);
9631 g_object_thaw_notify (G_OBJECT (self));
9635 * clutter_actor_set_z_rotation_from_gravity:
9636 * @self: a #ClutterActor
9637 * @angle: the angle of rotation
9638 * @gravity: the center point of the rotation
9640 * Sets the rotation angle of @self around the Z axis using the center
9641 * point specified as a compass point. For example to rotate such that
9642 * the center of the actor remains static you can use
9643 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
9644 * will move accordingly.
9649 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
9651 ClutterGravity gravity)
9653 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9655 if (gravity == CLUTTER_GRAVITY_NONE)
9656 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
9659 GObject *obj = G_OBJECT (self);
9660 ClutterTransformInfo *info;
9662 info = _clutter_actor_get_transform_info (self);
9664 g_object_freeze_notify (obj);
9666 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
9668 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
9669 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
9670 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
9672 g_object_thaw_notify (obj);
9677 * clutter_actor_get_rotation:
9678 * @self: a #ClutterActor
9679 * @axis: the axis of rotation
9680 * @x: (out): return value for the X coordinate of the center of rotation
9681 * @y: (out): return value for the Y coordinate of the center of rotation
9682 * @z: (out): return value for the Z coordinate of the center of rotation
9684 * Retrieves the angle and center of rotation on the given axis,
9685 * set using clutter_actor_set_rotation().
9687 * Return value: the angle of rotation
9692 clutter_actor_get_rotation (ClutterActor *self,
9693 ClutterRotateAxis axis,
9698 const ClutterTransformInfo *info;
9699 const AnchorCoord *anchor_coord;
9702 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9704 info = _clutter_actor_get_transform_info_or_defaults (self);
9708 case CLUTTER_X_AXIS:
9709 anchor_coord = &info->rx_center;
9710 retval = info->rx_angle;
9713 case CLUTTER_Y_AXIS:
9714 anchor_coord = &info->ry_center;
9715 retval = info->ry_angle;
9718 case CLUTTER_Z_AXIS:
9719 anchor_coord = &info->rz_center;
9720 retval = info->rz_angle;
9724 anchor_coord = NULL;
9729 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
9735 * clutter_actor_get_z_rotation_gravity:
9736 * @self: A #ClutterActor
9738 * Retrieves the center for the rotation around the Z axis as a
9739 * compass direction. If the center was specified in pixels or units
9740 * this will return %CLUTTER_GRAVITY_NONE.
9742 * Return value: the Z rotation center
9747 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
9749 const ClutterTransformInfo *info;
9751 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
9753 info = _clutter_actor_get_transform_info_or_defaults (self);
9755 return clutter_anchor_coord_get_gravity (&info->rz_center);
9759 * clutter_actor_set_clip:
9760 * @self: A #ClutterActor
9761 * @xoff: X offset of the clip rectangle
9762 * @yoff: Y offset of the clip rectangle
9763 * @width: Width of the clip rectangle
9764 * @height: Height of the clip rectangle
9766 * Sets clip area for @self. The clip area is always computed from the
9767 * upper left corner of the actor, even if the anchor point is set
9773 clutter_actor_set_clip (ClutterActor *self,
9779 ClutterActorPrivate *priv;
9781 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9785 if (priv->has_clip &&
9786 priv->clip.x == xoff &&
9787 priv->clip.y == yoff &&
9788 priv->clip.width == width &&
9789 priv->clip.height == height)
9792 priv->clip.x = xoff;
9793 priv->clip.y = yoff;
9794 priv->clip.width = width;
9795 priv->clip.height = height;
9797 priv->has_clip = TRUE;
9799 clutter_actor_queue_redraw (self);
9801 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9802 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
9806 * clutter_actor_remove_clip:
9807 * @self: A #ClutterActor
9809 * Removes clip area from @self.
9812 clutter_actor_remove_clip (ClutterActor *self)
9814 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9816 if (!self->priv->has_clip)
9819 self->priv->has_clip = FALSE;
9821 clutter_actor_queue_redraw (self);
9823 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9827 * clutter_actor_has_clip:
9828 * @self: a #ClutterActor
9830 * Determines whether the actor has a clip area set or not.
9832 * Return value: %TRUE if the actor has a clip area set.
9837 clutter_actor_has_clip (ClutterActor *self)
9839 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
9841 return self->priv->has_clip;
9845 * clutter_actor_get_clip:
9846 * @self: a #ClutterActor
9847 * @xoff: (out) (allow-none): return location for the X offset of
9848 * the clip rectangle, or %NULL
9849 * @yoff: (out) (allow-none): return location for the Y offset of
9850 * the clip rectangle, or %NULL
9851 * @width: (out) (allow-none): return location for the width of
9852 * the clip rectangle, or %NULL
9853 * @height: (out) (allow-none): return location for the height of
9854 * the clip rectangle, or %NULL
9856 * Gets the clip area for @self, if any is set
9861 clutter_actor_get_clip (ClutterActor *self,
9867 ClutterActorPrivate *priv;
9869 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9873 if (!priv->has_clip)
9877 *xoff = priv->clip.x;
9880 *yoff = priv->clip.y;
9883 *width = priv->clip.width;
9886 *height = priv->clip.height;
9890 * clutter_actor_get_children:
9891 * @self: a #ClutterActor
9893 * Retrieves the list of children of @self.
9895 * Return value: (transfer container) (element-type ClutterActor): A newly
9896 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
9902 clutter_actor_get_children (ClutterActor *self)
9907 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9909 /* we walk the list backward so that we can use prepend(),
9912 for (iter = self->priv->last_child, res = NULL;
9914 iter = iter->priv->prev_sibling)
9916 res = g_list_prepend (res, iter);
9923 * insert_child_at_depth:
9924 * @self: a #ClutterActor
9925 * @child: a #ClutterActor
9927 * Inserts @child inside the list of children held by @self, using
9928 * the depth as the insertion criteria.
9930 * This sadly makes the insertion not O(1), but we can keep the
9931 * list sorted so that the painters algorithm we use for painting
9932 * the children will work correctly.
9935 insert_child_at_depth (ClutterActor *self,
9936 ClutterActor *child,
9937 gpointer dummy G_GNUC_UNUSED)
9941 child->priv->parent = self;
9943 /* special-case the first child */
9944 if (self->priv->n_children == 0)
9946 self->priv->first_child = child;
9947 self->priv->last_child = child;
9949 child->priv->next_sibling = NULL;
9950 child->priv->prev_sibling = NULL;
9955 /* Find the right place to insert the child so that it will still be
9956 sorted and the child will be after all of the actors at the same
9958 for (iter = self->priv->first_child;
9960 iter = iter->priv->next_sibling)
9962 if (iter->priv->z > child->priv->z)
9968 ClutterActor *tmp = iter->priv->prev_sibling;
9971 tmp->priv->next_sibling = child;
9973 /* Insert the node before the found one */
9974 child->priv->prev_sibling = iter->priv->prev_sibling;
9975 child->priv->next_sibling = iter;
9976 iter->priv->prev_sibling = child;
9980 ClutterActor *tmp = self->priv->last_child;
9983 tmp->priv->next_sibling = child;
9985 /* insert the node at the end of the list */
9986 child->priv->prev_sibling = self->priv->last_child;
9987 child->priv->next_sibling = NULL;
9990 if (child->priv->prev_sibling == NULL)
9991 self->priv->first_child = child;
9993 if (child->priv->next_sibling == NULL)
9994 self->priv->last_child = child;
9998 insert_child_at_index (ClutterActor *self,
9999 ClutterActor *child,
10002 gint index_ = GPOINTER_TO_INT (data_);
10004 child->priv->parent = self;
10008 ClutterActor *tmp = self->priv->first_child;
10011 tmp->priv->prev_sibling = child;
10013 child->priv->prev_sibling = NULL;
10014 child->priv->next_sibling = tmp;
10016 else if (index_ < 0 || index_ >= self->priv->n_children)
10018 ClutterActor *tmp = self->priv->last_child;
10021 tmp->priv->next_sibling = child;
10023 child->priv->prev_sibling = tmp;
10024 child->priv->next_sibling = NULL;
10028 ClutterActor *iter;
10031 for (iter = self->priv->first_child, i = 0;
10033 iter = iter->priv->next_sibling, i += 1)
10037 ClutterActor *tmp = iter->priv->prev_sibling;
10039 child->priv->prev_sibling = tmp;
10040 child->priv->next_sibling = iter;
10042 iter->priv->prev_sibling = child;
10045 tmp->priv->next_sibling = child;
10052 if (child->priv->prev_sibling == NULL)
10053 self->priv->first_child = child;
10055 if (child->priv->next_sibling == NULL)
10056 self->priv->last_child = child;
10060 insert_child_above (ClutterActor *self,
10061 ClutterActor *child,
10064 ClutterActor *sibling = data;
10066 child->priv->parent = self;
10068 if (sibling == NULL)
10069 sibling = self->priv->last_child;
10071 child->priv->prev_sibling = sibling;
10073 if (sibling != NULL)
10075 ClutterActor *tmp = sibling->priv->next_sibling;
10077 child->priv->next_sibling = tmp;
10080 tmp->priv->prev_sibling = child;
10082 sibling->priv->next_sibling = child;
10085 child->priv->next_sibling = NULL;
10087 if (child->priv->prev_sibling == NULL)
10088 self->priv->first_child = child;
10090 if (child->priv->next_sibling == NULL)
10091 self->priv->last_child = child;
10095 insert_child_below (ClutterActor *self,
10096 ClutterActor *child,
10099 ClutterActor *sibling = data;
10101 child->priv->parent = self;
10103 if (sibling == NULL)
10104 sibling = self->priv->first_child;
10106 child->priv->next_sibling = sibling;
10108 if (sibling != NULL)
10110 ClutterActor *tmp = sibling->priv->prev_sibling;
10112 child->priv->prev_sibling = tmp;
10115 tmp->priv->next_sibling = child;
10117 sibling->priv->prev_sibling = child;
10120 child->priv->prev_sibling = NULL;
10122 if (child->priv->prev_sibling == NULL)
10123 self->priv->first_child = child;
10125 if (child->priv->next_sibling == NULL)
10126 self->priv->last_child = child;
10129 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10130 ClutterActor *child,
10134 ADD_CHILD_CREATE_META = 1 << 0,
10135 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10136 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10137 ADD_CHILD_CHECK_STATE = 1 << 3,
10138 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10140 /* default flags for public API */
10141 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10142 ADD_CHILD_EMIT_PARENT_SET |
10143 ADD_CHILD_EMIT_ACTOR_ADDED |
10144 ADD_CHILD_CHECK_STATE |
10145 ADD_CHILD_NOTIFY_FIRST_LAST,
10147 /* flags for legacy/deprecated API */
10148 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10149 ADD_CHILD_CHECK_STATE |
10150 ADD_CHILD_NOTIFY_FIRST_LAST
10151 } ClutterActorAddChildFlags;
10154 * clutter_actor_add_child_internal:
10155 * @self: a #ClutterActor
10156 * @child: a #ClutterActor
10157 * @flags: control flags for actions
10158 * @add_func: delegate function
10159 * @data: (closure): data to pass to @add_func
10161 * Adds @child to the list of children of @self.
10163 * The actual insertion inside the list is delegated to @add_func: this
10164 * function will just set up the state, perform basic checks, and emit
10167 * The @flags argument is used to perform additional operations.
10170 clutter_actor_add_child_internal (ClutterActor *self,
10171 ClutterActor *child,
10172 ClutterActorAddChildFlags flags,
10173 ClutterActorAddChildFunc add_func,
10176 ClutterTextDirection text_dir;
10177 gboolean create_meta;
10178 gboolean emit_parent_set, emit_actor_added;
10179 gboolean check_state;
10180 gboolean notify_first_last;
10181 ClutterActor *old_first_child, *old_last_child;
10183 if (child->priv->parent != NULL)
10185 g_warning ("The actor '%s' already has a parent, '%s'. You must "
10186 "use clutter_actor_remove_child() first.",
10187 _clutter_actor_get_debug_name (child),
10188 _clutter_actor_get_debug_name (child->priv->parent));
10192 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10194 g_warning ("The actor '%s' is a top-level actor, and cannot be "
10195 "a child of another actor.",
10196 _clutter_actor_get_debug_name (child));
10201 /* XXX - this check disallows calling methods that change the stacking
10202 * order within the destruction sequence, by triggering a critical
10203 * warning first, and leaving the actor in an undefined state, which
10204 * then ends up being caught by an assertion.
10206 * the reproducible sequence is:
10208 * - actor gets destroyed;
10209 * - another actor, linked to the first, will try to change the
10210 * stacking order of the first actor;
10211 * - changing the stacking order is a composite operation composed
10212 * by the following steps:
10213 * 1. ref() the child;
10214 * 2. remove_child_internal(), which removes the reference;
10215 * 3. add_child_internal(), which adds a reference;
10216 * - the state of the actor is not changed between (2) and (3), as
10217 * it could be an expensive recomputation;
10218 * - if (3) bails out, then the actor is in an undefined state, but
10220 * - the destruction sequence terminates, but the actor is unparented
10221 * while its state indicates being parented instead.
10222 * - assertion failure.
10224 * the obvious fix would be to decompose each set_child_*_sibling()
10225 * method into proper remove_child()/add_child(), with state validation;
10226 * this may cause excessive work, though, and trigger a cascade of other
10227 * bugs in code that assumes that a change in the stacking order is an
10228 * atomic operation.
10230 * another potential fix is to just remove this check here, and let
10231 * code doing stacking order changes inside the destruction sequence
10232 * of an actor continue doing the work.
10234 * the third fix is to silently bail out early from every
10235 * set_child_*_sibling() and set_child_at_index() method, and avoid
10238 * I have a preference for the second solution, since it involves the
10239 * least amount of work, and the least amount of code duplication.
10241 * see bug: https://bugzilla.gnome.org/show_bug.cgi?id=670647
10243 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10245 g_warning ("The actor '%s' is currently being destroyed, and "
10246 "cannot be added as a child of another actor.",
10247 _clutter_actor_get_debug_name (child));
10252 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10253 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10254 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10255 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10256 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10258 old_first_child = self->priv->first_child;
10259 old_last_child = self->priv->last_child;
10261 g_object_freeze_notify (G_OBJECT (self));
10264 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10266 g_object_ref_sink (child);
10267 child->priv->parent = NULL;
10268 child->priv->next_sibling = NULL;
10269 child->priv->prev_sibling = NULL;
10271 /* delegate the actual insertion */
10272 add_func (self, child, data);
10274 g_assert (child->priv->parent == self);
10276 self->priv->n_children += 1;
10278 self->priv->age += 1;
10280 /* if push_internal() has been called then we automatically set
10281 * the flag on the actor
10283 if (self->priv->internal_child)
10284 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10286 /* clutter_actor_reparent() will emit ::parent-set for us */
10287 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10288 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
10292 /* If parent is mapped or realized, we need to also be mapped or
10293 * realized once we're inside the parent.
10295 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
10297 /* propagate the parent's text direction to the child */
10298 text_dir = clutter_actor_get_text_direction (self);
10299 clutter_actor_set_text_direction (child, text_dir);
10302 if (child->priv->show_on_set_parent)
10303 clutter_actor_show (child);
10305 if (CLUTTER_ACTOR_IS_MAPPED (child))
10306 clutter_actor_queue_redraw (child);
10308 /* maintain the invariant that if an actor needs layout,
10309 * its parents do as well
10311 if (child->priv->needs_width_request ||
10312 child->priv->needs_height_request ||
10313 child->priv->needs_allocation)
10315 /* we work around the short-circuiting we do
10316 * in clutter_actor_queue_relayout() since we
10317 * want to force a relayout
10319 child->priv->needs_width_request = TRUE;
10320 child->priv->needs_height_request = TRUE;
10321 child->priv->needs_allocation = TRUE;
10323 clutter_actor_queue_relayout (child->priv->parent);
10326 if (emit_actor_added)
10327 g_signal_emit_by_name (self, "actor-added", child);
10329 if (notify_first_last)
10331 if (old_first_child != self->priv->first_child)
10332 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
10334 if (old_last_child != self->priv->last_child)
10335 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
10338 g_object_thaw_notify (G_OBJECT (self));
10342 * clutter_actor_add_child:
10343 * @self: a #ClutterActor
10344 * @child: a #ClutterActor
10346 * Adds @child to the children of @self.
10348 * This function will acquire a reference on @child that will only
10349 * be released when calling clutter_actor_remove_child().
10351 * This function will take into consideration the #ClutterActor:depth
10352 * of @child, and will keep the list of children sorted.
10354 * This function will emit the #ClutterContainer::actor-added signal
10360 clutter_actor_add_child (ClutterActor *self,
10361 ClutterActor *child)
10363 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10364 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10365 g_return_if_fail (self != child);
10366 g_return_if_fail (child->priv->parent == NULL);
10368 clutter_actor_add_child_internal (self, child,
10369 ADD_CHILD_DEFAULT_FLAGS,
10370 insert_child_at_depth,
10375 * clutter_actor_insert_child_at_index:
10376 * @self: a #ClutterActor
10377 * @child: a #ClutterActor
10378 * @index_: the index
10380 * Inserts @child into the list of children of @self, using the
10381 * given @index_. If @index_ is greater than the number of children
10382 * in @self, or is less than 0, then the new child is added at the end.
10384 * This function will acquire a reference on @child that will only
10385 * be released when calling clutter_actor_remove_child().
