4 * An OpenGL based 'interactive canvas' library.
6 * Authored By Matthew Allum <mallum@openedhand.com>
8 * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
9 * Copyright (C) 2009, 2010 Intel Corp
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library. If not, see <http://www.gnu.org/licenses/>.
26 * SECTION:clutter-actor
27 * @short_description: Base abstract class for all visual stage actors.
29 * The ClutterActor class is the basic element of the scene graph in Clutter,
30 * and it encapsulates the position, size, and transformations of a node in
33 * <refsect2 id="ClutterActor-transformations">
34 * <title>Actor transformations</title>
35 * <para>Each actor can be transformed using methods like
36 * clutter_actor_set_scale() or clutter_actor_set_rotation(). The order
37 * in which the transformations are applied is decided by Clutter and it is
38 * the following:</para>
40 * <listitem><para>translation by the origin of the #ClutterActor:allocation;</para></listitem>
41 * <listitem><para>translation by the actor's #ClutterActor:depth;</para></listitem>
42 * <listitem><para>scaling by the #ClutterActor:scale-x and #ClutterActor:scale-y factors;</para></listitem>
43 * <listitem><para>rotation around the #ClutterActor:rotation-z-angle and #ClutterActor:rotation-z-center;</para></listitem>
44 * <listitem><para>rotation around the #ClutterActor:rotation-y-angle and #ClutterActor:rotation-y-center;</para></listitem>
45 * <listitem><para>rotation around the #ClutterActor:rotation-x-angle and #ClutterActor:rotation-x-center;</para></listitem>
46 * <listitem><para>negative translation by the #ClutterActor:anchor-x and #ClutterActor:anchor-y point.</para></listitem>
50 * <refsect2 id="ClutterActor-geometry">
51 * <title>Modifying an actor's geometry</title>
52 * <para>Each actor has a bounding box, called #ClutterActor:allocation
53 * which is either set by its parent or explicitly through the
54 * clutter_actor_set_position() and clutter_actor_set_size() methods.
55 * Each actor also has an implicit preferred size.</para>
56 * <para>An actor’s preferred size can be defined by any subclass by
57 * overriding the #ClutterActorClass.get_preferred_width() and the
58 * #ClutterActorClass.get_preferred_height() virtual functions, or it can
59 * be explicitly set by using clutter_actor_set_width() and
60 * clutter_actor_set_height().</para>
61 * <para>An actor’s position can be set explicitly by using
62 * clutter_actor_set_x() and clutter_actor_set_y(); the coordinates are
63 * relative to the origin of the actor’s parent.</para>
66 * <refsect2 id="ClutterActor-children">
67 * <title>Managing actor children</title>
68 * <para>Each actor can have multiple children, by calling
69 * clutter_actor_add_child() to add a new child actor, and
70 * clutter_actor_remove_child() to remove an existing child. #ClutterActor
71 * will hold a reference on each child actor, which will be released when
72 * the child is removed from its parent, or destroyed using
73 * clutter_actor_destroy().</para>
74 * <informalexample><programlisting>
75 * ClutterActor *actor = clutter_actor_new ();
77 * /* set the bounding box of the actor */
78 * clutter_actor_set_position (actor, 0, 0);
79 * clutter_actor_set_size (actor, 480, 640);
81 * /* set the background color of the actor */
82 * clutter_actor_set_background_color (actor, CLUTTER_COLOR_Orange);
84 * /* set the bounding box of the child, relative to the parent */
85 * ClutterActor *child = clutter_actor_new ();
86 * clutter_actor_set_position (child, 20, 20);
87 * clutter_actor_set_size (child, 80, 240);
89 * /* set the background color of the child */
90 * clutter_actor_set_background_color (child, CLUTTER_COLOR_Blue);
92 * /* add the child to the actor */
93 * clutter_actor_add_child (actor, child);
94 * </programlisting></informalexample>
95 * <para>Children can be inserted at a given index, or above and below
96 * another child actor. The order of insertion determines the order of the
97 * children when iterating over them. Iterating over children is performed
98 * by using clutter_actor_get_first_child(), clutter_actor_get_previous_sibling(),
99 * clutter_actor_get_next_sibling(), and clutter_actor_get_last_child(). It is
100 * also possible to retrieve a list of children by using
101 * clutter_actor_get_children(), as well as retrieving a specific child at a
102 * given index by using clutter_actor_get_child_at_index().</para>
103 * <para>If you need to track additions of children to a #ClutterActor, use
104 * the #ClutterContainer::actor-added signal; similarly, to track removals
105 * of children from a ClutterActor, use the #ClutterContainer::actor-removed
107 * <informalexample><programlisting>
108 * <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" parse="text" href="../../../../tests/interactive/test-actor.c">
109 * <xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback>
111 * </programlisting></informalexample>
112 * <figure id="bin-layout">
113 * <title>Actors</title>
114 * <graphic fileref="test-actor.png" format="PNG"/>
118 * <refsect2 id="ClutterActor-events">
119 * <title>Handling events on an actor</title>
120 * <para>A #ClutterActor can receive and handle input device events, for
121 * instance pointer events and key events, as long as its
122 * #ClutterActor:reactive property is set to %TRUE.</para>
123 * <para>Once an actor has been determined to be the source of an event,
124 * Clutter will traverse the scene graph from the top-level actor towards the
125 * event source, emitting the #ClutterActor::captured-event signal on each
126 * ancestor until it reaches the source; this phase is also called
127 * <emphasis>the capture phase</emphasis>. If the event propagation was not
128 * stopped, the graph is walked backwards, from the source actor to the
129 * top-level, and the #ClutterActor::event signal, along with other event
130 * signals if needed, is emitted; this phase is also called <emphasis>the
131 * bubble phase</emphasis>. At any point of the signal emission, signal
132 * handlers can stop the propagation through the scene graph by returning
133 * %CLUTTER_EVENT_STOP; otherwise, they can continue the propagation by
134 * returning %CLUTTER_EVENT_PROPAGATE.</para>
137 * <refsect2 id="ClutterActor-subclassing">
138 * <title>Implementing an actor</title>
139 * <para>Careful consideration should be given when deciding to implement
140 * a #ClutterActor sub-class. It is generally recommended to implement a
141 * sub-class of #ClutterActor only for actors that should be used as leaf
142 * nodes of a scene graph.</para>
143 * <para>If your actor should be painted in a custom way, you should
144 * override the #ClutterActor::paint signal class handler. You can either
145 * opt to chain up to the parent class implementation or decide to fully
146 * override the default paint implementation; Clutter will set up the
147 * transformations and clip regions prior to emitting the #ClutterActor::paint
149 * <para>By overriding the #ClutterActorClass.get_preferred_width() and
150 * #ClutterActorClass.get_preferred_height() virtual functions it is
151 * possible to change or provide the preferred size of an actor; similarly,
152 * by overriding the #ClutterActorClass.allocate() virtual function it is
153 * possible to control the layout of the children of an actor. Make sure to
154 * always chain up to the parent implementation of the
155 * #ClutterActorClass.allocate() virtual function.</para>
156 * <para>In general, it is strongly encouraged to use delegation and
157 * composition instead of direct subclassing.</para>
160 * <refsect2 id="ClutterActor-script">
161 * <title>ClutterActor custom properties for #ClutterScript</title>
162 * <para>#ClutterActor defines a custom "rotation" property which
163 * allows a short-hand description of the rotations to be applied
164 * to an actor.</para>
165 * <para>The syntax of the "rotation" property is the following:</para>
169 * { "<axis>" : [ <angle>, [ <center> ] ] }
173 * <para>where the <emphasis>axis</emphasis> is the name of an enumeration
174 * value of type #ClutterRotateAxis and <emphasis>angle</emphasis> is a
175 * floating point value representing the rotation angle on the given axis,
177 * <para>The <emphasis>center</emphasis> array is optional, and if present
178 * it must contain the center of rotation as described by two coordinates:
179 * Y and Z for "x-axis"; X and Z for "y-axis"; and X and Y for
181 * <para>#ClutterActor will also parse every positional and dimensional
182 * property defined as a string through clutter_units_from_string(); you
183 * should read the documentation for the #ClutterUnits parser format for
184 * the valid units and syntax.</para>
187 * <refsect2 id="ClutterActor-animating">
188 * <title>Custom animatable properties</title>
189 * <para>#ClutterActor allows accessing properties of #ClutterAction
190 * and #ClutterConstraint instances associated to an actor instance
191 * for animation purposes.</para>
192 * <para>In order to access a specific #ClutterAction or a #ClutterConstraint
193 * property it is necessary to set the #ClutterActorMeta:name property on the
194 * given action or constraint.</para>
195 * <para>The property can be accessed using the following syntax:</para>
198 * @<section>.<meta-name>.<property-name>
201 * <para>The initial <emphasis>@</emphasis> is mandatory.</para>
202 * <para>The <emphasis>section</emphasis> fragment can be one between
203 * "actions", "constraints" and "effects".</para>
204 * <para>The <emphasis>meta-name</emphasis> fragment is the name of the
205 * action or constraint, as specified by the #ClutterActorMeta:name
207 * <para>The <emphasis>property-name</emphasis> fragment is the name of the
208 * action or constraint property to be animated.</para>
209 * <para>The example below animates a #ClutterBindConstraint applied to an
210 * actor using clutter_actor_animate(). The <emphasis>rect</emphasis> has
211 * a binding constraint for the <emphasis>origin</emphasis> actor, and in
212 * its initial state is fully transparent and overlapping the actor to
213 * which is bound to. </para>
214 * <informalexample><programlisting>
215 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0);
216 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x");
217 * clutter_actor_add_constraint (rect, constraint);
219 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0);
220 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y");
221 * clutter_actor_add_constraint (rect, constraint);
223 * clutter_actor_set_reactive (rect, TRUE);
224 * clutter_actor_set_opacity (rect, 0);
226 * g_signal_connect (rect, "button-press-event",
227 * G_CALLBACK (on_button_press),
229 * </programlisting></informalexample>
230 * <para>On button press, the rectangle "slides" from behind the actor to
231 * which is bound to, using the #ClutterBindConstraint:offset property and
232 * the #ClutterActor:opacity property.</para>
233 * <informalexample><programlisting>
234 * float new_offset = clutter_actor_get_width (origin) + h_padding;
236 * clutter_actor_animate (rect, CLUTTER_EASE_OUT_CUBIC, 500,
238 * "@constraints.bind-x.offset", new_offset,
240 * </programlisting></informalexample>
245 * CLUTTER_ACTOR_IS_MAPPED:
246 * @a: a #ClutterActor
248 * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
250 * The mapped state is set when the actor is visible and all its parents up
251 * to a top-level (e.g. a #ClutterStage) are visible, realized, and mapped.
253 * This check can be used to see if an actor is going to be painted, as only
254 * actors with the %CLUTTER_ACTOR_MAPPED flag set are going to be painted.
256 * The %CLUTTER_ACTOR_MAPPED flag is managed by Clutter itself, and it should
257 * not be checked directly; instead, the recommended usage is to connect a
258 * handler on the #GObject::notify signal for the #ClutterActor:mapped
259 * property of #ClutterActor, and check the presence of
260 * the %CLUTTER_ACTOR_MAPPED flag on state changes.
262 * It is also important to note that Clutter may delay the changes of
263 * the %CLUTTER_ACTOR_MAPPED flag on top-levels due to backend-specific
264 * limitations, or during the reparenting of an actor, to optimize
265 * unnecessary (and potentially expensive) state changes.
271 * CLUTTER_ACTOR_IS_REALIZED:
272 * @a: a #ClutterActor
274 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
276 * The realized state has an actor-dependant interpretation. If an
277 * actor wants to delay allocating resources until it is attached to a
278 * stage, it may use the realize state to do so. However it is
279 * perfectly acceptable for an actor to allocate Cogl resources before
280 * being realized because there is only one drawing context used by Clutter
281 * so any resources will work on any stage. If an actor is mapped it
282 * must also be realized, but an actor can be realized and unmapped
283 * (this is so hiding an actor temporarily doesn't do an expensive
284 * unrealize/realize).
286 * To be realized an actor must be inside a stage, and all its parents
293 * CLUTTER_ACTOR_IS_VISIBLE:
294 * @a: a #ClutterActor
296 * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
297 * Equivalent to the ClutterActor::visible object property.
299 * Note that an actor is only painted onscreen if it's mapped, which
300 * means it's visible, and all its parents are visible, and one of the
301 * parents is a toplevel stage; see also %CLUTTER_ACTOR_IS_MAPPED.
307 * CLUTTER_ACTOR_IS_REACTIVE:
308 * @a: a #ClutterActor
310 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
312 * Only reactive actors will receive event-related signals.
323 #include "cogl/cogl.h"
325 #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
326 #define CLUTTER_ENABLE_EXPERIMENTAL_API
328 #include "clutter-actor-private.h"
330 #include "clutter-action.h"
331 #include "clutter-actor-meta-private.h"
332 #include "clutter-animatable.h"
333 #include "clutter-color-static.h"
334 #include "clutter-color.h"
335 #include "clutter-constraint.h"
336 #include "clutter-container.h"
337 #include "clutter-debug.h"
338 #include "clutter-effect-private.h"
339 #include "clutter-enum-types.h"
340 #include "clutter-fixed-layout.h"
341 #include "clutter-main.h"
342 #include "clutter-marshal.h"
343 #include "clutter-flatten-effect.h"
344 #include "clutter-paint-volume-private.h"
345 #include "clutter-private.h"
346 #include "clutter-profile.h"
347 #include "clutter-scriptable.h"
348 #include "clutter-script-private.h"
349 #include "clutter-stage-private.h"
350 #include "clutter-units.h"
352 #include "deprecated/clutter-behaviour.h"
353 #include "deprecated/clutter-container.h"
355 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
356 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
358 /* Internal enum used to control mapped state update. This is a hint
359 * which indicates when to do something other than just enforce
363 MAP_STATE_CHECK, /* just enforce invariants. */
364 MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
365 * used when about to unparent.
367 MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met;
368 * used to set mapped on toplevels.
370 MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped,
371 * used just before unmapping parent.
375 /* 3 entries should be a good compromise, few layout managers
376 * will ask for 3 different preferred size in each allocation cycle */
377 #define N_CACHED_SIZE_REQUESTS 3
379 struct _ClutterActorPrivate
382 ClutterRequestMode request_mode;
384 /* our cached size requests for different width / height */
385 SizeRequest width_requests[N_CACHED_SIZE_REQUESTS];
386 SizeRequest height_requests[N_CACHED_SIZE_REQUESTS];
388 /* An age of 0 means the entry is not set */
389 guint cached_height_age;
390 guint cached_width_age;
392 /* the bounding box of the actor, relative to the parent's
395 ClutterActorBox allocation;
396 ClutterAllocationFlags allocation_flags;
401 /* clip, in actor coordinates */
402 cairo_rectangle_t clip;
404 /* the cached transformation matrix; see apply_transform() */
405 CoglMatrix transform;
408 gint opacity_override;
410 ClutterOffscreenRedirect offscreen_redirect;
412 /* This is an internal effect used to implement the
413 offscreen-redirect property */
414 ClutterEffect *flatten_effect;
417 ClutterActor *parent;
418 ClutterActor *prev_sibling;
419 ClutterActor *next_sibling;
420 ClutterActor *first_child;
421 ClutterActor *last_child;
425 /* tracks whenever the children of an actor are changed; the
426 * age is incremented by 1 whenever an actor is added or
427 * removed. the age is not incremented when the first or the
428 * last child pointers are changed, or when grandchildren of
429 * an actor are changed.
433 gchar *name; /* a non-unique name, used for debugging */
434 guint32 id; /* unique id, used for backward compatibility */
436 gint32 pick_id; /* per-stage unique id, used for picking */
438 /* a back-pointer to the Pango context that we can use
439 * to create pre-configured PangoLayout
441 PangoContext *pango_context;
443 /* the text direction configured for this child - either by
444 * application code, or by the actor's parent
446 ClutterTextDirection text_direction;
448 /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
452 ClutterMetaGroup *actions;
453 ClutterMetaGroup *constraints;
454 ClutterMetaGroup *effects;
456 /* delegate object used to allocate the children of this actor */
457 ClutterLayoutManager *layout_manager;
459 /* used when painting, to update the paint volume */
460 ClutterEffect *current_effect;
462 /* This is used to store an effect which needs to be redrawn. A
463 redraw can be queued to start from a particular effect. This is
464 used by parametrised effects that can cache an image of the
465 actor. If a parameter of the effect changes then it only needs to
466 redraw the cached image, not the actual actor. The pointer is
467 only valid if is_dirty == TRUE. If the pointer is NULL then the
468 whole actor is dirty. */
469 ClutterEffect *effect_to_redraw;
471 /* This is used when painting effects to implement the
472 clutter_actor_continue_paint() function. It points to the node in
473 the list of effects that is next in the chain */
474 const GList *next_effect_to_paint;
476 ClutterPaintVolume paint_volume;
478 /* NB: This volume isn't relative to this actor, it is in eye
479 * coordinates so that it can remain valid after the actor changes.
481 ClutterPaintVolume last_paint_volume;
483 ClutterStageQueueRedrawEntry *queue_redraw_entry;
485 ClutterColor bg_color;
489 /* fixed position and sizes */
490 guint position_set : 1;
491 guint min_width_set : 1;
492 guint min_height_set : 1;
493 guint natural_width_set : 1;
494 guint natural_height_set : 1;
495 /* cached request is invalid (implies allocation is too) */
496 guint needs_width_request : 1;
497 /* cached request is invalid (implies allocation is too) */
498 guint needs_height_request : 1;
499 /* cached allocation is invalid (request has changed, probably) */
500 guint needs_allocation : 1;
501 guint show_on_set_parent : 1;
503 guint clip_to_allocation : 1;
504 guint enable_model_view_transform : 1;
505 guint enable_paint_unmapped : 1;
506 guint has_pointer : 1;
507 guint propagated_one_redraw : 1;
508 guint paint_volume_valid : 1;
509 guint last_paint_volume_valid : 1;
510 guint in_clone_paint : 1;
511 guint transform_valid : 1;
512 /* This is TRUE if anything has queued a redraw since we were last
513 painted. In this case effect_to_redraw will point to an effect
514 the redraw was queued from or it will be NULL if the redraw was
515 queued without an effect. */
517 guint bg_color_set : 1;
526 /* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
527 * when set they force a size request, when gotten they
528 * get the allocation if the allocation is valid, and the
536 /* Then the rest of these size-related properties are the "actual"
537 * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
542 PROP_FIXED_POSITION_SET,
551 PROP_NATURAL_WIDTH_SET,
554 PROP_NATURAL_HEIGHT_SET,
558 /* Allocation properties are read-only */
565 PROP_CLIP_TO_ALLOCATION,
569 PROP_OFFSCREEN_REDIRECT,
582 PROP_ROTATION_ANGLE_X,
583 PROP_ROTATION_ANGLE_Y,
584 PROP_ROTATION_ANGLE_Z,
585 PROP_ROTATION_CENTER_X,
586 PROP_ROTATION_CENTER_Y,
587 PROP_ROTATION_CENTER_Z,
588 /* This property only makes sense for the z rotation because the
589 others would depend on the actor having a size along the
591 PROP_ROTATION_CENTER_Z_GRAVITY,
597 PROP_SHOW_ON_SET_PARENT,
615 PROP_BACKGROUND_COLOR,
616 PROP_BACKGROUND_COLOR_SET,
624 static GParamSpec *obj_props[PROP_LAST];
643 BUTTON_RELEASE_EVENT,
655 static guint actor_signals[LAST_SIGNAL] = { 0, };
657 static void clutter_container_iface_init (ClutterContainerIface *iface);
658 static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
659 static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
660 static void atk_implementor_iface_init (AtkImplementorIface *iface);
662 /* These setters are all static for now, maybe they should be in the
663 * public API, but they are perhaps obscure enough to leave only as
666 static void clutter_actor_set_min_width (ClutterActor *self,
668 static void clutter_actor_set_min_height (ClutterActor *self,
670 static void clutter_actor_set_natural_width (ClutterActor *self,
671 gfloat natural_width);
672 static void clutter_actor_set_natural_height (ClutterActor *self,
673 gfloat natural_height);
674 static void clutter_actor_set_min_width_set (ClutterActor *self,
675 gboolean use_min_width);
676 static void clutter_actor_set_min_height_set (ClutterActor *self,
677 gboolean use_min_height);
678 static void clutter_actor_set_natural_width_set (ClutterActor *self,
679 gboolean use_natural_width);
680 static void clutter_actor_set_natural_height_set (ClutterActor *self,
681 gboolean use_natural_height);
682 static void clutter_actor_update_map_state (ClutterActor *self,
683 MapStateChange change);
684 static void clutter_actor_unrealize_not_hiding (ClutterActor *self);
686 /* Helper routines for managing anchor coords */
687 static void clutter_anchor_coord_get_units (ClutterActor *self,
688 const AnchorCoord *coord,
692 static void clutter_anchor_coord_set_units (AnchorCoord *coord,
697 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
698 static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
699 ClutterGravity gravity);
701 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
703 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
705 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
706 ClutterActor *ancestor,
709 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
711 static guint8 clutter_actor_get_paint_opacity_internal (ClutterActor *self);
713 static void on_layout_manager_changed (ClutterLayoutManager *manager,
716 /* Helper macro which translates by the anchor coord, applies the
717 given transformation and then translates back */
718 #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \
719 gfloat _tx, _ty, _tz; \
720 clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \
721 cogl_matrix_translate ((m), _tx, _ty, _tz); \
723 cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
725 static GQuark quark_shader_data = 0;
726 static GQuark quark_actor_layout_info = 0;
727 static GQuark quark_actor_transform_info = 0;
729 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
731 G_TYPE_INITIALLY_UNOWNED,
732 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
733 clutter_container_iface_init)
734 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
735 clutter_scriptable_iface_init)
736 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
737 clutter_animatable_iface_init)
738 G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR,
739 atk_implementor_iface_init));
742 * clutter_actor_get_debug_name:
743 * @actor: a #ClutterActor
745 * Retrieves a printable name of @actor for debugging messages
747 * Return value: a string with a printable name
750 _clutter_actor_get_debug_name (ClutterActor *actor)
752 return actor->priv->name != NULL ? actor->priv->name
753 : G_OBJECT_TYPE_NAME (actor);
756 #ifdef CLUTTER_ENABLE_DEBUG
757 /* XXX - this is for debugging only, remove once working (or leave
758 * in only in some debug mode). Should leave it for a little while
759 * until we're confident in the new map/realize/visible handling.
762 clutter_actor_verify_map_state (ClutterActor *self)
764 ClutterActorPrivate *priv = self->priv;
766 if (CLUTTER_ACTOR_IS_REALIZED (self))
768 /* all bets are off during reparent when we're potentially realized,
769 * but should not be according to invariants
771 if (!CLUTTER_ACTOR_IN_REPARENT (self))
773 if (priv->parent == NULL)
775 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
779 g_warning ("Realized non-toplevel actor '%s' should "
781 _clutter_actor_get_debug_name (self));
783 else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
785 g_warning ("Realized actor %s has an unrealized parent %s",
786 _clutter_actor_get_debug_name (self),
787 _clutter_actor_get_debug_name (priv->parent));
792 if (CLUTTER_ACTOR_IS_MAPPED (self))
794 if (!CLUTTER_ACTOR_IS_REALIZED (self))
795 g_warning ("Actor '%s' is mapped but not realized",
796 _clutter_actor_get_debug_name (self));
798 /* remaining bets are off during reparent when we're potentially
799 * mapped, but should not be according to invariants
801 if (!CLUTTER_ACTOR_IN_REPARENT (self))
803 if (priv->parent == NULL)
805 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
807 if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
808 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
810 g_warning ("Toplevel actor '%s' is mapped "
812 _clutter_actor_get_debug_name (self));
817 g_warning ("Mapped actor '%s' should have a parent",
818 _clutter_actor_get_debug_name (self));
823 ClutterActor *iter = self;
825 /* check for the enable_paint_unmapped flag on the actor
826 * and parents; if the flag is enabled at any point of this
827 * branch of the scene graph then all the later checks
832 if (iter->priv->enable_paint_unmapped)
835 iter = iter->priv->parent;
838 if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
840 g_warning ("Actor '%s' should not be mapped if parent '%s'"
842 _clutter_actor_get_debug_name (self),
843 _clutter_actor_get_debug_name (priv->parent));
846 if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
848 g_warning ("Actor '%s' should not be mapped if parent '%s'"
850 _clutter_actor_get_debug_name (self),
851 _clutter_actor_get_debug_name (priv->parent));
854 if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
856 if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent))
857 g_warning ("Actor '%s' is mapped but its non-toplevel "
858 "parent '%s' is not mapped",
859 _clutter_actor_get_debug_name (self),
860 _clutter_actor_get_debug_name (priv->parent));
867 #endif /* CLUTTER_ENABLE_DEBUG */
870 clutter_actor_set_mapped (ClutterActor *self,
873 if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
878 CLUTTER_ACTOR_GET_CLASS (self)->map (self);
879 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
883 CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
884 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
888 /* this function updates the mapped and realized states according to
889 * invariants, in the appropriate order.
892 clutter_actor_update_map_state (ClutterActor *self,
893 MapStateChange change)
897 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
899 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
901 /* the mapped flag on top-level actors must be set by the
902 * per-backend implementation because it might be asynchronous.
904 * That is, the MAPPED flag on toplevels currently tracks the X
905 * server mapped-ness of the window, while the expected behavior
906 * (if used to GTK) may be to track WM_STATE!=WithdrawnState.
907 * This creates some weird complexity by breaking the invariant
908 * that if we're visible and all ancestors shown then we are
909 * also mapped - instead, we are mapped if all ancestors
910 * _possibly excepting_ the stage are mapped. The stage
911 * will map/unmap for example when it is minimized or
912 * moved to another workspace.
914 * So, the only invariant on the stage is that if visible it
915 * should be realized, and that it has to be visible to be
918 if (CLUTTER_ACTOR_IS_VISIBLE (self))
919 clutter_actor_realize (self);
923 case MAP_STATE_CHECK:
926 case MAP_STATE_MAKE_MAPPED:
927 g_assert (!was_mapped);
928 clutter_actor_set_mapped (self, TRUE);
931 case MAP_STATE_MAKE_UNMAPPED:
932 g_assert (was_mapped);
933 clutter_actor_set_mapped (self, FALSE);
936 case MAP_STATE_MAKE_UNREALIZED:
937 /* we only use MAKE_UNREALIZED in unparent,
938 * and unparenting a stage isn't possible.
939 * If someone wants to just unrealize a stage
940 * then clutter_actor_unrealize() doesn't
941 * go through this codepath.
943 g_warning ("Trying to force unrealize stage is not allowed");
947 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
948 !CLUTTER_ACTOR_IS_VISIBLE (self) &&
949 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
951 g_warning ("Clutter toplevel of type '%s' is not visible, but "
952 "it is somehow still mapped",
953 _clutter_actor_get_debug_name (self));
958 ClutterActorPrivate *priv = self->priv;
959 ClutterActor *parent = priv->parent;
960 gboolean should_be_mapped;
961 gboolean may_be_realized;
962 gboolean must_be_realized;
964 should_be_mapped = FALSE;
965 may_be_realized = TRUE;
966 must_be_realized = FALSE;
968 if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
970 may_be_realized = FALSE;
974 /* Maintain invariant that if parent is mapped, and we are
975 * visible, then we are mapped ... unless parent is a
976 * stage, in which case we map regardless of parent's map
977 * state but do require stage to be visible and realized.
979 * If parent is realized, that does not force us to be
980 * realized; but if parent is unrealized, that does force
981 * us to be unrealized.
983 * The reason we don't force children to realize with
984 * parents is _clutter_actor_rerealize(); if we require that
985 * a realized parent means children are realized, then to
986 * unrealize an actor we would have to unrealize its
987 * parents, which would end up meaning unrealizing and
988 * hiding the entire stage. So we allow unrealizing a
989 * child (as long as that child is not mapped) while that
990 * child still has a realized parent.
992 * Also, if we unrealize from leaf nodes to root, and
993 * realize from root to leaf, the invariants are never
994 * violated if we allow children to be unrealized
995 * while parents are realized.
997 * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
998 * to force us to unmap, even though parent is still
999 * mapped. This is because we're unmapping from leaf nodes
1002 if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1003 change != MAP_STATE_MAKE_UNMAPPED)
1005 gboolean parent_is_visible_realized_toplevel;
1007 parent_is_visible_realized_toplevel =
1008 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1009 CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1010 CLUTTER_ACTOR_IS_REALIZED (parent));
1012 if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1013 parent_is_visible_realized_toplevel)
1015 must_be_realized = TRUE;
1016 should_be_mapped = TRUE;
1020 /* if the actor has been set to be painted even if unmapped
1021 * then we should map it and check for realization as well;
1022 * this is an override for the branch of the scene graph
1023 * which begins with this node
1025 if (priv->enable_paint_unmapped)
1027 if (priv->parent == NULL)
1028 g_warning ("Attempting to map an unparented actor '%s'",
1029 _clutter_actor_get_debug_name (self));
1031 should_be_mapped = TRUE;
1032 must_be_realized = TRUE;
1035 if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1036 may_be_realized = FALSE;
1039 if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1042 g_warning ("Attempting to map a child that does not "
1043 "meet the necessary invariants: the actor '%s' "
1045 _clutter_actor_get_debug_name (self));
1047 g_warning ("Attempting to map a child that does not "
1048 "meet the necessary invariants: the actor '%s' "
1049 "is parented to an unmapped actor '%s'",
1050 _clutter_actor_get_debug_name (self),
1051 _clutter_actor_get_debug_name (priv->parent));
1054 /* If in reparent, we temporarily suspend unmap and unrealize.
1056 * We want to go in the order "realize, map" and "unmap, unrealize"
1060 if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1061 clutter_actor_set_mapped (self, FALSE);
1064 if (must_be_realized)
1065 clutter_actor_realize (self);
1067 /* if we must be realized then we may be, presumably */
1068 g_assert (!(must_be_realized && !may_be_realized));
1071 if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1072 clutter_actor_unrealize_not_hiding (self);
1075 if (should_be_mapped)
1077 if (!must_be_realized)
1078 g_warning ("Somehow we think actor '%s' should be mapped but "
1079 "not realized, which isn't allowed",
1080 _clutter_actor_get_debug_name (self));
1082 /* realization is allowed to fail (though I don't know what
1083 * an app is supposed to do about that - shouldn't it just
1084 * be a g_error? anyway, we have to avoid mapping if this
1087 if (CLUTTER_ACTOR_IS_REALIZED (self))
1088 clutter_actor_set_mapped (self, TRUE);
1092 #ifdef CLUTTER_ENABLE_DEBUG
1093 /* check all invariants were kept */
1094 clutter_actor_verify_map_state (self);
1099 clutter_actor_real_map (ClutterActor *self)
1101 ClutterActorPrivate *priv = self->priv;
1102 ClutterActor *stage, *iter;
1104 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1106 CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1107 _clutter_actor_get_debug_name (self));
1109 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1111 stage = _clutter_actor_get_stage_internal (self);
1112 priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1114 CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1116 _clutter_actor_get_debug_name (self));
1118 /* notify on parent mapped before potentially mapping
1119 * children, so apps see a top-down notification.
1121 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1123 for (iter = self->priv->first_child;
1125 iter = iter->priv->next_sibling)
1127 clutter_actor_map (iter);
1132 * clutter_actor_map:
1133 * @self: A #ClutterActor
1135 * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
1136 * and realizes its children if they are visible. Does nothing if the
1137 * actor is not visible.
1139 * Calling this function is strongly disencouraged: the default
1140 * implementation of #ClutterActorClass.map() will map all the children
1141 * of an actor when mapping its parent.
1143 * When overriding map, it is mandatory to chain up to the parent
1149 clutter_actor_map (ClutterActor *self)
1151 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1153 if (CLUTTER_ACTOR_IS_MAPPED (self))
1156 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1159 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1163 clutter_actor_real_unmap (ClutterActor *self)
1165 ClutterActorPrivate *priv = self->priv;
1168 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1170 CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1171 _clutter_actor_get_debug_name (self));
1173 for (iter = self->priv->first_child;
1175 iter = iter->priv->next_sibling)
1177 clutter_actor_unmap (iter);
1180 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1182 /* clear the contents of the last paint volume, so that hiding + moving +
1183 * showing will not result in the wrong area being repainted
1185 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1186 priv->last_paint_volume_valid = TRUE;
1188 /* notify on parent mapped after potentially unmapping
1189 * children, so apps see a bottom-up notification.
1191 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1193 /* relinquish keyboard focus if we were unmapped while owning it */
1194 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1196 ClutterStage *stage;
1198 stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1201 _clutter_stage_release_pick_id (stage, priv->pick_id);
1205 if (stage != NULL &&
1206 clutter_stage_get_key_focus (stage) == self)
1208 clutter_stage_set_key_focus (stage, NULL);
1214 * clutter_actor_unmap:
1215 * @self: A #ClutterActor
1217 * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1218 * unmaps its children if they were mapped.
1220 * Calling this function is not encouraged: the default #ClutterActor
1221 * implementation of #ClutterActorClass.unmap() will also unmap any
1222 * eventual children by default when their parent is unmapped.
1224 * When overriding #ClutterActorClass.unmap(), it is mandatory to
1225 * chain up to the parent implementation.
1227 * <note>It is important to note that the implementation of the
1228 * #ClutterActorClass.unmap() virtual function may be called after
1229 * the #ClutterActorClass.destroy() or the #GObjectClass.dispose()
1230 * implementation, but it is guaranteed to be called before the
1231 * #GObjectClass.finalize() implementation.</note>
1236 clutter_actor_unmap (ClutterActor *self)
1238 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1240 if (!CLUTTER_ACTOR_IS_MAPPED (self))
1243 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1247 clutter_actor_real_show (ClutterActor *self)
1249 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1251 ClutterActorPrivate *priv = self->priv;
1253 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1255 /* we notify on the "visible" flag in the clutter_actor_show()
1256 * wrapper so the entire show signal emission completes first
1259 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1261 /* we queue a relayout unless the actor is inside a
1262 * container that explicitly told us not to
1264 if (priv->parent != NULL &&
1265 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1267 /* While an actor is hidden the parent may not have
1268 * allocated/requested so we need to start from scratch
1269 * and avoid the short-circuiting in
1270 * clutter_actor_queue_relayout().
1272 priv->needs_width_request = FALSE;
1273 priv->needs_height_request = FALSE;
1274 priv->needs_allocation = FALSE;
1275 clutter_actor_queue_relayout (self);
1281 set_show_on_set_parent (ClutterActor *self,
1284 ClutterActorPrivate *priv = self->priv;
1286 set_show = !!set_show;
1288 if (priv->show_on_set_parent == set_show)
1291 if (priv->parent == NULL)
1293 priv->show_on_set_parent = set_show;
1294 g_object_notify_by_pspec (G_OBJECT (self),
1295 obj_props[PROP_SHOW_ON_SET_PARENT]);
1300 * clutter_actor_show:
1301 * @self: A #ClutterActor
1303 * Flags an actor to be displayed. An actor that isn't shown will not
1304 * be rendered on the stage.
1306 * Actors are visible by default.
1308 * If this function is called on an actor without a parent, the
1309 * #ClutterActor:show-on-set-parent will be set to %TRUE as a side
1313 clutter_actor_show (ClutterActor *self)
1315 ClutterActorPrivate *priv;
1317 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1319 /* simple optimization */
1320 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1322 /* we still need to set the :show-on-set-parent property, in
1323 * case show() is called on an unparented actor
1325 set_show_on_set_parent (self, TRUE);
1329 #ifdef CLUTTER_ENABLE_DEBUG
1330 clutter_actor_verify_map_state (self);
1335 g_object_freeze_notify (G_OBJECT (self));
1337 set_show_on_set_parent (self, TRUE);
1339 g_signal_emit (self, actor_signals[SHOW], 0);
1340 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1342 if (priv->parent != NULL)
1343 clutter_actor_queue_redraw (priv->parent);
1345 g_object_thaw_notify (G_OBJECT (self));
1349 * clutter_actor_show_all:
1350 * @self: a #ClutterActor
1352 * Calls clutter_actor_show() on all children of an actor (if any).
1356 * Deprecated: 1.10: Actors are visible by default
1359 clutter_actor_show_all (ClutterActor *self)
1361 ClutterActorClass *klass;
1363 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1365 klass = CLUTTER_ACTOR_GET_CLASS (self);
1366 if (klass->show_all)
1367 klass->show_all (self);
1371 clutter_actor_real_hide (ClutterActor *self)
1373 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1375 ClutterActorPrivate *priv = self->priv;
1377 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1379 /* we notify on the "visible" flag in the clutter_actor_hide()
1380 * wrapper so the entire hide signal emission completes first
1383 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1385 /* we queue a relayout unless the actor is inside a
1386 * container that explicitly told us not to
1388 if (priv->parent != NULL &&
1389 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1390 clutter_actor_queue_relayout (priv->parent);
1395 * clutter_actor_hide:
1396 * @self: A #ClutterActor
1398 * Flags an actor to be hidden. A hidden actor will not be
1399 * rendered on the stage.
1401 * Actors are visible by default.
1403 * If this function is called on an actor without a parent, the
1404 * #ClutterActor:show-on-set-parent property will be set to %FALSE
1408 clutter_actor_hide (ClutterActor *self)
1410 ClutterActorPrivate *priv;
1412 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1414 /* simple optimization */
1415 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1417 /* we still need to set the :show-on-set-parent property, in
1418 * case hide() is called on an unparented actor
1420 set_show_on_set_parent (self, FALSE);
1424 #ifdef CLUTTER_ENABLE_DEBUG
1425 clutter_actor_verify_map_state (self);
1430 g_object_freeze_notify (G_OBJECT (self));
1432 set_show_on_set_parent (self, FALSE);
1434 g_signal_emit (self, actor_signals[HIDE], 0);
1435 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1437 if (priv->parent != NULL)
1438 clutter_actor_queue_redraw (priv->parent);
1440 g_object_thaw_notify (G_OBJECT (self));
1444 * clutter_actor_hide_all:
1445 * @self: a #ClutterActor
1447 * Calls clutter_actor_hide() on all child actors (if any).
1451 * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1452 * prevent its children from being painted as well.
1455 clutter_actor_hide_all (ClutterActor *self)
1457 ClutterActorClass *klass;
1459 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1461 klass = CLUTTER_ACTOR_GET_CLASS (self);
1462 if (klass->hide_all)
1463 klass->hide_all (self);
1467 * clutter_actor_realize:
1468 * @self: A #ClutterActor
1470 * Realization informs the actor that it is attached to a stage. It
1471 * can use this to allocate resources if it wanted to delay allocation
1472 * until it would be rendered. However it is perfectly acceptable for
1473 * an actor to create resources before being realized because Clutter
1474 * only ever has a single rendering context so that actor is free to
1475 * be moved from one stage to another.
1477 * This function does nothing if the actor is already realized.
1479 * Because a realized actor must have realized parent actors, calling
1480 * clutter_actor_realize() will also realize all parents of the actor.
1482 * This function does not realize child actors, except in the special
1483 * case that realizing the stage, when the stage is visible, will
1484 * suddenly map (and thus realize) the children of the stage.
1487 clutter_actor_realize (ClutterActor *self)
1489 ClutterActorPrivate *priv;
1491 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1495 #ifdef CLUTTER_ENABLE_DEBUG
1496 clutter_actor_verify_map_state (self);
1499 if (CLUTTER_ACTOR_IS_REALIZED (self))
1502 /* To be realized, our parent actors must be realized first.
1503 * This will only succeed if we're inside a toplevel.
1505 if (priv->parent != NULL)
1506 clutter_actor_realize (priv->parent);
1508 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1510 /* toplevels can be realized at any time */
1514 /* "Fail" the realization if parent is missing or unrealized;
1515 * this should really be a g_warning() not some kind of runtime
1516 * failure; how can an app possibly recover? Instead it's a bug
1517 * in the app and the app should get an explanatory warning so
1518 * someone can fix it. But for now it's too hard to fix this
1519 * because e.g. ClutterTexture needs reworking.
1521 if (priv->parent == NULL ||
1522 !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1526 CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1528 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1529 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1531 g_signal_emit (self, actor_signals[REALIZE], 0);
1533 /* Stage actor is allowed to unset the realized flag again in its
1534 * default signal handler, though that is a pathological situation.
1537 /* If realization "failed" we'll have to update child state. */
1538 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1542 clutter_actor_real_unrealize (ClutterActor *self)
1544 /* we must be unmapped (implying our children are also unmapped) */
1545 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1549 * clutter_actor_unrealize:
1550 * @self: A #ClutterActor
1552 * Unrealization informs the actor that it may be being destroyed or
1553 * moved to another stage. The actor may want to destroy any
1554 * underlying graphics resources at this point. However it is
1555 * perfectly acceptable for it to retain the resources until the actor
1556 * is destroyed because Clutter only ever uses a single rendering
1557 * context and all of the graphics resources are valid on any stage.
1559 * Because mapped actors must be realized, actors may not be
1560 * unrealized if they are mapped. This function hides the actor to be
1561 * sure it isn't mapped, an application-visible side effect that you
1562 * may not be expecting.
1564 * This function should not be called by application code.
1567 clutter_actor_unrealize (ClutterActor *self)
1569 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1570 g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1572 /* This function should not really be in the public API, because
1573 * there isn't a good reason to call it. ClutterActor will already
1574 * unrealize things for you when it's important to do so.
1576 * If you were using clutter_actor_unrealize() in a dispose
1577 * implementation, then don't, just chain up to ClutterActor's
1580 * If you were using clutter_actor_unrealize() to implement
1581 * unrealizing children of your container, then don't, ClutterActor
1582 * will already take care of that.