10387 * This function will not take into consideration the #ClutterActor:depth
10390 * This function will emit the #ClutterContainer::actor-added signal
10396 clutter_actor_insert_child_at_index (ClutterActor *self,
10397 ClutterActor *child,
10400 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10401 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10402 g_return_if_fail (self != child);
10403 g_return_if_fail (child->priv->parent == NULL);
10405 clutter_actor_add_child_internal (self, child,
10406 ADD_CHILD_DEFAULT_FLAGS,
10407 insert_child_at_index,
10408 GINT_TO_POINTER (index_));
10412 * clutter_actor_insert_child_above:
10413 * @self: a #ClutterActor
10414 * @child: a #ClutterActor
10415 * @sibling: (allow-none): a child of @self, or %NULL
10417 * Inserts @child into the list of children of @self, above another
10418 * child of @self or, if @sibling is %NULL, above all the children
10421 * This function will acquire a reference on @child that will only
10422 * be released when calling clutter_actor_remove_child().
10424 * This function will not take into consideration the #ClutterActor:depth
10427 * This function will emit the #ClutterContainer::actor-added signal
10433 clutter_actor_insert_child_above (ClutterActor *self,
10434 ClutterActor *child,
10435 ClutterActor *sibling)
10437 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10438 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10439 g_return_if_fail (self != child);
10440 g_return_if_fail (child != sibling);
10441 g_return_if_fail (child->priv->parent == NULL);
10442 g_return_if_fail (sibling == NULL ||
10443 (CLUTTER_IS_ACTOR (sibling) &&
10444 sibling->priv->parent == self));
10446 clutter_actor_add_child_internal (self, child,
10447 ADD_CHILD_DEFAULT_FLAGS,
10448 insert_child_above,
10453 * clutter_actor_insert_child_below:
10454 * @self: a #ClutterActor
10455 * @child: a #ClutterActor
10456 * @sibling: (allow-none): a child of @self, or %NULL
10458 * Inserts @child into the list of children of @self, below another
10459 * child of @self or, if @sibling is %NULL, below all the children
10462 * This function will acquire a reference on @child that will only
10463 * be released when calling clutter_actor_remove_child().
10465 * This function will not take into consideration the #ClutterActor:depth
10468 * This function will emit the #ClutterContainer::actor-added signal
10474 clutter_actor_insert_child_below (ClutterActor *self,
10475 ClutterActor *child,
10476 ClutterActor *sibling)
10478 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10479 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10480 g_return_if_fail (self != child);
10481 g_return_if_fail (child != sibling);
10482 g_return_if_fail (child->priv->parent == NULL);
10483 g_return_if_fail (sibling == NULL ||
10484 (CLUTTER_IS_ACTOR (sibling) &&
10485 sibling->priv->parent == self));
10487 clutter_actor_add_child_internal (self, child,
10488 ADD_CHILD_DEFAULT_FLAGS,
10489 insert_child_below,
10494 * clutter_actor_set_parent:
10495 * @self: A #ClutterActor
10496 * @parent: A new #ClutterActor parent
10498 * Sets the parent of @self to @parent.
10500 * This function will result in @parent acquiring a reference on @self,
10501 * eventually by sinking its floating reference first. The reference
10502 * will be released by clutter_actor_unparent().
10504 * This function should only be called by legacy #ClutterActor<!-- -->s
10505 * implementing the #ClutterContainer interface.
10507 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
10510 clutter_actor_set_parent (ClutterActor *self,
10511 ClutterActor *parent)
10513 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10514 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
10515 g_return_if_fail (self != parent);
10516 g_return_if_fail (self->priv->parent == NULL);
10518 /* as this function will be called inside ClutterContainer::add
10519 * implementations or when building up a composite actor, we have
10520 * to preserve the old behaviour, and not create child meta or
10521 * emit the ::actor-added signal, to avoid recursion or double
10524 clutter_actor_add_child_internal (parent, self,
10525 ADD_CHILD_LEGACY_FLAGS,
10526 insert_child_at_depth,
10531 * clutter_actor_get_parent:
10532 * @self: A #ClutterActor
10534 * Retrieves the parent of @self.
10536 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
10537 * if no parent is set
10540 clutter_actor_get_parent (ClutterActor *self)
10542 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10544 return self->priv->parent;
10548 * clutter_actor_get_paint_visibility:
10549 * @self: A #ClutterActor
10551 * Retrieves the 'paint' visibility of an actor recursively checking for non
10554 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
10556 * Return Value: %TRUE if the actor is visibile and will be painted.
10561 clutter_actor_get_paint_visibility (ClutterActor *actor)
10563 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10565 return CLUTTER_ACTOR_IS_MAPPED (actor);
10569 * clutter_actor_remove_child:
10570 * @self: a #ClutterActor
10571 * @child: a #ClutterActor
10573 * Removes @child from the children of @self.
10575 * This function will release the reference added by
10576 * clutter_actor_add_child(), so if you want to keep using @child
10577 * you will have to acquire a referenced on it before calling this
10580 * This function will emit the #ClutterContainer::actor-removed
10586 clutter_actor_remove_child (ClutterActor *self,
10587 ClutterActor *child)
10589 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10590 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10591 g_return_if_fail (self != child);
10592 g_return_if_fail (child->priv->parent != NULL);
10593 g_return_if_fail (child->priv->parent == self);
10595 clutter_actor_remove_child_internal (self, child,
10596 REMOVE_CHILD_DEFAULT_FLAGS);
10600 * clutter_actor_remove_all_children:
10601 * @self: a #ClutterActor
10603 * Removes all children of @self.
10605 * This function releases the reference added by inserting a child actor
10606 * in the list of children of @self.
10608 * If the reference count of a child drops to zero, the child will be
10609 * destroyed. If you want to ensure the destruction of all the children
10610 * of @self, use clutter_actor_destroy_all_children().
10615 clutter_actor_remove_all_children (ClutterActor *self)
10617 ClutterActorIter iter;
10619 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10621 if (self->priv->n_children == 0)
10624 g_object_freeze_notify (G_OBJECT (self));
10626 clutter_actor_iter_init (&iter, self);
10627 while (clutter_actor_iter_next (&iter, NULL))
10628 clutter_actor_iter_remove (&iter);
10630 g_object_thaw_notify (G_OBJECT (self));
10633 g_assert (self->priv->first_child == NULL);
10634 g_assert (self->priv->last_child == NULL);
10635 g_assert (self->priv->n_children == 0);
10639 * clutter_actor_destroy_all_children:
10640 * @self: a #ClutterActor
10642 * Destroys all children of @self.
10644 * This function releases the reference added by inserting a child
10645 * actor in the list of children of @self, and ensures that the
10646 * #ClutterActor::destroy signal is emitted on each child of the
10649 * By default, #ClutterActor will emit the #ClutterActor::destroy signal
10650 * when its reference count drops to 0; the default handler of the
10651 * #ClutterActor::destroy signal will destroy all the children of an
10652 * actor. This function ensures that all children are destroyed, instead
10653 * of just removed from @self, unlike clutter_actor_remove_all_children()
10654 * which will merely release the reference and remove each child.
10656 * Unless you acquired an additional reference on each child of @self
10657 * prior to calling clutter_actor_remove_all_children() and want to reuse
10658 * the actors, you should use clutter_actor_destroy_all_children() in
10659 * order to make sure that children are destroyed and signal handlers
10660 * are disconnected even in cases where circular references prevent this
10661 * from automatically happening through reference counting alone.
10666 clutter_actor_destroy_all_children (ClutterActor *self)
10668 ClutterActorIter iter;
10670 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10672 if (self->priv->n_children == 0)
10675 g_object_freeze_notify (G_OBJECT (self));
10677 clutter_actor_iter_init (&iter, self);
10678 while (clutter_actor_iter_next (&iter, NULL))
10679 clutter_actor_iter_destroy (&iter);
10681 g_object_thaw_notify (G_OBJECT (self));
10684 g_assert (self->priv->first_child == NULL);
10685 g_assert (self->priv->last_child == NULL);
10686 g_assert (self->priv->n_children == 0);
10689 typedef struct _InsertBetweenData {
10690 ClutterActor *prev_sibling;
10691 ClutterActor *next_sibling;
10692 } InsertBetweenData;
10695 insert_child_between (ClutterActor *self,
10696 ClutterActor *child,
10699 InsertBetweenData *data = data_;
10700 ClutterActor *prev_sibling = data->prev_sibling;
10701 ClutterActor *next_sibling = data->next_sibling;
10703 child->priv->parent = self;
10704 child->priv->prev_sibling = prev_sibling;
10705 child->priv->next_sibling = next_sibling;
10707 if (prev_sibling != NULL)
10708 prev_sibling->priv->next_sibling = child;
10710 if (next_sibling != NULL)
10711 next_sibling->priv->prev_sibling = child;
10713 if (child->priv->prev_sibling == NULL)
10714 self->priv->first_child = child;
10716 if (child->priv->next_sibling == NULL)
10717 self->priv->last_child = child;
10721 * clutter_actor_replace_child:
10722 * @self: a #ClutterActor
10723 * @old_child: the child of @self to replace
10724 * @new_child: the #ClutterActor to replace @old_child
10726 * Replaces @old_child with @new_child in the list of children of @self.
10731 clutter_actor_replace_child (ClutterActor *self,
10732 ClutterActor *old_child,
10733 ClutterActor *new_child)
10735 ClutterActor *prev_sibling, *next_sibling;
10736 InsertBetweenData clos;
10738 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10739 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
10740 g_return_if_fail (old_child->priv->parent == self);
10741 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
10742 g_return_if_fail (old_child != new_child);
10743 g_return_if_fail (new_child != self);
10744 g_return_if_fail (new_child->priv->parent == NULL);
10746 prev_sibling = old_child->priv->prev_sibling;
10747 next_sibling = old_child->priv->next_sibling;
10748 clutter_actor_remove_child_internal (self, old_child,
10749 REMOVE_CHILD_DEFAULT_FLAGS);
10751 clos.prev_sibling = prev_sibling;
10752 clos.next_sibling = next_sibling;
10753 clutter_actor_add_child_internal (self, new_child,
10754 ADD_CHILD_DEFAULT_FLAGS,
10755 insert_child_between,
10760 * clutter_actor_unparent:
10761 * @self: a #ClutterActor
10763 * Removes the parent of @self.
10765 * This will cause the parent of @self to release the reference
10766 * acquired when calling clutter_actor_set_parent(), so if you
10767 * want to keep @self you will have to acquire a reference of
10768 * your own, through g_object_ref().
10770 * This function should only be called by legacy #ClutterActor<!-- -->s
10771 * implementing the #ClutterContainer interface.
10775 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
10778 clutter_actor_unparent (ClutterActor *self)
10780 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10782 if (self->priv->parent == NULL)
10785 clutter_actor_remove_child_internal (self->priv->parent, self,
10786 REMOVE_CHILD_LEGACY_FLAGS);
10790 * clutter_actor_reparent:
10791 * @self: a #ClutterActor
10792 * @new_parent: the new #ClutterActor parent
10794 * Resets the parent actor of @self.
10796 * This function is logically equivalent to calling clutter_actor_unparent()
10797 * and clutter_actor_set_parent(), but more efficiently implemented, as it
10798 * ensures the child is not finalized when unparented, and emits the
10799 * #ClutterActor::parent-set signal only once.
10801 * In reality, calling this function is less useful than it sounds, as some
10802 * application code may rely on changes in the intermediate state between
10803 * removal and addition of the actor from its old parent to the @new_parent.
10804 * Thus, it is strongly encouraged to avoid using this function in application
10809 * Deprecated: 1.10: Use clutter_actor_remove_child() and
10810 * clutter_actor_add_child() instead; remember to take a reference on
10811 * the actor being removed before calling clutter_actor_remove_child()
10812 * to avoid the reference count dropping to zero and the actor being
10816 clutter_actor_reparent (ClutterActor *self,
10817 ClutterActor *new_parent)
10819 ClutterActorPrivate *priv;
10821 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10822 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
10823 g_return_if_fail (self != new_parent);
10825 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10827 g_warning ("Cannot set a parent on a toplevel actor");
10831 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
10833 g_warning ("Cannot set a parent currently being destroyed");
10839 if (priv->parent != new_parent)
10841 ClutterActor *old_parent;
10843 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10845 old_parent = priv->parent;
10847 g_object_ref (self);
10849 if (old_parent != NULL)
10851 /* go through the Container implementation if this is a regular
10852 * child and not an internal one
10854 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10856 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
10858 /* this will have to call unparent() */
10859 clutter_container_remove_actor (parent, self);
10862 clutter_actor_remove_child_internal (old_parent, self,
10863 REMOVE_CHILD_LEGACY_FLAGS);
10866 /* Note, will call set_parent() */
10867 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10868 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
10870 clutter_actor_add_child_internal (new_parent, self,
10871 ADD_CHILD_LEGACY_FLAGS,
10872 insert_child_at_depth,
10875 /* we emit the ::parent-set signal once */
10876 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
10878 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10880 /* the IN_REPARENT flag suspends state updates */
10881 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
10883 g_object_unref (self);
10888 * clutter_actor_contains:
10889 * @self: A #ClutterActor
10890 * @descendant: A #ClutterActor, possibly contained in @self
10892 * Determines if @descendant is contained inside @self (either as an
10893 * immediate child, or as a deeper descendant). If @self and
10894 * @descendant point to the same actor then it will also return %TRUE.
10896 * Return value: whether @descendent is contained within @self
10901 clutter_actor_contains (ClutterActor *self,
10902 ClutterActor *descendant)
10904 ClutterActor *actor;
10906 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10907 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
10909 for (actor = descendant; actor; actor = actor->priv->parent)
10917 * clutter_actor_set_child_above_sibling:
10918 * @self: a #ClutterActor
10919 * @child: a #ClutterActor child of @self
10920 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10922 * Sets @child to be above @sibling in the list of children of @self.
10924 * If @sibling is %NULL, @child will be the new last child of @self.
10926 * This function is logically equivalent to removing @child and using
10927 * clutter_actor_insert_child_above(), but it will not emit signals
10928 * or change state on @child.
10933 clutter_actor_set_child_above_sibling (ClutterActor *self,
10934 ClutterActor *child,
10935 ClutterActor *sibling)
10937 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10938 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10939 g_return_if_fail (child->priv->parent == self);
10940 g_return_if_fail (child != sibling);
10941 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10943 if (sibling != NULL)
10944 g_return_if_fail (sibling->priv->parent == self);
10946 /* we don't want to change the state of child, or emit signals, or
10947 * regenerate ChildMeta instances here, but we still want to follow
10948 * the correct sequence of steps encoded in remove_child() and
10949 * add_child(), so that correctness is ensured, and we only go
10950 * through one known code path.
10952 g_object_ref (child);
10953 clutter_actor_remove_child_internal (self, child, 0);
10954 clutter_actor_add_child_internal (self, child,
10955 ADD_CHILD_NOTIFY_FIRST_LAST,
10956 insert_child_above,
10959 clutter_actor_queue_relayout (self);
10963 * clutter_actor_set_child_below_sibling:
10964 * @self: a #ClutterActor
10965 * @child: a #ClutterActor child of @self
10966 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10968 * Sets @child to be below @sibling in the list of children of @self.
10970 * If @sibling is %NULL, @child will be the new first child of @self.
10972 * This function is logically equivalent to removing @self and using
10973 * clutter_actor_insert_child_below(), but it will not emit signals
10974 * or change state on @child.
10979 clutter_actor_set_child_below_sibling (ClutterActor *self,
10980 ClutterActor *child,
10981 ClutterActor *sibling)
10983 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10984 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10985 g_return_if_fail (child->priv->parent == self);
10986 g_return_if_fail (child != sibling);
10987 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10989 if (sibling != NULL)
10990 g_return_if_fail (sibling->priv->parent == self);
10992 /* see the comment in set_child_above_sibling() */
10993 g_object_ref (child);
10994 clutter_actor_remove_child_internal (self, child, 0);
10995 clutter_actor_add_child_internal (self, child,
10996 ADD_CHILD_NOTIFY_FIRST_LAST,
10997 insert_child_below,
11000 clutter_actor_queue_relayout (self);
11004 * clutter_actor_set_child_at_index:
11005 * @self: a #ClutterActor
11006 * @child: a #ClutterActor child of @self
11007 * @index_: the new index for @child
11009 * Changes the index of @child in the list of children of @self.
11011 * This function is logically equivalent to removing @child and
11012 * calling clutter_actor_insert_child_at_index(), but it will not
11013 * emit signals or change state on @child.
11018 clutter_actor_set_child_at_index (ClutterActor *self,
11019 ClutterActor *child,
11022 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11023 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11024 g_return_if_fail (child->priv->parent == self);
11025 g_return_if_fail (index_ <= self->priv->n_children);
11027 g_object_ref (child);
11028 clutter_actor_remove_child_internal (self, child, 0);
11029 clutter_actor_add_child_internal (self, child,
11030 ADD_CHILD_NOTIFY_FIRST_LAST,
11031 insert_child_at_index,
11032 GINT_TO_POINTER (index_));
11034 clutter_actor_queue_relayout (self);
11038 * clutter_actor_raise:
11039 * @self: A #ClutterActor
11040 * @below: (allow-none): A #ClutterActor to raise above.
11042 * Puts @self above @below.
11044 * Both actors must have the same parent, and the parent must implement
11045 * the #ClutterContainer interface
11047 * This function calls clutter_container_raise_child() internally.
11049 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
11052 clutter_actor_raise (ClutterActor *self,
11053 ClutterActor *below)
11055 ClutterActor *parent;
11057 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11059 parent = clutter_actor_get_parent (self);
11060 if (parent == NULL)
11062 g_warning ("%s: Actor '%s' is not inside a container",
11064 _clutter_actor_get_debug_name (self));
11070 if (parent != clutter_actor_get_parent (below))
11072 g_warning ("%s Actor '%s' is not in the same container as "
11075 _clutter_actor_get_debug_name (self),
11076 _clutter_actor_get_debug_name (below));
11081 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
11085 * clutter_actor_lower:
11086 * @self: A #ClutterActor
11087 * @above: (allow-none): A #ClutterActor to lower below
11089 * Puts @self below @above.
11091 * Both actors must have the same parent, and the parent must implement
11092 * the #ClutterContainer interface.
11094 * This function calls clutter_container_lower_child() internally.
11096 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
11099 clutter_actor_lower (ClutterActor *self,
11100 ClutterActor *above)
11102 ClutterActor *parent;
11104 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11106 parent = clutter_actor_get_parent (self);
11107 if (parent == NULL)
11109 g_warning ("%s: Actor of type %s is not inside a container",
11111 _clutter_actor_get_debug_name (self));
11117 if (parent != clutter_actor_get_parent (above))
11119 g_warning ("%s: Actor '%s' is not in the same container as "
11122 _clutter_actor_get_debug_name (self),
11123 _clutter_actor_get_debug_name (above));
11128 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
11132 * clutter_actor_raise_top:
11133 * @self: A #ClutterActor
11135 * Raises @self to the top.
11137 * This function calls clutter_actor_raise() internally.
11139 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
11140 * a %NULL sibling, instead.
11143 clutter_actor_raise_top (ClutterActor *self)
11145 clutter_actor_raise (self, NULL);
11149 * clutter_actor_lower_bottom:
11150 * @self: A #ClutterActor
11152 * Lowers @self to the bottom.
11154 * This function calls clutter_actor_lower() internally.
11156 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11157 * a %NULL sibling, instead.
11160 clutter_actor_lower_bottom (ClutterActor *self)
11162 clutter_actor_lower (self, NULL);
11170 * clutter_actor_event:
11171 * @actor: a #ClutterActor
11172 * @event: a #ClutterEvent
11173 * @capture: TRUE if event in in capture phase, FALSE otherwise.
11175 * This function is used to emit an event on the main stage.
11176 * You should rarely need to use this function, except for
11177 * synthetising events.
11179 * Return value: the return value from the signal emission: %TRUE
11180 * if the actor handled the event, or %FALSE if the event was
11186 clutter_actor_event (ClutterActor *actor,
11187 ClutterEvent *event,
11190 gboolean retval = FALSE;
11191 gint signal_num = -1;
11193 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11194 g_return_val_if_fail (event != NULL, FALSE);
11196 g_object_ref (actor);
11200 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11206 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11210 switch (event->type)
11212 case CLUTTER_NOTHING:
11214 case CLUTTER_BUTTON_PRESS:
11215 signal_num = BUTTON_PRESS_EVENT;
11217 case CLUTTER_BUTTON_RELEASE:
11218 signal_num = BUTTON_RELEASE_EVENT;
11220 case CLUTTER_SCROLL:
11221 signal_num = SCROLL_EVENT;
11223 case CLUTTER_KEY_PRESS:
11224 signal_num = KEY_PRESS_EVENT;
11226 case CLUTTER_KEY_RELEASE:
11227 signal_num = KEY_RELEASE_EVENT;
11229 case CLUTTER_MOTION:
11230 signal_num = MOTION_EVENT;
11232 case CLUTTER_ENTER:
11233 signal_num = ENTER_EVENT;
11235 case CLUTTER_LEAVE:
11236 signal_num = LEAVE_EVENT;
11238 case CLUTTER_DELETE:
11239 case CLUTTER_DESTROY_NOTIFY:
11240 case CLUTTER_CLIENT_MESSAGE:
11246 if (signal_num != -1)
11247 g_signal_emit (actor, actor_signals[signal_num], 0,
11252 g_object_unref (actor);
11258 * clutter_actor_set_reactive:
11259 * @actor: a #ClutterActor
11260 * @reactive: whether the actor should be reactive to events
11262 * Sets @actor as reactive. Reactive actors will receive events.
11267 clutter_actor_set_reactive (ClutterActor *actor,
11270 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11272 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11276 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11278 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11280 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11284 * clutter_actor_get_reactive:
11285 * @actor: a #ClutterActor
11287 * Checks whether @actor is marked as reactive.
11289 * Return value: %TRUE if the actor is reactive
11294 clutter_actor_get_reactive (ClutterActor *actor)
11296 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11298 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
11302 * clutter_actor_get_anchor_point:
11303 * @self: a #ClutterActor
11304 * @anchor_x: (out): return location for the X coordinate of the anchor point
11305 * @anchor_y: (out): return location for the Y coordinate of the anchor point
11307 * Gets the current anchor point of the @actor in pixels.
11312 clutter_actor_get_anchor_point (ClutterActor *self,
11316 const ClutterTransformInfo *info;
11318 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11320 info = _clutter_actor_get_transform_info_or_defaults (self);
11321 clutter_anchor_coord_get_units (self, &info->anchor,
11328 * clutter_actor_set_anchor_point:
11329 * @self: a #ClutterActor
11330 * @anchor_x: X coordinate of the anchor point
11331 * @anchor_y: Y coordinate of the anchor point
11333 * Sets an anchor point for @self. The anchor point is a point in the
11334 * coordinate space of an actor to which the actor position within its
11335 * parent is relative; the default is (0, 0), i.e. the top-left corner
11341 clutter_actor_set_anchor_point (ClutterActor *self,
11345 ClutterTransformInfo *info;
11346 ClutterActorPrivate *priv;
11347 gboolean changed = FALSE;
11348 gfloat old_anchor_x, old_anchor_y;
11351 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11353 obj = G_OBJECT (self);
11355 info = _clutter_actor_get_transform_info (self);
11357 g_object_freeze_notify (obj);
11359 clutter_anchor_coord_get_units (self, &info->anchor,
11364 if (info->anchor.is_fractional)
11365 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11367 if (old_anchor_x != anchor_x)
11369 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11373 if (old_anchor_y != anchor_y)
11375 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11379 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
11383 priv->transform_valid = FALSE;
11384 clutter_actor_queue_redraw (self);
11387 g_object_thaw_notify (obj);
11391 * clutter_actor_get_anchor_point_gravity:
11392 * @self: a #ClutterActor
11394 * Retrieves the anchor position expressed as a #ClutterGravity. If
11395 * the anchor point was specified using pixels or units this will
11396 * return %CLUTTER_GRAVITY_NONE.
11398 * Return value: the #ClutterGravity used by the anchor point
11403 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
11405 const ClutterTransformInfo *info;
11407 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
11409 info = _clutter_actor_get_transform_info_or_defaults (self);
11411 return clutter_anchor_coord_get_gravity (&info->anchor);
11415 * clutter_actor_move_anchor_point:
11416 * @self: a #ClutterActor
11417 * @anchor_x: X coordinate of the anchor point
11418 * @anchor_y: Y coordinate of the anchor point
11420 * Sets an anchor point for the actor, and adjusts the actor postion so that
11421 * the relative position of the actor toward its parent remains the same.
11426 clutter_actor_move_anchor_point (ClutterActor *self,
11430 gfloat old_anchor_x, old_anchor_y;
11431 const ClutterTransformInfo *info;
11433 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11435 info = _clutter_actor_get_transform_info (self);
11436 clutter_anchor_coord_get_units (self, &info->anchor,
11441 g_object_freeze_notify (G_OBJECT (self));
11443 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
11445 if (self->priv->position_set)
11446 clutter_actor_move_by (self,
11447 anchor_x - old_anchor_x,
11448 anchor_y - old_anchor_y);
11450 g_object_thaw_notify (G_OBJECT (self));
11454 * clutter_actor_move_anchor_point_from_gravity:
11455 * @self: a #ClutterActor
11456 * @gravity: #ClutterGravity.
11458 * Sets an anchor point on the actor based on the given gravity, adjusting the
11459 * actor postion so that its relative position within its parent remains
11462 * Since version 1.0 the anchor point will be stored as a gravity so
11463 * that if the actor changes size then the anchor point will move. For
11464 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11465 * and later double the size of the actor, the anchor point will move
11466 * to the bottom right.
11471 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
11472 ClutterGravity gravity)
11474 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
11475 const ClutterTransformInfo *info;
11476 ClutterActorPrivate *priv;
11478 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11481 info = _clutter_actor_get_transform_info (self);
11483 g_object_freeze_notify (G_OBJECT (self));
11485 clutter_anchor_coord_get_units (self, &info->anchor,
11489 clutter_actor_set_anchor_point_from_gravity (self, gravity);
11490 clutter_anchor_coord_get_units (self, &info->anchor,
11495 if (priv->position_set)
11496 clutter_actor_move_by (self,
11497 new_anchor_x - old_anchor_x,
11498 new_anchor_y - old_anchor_y);
11500 g_object_thaw_notify (G_OBJECT (self));
11504 * clutter_actor_set_anchor_point_from_gravity:
11505 * @self: a #ClutterActor
11506 * @gravity: #ClutterGravity.
11508 * Sets an anchor point on the actor, based on the given gravity (this is a
11509 * convenience function wrapping clutter_actor_set_anchor_point()).
11511 * Since version 1.0 the anchor point will be stored as a gravity so
11512 * that if the actor changes size then the anchor point will move. For
11513 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11514 * and later double the size of the actor, the anchor point will move
11515 * to the bottom right.
11520 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
11521 ClutterGravity gravity)
11523 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11525 if (gravity == CLUTTER_GRAVITY_NONE)
11526 clutter_actor_set_anchor_point (self, 0, 0);
11529 GObject *obj = G_OBJECT (self);
11530 ClutterTransformInfo *info;
11532 g_object_freeze_notify (obj);
11534 info = _clutter_actor_get_transform_info (self);
11535 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
11537 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11538 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11539 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11541 self->priv->transform_valid = FALSE;
11543 clutter_actor_queue_redraw (self);
11545 g_object_thaw_notify (obj);
11550 clutter_container_iface_init (ClutterContainerIface *iface)
11552 /* we don't override anything, as ClutterContainer already has a default
11553 * implementation that we can use, and which calls into our own API.
11568 parse_units (ClutterActor *self,
11569 ParseDimension dimension,
11572 GValue value = { 0, };
11575 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
11578 json_node_get_value (node, &value);
11580 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
11582 retval = (gfloat) g_value_get_int64 (&value);
11584 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
11586 retval = g_value_get_double (&value);
11588 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
11590 ClutterUnits units;
11593 res = clutter_units_from_string (&units, g_value_get_string (&value));
11595 retval = clutter_units_to_pixels (&units);
11598 g_warning ("Invalid value '%s': integers, strings or floating point "
11599 "values can be used for the x, y, width and height "
11600 "properties. Valid modifiers for strings are 'px', 'mm', "
11602 g_value_get_string (&value));
11608 g_warning ("Invalid value of type '%s': integers, strings of floating "
11609 "point values can be used for the x, y, width, height "
11610 "anchor-x and anchor-y properties.",
11611 g_type_name (G_VALUE_TYPE (&value)));
11614 g_value_unset (&value);
11620 ClutterRotateAxis axis;
11629 static inline gboolean
11630 parse_rotation_array (ClutterActor *actor,
11632 RotationInfo *info)
11636 if (json_array_get_length (array) != 2)
11640 element = json_array_get_element (array, 0);
11641 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
11642 info->angle = json_node_get_double (element);
11647 element = json_array_get_element (array, 1);
11648 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
11650 JsonArray *center = json_node_get_array (element);
11652 if (json_array_get_length (center) != 2)
11655 switch (info->axis)
11657 case CLUTTER_X_AXIS:
11658 info->center_y = parse_units (actor, PARSE_Y,
11659 json_array_get_element (center, 0));
11660 info->center_z = parse_units (actor, PARSE_Y,
11661 json_array_get_element (center, 1));
11664 case CLUTTER_Y_AXIS:
11665 info->center_x = parse_units (actor, PARSE_X,
11666 json_array_get_element (center, 0));
11667 info->center_z = parse_units (actor, PARSE_X,
11668 json_array_get_element (center, 1));
11671 case CLUTTER_Z_AXIS:
11672 info->center_x = parse_units (actor, PARSE_X,
11673 json_array_get_element (center, 0));
11674 info->center_y = parse_units (actor, PARSE_Y,
11675 json_array_get_element (center, 1));
11684 parse_rotation (ClutterActor *actor,
11686 RotationInfo *info)
11690 gboolean retval = FALSE;
11692 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
11694 g_warning ("Invalid node of type '%s' found, expecting an array",
11695 json_node_type_name (node));
11699 array = json_node_get_array (node);
11700 len = json_array_get_length (array);
11702 for (i = 0; i < len; i++)
11704 JsonNode *element = json_array_get_element (array, i);
11705 JsonObject *object;
11708 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
11710 g_warning ("Invalid node of type '%s' found, expecting an object",
11711 json_node_type_name (element));
11715 object = json_node_get_object (element);
11717 if (json_object_has_member (object, "x-axis"))
11719 member = json_object_get_member (object, "x-axis");
11721 info->axis = CLUTTER_X_AXIS;
11723 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11725 info->angle = json_node_get_double (member);
11728 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11729 retval = parse_rotation_array (actor,
11730 json_node_get_array (member),
11735 else if (json_object_has_member (object, "y-axis"))
11737 member = json_object_get_member (object, "y-axis");
11739 info->axis = CLUTTER_Y_AXIS;
11741 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11743 info->angle = json_node_get_double (member);
11746 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11747 retval = parse_rotation_array (actor,
11748 json_node_get_array (member),
11753 else if (json_object_has_member (object, "z-axis"))
11755 member = json_object_get_member (object, "z-axis");
11757 info->axis = CLUTTER_Z_AXIS;
11759 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11761 info->angle = json_node_get_double (member);
11764 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11765 retval = parse_rotation_array (actor,
11766 json_node_get_array (member),
11777 parse_actor_metas (ClutterScript *script,
11778 ClutterActor *actor,
11781 GList *elements, *l;
11782 GSList *retval = NULL;
11784 if (!JSON_NODE_HOLDS_ARRAY (node))
11787 elements = json_array_get_elements (json_node_get_array (node));
11789 for (l = elements; l != NULL; l = l->next)
11791 JsonNode *element = l->data;
11792 const gchar *id_ = _clutter_script_get_id_from_node (element);
11795 if (id_ == NULL || *id_ == '\0')
11798 meta = clutter_script_get_object (script, id_);
11802 retval = g_slist_prepend (retval, meta);
11805 g_list_free (elements);
11807 return g_slist_reverse (retval);
11811 parse_behaviours (ClutterScript *script,
11812 ClutterActor *actor,
11815 GList *elements, *l;
11816 GSList *retval = NULL;
11818 if (!JSON_NODE_HOLDS_ARRAY (node))
11821 elements = json_array_get_elements (json_node_get_array (node));
11823 for (l = elements; l != NULL; l = l->next)
11825 JsonNode *element = l->data;
11826 const gchar *id_ = _clutter_script_get_id_from_node (element);
11827 GObject *behaviour;
11829 if (id_ == NULL || *id_ == '\0')
11832 behaviour = clutter_script_get_object (script, id_);
11833 if (behaviour == NULL)
11836 retval = g_slist_prepend (retval, behaviour);
11839 g_list_free (elements);
11841 return g_slist_reverse (retval);
11845 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
11846 ClutterScript *script,
11851 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11852 gboolean retval = FALSE;
11854 if ((name[0] == 'x' && name[1] == '\0') ||
11855 (name[0] == 'y' && name[1] == '\0') ||
11856 (strcmp (name, "width") == 0) ||
11857 (strcmp (name, "height") == 0) ||
11858 (strcmp (name, "anchor_x") == 0) ||
11859 (strcmp (name, "anchor_y") == 0))
11861 ParseDimension dimension;
11864 if (name[0] == 'x')
11865 dimension = PARSE_X;
11866 else if (name[0] == 'y')
11867 dimension = PARSE_Y;
11868 else if (name[0] == 'w')
11869 dimension = PARSE_WIDTH;
11870 else if (name[0] == 'h')
11871 dimension = PARSE_HEIGHT;
11872 else if (name[0] == 'a' && name[7] == 'x')
11873 dimension = PARSE_ANCHOR_X;
11874 else if (name[0] == 'a' && name[7] == 'y')
11875 dimension = PARSE_ANCHOR_Y;
11879 units = parse_units (actor, dimension, node);
11881 /* convert back to pixels: all properties are pixel-based */
11882 g_value_init (value, G_TYPE_FLOAT);
11883 g_value_set_float (value, units);
11887 else if (strcmp (name, "rotation") == 0)
11889 RotationInfo *info;
11891 info = g_slice_new0 (RotationInfo);
11892 retval = parse_rotation (actor, node, info);