1584 * If you were using clutter_actor_unrealize() to re-realize to
1585 * create your resources in a different way, then use
1586 * _clutter_actor_rerealize() (inside Clutter) or just call your
1587 * code that recreates your resources directly (outside Clutter).
1590 #ifdef CLUTTER_ENABLE_DEBUG
1591 clutter_actor_verify_map_state (self);
1594 clutter_actor_hide (self);
1596 clutter_actor_unrealize_not_hiding (self);
1599 static ClutterActorTraverseVisitFlags
1600 unrealize_actor_before_children_cb (ClutterActor *self,
1604 /* If an actor is already unrealized we know its children have also
1605 * already been unrealized... */
1606 if (!CLUTTER_ACTOR_IS_REALIZED (self))
1607 return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN;
1609 g_signal_emit (self, actor_signals[UNREALIZE], 0);
1611 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1614 static ClutterActorTraverseVisitFlags
1615 unrealize_actor_after_children_cb (ClutterActor *self,
1619 /* We want to unset the realized flag only _after_
1620 * child actors are unrealized, to maintain invariants.
1622 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1623 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1624 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1628 * clutter_actor_unrealize_not_hiding:
1629 * @self: A #ClutterActor
1631 * Unrealization informs the actor that it may be being destroyed or
1632 * moved to another stage. The actor may want to destroy any
1633 * underlying graphics resources at this point. However it is
1634 * perfectly acceptable for it to retain the resources until the actor
1635 * is destroyed because Clutter only ever uses a single rendering
1636 * context and all of the graphics resources are valid on any stage.
1638 * Because mapped actors must be realized, actors may not be
1639 * unrealized if they are mapped. You must hide the actor or one of
1640 * its parents before attempting to unrealize.
1642 * This function is separate from clutter_actor_unrealize() because it
1643 * does not automatically hide the actor.
1644 * Actors need not be hidden to be unrealized, they just need to
1645 * be unmapped. In fact we don't want to mess up the application's
1646 * setting of the "visible" flag, so hiding is very undesirable.
1648 * clutter_actor_unrealize() does a clutter_actor_hide() just for
1649 * backward compatibility.
1652 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1654 _clutter_actor_traverse (self,
1655 CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1656 unrealize_actor_before_children_cb,
1657 unrealize_actor_after_children_cb,
1662 * _clutter_actor_rerealize:
1663 * @self: A #ClutterActor
1664 * @callback: Function to call while unrealized
1665 * @data: data for callback
1667 * If an actor is already unrealized, this just calls the callback.
1669 * If it is realized, it unrealizes temporarily, calls the callback,
1670 * and then re-realizes the actor.
1672 * As a side effect, leaves all children of the actor unrealized if
1673 * the actor was realized but not showing. This is because when we
1674 * unrealize the actor temporarily we must unrealize its children
1675 * (e.g. children of a stage can't be realized if stage window is
1676 * gone). And we aren't clever enough to save the realization state of
1677 * all children. In most cases this should not matter, because
1678 * the children will automatically realize when they next become mapped.
1681 _clutter_actor_rerealize (ClutterActor *self,
1682 ClutterCallback callback,
1685 gboolean was_mapped;
1686 gboolean was_showing;
1687 gboolean was_realized;
1689 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1691 #ifdef CLUTTER_ENABLE_DEBUG
1692 clutter_actor_verify_map_state (self);
1695 was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1696 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1697 was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1699 /* Must be unmapped to unrealize. Note we only have to hide this
1700 * actor if it was mapped (if all parents were showing). If actor
1701 * is merely visible (but not mapped), then that's fine, we can
1705 clutter_actor_hide (self);
1707 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1709 /* unrealize self and all children */
1710 clutter_actor_unrealize_not_hiding (self);
1712 if (callback != NULL)
1714 (* callback) (self, data);
1718 clutter_actor_show (self); /* will realize only if mapping implies it */
1719 else if (was_realized)
1720 clutter_actor_realize (self); /* realize self and all parents */
1724 clutter_actor_real_pick (ClutterActor *self,
1725 const ClutterColor *color)
1727 /* the default implementation is just to paint a rectangle
1728 * with the same size of the actor using the passed color
1730 if (clutter_actor_should_pick_paint (self))
1732 ClutterActorBox box = { 0, };
1733 float width, height;
1735 clutter_actor_get_allocation_box (self, &box);
1737 width = box.x2 - box.x1;
1738 height = box.y2 - box.y1;
1740 cogl_set_source_color4ub (color->red,
1745 cogl_rectangle (0, 0, width, height);
1748 /* XXX - this thoroughly sucks, but we need to maintain compatibility
1749 * with existing container classes that override the pick() virtual
1750 * and chain up to the default implementation - otherwise we'll end up
1751 * painting our children twice.
1753 * this has to go away for 2.0; hopefully along the pick() itself.
1755 if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
1759 for (iter = self->priv->first_child;
1761 iter = iter->priv->next_sibling)
1762 clutter_actor_paint (iter);
1767 * clutter_actor_should_pick_paint:
1768 * @self: A #ClutterActor
1770 * Should be called inside the implementation of the
1771 * #ClutterActor::pick virtual function in order to check whether
1772 * the actor should paint itself in pick mode or not.
1774 * This function should never be called directly by applications.
1776 * Return value: %TRUE if the actor should paint its silhouette,
1780 clutter_actor_should_pick_paint (ClutterActor *self)
1782 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
1784 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1785 (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
1786 CLUTTER_ACTOR_IS_REACTIVE (self)))
1793 clutter_actor_real_get_preferred_width (ClutterActor *self,
1795 gfloat *min_width_p,
1796 gfloat *natural_width_p)
1798 ClutterActorPrivate *priv = self->priv;
1800 if (priv->n_children != 0 &&
1801 priv->layout_manager != NULL)
1803 ClutterContainer *container = CLUTTER_CONTAINER (self);
1805 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1806 "for the preferred width",
1807 G_OBJECT_TYPE_NAME (priv->layout_manager),
1808 priv->layout_manager);
1810 clutter_layout_manager_get_preferred_width (priv->layout_manager,
1819 /* Default implementation is always 0x0, usually an actor
1820 * using this default is relying on someone to set the
1823 CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
1828 if (natural_width_p)
1829 *natural_width_p = 0;
1833 clutter_actor_real_get_preferred_height (ClutterActor *self,
1835 gfloat *min_height_p,
1836 gfloat *natural_height_p)
1838 ClutterActorPrivate *priv = self->priv;
1840 if (priv->n_children != 0 &&
1841 priv->layout_manager != NULL)
1843 ClutterContainer *container = CLUTTER_CONTAINER (self);
1845 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1846 "for the preferred height",
1847 G_OBJECT_TYPE_NAME (priv->layout_manager),
1848 priv->layout_manager);
1850 clutter_layout_manager_get_preferred_height (priv->layout_manager,
1858 /* Default implementation is always 0x0, usually an actor
1859 * using this default is relying on someone to set the
1862 CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
1867 if (natural_height_p)
1868 *natural_height_p = 0;
1872 clutter_actor_store_old_geometry (ClutterActor *self,
1873 ClutterActorBox *box)
1875 *box = self->priv->allocation;
1879 clutter_actor_notify_if_geometry_changed (ClutterActor *self,
1880 const ClutterActorBox *old)
1882 ClutterActorPrivate *priv = self->priv;
1883 GObject *obj = G_OBJECT (self);
1885 g_object_freeze_notify (obj);
1887 /* to avoid excessive requisition or allocation cycles we
1888 * use the cached values.
1890 * - if we don't have an allocation we assume that we need
1892 * - if we don't have a width or a height request we notify
1894 * - if we have a valid allocation then we check the old
1895 * bounding box with the current allocation and we notify
1898 if (priv->needs_allocation)
1900 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1901 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1902 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1903 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1905 else if (priv->needs_width_request || priv->needs_height_request)
1907 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1908 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1913 gfloat widthu, heightu;
1915 xu = priv->allocation.x1;
1916 yu = priv->allocation.y1;
1917 widthu = priv->allocation.x2 - priv->allocation.x1;
1918 heightu = priv->allocation.y2 - priv->allocation.y1;
1921 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1924 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1926 if (widthu != (old->x2 - old->x1))
1927 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1929 if (heightu != (old->y2 - old->y1))
1930 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1933 g_object_thaw_notify (obj);
1937 * clutter_actor_set_allocation_internal:
1938 * @self: a #ClutterActor
1939 * @box: a #ClutterActorBox
1940 * @flags: allocation flags
1942 * Stores the allocation of @self.
1944 * This function only performs basic storage and property notification.
1946 * This function should be called by clutter_actor_set_allocation()
1947 * and by the default implementation of #ClutterActorClass.allocate().
1949 * Return value: %TRUE if the allocation of the #ClutterActor has been
1950 * changed, and %FALSE otherwise
1952 static inline gboolean
1953 clutter_actor_set_allocation_internal (ClutterActor *self,
1954 const ClutterActorBox *box,
1955 ClutterAllocationFlags flags)
1957 ClutterActorPrivate *priv = self->priv;
1959 gboolean x1_changed, y1_changed, x2_changed, y2_changed;
1960 gboolean flags_changed;
1962 ClutterActorBox old_alloc = { 0, };
1964 obj = G_OBJECT (self);
1966 g_object_freeze_notify (obj);
1968 clutter_actor_store_old_geometry (self, &old_alloc);
1970 x1_changed = priv->allocation.x1 != box->x1;
1971 y1_changed = priv->allocation.y1 != box->y1;
1972 x2_changed = priv->allocation.x2 != box->x2;
1973 y2_changed = priv->allocation.y2 != box->y2;
1975 flags_changed = priv->allocation_flags != flags;
1977 priv->allocation = *box;
1978 priv->allocation_flags = flags;
1980 /* allocation is authoritative */
1981 priv->needs_width_request = FALSE;
1982 priv->needs_height_request = FALSE;
1983 priv->needs_allocation = FALSE;
1985 if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed)
1987 CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
1988 _clutter_actor_get_debug_name (self));
1990 priv->transform_valid = FALSE;
1992 g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
1999 clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2001 g_object_thaw_notify (obj);
2006 static void clutter_actor_real_allocate (ClutterActor *self,
2007 const ClutterActorBox *box,
2008 ClutterAllocationFlags flags);
2011 clutter_actor_maybe_layout_children (ClutterActor *self,
2012 const ClutterActorBox *allocation,
2013 ClutterAllocationFlags flags)
2015 ClutterActorPrivate *priv = self->priv;
2017 /* this is going to be a bit hard to follow, so let's put an explanation
2020 * we want ClutterActor to have a default layout manager if the actor was
2021 * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2023 * we also want any subclass of ClutterActor that does not override the
2024 * ::allocate() virtual function to delegate to a layout manager.
2026 * finally, we want to allow people subclassing ClutterActor and overriding
2027 * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2029 * on the other hand, we want existing actor subclasses overriding the
2030 * ::allocate() virtual function and chaining up to the parent's
2031 * implementation to continue working without allocating their children
2032 * twice, or without entering an allocation loop.
2034 * for the first two points, we check if the class of the actor is
2035 * overridding the ::allocate() virtual function; if it isn't, then we
2036 * follow through with checking whether we have children and a layout
2037 * manager, and eventually calling clutter_layout_manager_allocate().
2039 * for the third point, we check the CLUTTER_DELEGATE_LAYOUT flag in the
2040 * allocation flags that we got passed, and if it is present, we continue
2041 * with the check above.
2043 * if neither of these two checks yields a positive result, we just
2044 * assume that the ::allocate() virtual function that resulted in this
2045 * function being called will also allocate the children of the actor.
2048 if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2051 if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2057 if (priv->n_children != 0 &&
2058 priv->layout_manager != NULL)
2060 ClutterContainer *container = CLUTTER_CONTAINER (self);
2061 ClutterAllocationFlags children_flags;
2062 ClutterActorBox children_box;
2064 /* normalize the box passed to the layout manager */
2065 children_box.x1 = children_box.y1 = 0.f;
2066 children_box.x2 = (allocation->x2 - allocation->x1);
2067 children_box.y2 = (allocation->y2 - allocation->y1);
2069 /* remove the DELEGATE_LAYOUT flag; this won't be passed to
2070 * the actor's children, since it refers only to the current
2071 * actor's allocation.
2073 children_flags = flags;
2074 children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2076 CLUTTER_NOTE (LAYOUT,
2077 "Allocating %d children of %s "
2078 "at { %.2f, %.2f - %.2f x %.2f } "
2081 _clutter_actor_get_debug_name (self),
2084 (allocation->x2 - allocation->x1),
2085 (allocation->y2 - allocation->y1),
2086 G_OBJECT_TYPE_NAME (priv->layout_manager));
2088 clutter_layout_manager_allocate (priv->layout_manager,
2096 clutter_actor_real_allocate (ClutterActor *self,
2097 const ClutterActorBox *box,
2098 ClutterAllocationFlags flags)
2100 ClutterActorPrivate *priv = self->priv;
2103 g_object_freeze_notify (G_OBJECT (self));
2105 changed = clutter_actor_set_allocation_internal (self, box, flags);
2107 /* we allocate our children before we notify changes in our geometry,
2108 * so that people connecting to properties will be able to get valid
2109 * data out of the sub-tree of the scene graph that has this actor at
2112 clutter_actor_maybe_layout_children (self, box, flags);
2115 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2117 priv->allocation_flags);
2119 g_object_thaw_notify (G_OBJECT (self));
2123 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2124 ClutterActor *origin)
2126 /* no point in queuing a redraw on a destroyed actor */
2127 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2130 /* NB: We can't bail out early here if the actor is hidden in case
2131 * the actor bas been cloned. In this case the clone will need to
2132 * receive the signal so it can queue its own redraw.
2135 /* calls klass->queue_redraw in default handler */
2136 g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2140 clutter_actor_real_queue_redraw (ClutterActor *self,
2141 ClutterActor *origin)
2143 ClutterActor *parent;
2145 CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
2146 _clutter_actor_get_debug_name (self),
2147 origin != NULL ? _clutter_actor_get_debug_name (origin)
2150 /* no point in queuing a redraw on a destroyed actor */
2151 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2154 /* If the queue redraw is coming from a child then the actor has
2155 become dirty and any queued effect is no longer valid */
2158 self->priv->is_dirty = TRUE;
2159 self->priv->effect_to_redraw = NULL;
2162 /* If the actor isn't visible, we still had to emit the signal
2163 * to allow for a ClutterClone, but the appearance of the parent
2164 * won't change so we don't have to propagate up the hierarchy.
2166 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2169 /* Although we could determine here that a full stage redraw
2170 * has already been queued and immediately bail out, we actually
2171 * guarantee that we will propagate a queue-redraw signal to our
2172 * parent at least once so that it's possible to implement a
2173 * container that tracks which of its children have queued a
2176 if (self->priv->propagated_one_redraw)
2178 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2179 if (stage != NULL &&
2180 _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2184 self->priv->propagated_one_redraw = TRUE;
2186 /* notify parents, if they are all visible eventually we'll
2187 * queue redraw on the stage, which queues the redraw idle.
2189 parent = clutter_actor_get_parent (self);
2192 /* this will go up recursively */
2193 _clutter_actor_signal_queue_redraw (parent, origin);
2198 clutter_actor_real_queue_relayout (ClutterActor *self)
2200 ClutterActorPrivate *priv = self->priv;
2202 /* no point in queueing a redraw on a destroyed actor */
2203 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2206 priv->needs_width_request = TRUE;
2207 priv->needs_height_request = TRUE;
2208 priv->needs_allocation = TRUE;
2210 /* reset the cached size requests */
2211 memset (priv->width_requests, 0,
2212 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2213 memset (priv->height_requests, 0,
2214 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2216 /* We need to go all the way up the hierarchy */
2217 if (priv->parent != NULL)
2218 _clutter_actor_queue_only_relayout (priv->parent);
2222 * clutter_actor_apply_relative_transform_to_point:
2223 * @self: A #ClutterActor
2224 * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
2225 * default #ClutterStage
2226 * @point: A point as #ClutterVertex
2227 * @vertex: (out caller-allocates): The translated #ClutterVertex
2229 * Transforms @point in coordinates relative to the actor into
2230 * ancestor-relative coordinates using the relevant transform
2231 * stack (i.e. scale, rotation, etc).
2233 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2234 * this case, the coordinates returned will be the coordinates on
2235 * the stage before the projection is applied. This is different from
2236 * the behaviour of clutter_actor_apply_transform_to_point().
2241 clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
2242 ClutterActor *ancestor,
2243 const ClutterVertex *point,
2244 ClutterVertex *vertex)
2249 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2250 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2251 g_return_if_fail (point != NULL);
2252 g_return_if_fail (vertex != NULL);
2257 if (ancestor == NULL)
2258 ancestor = _clutter_actor_get_stage_internal (self);
2260 if (ancestor == NULL)
2266 _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2267 cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2271 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2272 const ClutterVertex *vertices_in,
2273 ClutterVertex *vertices_out,
2276 ClutterActor *stage;
2277 CoglMatrix modelview;
2278 CoglMatrix projection;
2281 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2283 stage = _clutter_actor_get_stage_internal (self);
2285 /* We really can't do anything meaningful in this case so don't try
2286 * to do any transform */
2290 /* Note: we pass NULL as the ancestor because we don't just want the modelview
2291 * that gets us to stage coordinates, we want to go all the way to eye
2293 _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2295 /* Fetch the projection and viewport */
2296 _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2297 _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2303 _clutter_util_fully_transform_vertices (&modelview,
2314 * clutter_actor_apply_transform_to_point:
2315 * @self: A #ClutterActor
2316 * @point: A point as #ClutterVertex
2317 * @vertex: (out caller-allocates): The translated #ClutterVertex
2319 * Transforms @point in coordinates relative to the actor
2320 * into screen-relative coordinates with the current actor
2321 * transformation (i.e. scale, rotation, etc)
2326 clutter_actor_apply_transform_to_point (ClutterActor *self,
2327 const ClutterVertex *point,
2328 ClutterVertex *vertex)
2330 g_return_if_fail (point != NULL);
2331 g_return_if_fail (vertex != NULL);
2332 _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2336 * _clutter_actor_get_relative_transformation_matrix:
2337 * @self: The actor whose coordinate space you want to transform from.
2338 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2339 * or %NULL if you want to transform all the way to eye coordinates.
2340 * @matrix: A #CoglMatrix to store the transformation
2342 * This gets a transformation @matrix that will transform coordinates from the
2343 * coordinate space of @self into the coordinate space of @ancestor.
2345 * For example if you need a matrix that can transform the local actor
2346 * coordinates of @self into stage coordinates you would pass the actor's stage
2347 * pointer as the @ancestor.
2349 * If you pass %NULL then the transformation will take you all the way through
2350 * to eye coordinates. This can be useful if you want to extract the entire
2351 * modelview transform that Clutter applies before applying the projection
2352 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2353 * using cogl_set_modelview_matrix() for example then you would want a matrix
2354 * that transforms into eye coordinates.
2356 * <note><para>This function explicitly initializes the given @matrix. If you just
2357 * want clutter to multiply a relative transformation with an existing matrix
2358 * you can use clutter_actor_apply_relative_transformation_matrix()
2359 * instead.</para></note>
2362 /* XXX: We should consider caching the stage relative modelview along with
2363 * the actor itself */
2365 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2366 ClutterActor *ancestor,
2369 cogl_matrix_init_identity (matrix);
2371 _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2374 /* Project the given @box into stage window coordinates, writing the
2375 * transformed vertices to @verts[]. */
2377 _clutter_actor_transform_and_project_box (ClutterActor *self,
2378 const ClutterActorBox *box,
2379 ClutterVertex verts[])
2381 ClutterVertex box_vertices[4];
2383 box_vertices[0].x = box->x1;
2384 box_vertices[0].y = box->y1;
2385 box_vertices[0].z = 0;
2386 box_vertices[1].x = box->x2;
2387 box_vertices[1].y = box->y1;
2388 box_vertices[1].z = 0;
2389 box_vertices[2].x = box->x1;
2390 box_vertices[2].y = box->y2;
2391 box_vertices[2].z = 0;
2392 box_vertices[3].x = box->x2;
2393 box_vertices[3].y = box->y2;
2394 box_vertices[3].z = 0;
2397 _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2401 * clutter_actor_get_allocation_vertices:
2402 * @self: A #ClutterActor
2403 * @ancestor: (allow-none): A #ClutterActor to calculate the vertices
2404 * against, or %NULL to use the #ClutterStage
2405 * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return
2406 * location for an array of 4 #ClutterVertex in which to store the result
2408 * Calculates the transformed coordinates of the four corners of the
2409 * actor in the plane of @ancestor. The returned vertices relate to
2410 * the #ClutterActorBox coordinates as follows:
2412 * <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
2413 * <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
2414 * <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
2415 * <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
2418 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2419 * this case, the coordinates returned will be the coordinates on
2420 * the stage before the projection is applied. This is different from
2421 * the behaviour of clutter_actor_get_abs_allocation_vertices().
2426 clutter_actor_get_allocation_vertices (ClutterActor *self,
2427 ClutterActor *ancestor,
2428 ClutterVertex verts[])
2430 ClutterActorPrivate *priv;
2431 ClutterActorBox box;
2432 ClutterVertex vertices[4];
2433 CoglMatrix modelview;
2435 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2436 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2438 if (ancestor == NULL)
2439 ancestor = _clutter_actor_get_stage_internal (self);
2441 /* Fallback to a NOP transform if the actor isn't parented under a
2443 if (ancestor == NULL)
2448 /* if the actor needs to be allocated we force a relayout, so that
2449 * we will have valid values to use in the transformations */
2450 if (priv->needs_allocation)
2452 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2454 _clutter_stage_maybe_relayout (stage);
2457 box.x1 = box.y1 = 0;
2458 /* The result isn't really meaningful in this case but at
2459 * least try to do something *vaguely* reasonable... */
2460 clutter_actor_get_size (self, &box.x2, &box.y2);
2464 clutter_actor_get_allocation_box (self, &box);
2466 vertices[0].x = box.x1;
2467 vertices[0].y = box.y1;
2469 vertices[1].x = box.x2;
2470 vertices[1].y = box.y1;
2472 vertices[2].x = box.x1;
2473 vertices[2].y = box.y2;
2475 vertices[3].x = box.x2;
2476 vertices[3].y = box.y2;
2479 _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2482 cogl_matrix_transform_points (&modelview,
2484 sizeof (ClutterVertex),
2486 sizeof (ClutterVertex),
2492 * clutter_actor_get_abs_allocation_vertices:
2493 * @self: A #ClutterActor
2494 * @verts: (out) (array fixed-size=4): Pointer to a location of an array
2495 * of 4 #ClutterVertex where to store the result.
2497 * Calculates the transformed screen coordinates of the four corners of
2498 * the actor; the returned vertices relate to the #ClutterActorBox
2499 * coordinates as follows:
2501 * <listitem><para>v[0] contains (x1, y1)</para></listitem>
2502 * <listitem><para>v[1] contains (x2, y1)</para></listitem>
2503 * <listitem><para>v[2] contains (x1, y2)</para></listitem>
2504 * <listitem><para>v[3] contains (x2, y2)</para></listitem>
2510 clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
2511 ClutterVertex verts[])
2513 ClutterActorPrivate *priv;
2514 ClutterActorBox actor_space_allocation;
2516 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2520 /* if the actor needs to be allocated we force a relayout, so that
2521 * the actor allocation box will be valid for
2522 * _clutter_actor_transform_and_project_box()
2524 if (priv->needs_allocation)
2526 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2527 /* There's nothing meaningful we can do now */
2531 _clutter_stage_maybe_relayout (stage);
2534 /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's
2535 * own coordinate space... */
2536 actor_space_allocation.x1 = 0;
2537 actor_space_allocation.y1 = 0;
2538 actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1;
2539 actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1;
2540 _clutter_actor_transform_and_project_box (self,
2541 &actor_space_allocation,
2546 clutter_actor_real_apply_transform (ClutterActor *self,
2549 ClutterActorPrivate *priv = self->priv;
2551 if (!priv->transform_valid)
2553 CoglMatrix *transform = &priv->transform;
2554 const ClutterTransformInfo *info;
2556 info = _clutter_actor_get_transform_info_or_defaults (self);
2558 cogl_matrix_init_identity (transform);
2560 cogl_matrix_translate (transform,
2561 priv->allocation.x1,
2562 priv->allocation.y1,
2566 cogl_matrix_translate (transform, 0, 0, priv->z);
2569 * because the rotation involves translations, we must scale
2570 * before applying the rotations (if we apply the scale after
2571 * the rotations, the translations included in the rotation are
2572 * not scaled and so the entire object will move on the screen
2573 * as a result of rotating it).
2575 if (info->scale_x != 1.0 || info->scale_y != 1.0)
2577 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2578 &info->scale_center,
2579 cogl_matrix_scale (transform,
2586 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2588 cogl_matrix_rotate (transform,
2593 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2595 cogl_matrix_rotate (transform,
2600 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2602 cogl_matrix_rotate (transform,
2606 if (!clutter_anchor_coord_is_zero (&info->anchor))
2610 clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2611 cogl_matrix_translate (transform, -x, -y, -z);
2614 priv->transform_valid = TRUE;
2617 cogl_matrix_multiply (matrix, matrix, &priv->transform);
2620 /* Applies the transforms associated with this actor to the given
2623 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2626 CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2630 * clutter_actor_apply_relative_transformation_matrix:
2631 * @self: The actor whose coordinate space you want to transform from.
2632 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2633 * or %NULL if you want to transform all the way to eye coordinates.
2634 * @matrix: A #CoglMatrix to apply the transformation too.
2636 * This multiplies a transform with @matrix that will transform coordinates
2637 * from the coordinate space of @self into the coordinate space of @ancestor.
2639 * For example if you need a matrix that can transform the local actor
2640 * coordinates of @self into stage coordinates you would pass the actor's stage
2641 * pointer as the @ancestor.
2643 * If you pass %NULL then the transformation will take you all the way through
2644 * to eye coordinates. This can be useful if you want to extract the entire
2645 * modelview transform that Clutter applies before applying the projection
2646 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2647 * using cogl_set_modelview_matrix() for example then you would want a matrix
2648 * that transforms into eye coordinates.
2650 * <note>This function doesn't initialize the given @matrix, it simply
2651 * multiplies the requested transformation matrix with the existing contents of
2652 * @matrix. You can use cogl_matrix_init_identity() to initialize the @matrix
2653 * before calling this function, or you can use
2654 * clutter_actor_get_relative_transformation_matrix() instead.</note>
2657 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2658 ClutterActor *ancestor,
2661 ClutterActor *parent;
2663 /* Note we terminate before ever calling stage->apply_transform()
2664 * since that would conceptually be relative to the underlying
2665 * window OpenGL coordinates so we'd need a special @ancestor
2666 * value to represent the fake parent of the stage. */
2667 if (self == ancestor)
2670 parent = clutter_actor_get_parent (self);
2673 _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2676 _clutter_actor_apply_modelview_transform (self, matrix);
2680 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2681 ClutterPaintVolume *pv,
2683 const CoglColor *color)
2685 static CoglPipeline *outline = NULL;
2686 CoglPrimitive *prim;
2687 ClutterVertex line_ends[12 * 2];
2690 clutter_backend_get_cogl_context (clutter_get_default_backend ());
2691 /* XXX: at some point we'll query this from the stage but we can't
2692 * do that until the osx backend uses Cogl natively. */
2693 CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
2695 if (outline == NULL)
2696 outline = cogl_pipeline_new ();
2698 _clutter_paint_volume_complete (pv);
2700 n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2703 line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2704 line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2705 line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2706 line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2711 line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2712 line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2713 line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2714 line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2716 /* Lines connecting front face to back face */
2717 line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2718 line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2719 line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
2720 line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
2723 prim = cogl_primitive_new_p3 (ctx, COGL_VERTICES_MODE_LINES, n_vertices,
2724 (CoglVertexP3 *)line_ends);
2726 cogl_pipeline_set_color (outline, color);
2727 cogl_framebuffer_draw_primitive (fb, outline, prim);
2728 cogl_object_unref (prim);
2732 PangoLayout *layout;
2733 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2734 pango_layout_set_text (layout, label, -1);
2735 cogl_pango_render_layout (layout,
2740 g_object_unref (layout);
2745 _clutter_actor_draw_paint_volume (ClutterActor *self)
2747 ClutterPaintVolume *pv;
2750 pv = _clutter_actor_get_paint_volume_mutable (self);
2753 gfloat width, height;
2754 ClutterPaintVolume fake_pv;
2756 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2757 _clutter_paint_volume_init_static (&fake_pv, stage);
2759 clutter_actor_get_size (self, &width, &height);
2760 clutter_paint_volume_set_width (&fake_pv, width);
2761 clutter_paint_volume_set_height (&fake_pv, height);
2763 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2764 _clutter_actor_draw_paint_volume_full (self, &fake_pv,
2765 _clutter_actor_get_debug_name (self),
2768 clutter_paint_volume_free (&fake_pv);
2772 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2773 _clutter_actor_draw_paint_volume_full (self, pv,
2774 _clutter_actor_get_debug_name (self),
2780 _clutter_actor_paint_cull_result (ClutterActor *self,
2782 ClutterCullResult result)
2784 ClutterPaintVolume *pv;
2789 if (result == CLUTTER_CULL_RESULT_IN)
2790 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2791 else if (result == CLUTTER_CULL_RESULT_OUT)
2792 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2794 cogl_color_init_from_4f (&color, 0, 1, 1, 1);
2797 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2799 if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
2800 _clutter_actor_draw_paint_volume_full (self, pv,
2801 _clutter_actor_get_debug_name (self),
2805 PangoLayout *layout;
2807 g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
2808 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2809 cogl_set_source_color (&color);
2811 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2812 pango_layout_set_text (layout, label, -1);
2813 cogl_pango_render_layout (layout,
2819 g_object_unref (layout);
2823 static int clone_paint_level = 0;
2826 _clutter_actor_push_clone_paint (void)
2828 clone_paint_level++;
2832 _clutter_actor_pop_clone_paint (void)
2834 clone_paint_level--;
2838 in_clone_paint (void)
2840 return clone_paint_level > 0;
2843 /* Returns TRUE if the actor can be ignored */
2844 /* FIXME: we should return a ClutterCullResult, and
2845 * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
2846 * means there's no point in trying to cull descendants of the current
2849 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
2851 ClutterActorPrivate *priv = self->priv;
2852 ClutterActor *stage;
2853 const ClutterPlane *stage_clip;
2855 if (!priv->last_paint_volume_valid)
2857 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2858 "->last_paint_volume_valid == FALSE",
2859 _clutter_actor_get_debug_name (self));
2863 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
2866 stage = _clutter_actor_get_stage_internal (self);
2867 stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
2868 if (G_UNLIKELY (!stage_clip))
2870 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2871 "No stage clip set",
2872 _clutter_actor_get_debug_name (self));
2876 if (cogl_get_draw_framebuffer () !=
2877 _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
2879 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2880 "Current framebuffer doesn't correspond to stage",
2881 _clutter_actor_get_debug_name (self));
2886 _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
2891 _clutter_actor_update_last_paint_volume (ClutterActor *self)
2893 ClutterActorPrivate *priv = self->priv;
2894 const ClutterPaintVolume *pv;
2896 if (priv->last_paint_volume_valid)
2898 clutter_paint_volume_free (&priv->last_paint_volume);
2899 priv->last_paint_volume_valid = FALSE;
2902 pv = clutter_actor_get_paint_volume (self);
2905 CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
2906 "Actor failed to report a paint volume",
2907 _clutter_actor_get_debug_name (self));
2911 _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
2913 _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
2914 NULL); /* eye coordinates */
2916 priv->last_paint_volume_valid = TRUE;
2919 static inline gboolean
2920 actor_has_shader_data (ClutterActor *self)
2922 return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
2926 _clutter_actor_get_pick_id (ClutterActor *self)
2928 if (self->priv->pick_id < 0)
2931 return self->priv->pick_id;
2934 /* This is the same as clutter_actor_add_effect except that it doesn't
2935 queue a redraw and it doesn't notify on the effect property */
2937 _clutter_actor_add_effect_internal (ClutterActor *self,
2938 ClutterEffect *effect)
2940 ClutterActorPrivate *priv = self->priv;
2942 if (priv->effects == NULL)
2944 priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
2945 priv->effects->actor = self;
2948 _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2951 /* This is the same as clutter_actor_remove_effect except that it doesn't
2952 queue a redraw and it doesn't notify on the effect property */
2954 _clutter_actor_remove_effect_internal (ClutterActor *self,
2955 ClutterEffect *effect)
2957 ClutterActorPrivate *priv = self->priv;
2959 if (priv->effects == NULL)
2962 _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2966 needs_flatten_effect (ClutterActor *self)
2968 ClutterActorPrivate *priv = self->priv;
2970 if (G_UNLIKELY (clutter_paint_debug_flags &
2971 CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
2974 if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
2976 else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
2978 if (clutter_actor_get_paint_opacity (self) < 255 &&
2979 clutter_actor_has_overlaps (self))
2987 add_or_remove_flatten_effect (ClutterActor *self)
2989 ClutterActorPrivate *priv = self->priv;
2991 /* Add or remove the flatten effect depending on the
2992 offscreen-redirect property. */
2993 if (needs_flatten_effect (self))
2995 if (priv->flatten_effect == NULL)
2997 ClutterActorMeta *actor_meta;
3000 priv->flatten_effect = _clutter_flatten_effect_new ();
3001 /* Keep a reference to the effect so that we can queue
3003 g_object_ref_sink (priv->flatten_effect);
3005 /* Set the priority of the effect to high so that it will
3006 always be applied to the actor first. It uses an internal
3007 priority so that it won't be visible to applications */
3008 actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3009 priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3010 _clutter_actor_meta_set_priority (actor_meta, priority);
3012 /* This will add the effect without queueing a redraw */
3013 _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3018 if (priv->flatten_effect != NULL)
3020 /* Destroy the effect so that it will lose its fbo cache of
3022 _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3023 g_object_unref (priv->flatten_effect);
3024 priv->flatten_effect = NULL;
3030 clutter_actor_real_paint (ClutterActor *actor)
3032 ClutterActorPrivate *priv = actor->priv;
3035 /* paint the background color, if set */
3036 if (priv->bg_color_set)
3038 float width, height;
3041 clutter_actor_box_get_size (&priv->allocation, &width, &height);
3043 real_alpha = clutter_actor_get_paint_opacity_internal (actor)
3044 * priv->bg_color.alpha
3047 cogl_set_source_color4ub (priv->bg_color.red,
3048 priv->bg_color.green,
3049 priv->bg_color.blue,
3052 cogl_rectangle (0, 0, width, height);
3055 for (iter = priv->first_child;
3057 iter = iter->priv->next_sibling)
3059 CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3060 _clutter_actor_get_debug_name (iter),
3061 _clutter_actor_get_debug_name (actor),
3062 iter->priv->allocation.x1,
3063 iter->priv->allocation.y1,
3064 iter->priv->allocation.x2 - iter->priv->allocation.x1,
3065 iter->priv->allocation.y2 - iter->priv->allocation.y1);
3067 clutter_actor_paint (iter);
3072 * clutter_actor_paint:
3073 * @self: A #ClutterActor
3075 * Renders the actor to display.
3077 * This function should not be called directly by applications.
3078 * Call clutter_actor_queue_redraw() to queue paints, instead.
3080 * This function is context-aware, and will either cause a
3081 * regular paint or a pick paint.
3083 * This function will emit the #ClutterActor::paint signal or
3084 * the #ClutterActor::pick signal, depending on the context.
3086 * This function does not paint the actor if the actor is set to 0,
3087 * unless it is performing a pick paint.
3090 clutter_actor_paint (ClutterActor *self)
3092 ClutterActorPrivate *priv;
3093 ClutterPickMode pick_mode;
3094 gboolean clip_set = FALSE;
3095 gboolean shader_applied = FALSE;
3097 CLUTTER_STATIC_COUNTER (actor_paint_counter,
3098 "Actor real-paint counter",
3099 "Increments each time any actor is painted",
3100 0 /* no application private data */);
3101 CLUTTER_STATIC_COUNTER (actor_pick_counter,
3102 "Actor pick-paint counter",
3103 "Increments each time any actor is painted "
3105 0 /* no application private data */);
3107 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3109 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3114 pick_mode = _clutter_context_get_pick_mode ();
3116 if (pick_mode == CLUTTER_PICK_NONE)
3117 priv->propagated_one_redraw = FALSE;
3119 /* It's an important optimization that we consider painting of
3120 * actors with 0 opacity to be a NOP... */
3121 if (pick_mode == CLUTTER_PICK_NONE &&
3122 /* ignore top-levels, since they might be transparent */
3123 !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3124 /* Use the override opacity if its been set */
3125 ((priv->opacity_override >= 0) ?
3126 priv->opacity_override : priv->opacity) == 0)
3129 /* if we aren't paintable (not in a toplevel with all
3130 * parents paintable) then do nothing.
3132 if (!CLUTTER_ACTOR_IS_MAPPED (self))
3135 /* mark that we are in the paint process */
3136 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3140 if (priv->enable_model_view_transform)
3144 /* XXX: It could be better to cache the modelview with the actor
3145 * instead of progressively building up the transformations on
3146 * the matrix stack every time we paint. */
3147 cogl_get_modelview_matrix (&matrix);
3148 _clutter_actor_apply_modelview_transform (self, &matrix);
3150 #ifdef CLUTTER_ENABLE_DEBUG
3151 /* Catch when out-of-band transforms have been made by actors not as part
3152 * of an apply_transform vfunc... */
3153 if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3155 CoglMatrix expected_matrix;
3157 _clutter_actor_get_relative_transformation_matrix (self, NULL,
3160 if (!cogl_matrix_equal (&matrix, &expected_matrix))
3162 GString *buf = g_string_sized_new (1024);
3163 ClutterActor *parent;
3166 while (parent != NULL)
3168 g_string_append (buf, _clutter_actor_get_debug_name (parent));
3170 if (parent->priv->parent != NULL)
3171 g_string_append (buf, "->");
3173 parent = parent->priv->parent;
3176 g_warning ("Unexpected transform found when painting actor "
3177 "\"%s\". This will be caused by one of the actor's "
3178 "ancestors (%s) using the Cogl API directly to transform "
3179 "children instead of using ::apply_transform().",
3180 _clutter_actor_get_debug_name (self),
3183 g_string_free (buf, TRUE);
3186 #endif /* CLUTTER_ENABLE_DEBUG */
3188 cogl_set_modelview_matrix (&matrix);
3193 cogl_clip_push_rectangle (priv->clip.x,
3195 priv->clip.x + priv->clip.width,
3196 priv->clip.y + priv->clip.height);
3199 else if (priv->clip_to_allocation)
3201 gfloat width, height;
3203 width = priv->allocation.x2 - priv->allocation.x1;
3204 height = priv->allocation.y2 - priv->allocation.y1;
3206 cogl_clip_push_rectangle (0, 0, width, height);
3210 if (pick_mode == CLUTTER_PICK_NONE)
3212 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3214 /* We check whether we need to add the flatten effect before
3215 each paint so that we can avoid having a mechanism for
3216 applications to notify when the value of the
3217 has_overlaps virtual changes. */
3218 add_or_remove_flatten_effect (self);
3221 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3223 /* We save the current paint volume so that the next time the
3224 * actor queues a redraw we can constrain the redraw to just
3225 * cover the union of the new bounding box and the old.
3227 * We also fetch the current paint volume to perform culling so
3228 * we can avoid painting actors outside the current clip region.
3230 * If we are painting inside a clone, we should neither update
3231 * the paint volume or use it to cull painting, since the paint
3232 * box represents the location of the source actor on the
3235 * XXX: We are starting to do a lot of vertex transforms on
3236 * the CPU in a typical paint, so at some point we should
3237 * audit these and consider caching some things.
3239 * NB: We don't perform culling while picking at this point because
3240 * clutter-stage.c doesn't setup the clipping planes appropriately.
3242 * NB: We don't want to update the last-paint-volume during picking
3243 * because the last-paint-volume is used to determine the old screen
3244 * space location of an actor that has moved so we can know the
3245 * minimal region to redraw to clear an old view of the actor. If we
3246 * update this during picking then by the time we come around to
3247 * paint then the last-paint-volume would likely represent the new
3248 * actor position not the old.
3250 if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3253 /* annoyingly gcc warns if uninitialized even though
3254 * the initialization is redundant :-( */
3255 ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3257 if (G_LIKELY ((clutter_paint_debug_flags &
3258 (CLUTTER_DEBUG_DISABLE_CULLING |
3259 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3260 (CLUTTER_DEBUG_DISABLE_CULLING |
3261 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3262 _clutter_actor_update_last_paint_volume (self);
3264 success = cull_actor (self, &result);
3266 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3267 _clutter_actor_paint_cull_result (self, success, result);
3268 else if (result == CLUTTER_CULL_RESULT_OUT && success)
3272 if (priv->effects == NULL)
3274 if (pick_mode == CLUTTER_PICK_NONE &&
3275 actor_has_shader_data (self))
3277 _clutter_actor_shader_pre_paint (self, FALSE);
3278 shader_applied = TRUE;
3281 priv->next_effect_to_paint = NULL;
3284 priv->next_effect_to_paint =
3285 _clutter_meta_group_peek_metas (priv->effects);
3287 clutter_actor_continue_paint (self);
3290 _clutter_actor_shader_post_paint (self);
3292 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3293 pick_mode == CLUTTER_PICK_NONE))
3294 _clutter_actor_draw_paint_volume (self);
3297 /* If we make it here then the actor has run through a complete
3298 paint run including all the effects so it's no longer dirty */
3299 if (pick_mode == CLUTTER_PICK_NONE)
3300 priv->is_dirty = FALSE;
3307 /* paint sequence complete */
3308 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3312 * clutter_actor_continue_paint:
3313 * @self: A #ClutterActor
3315 * Run the next stage of the paint sequence. This function should only
3316 * be called within the implementation of the ‘run’ virtual of a
3317 * #ClutterEffect. It will cause the run method of the next effect to
3318 * be applied, or it will paint the actual actor if the current effect
3319 * is the last effect in the chain.