11896 g_value_init (value, G_TYPE_POINTER);
11897 g_value_set_pointer (value, info);
11900 g_slice_free (RotationInfo, info);
11902 else if (strcmp (name, "behaviours") == 0)
11906 #ifdef CLUTTER_ENABLE_DEBUG
11907 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
11908 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
11909 "and it should not be used in newly "
11910 "written ClutterScript definitions.");
11913 l = parse_behaviours (script, actor, node);
11915 g_value_init (value, G_TYPE_POINTER);
11916 g_value_set_pointer (value, l);
11920 else if (strcmp (name, "actions") == 0 ||
11921 strcmp (name, "constraints") == 0 ||
11922 strcmp (name, "effects") == 0)
11926 l = parse_actor_metas (script, actor, node);
11928 g_value_init (value, G_TYPE_POINTER);
11929 g_value_set_pointer (value, l);
11938 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
11939 ClutterScript *script,
11941 const GValue *value)
11943 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11945 #ifdef CLUTTER_ENABLE_DEBUG
11946 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
11948 gchar *tmp = g_strdup_value_contents (value);
11950 CLUTTER_NOTE (SCRIPT,
11951 "in ClutterActor::set_custom_property('%s') = %s",
11957 #endif /* CLUTTER_ENABLE_DEBUG */
11959 if (strcmp (name, "rotation") == 0)
11961 RotationInfo *info;
11963 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11966 info = g_value_get_pointer (value);
11968 clutter_actor_set_rotation (actor,
11969 info->axis, info->angle,
11974 g_slice_free (RotationInfo, info);
11979 if (strcmp (name, "behaviours") == 0)
11981 GSList *behaviours, *l;
11983 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11986 behaviours = g_value_get_pointer (value);
11987 for (l = behaviours; l != NULL; l = l->next)
11989 ClutterBehaviour *behaviour = l->data;
11991 clutter_behaviour_apply (behaviour, actor);
11994 g_slist_free (behaviours);
11999 if (strcmp (name, "actions") == 0 ||
12000 strcmp (name, "constraints") == 0 ||
12001 strcmp (name, "effects") == 0)
12005 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12008 metas = g_value_get_pointer (value);
12009 for (l = metas; l != NULL; l = l->next)
12011 if (name[0] == 'a')
12012 clutter_actor_add_action (actor, l->data);
12014 if (name[0] == 'c')
12015 clutter_actor_add_constraint (actor, l->data);
12017 if (name[0] == 'e')
12018 clutter_actor_add_effect (actor, l->data);
12021 g_slist_free (metas);
12026 g_object_set_property (G_OBJECT (scriptable), name, value);
12030 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
12032 iface->parse_custom_node = clutter_actor_parse_custom_node;
12033 iface->set_custom_property = clutter_actor_set_custom_property;
12036 static ClutterActorMeta *
12037 get_meta_from_animation_property (ClutterActor *actor,
12041 ClutterActorPrivate *priv = actor->priv;
12042 ClutterActorMeta *meta = NULL;
12045 /* if this is not a special property, fall through */
12046 if (name[0] != '@')
12049 /* detect the properties named using the following spec:
12051 * @<section>.<meta-name>.<property-name>
12053 * where <section> can be one of the following:
12059 * and <meta-name> is the name set on a specific ActorMeta
12062 tokens = g_strsplit (name + 1, ".", -1);
12063 if (tokens == NULL || g_strv_length (tokens) != 3)
12065 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
12067 g_strfreev (tokens);
12071 if (strcmp (tokens[0], "actions") == 0)
12072 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
12074 if (strcmp (tokens[0], "constraints") == 0)
12075 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
12077 if (strcmp (tokens[0], "effects") == 0)
12078 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
12080 if (name_p != NULL)
12081 *name_p = g_strdup (tokens[2]);
12083 CLUTTER_NOTE (ANIMATION,
12084 "Looking for property '%s' of object '%s' in section '%s'",
12089 g_strfreev (tokens);
12094 static GParamSpec *
12095 clutter_actor_find_property (ClutterAnimatable *animatable,
12096 const gchar *property_name)
12098 ClutterActorMeta *meta = NULL;
12099 GObjectClass *klass = NULL;
12100 GParamSpec *pspec = NULL;
12101 gchar *p_name = NULL;
12103 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12109 klass = G_OBJECT_GET_CLASS (meta);
12111 pspec = g_object_class_find_property (klass, p_name);
12115 klass = G_OBJECT_GET_CLASS (animatable);
12117 pspec = g_object_class_find_property (klass, property_name);
12126 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
12127 const gchar *property_name,
12130 ClutterActorMeta *meta = NULL;
12131 gchar *p_name = NULL;
12133 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12138 g_object_get_property (G_OBJECT (meta), p_name, initial);
12140 g_object_get_property (G_OBJECT (animatable), property_name, initial);
12146 clutter_actor_set_final_state (ClutterAnimatable *animatable,
12147 const gchar *property_name,
12148 const GValue *final)
12150 ClutterActorMeta *meta = NULL;
12151 gchar *p_name = NULL;
12153 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12157 g_object_set_property (G_OBJECT (meta), p_name, final);
12159 g_object_set_property (G_OBJECT (animatable), property_name, final);
12165 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
12167 iface->find_property = clutter_actor_find_property;
12168 iface->get_initial_state = clutter_actor_get_initial_state;
12169 iface->set_final_state = clutter_actor_set_final_state;
12173 * clutter_actor_transform_stage_point:
12174 * @self: A #ClutterActor
12175 * @x: (in): x screen coordinate of the point to unproject
12176 * @y: (in): y screen coordinate of the point to unproject
12177 * @x_out: (out): return location for the unprojected x coordinance
12178 * @y_out: (out): return location for the unprojected y coordinance
12180 * This function translates screen coordinates (@x, @y) to
12181 * coordinates relative to the actor. For example, it can be used to translate
12182 * screen events from global screen coordinates into actor-local coordinates.
12184 * The conversion can fail, notably if the transform stack results in the
12185 * actor being projected on the screen as a mere line.
12187 * The conversion should not be expected to be pixel-perfect due to the
12188 * nature of the operation. In general the error grows when the skewing
12189 * of the actor rectangle on screen increases.
12191 * <note><para>This function can be computationally intensive.</para></note>
12193 * <note><para>This function only works when the allocation is up-to-date,
12194 * i.e. inside of paint().</para></note>
12196 * Return value: %TRUE if conversion was successful.
12201 clutter_actor_transform_stage_point (ClutterActor *self,
12207 ClutterVertex v[4];
12210 int du, dv, xi, yi;
12212 float xf, yf, wf, det;
12213 ClutterActorPrivate *priv;
12215 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12219 /* This implementation is based on the quad -> quad projection algorithm
12220 * described by Paul Heckbert in:
12222 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
12224 * and the sample implementation at:
12226 * http://www.cs.cmu.edu/~ph/src/texfund/
12228 * Our texture is a rectangle with origin [0, 0], so we are mapping from
12229 * quad to rectangle only, which significantly simplifies things; the
12230 * function calls have been unrolled, and most of the math is done in fixed
12234 clutter_actor_get_abs_allocation_vertices (self, v);
12236 /* Keeping these as ints simplifies the multiplication (no significant
12237 * loss of precision here).
12239 du = (int) (priv->allocation.x2 - priv->allocation.x1);
12240 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
12245 #define UX2FP(x) (x)
12246 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
12248 /* First, find mapping from unit uv square to xy quadrilateral; this
12249 * equivalent to the pmap_square_quad() functions in the sample
12250 * implementation, which we can simplify, since our target is always
12253 px = v[0].x - v[1].x + v[3].x - v[2].x;
12254 py = v[0].y - v[1].y + v[3].y - v[2].y;
12258 /* affine transform */
12259 RQ[0][0] = UX2FP (v[1].x - v[0].x);
12260 RQ[1][0] = UX2FP (v[3].x - v[1].x);
12261 RQ[2][0] = UX2FP (v[0].x);
12262 RQ[0][1] = UX2FP (v[1].y - v[0].y);
12263 RQ[1][1] = UX2FP (v[3].y - v[1].y);
12264 RQ[2][1] = UX2FP (v[0].y);
12271 /* projective transform */
12272 double dx1, dx2, dy1, dy2, del;
12274 dx1 = UX2FP (v[1].x - v[3].x);
12275 dx2 = UX2FP (v[2].x - v[3].x);
12276 dy1 = UX2FP (v[1].y - v[3].y);
12277 dy2 = UX2FP (v[2].y - v[3].y);
12279 del = DET2FP (dx1, dx2, dy1, dy2);
12284 * The division here needs to be done in floating point for
12285 * precisions reasons.
12287 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
12288 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12289 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12291 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
12292 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
12293 RQ[2][0] = UX2FP (v[0].x);
12294 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
12295 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
12296 RQ[2][1] = UX2FP (v[0].y);
12300 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
12301 * square. Since our rectangle is based at 0,0 we only need to scale.
12311 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
12314 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
12315 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
12316 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
12317 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
12318 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
12319 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
12320 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
12321 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
12322 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
12325 * Check the resulting matrix is OK.
12327 det = (RQ[0][0] * ST[0][0])
12328 + (RQ[0][1] * ST[0][1])
12329 + (RQ[0][2] * ST[0][2]);
12334 * Now transform our point with the ST matrix; the notional w
12335 * coordinate is 1, hence the last part is simply added.
12340 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
12341 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
12342 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
12360 static ClutterGeometry*
12361 clutter_geometry_copy (const ClutterGeometry *geometry)
12363 return g_slice_dup (ClutterGeometry, geometry);
12367 clutter_geometry_free (ClutterGeometry *geometry)
12369 if (G_LIKELY (geometry != NULL))
12370 g_slice_free (ClutterGeometry, geometry);
12374 * clutter_geometry_union:
12375 * @geometry_a: a #ClutterGeometry
12376 * @geometry_b: another #ClutterGeometry
12377 * @result: (out): location to store the result
12379 * Find the union of two rectangles represented as #ClutterGeometry.
12384 clutter_geometry_union (const ClutterGeometry *geometry_a,
12385 const ClutterGeometry *geometry_b,
12386 ClutterGeometry *result)
12388 /* We don't try to handle rectangles that can't be represented
12389 * as a signed integer box */
12390 gint x_1 = MIN (geometry_a->x, geometry_b->x);
12391 gint y_1 = MIN (geometry_a->y, geometry_b->y);
12392 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
12393 geometry_b->x + (gint)geometry_b->width);
12394 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
12395 geometry_b->y + (gint)geometry_b->height);
12398 result->width = x_2 - x_1;
12399 result->height = y_2 - y_1;
12403 * clutter_geometry_intersects:
12404 * @geometry0: The first geometry to test
12405 * @geometry1: The second geometry to test
12407 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
12408 * they do else %FALSE.
12410 * Return value: %TRUE of @geometry0 and geometry1 intersect else
12416 clutter_geometry_intersects (const ClutterGeometry *geometry0,
12417 const ClutterGeometry *geometry1)
12419 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
12420 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
12421 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
12422 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
12429 clutter_geometry_progress (const GValue *a,
12434 const ClutterGeometry *a_geom = g_value_get_boxed (a);
12435 const ClutterGeometry *b_geom = g_value_get_boxed (b);
12436 ClutterGeometry res = { 0, };
12437 gint a_width = a_geom->width;
12438 gint b_width = b_geom->width;
12439 gint a_height = a_geom->height;
12440 gint b_height = b_geom->height;
12442 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
12443 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
12445 res.width = a_width + (b_width - a_width) * progress;
12446 res.height = a_height + (b_height - a_height) * progress;
12448 g_value_set_boxed (retval, &res);
12453 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
12454 clutter_geometry_copy,
12455 clutter_geometry_free,
12456 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
12463 * clutter_vertex_new:
12468 * Creates a new #ClutterVertex for the point in 3D space
12469 * identified by the 3 coordinates @x, @y, @z
12471 * Return value: the newly allocate #ClutterVertex. Use
12472 * clutter_vertex_free() to free the resources
12477 clutter_vertex_new (gfloat x,
12481 ClutterVertex *vertex;
12483 vertex = g_slice_new (ClutterVertex);
12492 * clutter_vertex_copy:
12493 * @vertex: a #ClutterVertex
12497 * Return value: a newly allocated copy of #ClutterVertex. Use
12498 * clutter_vertex_free() to free the allocated resources
12503 clutter_vertex_copy (const ClutterVertex *vertex)
12505 if (G_LIKELY (vertex != NULL))
12506 return g_slice_dup (ClutterVertex, vertex);
12512 * clutter_vertex_free:
12513 * @vertex: a #ClutterVertex
12515 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
12520 clutter_vertex_free (ClutterVertex *vertex)
12522 if (G_UNLIKELY (vertex != NULL))
12523 g_slice_free (ClutterVertex, vertex);
12527 * clutter_vertex_equal:
12528 * @vertex_a: a #ClutterVertex
12529 * @vertex_b: a #ClutterVertex
12531 * Compares @vertex_a and @vertex_b for equality
12533 * Return value: %TRUE if the passed #ClutterVertex are equal
12538 clutter_vertex_equal (const ClutterVertex *vertex_a,
12539 const ClutterVertex *vertex_b)
12541 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
12543 if (vertex_a == vertex_b)
12546 return vertex_a->x == vertex_b->x &&
12547 vertex_a->y == vertex_b->y &&
12548 vertex_a->z == vertex_b->z;
12552 clutter_vertex_progress (const GValue *a,
12557 const ClutterVertex *av = g_value_get_boxed (a);
12558 const ClutterVertex *bv = g_value_get_boxed (b);
12559 ClutterVertex res = { 0, };
12561 res.x = av->x + (bv->x - av->x) * progress;
12562 res.y = av->y + (bv->y - av->y) * progress;
12563 res.z = av->z + (bv->z - av->z) * progress;
12565 g_value_set_boxed (retval, &res);
12570 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
12571 clutter_vertex_copy,
12572 clutter_vertex_free,
12573 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
12576 * clutter_actor_is_rotated:
12577 * @self: a #ClutterActor
12579 * Checks whether any rotation is applied to the actor.
12581 * Return value: %TRUE if the actor is rotated.
12586 clutter_actor_is_rotated (ClutterActor *self)
12588 const ClutterTransformInfo *info;
12590 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12592 info = _clutter_actor_get_transform_info_or_defaults (self);
12594 if (info->rx_angle || info->ry_angle || info->rz_angle)
12601 * clutter_actor_is_scaled:
12602 * @self: a #ClutterActor
12604 * Checks whether the actor is scaled in either dimension.
12606 * Return value: %TRUE if the actor is scaled.
12611 clutter_actor_is_scaled (ClutterActor *self)
12613 const ClutterTransformInfo *info;
12615 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12617 info = _clutter_actor_get_transform_info_or_defaults (self);
12619 if (info->scale_x != 1.0 || info->scale_y != 1.0)
12626 _clutter_actor_get_stage_internal (ClutterActor *actor)
12628 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
12629 actor = actor->priv->parent;
12635 * clutter_actor_get_stage:
12636 * @actor: a #ClutterActor
12638 * Retrieves the #ClutterStage where @actor is contained.
12640 * Return value: (transfer none) (type Clutter.Stage): the stage
12641 * containing the actor, or %NULL
12646 clutter_actor_get_stage (ClutterActor *actor)
12648 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
12650 return _clutter_actor_get_stage_internal (actor);
12654 * clutter_actor_allocate_available_size:
12655 * @self: a #ClutterActor
12656 * @x: the actor's X coordinate
12657 * @y: the actor's Y coordinate
12658 * @available_width: the maximum available width, or -1 to use the
12659 * actor's natural width
12660 * @available_height: the maximum available height, or -1 to use the
12661 * actor's natural height
12662 * @flags: flags controlling the allocation
12664 * Allocates @self taking into account the #ClutterActor<!-- -->'s
12665 * preferred size, but limiting it to the maximum available width
12666 * and height provided.
12668 * This function will do the right thing when dealing with the
12669 * actor's request mode.
12671 * The implementation of this function is equivalent to:
12674 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12676 * clutter_actor_get_preferred_width (self, available_height,
12678 * &natural_width);
12679 * width = CLAMP (natural_width, min_width, available_width);
12681 * clutter_actor_get_preferred_height (self, width,
12683 * &natural_height);
12684 * height = CLAMP (natural_height, min_height, available_height);
12688 * clutter_actor_get_preferred_height (self, available_width,
12690 * &natural_height);
12691 * height = CLAMP (natural_height, min_height, available_height);
12693 * clutter_actor_get_preferred_width (self, height,
12695 * &natural_width);
12696 * width = CLAMP (natural_width, min_width, available_width);
12699 * box.x1 = x; box.y1 = y;
12700 * box.x2 = box.x1 + available_width;
12701 * box.y2 = box.y1 + available_height;
12702 * clutter_actor_allocate (self, &box, flags);
12705 * This function can be used by fluid layout managers to allocate
12706 * an actor's preferred size without making it bigger than the area
12707 * available for the container.