3324 clutter_actor_continue_paint (ClutterActor *self)
3326 ClutterActorPrivate *priv;
3328 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3329 /* This should only be called from with in the ‘run’ implementation
3330 of a ClutterEffect */
3331 g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3335 /* Skip any effects that are disabled */
3336 while (priv->next_effect_to_paint &&
3337 !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3338 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3340 /* If this has come from the last effect then we'll just paint the
3342 if (priv->next_effect_to_paint == NULL)
3344 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3346 g_signal_emit (self, actor_signals[PAINT], 0);
3350 ClutterColor col = { 0, };
3352 _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3354 /* Actor will then paint silhouette of itself in supplied
3355 * color. See clutter_stage_get_actor_at_pos() for where
3356 * picking is enabled.
3358 g_signal_emit (self, actor_signals[PICK], 0, &col);
3363 ClutterEffect *old_current_effect;
3364 ClutterEffectPaintFlags run_flags = 0;
3366 /* Cache the current effect so that we can put it back before
3368 old_current_effect = priv->current_effect;
3370 priv->current_effect = priv->next_effect_to_paint->data;
3371 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3373 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3377 /* If there's an effect queued with this redraw then all
3378 effects up to that one will be considered dirty. It
3379 is expected the queued effect will paint the cached
3380 image and not call clutter_actor_continue_paint again
3381 (although it should work ok if it does) */
3382 if (priv->effect_to_redraw == NULL ||
3383 priv->current_effect != priv->effect_to_redraw)
3384 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3387 _clutter_effect_paint (priv->current_effect, run_flags);
3391 /* We can't determine when an actor has been modified since
3392 its last pick so lets just assume it has always been
3394 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3396 _clutter_effect_pick (priv->current_effect, run_flags);
3399 priv->current_effect = old_current_effect;
3403 static ClutterActorTraverseVisitFlags
3404 invalidate_queue_redraw_entry (ClutterActor *self,
3408 ClutterActorPrivate *priv = self->priv;
3410 if (priv->queue_redraw_entry != NULL)
3412 _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3413 priv->queue_redraw_entry = NULL;
3416 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3420 remove_child (ClutterActor *self,
3421 ClutterActor *child)
3423 ClutterActor *prev_sibling, *next_sibling;
3425 prev_sibling = child->priv->prev_sibling;
3426 next_sibling = child->priv->next_sibling;
3428 if (prev_sibling != NULL)
3429 prev_sibling->priv->next_sibling = next_sibling;
3431 if (next_sibling != NULL)
3432 next_sibling->priv->prev_sibling = prev_sibling;
3434 if (self->priv->first_child == child)
3435 self->priv->first_child = next_sibling;
3437 if (self->priv->last_child == child)
3438 self->priv->last_child = prev_sibling;
3440 child->priv->parent = NULL;
3441 child->priv->prev_sibling = NULL;
3442 child->priv->next_sibling = NULL;
3446 REMOVE_CHILD_DESTROY_META = 1 << 0,
3447 REMOVE_CHILD_EMIT_PARENT_SET = 1 << 1,
3448 REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3449 REMOVE_CHILD_CHECK_STATE = 1 << 3,
3450 REMOVE_CHILD_FLUSH_QUEUE = 1 << 4,
3451 REMOVE_CHILD_NOTIFY_FIRST_LAST = 1 << 5,
3453 /* default flags for public API */
3454 REMOVE_CHILD_DEFAULT_FLAGS = REMOVE_CHILD_DESTROY_META |
3455 REMOVE_CHILD_EMIT_PARENT_SET |
3456 REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3457 REMOVE_CHILD_CHECK_STATE |
3458 REMOVE_CHILD_FLUSH_QUEUE |
3459 REMOVE_CHILD_NOTIFY_FIRST_LAST,
3461 /* flags for legacy/deprecated API */
3462 REMOVE_CHILD_LEGACY_FLAGS = REMOVE_CHILD_CHECK_STATE |
3463 REMOVE_CHILD_FLUSH_QUEUE |
3464 REMOVE_CHILD_EMIT_PARENT_SET |
3465 REMOVE_CHILD_NOTIFY_FIRST_LAST
3466 } ClutterActorRemoveChildFlags;
3469 * clutter_actor_remove_child_internal:
3470 * @self: a #ClutterActor
3471 * @child: the child of @self that has to be removed
3472 * @flags: control the removal operations
3474 * Removes @child from the list of children of @self.
3477 clutter_actor_remove_child_internal (ClutterActor *self,
3478 ClutterActor *child,
3479 ClutterActorRemoveChildFlags flags)
3481 ClutterActor *old_first, *old_last;
3482 gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3483 gboolean flush_queue;
3484 gboolean notify_first_last;
3485 gboolean was_mapped;
3487 destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3488 emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3489 emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3490 check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3491 flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3492 notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3494 g_object_freeze_notify (G_OBJECT (self));
3497 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3501 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3503 /* we need to unrealize *before* we set parent_actor to NULL,
3504 * because in an unrealize method actors are dissociating from the
3505 * stage, which means they need to be able to
3506 * clutter_actor_get_stage().
3508 * yhis should unmap and unrealize, unless we're reparenting.
3510 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3517 /* We take this opportunity to invalidate any queue redraw entry
3518 * associated with the actor and descendants since we won't be able to
3519 * determine the appropriate stage after this.
3521 * we do this after we updated the mapped state because actors might
3522 * end up queueing redraws inside their mapped/unmapped virtual
3523 * functions, and if we invalidate the redraw entry we could end up
3524 * with an inconsistent state and weird memory corruption. see
3527 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3528 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3530 _clutter_actor_traverse (child,
3532 invalidate_queue_redraw_entry,
3537 old_first = self->priv->first_child;
3538 old_last = self->priv->last_child;
3540 remove_child (self, child);
3542 self->priv->n_children -= 1;
3544 self->priv->age += 1;
3546 /* clutter_actor_reparent() will emit ::parent-set for us */
3547 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3548 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3550 /* if the child was mapped then we need to relayout ourselves to account
3551 * for the removed child
3554 clutter_actor_queue_relayout (self);
3556 /* we need to emit the signal before dropping the reference */
3557 if (emit_actor_removed)
3558 g_signal_emit_by_name (self, "actor-removed", child);
3560 if (notify_first_last)
3562 if (old_first != self->priv->first_child)
3563 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3565 if (old_last != self->priv->last_child)
3566 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3569 g_object_thaw_notify (G_OBJECT (self));
3571 /* remove the reference we acquired in clutter_actor_add_child() */
3572 g_object_unref (child);
3575 static const ClutterTransformInfo default_transform_info = {
3576 0.0, { 0, }, /* rotation-x */
3577 0.0, { 0, }, /* rotation-y */
3578 0.0, { 0, }, /* rotation-z */
3580 1.0, 1.0, { 0, }, /* scale */
3582 { 0, }, /* anchor */
3586 * _clutter_actor_get_transform_info_or_defaults:
3587 * @self: a #ClutterActor
3589 * Retrieves the ClutterTransformInfo structure associated to an actor.
3591 * If the actor does not have a ClutterTransformInfo structure associated
3592 * to it, then the default structure will be returned.
3594 * This function should only be used for getters.
3596 * Return value: a const pointer to the ClutterTransformInfo structure
3598 const ClutterTransformInfo *
3599 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3601 ClutterTransformInfo *info;
3603 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3607 return &default_transform_info;
3611 clutter_transform_info_free (gpointer data)
3614 g_slice_free (ClutterTransformInfo, data);
3618 * _clutter_actor_get_transform_info:
3619 * @self: a #ClutterActor
3621 * Retrieves a pointer to the ClutterTransformInfo structure.
3623 * If the actor does not have a ClutterTransformInfo associated to it, one
3624 * will be created and initialized to the default values.
3626 * This function should be used for setters.
3628 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3631 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3634 ClutterTransformInfo *
3635 _clutter_actor_get_transform_info (ClutterActor *self)
3637 ClutterTransformInfo *info;
3639 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3642 info = g_slice_new (ClutterTransformInfo);
3644 *info = default_transform_info;
3646 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3648 clutter_transform_info_free);
3655 * clutter_actor_set_rotation_angle_internal:
3656 * @self: a #ClutterActor
3657 * @axis: the axis of the angle to change
3658 * @angle: the angle of rotation
3660 * Sets the rotation angle on the given axis without affecting the
3661 * rotation center point.
3664 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
3665 ClutterRotateAxis axis,
3668 GObject *obj = G_OBJECT (self);
3669 ClutterTransformInfo *info;
3671 info = _clutter_actor_get_transform_info (self);
3673 g_object_freeze_notify (obj);
3677 case CLUTTER_X_AXIS:
3678 info->rx_angle = angle;
3679 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3682 case CLUTTER_Y_AXIS:
3683 info->ry_angle = angle;
3684 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3687 case CLUTTER_Z_AXIS:
3688 info->rz_angle = angle;
3689 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3693 self->priv->transform_valid = FALSE;
3695 g_object_thaw_notify (obj);
3697 clutter_actor_queue_redraw (self);
3701 * clutter_actor_set_rotation_center_internal:
3702 * @self: a #ClutterActor
3703 * @axis: the axis of the center to change
3704 * @center: the coordinates of the rotation center
3706 * Sets the rotation center on the given axis without affecting the
3710 clutter_actor_set_rotation_center_internal (ClutterActor *self,
3711 ClutterRotateAxis axis,
3712 const ClutterVertex *center)
3714 GObject *obj = G_OBJECT (self);
3715 ClutterTransformInfo *info;
3716 ClutterVertex v = { 0, 0, 0 };
3718 info = _clutter_actor_get_transform_info (self);
3723 g_object_freeze_notify (obj);
3727 case CLUTTER_X_AXIS:
3728 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
3729 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
3732 case CLUTTER_Y_AXIS:
3733 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
3734 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
3737 case CLUTTER_Z_AXIS:
3738 /* if the previously set rotation center was fractional, then
3739 * setting explicit coordinates will have to notify the
3740 * :rotation-center-z-gravity property as well
3742 if (info->rz_center.is_fractional)
3743 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
3745 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
3746 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
3750 self->priv->transform_valid = FALSE;
3752 g_object_thaw_notify (obj);
3754 clutter_actor_queue_redraw (self);
3758 clutter_actor_set_scale_factor (ClutterActor *self,
3759 ClutterRotateAxis axis,
3762 GObject *obj = G_OBJECT (self);
3763 ClutterTransformInfo *info;
3765 info = _clutter_actor_get_transform_info (self);
3767 g_object_freeze_notify (obj);
3771 case CLUTTER_X_AXIS:
3772 info->scale_x = factor;
3773 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
3776 case CLUTTER_Y_AXIS:
3777 info->scale_y = factor;
3778 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
3782 g_assert_not_reached ();
3785 self->priv->transform_valid = FALSE;
3787 clutter_actor_queue_redraw (self);
3789 g_object_thaw_notify (obj);
3793 clutter_actor_set_scale_center (ClutterActor *self,
3794 ClutterRotateAxis axis,
3797 GObject *obj = G_OBJECT (self);
3798 ClutterTransformInfo *info;
3799 gfloat center_x, center_y;
3801 info = _clutter_actor_get_transform_info (self);
3803 g_object_freeze_notify (obj);
3805 /* get the current scale center coordinates */
3806 clutter_anchor_coord_get_units (self, &info->scale_center,
3811 /* we need to notify this too, because setting explicit coordinates will
3812 * change the gravity as a side effect
3814 if (info->scale_center.is_fractional)
3815 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
3819 case CLUTTER_X_AXIS:
3820 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
3821 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
3824 case CLUTTER_Y_AXIS:
3825 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
3826 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
3830 g_assert_not_reached ();
3833 self->priv->transform_valid = FALSE;
3835 clutter_actor_queue_redraw (self);
3837 g_object_thaw_notify (obj);
3841 clutter_actor_set_anchor_coord (ClutterActor *self,
3842 ClutterRotateAxis axis,
3845 GObject *obj = G_OBJECT (self);
3846 ClutterTransformInfo *info;
3847 gfloat anchor_x, anchor_y;
3849 info = _clutter_actor_get_transform_info (self);
3851 g_object_freeze_notify (obj);
3853 clutter_anchor_coord_get_units (self, &info->anchor,
3858 if (info->anchor.is_fractional)
3859 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
3863 case CLUTTER_X_AXIS:
3864 clutter_anchor_coord_set_units (&info->anchor,
3868 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
3871 case CLUTTER_Y_AXIS:
3872 clutter_anchor_coord_set_units (&info->anchor,
3876 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
3880 g_assert_not_reached ();
3883 self->priv->transform_valid = FALSE;
3885 clutter_actor_queue_redraw (self);
3887 g_object_thaw_notify (obj);
3891 clutter_actor_set_property (GObject *object,
3893 const GValue *value,
3896 ClutterActor *actor = CLUTTER_ACTOR (object);
3897 ClutterActorPrivate *priv = actor->priv;
3902 clutter_actor_set_x (actor, g_value_get_float (value));
3906 clutter_actor_set_y (actor, g_value_get_float (value));
3910 clutter_actor_set_width (actor, g_value_get_float (value));
3914 clutter_actor_set_height (actor, g_value_get_float (value));
3918 clutter_actor_set_x (actor, g_value_get_float (value));
3922 clutter_actor_set_y (actor, g_value_get_float (value));
3925 case PROP_FIXED_POSITION_SET:
3926 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
3929 case PROP_MIN_WIDTH:
3930 clutter_actor_set_min_width (actor, g_value_get_float (value));
3933 case PROP_MIN_HEIGHT:
3934 clutter_actor_set_min_height (actor, g_value_get_float (value));
3937 case PROP_NATURAL_WIDTH:
3938 clutter_actor_set_natural_width (actor, g_value_get_float (value));
3941 case PROP_NATURAL_HEIGHT:
3942 clutter_actor_set_natural_height (actor, g_value_get_float (value));
3945 case PROP_MIN_WIDTH_SET:
3946 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
3949 case PROP_MIN_HEIGHT_SET:
3950 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
3953 case PROP_NATURAL_WIDTH_SET:
3954 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
3957 case PROP_NATURAL_HEIGHT_SET:
3958 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
3961 case PROP_REQUEST_MODE:
3962 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
3966 clutter_actor_set_depth (actor, g_value_get_float (value));
3970 clutter_actor_set_opacity (actor, g_value_get_uint (value));
3973 case PROP_OFFSCREEN_REDIRECT:
3974 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
3978 clutter_actor_set_name (actor, g_value_get_string (value));
3982 if (g_value_get_boolean (value) == TRUE)
3983 clutter_actor_show (actor);
3985 clutter_actor_hide (actor);
3989 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
3990 g_value_get_double (value));
3994 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
3995 g_value_get_double (value));
3998 case PROP_SCALE_CENTER_X:
3999 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
4000 g_value_get_float (value));
4003 case PROP_SCALE_CENTER_Y:
4004 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4005 g_value_get_float (value));
4008 case PROP_SCALE_GRAVITY:
4010 const ClutterTransformInfo *info;
4011 ClutterGravity gravity;
4013 info = _clutter_actor_get_transform_info_or_defaults (actor);
4014 gravity = g_value_get_enum (value);
4016 clutter_actor_set_scale_with_gravity (actor,
4025 const ClutterGeometry *geom = g_value_get_boxed (value);
4027 clutter_actor_set_clip (actor,
4029 geom->width, geom->height);
4033 case PROP_CLIP_TO_ALLOCATION:
4034 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4038 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4041 case PROP_ROTATION_ANGLE_X:
4042 clutter_actor_set_rotation_angle_internal (actor,
4044 g_value_get_double (value));
4047 case PROP_ROTATION_ANGLE_Y:
4048 clutter_actor_set_rotation_angle_internal (actor,
4050 g_value_get_double (value));
4053 case PROP_ROTATION_ANGLE_Z:
4054 clutter_actor_set_rotation_angle_internal (actor,
4056 g_value_get_double (value));
4059 case PROP_ROTATION_CENTER_X:
4060 clutter_actor_set_rotation_center_internal (actor,
4062 g_value_get_boxed (value));
4065 case PROP_ROTATION_CENTER_Y:
4066 clutter_actor_set_rotation_center_internal (actor,
4068 g_value_get_boxed (value));
4071 case PROP_ROTATION_CENTER_Z:
4072 clutter_actor_set_rotation_center_internal (actor,
4074 g_value_get_boxed (value));
4077 case PROP_ROTATION_CENTER_Z_GRAVITY:
4079 const ClutterTransformInfo *info;
4081 info = _clutter_actor_get_transform_info_or_defaults (actor);
4082 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4083 g_value_get_enum (value));
4088 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4089 g_value_get_float (value));
4093 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4094 g_value_get_float (value));
4097 case PROP_ANCHOR_GRAVITY:
4098 clutter_actor_set_anchor_point_from_gravity (actor,
4099 g_value_get_enum (value));
4102 case PROP_SHOW_ON_SET_PARENT:
4103 priv->show_on_set_parent = g_value_get_boolean (value);
4106 case PROP_TEXT_DIRECTION:
4107 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4111 clutter_actor_add_action (actor, g_value_get_object (value));
4114 case PROP_CONSTRAINTS:
4115 clutter_actor_add_constraint (actor, g_value_get_object (value));
4119 clutter_actor_add_effect (actor, g_value_get_object (value));
4122 case PROP_LAYOUT_MANAGER:
4123 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4127 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4131 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4134 case PROP_MARGIN_TOP:
4135 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4138 case PROP_MARGIN_BOTTOM:
4139 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4142 case PROP_MARGIN_LEFT:
4143 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4146 case PROP_MARGIN_RIGHT:
4147 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4150 case PROP_BACKGROUND_COLOR:
4151 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4155 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4161 clutter_actor_get_property (GObject *object,
4166 ClutterActor *actor = CLUTTER_ACTOR (object);
4167 ClutterActorPrivate *priv = actor->priv;
4172 g_value_set_float (value, clutter_actor_get_x (actor));
4176 g_value_set_float (value, clutter_actor_get_y (actor));
4180 g_value_set_float (value, clutter_actor_get_width (actor));
4184 g_value_set_float (value, clutter_actor_get_height (actor));
4189 const ClutterLayoutInfo *info;
4191 info = _clutter_actor_get_layout_info_or_defaults (actor);
4192 g_value_set_float (value, info->fixed_x);
4198 const ClutterLayoutInfo *info;
4200 info = _clutter_actor_get_layout_info_or_defaults (actor);
4201 g_value_set_float (value, info->fixed_y);
4205 case PROP_FIXED_POSITION_SET:
4206 g_value_set_boolean (value, priv->position_set);
4209 case PROP_MIN_WIDTH:
4211 const ClutterLayoutInfo *info;
4213 info = _clutter_actor_get_layout_info_or_defaults (actor);
4214 g_value_set_float (value, info->min_width);
4218 case PROP_MIN_HEIGHT:
4220 const ClutterLayoutInfo *info;
4222 info = _clutter_actor_get_layout_info_or_defaults (actor);
4223 g_value_set_float (value, info->min_height);
4227 case PROP_NATURAL_WIDTH:
4229 const ClutterLayoutInfo *info;
4231 info = _clutter_actor_get_layout_info_or_defaults (actor);
4232 g_value_set_float (value, info->natural_width);
4236 case PROP_NATURAL_HEIGHT:
4238 const ClutterLayoutInfo *info;
4240 info = _clutter_actor_get_layout_info_or_defaults (actor);
4241 g_value_set_float (value, info->natural_height);
4245 case PROP_MIN_WIDTH_SET:
4246 g_value_set_boolean (value, priv->min_width_set);
4249 case PROP_MIN_HEIGHT_SET:
4250 g_value_set_boolean (value, priv->min_height_set);
4253 case PROP_NATURAL_WIDTH_SET:
4254 g_value_set_boolean (value, priv->natural_width_set);
4257 case PROP_NATURAL_HEIGHT_SET:
4258 g_value_set_boolean (value, priv->natural_height_set);
4261 case PROP_REQUEST_MODE:
4262 g_value_set_enum (value, priv->request_mode);
4265 case PROP_ALLOCATION:
4266 g_value_set_boxed (value, &priv->allocation);
4270 g_value_set_float (value, clutter_actor_get_depth (actor));
4274 g_value_set_uint (value, priv->opacity);
4277 case PROP_OFFSCREEN_REDIRECT:
4278 g_value_set_enum (value, priv->offscreen_redirect);
4282 g_value_set_string (value, priv->name);
4286 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4290 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4294 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4298 g_value_set_boolean (value, priv->has_clip);
4303 ClutterGeometry clip;
4305 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4306 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4307 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4308 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4310 g_value_set_boxed (value, &clip);
4314 case PROP_CLIP_TO_ALLOCATION:
4315 g_value_set_boolean (value, priv->clip_to_allocation);
4320 const ClutterTransformInfo *info;
4322 info = _clutter_actor_get_transform_info_or_defaults (actor);
4323 g_value_set_double (value, info->scale_x);
4329 const ClutterTransformInfo *info;
4331 info = _clutter_actor_get_transform_info_or_defaults (actor);
4332 g_value_set_double (value, info->scale_y);
4336 case PROP_SCALE_CENTER_X:
4340 clutter_actor_get_scale_center (actor, ¢er, NULL);
4342 g_value_set_float (value, center);
4346 case PROP_SCALE_CENTER_Y:
4350 clutter_actor_get_scale_center (actor, NULL, ¢er);
4352 g_value_set_float (value, center);
4356 case PROP_SCALE_GRAVITY:
4357 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4361 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4364 case PROP_ROTATION_ANGLE_X:
4366 const ClutterTransformInfo *info;
4368 info = _clutter_actor_get_transform_info_or_defaults (actor);
4369 g_value_set_double (value, info->rx_angle);
4373 case PROP_ROTATION_ANGLE_Y:
4375 const ClutterTransformInfo *info;
4377 info = _clutter_actor_get_transform_info_or_defaults (actor);
4378 g_value_set_double (value, info->ry_angle);
4382 case PROP_ROTATION_ANGLE_Z:
4384 const ClutterTransformInfo *info;
4386 info = _clutter_actor_get_transform_info_or_defaults (actor);
4387 g_value_set_double (value, info->rz_angle);
4391 case PROP_ROTATION_CENTER_X:
4393 ClutterVertex center;
4395 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4400 g_value_set_boxed (value, ¢er);
4404 case PROP_ROTATION_CENTER_Y:
4406 ClutterVertex center;
4408 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4413 g_value_set_boxed (value, ¢er);
4417 case PROP_ROTATION_CENTER_Z:
4419 ClutterVertex center;
4421 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4426 g_value_set_boxed (value, ¢er);
4430 case PROP_ROTATION_CENTER_Z_GRAVITY:
4431 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4436 const ClutterTransformInfo *info;
4439 info = _clutter_actor_get_transform_info_or_defaults (actor);
4440 clutter_anchor_coord_get_units (actor, &info->anchor,
4444 g_value_set_float (value, anchor_x);
4450 const ClutterTransformInfo *info;
4453 info = _clutter_actor_get_transform_info_or_defaults (actor);
4454 clutter_anchor_coord_get_units (actor, &info->anchor,
4458 g_value_set_float (value, anchor_y);
4462 case PROP_ANCHOR_GRAVITY:
4463 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4466 case PROP_SHOW_ON_SET_PARENT:
4467 g_value_set_boolean (value, priv->show_on_set_parent);
4470 case PROP_TEXT_DIRECTION:
4471 g_value_set_enum (value, priv->text_direction);
4474 case PROP_HAS_POINTER:
4475 g_value_set_boolean (value, priv->has_pointer);
4478 case PROP_LAYOUT_MANAGER:
4479 g_value_set_object (value, priv->layout_manager);
4484 const ClutterLayoutInfo *info;
4486 info = _clutter_actor_get_layout_info_or_defaults (actor);
4487 g_value_set_enum (value, info->x_align);
4493 const ClutterLayoutInfo *info;
4495 info = _clutter_actor_get_layout_info_or_defaults (actor);
4496 g_value_set_enum (value, info->y_align);
4500 case PROP_MARGIN_TOP:
4502 const ClutterLayoutInfo *info;
4504 info = _clutter_actor_get_layout_info_or_defaults (actor);
4505 g_value_set_float (value, info->margin.top);
4509 case PROP_MARGIN_BOTTOM:
4511 const ClutterLayoutInfo *info;
4513 info = _clutter_actor_get_layout_info_or_defaults (actor);
4514 g_value_set_float (value, info->margin.bottom);
4518 case PROP_MARGIN_LEFT:
4520 const ClutterLayoutInfo *info;
4522 info = _clutter_actor_get_layout_info_or_defaults (actor);
4523 g_value_set_float (value, info->margin.left);
4527 case PROP_MARGIN_RIGHT:
4529 const ClutterLayoutInfo *info;
4531 info = _clutter_actor_get_layout_info_or_defaults (actor);
4532 g_value_set_float (value, info->margin.right);
4536 case PROP_BACKGROUND_COLOR_SET:
4537 g_value_set_boolean (value, priv->bg_color_set);
4540 case PROP_BACKGROUND_COLOR:
4541 g_value_set_boxed (value, &priv->bg_color);
4544 case PROP_FIRST_CHILD:
4545 g_value_set_object (value, priv->first_child);
4548 case PROP_LAST_CHILD:
4549 g_value_set_object (value, priv->last_child);
4553 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4559 clutter_actor_dispose (GObject *object)
4561 ClutterActor *self = CLUTTER_ACTOR (object);
4562 ClutterActorPrivate *priv = self->priv;
4564 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4566 g_type_name (G_OBJECT_TYPE (self)),
4569 g_signal_emit (self, actor_signals[DESTROY], 0);
4571 /* avoid recursing when called from clutter_actor_destroy() */
4572 if (priv->parent != NULL)
4574 ClutterActor *parent = priv->parent;
4576 /* go through the Container implementation unless this
4577 * is an internal child and has been marked as such.
4579 * removing the actor from its parent will reset the
4580 * realized and mapped states.
4582 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4583 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4585 clutter_actor_remove_child_internal (parent, self,
4586 REMOVE_CHILD_LEGACY_FLAGS);
4589 /* parent must be gone at this point */
4590 g_assert (priv->parent == NULL);
4592 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4594 /* can't be mapped or realized with no parent */
4595 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4596 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4599 g_clear_object (&priv->pango_context);
4600 g_clear_object (&priv->actions);
4601 g_clear_object (&priv->constraints);
4602 g_clear_object (&priv->effects);
4603 g_clear_object (&priv->flatten_effect);
4605 if (priv->layout_manager != NULL)
4607 clutter_layout_manager_set_container (priv->layout_manager, NULL);
4608 g_object_unref (priv->layout_manager);
4609 priv->layout_manager = NULL;
4612 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4616 clutter_actor_finalize (GObject *object)
4618 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4620 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4621 priv->name != NULL ? priv->name : "<none>",
4623 g_type_name (G_OBJECT_TYPE (object)));
4625 _clutter_context_release_id (priv->id);
4627 g_free (priv->name);
4629 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
4634 * clutter_actor_get_accessible:
4635 * @self: a #ClutterActor
4637 * Returns the accessible object that describes the actor to an
4638 * assistive technology.
4640 * If no class-specific #AtkObject implementation is available for the
4641 * actor instance in question, it will inherit an #AtkObject
4642 * implementation from the first ancestor class for which such an
4643 * implementation is defined.
4645 * The documentation of the <ulink
4646 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
4647 * library contains more information about accessible objects and
4650 * Returns: (transfer none): the #AtkObject associated with @actor
4653 clutter_actor_get_accessible (ClutterActor *self)
4655 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4657 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
4661 clutter_actor_real_get_accessible (ClutterActor *actor)
4663 return atk_gobject_accessible_for_object (G_OBJECT (actor));
4667 _clutter_actor_ref_accessible (AtkImplementor *implementor)
4669 AtkObject *accessible;
4671 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
4672 if (accessible != NULL)
4673 g_object_ref (accessible);
4679 atk_implementor_iface_init (AtkImplementorIface *iface)
4681 iface->ref_accessible = _clutter_actor_ref_accessible;
4685 clutter_actor_real_get_paint_volume (ClutterActor *self,
4686 ClutterPaintVolume *volume)
4688 ClutterActorPrivate *priv = self->priv;
4689 ClutterActor *child;
4690 ClutterActorClass *klass;
4693 klass = CLUTTER_ACTOR_GET_CLASS (self);
4695 /* XXX - this thoroughly sucks, but we don't want to penalize users
4696 * who use ClutterActor as a "new ClutterGroup" by forcing a full-stage
4697 * redraw. This should go away in 2.0.
4699 if (klass->paint == clutter_actor_real_paint &&
4700 klass->get_paint_volume == clutter_actor_real_get_paint_volume)
4706 /* this is the default return value: we cannot know if a class
4707 * is going to paint outside its allocation, so we take the
4708 * conservative approach.
4713 /* we start from the allocation */
4714 clutter_paint_volume_set_width (volume,
4715 priv->allocation.x2 - priv->allocation.x1);
4716 clutter_paint_volume_set_height (volume,
4717 priv->allocation.y2 - priv->allocation.y1);
4719 /* if the actor has a clip set then we have a pretty definite
4720 * size for the paint volume: the actor cannot possibly paint
4721 * outside the clip region.
4723 if (priv->clip_to_allocation)
4725 /* the allocation has already been set, so we just flip the
4732 if (priv->has_clip &&
4733 priv->clip.width >= 0 &&
4734 priv->clip.height >= 0)
4736 ClutterVertex origin;
4738 origin.x = priv->clip.x;
4739 origin.y = priv->clip.y;
4742 clutter_paint_volume_set_origin (volume, &origin);
4743 clutter_paint_volume_set_width (volume, priv->clip.width);
4744 clutter_paint_volume_set_height (volume, priv->clip.height);
4749 /* if we don't have children we just bail out here... */
4750 if (priv->n_children == 0)
4753 /* ...but if we have children then we ask for their paint volume in
4754 * our coordinates. if any of our children replies that it doesn't
4755 * have a paint volume, we bail out
4757 for (child = priv->first_child;
4759 child = child->priv->next_sibling)
4761 const ClutterPaintVolume *child_volume;
4763 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
4764 if (child_volume == NULL)
4770 clutter_paint_volume_union (volume, child_volume);
4779 clutter_actor_real_has_overlaps (ClutterActor *self)
4781 /* By default we'll assume that all actors need an offscreen redirect to get
4782 * the correct opacity. Actors such as ClutterTexture that would never need
4783 * an offscreen redirect can override this to return FALSE. */
4788 clutter_actor_real_destroy (ClutterActor *actor)
4790 ClutterActorIter iter;
4792 clutter_actor_iter_init (&iter, actor);
4793 while (clutter_actor_iter_next (&iter, NULL))
4794 clutter_actor_iter_destroy (&iter);
4798 clutter_actor_constructor (GType gtype,
4800 GObjectConstructParam *props)
4802 GObjectClass *gobject_class;
4806 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
4807 retval = gobject_class->constructor (gtype, n_props, props);
4808 self = CLUTTER_ACTOR (retval);
4810 if (self->priv->layout_manager == NULL)
4812 ClutterLayoutManager *default_layout;
4814 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
4816 default_layout = clutter_fixed_layout_new ();
4817 clutter_actor_set_layout_manager (self, default_layout);
4824 clutter_actor_class_init (ClutterActorClass *klass)
4826 GObjectClass *object_class = G_OBJECT_CLASS (klass);
4828 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
4829 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
4830 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
4832 object_class->constructor = clutter_actor_constructor;
4833 object_class->set_property = clutter_actor_set_property;
4834 object_class->get_property = clutter_actor_get_property;
4835 object_class->dispose = clutter_actor_dispose;
4836 object_class->finalize = clutter_actor_finalize;
4838 klass->show = clutter_actor_real_show;
4839 klass->show_all = clutter_actor_show;
4840 klass->hide = clutter_actor_real_hide;
4841 klass->hide_all = clutter_actor_hide;
4842 klass->map = clutter_actor_real_map;
4843 klass->unmap = clutter_actor_real_unmap;
4844 klass->unrealize = clutter_actor_real_unrealize;
4845 klass->pick = clutter_actor_real_pick;
4846 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
4847 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
4848 klass->allocate = clutter_actor_real_allocate;
4849 klass->queue_redraw = clutter_actor_real_queue_redraw;
4850 klass->queue_relayout = clutter_actor_real_queue_relayout;
4851 klass->apply_transform = clutter_actor_real_apply_transform;
4852 klass->get_accessible = clutter_actor_real_get_accessible;
4853 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
4854 klass->has_overlaps = clutter_actor_real_has_overlaps;
4855 klass->paint = clutter_actor_real_paint;
4856 klass->destroy = clutter_actor_real_destroy;
4858 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
4863 * X coordinate of the actor in pixels. If written, forces a fixed
4864 * position for the actor. If read, returns the fixed position if any,
4865 * otherwise the allocation if available, otherwise 0.
4868 g_param_spec_float ("x",
4870 P_("X coordinate of the actor"),
4871 -G_MAXFLOAT, G_MAXFLOAT,
4873 CLUTTER_PARAM_READWRITE);
4878 * Y coordinate of the actor in pixels. If written, forces a fixed
4879 * position for the actor. If read, returns the fixed position if
4880 * any, otherwise the allocation if available, otherwise 0.
4883 g_param_spec_float ("y",
4885 P_("Y coordinate of the actor"),
4886 -G_MAXFLOAT, G_MAXFLOAT,
4888 CLUTTER_PARAM_READWRITE);
4891 * ClutterActor:width:
4893 * Width of the actor (in pixels). If written, forces the minimum and
4894 * natural size request of the actor to the given width. If read, returns
4895 * the allocated width if available, otherwise the width request.
4897 obj_props[PROP_WIDTH] =
4898 g_param_spec_float ("width",
4900 P_("Width of the actor"),
4903 CLUTTER_PARAM_READWRITE);
4906 * ClutterActor:height:
4908 * Height of the actor (in pixels). If written, forces the minimum and
4909 * natural size request of the actor to the given height. If read, returns
4910 * the allocated height if available, otherwise the height request.
4912 obj_props[PROP_HEIGHT] =
4913 g_param_spec_float ("height",
4915 P_("Height of the actor"),
4918 CLUTTER_PARAM_READWRITE);
4921 * ClutterActor:fixed-x:
4923 * The fixed X position of the actor in pixels.
4925 * Writing this property sets #ClutterActor:fixed-position-set
4926 * property as well, as a side effect
4930 obj_props[PROP_FIXED_X] =
4931 g_param_spec_float ("fixed-x",
4933 P_("Forced X position of the actor"),
4934 -G_MAXFLOAT, G_MAXFLOAT,
4936 CLUTTER_PARAM_READWRITE);
4939 * ClutterActor:fixed-y:
4941 * The fixed Y position of the actor in pixels.
4943 * Writing this property sets the #ClutterActor:fixed-position-set
4944 * property as well, as a side effect
4948 obj_props[PROP_FIXED_Y] =
4949 g_param_spec_float ("fixed-y",
4951 P_("Forced Y position of the actor"),
4952 -G_MAXFLOAT, G_MAXFLOAT,
4954 CLUTTER_PARAM_READWRITE);
4957 * ClutterActor:fixed-position-set:
4959 * This flag controls whether the #ClutterActor:fixed-x and
4960 * #ClutterActor:fixed-y properties are used
4964 obj_props[PROP_FIXED_POSITION_SET] =
4965 g_param_spec_boolean ("fixed-position-set",
4966 P_("Fixed position set"),
4967 P_("Whether to use fixed positioning for the actor"),
4969 CLUTTER_PARAM_READWRITE);
4972 * ClutterActor:min-width:
4974 * A forced minimum width request for the actor, in pixels
4976 * Writing this property sets the #ClutterActor:min-width-set property
4977 * as well, as a side effect.
4979 *This property overrides the usual width request of the actor.
4983 obj_props[PROP_MIN_WIDTH] =
4984 g_param_spec_float ("min-width",
4986 P_("Forced minimum width request for the actor"),
4989 CLUTTER_PARAM_READWRITE);
4992 * ClutterActor:min-height:
4994 * A forced minimum height request for the actor, in pixels
4996 * Writing this property sets the #ClutterActor:min-height-set property
4997 * as well, as a side effect. This property overrides the usual height
4998 * request of the actor.
5002 obj_props[PROP_MIN_HEIGHT] =
5003 g_param_spec_float ("min-height",
5005 P_("Forced minimum height request for the actor"),
5008 CLUTTER_PARAM_READWRITE);
5011 * ClutterActor:natural-width:
5013 * A forced natural width request for the actor, in pixels
5015 * Writing this property sets the #ClutterActor:natural-width-set
5016 * property as well, as a side effect. This property overrides the
5017 * usual width request of the actor
5021 obj_props[PROP_NATURAL_WIDTH] =
5022 g_param_spec_float ("natural-width",
5023 P_("Natural Width"),
5024 P_("Forced natural width request for the actor"),
5027 CLUTTER_PARAM_READWRITE);
5030 * ClutterActor:natural-height:
5032 * A forced natural height request for the actor, in pixels
5034 * Writing this property sets the #ClutterActor:natural-height-set
5035 * property as well, as a side effect. This property overrides the
5036 * usual height request of the actor
5040 obj_props[PROP_NATURAL_HEIGHT] =
5041 g_param_spec_float ("natural-height",
5042 P_("Natural Height"),
5043 P_("Forced natural height request for the actor"),
5046 CLUTTER_PARAM_READWRITE);
5049 * ClutterActor:min-width-set:
5051 * This flag controls whether the #ClutterActor:min-width property
5056 obj_props[PROP_MIN_WIDTH_SET] =
5057 g_param_spec_boolean ("min-width-set",
5058 P_("Minimum width set"),
5059 P_("Whether to use the min-width property"),
5061 CLUTTER_PARAM_READWRITE);
5064 * ClutterActor:min-height-set:
5066 * This flag controls whether the #ClutterActor:min-height property
5071 obj_props[PROP_MIN_HEIGHT_SET] =
5072 g_param_spec_boolean ("min-height-set",
5073 P_("Minimum height set"),
5074 P_("Whether to use the min-height property"),
5076 CLUTTER_PARAM_READWRITE);
5079 * ClutterActor:natural-width-set:
5081 * This flag controls whether the #ClutterActor:natural-width property
5086 obj_props[PROP_NATURAL_WIDTH_SET] =
5087 g_param_spec_boolean ("natural-width-set",
5088 P_("Natural width set"),
5089 P_("Whether to use the natural-width property"),
5091 CLUTTER_PARAM_READWRITE);
5094 * ClutterActor:natural-height-set:
5096 * This flag controls whether the #ClutterActor:natural-height property
5101 obj_props[PROP_NATURAL_HEIGHT_SET] =
5102 g_param_spec_boolean ("natural-height-set",
5103 P_("Natural height set"),
5104 P_("Whether to use the natural-height property"),
5106 CLUTTER_PARAM_READWRITE);
5109 * ClutterActor:allocation:
5111 * The allocation for the actor, in pixels
5113 * This is property is read-only, but you might monitor it to know when an
5114 * actor moves or resizes
5118 obj_props[PROP_ALLOCATION] =
5119 g_param_spec_boxed ("allocation",
5121 P_("The actor's allocation"),
5122 CLUTTER_TYPE_ACTOR_BOX,
5123 CLUTTER_PARAM_READABLE);
5126 * ClutterActor:request-mode:
5128 * Request mode for the #ClutterActor. The request mode determines the
5129 * type of geometry management used by the actor, either height for width
5130 * (the default) or width for height.
5132 * For actors implementing height for width, the parent container should get
5133 * the preferred width first, and then the preferred height for that width.
5135 * For actors implementing width for height, the parent container should get
5136 * the preferred height first, and then the preferred width for that height.
5141 * ClutterRequestMode mode;
5142 * gfloat natural_width, min_width;
5143 * gfloat natural_height, min_height;
5145 * mode = clutter_actor_get_request_mode (child);
5146 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5148 * clutter_actor_get_preferred_width (child, -1,
5150 * &natural_width);
5151 * clutter_actor_get_preferred_height (child, natural_width,
5153 * &natural_height);
5157 * clutter_actor_get_preferred_height (child, -1,
5159 * &natural_height);
5160 * clutter_actor_get_preferred_width (child, natural_height,
5162 * &natural_width);
5166 * will retrieve the minimum and natural width and height depending on the
5167 * preferred request mode of the #ClutterActor "child".
5169 * The clutter_actor_get_preferred_size() function will implement this
5174 obj_props[PROP_REQUEST_MODE] =
5175 g_param_spec_enum ("request-mode",
5177 P_("The actor's request mode"),
5178 CLUTTER_TYPE_REQUEST_MODE,
5179 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5180 CLUTTER_PARAM_READWRITE);
5183 * ClutterActor:depth:
5185 * The position of the actor on the Z axis
5189 obj_props[PROP_DEPTH] =
5190 g_param_spec_float ("depth",
5192 P_("Position on the Z axis"),
5193 -G_MAXFLOAT, G_MAXFLOAT,
5195 CLUTTER_PARAM_READWRITE);
5198 * ClutterActor:opacity:
5200 * Opacity of an actor, between 0 (fully transparent) and
5201 * 255 (fully opaque)
5203 obj_props[PROP_OPACITY] =
5204 g_param_spec_uint ("opacity",
5206 P_("Opacity of an actor"),
5209 CLUTTER_PARAM_READWRITE);
5212 * ClutterActor:offscreen-redirect:
5214 * Determines the conditions in which the actor will be redirected
5215 * to an offscreen framebuffer while being painted. For example this
5216 * can be used to cache an actor in a framebuffer or for improved
5217 * handling of transparent actors. See
5218 * clutter_actor_set_offscreen_redirect() for details.