12712 clutter_actor_allocate_available_size (ClutterActor *self,
12715 gfloat available_width,
12716 gfloat available_height,
12717 ClutterAllocationFlags flags)
12719 ClutterActorPrivate *priv;
12720 gfloat width, height;
12721 gfloat min_width, min_height;
12722 gfloat natural_width, natural_height;
12723 ClutterActorBox box;
12725 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12729 width = height = 0.0;
12731 switch (priv->request_mode)
12733 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
12734 clutter_actor_get_preferred_width (self, available_height,
12737 width = CLAMP (natural_width, min_width, available_width);
12739 clutter_actor_get_preferred_height (self, width,
12742 height = CLAMP (natural_height, min_height, available_height);
12745 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
12746 clutter_actor_get_preferred_height (self, available_width,
12749 height = CLAMP (natural_height, min_height, available_height);
12751 clutter_actor_get_preferred_width (self, height,
12754 width = CLAMP (natural_width, min_width, available_width);
12761 box.x2 = box.x1 + width;
12762 box.y2 = box.y1 + height;
12763 clutter_actor_allocate (self, &box, flags);
12767 * clutter_actor_allocate_preferred_size:
12768 * @self: a #ClutterActor
12769 * @flags: flags controlling the allocation
12771 * Allocates the natural size of @self.
12773 * This function is a utility call for #ClutterActor implementations
12774 * that allocates the actor's preferred natural size. It can be used
12775 * by fixed layout managers (like #ClutterGroup or so called
12776 * 'composite actors') inside the ClutterActor::allocate
12777 * implementation to give each child exactly how much space it
12780 * This function is not meant to be used by applications. It is also
12781 * not meant to be used outside the implementation of the
12782 * ClutterActor::allocate virtual function.
12787 clutter_actor_allocate_preferred_size (ClutterActor *self,
12788 ClutterAllocationFlags flags)
12790 gfloat actor_x, actor_y;
12791 gfloat natural_width, natural_height;
12792 ClutterActorBox actor_box;
12794 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12796 actor_x = clutter_actor_get_x (self);
12797 actor_y = clutter_actor_get_y (self);
12799 clutter_actor_get_preferred_size (self,
12804 actor_box.x1 = actor_x;
12805 actor_box.y1 = actor_y;
12806 actor_box.x2 = actor_box.x1 + natural_width;
12807 actor_box.y2 = actor_box.y1 + natural_height;
12809 clutter_actor_allocate (self, &actor_box, flags);
12813 * clutter_actor_allocate_align_fill:
12814 * @self: a #ClutterActor
12815 * @box: a #ClutterActorBox, containing the available width and height
12816 * @x_align: the horizontal alignment, between 0 and 1
12817 * @y_align: the vertical alignment, between 0 and 1
12818 * @x_fill: whether the actor should fill horizontally
12819 * @y_fill: whether the actor should fill vertically
12820 * @flags: allocation flags to be passed to clutter_actor_allocate()
12822 * Allocates @self by taking into consideration the available allocation
12823 * area; an alignment factor on either axis; and whether the actor should
12824 * fill the allocation on either axis.
12826 * The @box should contain the available allocation width and height;
12827 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
12828 * allocation will be offset by their value.
12830 * This function takes into consideration the geometry request specified by
12831 * the #ClutterActor:request-mode property, and the text direction.
12833 * This function is useful for fluid layout managers, like #ClutterBinLayout
12834 * or #ClutterTableLayout
12839 clutter_actor_allocate_align_fill (ClutterActor *self,
12840 const ClutterActorBox *box,
12845 ClutterAllocationFlags flags)
12847 ClutterActorPrivate *priv;
12848 ClutterActorBox allocation = { 0, };
12849 gfloat x_offset, y_offset;
12850 gfloat available_width, available_height;
12851 gfloat child_width, child_height;
12853 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12854 g_return_if_fail (box != NULL);
12855 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
12856 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
12860 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
12861 clutter_actor_box_get_size (box, &available_width, &available_height);
12863 if (available_width < 0)
12864 available_width = 0;
12866 if (available_height < 0)
12867 available_height = 0;
12871 allocation.x1 = x_offset;
12872 allocation.x2 = allocation.x1 + available_width;
12877 allocation.y1 = y_offset;
12878 allocation.y2 = allocation.y1 + available_height;
12881 /* if we are filling horizontally and vertically then we're done */
12882 if (x_fill && y_fill)
12885 child_width = child_height = 0.0f;
12887 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12889 gfloat min_width, natural_width;
12890 gfloat min_height, natural_height;
12892 clutter_actor_get_preferred_width (self, available_height,
12896 child_width = CLAMP (natural_width, min_width, available_width);
12900 clutter_actor_get_preferred_height (self, child_width,
12904 child_height = CLAMP (natural_height, min_height, available_height);
12909 gfloat min_width, natural_width;
12910 gfloat min_height, natural_height;
12912 clutter_actor_get_preferred_height (self, available_width,
12916 child_height = CLAMP (natural_height, min_height, available_height);
12920 clutter_actor_get_preferred_width (self, child_height,
12924 child_width = CLAMP (natural_width, min_width, available_width);
12928 /* invert the horizontal alignment for RTL languages */
12929 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
12930 x_align = 1.0 - x_align;
12934 allocation.x1 = x_offset
12935 + ((available_width - child_width) * x_align);
12936 allocation.x2 = allocation.x1 + child_width;
12941 allocation.y1 = y_offset
12942 + ((available_height - child_height) * y_align);
12943 allocation.y2 = allocation.y1 + child_height;
12947 clutter_actor_box_clamp_to_pixel (&allocation);
12948 clutter_actor_allocate (self, &allocation, flags);
12952 * clutter_actor_grab_key_focus:
12953 * @self: a #ClutterActor
12955 * Sets the key focus of the #ClutterStage including @self
12956 * to this #ClutterActor.
12961 clutter_actor_grab_key_focus (ClutterActor *self)
12963 ClutterActor *stage;
12965 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12967 stage = _clutter_actor_get_stage_internal (self);
12969 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
12973 * clutter_actor_get_pango_context:
12974 * @self: a #ClutterActor
12976 * Retrieves the #PangoContext for @self. The actor's #PangoContext
12977 * is already configured using the appropriate font map, resolution
12978 * and font options.
12980 * Unlike clutter_actor_create_pango_context(), this context is owend
12981 * by the #ClutterActor and it will be updated each time the options
12982 * stored by the #ClutterBackend change.
12984 * You can use the returned #PangoContext to create a #PangoLayout
12985 * and render text using cogl_pango_render_layout() to reuse the
12986 * glyphs cache also used by Clutter.
12988 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
12989 * The returned #PangoContext is owned by the actor and should not be
12990 * unreferenced by the application code
12995 clutter_actor_get_pango_context (ClutterActor *self)
12997 ClutterActorPrivate *priv;
12999 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13003 if (priv->pango_context != NULL)
13004 return priv->pango_context;
13006 priv->pango_context = _clutter_context_get_pango_context ();
13007 g_object_ref (priv->pango_context);
13009 return priv->pango_context;
13013 * clutter_actor_create_pango_context:
13014 * @self: a #ClutterActor
13016 * Creates a #PangoContext for the given actor. The #PangoContext
13017 * is already configured using the appropriate font map, resolution
13018 * and font options.
13020 * See also clutter_actor_get_pango_context().
13022 * Return value: (transfer full): the newly created #PangoContext.
13023 * Use g_object_unref() on the returned value to deallocate its
13029 clutter_actor_create_pango_context (ClutterActor *self)
13031 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13033 return _clutter_context_create_pango_context ();
13037 * clutter_actor_create_pango_layout:
13038 * @self: a #ClutterActor
13039 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
13041 * Creates a new #PangoLayout from the same #PangoContext used
13042 * by the #ClutterActor. The #PangoLayout is already configured
13043 * with the font map, resolution and font options, and the
13046 * If you want to keep around a #PangoLayout created by this
13047 * function you will have to connect to the #ClutterBackend::font-changed
13048 * and #ClutterBackend::resolution-changed signals, and call
13049 * pango_layout_context_changed() in response to them.
13051 * Return value: (transfer full): the newly created #PangoLayout.
13052 * Use g_object_unref() when done
13057 clutter_actor_create_pango_layout (ClutterActor *self,
13060 PangoContext *context;
13061 PangoLayout *layout;
13063 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13065 context = clutter_actor_get_pango_context (self);
13066 layout = pango_layout_new (context);
13069 pango_layout_set_text (layout, text, -1);
13074 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
13075 * ClutterOffscreenEffect.
13078 _clutter_actor_set_opacity_override (ClutterActor *self,
13081 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13083 self->priv->opacity_override = opacity;
13087 _clutter_actor_get_opacity_override (ClutterActor *self)
13089 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
13091 return self->priv->opacity_override;
13094 /* Allows you to disable applying the actors model view transform during
13095 * a paint. Used by ClutterClone. */
13097 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
13100 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13102 self->priv->enable_model_view_transform = enable;
13106 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
13109 ClutterActorPrivate *priv;
13111 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13115 priv->enable_paint_unmapped = enable;
13117 if (priv->enable_paint_unmapped)
13119 /* Make sure that the parents of the widget are realized first;
13120 * otherwise checks in clutter_actor_update_map_state() will
13123 clutter_actor_realize (self);
13125 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
13129 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
13134 clutter_anchor_coord_get_units (ClutterActor *self,
13135 const AnchorCoord *coord,
13140 if (coord->is_fractional)
13142 gfloat actor_width, actor_height;
13144 clutter_actor_get_size (self, &actor_width, &actor_height);
13147 *x = actor_width * coord->v.fraction.x;
13150 *y = actor_height * coord->v.fraction.y;
13158 *x = coord->v.units.x;
13161 *y = coord->v.units.y;
13164 *z = coord->v.units.z;
13169 clutter_anchor_coord_set_units (AnchorCoord *coord,
13174 coord->is_fractional = FALSE;
13175 coord->v.units.x = x;
13176 coord->v.units.y = y;
13177 coord->v.units.z = z;
13180 static ClutterGravity
13181 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
13183 if (coord->is_fractional)
13185 if (coord->v.fraction.x == 0.0)
13187 if (coord->v.fraction.y == 0.0)
13188 return CLUTTER_GRAVITY_NORTH_WEST;
13189 else if (coord->v.fraction.y == 0.5)
13190 return CLUTTER_GRAVITY_WEST;
13191 else if (coord->v.fraction.y == 1.0)
13192 return CLUTTER_GRAVITY_SOUTH_WEST;
13194 return CLUTTER_GRAVITY_NONE;
13196 else if (coord->v.fraction.x == 0.5)
13198 if (coord->v.fraction.y == 0.0)
13199 return CLUTTER_GRAVITY_NORTH;
13200 else if (coord->v.fraction.y == 0.5)
13201 return CLUTTER_GRAVITY_CENTER;
13202 else if (coord->v.fraction.y == 1.0)
13203 return CLUTTER_GRAVITY_SOUTH;
13205 return CLUTTER_GRAVITY_NONE;
13207 else if (coord->v.fraction.x == 1.0)
13209 if (coord->v.fraction.y == 0.0)
13210 return CLUTTER_GRAVITY_NORTH_EAST;
13211 else if (coord->v.fraction.y == 0.5)
13212 return CLUTTER_GRAVITY_EAST;
13213 else if (coord->v.fraction.y == 1.0)
13214 return CLUTTER_GRAVITY_SOUTH_EAST;
13216 return CLUTTER_GRAVITY_NONE;
13219 return CLUTTER_GRAVITY_NONE;
13222 return CLUTTER_GRAVITY_NONE;
13226 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
13227 ClutterGravity gravity)
13231 case CLUTTER_GRAVITY_NORTH:
13232 coord->v.fraction.x = 0.5;
13233 coord->v.fraction.y = 0.0;
13236 case CLUTTER_GRAVITY_NORTH_EAST:
13237 coord->v.fraction.x = 1.0;
13238 coord->v.fraction.y = 0.0;
13241 case CLUTTER_GRAVITY_EAST:
13242 coord->v.fraction.x = 1.0;
13243 coord->v.fraction.y = 0.5;
13246 case CLUTTER_GRAVITY_SOUTH_EAST:
13247 coord->v.fraction.x = 1.0;
13248 coord->v.fraction.y = 1.0;
13251 case CLUTTER_GRAVITY_SOUTH:
13252 coord->v.fraction.x = 0.5;
13253 coord->v.fraction.y = 1.0;
13256 case CLUTTER_GRAVITY_SOUTH_WEST:
13257 coord->v.fraction.x = 0.0;
13258 coord->v.fraction.y = 1.0;
13261 case CLUTTER_GRAVITY_WEST:
13262 coord->v.fraction.x = 0.0;
13263 coord->v.fraction.y = 0.5;
13266 case CLUTTER_GRAVITY_NORTH_WEST:
13267 coord->v.fraction.x = 0.0;
13268 coord->v.fraction.y = 0.0;
13271 case CLUTTER_GRAVITY_CENTER:
13272 coord->v.fraction.x = 0.5;
13273 coord->v.fraction.y = 0.5;
13277 coord->v.fraction.x = 0.0;
13278 coord->v.fraction.y = 0.0;
13282 coord->is_fractional = TRUE;
13286 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
13288 if (coord->is_fractional)
13289 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
13291 return (coord->v.units.x == 0.0
13292 && coord->v.units.y == 0.0
13293 && coord->v.units.z == 0.0);
13297 * clutter_actor_get_flags:
13298 * @self: a #ClutterActor
13300 * Retrieves the flags set on @self
13302 * Return value: a bitwise or of #ClutterActorFlags or 0
13307 clutter_actor_get_flags (ClutterActor *self)
13309 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
13311 return self->flags;
13315 * clutter_actor_set_flags:
13316 * @self: a #ClutterActor
13317 * @flags: the flags to set
13319 * Sets @flags on @self
13321 * This function will emit notifications for the changed properties
13326 clutter_actor_set_flags (ClutterActor *self,
13327 ClutterActorFlags flags)
13329 ClutterActorFlags old_flags;
13331 gboolean was_reactive_set, reactive_set;
13332 gboolean was_realized_set, realized_set;
13333 gboolean was_mapped_set, mapped_set;
13334 gboolean was_visible_set, visible_set;
13336 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13338 if (self->flags == flags)
13341 obj = G_OBJECT (self);
13342 g_object_ref (obj);
13343 g_object_freeze_notify (obj);
13345 old_flags = self->flags;
13347 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13348 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13349 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13350 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13352 self->flags |= flags;
13354 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13355 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13356 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13357 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13359 if (reactive_set != was_reactive_set)
13360 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13362 if (realized_set != was_realized_set)
13363 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13365 if (mapped_set != was_mapped_set)
13366 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13368 if (visible_set != was_visible_set)
13369 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13371 g_object_thaw_notify (obj);
13372 g_object_unref (obj);
13376 * clutter_actor_unset_flags:
13377 * @self: a #ClutterActor
13378 * @flags: the flags to unset
13380 * Unsets @flags on @self
13382 * This function will emit notifications for the changed properties
13387 clutter_actor_unset_flags (ClutterActor *self,
13388 ClutterActorFlags flags)
13390 ClutterActorFlags old_flags;
13392 gboolean was_reactive_set, reactive_set;
13393 gboolean was_realized_set, realized_set;
13394 gboolean was_mapped_set, mapped_set;
13395 gboolean was_visible_set, visible_set;
13397 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13399 obj = G_OBJECT (self);
13400 g_object_freeze_notify (obj);
13402 old_flags = self->flags;
13404 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13405 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13406 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13407 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13409 self->flags &= ~flags;
13411 if (self->flags == old_flags)
13414 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13415 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13416 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13417 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13419 if (reactive_set != was_reactive_set)
13420 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13422 if (realized_set != was_realized_set)
13423 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13425 if (mapped_set != was_mapped_set)
13426 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13428 if (visible_set != was_visible_set)
13429 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13431 g_object_thaw_notify (obj);
13435 * clutter_actor_get_transformation_matrix:
13436 * @self: a #ClutterActor
13437 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
13439 * Retrieves the transformations applied to @self relative to its
13445 clutter_actor_get_transformation_matrix (ClutterActor *self,
13446 CoglMatrix *matrix)
13448 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13450 cogl_matrix_init_identity (matrix);
13452 _clutter_actor_apply_modelview_transform (self, matrix);
13456 _clutter_actor_set_in_clone_paint (ClutterActor *self,
13457 gboolean is_in_clone_paint)
13459 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13460 self->priv->in_clone_paint = is_in_clone_paint;
13464 * clutter_actor_is_in_clone_paint:
13465 * @self: a #ClutterActor
13467 * Checks whether @self is being currently painted by a #ClutterClone
13469 * This function is useful only inside the ::paint virtual function
13470 * implementations or within handlers for the #ClutterActor::paint
13473 * This function should not be used by applications
13475 * Return value: %TRUE if the #ClutterActor is currently being painted
13476 * by a #ClutterClone, and %FALSE otherwise
13481 clutter_actor_is_in_clone_paint (ClutterActor *self)
13483 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13485 return self->priv->in_clone_paint;
13489 set_direction_recursive (ClutterActor *actor,
13490 gpointer user_data)
13492 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
13494 clutter_actor_set_text_direction (actor, text_dir);
13500 * clutter_actor_set_text_direction:
13501 * @self: a #ClutterActor
13502 * @text_dir: the text direction for @self
13504 * Sets the #ClutterTextDirection for an actor
13506 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
13508 * If @self implements #ClutterContainer then this function will recurse
13509 * inside all the children of @self (including the internal ones).