5222 obj_props[PROP_OFFSCREEN_REDIRECT] =
5223 g_param_spec_flags ("offscreen-redirect",
5224 P_("Offscreen redirect"),
5225 P_("Flags controlling when to flatten the actor into a single image"),
5226 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5228 CLUTTER_PARAM_READWRITE);
5231 * ClutterActor:visible:
5233 * Whether the actor is set to be visible or not
5235 * See also #ClutterActor:mapped
5237 obj_props[PROP_VISIBLE] =
5238 g_param_spec_boolean ("visible",
5240 P_("Whether the actor is visible or not"),
5242 CLUTTER_PARAM_READWRITE);
5245 * ClutterActor:mapped:
5247 * Whether the actor is mapped (will be painted when the stage
5248 * to which it belongs is mapped)
5252 obj_props[PROP_MAPPED] =
5253 g_param_spec_boolean ("mapped",
5255 P_("Whether the actor will be painted"),
5257 CLUTTER_PARAM_READABLE);
5260 * ClutterActor:realized:
5262 * Whether the actor has been realized
5266 obj_props[PROP_REALIZED] =
5267 g_param_spec_boolean ("realized",
5269 P_("Whether the actor has been realized"),
5271 CLUTTER_PARAM_READABLE);
5274 * ClutterActor:reactive:
5276 * Whether the actor is reactive to events or not
5278 * Only reactive actors will emit event-related signals
5282 obj_props[PROP_REACTIVE] =
5283 g_param_spec_boolean ("reactive",
5285 P_("Whether the actor is reactive to events"),
5287 CLUTTER_PARAM_READWRITE);
5290 * ClutterActor:has-clip:
5292 * Whether the actor has the #ClutterActor:clip property set or not
5294 obj_props[PROP_HAS_CLIP] =
5295 g_param_spec_boolean ("has-clip",
5297 P_("Whether the actor has a clip set"),
5299 CLUTTER_PARAM_READABLE);
5302 * ClutterActor:clip:
5304 * The clip region for the actor, in actor-relative coordinates
5306 * Every part of the actor outside the clip region will not be
5309 obj_props[PROP_CLIP] =
5310 g_param_spec_boxed ("clip",
5312 P_("The clip region for the actor"),
5313 CLUTTER_TYPE_GEOMETRY,
5314 CLUTTER_PARAM_READWRITE);
5317 * ClutterActor:name:
5319 * The name of the actor
5323 obj_props[PROP_NAME] =
5324 g_param_spec_string ("name",
5326 P_("Name of the actor"),
5328 CLUTTER_PARAM_READWRITE);
5331 * ClutterActor:scale-x:
5333 * The horizontal scale of the actor
5337 obj_props[PROP_SCALE_X] =
5338 g_param_spec_double ("scale-x",
5340 P_("Scale factor on the X axis"),
5343 CLUTTER_PARAM_READWRITE);
5346 * ClutterActor:scale-y:
5348 * The vertical scale of the actor
5352 obj_props[PROP_SCALE_Y] =
5353 g_param_spec_double ("scale-y",
5355 P_("Scale factor on the Y axis"),
5358 CLUTTER_PARAM_READWRITE);
5361 * ClutterActor:scale-center-x:
5363 * The horizontal center point for scaling
5367 obj_props[PROP_SCALE_CENTER_X] =
5368 g_param_spec_float ("scale-center-x",
5369 P_("Scale Center X"),
5370 P_("Horizontal scale center"),
5371 -G_MAXFLOAT, G_MAXFLOAT,
5373 CLUTTER_PARAM_READWRITE);
5376 * ClutterActor:scale-center-y:
5378 * The vertical center point for scaling
5382 obj_props[PROP_SCALE_CENTER_Y] =
5383 g_param_spec_float ("scale-center-y",
5384 P_("Scale Center Y"),
5385 P_("Vertical scale center"),
5386 -G_MAXFLOAT, G_MAXFLOAT,
5388 CLUTTER_PARAM_READWRITE);
5391 * ClutterActor:scale-gravity:
5393 * The center point for scaling expressed as a #ClutterGravity
5397 obj_props[PROP_SCALE_GRAVITY] =
5398 g_param_spec_enum ("scale-gravity",
5399 P_("Scale Gravity"),
5400 P_("The center of scaling"),
5401 CLUTTER_TYPE_GRAVITY,
5402 CLUTTER_GRAVITY_NONE,
5403 CLUTTER_PARAM_READWRITE);
5406 * ClutterActor:rotation-angle-x:
5408 * The rotation angle on the X axis
5412 obj_props[PROP_ROTATION_ANGLE_X] =
5413 g_param_spec_double ("rotation-angle-x",
5414 P_("Rotation Angle X"),
5415 P_("The rotation angle on the X axis"),
5416 -G_MAXDOUBLE, G_MAXDOUBLE,
5418 CLUTTER_PARAM_READWRITE);
5421 * ClutterActor:rotation-angle-y:
5423 * The rotation angle on the Y axis
5427 obj_props[PROP_ROTATION_ANGLE_Y] =
5428 g_param_spec_double ("rotation-angle-y",
5429 P_("Rotation Angle Y"),
5430 P_("The rotation angle on the Y axis"),
5431 -G_MAXDOUBLE, G_MAXDOUBLE,
5433 CLUTTER_PARAM_READWRITE);
5436 * ClutterActor:rotation-angle-z:
5438 * The rotation angle on the Z axis
5442 obj_props[PROP_ROTATION_ANGLE_Z] =
5443 g_param_spec_double ("rotation-angle-z",
5444 P_("Rotation Angle Z"),
5445 P_("The rotation angle on the Z axis"),
5446 -G_MAXDOUBLE, G_MAXDOUBLE,
5448 CLUTTER_PARAM_READWRITE);
5451 * ClutterActor:rotation-center-x:
5453 * The rotation center on the X axis.
5457 obj_props[PROP_ROTATION_CENTER_X] =
5458 g_param_spec_boxed ("rotation-center-x",
5459 P_("Rotation Center X"),
5460 P_("The rotation center on the X axis"),
5461 CLUTTER_TYPE_VERTEX,
5462 CLUTTER_PARAM_READWRITE);
5465 * ClutterActor:rotation-center-y:
5467 * The rotation center on the Y axis.
5471 obj_props[PROP_ROTATION_CENTER_Y] =
5472 g_param_spec_boxed ("rotation-center-y",
5473 P_("Rotation Center Y"),
5474 P_("The rotation center on the Y axis"),
5475 CLUTTER_TYPE_VERTEX,
5476 CLUTTER_PARAM_READWRITE);
5479 * ClutterActor:rotation-center-z:
5481 * The rotation center on the Z axis.
5485 obj_props[PROP_ROTATION_CENTER_Z] =
5486 g_param_spec_boxed ("rotation-center-z",
5487 P_("Rotation Center Z"),
5488 P_("The rotation center on the Z axis"),
5489 CLUTTER_TYPE_VERTEX,
5490 CLUTTER_PARAM_READWRITE);
5493 * ClutterActor:rotation-center-z-gravity:
5495 * The rotation center on the Z axis expressed as a #ClutterGravity.
5499 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5500 g_param_spec_enum ("rotation-center-z-gravity",
5501 P_("Rotation Center Z Gravity"),
5502 P_("Center point for rotation around the Z axis"),
5503 CLUTTER_TYPE_GRAVITY,
5504 CLUTTER_GRAVITY_NONE,
5505 CLUTTER_PARAM_READWRITE);
5508 * ClutterActor:anchor-x:
5510 * The X coordinate of an actor's anchor point, relative to
5511 * the actor coordinate space, in pixels
5515 obj_props[PROP_ANCHOR_X] =
5516 g_param_spec_float ("anchor-x",
5518 P_("X coordinate of the anchor point"),
5519 -G_MAXFLOAT, G_MAXFLOAT,
5521 CLUTTER_PARAM_READWRITE);
5524 * ClutterActor:anchor-y:
5526 * The Y coordinate of an actor's anchor point, relative to
5527 * the actor coordinate space, in pixels
5531 obj_props[PROP_ANCHOR_Y] =
5532 g_param_spec_float ("anchor-y",
5534 P_("Y coordinate of the anchor point"),
5535 -G_MAXFLOAT, G_MAXFLOAT,
5537 CLUTTER_PARAM_READWRITE);
5540 * ClutterActor:anchor-gravity:
5542 * The anchor point expressed as a #ClutterGravity
5546 obj_props[PROP_ANCHOR_GRAVITY] =
5547 g_param_spec_enum ("anchor-gravity",
5548 P_("Anchor Gravity"),
5549 P_("The anchor point as a ClutterGravity"),
5550 CLUTTER_TYPE_GRAVITY,
5551 CLUTTER_GRAVITY_NONE,
5552 CLUTTER_PARAM_READWRITE);
5555 * ClutterActor:show-on-set-parent:
5557 * If %TRUE, the actor is automatically shown when parented.
5559 * Calling clutter_actor_hide() on an actor which has not been
5560 * parented will set this property to %FALSE as a side effect.
5564 obj_props[PROP_SHOW_ON_SET_PARENT] =
5565 g_param_spec_boolean ("show-on-set-parent",
5566 P_("Show on set parent"),
5567 P_("Whether the actor is shown when parented"),
5569 CLUTTER_PARAM_READWRITE);
5572 * ClutterActor:clip-to-allocation:
5574 * Whether the clip region should track the allocated area
5577 * This property is ignored if a clip area has been explicitly
5578 * set using clutter_actor_set_clip().
5582 obj_props[PROP_CLIP_TO_ALLOCATION] =
5583 g_param_spec_boolean ("clip-to-allocation",
5584 P_("Clip to Allocation"),
5585 P_("Sets the clip region to track the actor's allocation"),
5587 CLUTTER_PARAM_READWRITE);
5590 * ClutterActor:text-direction:
5592 * The direction of the text inside a #ClutterActor.
5596 obj_props[PROP_TEXT_DIRECTION] =
5597 g_param_spec_enum ("text-direction",
5598 P_("Text Direction"),
5599 P_("Direction of the text"),
5600 CLUTTER_TYPE_TEXT_DIRECTION,
5601 CLUTTER_TEXT_DIRECTION_LTR,
5602 CLUTTER_PARAM_READWRITE);
5605 * ClutterActor:has-pointer:
5607 * Whether the actor contains the pointer of a #ClutterInputDevice
5612 obj_props[PROP_HAS_POINTER] =
5613 g_param_spec_boolean ("has-pointer",
5615 P_("Whether the actor contains the pointer of an input device"),
5617 CLUTTER_PARAM_READABLE);
5620 * ClutterActor:actions:
5622 * Adds a #ClutterAction to the actor
5626 obj_props[PROP_ACTIONS] =
5627 g_param_spec_object ("actions",
5629 P_("Adds an action to the actor"),
5630 CLUTTER_TYPE_ACTION,
5631 CLUTTER_PARAM_WRITABLE);
5634 * ClutterActor:constraints:
5636 * Adds a #ClutterConstraint to the actor
5640 obj_props[PROP_CONSTRAINTS] =
5641 g_param_spec_object ("constraints",
5643 P_("Adds a constraint to the actor"),
5644 CLUTTER_TYPE_CONSTRAINT,
5645 CLUTTER_PARAM_WRITABLE);
5648 * ClutterActor:effect:
5650 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
5654 obj_props[PROP_EFFECT] =
5655 g_param_spec_object ("effect",
5657 P_("Add an effect to be applied on the actor"),
5658 CLUTTER_TYPE_EFFECT,
5659 CLUTTER_PARAM_WRITABLE);
5662 * ClutterActor:layout-manager:
5664 * A delegate object for controlling the layout of the children of
5669 obj_props[PROP_LAYOUT_MANAGER] =
5670 g_param_spec_object ("layout-manager",
5671 P_("Layout Manager"),
5672 P_("The object controlling the layout of an actor's children"),
5673 CLUTTER_TYPE_LAYOUT_MANAGER,
5674 CLUTTER_PARAM_READWRITE);
5678 * ClutterActor:x-align:
5680 * The alignment of an actor on the X axis, if the actor has been given
5681 * extra space for its allocation.
5685 obj_props[PROP_X_ALIGN] =
5686 g_param_spec_enum ("x-align",
5688 P_("The alignment of the actor on the X axis within its allocation"),
5689 CLUTTER_TYPE_ACTOR_ALIGN,
5690 CLUTTER_ACTOR_ALIGN_FILL,
5691 CLUTTER_PARAM_READWRITE);
5694 * ClutterActor:y-align:
5696 * The alignment of an actor on the Y axis, if the actor has been given
5697 * extra space for its allocation.
5701 obj_props[PROP_Y_ALIGN] =
5702 g_param_spec_enum ("y-align",
5704 P_("The alignment of the actor on the Y axis within its allocation"),
5705 CLUTTER_TYPE_ACTOR_ALIGN,
5706 CLUTTER_ACTOR_ALIGN_FILL,
5707 CLUTTER_PARAM_READWRITE);
5710 * ClutterActor:margin-top:
5712 * The margin (in pixels) from the top of the actor.
5714 * This property adds a margin to the actor's preferred size; the margin
5715 * will be automatically taken into account when allocating the actor.
5719 obj_props[PROP_MARGIN_TOP] =
5720 g_param_spec_float ("margin-top",
5722 P_("Extra space at the top"),
5725 CLUTTER_PARAM_READWRITE);
5728 * ClutterActor:margin-bottom:
5730 * The margin (in pixels) from the bottom of the actor.
5732 * This property adds a margin to the actor's preferred size; the margin
5733 * will be automatically taken into account when allocating the actor.
5737 obj_props[PROP_MARGIN_BOTTOM] =
5738 g_param_spec_float ("margin-bottom",
5739 P_("Margin Bottom"),
5740 P_("Extra space at the bottom"),
5743 CLUTTER_PARAM_READWRITE);
5746 * ClutterActor:margin-left:
5748 * The margin (in pixels) from the left of the actor.
5750 * This property adds a margin to the actor's preferred size; the margin
5751 * will be automatically taken into account when allocating the actor.
5755 obj_props[PROP_MARGIN_LEFT] =
5756 g_param_spec_float ("margin-left",
5758 P_("Extra space at the left"),
5761 CLUTTER_PARAM_READWRITE);
5764 * ClutterActor:margin-right:
5766 * The margin (in pixels) from the right of the actor.
5768 * This property adds a margin to the actor's preferred size; the margin
5769 * will be automatically taken into account when allocating the actor.
5773 obj_props[PROP_MARGIN_RIGHT] =
5774 g_param_spec_float ("margin-right",
5776 P_("Extra space at the right"),
5779 CLUTTER_PARAM_READWRITE);
5782 * ClutterActor:background-color-set:
5784 * Whether the #ClutterActor:background-color property has been set.
5788 obj_props[PROP_BACKGROUND_COLOR_SET] =
5789 g_param_spec_boolean ("background-color-set",
5790 P_("Background Color Set"),
5791 P_("Whether the background color is set"),
5793 CLUTTER_PARAM_READABLE);
5796 * ClutterActor:background-color:
5798 * Paints a solid fill of the actor's allocation using the specified
5803 obj_props[PROP_BACKGROUND_COLOR] =
5804 clutter_param_spec_color ("background-color",
5805 P_("Background color"),
5806 P_("The actor's background color"),
5807 CLUTTER_COLOR_Transparent,
5808 CLUTTER_PARAM_READWRITE);
5811 * ClutterActor:first-child:
5813 * The actor's first child.
5817 obj_props[PROP_FIRST_CHILD] =
5818 g_param_spec_object ("first-child",
5820 P_("The actor's first child"),
5822 CLUTTER_PARAM_READABLE);
5825 * ClutterActor:last-child:
5827 * The actor's last child.
5831 obj_props[PROP_LAST_CHILD] =
5832 g_param_spec_object ("last-child",
5834 P_("The actor's last child"),
5836 CLUTTER_PARAM_READABLE);
5838 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
5841 * ClutterActor::destroy:
5842 * @actor: the #ClutterActor which emitted the signal
5844 * The ::destroy signal notifies that all references held on the
5845 * actor which emitted it should be released.
5847 * The ::destroy signal should be used by all holders of a reference
5850 * This signal might result in the finalization of the #ClutterActor
5851 * if all references are released.
5853 * Composite actors and actors implementing the #ClutterContainer
5854 * interface should override the default implementation of the
5855 * class handler of this signal and call clutter_actor_destroy() on
5856 * their children. When overriding the default class handler, it is
5857 * required to chain up to the parent's implementation.
5861 actor_signals[DESTROY] =
5862 g_signal_new (I_("destroy"),
5863 G_TYPE_FROM_CLASS (object_class),
5864 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
5865 G_STRUCT_OFFSET (ClutterActorClass, destroy),
5867 _clutter_marshal_VOID__VOID,
5870 * ClutterActor::show:
5871 * @actor: the object which received the signal
5873 * The ::show signal is emitted when an actor is visible and
5874 * rendered on the stage.
5878 actor_signals[SHOW] =
5879 g_signal_new (I_("show"),
5880 G_TYPE_FROM_CLASS (object_class),
5882 G_STRUCT_OFFSET (ClutterActorClass, show),
5884 _clutter_marshal_VOID__VOID,
5887 * ClutterActor::hide:
5888 * @actor: the object which received the signal
5890 * The ::hide signal is emitted when an actor is no longer rendered
5895 actor_signals[HIDE] =
5896 g_signal_new (I_("hide"),
5897 G_TYPE_FROM_CLASS (object_class),
5899 G_STRUCT_OFFSET (ClutterActorClass, hide),
5901 _clutter_marshal_VOID__VOID,
5904 * ClutterActor::parent-set:
5905 * @actor: the object which received the signal
5906 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
5908 * This signal is emitted when the parent of the actor changes.
5912 actor_signals[PARENT_SET] =
5913 g_signal_new (I_("parent-set"),
5914 G_TYPE_FROM_CLASS (object_class),
5916 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
5918 _clutter_marshal_VOID__OBJECT,
5920 CLUTTER_TYPE_ACTOR);
5923 * ClutterActor::queue-redraw:
5924 * @actor: the actor we're bubbling the redraw request through
5925 * @origin: the actor which initiated the redraw request
5927 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
5928 * is called on @origin.
5930 * The default implementation for #ClutterActor chains up to the
5931 * parent actor and queues a redraw on the parent, thus "bubbling"
5932 * the redraw queue up through the actor graph. The default
5933 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
5934 * in a main loop idle handler.
5936 * Note that the @origin actor may be the stage, or a container; it
5937 * does not have to be a leaf node in the actor graph.
5939 * Toolkits embedding a #ClutterStage which require a redraw and
5940 * relayout cycle can stop the emission of this signal using the
5941 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
5946 * on_redraw_complete (gpointer data)
5948 * ClutterStage *stage = data;
5950 * /* execute the Clutter drawing pipeline */
5951 * clutter_stage_ensure_redraw (stage);
5955 * on_stage_queue_redraw (ClutterStage *stage)
5957 * /* this prevents the default handler to run */
5958 * g_signal_stop_emission_by_name (stage, "queue-redraw");
5960 * /* queue a redraw with the host toolkit and call
5961 * * a function when the redraw has been completed
5963 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
5967 * <note><para>This signal is emitted before the Clutter paint
5968 * pipeline is executed. If you want to know when the pipeline has
5969 * been completed you should connect to the ::paint signal on the
5970 * Stage with g_signal_connect_after().</para></note>
5974 actor_signals[QUEUE_REDRAW] =
5975 g_signal_new (I_("queue-redraw"),
5976 G_TYPE_FROM_CLASS (object_class),
5978 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
5980 _clutter_marshal_VOID__OBJECT,
5982 CLUTTER_TYPE_ACTOR);
5985 * ClutterActor::queue-relayout
5986 * @actor: the actor being queued for relayout
5988 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
5989 * is called on an actor.
5991 * The default implementation for #ClutterActor chains up to the
5992 * parent actor and queues a relayout on the parent, thus "bubbling"
5993 * the relayout queue up through the actor graph.
5995 * The main purpose of this signal is to allow relayout to be propagated
5996 * properly in the procense of #ClutterClone actors. Applications will
5997 * not normally need to connect to this signal.
6001 actor_signals[QUEUE_RELAYOUT] =
6002 g_signal_new (I_("queue-relayout"),
6003 G_TYPE_FROM_CLASS (object_class),
6005 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
6007 _clutter_marshal_VOID__VOID,
6011 * ClutterActor::event:
6012 * @actor: the actor which received the event
6013 * @event: a #ClutterEvent
6015 * The ::event signal is emitted each time an event is received
6016 * by the @actor. This signal will be emitted on every actor,
6017 * following the hierarchy chain, until it reaches the top-level
6018 * container (the #ClutterStage).
6020 * Return value: %TRUE if the event has been handled by the actor,
6021 * or %FALSE to continue the emission.
6025 actor_signals[EVENT] =
6026 g_signal_new (I_("event"),
6027 G_TYPE_FROM_CLASS (object_class),
6029 G_STRUCT_OFFSET (ClutterActorClass, event),
6030 _clutter_boolean_handled_accumulator, NULL,
6031 _clutter_marshal_BOOLEAN__BOXED,
6033 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6035 * ClutterActor::button-press-event:
6036 * @actor: the actor which received the event
6037 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6039 * The ::button-press-event signal is emitted each time a mouse button
6040 * is pressed on @actor.
6042 * Return value: %TRUE if the event has been handled by the actor,
6043 * or %FALSE to continue the emission.
6047 actor_signals[BUTTON_PRESS_EVENT] =
6048 g_signal_new (I_("button-press-event"),
6049 G_TYPE_FROM_CLASS (object_class),
6051 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6052 _clutter_boolean_handled_accumulator, NULL,
6053 _clutter_marshal_BOOLEAN__BOXED,
6055 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6057 * ClutterActor::button-release-event:
6058 * @actor: the actor which received the event
6059 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6061 * The ::button-release-event signal is emitted each time a mouse button
6062 * is released on @actor.
6064 * Return value: %TRUE if the event has been handled by the actor,
6065 * or %FALSE to continue the emission.
6069 actor_signals[BUTTON_RELEASE_EVENT] =
6070 g_signal_new (I_("button-release-event"),
6071 G_TYPE_FROM_CLASS (object_class),
6073 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6074 _clutter_boolean_handled_accumulator, NULL,
6075 _clutter_marshal_BOOLEAN__BOXED,
6077 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6079 * ClutterActor::scroll-event:
6080 * @actor: the actor which received the event
6081 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6083 * The ::scroll-event signal is emitted each time the mouse is
6084 * scrolled on @actor
6086 * Return value: %TRUE if the event has been handled by the actor,
6087 * or %FALSE to continue the emission.
6091 actor_signals[SCROLL_EVENT] =
6092 g_signal_new (I_("scroll-event"),
6093 G_TYPE_FROM_CLASS (object_class),
6095 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6096 _clutter_boolean_handled_accumulator, NULL,
6097 _clutter_marshal_BOOLEAN__BOXED,
6099 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6101 * ClutterActor::key-press-event:
6102 * @actor: the actor which received the event
6103 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6105 * The ::key-press-event signal is emitted each time a keyboard button
6106 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6108 * Return value: %TRUE if the event has been handled by the actor,
6109 * or %FALSE to continue the emission.
6113 actor_signals[KEY_PRESS_EVENT] =
6114 g_signal_new (I_("key-press-event"),
6115 G_TYPE_FROM_CLASS (object_class),
6117 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6118 _clutter_boolean_handled_accumulator, NULL,
6119 _clutter_marshal_BOOLEAN__BOXED,
6121 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6123 * ClutterActor::key-release-event:
6124 * @actor: the actor which received the event
6125 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6127 * The ::key-release-event signal is emitted each time a keyboard button
6128 * is released while @actor has key focus (see
6129 * clutter_stage_set_key_focus()).
6131 * Return value: %TRUE if the event has been handled by the actor,
6132 * or %FALSE to continue the emission.
6136 actor_signals[KEY_RELEASE_EVENT] =
6137 g_signal_new (I_("key-release-event"),
6138 G_TYPE_FROM_CLASS (object_class),
6140 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6141 _clutter_boolean_handled_accumulator, NULL,
6142 _clutter_marshal_BOOLEAN__BOXED,
6144 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6146 * ClutterActor::motion-event:
6147 * @actor: the actor which received the event
6148 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6150 * The ::motion-event signal is emitted each time the mouse pointer is
6151 * moved over @actor.
6153 * Return value: %TRUE if the event has been handled by the actor,
6154 * or %FALSE to continue the emission.
6158 actor_signals[MOTION_EVENT] =
6159 g_signal_new (I_("motion-event"),
6160 G_TYPE_FROM_CLASS (object_class),
6162 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6163 _clutter_boolean_handled_accumulator, NULL,
6164 _clutter_marshal_BOOLEAN__BOXED,
6166 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6169 * ClutterActor::key-focus-in:
6170 * @actor: the actor which now has key focus
6172 * The ::key-focus-in signal is emitted when @actor receives key focus.
6176 actor_signals[KEY_FOCUS_IN] =
6177 g_signal_new (I_("key-focus-in"),
6178 G_TYPE_FROM_CLASS (object_class),
6180 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6182 _clutter_marshal_VOID__VOID,
6186 * ClutterActor::key-focus-out:
6187 * @actor: the actor which now has key focus
6189 * The ::key-focus-out signal is emitted when @actor loses key focus.
6193 actor_signals[KEY_FOCUS_OUT] =
6194 g_signal_new (I_("key-focus-out"),
6195 G_TYPE_FROM_CLASS (object_class),
6197 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6199 _clutter_marshal_VOID__VOID,
6203 * ClutterActor::enter-event:
6204 * @actor: the actor which the pointer has entered.
6205 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6207 * The ::enter-event signal is emitted when the pointer enters the @actor
6209 * Return value: %TRUE if the event has been handled by the actor,
6210 * or %FALSE to continue the emission.
6214 actor_signals[ENTER_EVENT] =
6215 g_signal_new (I_("enter-event"),
6216 G_TYPE_FROM_CLASS (object_class),
6218 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6219 _clutter_boolean_handled_accumulator, NULL,
6220 _clutter_marshal_BOOLEAN__BOXED,
6222 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6225 * ClutterActor::leave-event:
6226 * @actor: the actor which the pointer has left
6227 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6229 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6231 * Return value: %TRUE if the event has been handled by the actor,
6232 * or %FALSE to continue the emission.
6236 actor_signals[LEAVE_EVENT] =
6237 g_signal_new (I_("leave-event"),
6238 G_TYPE_FROM_CLASS (object_class),
6240 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6241 _clutter_boolean_handled_accumulator, NULL,
6242 _clutter_marshal_BOOLEAN__BOXED,
6244 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6247 * ClutterActor::captured-event:
6248 * @actor: the actor which received the signal
6249 * @event: a #ClutterEvent
6251 * The ::captured-event signal is emitted when an event is captured
6252 * by Clutter. This signal will be emitted starting from the top-level
6253 * container (the #ClutterStage) to the actor which received the event
6254 * going down the hierarchy. This signal can be used to intercept every
6255 * event before the specialized events (like
6256 * ClutterActor::button-press-event or ::key-released-event) are
6259 * Return value: %TRUE if the event has been handled by the actor,
6260 * or %FALSE to continue the emission.
6264 actor_signals[CAPTURED_EVENT] =
6265 g_signal_new (I_("captured-event"),
6266 G_TYPE_FROM_CLASS (object_class),
6268 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6269 _clutter_boolean_handled_accumulator, NULL,
6270 _clutter_marshal_BOOLEAN__BOXED,
6272 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6275 * ClutterActor::paint:
6276 * @actor: the #ClutterActor that received the signal
6278 * The ::paint signal is emitted each time an actor is being painted.
6280 * Subclasses of #ClutterActor should override the class signal handler
6281 * and paint themselves in that function.
6283 * It is possible to connect a handler to the ::paint signal in order
6284 * to set up some custom aspect of a paint.
6288 actor_signals[PAINT] =
6289 g_signal_new (I_("paint"),
6290 G_TYPE_FROM_CLASS (object_class),
6292 G_STRUCT_OFFSET (ClutterActorClass, paint),
6294 _clutter_marshal_VOID__VOID,
6297 * ClutterActor::realize:
6298 * @actor: the #ClutterActor that received the signal
6300 * The ::realize signal is emitted each time an actor is being
6305 actor_signals[REALIZE] =
6306 g_signal_new (I_("realize"),
6307 G_TYPE_FROM_CLASS (object_class),
6309 G_STRUCT_OFFSET (ClutterActorClass, realize),
6311 _clutter_marshal_VOID__VOID,
6314 * ClutterActor::unrealize:
6315 * @actor: the #ClutterActor that received the signal
6317 * The ::unrealize signal is emitted each time an actor is being
6322 actor_signals[UNREALIZE] =
6323 g_signal_new (I_("unrealize"),
6324 G_TYPE_FROM_CLASS (object_class),
6326 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6328 _clutter_marshal_VOID__VOID,
6332 * ClutterActor::pick:
6333 * @actor: the #ClutterActor that received the signal
6334 * @color: the #ClutterColor to be used when picking
6336 * The ::pick signal is emitted each time an actor is being painted
6337 * in "pick mode". The pick mode is used to identify the actor during
6338 * the event handling phase, or by clutter_stage_get_actor_at_pos().
6339 * The actor should paint its shape using the passed @pick_color.
6341 * Subclasses of #ClutterActor should override the class signal handler
6342 * and paint themselves in that function.
6344 * It is possible to connect a handler to the ::pick signal in order
6345 * to set up some custom aspect of a paint in pick mode.
6349 actor_signals[PICK] =
6350 g_signal_new (I_("pick"),
6351 G_TYPE_FROM_CLASS (object_class),
6353 G_STRUCT_OFFSET (ClutterActorClass, pick),
6355 _clutter_marshal_VOID__BOXED,
6357 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6360 * ClutterActor::allocation-changed:
6361 * @actor: the #ClutterActor that emitted the signal
6362 * @box: a #ClutterActorBox with the new allocation
6363 * @flags: #ClutterAllocationFlags for the allocation
6365 * The ::allocation-changed signal is emitted when the
6366 * #ClutterActor:allocation property changes. Usually, application
6367 * code should just use the notifications for the :allocation property
6368 * but if you want to track the allocation flags as well, for instance
6369 * to know whether the absolute origin of @actor changed, then you might
6370 * want use this signal instead.
6374 actor_signals[ALLOCATION_CHANGED] =
6375 g_signal_new (I_("allocation-changed"),
6376 G_TYPE_FROM_CLASS (object_class),
6380 _clutter_marshal_VOID__BOXED_FLAGS,
6382 CLUTTER_TYPE_ACTOR_BOX,
6383 CLUTTER_TYPE_ALLOCATION_FLAGS);
6387 clutter_actor_init (ClutterActor *self)
6389 ClutterActorPrivate *priv;
6391 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6393 priv->id = _clutter_context_acquire_id (self);
6396 priv->opacity = 0xff;
6397 priv->show_on_set_parent = TRUE;
6399 priv->needs_width_request = TRUE;
6400 priv->needs_height_request = TRUE;
6401 priv->needs_allocation = TRUE;
6403 priv->cached_width_age = 1;
6404 priv->cached_height_age = 1;
6406 priv->opacity_override = -1;
6407 priv->enable_model_view_transform = TRUE;
6409 /* Initialize an empty paint volume to start with */
6410 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6411 priv->last_paint_volume_valid = TRUE;
6413 priv->transform_valid = FALSE;
6417 * clutter_actor_new:
6419 * Creates a new #ClutterActor.
6421 * A newly created actor has a floating reference, which will be sunk
6422 * when it is added to another actor.
6424 * Return value: (transfer full): the newly created #ClutterActor
6429 clutter_actor_new (void)
6431 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
6435 * clutter_actor_destroy:
6436 * @self: a #ClutterActor
6438 * Destroys an actor. When an actor is destroyed, it will break any
6439 * references it holds to other objects. If the actor is inside a
6440 * container, the actor will be removed.
6442 * When you destroy a container, its children will be destroyed as well.
6444 * Note: you cannot destroy the #ClutterStage returned by
6445 * clutter_stage_get_default().
6448 clutter_actor_destroy (ClutterActor *self)
6450 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6452 g_object_ref (self);
6454 /* avoid recursion while destroying */
6455 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
6457 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6459 g_object_run_dispose (G_OBJECT (self));
6461 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6464 g_object_unref (self);
6468 _clutter_actor_finish_queue_redraw (ClutterActor *self,
6469 ClutterPaintVolume *clip)
6471 ClutterActorPrivate *priv = self->priv;
6472 ClutterPaintVolume *pv;
6475 /* If we've been explicitly passed a clip volume then there's
6476 * nothing more to calculate, but otherwise the only thing we know
6477 * is that the change is constrained to the given actor.
6479 * The idea is that if we know the paint volume for where the actor
6480 * was last drawn (in eye coordinates) and we also have the paint
6481 * volume for where it will be drawn next (in actor coordinates)
6482 * then if we queue a redraw for both these volumes that will cover
6483 * everything that needs to be redrawn to clear the old view and
6484 * show the latest view of the actor.
6486 * Don't clip this redraw if we don't know what position we had for
6487 * the previous redraw since we don't know where to set the clip so
6488 * it will clear the actor as it is currently.
6492 _clutter_actor_set_queue_redraw_clip (self, clip);
6495 else if (G_LIKELY (priv->last_paint_volume_valid))
6497 pv = _clutter_actor_get_paint_volume_mutable (self);
6500 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
6502 /* make sure we redraw the actors old position... */
6503 _clutter_actor_set_queue_redraw_clip (stage,
6504 &priv->last_paint_volume);
6505 _clutter_actor_signal_queue_redraw (stage, stage);
6506 _clutter_actor_set_queue_redraw_clip (stage, NULL);
6508 /* XXX: Ideally the redraw signal would take a clip volume
6509 * argument, but that would be an ABI break. Until we can
6510 * break the ABI we pass the argument out-of-band
6513 /* setup the clip for the actors new position... */
6514 _clutter_actor_set_queue_redraw_clip (self, pv);
6523 _clutter_actor_signal_queue_redraw (self, self);
6525 /* Just in case anyone is manually firing redraw signals without
6526 * using the public queue_redraw() API we are careful to ensure that
6527 * our out-of-band clip member is cleared before returning...
6529 * Note: A NULL clip denotes a full-stage, un-clipped redraw
6531 if (G_LIKELY (clipped))
6532 _clutter_actor_set_queue_redraw_clip (self, NULL);
6534 priv->queue_redraw_entry = NULL;
6538 _clutter_actor_get_allocation_clip (ClutterActor *self,
6539 ClutterActorBox *clip)
6541 ClutterActorBox allocation;
6543 /* XXX: we don't care if we get an out of date allocation here
6544 * because clutter_actor_queue_redraw_with_clip knows to ignore
6545 * the clip if the actor's allocation is invalid.
6547 * This is noted because clutter_actor_get_allocation_box does some
6548 * unnecessary work to support buggy code with a comment suggesting
6549 * that it could be changed later which would be good for this use
6552 clutter_actor_get_allocation_box (self, &allocation);
6554 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
6555 * actor's own coordinate space but the allocation is in parent
6559 clip->x2 = allocation.x2 - allocation.x1;
6560 clip->y2 = allocation.y2 - allocation.y1;
6564 _clutter_actor_queue_redraw_full (ClutterActor *self,
6565 ClutterRedrawFlags flags,
6566 ClutterPaintVolume *volume,
6567 ClutterEffect *effect)
6569 ClutterActorPrivate *priv = self->priv;
6570 ClutterPaintVolume allocation_pv;
6571 ClutterPaintVolume *pv;
6572 gboolean should_free_pv;
6573 ClutterActor *stage;
6575 /* Here's an outline of the actor queue redraw mechanism:
6577 * The process starts in one of the following two functions which
6578 * are wrappers for this function:
6579 * clutter_actor_queue_redraw
6580 * _clutter_actor_queue_redraw_with_clip
6582 * additionally, an effect can queue a redraw by wrapping this
6583 * function in clutter_effect_queue_rerun
6585 * This functions queues an entry in a list associated with the
6586 * stage which is a list of actors that queued a redraw while
6587 * updating the timelines, performing layouting and processing other
6588 * mainloop sources before the next paint starts.
6590 * We aim to minimize the processing done at this point because
6591 * there is a good chance other events will happen while updating
6592 * the scenegraph that would invalidate any expensive work we might
6593 * otherwise try to do here. For example we don't try and resolve
6594 * the screen space bounding box of an actor at this stage so as to
6595 * minimize how much of the screen redraw because it's possible
6596 * something else will happen which will force a full redraw anyway.
6598 * When all updates are complete and we come to paint the stage then
6599 * we iterate this list and actually emit the "queue-redraw" signals
6600 * for each of the listed actors which will bubble up to the stage
6601 * for each actor and at that point we will transform the actors
6602 * paint volume into screen coordinates to determine the clip region
6603 * for what needs to be redrawn in the next paint.
6605 * Besides minimizing redundant work another reason for this
6606 * deferred design is that it's more likely we will be able to
6607 * determine the paint volume of an actor once we've finished
6608 * updating the scenegraph because its allocation should be up to
6609 * date. NB: If we can't determine an actors paint volume then we
6610 * can't automatically queue a clipped redraw which can make a big
6611 * difference to performance.
6613 * So the control flow goes like this:
6614 * One of clutter_actor_queue_redraw,
6615 * _clutter_actor_queue_redraw_with_clip
6616 * or clutter_effect_queue_rerun
6618 * then control moves to:
6619 * _clutter_stage_queue_actor_redraw
6621 * later during _clutter_stage_do_update, once relayouting is done
6622 * and the scenegraph has been updated we will call:
6623 * _clutter_stage_finish_queue_redraws
6625 * _clutter_stage_finish_queue_redraws will call
6626 * _clutter_actor_finish_queue_redraw for each listed actor.
6627 * Note: actors *are* allowed to queue further redraws during this
6628 * process (considering clone actors or texture_new_from_actor which
6629 * respond to their source queueing a redraw by queuing a redraw
6630 * themselves). We repeat the process until the list is empty.
6632 * This will result in the "queue-redraw" signal being fired for
6633 * each actor which will pass control to the default signal handler:
6634 * clutter_actor_real_queue_redraw
6636 * This will bubble up to the stages handler:
6637 * clutter_stage_real_queue_redraw
6639 * clutter_stage_real_queue_redraw will transform the actors paint
6640 * volume into screen space and add it as a clip region for the next
6644 /* ignore queueing a redraw for actors being destroyed */
6645 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6648 stage = _clutter_actor_get_stage_internal (self);
6650 /* Ignore queueing a redraw for actors not descended from a stage */
6654 /* ignore queueing a redraw on stages that are being destroyed */
6655 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
6658 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
6660 ClutterActorBox allocation_clip;
6661 ClutterVertex origin;
6663 /* If the actor doesn't have a valid allocation then we will
6664 * queue a full stage redraw. */
6665 if (priv->needs_allocation)
6667 /* NB: NULL denotes an undefined clip which will result in a
6669 _clutter_actor_set_queue_redraw_clip (self, NULL);
6670 _clutter_actor_signal_queue_redraw (self, self);
6674 _clutter_paint_volume_init_static (&allocation_pv, self);
6675 pv = &allocation_pv;
6677 _clutter_actor_get_allocation_clip (self, &allocation_clip);
6679 origin.x = allocation_clip.x1;
6680 origin.y = allocation_clip.y1;
6682 clutter_paint_volume_set_origin (pv, &origin);
6683 clutter_paint_volume_set_width (pv,
6684 allocation_clip.x2 - allocation_clip.x1);
6685 clutter_paint_volume_set_height (pv,
6686 allocation_clip.y2 -
6687 allocation_clip.y1);
6688 should_free_pv = TRUE;
6693 should_free_pv = FALSE;
6696 self->priv->queue_redraw_entry =
6697 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
6698 priv->queue_redraw_entry,
6703 clutter_paint_volume_free (pv);
6705 /* If this is the first redraw queued then we can directly use the
6707 if (!priv->is_dirty)
6708 priv->effect_to_redraw = effect;
6709 /* Otherwise we need to merge it with the existing effect parameter */
6710 else if (effect != NULL)
6712 /* If there's already an effect then we need to use whichever is
6713 later in the chain of actors. Otherwise a full redraw has
6714 already been queued on the actor so we need to ignore the
6716 if (priv->effect_to_redraw != NULL)
6718 if (priv->effects == NULL)
6719 g_warning ("Redraw queued with an effect that is "
6720 "not applied to the actor");
6725 for (l = _clutter_meta_group_peek_metas (priv->effects);
6729 if (l->data == priv->effect_to_redraw ||
6731 priv->effect_to_redraw = l->data;
6738 /* If no effect is specified then we need to redraw the whole
6740 priv->effect_to_redraw = NULL;
6743 priv->is_dirty = TRUE;
6747 * clutter_actor_queue_redraw:
6748 * @self: A #ClutterActor
6750 * Queues up a redraw of an actor and any children. The redraw occurs
6751 * once the main loop becomes idle (after the current batch of events
6752 * has been processed, roughly).
6754 * Applications rarely need to call this, as redraws are handled
6755 * automatically by modification functions.
6757 * This function will not do anything if @self is not visible, or
6758 * if the actor is inside an invisible part of the scenegraph.
6760 * Also be aware that painting is a NOP for actors with an opacity of
6763 * When you are implementing a custom actor you must queue a redraw
6764 * whenever some private state changes that will affect painting or
6765 * picking of your actor.
6768 clutter_actor_queue_redraw (ClutterActor *self)
6770 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6772 _clutter_actor_queue_redraw_full (self,
6774 NULL, /* clip volume */
6779 * _clutter_actor_queue_redraw_with_clip:
6780 * @self: A #ClutterActor
6781 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
6782 * this queue redraw.
6783 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
6784 * redrawn or %NULL if you are just using a @flag to state your
6787 * Queues up a clipped redraw of an actor and any children. The redraw
6788 * occurs once the main loop becomes idle (after the current batch of
6789 * events has been processed, roughly).
6791 * If no flags are given the clip volume is defined by @volume
6792 * specified in actor coordinates and tells Clutter that only content
6793 * within this volume has been changed so Clutter can optionally
6794 * optimize the redraw.
6796 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
6797 * should be %NULL and this tells Clutter to use the actor's current
6798 * allocation as a clip box. This flag can only be used for 2D actors,
6799 * because any actor with depth may be projected outside its
6802 * Applications rarely need to call this, as redraws are handled
6803 * automatically by modification functions.
6805 * This function will not do anything if @self is not visible, or if
6806 * the actor is inside an invisible part of the scenegraph.
6808 * Also be aware that painting is a NOP for actors with an opacity of
6811 * When you are implementing a custom actor you must queue a redraw
6812 * whenever some private state changes that will affect painting or
6813 * picking of your actor.
6816 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6817 ClutterRedrawFlags flags,
6818 ClutterPaintVolume *volume)
6820 _clutter_actor_queue_redraw_full (self,
6822 volume, /* clip volume */
6827 _clutter_actor_queue_only_relayout (ClutterActor *self)
6829 ClutterActorPrivate *priv = self->priv;
6831 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6834 if (priv->needs_width_request &&
6835 priv->needs_height_request &&
6836 priv->needs_allocation)
6837 return; /* save some cpu cycles */
6839 #if CLUTTER_ENABLE_DEBUG
6840 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
6842 g_warning ("The actor '%s' is currently inside an allocation "
6843 "cycle; calling clutter_actor_queue_relayout() is "
6845 _clutter_actor_get_debug_name (self));
6847 #endif /* CLUTTER_ENABLE_DEBUG */
6849 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
6853 * clutter_actor_queue_redraw_with_clip:
6854 * @self: a #ClutterActor
6855 * @clip: (allow-none): a rectangular clip region, or %NULL
6857 * Queues a redraw on @self limited to a specific, actor-relative
6860 * If @clip is %NULL this function is equivalent to
6861 * clutter_actor_queue_redraw().
6866 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6867 const cairo_rectangle_int_t *clip)
6869 ClutterPaintVolume volume;
6870 ClutterVertex origin;
6872 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6876 clutter_actor_queue_redraw (self);
6880 _clutter_paint_volume_init_static (&volume, self);
6886 clutter_paint_volume_set_origin (&volume, &origin);
6887 clutter_paint_volume_set_width (&volume, clip->width);
6888 clutter_paint_volume_set_height (&volume, clip->height);
6890 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
6892 clutter_paint_volume_free (&volume);
6896 * clutter_actor_queue_relayout:
6897 * @self: A #ClutterActor
6899 * Indicates that the actor's size request or other layout-affecting
6900 * properties may have changed. This function is used inside #ClutterActor
6901 * subclass implementations, not by applications directly.
6903 * Queueing a new layout automatically queues a redraw as well.
6908 clutter_actor_queue_relayout (ClutterActor *self)
6910 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6912 _clutter_actor_queue_only_relayout (self);
6913 clutter_actor_queue_redraw (self);
6917 * clutter_actor_get_preferred_size:
6918 * @self: a #ClutterActor
6919 * @min_width_p: (out) (allow-none): return location for the minimum
6921 * @min_height_p: (out) (allow-none): return location for the minimum
6923 * @natural_width_p: (out) (allow-none): return location for the natural
6925 * @natural_height_p: (out) (allow-none): return location for the natural
6928 * Computes the preferred minimum and natural size of an actor, taking into
6929 * account the actor's geometry management (either height-for-width
6930 * or width-for-height).
6932 * The width and height used to compute the preferred height and preferred
6933 * width are the actor's natural ones.
6935 * If you need to control the height for the preferred width, or the width for
6936 * the preferred height, you should use clutter_actor_get_preferred_width()
6937 * and clutter_actor_get_preferred_height(), and check the actor's preferred
6938 * geometry management using the #ClutterActor:request-mode property.
6943 clutter_actor_get_preferred_size (ClutterActor *self,
6944 gfloat *min_width_p,
6945 gfloat *min_height_p,
6946 gfloat *natural_width_p,
6947 gfloat *natural_height_p)
6949 ClutterActorPrivate *priv;
6950 gfloat min_width, min_height;
6951 gfloat natural_width, natural_height;
6953 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6957 min_width = min_height = 0;
6958 natural_width = natural_height = 0;
6960 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
6962 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
6963 clutter_actor_get_preferred_width (self, -1,
6966 clutter_actor_get_preferred_height (self, natural_width,
6972 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
6973 clutter_actor_get_preferred_height (self, -1,
6976 clutter_actor_get_preferred_width (self, natural_height,
6982 *min_width_p = min_width;
6985 *min_height_p = min_height;
6987 if (natural_width_p)
6988 *natural_width_p = natural_width;
6990 if (natural_height_p)
6991 *natural_height_p = natural_height;
6996 * @align: a #ClutterActorAlign
6997 * @direction: a #ClutterTextDirection
6999 * Retrieves the correct alignment depending on the text direction
7001 * Return value: the effective alignment
7003 static ClutterActorAlign
7004 effective_align (ClutterActorAlign align,
7005 ClutterTextDirection direction)
7007 ClutterActorAlign res;
7011 case CLUTTER_ACTOR_ALIGN_START:
7012 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7013 ? CLUTTER_ACTOR_ALIGN_END
7014 : CLUTTER_ACTOR_ALIGN_START;
7017 case CLUTTER_ACTOR_ALIGN_END:
7018 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7019 ? CLUTTER_ACTOR_ALIGN_START
7020 : CLUTTER_ACTOR_ALIGN_END;
7032 adjust_for_margin (float margin_start,
7034 float *minimum_size,
7035 float *natural_size,
7036 float *allocated_start,
7037 float *allocated_end)
7039 *minimum_size -= (margin_start + margin_end);
7040 *natural_size -= (margin_start + margin_end);
7041 *allocated_start += margin_start;
7042 *allocated_end -= margin_end;
7046 adjust_for_alignment (ClutterActorAlign alignment,
7048 float *allocated_start,
7049 float *allocated_end)
7051 float allocated_size = *allocated_end - *allocated_start;
7055 case CLUTTER_ACTOR_ALIGN_FILL:
7059 case CLUTTER_ACTOR_ALIGN_START:
7061 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7064 case CLUTTER_ACTOR_ALIGN_END:
7065 if (allocated_size > natural_size)
7067 *allocated_start += (allocated_size - natural_size);
7068 *allocated_end = *allocated_start + natural_size;
7072 case CLUTTER_ACTOR_ALIGN_CENTER:
7073 if (allocated_size > natural_size)
7075 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7076 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7083 * clutter_actor_adjust_width:
7084 * @self: a #ClutterActor
7085 * @minimum_width: (inout): the actor's preferred minimum width, which
7086 * will be adjusted depending on the margin
7087 * @natural_width: (inout): the actor's preferred natural width, which
7088 * will be adjusted depending on the margin
7089 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7090 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7092 * Adjusts the preferred and allocated position and size of an actor,
7093 * depending on the margin and alignment properties.
7096 clutter_actor_adjust_width (ClutterActor *self,
7097 gfloat *minimum_width,
7098 gfloat *natural_width,
7099 gfloat *adjusted_x1,
7100 gfloat *adjusted_x2)
7102 ClutterTextDirection text_dir;
7103 const ClutterLayoutInfo *info;
7105 info = _clutter_actor_get_layout_info_or_defaults (self);
7106 text_dir = clutter_actor_get_text_direction (self);
7108 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7110 /* this will tweak natural_width to remove the margin, so that
7111 * adjust_for_alignment() will use the correct size
7113 adjust_for_margin (info->margin.left, info->margin.right,
7114 minimum_width, natural_width,
7115 adjusted_x1, adjusted_x2);
7117 adjust_for_alignment (effective_align (info->x_align, text_dir),
7119 adjusted_x1, adjusted_x2);
7123 * clutter_actor_adjust_height:
7124 * @self: a #ClutterActor
7125 * @minimum_height: (inout): the actor's preferred minimum height, which
7126 * will be adjusted depending on the margin
7127 * @natural_height: (inout): the actor's preferred natural height, which
7128 * will be adjusted depending on the margin
7129 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7130 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7132 * Adjusts the preferred and allocated position and size of an actor,
7133 * depending on the margin and alignment properties.
7136 clutter_actor_adjust_height (ClutterActor *self,
7137 gfloat *minimum_height,
7138 gfloat *natural_height,
7139 gfloat *adjusted_y1,
7140 gfloat *adjusted_y2)
7142 const ClutterLayoutInfo *info;
7144 info = _clutter_actor_get_layout_info_or_defaults (self);
7146 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7148 /* this will tweak natural_height to remove the margin, so that
7149 * adjust_for_alignment() will use the correct size
7151 adjust_for_margin (info->margin.top, info->margin.bottom,
7152 minimum_height, natural_height,
7156 /* we don't use effective_align() here, because text direction
7157 * only affects the horizontal axis
7159 adjust_for_alignment (info->y_align,
7166 /* looks for a cached size request for this for_size. If not
7167 * found, returns the oldest entry so it can be overwritten */
7169 _clutter_actor_get_cached_size_request (gfloat for_size,
7170 SizeRequest *cached_size_requests,
7171 SizeRequest **result)
7175 *result = &cached_size_requests[0];
7177 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7181 sr = &cached_size_requests[i];
7184 sr->for_size == for_size)
7186 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7190 else if (sr->age < (*result)->age)
7196 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7202 * clutter_actor_get_preferred_width:
7203 * @self: A #ClutterActor
7204 * @for_height: available height when computing the preferred width,
7205 * or a negative value to indicate that no height is defined
7206 * @min_width_p: (out) (allow-none): return location for minimum width,
7208 * @natural_width_p: (out) (allow-none): return location for the natural
7211 * Computes the requested minimum and natural widths for an actor,
7212 * optionally depending on the specified height, or if they are
7213 * already computed, returns the cached values.
7215 * An actor may not get its request - depending on the layout
7216 * manager that's in effect.
7218 * A request should not incorporate the actor's scale or anchor point;
7219 * those transformations do not affect layout, only rendering.
7224 clutter_actor_get_preferred_width (ClutterActor *self,
7226 gfloat *min_width_p,
7227 gfloat *natural_width_p)
7229 float request_min_width, request_natural_width;
7230 SizeRequest *cached_size_request;
7231 const ClutterLayoutInfo *info;
7232 ClutterActorPrivate *priv;
7233 gboolean found_in_cache;
7235 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7239 info = _clutter_actor_get_layout_info_or_defaults (self);
7241 /* we shortcircuit the case of a fixed size set using set_width() */
7242 if (priv->min_width_set && priv->natural_width_set)
7244 if (min_width_p != NULL)
7245 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7247 if (natural_width_p != NULL)
7248 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7253 /* the remaining cases are:
7255 * - either min_width or natural_width have been set
7256 * - neither min_width or natural_width have been set
7258 * in both cases, we go through the cache (and through the actor in case
7259 * of cache misses) and determine the authoritative value depending on
7263 if (!priv->needs_width_request)
7266 _clutter_actor_get_cached_size_request (for_height,
7267 priv->width_requests,
7268 &cached_size_request);
7272 /* if the actor needs a width request we use the first slot */
7273 found_in_cache = FALSE;
7274 cached_size_request = &priv->width_requests[0];
7277 if (!found_in_cache)
7279 gfloat minimum_width, natural_width;
7280 ClutterActorClass *klass;
7282 minimum_width = natural_width = 0;
7284 /* adjust for the margin */
7285 if (for_height >= 0)
7287 for_height -= (info->margin.top + info->margin.bottom);
7292 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7294 klass = CLUTTER_ACTOR_GET_CLASS (self);
7295 klass->get_preferred_width (self, for_height,
7299 /* adjust for the margin */
7300 minimum_width += (info->margin.left + info->margin.right);
7301 natural_width += (info->margin.left + info->margin.right);
7303 /* Due to accumulated float errors, it's better not to warn
7304 * on this, but just fix it.
7306 if (natural_width < minimum_width)
7307 natural_width = minimum_width;
7309 cached_size_request->min_size = minimum_width;
7310 cached_size_request->natural_size = natural_width;
7311 cached_size_request->for_size = for_height;
7312 cached_size_request->age = priv->cached_width_age;
7314 priv->cached_width_age += 1;
7315 priv->needs_width_request = FALSE;
7318 if (!priv->min_width_set)
7319 request_min_width = cached_size_request->min_size;
7321 request_min_width = info->min_width;
7323 if (!priv->natural_width_set)
7324 request_natural_width = cached_size_request->natural_size;
7326 request_natural_width = info->natural_width;
7329 *min_width_p = request_min_width;
7331 if (natural_width_p)
7332 *natural_width_p = request_natural_width;
7336 * clutter_actor_get_preferred_height:
7337 * @self: A #ClutterActor
7338 * @for_width: available width to assume in computing desired height,
7339 * or a negative value to indicate that no width is defined
7340 * @min_height_p: (out) (allow-none): return location for minimum height,
7342 * @natural_height_p: (out) (allow-none): return location for natural
7345 * Computes the requested minimum and natural heights for an actor,
7346 * or if they are already computed, returns the cached values.
7348 * An actor may not get its request - depending on the layout
7349 * manager that's in effect.
7351 * A request should not incorporate the actor's scale or anchor point;
7352 * those transformations do not affect layout, only rendering.
7357 clutter_actor_get_preferred_height (ClutterActor *self,
7359 gfloat *min_height_p,
7360 gfloat *natural_height_p)
7362 float request_min_height, request_natural_height;
7363 SizeRequest *cached_size_request;
7364 const ClutterLayoutInfo *info;
7365 ClutterActorPrivate *priv;
7366 gboolean found_in_cache;
7368 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7372 info = _clutter_actor_get_layout_info_or_defaults (self);
7374 /* we shortcircuit the case of a fixed size set using set_height() */
7375 if (priv->min_height_set && priv->natural_height_set)
7377 if (min_height_p != NULL)
7378 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7380 if (natural_height_p != NULL)
7381 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7386 /* the remaining cases are:
7388 * - either min_height or natural_height have been set
7389 * - neither min_height or natural_height have been set
7391 * in both cases, we go through the cache (and through the actor in case
7392 * of cache misses) and determine the authoritative value depending on
7396 if (!priv->needs_height_request)
7399 _clutter_actor_get_cached_size_request (for_width,
7400 priv->height_requests,
7401 &cached_size_request);
7405 found_in_cache = FALSE;
7406 cached_size_request = &priv->height_requests[0];
7409 if (!found_in_cache)
7411 gfloat minimum_height, natural_height;
7412 ClutterActorClass *klass;
7414 minimum_height = natural_height = 0;
7416 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
7418 /* adjust for margin */
7421 for_width -= (info->margin.left + info->margin.right);
7426 klass = CLUTTER_ACTOR_GET_CLASS (self);
7427 klass->get_preferred_height (self, for_width,
7431 /* adjust for margin */
7432 minimum_height += (info->margin.top + info->margin.bottom);
7433 natural_height += (info->margin.top + info->margin.bottom);
7435 /* Due to accumulated float errors, it's better not to warn
7436 * on this, but just fix it.
7438 if (natural_height < minimum_height)
7439 natural_height = minimum_height;
7441 cached_size_request->min_size = minimum_height;
7442 cached_size_request->natural_size = natural_height;
7443 cached_size_request->for_size = for_width;
7444 cached_size_request->age = priv->cached_height_age;
7446 priv->cached_height_age += 1;
7447 priv->needs_height_request = FALSE;
7450 if (!priv->min_height_set)
7451 request_min_height = cached_size_request->min_size;
7453 request_min_height = info->min_height;
7455 if (!priv->natural_height_set)
7456 request_natural_height = cached_size_request->natural_size;
7458 request_natural_height = info->natural_height;
7461 *min_height_p = request_min_height;
7463 if (natural_height_p)
7464 *natural_height_p = request_natural_height;
7468 * clutter_actor_get_allocation_box:
7469 * @self: A #ClutterActor
7470 * @box: (out): the function fills this in with the actor's allocation
7472 * Gets the layout box an actor has been assigned. The allocation can
7473 * only be assumed valid inside a paint() method; anywhere else, it
7474 * may be out-of-date.
7476 * An allocation does not incorporate the actor's scale or anchor point;
7477 * those transformations do not affect layout, only rendering.
7479 * <note>Do not call any of the clutter_actor_get_allocation_*() family
7480 * of functions inside the implementation of the get_preferred_width()
7481 * or get_preferred_height() virtual functions.</note>
7486 clutter_actor_get_allocation_box (ClutterActor *self,
7487 ClutterActorBox *box)
7489 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7491 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
7492 * which limits calling get_allocation to inside paint() basically; or
7493 * we can 2) force a layout, which could be expensive if someone calls
7494 * get_allocation somewhere silly; or we can 3) just return the latest
7495 * value, allowing it to be out-of-date, and assume people know what
7498 * The least-surprises approach that keeps existing code working is
7499 * likely to be 2). People can end up doing some inefficient things,
7500 * though, and in general code that requires 2) is probably broken.
7503 /* this implements 2) */
7504 if (G_UNLIKELY (self->priv->needs_allocation))
7506 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7508 /* do not queue a relayout on an unparented actor */
7510 _clutter_stage_maybe_relayout (stage);
7513 /* commenting out the code above and just keeping this assigment
7516 *box = self->priv->allocation;
7520 * clutter_actor_get_allocation_geometry:
7521 * @self: A #ClutterActor
7522 * @geom: (out): allocation geometry in pixels
7524 * Gets the layout box an actor has been assigned. The allocation can
7525 * only be assumed valid inside a paint() method; anywhere else, it
7526 * may be out-of-date.
7528 * An allocation does not incorporate the actor's scale or anchor point;
7529 * those transformations do not affect layout, only rendering.
7531 * The returned rectangle is in pixels.
7536 clutter_actor_get_allocation_geometry (ClutterActor *self,
7537 ClutterGeometry *geom)
7539 ClutterActorBox box;
7541 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7542 g_return_if_fail (geom != NULL);
7544 clutter_actor_get_allocation_box (self, &box);
7546 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
7547 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
7548 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
7549 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
7553 clutter_actor_update_constraints (ClutterActor *self,
7554 ClutterActorBox *allocation)
7556 ClutterActorPrivate *priv = self->priv;
7557 const GList *constraints, *l;
7559 if (priv->constraints == NULL)
7562 constraints = _clutter_meta_group_peek_metas (priv->constraints);
7563 for (l = constraints; l != NULL; l = l->next)
7565 ClutterConstraint *constraint = l->data;
7566 ClutterActorMeta *meta = l->data;
7568 if (clutter_actor_meta_get_enabled (meta))
7570 _clutter_constraint_update_allocation (constraint,
7578 * clutter_actor_adjust_allocation:
7579 * @self: a #ClutterActor
7580 * @allocation: (inout): the allocation to adjust
7582 * Adjusts the passed allocation box taking into account the actor's
7583 * layout information, like alignment, expansion, and margin.
7586 clutter_actor_adjust_allocation (ClutterActor *self,
7587 ClutterActorBox *allocation)
7589 ClutterActorBox adj_allocation;
7590 float alloc_width, alloc_height;
7591 float min_width, min_height;
7592 float nat_width, nat_height;
7593 ClutterRequestMode req_mode;
7595 adj_allocation = *allocation;
7597 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
7599 /* we want to hit the cache, so we use the public API */
7600 req_mode = clutter_actor_get_request_mode (self);
7602 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7604 clutter_actor_get_preferred_width (self, -1,
7607 clutter_actor_get_preferred_height (self, alloc_width,
7611 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
7613 clutter_actor_get_preferred_height (self, -1,
7616 clutter_actor_get_preferred_height (self, alloc_height,
7621 #ifdef CLUTTER_ENABLE_DEBUG
7622 /* warn about underallocations */
7623 if (_clutter_diagnostic_enabled () &&
7624 (floorf (min_width - alloc_width) > 0 ||
7625 floorf (min_height - alloc_height) > 0))
7627 ClutterActor *parent = clutter_actor_get_parent (self);
7629 /* the only actors that are allowed to be underallocated are the Stage,
7630 * as it doesn't have an implicit size, and Actors that specifically
7631 * told us that they want to opt-out from layout control mechanisms
7632 * through the NO_LAYOUT escape hatch.
7634 if (parent != NULL &&
7635 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
7637 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
7638 "of %.2f x %.2f from its parent actor '%s', but its "
7639 "requested minimum size is of %.2f x %.2f",
7640 _clutter_actor_get_debug_name (self),
7641 alloc_width, alloc_height,
7642 _clutter_actor_get_debug_name (parent),
7643 min_width, min_height);
7648 clutter_actor_adjust_width (self,
7652 &adj_allocation.x2);
7654 clutter_actor_adjust_height (self,
7658 &adj_allocation.y2);
7660 /* we maintain the invariant that an allocation cannot be adjusted
7661 * to be outside the parent-given box
7663 if (adj_allocation.x1 < allocation->x1 ||
7664 adj_allocation.y1 < allocation->y1 ||
7665 adj_allocation.x2 > allocation->x2 ||
7666 adj_allocation.y2 > allocation->y2)
7668 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
7669 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
7670 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
7671 _clutter_actor_get_debug_name (self),
7672 adj_allocation.x1, adj_allocation.y1,
7673 adj_allocation.x2 - adj_allocation.x1,
7674 adj_allocation.y2 - adj_allocation.y1,
7675 allocation->x1, allocation->y1,
7676 allocation->x2 - allocation->x1,
7677 allocation->y2 - allocation->y1);
7681 *allocation = adj_allocation;
7685 * clutter_actor_allocate:
7686 * @self: A #ClutterActor
7687 * @box: new allocation of the actor, in parent-relative coordinates
7688 * @flags: flags that control the allocation
7690 * Called by the parent of an actor to assign the actor its size.
7691 * Should never be called by applications (except when implementing
7692 * a container or layout manager).
7694 * Actors can know from their allocation box whether they have moved
7695 * with respect to their parent actor. The @flags parameter describes
7696 * additional information about the allocation, for instance whether
7697 * the parent has moved with respect to the stage, for example because
7698 * a grandparent's origin has moved.
7703 clutter_actor_allocate (ClutterActor *self,
7704 const ClutterActorBox *box,
7705 ClutterAllocationFlags flags)
7707 ClutterActorPrivate *priv;
7708 ClutterActorClass *klass;
7709 ClutterActorBox old_allocation, real_allocation;
7710 gboolean origin_changed, child_moved, size_changed;
7711 gboolean stage_allocation_changed;
7713 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7714 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
7716 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
7717 "which isn't a descendent of the stage!\n",
7718 self, _clutter_actor_get_debug_name (self));
7724 old_allocation = priv->allocation;
7725 real_allocation = *box;
7727 /* constraints are allowed to modify the allocation only here; we do
7728 * this prior to all the other checks so that we can bail out if the
7729 * allocation did not change
7731 clutter_actor_update_constraints (self, &real_allocation);
7733 /* adjust the allocation depending on the align/margin properties */
7734 clutter_actor_adjust_allocation (self, &real_allocation);
7736 if (real_allocation.x2 < real_allocation.x1 ||
7737 real_allocation.y2 < real_allocation.y1)
7739 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
7740 _clutter_actor_get_debug_name (self),
7741 real_allocation.x2 - real_allocation.x1,
7742 real_allocation.y2 - real_allocation.y1);
7745 /* we allow 0-sized actors, but not negative-sized ones */
7746 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
7747 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
7749 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
7751 child_moved = (real_allocation.x1 != old_allocation.x1 ||
7752 real_allocation.y1 != old_allocation.y1);
7754 size_changed = (real_allocation.x2 != old_allocation.x2 ||
7755 real_allocation.y2 != old_allocation.y2);
7757 if (origin_changed || child_moved || size_changed)
7758 stage_allocation_changed = TRUE;
7760 stage_allocation_changed = FALSE;
7762 /* If we get an allocation "out of the blue"
7763 * (we did not queue relayout), then we want to
7764 * ignore it. But if we have needs_allocation set,
7765 * we want to guarantee that allocate() virtual
7766 * method is always called, i.e. that queue_relayout()
7767 * always results in an allocate() invocation on
7770 * The optimization here is to avoid re-allocating
7771 * actors that did not queue relayout and were
7774 if (!priv->needs_allocation && !stage_allocation_changed)
7776 CLUTTER_NOTE (LAYOUT, "No allocation needed");
7780 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
7781 * clutter_actor_allocate(), it indicates whether the parent has its
7782 * absolute origin moved; when passed in to ClutterActor::allocate()
7783 * virtual method though, it indicates whether the child has its
7784 * absolute origin moved. So we set it when child_moved is TRUE
7787 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
7789 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7791 klass = CLUTTER_ACTOR_GET_CLASS (self);
7792 klass->allocate (self, &real_allocation, flags);
7794 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7796 if (stage_allocation_changed)
7797 clutter_actor_queue_redraw (self);
7801 * clutter_actor_set_allocation:
7802 * @self: a #ClutterActor
7803 * @box: a #ClutterActorBox
7804 * @flags: allocation flags
7806 * Stores the allocation of @self as defined by @box.
7808 * This function can only be called from within the implementation of
7809 * the #ClutterActorClass.allocate() virtual function.
7811 * The allocation should have been adjusted to take into account constraints,
7812 * alignment, and margin properties. If you are implementing a #ClutterActor
7813 * subclass that provides its own layout management policy for its children
7814 * instead of using a #ClutterLayoutManager delegate, you should not call
7815 * this function on the children of @self; instead, you should call
7816 * clutter_actor_allocate(), which will adjust the allocation box for
7819 * This function should only be used by subclasses of #ClutterActor
7820 * that wish to store their allocation but cannot chain up to the
7821 * parent's implementation; the default implementation of the
7822 * #ClutterActorClass.allocate() virtual function will call this
7825 * It is important to note that, while chaining up was the recommended
7826 * behaviour for #ClutterActor subclasses prior to the introduction of
7827 * this function, it is recommended to call clutter_actor_set_allocation()
7830 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
7831 * to handle the allocation of its children, this function will call
7832 * the clutter_layout_manager_allocate() function only if the
7833 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
7834 * expected that the subclass will call clutter_layout_manager_allocate()
7835 * by itself. For instance, the following code:
7839 * my_actor_allocate (ClutterActor *actor,
7840 * const ClutterActorBox *allocation,
7841 * ClutterAllocationFlags flags)
7843 * ClutterActorBox new_alloc;
7844 * ClutterAllocationFlags new_flags;
7846 * adjust_allocation (allocation, &new_alloc);
7848 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
7850 * /* this will use the layout manager set on the actor */
7851 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
7855 * is equivalent to this:
7859 * my_actor_allocate (ClutterActor *actor,
7860 * const ClutterActorBox *allocation,
7861 * ClutterAllocationFlags flags)
7863 * ClutterLayoutManager *layout;
7864 * ClutterActorBox new_alloc;
7866 * adjust_allocation (allocation, &new_alloc);
7868 * clutter_actor_set_allocation (actor, &new_alloc, flags);
7870 * layout = clutter_actor_get_layout_manager (actor);
7871 * clutter_layout_manager_allocate (layout,
7872 * CLUTTER_CONTAINER (actor),
7881 clutter_actor_set_allocation (ClutterActor *self,
7882 const ClutterActorBox *box,
7883 ClutterAllocationFlags flags)
7885 ClutterActorPrivate *priv;
7888 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7889 g_return_if_fail (box != NULL);
7891 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
7893 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
7894 "can only be called from within the implementation of "
7895 "the ClutterActor::allocate() virtual function.");
7901 g_object_freeze_notify (G_OBJECT (self));
7903 changed = clutter_actor_set_allocation_internal (self, box, flags);
7905 /* we allocate our children before we notify changes in our geometry,
7906 * so that people connecting to properties will be able to get valid
7907 * data out of the sub-tree of the scene graph that has this actor at
7910 clutter_actor_maybe_layout_children (self, box, flags);
7913 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
7915 priv->allocation_flags);
7917 g_object_thaw_notify (G_OBJECT (self));
7921 * clutter_actor_set_geometry:
7922 * @self: A #ClutterActor
7923 * @geometry: A #ClutterGeometry
7925 * Sets the actor's fixed position and forces its minimum and natural
7926 * size, in pixels. This means the untransformed actor will have the
7927 * given geometry. This is the same as calling clutter_actor_set_position()
7928 * and clutter_actor_set_size().
7930 * Deprecated: 1.10: Use clutter_actor_set_position() and
7931 * clutter_actor_set_size() instead.
7934 clutter_actor_set_geometry (ClutterActor *self,
7935 const ClutterGeometry *geometry)
7937 g_object_freeze_notify (G_OBJECT (self));
7939 clutter_actor_set_position (self, geometry->x, geometry->y);
7940 clutter_actor_set_size (self, geometry->width, geometry->height);
7942 g_object_thaw_notify (G_OBJECT (self));
7946 * clutter_actor_get_geometry:
7947 * @self: A #ClutterActor
7948 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
7950 * Gets the size and position of an actor relative to its parent
7951 * actor. This is the same as calling clutter_actor_get_position() and
7952 * clutter_actor_get_size(). It tries to "do what you mean" and get the
7953 * requested size and position if the actor's allocation is invalid.
7955 * Deprecated: 1.10: Use clutter_actor_get_position() and
7956 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
7960 clutter_actor_get_geometry (ClutterActor *self,
7961 ClutterGeometry *geometry)
7963 gfloat x, y, width, height;
7965 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7966 g_return_if_fail (geometry != NULL);
7968 clutter_actor_get_position (self, &x, &y);
7969 clutter_actor_get_size (self, &width, &height);
7971 geometry->x = (int) x;
7972 geometry->y = (int) y;
7973 geometry->width = (int) width;
7974 geometry->height = (int) height;
7978 * clutter_actor_set_position:
7979 * @self: A #ClutterActor
7980 * @x: New left position of actor in pixels.
7981 * @y: New top position of actor in pixels.
7983 * Sets the actor's fixed position in pixels relative to any parent
7986 * If a layout manager is in use, this position will override the
7987 * layout manager and force a fixed position.
7990 clutter_actor_set_position (ClutterActor *self,
7994 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7996 g_object_freeze_notify (G_OBJECT (self));
7998 clutter_actor_set_x (self, x);
7999 clutter_actor_set_y (self, y);
8001 g_object_thaw_notify (G_OBJECT (self));
8005 * clutter_actor_get_fixed_position_set:
8006 * @self: A #ClutterActor
8008 * Checks whether an actor has a fixed position set (and will thus be
8009 * unaffected by any layout manager).
8011 * Return value: %TRUE if the fixed position is set on the actor
8016 clutter_actor_get_fixed_position_set (ClutterActor *self)
8018 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
8020 return self->priv->position_set;
8024 * clutter_actor_set_fixed_position_set:
8025 * @self: A #ClutterActor
8026 * @is_set: whether to use fixed position
8028 * Sets whether an actor has a fixed position set (and will thus be
8029 * unaffected by any layout manager).
8034 clutter_actor_set_fixed_position_set (ClutterActor *self,
8037 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8039 if (self->priv->position_set == (is_set != FALSE))
8042 self->priv->position_set = is_set != FALSE;
8043 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8045 clutter_actor_queue_relayout (self);
8049 * clutter_actor_move_by:
8050 * @self: A #ClutterActor
8051 * @dx: Distance to move Actor on X axis.
8052 * @dy: Distance to move Actor on Y axis.
8054 * Moves an actor by the specified distance relative to its current
8055 * position in pixels.
8057 * This function modifies the fixed position of an actor and thus removes
8058 * it from any layout management. Another way to move an actor is with an
8059 * anchor point, see clutter_actor_set_anchor_point().
8064 clutter_actor_move_by (ClutterActor *self,
8068 const ClutterLayoutInfo *info;
8071 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8073 info = _clutter_actor_get_layout_info_or_defaults (self);
8077 clutter_actor_set_position (self, x + dx, y + dy);
8081 clutter_actor_set_min_width (ClutterActor *self,
8084 ClutterActorPrivate *priv = self->priv;
8085 ClutterActorBox old = { 0, };
8086 ClutterLayoutInfo *info;
8088 /* if we are setting the size on a top-level actor and the
8089 * backend only supports static top-levels (e.g. framebuffers)
8090 * then we ignore the passed value and we override it with
8091 * the stage implementation's preferred size.
8093 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8094 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8097 info = _clutter_actor_get_layout_info (self);
8099 if (priv->min_width_set && min_width == info->min_width)
8102 g_object_freeze_notify (G_OBJECT (self));
8104 clutter_actor_store_old_geometry (self, &old);
8106 info->min_width = min_width;
8107 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8108 clutter_actor_set_min_width_set (self, TRUE);
8110 clutter_actor_notify_if_geometry_changed (self, &old);
8112 g_object_thaw_notify (G_OBJECT (self));
8114 clutter_actor_queue_relayout (self);
8118 clutter_actor_set_min_height (ClutterActor *self,
8122 ClutterActorPrivate *priv = self->priv;
8123 ClutterActorBox old = { 0, };
8124 ClutterLayoutInfo *info;
8126 /* if we are setting the size on a top-level actor and the
8127 * backend only supports static top-levels (e.g. framebuffers)
8128 * then we ignore the passed value and we override it with
8129 * the stage implementation's preferred size.
8131 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8132 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8135 info = _clutter_actor_get_layout_info (self);
8137 if (priv->min_height_set && min_height == info->min_height)
8140 g_object_freeze_notify (G_OBJECT (self));
8142 clutter_actor_store_old_geometry (self, &old);
8144 info->min_height = min_height;
8145 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8146 clutter_actor_set_min_height_set (self, TRUE);
8148 clutter_actor_notify_if_geometry_changed (self, &old);
8150 g_object_thaw_notify (G_OBJECT (self));
8152 clutter_actor_queue_relayout (self);
8156 clutter_actor_set_natural_width (ClutterActor *self,
8157 gfloat natural_width)
8159 ClutterActorPrivate *priv = self->priv;
8160 ClutterActorBox old = { 0, };
8161 ClutterLayoutInfo *info;
8163 /* if we are setting the size on a top-level actor and the
8164 * backend only supports static top-levels (e.g. framebuffers)
8165 * then we ignore the passed value and we override it with
8166 * the stage implementation's preferred size.
8168 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8169 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8172 info = _clutter_actor_get_layout_info (self);
8174 if (priv->natural_width_set && natural_width == info->natural_width)
8177 g_object_freeze_notify (G_OBJECT (self));
8179 clutter_actor_store_old_geometry (self, &old);
8181 info->natural_width = natural_width;
8182 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8183 clutter_actor_set_natural_width_set (self, TRUE);
8185 clutter_actor_notify_if_geometry_changed (self, &old);
8187 g_object_thaw_notify (G_OBJECT (self));
8189 clutter_actor_queue_relayout (self);
8193 clutter_actor_set_natural_height (ClutterActor *self,
8194 gfloat natural_height)
8196 ClutterActorPrivate *priv = self->priv;
8197 ClutterActorBox old = { 0, };
8198 ClutterLayoutInfo *info;
8200 /* if we are setting the size on a top-level actor and the
8201 * backend only supports static top-levels (e.g. framebuffers)
8202 * then we ignore the passed value and we override it with
8203 * the stage implementation's preferred size.
8205 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8206 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8209 info = _clutter_actor_get_layout_info (self);
8211 if (priv->natural_height_set && natural_height == info->natural_height)
8214 g_object_freeze_notify (G_OBJECT (self));
8216 clutter_actor_store_old_geometry (self, &old);
8218 info->natural_height = natural_height;
8219 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8220 clutter_actor_set_natural_height_set (self, TRUE);
8222 clutter_actor_notify_if_geometry_changed (self, &old);
8224 g_object_thaw_notify (G_OBJECT (self));
8226 clutter_actor_queue_relayout (self);
8230 clutter_actor_set_min_width_set (ClutterActor *self,
8231 gboolean use_min_width)
8233 ClutterActorPrivate *priv = self->priv;
8234 ClutterActorBox old = { 0, };
8236 if (priv->min_width_set == (use_min_width != FALSE))
8239 clutter_actor_store_old_geometry (self, &old);
8241 priv->min_width_set = use_min_width != FALSE;
8242 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8244 clutter_actor_notify_if_geometry_changed (self, &old);
8246 clutter_actor_queue_relayout (self);
8250 clutter_actor_set_min_height_set (ClutterActor *self,
8251 gboolean use_min_height)
8253 ClutterActorPrivate *priv = self->priv;
8254 ClutterActorBox old = { 0, };
8256 if (priv->min_height_set == (use_min_height != FALSE))
8259 clutter_actor_store_old_geometry (self, &old);
8261 priv->min_height_set = use_min_height != FALSE;
8262 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8264 clutter_actor_notify_if_geometry_changed (self, &old);
8266 clutter_actor_queue_relayout (self);
8270 clutter_actor_set_natural_width_set (ClutterActor *self,
8271 gboolean use_natural_width)
8273 ClutterActorPrivate *priv = self->priv;
8274 ClutterActorBox old = { 0, };
8276 if (priv->natural_width_set == (use_natural_width != FALSE))
8279 clutter_actor_store_old_geometry (self, &old);
8281 priv->natural_width_set = use_natural_width != FALSE;
8282 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8284 clutter_actor_notify_if_geometry_changed (self, &old);
8286 clutter_actor_queue_relayout (self);
8290 clutter_actor_set_natural_height_set (ClutterActor *self,
8291 gboolean use_natural_height)
8293 ClutterActorPrivate *priv = self->priv;
8294 ClutterActorBox old = { 0, };
8296 if (priv->natural_height_set == (use_natural_height != FALSE))
8299 clutter_actor_store_old_geometry (self, &old);
8301 priv->natural_height_set = use_natural_height != FALSE;
8302 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8304 clutter_actor_notify_if_geometry_changed (self, &old);
8306 clutter_actor_queue_relayout (self);
8310 * clutter_actor_set_request_mode:
8311 * @self: a #ClutterActor
8312 * @mode: the request mode
8314 * Sets the geometry request mode of @self.
8316 * The @mode determines the order for invoking
8317 * clutter_actor_get_preferred_width() and
8318 * clutter_actor_get_preferred_height()
8323 clutter_actor_set_request_mode (ClutterActor *self,
8324 ClutterRequestMode mode)
8326 ClutterActorPrivate *priv;
8328 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8332 if (priv->request_mode == mode)
8335 priv->request_mode = mode;
8337 priv->needs_width_request = TRUE;
8338 priv->needs_height_request = TRUE;
8340 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8342 clutter_actor_queue_relayout (self);
8346 * clutter_actor_get_request_mode:
8347 * @self: a #ClutterActor
8349 * Retrieves the geometry request mode of @self
8351 * Return value: the request mode for the actor
8356 clutter_actor_get_request_mode (ClutterActor *self)
8358 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8359 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8361 return self->priv->request_mode;
8364 /* variant of set_width() without checks and without notification
8365 * freeze+thaw, for internal usage only
8368 clutter_actor_set_width_internal (ClutterActor *self,
8373 /* the Stage will use the :min-width to control the minimum
8374 * width to be resized to, so we should not be setting it
8375 * along with the :natural-width
8377 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8378 clutter_actor_set_min_width (self, width);
8380 clutter_actor_set_natural_width (self, width);
8384 /* we only unset the :natural-width for the Stage */
8385 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8386 clutter_actor_set_min_width_set (self, FALSE);
8388 clutter_actor_set_natural_width_set (self, FALSE);
8392 /* variant of set_height() without checks and without notification
8393 * freeze+thaw, for internal usage only
8396 clutter_actor_set_height_internal (ClutterActor *self,
8401 /* see the comment above in set_width_internal() */
8402 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8403 clutter_actor_set_min_height (self, height);
8405 clutter_actor_set_natural_height (self, height);
8409 /* see the comment above in set_width_internal() */
8410 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8411 clutter_actor_set_min_height_set (self, FALSE);
8413 clutter_actor_set_natural_height_set (self, FALSE);
8418 * clutter_actor_set_size:
8419 * @self: A #ClutterActor
8420 * @width: New width of actor in pixels, or -1
8421 * @height: New height of actor in pixels, or -1
8423 * Sets the actor's size request in pixels. This overrides any
8424 * "normal" size request the actor would have. For example
8425 * a text actor might normally request the size of the text;
8426 * this function would force a specific size instead.
8428 * If @width and/or @height are -1 the actor will use its
8429 * "normal" size request instead of overriding it, i.e.
8430 * you can "unset" the size with -1.
8432 * This function sets or unsets both the minimum and natural size.
8435 clutter_actor_set_size (ClutterActor *self,
8439 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8441 g_object_freeze_notify (G_OBJECT (self));
8443 clutter_actor_set_width_internal (self, width);
8444 clutter_actor_set_height_internal (self, height);
8446 g_object_thaw_notify (G_OBJECT (self));
8450 * clutter_actor_get_size:
8451 * @self: A #ClutterActor
8452 * @width: (out) (allow-none): return location for the width, or %NULL.
8453 * @height: (out) (allow-none): return location for the height, or %NULL.