13511 * Composite actors not implementing #ClutterContainer, or actors requiring
13512 * special handling when the text direction changes, should connect to
13513 * the #GObject::notify signal for the #ClutterActor:text-direction property
13518 clutter_actor_set_text_direction (ClutterActor *self,
13519 ClutterTextDirection text_dir)
13521 ClutterActorPrivate *priv;
13523 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13524 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
13528 if (priv->text_direction != text_dir)
13530 priv->text_direction = text_dir;
13532 /* we need to emit the notify::text-direction first, so that
13533 * the sub-classes can catch that and do specific handling of
13534 * the text direction; see clutter_text_direction_changed_cb()
13535 * inside clutter-text.c
13537 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
13539 _clutter_actor_foreach_child (self, set_direction_recursive,
13540 GINT_TO_POINTER (text_dir));
13542 clutter_actor_queue_relayout (self);
13547 _clutter_actor_set_has_pointer (ClutterActor *self,
13548 gboolean has_pointer)
13550 ClutterActorPrivate *priv = self->priv;
13552 if (priv->has_pointer != has_pointer)
13554 priv->has_pointer = has_pointer;
13556 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
13561 * clutter_actor_get_text_direction:
13562 * @self: a #ClutterActor
13564 * Retrieves the value set using clutter_actor_set_text_direction()
13566 * If no text direction has been previously set, the default text
13567 * direction, as returned by clutter_get_default_text_direction(), will
13568 * be returned instead
13570 * Return value: the #ClutterTextDirection for the actor
13574 ClutterTextDirection
13575 clutter_actor_get_text_direction (ClutterActor *self)
13577 ClutterActorPrivate *priv;
13579 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
13580 CLUTTER_TEXT_DIRECTION_LTR);
13584 /* if no direction has been set yet use the default */
13585 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
13586 priv->text_direction = clutter_get_default_text_direction ();
13588 return priv->text_direction;
13592 * clutter_actor_push_internal:
13593 * @self: a #ClutterActor
13595 * Should be used by actors implementing the #ClutterContainer and with
13596 * internal children added through clutter_actor_set_parent(), for instance:
13600 * my_actor_init (MyActor *self)
13602 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
13604 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
13606 * /* calling clutter_actor_set_parent() now will result in
13607 * * the internal flag being set on a child of MyActor
13610 * /* internal child - a background texture */
13611 * self->priv->background_tex = clutter_texture_new ();
13612 * clutter_actor_set_parent (self->priv->background_tex,
13613 * CLUTTER_ACTOR (self));
13615 * /* internal child - a label */
13616 * self->priv->label = clutter_text_new ();
13617 * clutter_actor_set_parent (self->priv->label,
13618 * CLUTTER_ACTOR (self));
13620 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
13622 * /* calling clutter_actor_set_parent() now will not result in
13623 * * the internal flag being set on a child of MyActor
13628 * This function will be used by Clutter to toggle an "internal child"
13629 * flag whenever clutter_actor_set_parent() is called; internal children
13630 * are handled differently by Clutter, specifically when destroying their
13633 * Call clutter_actor_pop_internal() when you finished adding internal
13636 * Nested calls to clutter_actor_push_internal() are allowed, but each
13637 * one must by followed by a clutter_actor_pop_internal() call.
13641 * Deprecated: 1.10: All children of an actor are accessible through
13642 * the #ClutterActor API, and #ClutterActor implements the
13643 * #ClutterContainer interface, so this function is only useful
13644 * for legacy containers overriding the default implementation.
13647 clutter_actor_push_internal (ClutterActor *self)
13649 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13651 self->priv->internal_child += 1;
13655 * clutter_actor_pop_internal:
13656 * @self: a #ClutterActor
13658 * Disables the effects of clutter_actor_push_internal().
13662 * Deprecated: 1.10: All children of an actor are accessible through
13663 * the #ClutterActor API. This function is only useful for legacy
13664 * containers overriding the default implementation of the
13665 * #ClutterContainer interface.
13668 clutter_actor_pop_internal (ClutterActor *self)
13670 ClutterActorPrivate *priv;
13672 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13676 if (priv->internal_child == 0)
13678 g_warning ("Mismatched %s: you need to call "
13679 "clutter_actor_push_composite() at least once before "
13680 "calling this function", G_STRFUNC);
13684 priv->internal_child -= 1;
13688 * clutter_actor_has_pointer:
13689 * @self: a #ClutterActor
13691 * Checks whether an actor contains the pointer of a
13692 * #ClutterInputDevice
13694 * Return value: %TRUE if the actor contains the pointer, and
13700 clutter_actor_has_pointer (ClutterActor *self)
13702 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13704 return self->priv->has_pointer;
13707 /* XXX: This is a workaround for not being able to break the ABI of
13708 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
13709 * clutter_actor_queue_clipped_redraw() for details.
13711 ClutterPaintVolume *
13712 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
13714 return g_object_get_data (G_OBJECT (self),
13715 "-clutter-actor-queue-redraw-clip");
13719 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
13720 ClutterPaintVolume *clip)
13722 g_object_set_data (G_OBJECT (self),
13723 "-clutter-actor-queue-redraw-clip",
13728 * clutter_actor_has_allocation:
13729 * @self: a #ClutterActor
13731 * Checks if the actor has an up-to-date allocation assigned to
13732 * it. This means that the actor should have an allocation: it's
13733 * visible and has a parent. It also means that there is no
13734 * outstanding relayout request in progress for the actor or its
13735 * children (There might be other outstanding layout requests in
13736 * progress that will cause the actor to get a new allocation
13737 * when the stage is laid out, however).
13739 * If this function returns %FALSE, then the actor will normally
13740 * be allocated before it is next drawn on the screen.
13742 * Return value: %TRUE if the actor has an up-to-date allocation
13747 clutter_actor_has_allocation (ClutterActor *self)
13749 ClutterActorPrivate *priv;
13751 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13755 return priv->parent != NULL &&
13756 CLUTTER_ACTOR_IS_VISIBLE (self) &&
13757 !priv->needs_allocation;
13761 * clutter_actor_add_action:
13762 * @self: a #ClutterActor
13763 * @action: a #ClutterAction
13765 * Adds @action to the list of actions applied to @self
13767 * A #ClutterAction can only belong to one actor at a time
13769 * The #ClutterActor will hold a reference on @action until either
13770 * clutter_actor_remove_action() or clutter_actor_clear_actions()
13776 clutter_actor_add_action (ClutterActor *self,
13777 ClutterAction *action)
13779 ClutterActorPrivate *priv;
13781 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13782 g_return_if_fail (CLUTTER_IS_ACTION (action));
13786 if (priv->actions == NULL)
13788 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13789 priv->actions->actor = self;
13792 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
13794 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13798 * clutter_actor_add_action_with_name:
13799 * @self: a #ClutterActor
13800 * @name: the name to set on the action
13801 * @action: a #ClutterAction
13803 * A convenience function for setting the name of a #ClutterAction
13804 * while adding it to the list of actions applied to @self
13806 * This function is the logical equivalent of:
13809 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13810 * clutter_actor_add_action (self, action);
13816 clutter_actor_add_action_with_name (ClutterActor *self,
13818 ClutterAction *action)
13820 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13821 g_return_if_fail (name != NULL);
13822 g_return_if_fail (CLUTTER_IS_ACTION (action));
13824 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13825 clutter_actor_add_action (self, action);
13829 * clutter_actor_remove_action:
13830 * @self: a #ClutterActor
13831 * @action: a #ClutterAction
13833 * Removes @action from the list of actions applied to @self
13835 * The reference held by @self on the #ClutterAction will be released
13840 clutter_actor_remove_action (ClutterActor *self,
13841 ClutterAction *action)
13843 ClutterActorPrivate *priv;
13845 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13846 g_return_if_fail (CLUTTER_IS_ACTION (action));
13850 if (priv->actions == NULL)
13853 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
13855 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13859 * clutter_actor_remove_action_by_name:
13860 * @self: a #ClutterActor
13861 * @name: the name of the action to remove
13863 * Removes the #ClutterAction with the given name from the list
13864 * of actions applied to @self
13869 clutter_actor_remove_action_by_name (ClutterActor *self,
13872 ClutterActorPrivate *priv;
13873 ClutterActorMeta *meta;
13875 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13876 g_return_if_fail (name != NULL);
13880 if (priv->actions == NULL)
13883 meta = _clutter_meta_group_get_meta (priv->actions, name);
13887 _clutter_meta_group_remove_meta (priv->actions, meta);
13889 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13893 * clutter_actor_get_actions:
13894 * @self: a #ClutterActor
13896 * Retrieves the list of actions applied to @self
13898 * Return value: (transfer container) (element-type Clutter.Action): a copy
13899 * of the list of #ClutterAction<!-- -->s. The contents of the list are
13900 * owned by the #ClutterActor. Use g_list_free() to free the resources
13901 * allocated by the returned #GList
13906 clutter_actor_get_actions (ClutterActor *self)
13908 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13910 if (self->priv->actions == NULL)
13913 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
13917 * clutter_actor_get_action:
13918 * @self: a #ClutterActor
13919 * @name: the name of the action to retrieve
13921 * Retrieves the #ClutterAction with the given name in the list
13922 * of actions applied to @self
13924 * Return value: (transfer none): a #ClutterAction for the given
13925 * name, or %NULL. The returned #ClutterAction is owned by the
13926 * actor and it should not be unreferenced directly
13931 clutter_actor_get_action (ClutterActor *self,
13934 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13935 g_return_val_if_fail (name != NULL, NULL);
13937 if (self->priv->actions == NULL)
13940 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
13944 * clutter_actor_clear_actions:
13945 * @self: a #ClutterActor
13947 * Clears the list of actions applied to @self
13952 clutter_actor_clear_actions (ClutterActor *self)
13954 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13956 if (self->priv->actions == NULL)
13959 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
13963 * clutter_actor_add_constraint:
13964 * @self: a #ClutterActor
13965 * @constraint: a #ClutterConstraint
13967 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
13970 * The #ClutterActor will hold a reference on the @constraint until
13971 * either clutter_actor_remove_constraint() or
13972 * clutter_actor_clear_constraints() is called.
13977 clutter_actor_add_constraint (ClutterActor *self,
13978 ClutterConstraint *constraint)
13980 ClutterActorPrivate *priv;
13982 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13983 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13987 if (priv->constraints == NULL)
13989 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13990 priv->constraints->actor = self;
13993 _clutter_meta_group_add_meta (priv->constraints,
13994 CLUTTER_ACTOR_META (constraint));
13995 clutter_actor_queue_relayout (self);
13997 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
14001 * clutter_actor_add_constraint_with_name:
14002 * @self: a #ClutterActor
14003 * @name: the name to set on the constraint
14004 * @constraint: a #ClutterConstraint
14006 * A convenience function for setting the name of a #ClutterConstraint
14007 * while adding it to the list of constraints applied to @self
14009 * This function is the logical equivalent of:
14012 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14013 * clutter_actor_add_constraint (self, constraint);
14019 clutter_actor_add_constraint_with_name (ClutterActor *self,
14021 ClutterConstraint *constraint)
14023 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14024 g_return_if_fail (name != NULL);
14025 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14027 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14028 clutter_actor_add_constraint (self, constraint);
14032 * clutter_actor_remove_constraint:
14033 * @self: a #ClutterActor
14034 * @constraint: a #ClutterConstraint
14036 * Removes @constraint from the list of constraints applied to @self
14038 * The reference held by @self on the #ClutterConstraint will be released
14043 clutter_actor_remove_constraint (ClutterActor *self,
14044 ClutterConstraint *constraint)
14046 ClutterActorPrivate *priv;
14048 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14049 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14053 if (priv->constraints == NULL)
14056 _clutter_meta_group_remove_meta (priv->constraints,
14057 CLUTTER_ACTOR_META (constraint));
14058 clutter_actor_queue_relayout (self);
14060 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
14064 * clutter_actor_remove_constraint_by_name:
14065 * @self: a #ClutterActor
14066 * @name: the name of the constraint to remove
14068 * Removes the #ClutterConstraint with the given name from the list
14069 * of constraints applied to @self
14074 clutter_actor_remove_constraint_by_name (ClutterActor *self,
14077 ClutterActorPrivate *priv;
14078 ClutterActorMeta *meta;
14080 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14081 g_return_if_fail (name != NULL);
14085 if (priv->constraints == NULL)
14088 meta = _clutter_meta_group_get_meta (priv->constraints, name);
14092 _clutter_meta_group_remove_meta (priv->constraints, meta);
14093 clutter_actor_queue_relayout (self);
14097 * clutter_actor_get_constraints:
14098 * @self: a #ClutterActor
14100 * Retrieves the list of constraints applied to @self
14102 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
14103 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
14104 * owned by the #ClutterActor. Use g_list_free() to free the resources
14105 * allocated by the returned #GList
14110 clutter_actor_get_constraints (ClutterActor *self)
14112 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14114 if (self->priv->constraints == NULL)
14117 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
14121 * clutter_actor_get_constraint:
14122 * @self: a #ClutterActor
14123 * @name: the name of the constraint to retrieve
14125 * Retrieves the #ClutterConstraint with the given name in the list
14126 * of constraints applied to @self
14128 * Return value: (transfer none): a #ClutterConstraint for the given
14129 * name, or %NULL. The returned #ClutterConstraint is owned by the
14130 * actor and it should not be unreferenced directly
14134 ClutterConstraint *
14135 clutter_actor_get_constraint (ClutterActor *self,
14138 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14139 g_return_val_if_fail (name != NULL, NULL);
14141 if (self->priv->constraints == NULL)
14144 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
14148 * clutter_actor_clear_constraints:
14149 * @self: a #ClutterActor
14151 * Clears the list of constraints applied to @self
14156 clutter_actor_clear_constraints (ClutterActor *self)
14158 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14160 if (self->priv->constraints == NULL)
14163 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
14165 clutter_actor_queue_relayout (self);
14169 * clutter_actor_set_clip_to_allocation:
14170 * @self: a #ClutterActor
14171 * @clip_set: %TRUE to apply a clip tracking the allocation
14173 * Sets whether @self should be clipped to the same size as its
14179 clutter_actor_set_clip_to_allocation (ClutterActor *self,
14182 ClutterActorPrivate *priv;
14184 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14186 clip_set = !!clip_set;
14190 if (priv->clip_to_allocation != clip_set)
14192 priv->clip_to_allocation = clip_set;
14194 clutter_actor_queue_redraw (self);
14196 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
14201 * clutter_actor_get_clip_to_allocation:
14202 * @self: a #ClutterActor
14204 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
14206 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
14211 clutter_actor_get_clip_to_allocation (ClutterActor *self)
14213 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14215 return self->priv->clip_to_allocation;
14219 * clutter_actor_add_effect:
14220 * @self: a #ClutterActor
14221 * @effect: a #ClutterEffect
14223 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
14225 * The #ClutterActor will hold a reference on the @effect until either
14226 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
14232 clutter_actor_add_effect (ClutterActor *self,
14233 ClutterEffect *effect)
14235 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14236 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14238 _clutter_actor_add_effect_internal (self, effect);
14240 clutter_actor_queue_redraw (self);
14242 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14246 * clutter_actor_add_effect_with_name:
14247 * @self: a #ClutterActor
14248 * @name: the name to set on the effect
14249 * @effect: a #ClutterEffect
14251 * A convenience function for setting the name of a #ClutterEffect
14252 * while adding it to the list of effectss applied to @self
14254 * This function is the logical equivalent of:
14257 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14258 * clutter_actor_add_effect (self, effect);
14264 clutter_actor_add_effect_with_name (ClutterActor *self,
14266 ClutterEffect *effect)
14268 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14269 g_return_if_fail (name != NULL);
14270 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14272 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14273 clutter_actor_add_effect (self, effect);
14277 * clutter_actor_remove_effect:
14278 * @self: a #ClutterActor
14279 * @effect: a #ClutterEffect
14281 * Removes @effect from the list of effects applied to @self
14283 * The reference held by @self on the #ClutterEffect will be released
14288 clutter_actor_remove_effect (ClutterActor *self,
14289 ClutterEffect *effect)
14291 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14292 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14294 _clutter_actor_remove_effect_internal (self, effect);
14296 clutter_actor_queue_redraw (self);
14298 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14302 * clutter_actor_remove_effect_by_name:
14303 * @self: a #ClutterActor
14304 * @name: the name of the effect to remove
14306 * Removes the #ClutterEffect with the given name from the list
14307 * of effects applied to @self
14312 clutter_actor_remove_effect_by_name (ClutterActor *self,
14315 ClutterActorPrivate *priv;
14316 ClutterActorMeta *meta;
14318 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14319 g_return_if_fail (name != NULL);
14323 if (priv->effects == NULL)
14326 meta = _clutter_meta_group_get_meta (priv->effects, name);
14330 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
14334 * clutter_actor_get_effects:
14335 * @self: a #ClutterActor
14337 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
14339 * Return value: (transfer container) (element-type Clutter.Effect): a list
14340 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
14341 * list are owned by Clutter and they should not be freed. You should
14342 * free the returned list using g_list_free() when done
14347 clutter_actor_get_effects (ClutterActor *self)
14349 ClutterActorPrivate *priv;
14351 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14355 if (priv->effects == NULL)
14358 return _clutter_meta_group_get_metas_no_internal (priv->effects);
14362 * clutter_actor_get_effect:
14363 * @self: a #ClutterActor
14364 * @name: the name of the effect to retrieve
14366 * Retrieves the #ClutterEffect with the given name in the list
14367 * of effects applied to @self
14369 * Return value: (transfer none): a #ClutterEffect for the given
14370 * name, or %NULL. The returned #ClutterEffect is owned by the
14371 * actor and it should not be unreferenced directly
14376 clutter_actor_get_effect (ClutterActor *self,
14379 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14380 g_return_val_if_fail (name != NULL, NULL);
14382 if (self->priv->effects == NULL)
14385 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
14389 * clutter_actor_clear_effects:
14390 * @self: a #ClutterActor
14392 * Clears the list of effects applied to @self
14397 clutter_actor_clear_effects (ClutterActor *self)
14399 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14401 if (self->priv->effects == NULL)
14404 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
14406 clutter_actor_queue_redraw (self);
14410 * clutter_actor_has_key_focus:
14411 * @self: a #ClutterActor
14413 * Checks whether @self is the #ClutterActor that has key focus
14415 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
14420 clutter_actor_has_key_focus (ClutterActor *self)
14422 ClutterActor *stage;
14424 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14426 stage = _clutter_actor_get_stage_internal (self);
14430 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
14434 _clutter_actor_get_paint_volume_real (ClutterActor *self,
14435 ClutterPaintVolume *pv)
14437 ClutterActorPrivate *priv = self->priv;
14439 /* Actors are only expected to report a valid paint volume
14440 * while they have a valid allocation. */
14441 if (G_UNLIKELY (priv->needs_allocation))
14443 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14444 "Actor needs allocation",
14445 _clutter_actor_get_debug_name (self));
14449 /* Check if there are any handlers connected to the paint
14450 * signal. If there are then all bets are off for what the paint
14451 * volume for this actor might possibly be!