8455 * This function tries to "do what you mean" and return
8456 * the size an actor will have. If the actor has a valid
8457 * allocation, the allocation will be returned; otherwise,
8458 * the actors natural size request will be returned.
8460 * If you care whether you get the request vs. the allocation, you
8461 * should probably call a different function like
8462 * clutter_actor_get_allocation_box() or
8463 * clutter_actor_get_preferred_width().
8468 clutter_actor_get_size (ClutterActor *self,
8472 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8475 *width = clutter_actor_get_width (self);
8478 *height = clutter_actor_get_height (self);
8482 * clutter_actor_get_position:
8483 * @self: a #ClutterActor
8484 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8485 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8487 * This function tries to "do what you mean" and tell you where the
8488 * actor is, prior to any transformations. Retrieves the fixed
8489 * position of an actor in pixels, if one has been set; otherwise, if
8490 * the allocation is valid, returns the actor's allocated position;
8491 * otherwise, returns 0,0.
8493 * The returned position is in pixels.
8498 clutter_actor_get_position (ClutterActor *self,
8502 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8505 *x = clutter_actor_get_x (self);
8508 *y = clutter_actor_get_y (self);
8512 * clutter_actor_get_transformed_position:
8513 * @self: A #ClutterActor
8514 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8515 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8517 * Gets the absolute position of an actor, in pixels relative to the stage.
8522 clutter_actor_get_transformed_position (ClutterActor *self,
8529 v1.x = v1.y = v1.z = 0;
8530 clutter_actor_apply_transform_to_point (self, &v1, &v2);
8540 * clutter_actor_get_transformed_size:
8541 * @self: A #ClutterActor
8542 * @width: (out) (allow-none): return location for the width, or %NULL
8543 * @height: (out) (allow-none): return location for the height, or %NULL
8545 * Gets the absolute size of an actor in pixels, taking into account the
8548 * If the actor has a valid allocation, the allocated size will be used.
8549 * If the actor has not a valid allocation then the preferred size will
8550 * be transformed and returned.
8552 * If you want the transformed allocation, see
8553 * clutter_actor_get_abs_allocation_vertices() instead.
8555 * <note>When the actor (or one of its ancestors) is rotated around the
8556 * X or Y axis, it no longer appears as on the stage as a rectangle, but
8557 * as a generic quadrangle; in that case this function returns the size
8558 * of the smallest rectangle that encapsulates the entire quad. Please
8559 * note that in this case no assumptions can be made about the relative
8560 * position of this envelope to the absolute position of the actor, as
8561 * returned by clutter_actor_get_transformed_position(); if you need this
8562 * information, you need to use clutter_actor_get_abs_allocation_vertices()
8563 * to get the coords of the actual quadrangle.</note>
8568 clutter_actor_get_transformed_size (ClutterActor *self,
8572 ClutterActorPrivate *priv;
8574 gfloat x_min, x_max, y_min, y_max;
8577 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8581 /* if the actor hasn't been allocated yet, get the preferred
8582 * size and transform that
8584 if (priv->needs_allocation)
8586 gfloat natural_width, natural_height;
8587 ClutterActorBox box;
8589 /* Make a fake allocation to transform.
8591 * NB: _clutter_actor_transform_and_project_box expects a box in
8592 * the actor's coordinate space... */
8597 natural_width = natural_height = 0;
8598 clutter_actor_get_preferred_size (self, NULL, NULL,
8602 box.x2 = natural_width;
8603 box.y2 = natural_height;
8605 _clutter_actor_transform_and_project_box (self, &box, v);
8608 clutter_actor_get_abs_allocation_vertices (self, v);
8610 x_min = x_max = v[0].x;
8611 y_min = y_max = v[0].y;
8613 for (i = 1; i < G_N_ELEMENTS (v); ++i)
8629 *width = x_max - x_min;
8632 *height = y_max - y_min;
8636 * clutter_actor_get_width:
8637 * @self: A #ClutterActor
8639 * Retrieves the width of a #ClutterActor.
8641 * If the actor has a valid allocation, this function will return the
8642 * width of the allocated area given to the actor.
8644 * If the actor does not have a valid allocation, this function will
8645 * return the actor's natural width, that is the preferred width of
8648 * If you care whether you get the preferred width or the width that
8649 * has been assigned to the actor, you should probably call a different
8650 * function like clutter_actor_get_allocation_box() to retrieve the
8651 * allocated size or clutter_actor_get_preferred_width() to retrieve the
8654 * If an actor has a fixed width, for instance a width that has been
8655 * assigned using clutter_actor_set_width(), the width returned will
8656 * be the same value.
8658 * Return value: the width of the actor, in pixels
8661 clutter_actor_get_width (ClutterActor *self)
8663 ClutterActorPrivate *priv;
8665 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8669 if (priv->needs_allocation)
8671 gfloat natural_width = 0;
8673 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8674 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8677 gfloat natural_height = 0;
8679 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8680 clutter_actor_get_preferred_width (self, natural_height,
8685 return natural_width;
8688 return priv->allocation.x2 - priv->allocation.x1;
8692 * clutter_actor_get_height:
8693 * @self: A #ClutterActor
8695 * Retrieves the height of a #ClutterActor.
8697 * If the actor has a valid allocation, this function will return the
8698 * height of the allocated area given to the actor.
8700 * If the actor does not have a valid allocation, this function will
8701 * return the actor's natural height, that is the preferred height of
8704 * If you care whether you get the preferred height or the height that
8705 * has been assigned to the actor, you should probably call a different
8706 * function like clutter_actor_get_allocation_box() to retrieve the
8707 * allocated size or clutter_actor_get_preferred_height() to retrieve the
8710 * If an actor has a fixed height, for instance a height that has been
8711 * assigned using clutter_actor_set_height(), the height returned will
8712 * be the same value.
8714 * Return value: the height of the actor, in pixels
8717 clutter_actor_get_height (ClutterActor *self)
8719 ClutterActorPrivate *priv;
8721 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8725 if (priv->needs_allocation)
8727 gfloat natural_height = 0;
8729 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8731 gfloat natural_width = 0;
8733 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8734 clutter_actor_get_preferred_height (self, natural_width,
8735 NULL, &natural_height);
8738 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8740 return natural_height;
8743 return priv->allocation.y2 - priv->allocation.y1;
8747 * clutter_actor_set_width:
8748 * @self: A #ClutterActor
8749 * @width: Requested new width for the actor, in pixels, or -1
8751 * Forces a width on an actor, causing the actor's preferred width
8752 * and height (if any) to be ignored.
8754 * If @width is -1 the actor will use its preferred width request
8755 * instead of overriding it, i.e. you can "unset" the width with -1.
8757 * This function sets both the minimum and natural size of the actor.
8762 clutter_actor_set_width (ClutterActor *self,
8765 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8767 g_object_freeze_notify (G_OBJECT (self));
8769 clutter_actor_set_width_internal (self, width);
8771 g_object_thaw_notify (G_OBJECT (self));
8775 * clutter_actor_set_height:
8776 * @self: A #ClutterActor
8777 * @height: Requested new height for the actor, in pixels, or -1
8779 * Forces a height on an actor, causing the actor's preferred width
8780 * and height (if any) to be ignored.
8782 * If @height is -1 the actor will use its preferred height instead of
8783 * overriding it, i.e. you can "unset" the height with -1.
8785 * This function sets both the minimum and natural size of the actor.
8790 clutter_actor_set_height (ClutterActor *self,
8793 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8795 g_object_freeze_notify (G_OBJECT (self));
8797 clutter_actor_set_height_internal (self, height);
8799 g_object_thaw_notify (G_OBJECT (self));
8803 * clutter_actor_set_x:
8804 * @self: a #ClutterActor
8805 * @x: the actor's position on the X axis
8807 * Sets the actor's X coordinate, relative to its parent, in pixels.
8809 * Overrides any layout manager and forces a fixed position for
8815 clutter_actor_set_x (ClutterActor *self,
8818 ClutterActorBox old = { 0, };
8819 ClutterActorPrivate *priv;
8820 ClutterLayoutInfo *info;
8822 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8826 info = _clutter_actor_get_layout_info (self);
8828 if (priv->position_set && info->fixed_x == x)
8831 clutter_actor_store_old_geometry (self, &old);
8834 clutter_actor_set_fixed_position_set (self, TRUE);
8836 clutter_actor_notify_if_geometry_changed (self, &old);
8838 clutter_actor_queue_relayout (self);
8842 * clutter_actor_set_y:
8843 * @self: a #ClutterActor
8844 * @y: the actor's position on the Y axis
8846 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
8848 * Overrides any layout manager and forces a fixed position for
8854 clutter_actor_set_y (ClutterActor *self,
8857 ClutterActorBox old = { 0, };
8858 ClutterActorPrivate *priv;
8859 ClutterLayoutInfo *info;
8861 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8865 info = _clutter_actor_get_layout_info (self);
8867 if (priv->position_set && info->fixed_y == y)
8870 clutter_actor_store_old_geometry (self, &old);
8873 clutter_actor_set_fixed_position_set (self, TRUE);
8875 clutter_actor_notify_if_geometry_changed (self, &old);
8877 clutter_actor_queue_relayout (self);
8881 * clutter_actor_get_x:
8882 * @self: A #ClutterActor
8884 * Retrieves the X coordinate of a #ClutterActor.
8886 * This function tries to "do what you mean", by returning the
8887 * correct value depending on the actor's state.
8889 * If the actor has a valid allocation, this function will return
8890 * the X coordinate of the origin of the allocation box.
8892 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
8893 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8894 * function will return that coordinate.
8896 * If both the allocation and a fixed position are missing, this function
8899 * Return value: the X coordinate, in pixels, ignoring any
8900 * transformation (i.e. scaling, rotation)
8903 clutter_actor_get_x (ClutterActor *self)
8905 ClutterActorPrivate *priv;
8907 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8911 if (priv->needs_allocation)
8913 if (priv->position_set)
8915 const ClutterLayoutInfo *info;
8917 info = _clutter_actor_get_layout_info_or_defaults (self);
8919 return info->fixed_x;
8925 return priv->allocation.x1;
8929 * clutter_actor_get_y:
8930 * @self: A #ClutterActor
8932 * Retrieves the Y coordinate of a #ClutterActor.
8934 * This function tries to "do what you mean", by returning the
8935 * correct value depending on the actor's state.
8937 * If the actor has a valid allocation, this function will return
8938 * the Y coordinate of the origin of the allocation box.
8940 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
8941 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8942 * function will return that coordinate.
8944 * If both the allocation and a fixed position are missing, this function
8947 * Return value: the Y coordinate, in pixels, ignoring any
8948 * transformation (i.e. scaling, rotation)
8951 clutter_actor_get_y (ClutterActor *self)
8953 ClutterActorPrivate *priv;
8955 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8959 if (priv->needs_allocation)
8961 if (priv->position_set)
8963 const ClutterLayoutInfo *info;
8965 info = _clutter_actor_get_layout_info_or_defaults (self);
8967 return info->fixed_y;
8973 return priv->allocation.y1;
8977 * clutter_actor_set_scale:
8978 * @self: A #ClutterActor
8979 * @scale_x: double factor to scale actor by horizontally.
8980 * @scale_y: double factor to scale actor by vertically.
8982 * Scales an actor with the given factors. The scaling is relative to
8983 * the scale center and the anchor point. The scale center is
8984 * unchanged by this function and defaults to 0,0.
8989 clutter_actor_set_scale (ClutterActor *self,
8993 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8995 g_object_freeze_notify (G_OBJECT (self));
8997 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
8998 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9000 g_object_thaw_notify (G_OBJECT (self));
9004 * clutter_actor_set_scale_full:
9005 * @self: A #ClutterActor
9006 * @scale_x: double factor to scale actor by horizontally.
9007 * @scale_y: double factor to scale actor by vertically.
9008 * @center_x: X coordinate of the center of the scale.
9009 * @center_y: Y coordinate of the center of the scale
9011 * Scales an actor with the given factors around the given center
9012 * point. The center point is specified in pixels relative to the
9013 * anchor point (usually the top left corner of the actor).
9018 clutter_actor_set_scale_full (ClutterActor *self,
9024 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9026 g_object_freeze_notify (G_OBJECT (self));
9028 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9029 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9030 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9031 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9033 g_object_thaw_notify (G_OBJECT (self));
9037 * clutter_actor_set_scale_with_gravity:
9038 * @self: A #ClutterActor
9039 * @scale_x: double factor to scale actor by horizontally.
9040 * @scale_y: double factor to scale actor by vertically.
9041 * @gravity: the location of the scale center expressed as a compass
9044 * Scales an actor with the given factors around the given
9045 * center point. The center point is specified as one of the compass
9046 * directions in #ClutterGravity. For example, setting it to north
9047 * will cause the top of the actor to remain unchanged and the rest of
9048 * the actor to expand left, right and downwards.
9053 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9056 ClutterGravity gravity)
9058 ClutterTransformInfo *info;
9061 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9063 obj = G_OBJECT (self);
9065 g_object_freeze_notify (obj);
9067 info = _clutter_actor_get_transform_info (self);
9068 info->scale_x = scale_x;
9069 info->scale_y = scale_y;
9071 if (gravity == CLUTTER_GRAVITY_NONE)
9072 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9074 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9076 self->priv->transform_valid = FALSE;
9078 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9079 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9080 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9081 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9082 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9084 clutter_actor_queue_redraw (self);
9086 g_object_thaw_notify (obj);
9090 * clutter_actor_get_scale:
9091 * @self: A #ClutterActor
9092 * @scale_x: (out) (allow-none): Location to store horizonal
9093 * scale factor, or %NULL.
9094 * @scale_y: (out) (allow-none): Location to store vertical
9095 * scale factor, or %NULL.
9097 * Retrieves an actors scale factors.
9102 clutter_actor_get_scale (ClutterActor *self,
9106 const ClutterTransformInfo *info;
9108 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9110 info = _clutter_actor_get_transform_info_or_defaults (self);
9113 *scale_x = info->scale_x;
9116 *scale_y = info->scale_y;
9120 * clutter_actor_get_scale_center:
9121 * @self: A #ClutterActor
9122 * @center_x: (out) (allow-none): Location to store the X position
9123 * of the scale center, or %NULL.
9124 * @center_y: (out) (allow-none): Location to store the Y position
9125 * of the scale center, or %NULL.
9127 * Retrieves the scale center coordinate in pixels relative to the top
9128 * left corner of the actor. If the scale center was specified using a
9129 * #ClutterGravity this will calculate the pixel offset using the
9130 * current size of the actor.
9135 clutter_actor_get_scale_center (ClutterActor *self,
9139 const ClutterTransformInfo *info;
9141 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9143 info = _clutter_actor_get_transform_info_or_defaults (self);
9145 clutter_anchor_coord_get_units (self, &info->scale_center,
9152 * clutter_actor_get_scale_gravity:
9153 * @self: A #ClutterActor
9155 * Retrieves the scale center as a compass direction. If the scale
9156 * center was specified in pixels or units this will return
9157 * %CLUTTER_GRAVITY_NONE.
9159 * Return value: the scale gravity
9164 clutter_actor_get_scale_gravity (ClutterActor *self)
9166 const ClutterTransformInfo *info;
9168 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9170 info = _clutter_actor_get_transform_info_or_defaults (self);
9172 return clutter_anchor_coord_get_gravity (&info->scale_center);
9176 * clutter_actor_set_opacity:
9177 * @self: A #ClutterActor
9178 * @opacity: New opacity value for the actor.
9180 * Sets the actor's opacity, with zero being completely transparent and
9181 * 255 (0xff) being fully opaque.
9184 clutter_actor_set_opacity (ClutterActor *self,
9187 ClutterActorPrivate *priv;
9189 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9193 if (priv->opacity != opacity)
9195 priv->opacity = opacity;
9197 /* Queue a redraw from the flatten effect so that it can use
9198 its cached image if available instead of having to redraw the
9199 actual actor. If it doesn't end up using the FBO then the
9200 effect is still able to continue the paint anyway. If there
9201 is no flatten effect yet then this is equivalent to queueing
9203 _clutter_actor_queue_redraw_full (self,
9206 priv->flatten_effect);
9208 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9213 * clutter_actor_get_paint_opacity_internal:
9214 * @self: a #ClutterActor
9216 * Retrieves the absolute opacity of the actor, as it appears on the stage
9218 * This function does not do type checks
9220 * Return value: the absolute opacity of the actor
9223 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9225 ClutterActorPrivate *priv = self->priv;
9226 ClutterActor *parent;
9228 /* override the top-level opacity to always be 255; even in
9229 * case of ClutterStage:use-alpha being TRUE we want the rest
9230 * of the scene to be painted
9232 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9235 if (priv->opacity_override >= 0)
9236 return priv->opacity_override;
9238 parent = priv->parent;
9240 /* Factor in the actual actors opacity with parents */
9243 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9245 if (opacity != 0xff)
9246 return (opacity * priv->opacity) / 0xff;
9249 return priv->opacity;
9254 * clutter_actor_get_paint_opacity:
9255 * @self: A #ClutterActor
9257 * Retrieves the absolute opacity of the actor, as it appears on the stage.
9259 * This function traverses the hierarchy chain and composites the opacity of
9260 * the actor with that of its parents.
9262 * This function is intended for subclasses to use in the paint virtual
9263 * function, to paint themselves with the correct opacity.
9265 * Return value: The actor opacity value.
9270 clutter_actor_get_paint_opacity (ClutterActor *self)
9272 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9274 return clutter_actor_get_paint_opacity_internal (self);
9278 * clutter_actor_get_opacity:
9279 * @self: a #ClutterActor
9281 * Retrieves the opacity value of an actor, as set by
9282 * clutter_actor_set_opacity().
9284 * For retrieving the absolute opacity of the actor inside a paint
9285 * virtual function, see clutter_actor_get_paint_opacity().
9287 * Return value: the opacity of the actor
9290 clutter_actor_get_opacity (ClutterActor *self)
9292 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9294 return self->priv->opacity;
9298 * clutter_actor_set_offscreen_redirect:
9299 * @self: A #ClutterActor
9300 * @redirect: New offscreen redirect flags for the actor.
9302 * Defines the circumstances where the actor should be redirected into
9303 * an offscreen image. The offscreen image is used to flatten the
9304 * actor into a single image while painting for two main reasons.
9305 * Firstly, when the actor is painted a second time without any of its
9306 * contents changing it can simply repaint the cached image without
9307 * descending further down the actor hierarchy. Secondly, it will make
9308 * the opacity look correct even if there are overlapping primitives
9311 * Caching the actor could in some cases be a performance win and in
9312 * some cases be a performance lose so it is important to determine
9313 * which value is right for an actor before modifying this value. For
9314 * example, there is never any reason to flatten an actor that is just
9315 * a single texture (such as a #ClutterTexture) because it is
9316 * effectively already cached in an image so the offscreen would be
9317 * redundant. Also if the actor contains primitives that are far apart
9318 * with a large transparent area in the middle (such as a large
9319 * CluterGroup with a small actor in the top left and a small actor in
9320 * the bottom right) then the cached image will contain the entire
9321 * image of the large area and the paint will waste time blending all
9322 * of the transparent pixels in the middle.
9324 * The default method of implementing opacity on a container simply
9325 * forwards on the opacity to all of the children. If the children are
9326 * overlapping then it will appear as if they are two separate glassy
9327 * objects and there will be a break in the color where they
9328 * overlap. By redirecting to an offscreen buffer it will be as if the
9329 * two opaque objects are combined into one and then made transparent
9330 * which is usually what is expected.
9332 * The image below demonstrates the difference between redirecting and
9333 * not. The image shows two Clutter groups, each containing a red and
9334 * a green rectangle which overlap. The opacity on the group is set to
9335 * 128 (which is 50%). When the offscreen redirect is not used, the
9336 * red rectangle can be seen through the blue rectangle as if the two
9337 * rectangles were separately transparent. When the redirect is used
9338 * the group as a whole is transparent instead so the red rectangle is
9339 * not visible where they overlap.
9341 * <figure id="offscreen-redirect">
9342 * <title>Sample of using an offscreen redirect for transparency</title>
9343 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
9346 * The default value for this property is 0, so we effectively will
9347 * never redirect an actor offscreen by default. This means that there
9348 * are times that transparent actors may look glassy as described
9349 * above. The reason this is the default is because there is a
9350 * performance trade off between quality and performance here. In many
9351 * cases the default form of glassy opacity looks good enough, but if
9352 * it's not you will need to set the
9353 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
9354 * redirection for opacity.
9356 * Custom actors that don't contain any overlapping primitives are
9357 * recommended to override the has_overlaps() virtual to return %FALSE
9358 * for maximum efficiency.
9363 clutter_actor_set_offscreen_redirect (ClutterActor *self,
9364 ClutterOffscreenRedirect redirect)
9366 ClutterActorPrivate *priv;
9368 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9372 if (priv->offscreen_redirect != redirect)
9374 priv->offscreen_redirect = redirect;
9376 /* Queue a redraw from the effect so that it can use its cached
9377 image if available instead of having to redraw the actual
9378 actor. If it doesn't end up using the FBO then the effect is
9379 still able to continue the paint anyway. If there is no
9380 effect then this is equivalent to queuing a full redraw */
9381 _clutter_actor_queue_redraw_full (self,
9384 priv->flatten_effect);
9386 g_object_notify_by_pspec (G_OBJECT (self),
9387 obj_props[PROP_OFFSCREEN_REDIRECT]);
9392 * clutter_actor_get_offscreen_redirect:
9393 * @self: a #ClutterActor
9395 * Retrieves whether to redirect the actor to an offscreen buffer, as
9396 * set by clutter_actor_set_offscreen_redirect().
9398 * Return value: the value of the offscreen-redirect property of the actor
9402 ClutterOffscreenRedirect
9403 clutter_actor_get_offscreen_redirect (ClutterActor *self)
9405 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9407 return self->priv->offscreen_redirect;
9411 * clutter_actor_set_name:
9412 * @self: A #ClutterActor
9413 * @name: Textual tag to apply to actor
9415 * Sets the given name to @self. The name can be used to identify
9419 clutter_actor_set_name (ClutterActor *self,
9422 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9424 g_free (self->priv->name);
9425 self->priv->name = g_strdup (name);
9427 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
9431 * clutter_actor_get_name:
9432 * @self: A #ClutterActor
9434 * Retrieves the name of @self.
9436 * Return value: the name of the actor, or %NULL. The returned string is
9437 * owned by the actor and should not be modified or freed.
9440 clutter_actor_get_name (ClutterActor *self)
9442 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9444 return self->priv->name;
9448 * clutter_actor_get_gid:
9449 * @self: A #ClutterActor
9451 * Retrieves the unique id for @self.
9453 * Return value: Globally unique value for this object instance.
9457 * Deprecated: 1.8: The id is not used any longer.
9460 clutter_actor_get_gid (ClutterActor *self)
9462 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9464 return self->priv->id;
9468 * clutter_actor_set_depth:
9469 * @self: a #ClutterActor
9472 * Sets the Z coordinate of @self to @depth.
9474 * The unit used by @depth is dependant on the perspective setup. See
9475 * also clutter_stage_set_perspective().
9478 clutter_actor_set_depth (ClutterActor *self,
9481 ClutterActorPrivate *priv;
9483 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9487 if (priv->z != depth)
9489 /* Sets Z value - XXX 2.0: should we invert? */
9492 priv->transform_valid = FALSE;
9494 /* FIXME - remove this crap; sadly, there are still containers
9495 * in Clutter that depend on this utter brain damage
9497 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
9499 clutter_actor_queue_redraw (self);
9501 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
9506 * clutter_actor_get_depth:
9507 * @self: a #ClutterActor
9509 * Retrieves the depth of @self.
9511 * Return value: the depth of the actor
9514 clutter_actor_get_depth (ClutterActor *self)
9516 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
9518 return self->priv->z;
9522 * clutter_actor_set_rotation:
9523 * @self: a #ClutterActor
9524 * @axis: the axis of rotation
9525 * @angle: the angle of rotation
9526 * @x: X coordinate of the rotation center
9527 * @y: Y coordinate of the rotation center
9528 * @z: Z coordinate of the rotation center
9530 * Sets the rotation angle of @self around the given axis.
9532 * The rotation center coordinates used depend on the value of @axis:
9534 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
9535 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
9536 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
9539 * The rotation coordinates are relative to the anchor point of the
9540 * actor, set using clutter_actor_set_anchor_point(). If no anchor
9541 * point is set, the upper left corner is assumed as the origin.
9546 clutter_actor_set_rotation (ClutterActor *self,
9547 ClutterRotateAxis axis,
9555 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9561 g_object_freeze_notify (G_OBJECT (self));
9563 clutter_actor_set_rotation_angle_internal (self, axis, angle);
9564 clutter_actor_set_rotation_center_internal (self, axis, &v);
9566 g_object_thaw_notify (G_OBJECT (self));
9570 * clutter_actor_set_z_rotation_from_gravity:
9571 * @self: a #ClutterActor
9572 * @angle: the angle of rotation
9573 * @gravity: the center point of the rotation
9575 * Sets the rotation angle of @self around the Z axis using the center
9576 * point specified as a compass point. For example to rotate such that
9577 * the center of the actor remains static you can use
9578 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
9579 * will move accordingly.
9584 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
9586 ClutterGravity gravity)
9588 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9590 if (gravity == CLUTTER_GRAVITY_NONE)
9591 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
9594 GObject *obj = G_OBJECT (self);
9595 ClutterTransformInfo *info;
9597 info = _clutter_actor_get_transform_info (self);
9599 g_object_freeze_notify (obj);
9601 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
9603 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
9604 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
9605 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
9607 g_object_thaw_notify (obj);
9612 * clutter_actor_get_rotation:
9613 * @self: a #ClutterActor
9614 * @axis: the axis of rotation
9615 * @x: (out): return value for the X coordinate of the center of rotation
9616 * @y: (out): return value for the Y coordinate of the center of rotation
9617 * @z: (out): return value for the Z coordinate of the center of rotation
9619 * Retrieves the angle and center of rotation on the given axis,
9620 * set using clutter_actor_set_rotation().
9622 * Return value: the angle of rotation
9627 clutter_actor_get_rotation (ClutterActor *self,
9628 ClutterRotateAxis axis,
9633 const ClutterTransformInfo *info;
9634 const AnchorCoord *anchor_coord;
9637 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9639 info = _clutter_actor_get_transform_info_or_defaults (self);
9643 case CLUTTER_X_AXIS:
9644 anchor_coord = &info->rx_center;
9645 retval = info->rx_angle;
9648 case CLUTTER_Y_AXIS:
9649 anchor_coord = &info->ry_center;
9650 retval = info->ry_angle;
9653 case CLUTTER_Z_AXIS:
9654 anchor_coord = &info->rz_center;
9655 retval = info->rz_angle;
9659 anchor_coord = NULL;
9664 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
9670 * clutter_actor_get_z_rotation_gravity:
9671 * @self: A #ClutterActor
9673 * Retrieves the center for the rotation around the Z axis as a
9674 * compass direction. If the center was specified in pixels or units
9675 * this will return %CLUTTER_GRAVITY_NONE.
9677 * Return value: the Z rotation center
9682 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
9684 const ClutterTransformInfo *info;
9686 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
9688 info = _clutter_actor_get_transform_info_or_defaults (self);
9690 return clutter_anchor_coord_get_gravity (&info->rz_center);
9694 * clutter_actor_set_clip:
9695 * @self: A #ClutterActor
9696 * @xoff: X offset of the clip rectangle
9697 * @yoff: Y offset of the clip rectangle
9698 * @width: Width of the clip rectangle
9699 * @height: Height of the clip rectangle
9701 * Sets clip area for @self. The clip area is always computed from the
9702 * upper left corner of the actor, even if the anchor point is set
9708 clutter_actor_set_clip (ClutterActor *self,
9714 ClutterActorPrivate *priv;
9716 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9720 if (priv->has_clip &&
9721 priv->clip.x == xoff &&
9722 priv->clip.y == yoff &&
9723 priv->clip.width == width &&
9724 priv->clip.height == height)
9727 priv->clip.x = xoff;
9728 priv->clip.y = yoff;
9729 priv->clip.width = width;
9730 priv->clip.height = height;
9732 priv->has_clip = TRUE;
9734 clutter_actor_queue_redraw (self);
9736 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9737 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
9741 * clutter_actor_remove_clip:
9742 * @self: A #ClutterActor
9744 * Removes clip area from @self.
9747 clutter_actor_remove_clip (ClutterActor *self)
9749 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9751 if (!self->priv->has_clip)
9754 self->priv->has_clip = FALSE;
9756 clutter_actor_queue_redraw (self);
9758 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9762 * clutter_actor_has_clip:
9763 * @self: a #ClutterActor
9765 * Determines whether the actor has a clip area set or not.
9767 * Return value: %TRUE if the actor has a clip area set.
9772 clutter_actor_has_clip (ClutterActor *self)
9774 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
9776 return self->priv->has_clip;
9780 * clutter_actor_get_clip:
9781 * @self: a #ClutterActor
9782 * @xoff: (out) (allow-none): return location for the X offset of
9783 * the clip rectangle, or %NULL
9784 * @yoff: (out) (allow-none): return location for the Y offset of
9785 * the clip rectangle, or %NULL
9786 * @width: (out) (allow-none): return location for the width of
9787 * the clip rectangle, or %NULL
9788 * @height: (out) (allow-none): return location for the height of
9789 * the clip rectangle, or %NULL
9791 * Gets the clip area for @self, if any is set
9796 clutter_actor_get_clip (ClutterActor *self,
9802 ClutterActorPrivate *priv;
9804 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9808 if (!priv->has_clip)
9812 *xoff = priv->clip.x;
9815 *yoff = priv->clip.y;
9818 *width = priv->clip.width;
9821 *height = priv->clip.height;
9825 * clutter_actor_get_children:
9826 * @self: a #ClutterActor
9828 * Retrieves the list of children of @self.
9830 * Return value: (transfer container) (element-type ClutterActor): A newly
9831 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
9837 clutter_actor_get_children (ClutterActor *self)
9842 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9844 /* we walk the list backward so that we can use prepend(),
9847 for (iter = self->priv->last_child, res = NULL;
9849 iter = iter->priv->prev_sibling)
9851 res = g_list_prepend (res, iter);
9858 * insert_child_at_depth:
9859 * @self: a #ClutterActor
9860 * @child: a #ClutterActor
9862 * Inserts @child inside the list of children held by @self, using
9863 * the depth as the insertion criteria.
9865 * This sadly makes the insertion not O(1), but we can keep the
9866 * list sorted so that the painters algorithm we use for painting
9867 * the children will work correctly.
9870 insert_child_at_depth (ClutterActor *self,
9871 ClutterActor *child,
9872 gpointer dummy G_GNUC_UNUSED)
9876 child->priv->parent = self;
9878 /* special-case the first child */
9879 if (self->priv->n_children == 0)
9881 self->priv->first_child = child;
9882 self->priv->last_child = child;
9884 child->priv->next_sibling = NULL;
9885 child->priv->prev_sibling = NULL;
9890 /* Find the right place to insert the child so that it will still be
9891 sorted and the child will be after all of the actors at the same
9893 for (iter = self->priv->first_child;
9895 iter = iter->priv->next_sibling)
9897 if (iter->priv->z > child->priv->z)
9903 ClutterActor *tmp = iter->priv->prev_sibling;
9906 tmp->priv->next_sibling = child;
9908 /* Insert the node before the found one */
9909 child->priv->prev_sibling = iter->priv->prev_sibling;
9910 child->priv->next_sibling = iter;
9911 iter->priv->prev_sibling = child;
9915 ClutterActor *tmp = self->priv->last_child;
9918 tmp->priv->next_sibling = child;
9920 /* insert the node at the end of the list */
9921 child->priv->prev_sibling = self->priv->last_child;
9922 child->priv->next_sibling = NULL;
9925 if (child->priv->prev_sibling == NULL)
9926 self->priv->first_child = child;
9928 if (child->priv->next_sibling == NULL)
9929 self->priv->last_child = child;
9933 insert_child_at_index (ClutterActor *self,
9934 ClutterActor *child,
9937 gint index_ = GPOINTER_TO_INT (data_);
9939 child->priv->parent = self;
9943 ClutterActor *tmp = self->priv->first_child;
9946 tmp->priv->prev_sibling = child;
9948 child->priv->prev_sibling = NULL;
9949 child->priv->next_sibling = tmp;
9951 else if (index_ < 0 || index_ >= self->priv->n_children)
9953 ClutterActor *tmp = self->priv->last_child;
9956 tmp->priv->next_sibling = child;
9958 child->priv->prev_sibling = tmp;
9959 child->priv->next_sibling = NULL;
9966 for (iter = self->priv->first_child, i = 0;
9968 iter = iter->priv->next_sibling, i += 1)
9972 ClutterActor *tmp = iter->priv->prev_sibling;
9974 child->priv->prev_sibling = tmp;
9975 child->priv->next_sibling = iter;
9977 iter->priv->prev_sibling = child;
9980 tmp->priv->next_sibling = child;
9987 if (child->priv->prev_sibling == NULL)
9988 self->priv->first_child = child;
9990 if (child->priv->next_sibling == NULL)
9991 self->priv->last_child = child;
9995 insert_child_above (ClutterActor *self,
9996 ClutterActor *child,
9999 ClutterActor *sibling = data;
10001 child->priv->parent = self;
10003 if (sibling == NULL)
10004 sibling = self->priv->last_child;
10006 child->priv->prev_sibling = sibling;
10008 if (sibling != NULL)
10010 ClutterActor *tmp = sibling->priv->next_sibling;
10012 child->priv->next_sibling = tmp;
10015 tmp->priv->prev_sibling = child;
10017 sibling->priv->next_sibling = child;
10020 child->priv->next_sibling = NULL;
10022 if (child->priv->prev_sibling == NULL)
10023 self->priv->first_child = child;
10025 if (child->priv->next_sibling == NULL)
10026 self->priv->last_child = child;
10030 insert_child_below (ClutterActor *self,
10031 ClutterActor *child,
10034 ClutterActor *sibling = data;
10036 child->priv->parent = self;
10038 if (sibling == NULL)
10039 sibling = self->priv->first_child;
10041 child->priv->next_sibling = sibling;
10043 if (sibling != NULL)
10045 ClutterActor *tmp = sibling->priv->prev_sibling;
10047 child->priv->prev_sibling = tmp;
10050 tmp->priv->next_sibling = child;
10052 sibling->priv->prev_sibling = child;
10055 child->priv->prev_sibling = NULL;
10057 if (child->priv->prev_sibling == NULL)
10058 self->priv->first_child = child;
10060 if (child->priv->next_sibling == NULL)
10061 self->priv->last_child = child;
10064 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10065 ClutterActor *child,
10069 ADD_CHILD_CREATE_META = 1 << 0,
10070 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10071 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10072 ADD_CHILD_CHECK_STATE = 1 << 3,
10073 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10075 /* default flags for public API */
10076 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10077 ADD_CHILD_EMIT_PARENT_SET |
10078 ADD_CHILD_EMIT_ACTOR_ADDED |
10079 ADD_CHILD_CHECK_STATE |
10080 ADD_CHILD_NOTIFY_FIRST_LAST,
10082 /* flags for legacy/deprecated API */
10083 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10084 ADD_CHILD_CHECK_STATE |
10085 ADD_CHILD_NOTIFY_FIRST_LAST
10086 } ClutterActorAddChildFlags;
10089 * clutter_actor_add_child_internal:
10090 * @self: a #ClutterActor
10091 * @child: a #ClutterActor
10092 * @flags: control flags for actions
10093 * @add_func: delegate function
10094 * @data: (closure): data to pass to @add_func
10096 * Adds @child to the list of children of @self.
10098 * The actual insertion inside the list is delegated to @add_func: this
10099 * function will just set up the state, perform basic checks, and emit
10102 * The @flags argument is used to perform additional operations.
10105 clutter_actor_add_child_internal (ClutterActor *self,
10106 ClutterActor *child,
10107 ClutterActorAddChildFlags flags,
10108 ClutterActorAddChildFunc add_func,
10111 ClutterTextDirection text_dir;
10112 gboolean create_meta;
10113 gboolean emit_parent_set, emit_actor_added;
10114 gboolean check_state;
10115 gboolean notify_first_last;
10116 ClutterActor *old_first_child, *old_last_child;
10118 if (child->priv->parent != NULL)
10120 g_warning ("Cannot set a parent on an actor which has a parent. "
10121 "You must use clutter_actor_remove_child() first.");
10125 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10127 g_warning ("Cannot set a parent on a toplevel actor\n");
10131 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10133 g_warning ("Cannot set a parent currently being destroyed");
10137 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10138 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10139 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10140 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10141 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10143 old_first_child = self->priv->first_child;
10144 old_last_child = self->priv->last_child;
10146 g_object_freeze_notify (G_OBJECT (self));
10149 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10151 g_object_ref_sink (child);
10152 child->priv->parent = NULL;
10153 child->priv->next_sibling = NULL;
10154 child->priv->prev_sibling = NULL;
10156 /* delegate the actual insertion */
10157 add_func (self, child, data);
10159 g_assert (child->priv->parent == self);
10161 self->priv->n_children += 1;
10163 self->priv->age += 1;
10165 /* if push_internal() has been called then we automatically set
10166 * the flag on the actor
10168 if (self->priv->internal_child)
10169 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10171 /* clutter_actor_reparent() will emit ::parent-set for us */
10172 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10173 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
10177 /* If parent is mapped or realized, we need to also be mapped or
10178 * realized once we're inside the parent.
10180 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
10182 /* propagate the parent's text direction to the child */
10183 text_dir = clutter_actor_get_text_direction (self);
10184 clutter_actor_set_text_direction (child, text_dir);
10187 if (child->priv->show_on_set_parent)
10188 clutter_actor_show (child);
10190 if (CLUTTER_ACTOR_IS_MAPPED (child))
10191 clutter_actor_queue_redraw (child);
10193 /* maintain the invariant that if an actor needs layout,
10194 * its parents do as well
10196 if (child->priv->needs_width_request ||
10197 child->priv->needs_height_request ||
10198 child->priv->needs_allocation)
10200 /* we work around the short-circuiting we do
10201 * in clutter_actor_queue_relayout() since we
10202 * want to force a relayout
10204 child->priv->needs_width_request = TRUE;
10205 child->priv->needs_height_request = TRUE;
10206 child->priv->needs_allocation = TRUE;
10208 clutter_actor_queue_relayout (child->priv->parent);
10211 if (emit_actor_added)
10212 g_signal_emit_by_name (self, "actor-added", child);
10214 if (notify_first_last)
10216 if (old_first_child != self->priv->first_child)
10217 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
10219 if (old_last_child != self->priv->last_child)
10220 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
10223 g_object_thaw_notify (G_OBJECT (self));
10227 * clutter_actor_add_child:
10228 * @self: a #ClutterActor
10229 * @child: a #ClutterActor
10231 * Adds @child to the children of @self.
10233 * This function will acquire a reference on @child that will only
10234 * be released when calling clutter_actor_remove_child().
10236 * This function will take into consideration the #ClutterActor:depth
10237 * of @child, and will keep the list of children sorted.
10239 * This function will emit the #ClutterContainer::actor-added signal
10245 clutter_actor_add_child (ClutterActor *self,
10246 ClutterActor *child)
10248 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10249 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10250 g_return_if_fail (self != child);
10251 g_return_if_fail (child->priv->parent == NULL);
10253 clutter_actor_add_child_internal (self, child,
10254 ADD_CHILD_DEFAULT_FLAGS,
10255 insert_child_at_depth,
10260 * clutter_actor_insert_child_at_index:
10261 * @self: a #ClutterActor
10262 * @child: a #ClutterActor
10263 * @index_: the index
10265 * Inserts @child into the list of children of @self, using the
10266 * given @index_. If @index_ is greater than the number of children
10267 * in @self, or is less than 0, then the new child is added at the end.
10269 * This function will acquire a reference on @child that will only
10270 * be released when calling clutter_actor_remove_child().
10272 * This function will not take into consideration the #ClutterActor:depth
10275 * This function will emit the #ClutterContainer::actor-added signal
10281 clutter_actor_insert_child_at_index (ClutterActor *self,
10282 ClutterActor *child,
10285 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10286 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10287 g_return_if_fail (self != child);
10288 g_return_if_fail (child->priv->parent == NULL);
10290 clutter_actor_add_child_internal (self, child,
10291 ADD_CHILD_DEFAULT_FLAGS,
10292 insert_child_at_index,
10293 GINT_TO_POINTER (index_));
10297 * clutter_actor_insert_child_above:
10298 * @self: a #ClutterActor
10299 * @child: a #ClutterActor
10300 * @sibling: (allow-none): a child of @self, or %NULL
10302 * Inserts @child into the list of children of @self, above another
10303 * child of @self or, if @sibling is %NULL, above all the children
10306 * This function will acquire a reference on @child that will only
10307 * be released when calling clutter_actor_remove_child().
10309 * This function will not take into consideration the #ClutterActor:depth
10312 * This function will emit the #ClutterContainer::actor-added signal
10318 clutter_actor_insert_child_above (ClutterActor *self,
10319 ClutterActor *child,
10320 ClutterActor *sibling)
10322 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10323 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10324 g_return_if_fail (self != child);
10325 g_return_if_fail (child != sibling);
10326 g_return_if_fail (child->priv->parent == NULL);
10327 g_return_if_fail (sibling == NULL ||
10328 (CLUTTER_IS_ACTOR (sibling) &&
10329 sibling->priv->parent == self));
10331 clutter_actor_add_child_internal (self, child,
10332 ADD_CHILD_DEFAULT_FLAGS,
10333 insert_child_above,
10338 * clutter_actor_insert_child_below:
10339 * @self: a #ClutterActor
10340 * @child: a #ClutterActor
10341 * @sibling: (allow-none): a child of @self, or %NULL
10343 * Inserts @child into the list of children of @self, below another
10344 * child of @self or, if @sibling is %NULL, below all the children
10347 * This function will acquire a reference on @child that will only
10348 * be released when calling clutter_actor_remove_child().
10350 * This function will not take into consideration the #ClutterActor:depth
10353 * This function will emit the #ClutterContainer::actor-added signal
10359 clutter_actor_insert_child_below (ClutterActor *self,
10360 ClutterActor *child,
10361 ClutterActor *sibling)
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 != sibling);
10367 g_return_if_fail (child->priv->parent == NULL);
10368 g_return_if_fail (sibling == NULL ||
10369 (CLUTTER_IS_ACTOR (sibling) &&
10370 sibling->priv->parent == self));
10372 clutter_actor_add_child_internal (self, child,
10373 ADD_CHILD_DEFAULT_FLAGS,
10374 insert_child_below,
10379 * clutter_actor_set_parent:
10380 * @self: A #ClutterActor
10381 * @parent: A new #ClutterActor parent
10383 * Sets the parent of @self to @parent.
10385 * This function will result in @parent acquiring a reference on @self,
10386 * eventually by sinking its floating reference first. The reference
10387 * will be released by clutter_actor_unparent().
10389 * This function should only be called by legacy #ClutterActor<!-- -->s
10390 * implementing the #ClutterContainer interface.
10392 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
10395 clutter_actor_set_parent (ClutterActor *self,
10396 ClutterActor *parent)
10398 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10399 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
10400 g_return_if_fail (self != parent);
10401 g_return_if_fail (self->priv->parent == NULL);
10403 /* as this function will be called inside ClutterContainer::add
10404 * implementations or when building up a composite actor, we have
10405 * to preserve the old behaviour, and not create child meta or
10406 * emit the ::actor-added signal, to avoid recursion or double
10409 clutter_actor_add_child_internal (parent, self,
10410 ADD_CHILD_LEGACY_FLAGS,
10411 insert_child_at_depth,
10416 * clutter_actor_get_parent:
10417 * @self: A #ClutterActor
10419 * Retrieves the parent of @self.
10421 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
10422 * if no parent is set
10425 clutter_actor_get_parent (ClutterActor *self)
10427 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10429 return self->priv->parent;
10433 * clutter_actor_get_paint_visibility:
10434 * @self: A #ClutterActor
10436 * Retrieves the 'paint' visibility of an actor recursively checking for non
10439 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
10441 * Return Value: %TRUE if the actor is visibile and will be painted.
10446 clutter_actor_get_paint_visibility (ClutterActor *actor)
10448 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10450 return CLUTTER_ACTOR_IS_MAPPED (actor);
10454 * clutter_actor_remove_child:
10455 * @self: a #ClutterActor
10456 * @child: a #ClutterActor
10458 * Removes @child from the children of @self.
10460 * This function will release the reference added by
10461 * clutter_actor_add_child(), so if you want to keep using @child
10462 * you will have to acquire a referenced on it before calling this
10465 * This function will emit the #ClutterContainer::actor-removed
10471 clutter_actor_remove_child (ClutterActor *self,
10472 ClutterActor *child)
10474 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10475 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10476 g_return_if_fail (self != child);
10477 g_return_if_fail (child->priv->parent != NULL);
10478 g_return_if_fail (child->priv->parent == self);
10480 clutter_actor_remove_child_internal (self, child,
10481 REMOVE_CHILD_DEFAULT_FLAGS);
10485 * clutter_actor_remove_all_children:
10486 * @self: a #ClutterActor
10488 * Removes all children of @self.
10490 * This function releases the reference added by inserting a child actor
10491 * in the list of children of @self.
10493 * If the reference count of a child drops to zero, the child will be
10494 * destroyed. If you want to ensure the destruction of all the children
10495 * of @self, use clutter_actor_destroy_all_children().
10500 clutter_actor_remove_all_children (ClutterActor *self)
10502 ClutterActorIter iter;
10504 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10506 if (self->priv->n_children == 0)
10509 g_object_freeze_notify (G_OBJECT (self));
10511 clutter_actor_iter_init (&iter, self);
10512 while (clutter_actor_iter_next (&iter, NULL))
10513 clutter_actor_iter_remove (&iter);
10515 g_object_thaw_notify (G_OBJECT (self));
10518 g_assert (self->priv->first_child == NULL);
10519 g_assert (self->priv->last_child == NULL);
10520 g_assert (self->priv->n_children == 0);
10524 * clutter_actor_destroy_all_children:
10525 * @self: a #ClutterActor
10527 * Destroys all children of @self.
10529 * This function releases the reference added by inserting a child
10530 * actor in the list of children of @self, and ensures that the
10531 * #ClutterActor::destroy signal is emitted on each child of the
10534 * By default, #ClutterActor will emit the #ClutterActor::destroy signal
10535 * when its reference count drops to 0; the default handler of the
10536 * #ClutterActor::destroy signal will destroy all the children of an
10537 * actor. This function ensures that all children are destroyed, instead
10538 * of just removed from @self, unlike clutter_actor_remove_all_children()
10539 * which will merely release the reference and remove each child.
10541 * Unless you acquired an additional reference on each child of @self
10542 * prior to calling clutter_actor_remove_all_children() and want to reuse
10543 * the actors, you should use clutter_actor_destroy_all_children() in
10544 * order to make sure that children are destroyed and signal handlers
10545 * are disconnected even in cases where circular references prevent this
10546 * from automatically happening through reference counting alone.
10551 clutter_actor_destroy_all_children (ClutterActor *self)
10553 ClutterActorIter iter;
10555 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10557 if (self->priv->n_children == 0)
10560 g_object_freeze_notify (G_OBJECT (self));
10562 clutter_actor_iter_init (&iter, self);
10563 while (clutter_actor_iter_next (&iter, NULL))
10564 clutter_actor_iter_destroy (&iter);
10566 g_object_thaw_notify (G_OBJECT (self));
10569 g_assert (self->priv->first_child == NULL);
10570 g_assert (self->priv->last_child == NULL);
10571 g_assert (self->priv->n_children == 0);
10574 typedef struct _InsertBetweenData {
10575 ClutterActor *prev_sibling;
10576 ClutterActor *next_sibling;
10577 } InsertBetweenData;
10580 insert_child_between (ClutterActor *self,
10581 ClutterActor *child,
10584 InsertBetweenData *data = data_;
10585 ClutterActor *prev_sibling = data->prev_sibling;
10586 ClutterActor *next_sibling = data->next_sibling;
10588 child->priv->parent = self;
10589 child->priv->prev_sibling = prev_sibling;
10590 child->priv->next_sibling = next_sibling;
10592 if (prev_sibling != NULL)
10593 prev_sibling->priv->next_sibling = child;
10595 if (next_sibling != NULL)
10596 next_sibling->priv->prev_sibling = child;
10598 if (child->priv->prev_sibling == NULL)
10599 self->priv->first_child = child;
10601 if (child->priv->next_sibling == NULL)
10602 self->priv->last_child = child;
10606 * clutter_actor_replace_child:
10607 * @self: a #ClutterActor
10608 * @old_child: the child of @self to replace
10609 * @new_child: the #ClutterActor to replace @old_child
10611 * Replaces @old_child with @new_child in the list of children of @self.
10616 clutter_actor_replace_child (ClutterActor *self,
10617 ClutterActor *old_child,
10618 ClutterActor *new_child)
10620 ClutterActor *prev_sibling, *next_sibling;
10621 InsertBetweenData clos;
10623 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10624 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
10625 g_return_if_fail (old_child->priv->parent == self);
10626 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
10627 g_return_if_fail (old_child != new_child);
10628 g_return_if_fail (new_child != self);
10629 g_return_if_fail (new_child->priv->parent == NULL);
10631 prev_sibling = old_child->priv->prev_sibling;
10632 next_sibling = old_child->priv->next_sibling;
10633 clutter_actor_remove_child_internal (self, old_child,
10634 REMOVE_CHILD_DEFAULT_FLAGS);
10636 clos.prev_sibling = prev_sibling;
10637 clos.next_sibling = next_sibling;
10638 clutter_actor_add_child_internal (self, new_child,
10639 ADD_CHILD_DEFAULT_FLAGS,
10640 insert_child_between,
10645 * clutter_actor_unparent:
10646 * @self: a #ClutterActor
10648 * Removes the parent of @self.
10650 * This will cause the parent of @self to release the reference
10651 * acquired when calling clutter_actor_set_parent(), so if you
10652 * want to keep @self you will have to acquire a reference of
10653 * your own, through g_object_ref().
10655 * This function should only be called by legacy #ClutterActor<!-- -->s
10656 * implementing the #ClutterContainer interface.
10660 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
10663 clutter_actor_unparent (ClutterActor *self)
10665 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10667 if (self->priv->parent == NULL)
10670 clutter_actor_remove_child_internal (self->priv->parent, self,
10671 REMOVE_CHILD_LEGACY_FLAGS);
10675 * clutter_actor_reparent:
10676 * @self: a #ClutterActor
10677 * @new_parent: the new #ClutterActor parent
10679 * Resets the parent actor of @self.
10681 * This function is logically equivalent to calling clutter_actor_unparent()
10682 * and clutter_actor_set_parent(), but more efficiently implemented, as it
10683 * ensures the child is not finalized when unparented, and emits the
10684 * #ClutterActor::parent-set signal only once.
10686 * In reality, calling this function is less useful than it sounds, as some
10687 * application code may rely on changes in the intermediate state between
10688 * removal and addition of the actor from its old parent to the @new_parent.
10689 * Thus, it is strongly encouraged to avoid using this function in application
10694 * Deprecated: 1.10: Use clutter_actor_remove_child() and
10695 * clutter_actor_add_child() instead; remember to take a reference on
10696 * the actor being removed before calling clutter_actor_remove_child()
10697 * to avoid the reference count dropping to zero and the actor being
10701 clutter_actor_reparent (ClutterActor *self,
10702 ClutterActor *new_parent)
10704 ClutterActorPrivate *priv;
10706 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10707 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
10708 g_return_if_fail (self != new_parent);
10710 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10712 g_warning ("Cannot set a parent on a toplevel actor");
10716 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
10718 g_warning ("Cannot set a parent currently being destroyed");
10724 if (priv->parent != new_parent)
10726 ClutterActor *old_parent;
10728 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10730 old_parent = priv->parent;
10732 g_object_ref (self);
10734 if (old_parent != NULL)
10736 /* go through the Container implementation if this is a regular
10737 * child and not an internal one
10739 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10741 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
10743 /* this will have to call unparent() */
10744 clutter_container_remove_actor (parent, self);
10747 clutter_actor_remove_child_internal (old_parent, self,
10748 REMOVE_CHILD_LEGACY_FLAGS);
10751 /* Note, will call set_parent() */
10752 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10753 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
10755 clutter_actor_add_child_internal (new_parent, self,
10756 ADD_CHILD_LEGACY_FLAGS,
10757 insert_child_at_depth,
10760 /* we emit the ::parent-set signal once */
10761 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
10763 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10765 /* the IN_REPARENT flag suspends state updates */
10766 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
10768 g_object_unref (self);
10773 * clutter_actor_contains:
10774 * @self: A #ClutterActor
10775 * @descendant: A #ClutterActor, possibly contained in @self
10777 * Determines if @descendant is contained inside @self (either as an
10778 * immediate child, or as a deeper descendant). If @self and
10779 * @descendant point to the same actor then it will also return %TRUE.
10781 * Return value: whether @descendent is contained within @self
10786 clutter_actor_contains (ClutterActor *self,
10787 ClutterActor *descendant)
10789 ClutterActor *actor;
10791 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10792 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
10794 for (actor = descendant; actor; actor = actor->priv->parent)
10802 * clutter_actor_set_child_above_sibling:
10803 * @self: a #ClutterActor
10804 * @child: a #ClutterActor child of @self
10805 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10807 * Sets @child to be above @sibling in the list of children of @self.
10809 * If @sibling is %NULL, @child will be the new last child of @self.
10811 * This function is logically equivalent to removing @child and using
10812 * clutter_actor_insert_child_above(), but it will not emit signals
10813 * or change state on @child.
10818 clutter_actor_set_child_above_sibling (ClutterActor *self,
10819 ClutterActor *child,
10820 ClutterActor *sibling)
10822 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10823 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10824 g_return_if_fail (child->priv->parent == self);
10825 g_return_if_fail (child != sibling);
10826 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10828 if (sibling != NULL)
10829 g_return_if_fail (sibling->priv->parent == self);
10831 /* we don't want to change the state of child, or emit signals, or
10832 * regenerate ChildMeta instances here, but we still want to follow
10833 * the correct sequence of steps encoded in remove_child() and
10834 * add_child(), so that correctness is ensured, and we only go
10835 * through one known code path.
10837 g_object_ref (child);
10838 clutter_actor_remove_child_internal (self, child, 0);
10839 clutter_actor_add_child_internal (self, child,
10840 ADD_CHILD_NOTIFY_FIRST_LAST,
10841 insert_child_above,
10844 clutter_actor_queue_relayout (self);
10848 * clutter_actor_set_child_below_sibling:
10849 * @self: a #ClutterActor
10850 * @child: a #ClutterActor child of @self
10851 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10853 * Sets @child to be below @sibling in the list of children of @self.
10855 * If @sibling is %NULL, @child will be the new first child of @self.
10857 * This function is logically equivalent to removing @self and using
10858 * clutter_actor_insert_child_below(), but it will not emit signals
10859 * or change state on @child.
10864 clutter_actor_set_child_below_sibling (ClutterActor *self,
10865 ClutterActor *child,
10866 ClutterActor *sibling)
10868 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10869 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10870 g_return_if_fail (child->priv->parent == self);
10871 g_return_if_fail (child != sibling);
10872 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10874 if (sibling != NULL)
10875 g_return_if_fail (sibling->priv->parent == self);
10877 /* see the comment in set_child_above_sibling() */
10878 g_object_ref (child);
10879 clutter_actor_remove_child_internal (self, child, 0);
10880 clutter_actor_add_child_internal (self, child,
10881 ADD_CHILD_NOTIFY_FIRST_LAST,
10882 insert_child_below,
10885 clutter_actor_queue_relayout (self);
10889 * clutter_actor_set_child_at_index:
10890 * @self: a #ClutterActor
10891 * @child: a #ClutterActor child of @self
10892 * @index_: the new index for @child
10894 * Changes the index of @child in the list of children of @self.
10896 * This function is logically equivalent to removing @child and
10897 * calling clutter_actor_insert_child_at_index(), but it will not
10898 * emit signals or change state on @child.
10903 clutter_actor_set_child_at_index (ClutterActor *self,
10904 ClutterActor *child,
10907 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10908 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10909 g_return_if_fail (child->priv->parent == self);
10910 g_return_if_fail (index_ <= self->priv->n_children);
10912 g_object_ref (child);
10913 clutter_actor_remove_child_internal (self, child, 0);
10914 clutter_actor_add_child_internal (self, child,
10915 ADD_CHILD_NOTIFY_FIRST_LAST,
10916 insert_child_at_index,
10917 GINT_TO_POINTER (index_));
10919 clutter_actor_queue_relayout (self);
10923 * clutter_actor_raise:
10924 * @self: A #ClutterActor
10925 * @below: (allow-none): A #ClutterActor to raise above.
10927 * Puts @self above @below.
10929 * Both actors must have the same parent, and the parent must implement
10930 * the #ClutterContainer interface
10932 * This function calls clutter_container_raise_child() internally.
10934 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
10937 clutter_actor_raise (ClutterActor *self,
10938 ClutterActor *below)
10940 ClutterActor *parent;
10942 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10944 parent = clutter_actor_get_parent (self);
10945 if (parent == NULL)
10947 g_warning ("%s: Actor '%s' is not inside a container",
10949 _clutter_actor_get_debug_name (self));
10955 if (parent != clutter_actor_get_parent (below))
10957 g_warning ("%s Actor '%s' is not in the same container as "
10960 _clutter_actor_get_debug_name (self),
10961 _clutter_actor_get_debug_name (below));
10966 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
10970 * clutter_actor_lower:
10971 * @self: A #ClutterActor
10972 * @above: (allow-none): A #ClutterActor to lower below
10974 * Puts @self below @above.
10976 * Both actors must have the same parent, and the parent must implement
10977 * the #ClutterContainer interface.
10979 * This function calls clutter_container_lower_child() internally.
10981 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
10984 clutter_actor_lower (ClutterActor *self,
10985 ClutterActor *above)
10987 ClutterActor *parent;
10989 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10991 parent = clutter_actor_get_parent (self);
10992 if (parent == NULL)
10994 g_warning ("%s: Actor of type %s is not inside a container",
10996 _clutter_actor_get_debug_name (self));
11002 if (parent != clutter_actor_get_parent (above))
11004 g_warning ("%s: Actor '%s' is not in the same container as "
11007 _clutter_actor_get_debug_name (self),
11008 _clutter_actor_get_debug_name (above));
11013 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
11017 * clutter_actor_raise_top:
11018 * @self: A #ClutterActor
11020 * Raises @self to the top.
11022 * This function calls clutter_actor_raise() internally.
11024 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
11025 * a %NULL sibling, instead.
11028 clutter_actor_raise_top (ClutterActor *self)
11030 clutter_actor_raise (self, NULL);
11034 * clutter_actor_lower_bottom:
11035 * @self: A #ClutterActor
11037 * Lowers @self to the bottom.
11039 * This function calls clutter_actor_lower() internally.
11041 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11042 * a %NULL sibling, instead.
11045 clutter_actor_lower_bottom (ClutterActor *self)
11047 clutter_actor_lower (self, NULL);
11055 * clutter_actor_event:
11056 * @actor: a #ClutterActor
11057 * @event: a #ClutterEvent
11058 * @capture: TRUE if event in in capture phase, FALSE otherwise.
11060 * This function is used to emit an event on the main stage.
11061 * You should rarely need to use this function, except for
11062 * synthetising events.
11064 * Return value: the return value from the signal emission: %TRUE
11065 * if the actor handled the event, or %FALSE if the event was
11071 clutter_actor_event (ClutterActor *actor,
11072 ClutterEvent *event,
11075 gboolean retval = FALSE;
11076 gint signal_num = -1;
11078 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11079 g_return_val_if_fail (event != NULL, FALSE);
11081 g_object_ref (actor);
11085 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11091 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11095 switch (event->type)
11097 case CLUTTER_NOTHING:
11099 case CLUTTER_BUTTON_PRESS:
11100 signal_num = BUTTON_PRESS_EVENT;
11102 case CLUTTER_BUTTON_RELEASE:
11103 signal_num = BUTTON_RELEASE_EVENT;
11105 case CLUTTER_SCROLL:
11106 signal_num = SCROLL_EVENT;
11108 case CLUTTER_KEY_PRESS:
11109 signal_num = KEY_PRESS_EVENT;
11111 case CLUTTER_KEY_RELEASE:
11112 signal_num = KEY_RELEASE_EVENT;
11114 case CLUTTER_MOTION:
11115 signal_num = MOTION_EVENT;
11117 case CLUTTER_ENTER:
11118 signal_num = ENTER_EVENT;
11120 case CLUTTER_LEAVE:
11121 signal_num = LEAVE_EVENT;
11123 case CLUTTER_DELETE:
11124 case CLUTTER_DESTROY_NOTIFY:
11125 case CLUTTER_CLIENT_MESSAGE:
11131 if (signal_num != -1)
11132 g_signal_emit (actor, actor_signals[signal_num], 0,
11137 g_object_unref (actor);
11143 * clutter_actor_set_reactive:
11144 * @actor: a #ClutterActor
11145 * @reactive: whether the actor should be reactive to events
11147 * Sets @actor as reactive. Reactive actors will receive events.
11152 clutter_actor_set_reactive (ClutterActor *actor,
11155 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11157 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11161 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11163 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11165 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11169 * clutter_actor_get_reactive:
11170 * @actor: a #ClutterActor
11172 * Checks whether @actor is marked as reactive.
11174 * Return value: %TRUE if the actor is reactive
11179 clutter_actor_get_reactive (ClutterActor *actor)
11181 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11183 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
11187 * clutter_actor_get_anchor_point:
11188 * @self: a #ClutterActor
11189 * @anchor_x: (out): return location for the X coordinate of the anchor point
11190 * @anchor_y: (out): return location for the Y coordinate of the anchor point
11192 * Gets the current anchor point of the @actor in pixels.
11197 clutter_actor_get_anchor_point (ClutterActor *self,
11201 const ClutterTransformInfo *info;
11203 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11205 info = _clutter_actor_get_transform_info_or_defaults (self);
11206 clutter_anchor_coord_get_units (self, &info->anchor,
11213 * clutter_actor_set_anchor_point:
11214 * @self: a #ClutterActor
11215 * @anchor_x: X coordinate of the anchor point
11216 * @anchor_y: Y coordinate of the anchor point
11218 * Sets an anchor point for @self. The anchor point is a point in the
11219 * coordinate space of an actor to which the actor position within its
11220 * parent is relative; the default is (0, 0), i.e. the top-left corner
11226 clutter_actor_set_anchor_point (ClutterActor *self,
11230 ClutterTransformInfo *info;
11231 ClutterActorPrivate *priv;
11232 gboolean changed = FALSE;
11233 gfloat old_anchor_x, old_anchor_y;
11236 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11238 obj = G_OBJECT (self);
11240 info = _clutter_actor_get_transform_info (self);
11242 g_object_freeze_notify (obj);
11244 clutter_anchor_coord_get_units (self, &info->anchor,
11249 if (info->anchor.is_fractional)
11250 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11252 if (old_anchor_x != anchor_x)
11254 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11258 if (old_anchor_y != anchor_y)
11260 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11264 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
11268 priv->transform_valid = FALSE;
11269 clutter_actor_queue_redraw (self);
11272 g_object_thaw_notify (obj);
11276 * clutter_actor_get_anchor_point_gravity:
11277 * @self: a #ClutterActor
11279 * Retrieves the anchor position expressed as a #ClutterGravity. If
11280 * the anchor point was specified using pixels or units this will
11281 * return %CLUTTER_GRAVITY_NONE.
11283 * Return value: the #ClutterGravity used by the anchor point
11288 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
11290 const ClutterTransformInfo *info;
11292 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
11294 info = _clutter_actor_get_transform_info_or_defaults (self);
11296 return clutter_anchor_coord_get_gravity (&info->anchor);
11300 * clutter_actor_move_anchor_point:
11301 * @self: a #ClutterActor
11302 * @anchor_x: X coordinate of the anchor point
11303 * @anchor_y: Y coordinate of the anchor point
11305 * Sets an anchor point for the actor, and adjusts the actor postion so that
11306 * the relative position of the actor toward its parent remains the same.
11311 clutter_actor_move_anchor_point (ClutterActor *self,
11315 gfloat old_anchor_x, old_anchor_y;
11316 const ClutterTransformInfo *info;
11318 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11320 info = _clutter_actor_get_transform_info (self);
11321 clutter_anchor_coord_get_units (self, &info->anchor,
11326 g_object_freeze_notify (G_OBJECT (self));
11328 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
11330 if (self->priv->position_set)
11331 clutter_actor_move_by (self,
11332 anchor_x - old_anchor_x,
11333 anchor_y - old_anchor_y);
11335 g_object_thaw_notify (G_OBJECT (self));
11339 * clutter_actor_move_anchor_point_from_gravity:
11340 * @self: a #ClutterActor
11341 * @gravity: #ClutterGravity.
11343 * Sets an anchor point on the actor based on the given gravity, adjusting the
11344 * actor postion so that its relative position within its parent remains
11347 * Since version 1.0 the anchor point will be stored as a gravity so
11348 * that if the actor changes size then the anchor point will move. For
11349 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11350 * and later double the size of the actor, the anchor point will move
11351 * to the bottom right.
11356 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
11357 ClutterGravity gravity)
11359 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
11360 const ClutterTransformInfo *info;
11361 ClutterActorPrivate *priv;
11363 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11366 info = _clutter_actor_get_transform_info (self);
11368 g_object_freeze_notify (G_OBJECT (self));
11370 clutter_anchor_coord_get_units (self, &info->anchor,
11374 clutter_actor_set_anchor_point_from_gravity (self, gravity);
11375 clutter_anchor_coord_get_units (self, &info->anchor,
11380 if (priv->position_set)
11381 clutter_actor_move_by (self,
11382 new_anchor_x - old_anchor_x,
11383 new_anchor_y - old_anchor_y);
11385 g_object_thaw_notify (G_OBJECT (self));
11389 * clutter_actor_set_anchor_point_from_gravity:
11390 * @self: a #ClutterActor
11391 * @gravity: #ClutterGravity.
11393 * Sets an anchor point on the actor, based on the given gravity (this is a
11394 * convenience function wrapping clutter_actor_set_anchor_point()).
11396 * Since version 1.0 the anchor point will be stored as a gravity so
11397 * that if the actor changes size then the anchor point will move. For
11398 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11399 * and later double the size of the actor, the anchor point will move
11400 * to the bottom right.
11405 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
11406 ClutterGravity gravity)
11408 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11410 if (gravity == CLUTTER_GRAVITY_NONE)
11411 clutter_actor_set_anchor_point (self, 0, 0);
11414 GObject *obj = G_OBJECT (self);
11415 ClutterTransformInfo *info;
11417 g_object_freeze_notify (obj);
11419 info = _clutter_actor_get_transform_info (self);
11420 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
11422 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11423 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11424 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11426 self->priv->transform_valid = FALSE;
11428 clutter_actor_queue_redraw (self);
11430 g_object_thaw_notify (obj);
11435 clutter_container_iface_init (ClutterContainerIface *iface)
11437 /* we don't override anything, as ClutterContainer already has a default
11438 * implementation that we can use, and which calls into our own API.
11453 parse_units (ClutterActor *self,
11454 ParseDimension dimension,
11457 GValue value = { 0, };
11460 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
11463 json_node_get_value (node, &value);
11465 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
11467 retval = (gfloat) g_value_get_int64 (&value);
11469 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
11471 retval = g_value_get_double (&value);
11473 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
11475 ClutterUnits units;
11478 res = clutter_units_from_string (&units, g_value_get_string (&value));
11480 retval = clutter_units_to_pixels (&units);
11483 g_warning ("Invalid value '%s': integers, strings or floating point "
11484 "values can be used for the x, y, width and height "
11485 "properties. Valid modifiers for strings are 'px', 'mm', "
11487 g_value_get_string (&value));
11493 g_warning ("Invalid value of type '%s': integers, strings of floating "
11494 "point values can be used for the x, y, width, height "
11495 "anchor-x and anchor-y properties.",
11496 g_type_name (G_VALUE_TYPE (&value)));
11499 g_value_unset (&value);
11505 ClutterRotateAxis axis;
11514 static inline gboolean
11515 parse_rotation_array (ClutterActor *actor,
11517 RotationInfo *info)
11521 if (json_array_get_length (array) != 2)
11525 element = json_array_get_element (array, 0);
11526 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
11527 info->angle = json_node_get_double (element);
11532 element = json_array_get_element (array, 1);
11533 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
11535 JsonArray *center = json_node_get_array (element);
11537 if (json_array_get_length (center) != 2)
11540 switch (info->axis)
11542 case CLUTTER_X_AXIS:
11543 info->center_y = parse_units (actor, PARSE_Y,
11544 json_array_get_element (center, 0));
11545 info->center_z = parse_units (actor, PARSE_Y,
11546 json_array_get_element (center, 1));
11549 case CLUTTER_Y_AXIS:
11550 info->center_x = parse_units (actor, PARSE_X,
11551 json_array_get_element (center, 0));
11552 info->center_z = parse_units (actor, PARSE_X,
11553 json_array_get_element (center, 1));
11556 case CLUTTER_Z_AXIS:
11557 info->center_x = parse_units (actor, PARSE_X,
11558 json_array_get_element (center, 0));
11559 info->center_y = parse_units (actor, PARSE_Y,
11560 json_array_get_element (center, 1));
11569 parse_rotation (ClutterActor *actor,
11571 RotationInfo *info)
11575 gboolean retval = FALSE;
11577 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
11579 g_warning ("Invalid node of type '%s' found, expecting an array",
11580 json_node_type_name (node));
11584 array = json_node_get_array (node);
11585 len = json_array_get_length (array);
11587 for (i = 0; i < len; i++)
11589 JsonNode *element = json_array_get_element (array, i);
11590 JsonObject *object;
11593 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
11595 g_warning ("Invalid node of type '%s' found, expecting an object",
11596 json_node_type_name (element));
11600 object = json_node_get_object (element);
11602 if (json_object_has_member (object, "x-axis"))
11604 member = json_object_get_member (object, "x-axis");
11606 info->axis = CLUTTER_X_AXIS;
11608 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11610 info->angle = json_node_get_double (member);
11613 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11614 retval = parse_rotation_array (actor,
11615 json_node_get_array (member),
11620 else if (json_object_has_member (object, "y-axis"))
11622 member = json_object_get_member (object, "y-axis");
11624 info->axis = CLUTTER_Y_AXIS;
11626 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11628 info->angle = json_node_get_double (member);
11631 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11632 retval = parse_rotation_array (actor,
11633 json_node_get_array (member),
11638 else if (json_object_has_member (object, "z-axis"))
11640 member = json_object_get_member (object, "z-axis");
11642 info->axis = CLUTTER_Z_AXIS;
11644 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11646 info->angle = json_node_get_double (member);
11649 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11650 retval = parse_rotation_array (actor,
11651 json_node_get_array (member),
11662 parse_actor_metas (ClutterScript *script,
11663 ClutterActor *actor,
11666 GList *elements, *l;
11667 GSList *retval = NULL;
11669 if (!JSON_NODE_HOLDS_ARRAY (node))
11672 elements = json_array_get_elements (json_node_get_array (node));
11674 for (l = elements; l != NULL; l = l->next)
11676 JsonNode *element = l->data;
11677 const gchar *id_ = _clutter_script_get_id_from_node (element);
11680 if (id_ == NULL || *id_ == '\0')
11683 meta = clutter_script_get_object (script, id_);
11687 retval = g_slist_prepend (retval, meta);
11690 g_list_free (elements);
11692 return g_slist_reverse (retval);
11696 parse_behaviours (ClutterScript *script,
11697 ClutterActor *actor,
11700 GList *elements, *l;
11701 GSList *retval = NULL;
11703 if (!JSON_NODE_HOLDS_ARRAY (node))
11706 elements = json_array_get_elements (json_node_get_array (node));
11708 for (l = elements; l != NULL; l = l->next)
11710 JsonNode *element = l->data;
11711 const gchar *id_ = _clutter_script_get_id_from_node (element);
11712 GObject *behaviour;
11714 if (id_ == NULL || *id_ == '\0')
11717 behaviour = clutter_script_get_object (script, id_);
11718 if (behaviour == NULL)
11721 retval = g_slist_prepend (retval, behaviour);
11724 g_list_free (elements);
11726 return g_slist_reverse (retval);
11730 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
11731 ClutterScript *script,
11736 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11737 gboolean retval = FALSE;
11739 if ((name[0] == 'x' && name[1] == '\0') ||
11740 (name[0] == 'y' && name[1] == '\0') ||
11741 (strcmp (name, "width") == 0) ||
11742 (strcmp (name, "height") == 0) ||
11743 (strcmp (name, "anchor_x") == 0) ||
11744 (strcmp (name, "anchor_y") == 0))
11746 ParseDimension dimension;
11749 if (name[0] == 'x')
11750 dimension = PARSE_X;
11751 else if (name[0] == 'y')
11752 dimension = PARSE_Y;
11753 else if (name[0] == 'w')
11754 dimension = PARSE_WIDTH;
11755 else if (name[0] == 'h')
11756 dimension = PARSE_HEIGHT;
11757 else if (name[0] == 'a' && name[7] == 'x')
11758 dimension = PARSE_ANCHOR_X;
11759 else if (name[0] == 'a' && name[7] == 'y')
11760 dimension = PARSE_ANCHOR_Y;
11764 units = parse_units (actor, dimension, node);
11766 /* convert back to pixels: all properties are pixel-based */
11767 g_value_init (value, G_TYPE_FLOAT);
11768 g_value_set_float (value, units);
11772 else if (strcmp (name, "rotation") == 0)
11774 RotationInfo *info;
11776 info = g_slice_new0 (RotationInfo);
11777 retval = parse_rotation (actor, node, info);
11781 g_value_init (value, G_TYPE_POINTER);
11782 g_value_set_pointer (value, info);
11785 g_slice_free (RotationInfo, info);
11787 else if (strcmp (name, "behaviours") == 0)
11791 #ifdef CLUTTER_ENABLE_DEBUG
11792 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
11793 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
11794 "and it should not be used in newly "
11795 "written ClutterScript definitions.");
11798 l = parse_behaviours (script, actor, node);
11800 g_value_init (value, G_TYPE_POINTER);
11801 g_value_set_pointer (value, l);
11805 else if (strcmp (name, "actions") == 0 ||
11806 strcmp (name, "constraints") == 0 ||
11807 strcmp (name, "effects") == 0)
11811 l = parse_actor_metas (script, actor, node);
11813 g_value_init (value, G_TYPE_POINTER);
11814 g_value_set_pointer (value, l);
11823 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
11824 ClutterScript *script,
11826 const GValue *value)
11828 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11830 #ifdef CLUTTER_ENABLE_DEBUG
11831 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
11833 gchar *tmp = g_strdup_value_contents (value);
11835 CLUTTER_NOTE (SCRIPT,
11836 "in ClutterActor::set_custom_property('%s') = %s",
11842 #endif /* CLUTTER_ENABLE_DEBUG */
11844 if (strcmp (name, "rotation") == 0)
11846 RotationInfo *info;
11848 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11851 info = g_value_get_pointer (value);
11853 clutter_actor_set_rotation (actor,
11854 info->axis, info->angle,
11859 g_slice_free (RotationInfo, info);
11864 if (strcmp (name, "behaviours") == 0)
11866 GSList *behaviours, *l;
11868 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11871 behaviours = g_value_get_pointer (value);
11872 for (l = behaviours; l != NULL; l = l->next)
11874 ClutterBehaviour *behaviour = l->data;
11876 clutter_behaviour_apply (behaviour, actor);
11879 g_slist_free (behaviours);
11884 if (strcmp (name, "actions") == 0 ||
11885 strcmp (name, "constraints") == 0 ||
11886 strcmp (name, "effects") == 0)
11890 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11893 metas = g_value_get_pointer (value);
11894 for (l = metas; l != NULL; l = l->next)
11896 if (name[0] == 'a')
11897 clutter_actor_add_action (actor, l->data);
11899 if (name[0] == 'c')
11900 clutter_actor_add_constraint (actor, l->data);
11902 if (name[0] == 'e')
11903 clutter_actor_add_effect (actor, l->data);
11906 g_slist_free (metas);
11911 g_object_set_property (G_OBJECT (scriptable), name, value);
11915 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
11917 iface->parse_custom_node = clutter_actor_parse_custom_node;
11918 iface->set_custom_property = clutter_actor_set_custom_property;
11921 static ClutterActorMeta *
11922 get_meta_from_animation_property (ClutterActor *actor,
11926 ClutterActorPrivate *priv = actor->priv;
11927 ClutterActorMeta *meta = NULL;
11930 /* if this is not a special property, fall through */
11931 if (name[0] != '@')
11934 /* detect the properties named using the following spec:
11936 * @<section>.<meta-name>.<property-name>
11938 * where <section> can be one of the following:
11944 * and <meta-name> is the name set on a specific ActorMeta
11947 tokens = g_strsplit (name + 1, ".", -1);
11948 if (tokens == NULL || g_strv_length (tokens) != 3)
11950 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
11952 g_strfreev (tokens);
11956 if (strcmp (tokens[0], "actions") == 0)
11957 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
11959 if (strcmp (tokens[0], "constraints") == 0)
11960 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
11962 if (strcmp (tokens[0], "effects") == 0)
11963 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
11965 if (name_p != NULL)
11966 *name_p = g_strdup (tokens[2]);
11968 CLUTTER_NOTE (ANIMATION,
11969 "Looking for property '%s' of object '%s' in section '%s'",
11974 g_strfreev (tokens);
11979 static GParamSpec *
11980 clutter_actor_find_property (ClutterAnimatable *animatable,
11981 const gchar *property_name)
11983 ClutterActorMeta *meta = NULL;
11984 GObjectClass *klass = NULL;
11985 GParamSpec *pspec = NULL;
11986 gchar *p_name = NULL;
11988 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11994 klass = G_OBJECT_GET_CLASS (meta);
11996 pspec = g_object_class_find_property (klass, p_name);
12000 klass = G_OBJECT_GET_CLASS (animatable);
12002 pspec = g_object_class_find_property (klass, property_name);
12011 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
12012 const gchar *property_name,
12015 ClutterActorMeta *meta = NULL;
12016 gchar *p_name = NULL;
12018 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12023 g_object_get_property (G_OBJECT (meta), p_name, initial);
12025 g_object_get_property (G_OBJECT (animatable), property_name, initial);
12031 clutter_actor_set_final_state (ClutterAnimatable *animatable,
12032 const gchar *property_name,
12033 const GValue *final)
12035 ClutterActorMeta *meta = NULL;
12036 gchar *p_name = NULL;
12038 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12042 g_object_set_property (G_OBJECT (meta), p_name, final);
12044 g_object_set_property (G_OBJECT (animatable), property_name, final);
12050 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
12052 iface->find_property = clutter_actor_find_property;
12053 iface->get_initial_state = clutter_actor_get_initial_state;
12054 iface->set_final_state = clutter_actor_set_final_state;
12058 * clutter_actor_transform_stage_point:
12059 * @self: A #ClutterActor
12060 * @x: (in): x screen coordinate of the point to unproject
12061 * @y: (in): y screen coordinate of the point to unproject
12062 * @x_out: (out): return location for the unprojected x coordinance
12063 * @y_out: (out): return location for the unprojected y coordinance
12065 * This function translates screen coordinates (@x, @y) to
12066 * coordinates relative to the actor. For example, it can be used to translate
12067 * screen events from global screen coordinates into actor-local coordinates.
12069 * The conversion can fail, notably if the transform stack results in the
12070 * actor being projected on the screen as a mere line.
12072 * The conversion should not be expected to be pixel-perfect due to the
12073 * nature of the operation. In general the error grows when the skewing
12074 * of the actor rectangle on screen increases.
12076 * <note><para>This function can be computationally intensive.</para></note>
12078 * <note><para>This function only works when the allocation is up-to-date,
12079 * i.e. inside of paint().</para></note>
12081 * Return value: %TRUE if conversion was successful.
12086 clutter_actor_transform_stage_point (ClutterActor *self,
12092 ClutterVertex v[4];
12095 int du, dv, xi, yi;
12097 float xf, yf, wf, det;
12098 ClutterActorPrivate *priv;
12100 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12104 /* This implementation is based on the quad -> quad projection algorithm
12105 * described by Paul Heckbert in:
12107 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
12109 * and the sample implementation at:
12111 * http://www.cs.cmu.edu/~ph/src/texfund/
12113 * Our texture is a rectangle with origin [0, 0], so we are mapping from
12114 * quad to rectangle only, which significantly simplifies things; the
12115 * function calls have been unrolled, and most of the math is done in fixed
12119 clutter_actor_get_abs_allocation_vertices (self, v);
12121 /* Keeping these as ints simplifies the multiplication (no significant
12122 * loss of precision here).
12124 du = (int) (priv->allocation.x2 - priv->allocation.x1);
12125 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
12130 #define UX2FP(x) (x)
12131 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
12133 /* First, find mapping from unit uv square to xy quadrilateral; this
12134 * equivalent to the pmap_square_quad() functions in the sample
12135 * implementation, which we can simplify, since our target is always
12138 px = v[0].x - v[1].x + v[3].x - v[2].x;
12139 py = v[0].y - v[1].y + v[3].y - v[2].y;
12143 /* affine transform */
12144 RQ[0][0] = UX2FP (v[1].x - v[0].x);
12145 RQ[1][0] = UX2FP (v[3].x - v[1].x);
12146 RQ[2][0] = UX2FP (v[0].x);
12147 RQ[0][1] = UX2FP (v[1].y - v[0].y);
12148 RQ[1][1] = UX2FP (v[3].y - v[1].y);
12149 RQ[2][1] = UX2FP (v[0].y);
12156 /* projective transform */
12157 double dx1, dx2, dy1, dy2, del;
12159 dx1 = UX2FP (v[1].x - v[3].x);
12160 dx2 = UX2FP (v[2].x - v[3].x);
12161 dy1 = UX2FP (v[1].y - v[3].y);
12162 dy2 = UX2FP (v[2].y - v[3].y);
12164 del = DET2FP (dx1, dx2, dy1, dy2);
12169 * The division here needs to be done in floating point for
12170 * precisions reasons.
12172 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
12173 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12174 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12176 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
12177 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
12178 RQ[2][0] = UX2FP (v[0].x);
12179 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
12180 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
12181 RQ[2][1] = UX2FP (v[0].y);
12185 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
12186 * square. Since our rectangle is based at 0,0 we only need to scale.
12196 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
12199 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
12200 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
12201 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
12202 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
12203 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
12204 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
12205 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
12206 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
12207 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
12210 * Check the resulting matrix is OK.
12212 det = (RQ[0][0] * ST[0][0])
12213 + (RQ[0][1] * ST[0][1])
12214 + (RQ[0][2] * ST[0][2]);
12219 * Now transform our point with the ST matrix; the notional w
12220 * coordinate is 1, hence the last part is simply added.