14453 * XXX: It's expected that this is going to end up being quite a
14454 * costly check to have to do here, but we haven't come up with
14455 * another solution that can reliably catch paint signal handlers at
14456 * the right time to either avoid artefacts due to invalid stage
14457 * clipping or due to incorrect culling.
14459 * Previously we checked in clutter_actor_paint(), but at that time
14460 * we may already be using a stage clip that could be derived from
14461 * an invalid paint-volume. We used to try and handle that by
14462 * queuing a follow up, unclipped, redraw but still the previous
14463 * checking wasn't enough to catch invalid volumes involved in
14464 * culling (considering that containers may derive their volume from
14465 * children that haven't yet been painted)
14467 * Longer term, improved solutions could be:
14468 * - Disallow painting in the paint signal, only allow using it
14469 * for tracking when paints happen. We can add another API that
14470 * allows monkey patching the paint of arbitrary actors but in a
14471 * more controlled way and that also supports modifying the
14473 * - If we could be notified somehow when signal handlers are
14474 * connected we wouldn't have to poll for handlers like this.
14476 if (g_signal_has_handler_pending (self,
14477 actor_signals[PAINT],
14481 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14482 "Actor has \"paint\" signal handlers",
14483 _clutter_actor_get_debug_name (self));
14487 _clutter_paint_volume_init_static (pv, self);
14489 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
14491 clutter_paint_volume_free (pv);
14492 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14493 "Actor failed to report a volume",
14494 _clutter_actor_get_debug_name (self));
14498 /* since effects can modify the paint volume, we allow them to actually
14499 * do this by making get_paint_volume() "context sensitive"
14501 if (priv->effects != NULL)
14503 if (priv->current_effect != NULL)
14505 const GList *effects, *l;
14507 /* if we are being called from within the paint sequence of
14508 * an actor, get the paint volume up to the current effect
14510 effects = _clutter_meta_group_peek_metas (priv->effects);
14512 l != NULL || (l != NULL && l->data != priv->current_effect);
14515 if (!_clutter_effect_get_paint_volume (l->data, pv))
14517 clutter_paint_volume_free (pv);
14518 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14519 "Effect (%s) failed to report a volume",
14520 _clutter_actor_get_debug_name (self),
14521 _clutter_actor_meta_get_debug_name (l->data));
14528 const GList *effects, *l;
14530 /* otherwise, get the cumulative volume */
14531 effects = _clutter_meta_group_peek_metas (priv->effects);
14532 for (l = effects; l != NULL; l = l->next)
14533 if (!_clutter_effect_get_paint_volume (l->data, pv))
14535 clutter_paint_volume_free (pv);
14536 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14537 "Effect (%s) failed to report a volume",
14538 _clutter_actor_get_debug_name (self),
14539 _clutter_actor_meta_get_debug_name (l->data));
14548 /* The public clutter_actor_get_paint_volume API returns a const
14549 * pointer since we return a pointer directly to the cached
14550 * PaintVolume associated with the actor and don't want the user to
14551 * inadvertently modify it, but for internal uses we sometimes need
14552 * access to the same PaintVolume but need to apply some book-keeping
14553 * modifications to it so we don't want a const pointer.
14555 static ClutterPaintVolume *
14556 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
14558 ClutterActorPrivate *priv;
14562 if (priv->paint_volume_valid)
14563 clutter_paint_volume_free (&priv->paint_volume);
14565 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
14567 priv->paint_volume_valid = TRUE;
14568 return &priv->paint_volume;
14572 priv->paint_volume_valid = FALSE;
14578 * clutter_actor_get_paint_volume:
14579 * @self: a #ClutterActor
14581 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
14582 * when a paint volume can't be determined.
14584 * The paint volume is defined as the 3D space occupied by an actor
14585 * when being painted.
14587 * This function will call the <function>get_paint_volume()</function>
14588 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
14589 * should not usually care about overriding the default implementation,
14590 * unless they are, for instance: painting outside their allocation, or
14591 * actors with a depth factor (not in terms of #ClutterActor:depth but real
14594 * <note>2D actors overriding <function>get_paint_volume()</function>
14595 * ensure their volume has a depth of 0. (This will be true so long as
14596 * you don't call clutter_paint_volume_set_depth().)</note>
14598 * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
14599 * or %NULL if no volume could be determined. The returned pointer
14600 * is not guaranteed to be valid across multiple frames; if you want
14601 * to keep it, you will need to copy it using clutter_paint_volume_copy().
14605 const ClutterPaintVolume *
14606 clutter_actor_get_paint_volume (ClutterActor *self)
14608 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14610 return _clutter_actor_get_paint_volume_mutable (self);
14614 * clutter_actor_get_transformed_paint_volume:
14615 * @self: a #ClutterActor
14616 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
14617 * (or %NULL for the stage)
14619 * Retrieves the 3D paint volume of an actor like
14620 * clutter_actor_get_paint_volume() does (Please refer to the
14621 * documentation of clutter_actor_get_paint_volume() for more
14622 * details.) and it additionally transforms the paint volume into the
14623 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
14624 * is passed for @relative_to_ancestor)
14626 * This can be used by containers that base their paint volume on
14627 * the volume of their children. Such containers can query the
14628 * transformed paint volume of all of its children and union them
14629 * together using clutter_paint_volume_union().
14631 * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
14632 * or %NULL if no volume could be determined. The returned pointer is
14633 * not guaranteed to be valid across multiple frames; if you wish to
14634 * keep it, you will have to copy it using clutter_paint_volume_copy().
14638 const ClutterPaintVolume *
14639 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
14640 ClutterActor *relative_to_ancestor)
14642 const ClutterPaintVolume *volume;
14643 ClutterActor *stage;
14644 ClutterPaintVolume *transformed_volume;
14646 stage = _clutter_actor_get_stage_internal (self);
14647 if (G_UNLIKELY (stage == NULL))
14650 if (relative_to_ancestor == NULL)
14651 relative_to_ancestor = stage;
14653 volume = clutter_actor_get_paint_volume (self);
14654 if (volume == NULL)
14657 transformed_volume =
14658 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
14660 _clutter_paint_volume_copy_static (volume, transformed_volume);
14662 _clutter_paint_volume_transform_relative (transformed_volume,
14663 relative_to_ancestor);
14665 return transformed_volume;
14669 * clutter_actor_get_paint_box:
14670 * @self: a #ClutterActor
14671 * @box: (out): return location for a #ClutterActorBox
14673 * Retrieves the paint volume of the passed #ClutterActor, and
14674 * transforms it into a 2D bounding box in stage coordinates.
14676 * This function is useful to determine the on screen area occupied by
14677 * the actor. The box is only an approximation and may often be
14678 * considerably larger due to the optimizations used to calculate the
14679 * box. The box is never smaller though, so it can reliably be used
14682 * There are times when a 2D paint box can't be determined, e.g.
14683 * because the actor isn't yet parented under a stage or because
14684 * the actor is unable to determine a paint volume.
14686 * Return value: %TRUE if a 2D paint box could be determined, else
14692 clutter_actor_get_paint_box (ClutterActor *self,
14693 ClutterActorBox *box)
14695 ClutterActor *stage;
14696 ClutterPaintVolume *pv;
14698 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14699 g_return_val_if_fail (box != NULL, FALSE);
14701 stage = _clutter_actor_get_stage_internal (self);
14702 if (G_UNLIKELY (!stage))
14705 pv = _clutter_actor_get_paint_volume_mutable (self);
14706 if (G_UNLIKELY (!pv))
14709 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
14715 * clutter_actor_has_overlaps:
14716 * @self: A #ClutterActor
14718 * Asks the actor's implementation whether it may contain overlapping
14721 * For example; Clutter may use this to determine whether the painting
14722 * should be redirected to an offscreen buffer to correctly implement
14723 * the opacity property.
14725 * Custom actors can override the default response by implementing the
14726 * #ClutterActor <function>has_overlaps</function> virtual function. See
14727 * clutter_actor_set_offscreen_redirect() for more information.
14729 * Return value: %TRUE if the actor may have overlapping primitives, and
14735 clutter_actor_has_overlaps (ClutterActor *self)
14737 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14739 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
14743 * clutter_actor_has_effects:
14744 * @self: A #ClutterActor
14746 * Returns whether the actor has any effects applied.
14748 * Return value: %TRUE if the actor has any effects,
14754 clutter_actor_has_effects (ClutterActor *self)
14756 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14758 if (self->priv->effects == NULL)
14761 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
14765 * clutter_actor_has_constraints:
14766 * @self: A #ClutterActor
14768 * Returns whether the actor has any constraints applied.
14770 * Return value: %TRUE if the actor has any constraints,
14776 clutter_actor_has_constraints (ClutterActor *self)
14778 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14780 return self->priv->constraints != NULL;
14784 * clutter_actor_has_actions:
14785 * @self: A #ClutterActor
14787 * Returns whether the actor has any actions applied.
14789 * Return value: %TRUE if the actor has any actions,
14795 clutter_actor_has_actions (ClutterActor *self)
14797 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14799 return self->priv->actions != NULL;
14803 * clutter_actor_get_n_children:
14804 * @self: a #ClutterActor
14806 * Retrieves the number of children of @self.
14808 * Return value: the number of children of an actor
14813 clutter_actor_get_n_children (ClutterActor *self)
14815 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14817 return self->priv->n_children;
14821 * clutter_actor_get_child_at_index:
14822 * @self: a #ClutterActor
14823 * @index_: the position in the list of children
14825 * Retrieves the actor at the given @index_ inside the list of
14826 * children of @self.
14828 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
14833 clutter_actor_get_child_at_index (ClutterActor *self,
14836 ClutterActor *iter;
14839 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14840 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
14842 for (iter = self->priv->first_child, i = 0;
14843 iter != NULL && i < index_;
14844 iter = iter->priv->next_sibling, i += 1)
14851 * _clutter_actor_foreach_child:
14852 * @actor: The actor whos children you want to iterate
14853 * @callback: The function to call for each child
14854 * @user_data: Private data to pass to @callback
14856 * Calls a given @callback once for each child of the specified @actor and
14857 * passing the @user_data pointer each time.
14859 * Return value: returns %TRUE if all children were iterated, else
14860 * %FALSE if a callback broke out of iteration early.
14863 _clutter_actor_foreach_child (ClutterActor *self,
14864 ClutterForeachCallback callback,
14865 gpointer user_data)
14867 ClutterActorPrivate *priv = self->priv;
14868 ClutterActor *iter;
14871 for (cont = TRUE, iter = priv->first_child;
14872 cont && iter != NULL;
14873 iter = iter->priv->next_sibling)
14875 cont = callback (iter, user_data);
14881 /* For debugging purposes this gives us a simple way to print out
14882 * the scenegraph e.g in gdb using:
14884 * _clutter_actor_traverse (stage,
14886 * _clutter_debug_print_actor_cb,
14891 ClutterActorTraverseVisitFlags
14892 _clutter_debug_print_actor_cb (ClutterActor *actor,
14896 g_print ("%*s%s:%p\n",
14898 _clutter_actor_get_debug_name (actor),
14901 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14905 _clutter_actor_traverse_breadth (ClutterActor *actor,
14906 ClutterTraverseCallback callback,
14907 gpointer user_data)
14909 GQueue *queue = g_queue_new ();
14910 ClutterActor dummy;
14911 int current_depth = 0;
14913 g_queue_push_tail (queue, actor);
14914 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
14916 while ((actor = g_queue_pop_head (queue)))
14918 ClutterActorTraverseVisitFlags flags;
14920 if (actor == &dummy)
14923 g_queue_push_tail (queue, &dummy);
14927 flags = callback (actor, current_depth, user_data);
14928 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14930 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14932 ClutterActor *iter;
14934 for (iter = actor->priv->first_child;
14936 iter = iter->priv->next_sibling)
14938 g_queue_push_tail (queue, iter);
14943 g_queue_free (queue);
14946 static ClutterActorTraverseVisitFlags
14947 _clutter_actor_traverse_depth (ClutterActor *actor,
14948 ClutterTraverseCallback before_children_callback,
14949 ClutterTraverseCallback after_children_callback,
14951 gpointer user_data)
14953 ClutterActorTraverseVisitFlags flags;
14955 flags = before_children_callback (actor, current_depth, user_data);
14956 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14957 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14959 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14961 ClutterActor *iter;
14963 for (iter = actor->priv->first_child;
14965 iter = iter->priv->next_sibling)
14967 flags = _clutter_actor_traverse_depth (iter,
14968 before_children_callback,
14969 after_children_callback,
14973 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14974 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14978 if (after_children_callback)
14979 return after_children_callback (actor, current_depth, user_data);
14981 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14984 /* _clutter_actor_traverse:
14985 * @actor: The actor to start traversing the graph from
14986 * @flags: These flags may affect how the traversal is done
14987 * @before_children_callback: A function to call before visiting the
14988 * children of the current actor.
14989 * @after_children_callback: A function to call after visiting the
14990 * children of the current actor. (Ignored if
14991 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
14992 * @user_data: The private data to pass to the callbacks
14994 * Traverses the scenegraph starting at the specified @actor and
14995 * descending through all its children and its children's children.
14996 * For each actor traversed @before_children_callback and
14997 * @after_children_callback are called with the specified
14998 * @user_data, before and after visiting that actor's children.
15000 * The callbacks can return flags that affect the ongoing traversal
15001 * such as by skipping over an actors children or bailing out of
15002 * any further traversing.
15005 _clutter_actor_traverse (ClutterActor *actor,
15006 ClutterActorTraverseFlags flags,
15007 ClutterTraverseCallback before_children_callback,
15008 ClutterTraverseCallback after_children_callback,
15009 gpointer user_data)
15011 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
15012 _clutter_actor_traverse_breadth (actor,
15013 before_children_callback,
15015 else /* DEPTH_FIRST */
15016 _clutter_actor_traverse_depth (actor,
15017 before_children_callback,
15018 after_children_callback,
15019 0, /* start depth */
15024 on_layout_manager_changed (ClutterLayoutManager *manager,
15025 ClutterActor *self)
15027 clutter_actor_queue_relayout (self);
15031 * clutter_actor_set_layout_manager:
15032 * @self: a #ClutterActor
15033 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
15035 * Sets the #ClutterLayoutManager delegate object that will be used to
15036 * lay out the children of @self.
15038 * The #ClutterActor will take a reference on the passed @manager which
15039 * will be released either when the layout manager is removed, or when
15040 * the actor is destroyed.
15045 clutter_actor_set_layout_manager (ClutterActor *self,
15046 ClutterLayoutManager *manager)
15048 ClutterActorPrivate *priv;
15050 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15051 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
15055 if (priv->layout_manager != NULL)
15057 g_signal_handlers_disconnect_by_func (priv->layout_manager,
15058 G_CALLBACK (on_layout_manager_changed),
15060 clutter_layout_manager_set_container (priv->layout_manager, NULL);
15061 g_object_unref (priv->layout_manager);
15064 priv->layout_manager = manager;
15066 if (priv->layout_manager != NULL)
15068 g_object_ref_sink (priv->layout_manager);
15069 clutter_layout_manager_set_container (priv->layout_manager,
15070 CLUTTER_CONTAINER (self));
15071 g_signal_connect (priv->layout_manager, "layout-changed",
15072 G_CALLBACK (on_layout_manager_changed),
15076 clutter_actor_queue_relayout (self);
15078 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
15082 * clutter_actor_get_layout_manager:
15083 * @self: a #ClutterActor
15085 * Retrieves the #ClutterLayoutManager used by @self.
15087 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
15092 ClutterLayoutManager *
15093 clutter_actor_get_layout_manager (ClutterActor *self)
15095 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15097 return self->priv->layout_manager;
15100 static const ClutterLayoutInfo default_layout_info = {
15103 { 0, 0, 0, 0 }, /* margin */
15104 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
15105 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
15106 0.f, 0.f, /* min_width, natural_width */
15107 0.f, 0.f, /* natual_width, natural_height */
15111 layout_info_free (gpointer data)
15113 if (G_LIKELY (data != NULL))
15114 g_slice_free (ClutterLayoutInfo, data);
15118 * _clutter_actor_get_layout_info:
15119 * @self: a #ClutterActor
15121 * Retrieves a pointer to the ClutterLayoutInfo structure.
15123 * If the actor does not have a ClutterLayoutInfo associated to it, one
15124 * will be created and initialized to the default values.
15126 * This function should be used for setters.
15128 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
15131 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
15133 ClutterLayoutInfo *
15134 _clutter_actor_get_layout_info (ClutterActor *self)
15136 ClutterLayoutInfo *retval;
15138 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15139 if (retval == NULL)
15141 retval = g_slice_new (ClutterLayoutInfo);
15143 *retval = default_layout_info;
15145 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
15154 * _clutter_actor_get_layout_info_or_defaults:
15155 * @self: a #ClutterActor
15157 * Retrieves the ClutterLayoutInfo structure associated to an actor.
15159 * If the actor does not have a ClutterLayoutInfo structure associated to it,
15160 * then the default structure will be returned.
15162 * This function should only be used for getters.
15164 * Return value: a const pointer to the ClutterLayoutInfo structure
15166 const ClutterLayoutInfo *
15167 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
15169 const ClutterLayoutInfo *info;
15171 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15173 return &default_layout_info;
15179 * clutter_actor_set_x_align:
15180 * @self: a #ClutterActor
15181 * @x_align: the horizontal alignment policy
15183 * Sets the horizontal alignment policy of a #ClutterActor, in case the
15184 * actor received extra horizontal space.
15186 * See also the #ClutterActor:x-align property.
15191 clutter_actor_set_x_align (ClutterActor *self,
15192 ClutterActorAlign x_align)
15194 ClutterLayoutInfo *info;
15196 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15198 info = _clutter_actor_get_layout_info (self);
15200 if (info->x_align != x_align)
15202 info->x_align = x_align;
15204 clutter_actor_queue_relayout (self);
15206 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
15211 * clutter_actor_get_x_align:
15212 * @self: a #ClutterActor
15214 * Retrieves the horizontal alignment policy set using
15215 * clutter_actor_set_x_align().
15217 * Return value: the horizontal alignment policy.
15222 clutter_actor_get_x_align (ClutterActor *self)
15224 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15226 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
15230 * clutter_actor_set_y_align:
15231 * @self: a #ClutterActor
15232 * @y_align: the vertical alignment policy
15234 * Sets the vertical alignment policy of a #ClutterActor, in case the
15235 * actor received extra vertical space.
15237 * See also the #ClutterActor:y-align property.
15242 clutter_actor_set_y_align (ClutterActor *self,
15243 ClutterActorAlign y_align)
15245 ClutterLayoutInfo *info;
15247 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15249 info = _clutter_actor_get_layout_info (self);
15251 if (info->y_align != y_align)
15253 info->y_align = y_align;
15255 clutter_actor_queue_relayout (self);
15257 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
15262 * clutter_actor_get_y_align:
15263 * @self: a #ClutterActor
15265 * Retrieves the vertical alignment policy set using
15266 * clutter_actor_set_y_align().
15268 * Return value: the vertical alignment policy.
15273 clutter_actor_get_y_align (ClutterActor *self)
15275 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15277 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
15282 * clutter_margin_new:
15284 * Creates a new #ClutterMargin.
15286 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
15287 * clutter_margin_free() to free the resources associated with it when
15293 clutter_margin_new (void)
15295 return g_slice_new0 (ClutterMargin);
15299 * clutter_margin_copy:
15300 * @margin_: a #ClutterMargin
15302 * Creates a new #ClutterMargin and copies the contents of @margin_ into
15303 * the newly created structure.
15305 * Return value: (transfer full): a copy of the #ClutterMargin.
15310 clutter_margin_copy (const ClutterMargin *margin_)
15312 if (G_LIKELY (margin_ != NULL))
15313 return g_slice_dup (ClutterMargin, margin_);
15319 * clutter_margin_free:
15320 * @margin_: a #ClutterMargin
15322 * Frees the resources allocated by clutter_margin_new() and
15323 * clutter_margin_copy().
15328 clutter_margin_free (ClutterMargin *margin_)
15330 if (G_LIKELY (margin_ != NULL))
15331 g_slice_free (ClutterMargin, margin_);
15334 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
15335 clutter_margin_copy,
15336 clutter_margin_free)
15339 * clutter_actor_set_margin:
15340 * @self: a #ClutterActor
15341 * @margin: a #ClutterMargin
15343 * Sets all the components of the margin of a #ClutterActor.
15348 clutter_actor_set_margin (ClutterActor *self,
15349 const ClutterMargin *margin)
15351 ClutterLayoutInfo *info;
15355 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15356 g_return_if_fail (margin != NULL);
15358 obj = G_OBJECT (self);
15361 g_object_freeze_notify (obj);
15363 info = _clutter_actor_get_layout_info (self);
15365 if (info->margin.top != margin->top)
15367 info->margin.top = margin->top;
15368 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
15372 if (info->margin.right != margin->right)
15374 info->margin.right = margin->right;
15375 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
15379 if (info->margin.bottom != margin->bottom)
15381 info->margin.bottom = margin->bottom;
15382 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
15386 if (info->margin.left != margin->left)
15388 info->margin.left = margin->left;
15389 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
15394 clutter_actor_queue_relayout (self);
15396 g_object_thaw_notify (obj);
15400 * clutter_actor_get_margin:
15401 * @self: a #ClutterActor
15402 * @margin: (out caller-allocates): return location for a #ClutterMargin
15404 * Retrieves all the components of the margin of a #ClutterActor.
15409 clutter_actor_get_margin (ClutterActor *self,
15410 ClutterMargin *margin)
15412 const ClutterLayoutInfo *info;
15414 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15415 g_return_if_fail (margin != NULL);
15417 info = _clutter_actor_get_layout_info_or_defaults (self);
15419 *margin = info->margin;
15423 * clutter_actor_set_margin_top:
15424 * @self: a #ClutterActor
15425 * @margin: the top margin
15427 * Sets the margin from the top of a #ClutterActor.
15432 clutter_actor_set_margin_top (ClutterActor *self,
15435 ClutterLayoutInfo *info;
15437 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15438 g_return_if_fail (margin >= 0.f);
15440 info = _clutter_actor_get_layout_info (self);
15442 if (info->margin.top == margin)
15445 info->margin.top = margin;
15447 clutter_actor_queue_relayout (self);
15449 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
15453 * clutter_actor_get_margin_top:
15454 * @self: a #ClutterActor
15456 * Retrieves the top margin of a #ClutterActor.
15458 * Return value: the top margin
15463 clutter_actor_get_margin_top (ClutterActor *self)
15465 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15467 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
15471 * clutter_actor_set_margin_bottom:
15472 * @self: a #ClutterActor
15473 * @margin: the bottom margin
15475 * Sets the margin from the bottom of a #ClutterActor.
15480 clutter_actor_set_margin_bottom (ClutterActor *self,
15483 ClutterLayoutInfo *info;
15485 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15486 g_return_if_fail (margin >= 0.f);
15488 info = _clutter_actor_get_layout_info (self);
15490 if (info->margin.bottom == margin)
15493 info->margin.bottom = margin;
15495 clutter_actor_queue_relayout (self);
15497 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
15501 * clutter_actor_get_margin_bottom:
15502 * @self: a #ClutterActor
15504 * Retrieves the bottom margin of a #ClutterActor.
15506 * Return value: the bottom margin
15511 clutter_actor_get_margin_bottom (ClutterActor *self)
15513 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15515 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
15519 * clutter_actor_set_margin_left:
15520 * @self: a #ClutterActor
15521 * @margin: the left margin
15523 * Sets the margin from the left of a #ClutterActor.
15528 clutter_actor_set_margin_left (ClutterActor *self,
15531 ClutterLayoutInfo *info;
15533 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15534 g_return_if_fail (margin >= 0.f);
15536 info = _clutter_actor_get_layout_info (self);
15538 if (info->margin.left == margin)
15541 info->margin.left = margin;
15543 clutter_actor_queue_relayout (self);
15545 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
15549 * clutter_actor_get_margin_left:
15550 * @self: a #ClutterActor
15552 * Retrieves the left margin of a #ClutterActor.
15554 * Return value: the left margin
15559 clutter_actor_get_margin_left (ClutterActor *self)
15561 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15563 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
15567 * clutter_actor_set_margin_right:
15568 * @self: a #ClutterActor
15569 * @margin: the right margin
15571 * Sets the margin from the right of a #ClutterActor.
15576 clutter_actor_set_margin_right (ClutterActor *self,
15579 ClutterLayoutInfo *info;
15581 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15582 g_return_if_fail (margin >= 0.f);
15584 info = _clutter_actor_get_layout_info (self);
15586 if (info->margin.right == margin)
15589 info->margin.right = margin;
15591 clutter_actor_queue_relayout (self);
15593 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
15597 * clutter_actor_get_margin_right:
15598 * @self: a #ClutterActor
15600 * Retrieves the right margin of a #ClutterActor.
15602 * Return value: the right margin
15607 clutter_actor_get_margin_right (ClutterActor *self)
15609 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15611 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
15615 * clutter_actor_set_background_color:
15616 * @self: a #ClutterActor
15617 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
15620 * Sets the background color of a #ClutterActor.
15622 * The background color will be used to cover the whole allocation of the
15623 * actor. The default background color of an actor is transparent.
15625 * To check whether an actor has a background color, you can use the
15626 * #ClutterActor:background-color-set actor property.
15631 clutter_actor_set_background_color (ClutterActor *self,
15632 const ClutterColor *color)
15634 ClutterActorPrivate *priv;
15636 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15642 priv->bg_color_set = FALSE;
15643 g_object_notify_by_pspec (G_OBJECT (self),
15644 obj_props[PROP_BACKGROUND_COLOR_SET]);
15648 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
15651 priv->bg_color = *color;
15652 priv->bg_color_set = TRUE;
15654 clutter_actor_queue_redraw (self);
15656 g_object_notify_by_pspec (G_OBJECT (self),
15657 obj_props[PROP_BACKGROUND_COLOR_SET]);
15658 g_object_notify_by_pspec (G_OBJECT (self),
15659 obj_props[PROP_BACKGROUND_COLOR]);
15663 * clutter_actor_get_background_color:
15664 * @self: a #ClutterActor
15665 * @color: (out caller-allocates): return location for a #ClutterColor
15667 * Retrieves the color set using clutter_actor_set_background_color().
15672 clutter_actor_get_background_color (ClutterActor *self,
15673 ClutterColor *color)
15675 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15676 g_return_if_fail (color != NULL);
15678 *color = self->priv->bg_color;
15682 * clutter_actor_get_previous_sibling:
15683 * @self: a #ClutterActor
15685 * Retrieves the sibling of @self that comes before it in the list
15686 * of children of @self's parent.
15688 * The returned pointer is only valid until the scene graph changes; it
15689 * is not safe to modify the list of children of @self while iterating
15692 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15697 clutter_actor_get_previous_sibling (ClutterActor *self)
15699 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15701 return self->priv->prev_sibling;
15705 * clutter_actor_get_next_sibling:
15706 * @self: a #ClutterActor
15708 * Retrieves the sibling of @self that comes after it in the list
15709 * of children of @self's parent.
15711 * The returned pointer is only valid until the scene graph changes; it
15712 * is not safe to modify the list of children of @self while iterating
15715 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15720 clutter_actor_get_next_sibling (ClutterActor *self)
15722 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15724 return self->priv->next_sibling;
15728 * clutter_actor_get_first_child:
15729 * @self: a #ClutterActor
15731 * Retrieves the first child of @self.
15733 * The returned pointer is only valid until the scene graph changes; it
15734 * is not safe to modify the list of children of @self while iterating
15737 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15742 clutter_actor_get_first_child (ClutterActor *self)
15744 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15746 return self->priv->first_child;
15750 * clutter_actor_get_last_child:
15751 * @self: a #ClutterActor
15753 * Retrieves the last child of @self.
15755 * The returned pointer is only valid until the scene graph changes; it
15756 * is not safe to modify the list of children of @self while iterating
15759 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15764 clutter_actor_get_last_child (ClutterActor *self)
15766 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15768 return self->priv->last_child;
15771 /* easy way to have properly named fields instead of the dummy ones
15772 * we use in the public structure
15774 typedef struct _RealActorIter
15776 ClutterActor *root; /* dummy1 */
15777 ClutterActor *current; /* dummy2 */
15778 gpointer padding_1; /* dummy3 */
15779 gint age; /* dummy4 */
15780 gpointer padding_2; /* dummy5 */
15784 * clutter_actor_iter_init:
15785 * @iter: a #ClutterActorIter
15786 * @root: a #ClutterActor
15788 * Initializes a #ClutterActorIter, which can then be used to iterate
15789 * efficiently over a section of the scene graph, and associates it
15792 * Modifying the scene graph section that contains @root will invalidate
15796 * ClutterActorIter iter;
15797 * ClutterActor *child;
15799 * clutter_actor_iter_init (&iter, container);
15800 * while (clutter_actor_iter_next (&iter, &child))
15802 * /* do something with child */
15809 clutter_actor_iter_init (ClutterActorIter *iter,
15810 ClutterActor *root)
15812 RealActorIter *ri = (RealActorIter *) iter;
15814 g_return_if_fail (iter != NULL);
15815 g_return_if_fail (CLUTTER_IS_ACTOR (root));
15818 ri->current = NULL;
15819 ri->age = root->priv->age;
15823 * clutter_actor_iter_next:
15824 * @iter: a #ClutterActorIter
15825 * @child: (out): return location for a #ClutterActor
15827 * Advances the @iter and retrieves the next child of the root #ClutterActor
15828 * that was used to initialize the #ClutterActorIterator.
15830 * If the iterator can advance, this function returns %TRUE and sets the
15833 * If the iterator cannot advance, this function returns %FALSE, and
15834 * the contents of @child are undefined.
15836 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15841 clutter_actor_iter_next (ClutterActorIter *iter,
15842 ClutterActor **child)
15844 RealActorIter *ri = (RealActorIter *) iter;
15846 g_return_val_if_fail (iter != NULL, FALSE);
15847 g_return_val_if_fail (ri->root != NULL, FALSE);
15848 #ifndef G_DISABLE_ASSERT
15849 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15852 if (ri->current == NULL)
15853 ri->current = ri->root->priv->first_child;
15855 ri->current = ri->current->priv->next_sibling;
15858 *child = ri->current;
15860 return ri->current != NULL;
15864 * clutter_actor_iter_prev:
15865 * @iter: a #ClutterActorIter
15866 * @child: (out): return location for a #ClutterActor
15868 * Advances the @iter and retrieves the previous child of the root
15869 * #ClutterActor that was used to initialize the #ClutterActorIterator.
15871 * If the iterator can advance, this function returns %TRUE and sets the
15874 * If the iterator cannot advance, this function returns %FALSE, and
15875 * the contents of @child are undefined.
15877 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15882 clutter_actor_iter_prev (ClutterActorIter *iter,
15883 ClutterActor **child)
15885 RealActorIter *ri = (RealActorIter *) iter;
15887 g_return_val_if_fail (iter != NULL, FALSE);
15888 g_return_val_if_fail (ri->root != NULL, FALSE);
15889 #ifndef G_DISABLE_ASSERT
15890 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15893 if (ri->current == NULL)
15894 ri->current = ri->root->priv->last_child;
15896 ri->current = ri->current->priv->prev_sibling;
15899 *child = ri->current;
15901 return ri->current != NULL;
15905 * clutter_actor_iter_remove:
15906 * @iter: a #ClutterActorIter
15908 * Safely removes the #ClutterActor currently pointer to by the iterator
15911 * This function can only be called after clutter_actor_iter_next() or
15912 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15913 * than once for the same actor.
15915 * This function will call clutter_actor_remove_child() internally.
15920 clutter_actor_iter_remove (ClutterActorIter *iter)
15922 RealActorIter *ri = (RealActorIter *) iter;
15925 g_return_if_fail (iter != NULL);
15926 g_return_if_fail (ri->root != NULL);
15927 #ifndef G_DISABLE_ASSERT
15928 g_return_if_fail (ri->age == ri->root->priv->age);
15930 g_return_if_fail (ri->current != NULL);
15936 ri->current = cur->priv->prev_sibling;
15938 clutter_actor_remove_child_internal (ri->root, cur,
15939 REMOVE_CHILD_DEFAULT_FLAGS);
15946 * clutter_actor_iter_destroy:
15947 * @iter: a #ClutterActorIter
15949 * Safely destroys the #ClutterActor currently pointer to by the iterator
15952 * This function can only be called after clutter_actor_iter_next() or
15953 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15954 * than once for the same actor.
15956 * This function will call clutter_actor_destroy() internally.
15961 clutter_actor_iter_destroy (ClutterActorIter *iter)
15963 RealActorIter *ri = (RealActorIter *) iter;
15966 g_return_if_fail (iter != NULL);
15967 g_return_if_fail (ri->root != NULL);
15968 #ifndef G_DISABLE_ASSERT
15969 g_return_if_fail (ri->age == ri->root->priv->age);
15971 g_return_if_fail (ri->current != NULL);
15977 ri->current = cur->priv->prev_sibling;
15979 clutter_actor_destroy (cur);