12225 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
12226 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
12227 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
12245 static ClutterGeometry*
12246 clutter_geometry_copy (const ClutterGeometry *geometry)
12248 return g_slice_dup (ClutterGeometry, geometry);
12252 clutter_geometry_free (ClutterGeometry *geometry)
12254 if (G_LIKELY (geometry != NULL))
12255 g_slice_free (ClutterGeometry, geometry);
12259 * clutter_geometry_union:
12260 * @geometry_a: a #ClutterGeometry
12261 * @geometry_b: another #ClutterGeometry
12262 * @result: (out): location to store the result
12264 * Find the union of two rectangles represented as #ClutterGeometry.
12269 clutter_geometry_union (const ClutterGeometry *geometry_a,
12270 const ClutterGeometry *geometry_b,
12271 ClutterGeometry *result)
12273 /* We don't try to handle rectangles that can't be represented
12274 * as a signed integer box */
12275 gint x_1 = MIN (geometry_a->x, geometry_b->x);
12276 gint y_1 = MIN (geometry_a->y, geometry_b->y);
12277 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
12278 geometry_b->x + (gint)geometry_b->width);
12279 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
12280 geometry_b->y + (gint)geometry_b->height);
12283 result->width = x_2 - x_1;
12284 result->height = y_2 - y_1;
12288 * clutter_geometry_intersects:
12289 * @geometry0: The first geometry to test
12290 * @geometry1: The second geometry to test
12292 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
12293 * they do else %FALSE.
12295 * Return value: %TRUE of @geometry0 and geometry1 intersect else
12301 clutter_geometry_intersects (const ClutterGeometry *geometry0,
12302 const ClutterGeometry *geometry1)
12304 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
12305 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
12306 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
12307 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
12314 clutter_geometry_progress (const GValue *a,
12319 const ClutterGeometry *a_geom = g_value_get_boxed (a);
12320 const ClutterGeometry *b_geom = g_value_get_boxed (b);
12321 ClutterGeometry res = { 0, };
12322 gint a_width = a_geom->width;
12323 gint b_width = b_geom->width;
12324 gint a_height = a_geom->height;
12325 gint b_height = b_geom->height;
12327 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
12328 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
12330 res.width = a_width + (b_width - a_width) * progress;
12331 res.height = a_height + (b_height - a_height) * progress;
12333 g_value_set_boxed (retval, &res);
12338 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
12339 clutter_geometry_copy,
12340 clutter_geometry_free,
12341 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
12348 * clutter_vertex_new:
12353 * Creates a new #ClutterVertex for the point in 3D space
12354 * identified by the 3 coordinates @x, @y, @z
12356 * Return value: the newly allocate #ClutterVertex. Use
12357 * clutter_vertex_free() to free the resources
12362 clutter_vertex_new (gfloat x,
12366 ClutterVertex *vertex;
12368 vertex = g_slice_new (ClutterVertex);
12377 * clutter_vertex_copy:
12378 * @vertex: a #ClutterVertex
12382 * Return value: a newly allocated copy of #ClutterVertex. Use
12383 * clutter_vertex_free() to free the allocated resources
12388 clutter_vertex_copy (const ClutterVertex *vertex)
12390 if (G_LIKELY (vertex != NULL))
12391 return g_slice_dup (ClutterVertex, vertex);
12397 * clutter_vertex_free:
12398 * @vertex: a #ClutterVertex
12400 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
12405 clutter_vertex_free (ClutterVertex *vertex)
12407 if (G_UNLIKELY (vertex != NULL))
12408 g_slice_free (ClutterVertex, vertex);
12412 * clutter_vertex_equal:
12413 * @vertex_a: a #ClutterVertex
12414 * @vertex_b: a #ClutterVertex
12416 * Compares @vertex_a and @vertex_b for equality
12418 * Return value: %TRUE if the passed #ClutterVertex are equal
12423 clutter_vertex_equal (const ClutterVertex *vertex_a,
12424 const ClutterVertex *vertex_b)
12426 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
12428 if (vertex_a == vertex_b)
12431 return vertex_a->x == vertex_b->x &&
12432 vertex_a->y == vertex_b->y &&
12433 vertex_a->z == vertex_b->z;
12437 clutter_vertex_progress (const GValue *a,
12442 const ClutterVertex *av = g_value_get_boxed (a);
12443 const ClutterVertex *bv = g_value_get_boxed (b);
12444 ClutterVertex res = { 0, };
12446 res.x = av->x + (bv->x - av->x) * progress;
12447 res.y = av->y + (bv->y - av->y) * progress;
12448 res.z = av->z + (bv->z - av->z) * progress;
12450 g_value_set_boxed (retval, &res);
12455 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
12456 clutter_vertex_copy,
12457 clutter_vertex_free,
12458 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
12461 * clutter_actor_is_rotated:
12462 * @self: a #ClutterActor
12464 * Checks whether any rotation is applied to the actor.
12466 * Return value: %TRUE if the actor is rotated.
12471 clutter_actor_is_rotated (ClutterActor *self)
12473 const ClutterTransformInfo *info;
12475 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12477 info = _clutter_actor_get_transform_info_or_defaults (self);
12479 if (info->rx_angle || info->ry_angle || info->rz_angle)
12486 * clutter_actor_is_scaled:
12487 * @self: a #ClutterActor
12489 * Checks whether the actor is scaled in either dimension.
12491 * Return value: %TRUE if the actor is scaled.
12496 clutter_actor_is_scaled (ClutterActor *self)
12498 const ClutterTransformInfo *info;
12500 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12502 info = _clutter_actor_get_transform_info_or_defaults (self);
12504 if (info->scale_x != 1.0 || info->scale_y != 1.0)
12511 _clutter_actor_get_stage_internal (ClutterActor *actor)
12513 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
12514 actor = actor->priv->parent;
12520 * clutter_actor_get_stage:
12521 * @actor: a #ClutterActor
12523 * Retrieves the #ClutterStage where @actor is contained.
12525 * Return value: (transfer none) (type Clutter.Stage): the stage
12526 * containing the actor, or %NULL
12531 clutter_actor_get_stage (ClutterActor *actor)
12533 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
12535 return _clutter_actor_get_stage_internal (actor);
12539 * clutter_actor_allocate_available_size:
12540 * @self: a #ClutterActor
12541 * @x: the actor's X coordinate
12542 * @y: the actor's Y coordinate
12543 * @available_width: the maximum available width, or -1 to use the
12544 * actor's natural width
12545 * @available_height: the maximum available height, or -1 to use the
12546 * actor's natural height
12547 * @flags: flags controlling the allocation
12549 * Allocates @self taking into account the #ClutterActor<!-- -->'s
12550 * preferred size, but limiting it to the maximum available width
12551 * and height provided.
12553 * This function will do the right thing when dealing with the
12554 * actor's request mode.
12556 * The implementation of this function is equivalent to:
12559 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12561 * clutter_actor_get_preferred_width (self, available_height,
12563 * &natural_width);
12564 * width = CLAMP (natural_width, min_width, available_width);
12566 * clutter_actor_get_preferred_height (self, width,
12568 * &natural_height);
12569 * height = CLAMP (natural_height, min_height, available_height);
12573 * clutter_actor_get_preferred_height (self, available_width,
12575 * &natural_height);
12576 * height = CLAMP (natural_height, min_height, available_height);
12578 * clutter_actor_get_preferred_width (self, height,
12580 * &natural_width);
12581 * width = CLAMP (natural_width, min_width, available_width);
12584 * box.x1 = x; box.y1 = y;
12585 * box.x2 = box.x1 + available_width;
12586 * box.y2 = box.y1 + available_height;
12587 * clutter_actor_allocate (self, &box, flags);
12590 * This function can be used by fluid layout managers to allocate
12591 * an actor's preferred size without making it bigger than the area
12592 * available for the container.
12597 clutter_actor_allocate_available_size (ClutterActor *self,
12600 gfloat available_width,
12601 gfloat available_height,
12602 ClutterAllocationFlags flags)
12604 ClutterActorPrivate *priv;
12605 gfloat width, height;
12606 gfloat min_width, min_height;
12607 gfloat natural_width, natural_height;
12608 ClutterActorBox box;
12610 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12614 width = height = 0.0;
12616 switch (priv->request_mode)
12618 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
12619 clutter_actor_get_preferred_width (self, available_height,
12622 width = CLAMP (natural_width, min_width, available_width);
12624 clutter_actor_get_preferred_height (self, width,
12627 height = CLAMP (natural_height, min_height, available_height);
12630 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
12631 clutter_actor_get_preferred_height (self, available_width,
12634 height = CLAMP (natural_height, min_height, available_height);
12636 clutter_actor_get_preferred_width (self, height,
12639 width = CLAMP (natural_width, min_width, available_width);
12646 box.x2 = box.x1 + width;
12647 box.y2 = box.y1 + height;
12648 clutter_actor_allocate (self, &box, flags);
12652 * clutter_actor_allocate_preferred_size:
12653 * @self: a #ClutterActor
12654 * @flags: flags controlling the allocation
12656 * Allocates the natural size of @self.
12658 * This function is a utility call for #ClutterActor implementations
12659 * that allocates the actor's preferred natural size. It can be used
12660 * by fixed layout managers (like #ClutterGroup or so called
12661 * 'composite actors') inside the ClutterActor::allocate
12662 * implementation to give each child exactly how much space it
12665 * This function is not meant to be used by applications. It is also
12666 * not meant to be used outside the implementation of the
12667 * ClutterActor::allocate virtual function.
12672 clutter_actor_allocate_preferred_size (ClutterActor *self,
12673 ClutterAllocationFlags flags)
12675 gfloat actor_x, actor_y;
12676 gfloat natural_width, natural_height;
12677 ClutterActorBox actor_box;
12679 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12681 actor_x = clutter_actor_get_x (self);
12682 actor_y = clutter_actor_get_y (self);
12684 clutter_actor_get_preferred_size (self,
12689 actor_box.x1 = actor_x;
12690 actor_box.y1 = actor_y;
12691 actor_box.x2 = actor_box.x1 + natural_width;
12692 actor_box.y2 = actor_box.y1 + natural_height;
12694 clutter_actor_allocate (self, &actor_box, flags);
12698 * clutter_actor_allocate_align_fill:
12699 * @self: a #ClutterActor
12700 * @box: a #ClutterActorBox, containing the available width and height
12701 * @x_align: the horizontal alignment, between 0 and 1
12702 * @y_align: the vertical alignment, between 0 and 1
12703 * @x_fill: whether the actor should fill horizontally
12704 * @y_fill: whether the actor should fill vertically
12705 * @flags: allocation flags to be passed to clutter_actor_allocate()
12707 * Allocates @self by taking into consideration the available allocation
12708 * area; an alignment factor on either axis; and whether the actor should
12709 * fill the allocation on either axis.
12711 * The @box should contain the available allocation width and height;
12712 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
12713 * allocation will be offset by their value.
12715 * This function takes into consideration the geometry request specified by
12716 * the #ClutterActor:request-mode property, and the text direction.
12718 * This function is useful for fluid layout managers, like #ClutterBinLayout
12719 * or #ClutterTableLayout
12724 clutter_actor_allocate_align_fill (ClutterActor *self,
12725 const ClutterActorBox *box,
12730 ClutterAllocationFlags flags)
12732 ClutterActorPrivate *priv;
12733 ClutterActorBox allocation = { 0, };
12734 gfloat x_offset, y_offset;
12735 gfloat available_width, available_height;
12736 gfloat child_width, child_height;
12738 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12739 g_return_if_fail (box != NULL);
12740 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
12741 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
12745 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
12746 clutter_actor_box_get_size (box, &available_width, &available_height);
12748 if (available_width < 0)
12749 available_width = 0;
12751 if (available_height < 0)
12752 available_height = 0;
12756 allocation.x1 = x_offset;
12757 allocation.x2 = allocation.x1 + available_width;
12762 allocation.y1 = y_offset;
12763 allocation.y2 = allocation.y1 + available_height;
12766 /* if we are filling horizontally and vertically then we're done */
12767 if (x_fill && y_fill)
12770 child_width = child_height = 0.0f;
12772 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12774 gfloat min_width, natural_width;
12775 gfloat min_height, natural_height;
12777 clutter_actor_get_preferred_width (self, available_height,
12781 child_width = CLAMP (natural_width, min_width, available_width);
12785 clutter_actor_get_preferred_height (self, child_width,
12789 child_height = CLAMP (natural_height, min_height, available_height);
12794 gfloat min_width, natural_width;
12795 gfloat min_height, natural_height;
12797 clutter_actor_get_preferred_height (self, available_width,
12801 child_height = CLAMP (natural_height, min_height, available_height);
12805 clutter_actor_get_preferred_width (self, child_height,
12809 child_width = CLAMP (natural_width, min_width, available_width);
12813 /* invert the horizontal alignment for RTL languages */
12814 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
12815 x_align = 1.0 - x_align;
12819 allocation.x1 = x_offset
12820 + ((available_width - child_width) * x_align);
12821 allocation.x2 = allocation.x1 + child_width;
12826 allocation.y1 = y_offset
12827 + ((available_height - child_height) * y_align);
12828 allocation.y2 = allocation.y1 + child_height;
12832 clutter_actor_box_clamp_to_pixel (&allocation);
12833 clutter_actor_allocate (self, &allocation, flags);
12837 * clutter_actor_grab_key_focus:
12838 * @self: a #ClutterActor
12840 * Sets the key focus of the #ClutterStage including @self
12841 * to this #ClutterActor.
12846 clutter_actor_grab_key_focus (ClutterActor *self)
12848 ClutterActor *stage;
12850 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12852 stage = _clutter_actor_get_stage_internal (self);
12854 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
12858 * clutter_actor_get_pango_context:
12859 * @self: a #ClutterActor
12861 * Retrieves the #PangoContext for @self. The actor's #PangoContext
12862 * is already configured using the appropriate font map, resolution
12863 * and font options.
12865 * Unlike clutter_actor_create_pango_context(), this context is owend
12866 * by the #ClutterActor and it will be updated each time the options
12867 * stored by the #ClutterBackend change.
12869 * You can use the returned #PangoContext to create a #PangoLayout
12870 * and render text using cogl_pango_render_layout() to reuse the
12871 * glyphs cache also used by Clutter.
12873 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
12874 * The returned #PangoContext is owned by the actor and should not be
12875 * unreferenced by the application code
12880 clutter_actor_get_pango_context (ClutterActor *self)
12882 ClutterActorPrivate *priv;
12884 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12888 if (priv->pango_context != NULL)
12889 return priv->pango_context;
12891 priv->pango_context = _clutter_context_get_pango_context ();
12892 g_object_ref (priv->pango_context);
12894 return priv->pango_context;
12898 * clutter_actor_create_pango_context:
12899 * @self: a #ClutterActor
12901 * Creates a #PangoContext for the given actor. The #PangoContext
12902 * is already configured using the appropriate font map, resolution
12903 * and font options.
12905 * See also clutter_actor_get_pango_context().
12907 * Return value: (transfer full): the newly created #PangoContext.
12908 * Use g_object_unref() on the returned value to deallocate its
12914 clutter_actor_create_pango_context (ClutterActor *self)
12916 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12918 return _clutter_context_create_pango_context ();
12922 * clutter_actor_create_pango_layout:
12923 * @self: a #ClutterActor
12924 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
12926 * Creates a new #PangoLayout from the same #PangoContext used
12927 * by the #ClutterActor. The #PangoLayout is already configured
12928 * with the font map, resolution and font options, and the
12931 * If you want to keep around a #PangoLayout created by this
12932 * function you will have to connect to the #ClutterBackend::font-changed
12933 * and #ClutterBackend::resolution-changed signals, and call
12934 * pango_layout_context_changed() in response to them.
12936 * Return value: (transfer full): the newly created #PangoLayout.
12937 * Use g_object_unref() when done
12942 clutter_actor_create_pango_layout (ClutterActor *self,
12945 PangoContext *context;
12946 PangoLayout *layout;
12948 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12950 context = clutter_actor_get_pango_context (self);
12951 layout = pango_layout_new (context);
12954 pango_layout_set_text (layout, text, -1);
12959 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
12960 * ClutterOffscreenEffect.
12963 _clutter_actor_set_opacity_override (ClutterActor *self,
12966 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12968 self->priv->opacity_override = opacity;
12972 _clutter_actor_get_opacity_override (ClutterActor *self)
12974 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
12976 return self->priv->opacity_override;
12979 /* Allows you to disable applying the actors model view transform during
12980 * a paint. Used by ClutterClone. */
12982 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
12985 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12987 self->priv->enable_model_view_transform = enable;
12991 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
12994 ClutterActorPrivate *priv;
12996 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13000 priv->enable_paint_unmapped = enable;
13002 if (priv->enable_paint_unmapped)
13004 /* Make sure that the parents of the widget are realized first;
13005 * otherwise checks in clutter_actor_update_map_state() will
13008 clutter_actor_realize (self);
13010 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
13014 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
13019 clutter_anchor_coord_get_units (ClutterActor *self,
13020 const AnchorCoord *coord,
13025 if (coord->is_fractional)
13027 gfloat actor_width, actor_height;
13029 clutter_actor_get_size (self, &actor_width, &actor_height);
13032 *x = actor_width * coord->v.fraction.x;
13035 *y = actor_height * coord->v.fraction.y;
13043 *x = coord->v.units.x;
13046 *y = coord->v.units.y;
13049 *z = coord->v.units.z;
13054 clutter_anchor_coord_set_units (AnchorCoord *coord,
13059 coord->is_fractional = FALSE;
13060 coord->v.units.x = x;
13061 coord->v.units.y = y;
13062 coord->v.units.z = z;
13065 static ClutterGravity
13066 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
13068 if (coord->is_fractional)
13070 if (coord->v.fraction.x == 0.0)
13072 if (coord->v.fraction.y == 0.0)
13073 return CLUTTER_GRAVITY_NORTH_WEST;
13074 else if (coord->v.fraction.y == 0.5)
13075 return CLUTTER_GRAVITY_WEST;
13076 else if (coord->v.fraction.y == 1.0)
13077 return CLUTTER_GRAVITY_SOUTH_WEST;
13079 return CLUTTER_GRAVITY_NONE;
13081 else if (coord->v.fraction.x == 0.5)
13083 if (coord->v.fraction.y == 0.0)
13084 return CLUTTER_GRAVITY_NORTH;
13085 else if (coord->v.fraction.y == 0.5)
13086 return CLUTTER_GRAVITY_CENTER;
13087 else if (coord->v.fraction.y == 1.0)
13088 return CLUTTER_GRAVITY_SOUTH;
13090 return CLUTTER_GRAVITY_NONE;
13092 else if (coord->v.fraction.x == 1.0)
13094 if (coord->v.fraction.y == 0.0)
13095 return CLUTTER_GRAVITY_NORTH_EAST;
13096 else if (coord->v.fraction.y == 0.5)
13097 return CLUTTER_GRAVITY_EAST;
13098 else if (coord->v.fraction.y == 1.0)
13099 return CLUTTER_GRAVITY_SOUTH_EAST;
13101 return CLUTTER_GRAVITY_NONE;
13104 return CLUTTER_GRAVITY_NONE;
13107 return CLUTTER_GRAVITY_NONE;
13111 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
13112 ClutterGravity gravity)
13116 case CLUTTER_GRAVITY_NORTH:
13117 coord->v.fraction.x = 0.5;
13118 coord->v.fraction.y = 0.0;
13121 case CLUTTER_GRAVITY_NORTH_EAST:
13122 coord->v.fraction.x = 1.0;
13123 coord->v.fraction.y = 0.0;
13126 case CLUTTER_GRAVITY_EAST:
13127 coord->v.fraction.x = 1.0;
13128 coord->v.fraction.y = 0.5;
13131 case CLUTTER_GRAVITY_SOUTH_EAST:
13132 coord->v.fraction.x = 1.0;
13133 coord->v.fraction.y = 1.0;
13136 case CLUTTER_GRAVITY_SOUTH:
13137 coord->v.fraction.x = 0.5;
13138 coord->v.fraction.y = 1.0;
13141 case CLUTTER_GRAVITY_SOUTH_WEST:
13142 coord->v.fraction.x = 0.0;
13143 coord->v.fraction.y = 1.0;
13146 case CLUTTER_GRAVITY_WEST:
13147 coord->v.fraction.x = 0.0;
13148 coord->v.fraction.y = 0.5;
13151 case CLUTTER_GRAVITY_NORTH_WEST:
13152 coord->v.fraction.x = 0.0;
13153 coord->v.fraction.y = 0.0;
13156 case CLUTTER_GRAVITY_CENTER:
13157 coord->v.fraction.x = 0.5;
13158 coord->v.fraction.y = 0.5;
13162 coord->v.fraction.x = 0.0;
13163 coord->v.fraction.y = 0.0;
13167 coord->is_fractional = TRUE;
13171 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
13173 if (coord->is_fractional)
13174 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
13176 return (coord->v.units.x == 0.0
13177 && coord->v.units.y == 0.0
13178 && coord->v.units.z == 0.0);
13182 * clutter_actor_get_flags:
13183 * @self: a #ClutterActor
13185 * Retrieves the flags set on @self
13187 * Return value: a bitwise or of #ClutterActorFlags or 0
13192 clutter_actor_get_flags (ClutterActor *self)
13194 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
13196 return self->flags;
13200 * clutter_actor_set_flags:
13201 * @self: a #ClutterActor
13202 * @flags: the flags to set
13204 * Sets @flags on @self
13206 * This function will emit notifications for the changed properties
13211 clutter_actor_set_flags (ClutterActor *self,
13212 ClutterActorFlags flags)
13214 ClutterActorFlags old_flags;
13216 gboolean was_reactive_set, reactive_set;
13217 gboolean was_realized_set, realized_set;
13218 gboolean was_mapped_set, mapped_set;
13219 gboolean was_visible_set, visible_set;
13221 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13223 if (self->flags == flags)
13226 obj = G_OBJECT (self);
13227 g_object_ref (obj);
13228 g_object_freeze_notify (obj);
13230 old_flags = self->flags;
13232 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13233 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13234 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13235 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13237 self->flags |= flags;
13239 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13240 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13241 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13242 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13244 if (reactive_set != was_reactive_set)
13245 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13247 if (realized_set != was_realized_set)
13248 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13250 if (mapped_set != was_mapped_set)
13251 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13253 if (visible_set != was_visible_set)
13254 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13256 g_object_thaw_notify (obj);
13257 g_object_unref (obj);
13261 * clutter_actor_unset_flags:
13262 * @self: a #ClutterActor
13263 * @flags: the flags to unset
13265 * Unsets @flags on @self
13267 * This function will emit notifications for the changed properties
13272 clutter_actor_unset_flags (ClutterActor *self,
13273 ClutterActorFlags flags)
13275 ClutterActorFlags old_flags;
13277 gboolean was_reactive_set, reactive_set;
13278 gboolean was_realized_set, realized_set;
13279 gboolean was_mapped_set, mapped_set;
13280 gboolean was_visible_set, visible_set;
13282 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13284 obj = G_OBJECT (self);
13285 g_object_freeze_notify (obj);
13287 old_flags = self->flags;
13289 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13290 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13291 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13292 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13294 self->flags &= ~flags;
13296 if (self->flags == old_flags)
13299 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13300 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13301 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13302 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13304 if (reactive_set != was_reactive_set)
13305 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13307 if (realized_set != was_realized_set)
13308 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13310 if (mapped_set != was_mapped_set)
13311 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13313 if (visible_set != was_visible_set)
13314 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13316 g_object_thaw_notify (obj);
13320 * clutter_actor_get_transformation_matrix:
13321 * @self: a #ClutterActor
13322 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
13324 * Retrieves the transformations applied to @self relative to its
13330 clutter_actor_get_transformation_matrix (ClutterActor *self,
13331 CoglMatrix *matrix)
13333 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13335 cogl_matrix_init_identity (matrix);
13337 _clutter_actor_apply_modelview_transform (self, matrix);
13341 _clutter_actor_set_in_clone_paint (ClutterActor *self,
13342 gboolean is_in_clone_paint)
13344 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13345 self->priv->in_clone_paint = is_in_clone_paint;
13349 * clutter_actor_is_in_clone_paint:
13350 * @self: a #ClutterActor
13352 * Checks whether @self is being currently painted by a #ClutterClone
13354 * This function is useful only inside the ::paint virtual function
13355 * implementations or within handlers for the #ClutterActor::paint
13358 * This function should not be used by applications
13360 * Return value: %TRUE if the #ClutterActor is currently being painted
13361 * by a #ClutterClone, and %FALSE otherwise
13366 clutter_actor_is_in_clone_paint (ClutterActor *self)
13368 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13370 return self->priv->in_clone_paint;
13374 set_direction_recursive (ClutterActor *actor,
13375 gpointer user_data)
13377 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
13379 clutter_actor_set_text_direction (actor, text_dir);
13385 * clutter_actor_set_text_direction:
13386 * @self: a #ClutterActor
13387 * @text_dir: the text direction for @self
13389 * Sets the #ClutterTextDirection for an actor
13391 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
13393 * If @self implements #ClutterContainer then this function will recurse
13394 * inside all the children of @self (including the internal ones).
13396 * Composite actors not implementing #ClutterContainer, or actors requiring
13397 * special handling when the text direction changes, should connect to
13398 * the #GObject::notify signal for the #ClutterActor:text-direction property
13403 clutter_actor_set_text_direction (ClutterActor *self,
13404 ClutterTextDirection text_dir)
13406 ClutterActorPrivate *priv;
13408 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13409 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
13413 if (priv->text_direction != text_dir)
13415 priv->text_direction = text_dir;
13417 /* we need to emit the notify::text-direction first, so that
13418 * the sub-classes can catch that and do specific handling of
13419 * the text direction; see clutter_text_direction_changed_cb()
13420 * inside clutter-text.c
13422 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
13424 _clutter_actor_foreach_child (self, set_direction_recursive,
13425 GINT_TO_POINTER (text_dir));
13427 clutter_actor_queue_relayout (self);
13432 _clutter_actor_set_has_pointer (ClutterActor *self,
13433 gboolean has_pointer)
13435 ClutterActorPrivate *priv = self->priv;
13437 if (priv->has_pointer != has_pointer)
13439 priv->has_pointer = has_pointer;
13441 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
13446 * clutter_actor_get_text_direction:
13447 * @self: a #ClutterActor
13449 * Retrieves the value set using clutter_actor_set_text_direction()
13451 * If no text direction has been previously set, the default text
13452 * direction, as returned by clutter_get_default_text_direction(), will
13453 * be returned instead
13455 * Return value: the #ClutterTextDirection for the actor
13459 ClutterTextDirection
13460 clutter_actor_get_text_direction (ClutterActor *self)
13462 ClutterActorPrivate *priv;
13464 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
13465 CLUTTER_TEXT_DIRECTION_LTR);
13469 /* if no direction has been set yet use the default */
13470 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
13471 priv->text_direction = clutter_get_default_text_direction ();
13473 return priv->text_direction;
13477 * clutter_actor_push_internal:
13478 * @self: a #ClutterActor
13480 * Should be used by actors implementing the #ClutterContainer and with
13481 * internal children added through clutter_actor_set_parent(), for instance:
13485 * my_actor_init (MyActor *self)
13487 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
13489 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
13491 * /* calling clutter_actor_set_parent() now will result in
13492 * * the internal flag being set on a child of MyActor
13495 * /* internal child - a background texture */
13496 * self->priv->background_tex = clutter_texture_new ();
13497 * clutter_actor_set_parent (self->priv->background_tex,
13498 * CLUTTER_ACTOR (self));
13500 * /* internal child - a label */
13501 * self->priv->label = clutter_text_new ();
13502 * clutter_actor_set_parent (self->priv->label,
13503 * CLUTTER_ACTOR (self));
13505 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
13507 * /* calling clutter_actor_set_parent() now will not result in
13508 * * the internal flag being set on a child of MyActor
13513 * This function will be used by Clutter to toggle an "internal child"
13514 * flag whenever clutter_actor_set_parent() is called; internal children
13515 * are handled differently by Clutter, specifically when destroying their
13518 * Call clutter_actor_pop_internal() when you finished adding internal
13521 * Nested calls to clutter_actor_push_internal() are allowed, but each
13522 * one must by followed by a clutter_actor_pop_internal() call.
13526 * Deprecated: 1.10: All children of an actor are accessible through
13527 * the #ClutterActor API, and #ClutterActor implements the
13528 * #ClutterContainer interface, so this function is only useful
13529 * for legacy containers overriding the default implementation.
13532 clutter_actor_push_internal (ClutterActor *self)
13534 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13536 self->priv->internal_child += 1;
13540 * clutter_actor_pop_internal:
13541 * @self: a #ClutterActor
13543 * Disables the effects of clutter_actor_push_internal().
13547 * Deprecated: 1.10: All children of an actor are accessible through
13548 * the #ClutterActor API. This function is only useful for legacy
13549 * containers overriding the default implementation of the
13550 * #ClutterContainer interface.
13553 clutter_actor_pop_internal (ClutterActor *self)
13555 ClutterActorPrivate *priv;
13557 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13561 if (priv->internal_child == 0)
13563 g_warning ("Mismatched %s: you need to call "
13564 "clutter_actor_push_composite() at least once before "
13565 "calling this function", G_STRFUNC);
13569 priv->internal_child -= 1;
13573 * clutter_actor_has_pointer:
13574 * @self: a #ClutterActor
13576 * Checks whether an actor contains the pointer of a
13577 * #ClutterInputDevice
13579 * Return value: %TRUE if the actor contains the pointer, and
13585 clutter_actor_has_pointer (ClutterActor *self)
13587 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13589 return self->priv->has_pointer;
13592 /* XXX: This is a workaround for not being able to break the ABI of
13593 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
13594 * clutter_actor_queue_clipped_redraw() for details.
13596 ClutterPaintVolume *
13597 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
13599 return g_object_get_data (G_OBJECT (self),
13600 "-clutter-actor-queue-redraw-clip");
13604 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
13605 ClutterPaintVolume *clip)
13607 g_object_set_data (G_OBJECT (self),
13608 "-clutter-actor-queue-redraw-clip",
13613 * clutter_actor_has_allocation:
13614 * @self: a #ClutterActor
13616 * Checks if the actor has an up-to-date allocation assigned to
13617 * it. This means that the actor should have an allocation: it's
13618 * visible and has a parent. It also means that there is no
13619 * outstanding relayout request in progress for the actor or its
13620 * children (There might be other outstanding layout requests in
13621 * progress that will cause the actor to get a new allocation
13622 * when the stage is laid out, however).
13624 * If this function returns %FALSE, then the actor will normally
13625 * be allocated before it is next drawn on the screen.
13627 * Return value: %TRUE if the actor has an up-to-date allocation
13632 clutter_actor_has_allocation (ClutterActor *self)
13634 ClutterActorPrivate *priv;
13636 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13640 return priv->parent != NULL &&
13641 CLUTTER_ACTOR_IS_VISIBLE (self) &&
13642 !priv->needs_allocation;
13646 * clutter_actor_add_action:
13647 * @self: a #ClutterActor
13648 * @action: a #ClutterAction
13650 * Adds @action to the list of actions applied to @self
13652 * A #ClutterAction can only belong to one actor at a time
13654 * The #ClutterActor will hold a reference on @action until either
13655 * clutter_actor_remove_action() or clutter_actor_clear_actions()
13661 clutter_actor_add_action (ClutterActor *self,
13662 ClutterAction *action)
13664 ClutterActorPrivate *priv;
13666 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13667 g_return_if_fail (CLUTTER_IS_ACTION (action));
13671 if (priv->actions == NULL)
13673 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13674 priv->actions->actor = self;
13677 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
13679 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13683 * clutter_actor_add_action_with_name:
13684 * @self: a #ClutterActor
13685 * @name: the name to set on the action
13686 * @action: a #ClutterAction
13688 * A convenience function for setting the name of a #ClutterAction
13689 * while adding it to the list of actions applied to @self
13691 * This function is the logical equivalent of:
13694 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13695 * clutter_actor_add_action (self, action);
13701 clutter_actor_add_action_with_name (ClutterActor *self,
13703 ClutterAction *action)
13705 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13706 g_return_if_fail (name != NULL);
13707 g_return_if_fail (CLUTTER_IS_ACTION (action));
13709 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13710 clutter_actor_add_action (self, action);
13714 * clutter_actor_remove_action:
13715 * @self: a #ClutterActor
13716 * @action: a #ClutterAction
13718 * Removes @action from the list of actions applied to @self
13720 * The reference held by @self on the #ClutterAction will be released
13725 clutter_actor_remove_action (ClutterActor *self,
13726 ClutterAction *action)
13728 ClutterActorPrivate *priv;
13730 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13731 g_return_if_fail (CLUTTER_IS_ACTION (action));
13735 if (priv->actions == NULL)
13738 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
13740 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13744 * clutter_actor_remove_action_by_name:
13745 * @self: a #ClutterActor
13746 * @name: the name of the action to remove
13748 * Removes the #ClutterAction with the given name from the list
13749 * of actions applied to @self
13754 clutter_actor_remove_action_by_name (ClutterActor *self,
13757 ClutterActorPrivate *priv;
13758 ClutterActorMeta *meta;
13760 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13761 g_return_if_fail (name != NULL);
13765 if (priv->actions == NULL)
13768 meta = _clutter_meta_group_get_meta (priv->actions, name);
13772 _clutter_meta_group_remove_meta (priv->actions, meta);
13774 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13778 * clutter_actor_get_actions:
13779 * @self: a #ClutterActor
13781 * Retrieves the list of actions applied to @self
13783 * Return value: (transfer container) (element-type Clutter.Action): a copy
13784 * of the list of #ClutterAction<!-- -->s. The contents of the list are
13785 * owned by the #ClutterActor. Use g_list_free() to free the resources
13786 * allocated by the returned #GList
13791 clutter_actor_get_actions (ClutterActor *self)
13793 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13795 if (self->priv->actions == NULL)
13798 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
13802 * clutter_actor_get_action:
13803 * @self: a #ClutterActor
13804 * @name: the name of the action to retrieve
13806 * Retrieves the #ClutterAction with the given name in the list
13807 * of actions applied to @self
13809 * Return value: (transfer none): a #ClutterAction for the given
13810 * name, or %NULL. The returned #ClutterAction is owned by the
13811 * actor and it should not be unreferenced directly
13816 clutter_actor_get_action (ClutterActor *self,
13819 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13820 g_return_val_if_fail (name != NULL, NULL);
13822 if (self->priv->actions == NULL)
13825 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
13829 * clutter_actor_clear_actions:
13830 * @self: a #ClutterActor
13832 * Clears the list of actions applied to @self
13837 clutter_actor_clear_actions (ClutterActor *self)
13839 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13841 if (self->priv->actions == NULL)
13844 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
13848 * clutter_actor_add_constraint:
13849 * @self: a #ClutterActor
13850 * @constraint: a #ClutterConstraint
13852 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
13855 * The #ClutterActor will hold a reference on the @constraint until
13856 * either clutter_actor_remove_constraint() or
13857 * clutter_actor_clear_constraints() is called.
13862 clutter_actor_add_constraint (ClutterActor *self,
13863 ClutterConstraint *constraint)
13865 ClutterActorPrivate *priv;
13867 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13868 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13872 if (priv->constraints == NULL)
13874 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13875 priv->constraints->actor = self;
13878 _clutter_meta_group_add_meta (priv->constraints,
13879 CLUTTER_ACTOR_META (constraint));
13880 clutter_actor_queue_relayout (self);
13882 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13886 * clutter_actor_add_constraint_with_name:
13887 * @self: a #ClutterActor
13888 * @name: the name to set on the constraint
13889 * @constraint: a #ClutterConstraint
13891 * A convenience function for setting the name of a #ClutterConstraint
13892 * while adding it to the list of constraints applied to @self
13894 * This function is the logical equivalent of:
13897 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13898 * clutter_actor_add_constraint (self, constraint);
13904 clutter_actor_add_constraint_with_name (ClutterActor *self,
13906 ClutterConstraint *constraint)
13908 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13909 g_return_if_fail (name != NULL);
13910 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13912 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13913 clutter_actor_add_constraint (self, constraint);
13917 * clutter_actor_remove_constraint:
13918 * @self: a #ClutterActor
13919 * @constraint: a #ClutterConstraint
13921 * Removes @constraint from the list of constraints applied to @self
13923 * The reference held by @self on the #ClutterConstraint will be released
13928 clutter_actor_remove_constraint (ClutterActor *self,
13929 ClutterConstraint *constraint)
13931 ClutterActorPrivate *priv;
13933 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13934 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13938 if (priv->constraints == NULL)
13941 _clutter_meta_group_remove_meta (priv->constraints,
13942 CLUTTER_ACTOR_META (constraint));
13943 clutter_actor_queue_relayout (self);
13945 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13949 * clutter_actor_remove_constraint_by_name:
13950 * @self: a #ClutterActor
13951 * @name: the name of the constraint to remove
13953 * Removes the #ClutterConstraint with the given name from the list
13954 * of constraints applied to @self
13959 clutter_actor_remove_constraint_by_name (ClutterActor *self,
13962 ClutterActorPrivate *priv;
13963 ClutterActorMeta *meta;
13965 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13966 g_return_if_fail (name != NULL);
13970 if (priv->constraints == NULL)
13973 meta = _clutter_meta_group_get_meta (priv->constraints, name);
13977 _clutter_meta_group_remove_meta (priv->constraints, meta);
13978 clutter_actor_queue_relayout (self);
13982 * clutter_actor_get_constraints:
13983 * @self: a #ClutterActor
13985 * Retrieves the list of constraints applied to @self
13987 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
13988 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
13989 * owned by the #ClutterActor. Use g_list_free() to free the resources
13990 * allocated by the returned #GList
13995 clutter_actor_get_constraints (ClutterActor *self)
13997 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13999 if (self->priv->constraints == NULL)
14002 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
14006 * clutter_actor_get_constraint:
14007 * @self: a #ClutterActor
14008 * @name: the name of the constraint to retrieve
14010 * Retrieves the #ClutterConstraint with the given name in the list
14011 * of constraints applied to @self
14013 * Return value: (transfer none): a #ClutterConstraint for the given
14014 * name, or %NULL. The returned #ClutterConstraint is owned by the
14015 * actor and it should not be unreferenced directly
14019 ClutterConstraint *
14020 clutter_actor_get_constraint (ClutterActor *self,
14023 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14024 g_return_val_if_fail (name != NULL, NULL);
14026 if (self->priv->constraints == NULL)
14029 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
14033 * clutter_actor_clear_constraints:
14034 * @self: a #ClutterActor
14036 * Clears the list of constraints applied to @self
14041 clutter_actor_clear_constraints (ClutterActor *self)
14043 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14045 if (self->priv->constraints == NULL)
14048 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
14050 clutter_actor_queue_relayout (self);
14054 * clutter_actor_set_clip_to_allocation:
14055 * @self: a #ClutterActor
14056 * @clip_set: %TRUE to apply a clip tracking the allocation
14058 * Sets whether @self should be clipped to the same size as its
14064 clutter_actor_set_clip_to_allocation (ClutterActor *self,
14067 ClutterActorPrivate *priv;
14069 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14071 clip_set = !!clip_set;
14075 if (priv->clip_to_allocation != clip_set)
14077 priv->clip_to_allocation = clip_set;
14079 clutter_actor_queue_redraw (self);
14081 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
14086 * clutter_actor_get_clip_to_allocation:
14087 * @self: a #ClutterActor
14089 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
14091 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
14096 clutter_actor_get_clip_to_allocation (ClutterActor *self)
14098 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14100 return self->priv->clip_to_allocation;
14104 * clutter_actor_add_effect:
14105 * @self: a #ClutterActor
14106 * @effect: a #ClutterEffect
14108 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
14110 * The #ClutterActor will hold a reference on the @effect until either
14111 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
14117 clutter_actor_add_effect (ClutterActor *self,
14118 ClutterEffect *effect)
14120 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14121 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14123 _clutter_actor_add_effect_internal (self, effect);
14125 clutter_actor_queue_redraw (self);
14127 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14131 * clutter_actor_add_effect_with_name:
14132 * @self: a #ClutterActor
14133 * @name: the name to set on the effect
14134 * @effect: a #ClutterEffect
14136 * A convenience function for setting the name of a #ClutterEffect
14137 * while adding it to the list of effectss applied to @self
14139 * This function is the logical equivalent of:
14142 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14143 * clutter_actor_add_effect (self, effect);
14149 clutter_actor_add_effect_with_name (ClutterActor *self,
14151 ClutterEffect *effect)
14153 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14154 g_return_if_fail (name != NULL);
14155 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14157 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14158 clutter_actor_add_effect (self, effect);
14162 * clutter_actor_remove_effect:
14163 * @self: a #ClutterActor
14164 * @effect: a #ClutterEffect
14166 * Removes @effect from the list of effects applied to @self
14168 * The reference held by @self on the #ClutterEffect will be released
14173 clutter_actor_remove_effect (ClutterActor *self,
14174 ClutterEffect *effect)
14176 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14177 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14179 _clutter_actor_remove_effect_internal (self, effect);
14181 clutter_actor_queue_redraw (self);
14183 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14187 * clutter_actor_remove_effect_by_name:
14188 * @self: a #ClutterActor
14189 * @name: the name of the effect to remove
14191 * Removes the #ClutterEffect with the given name from the list
14192 * of effects applied to @self
14197 clutter_actor_remove_effect_by_name (ClutterActor *self,
14200 ClutterActorPrivate *priv;
14201 ClutterActorMeta *meta;
14203 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14204 g_return_if_fail (name != NULL);
14208 if (priv->effects == NULL)
14211 meta = _clutter_meta_group_get_meta (priv->effects, name);
14215 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
14219 * clutter_actor_get_effects:
14220 * @self: a #ClutterActor
14222 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
14224 * Return value: (transfer container) (element-type Clutter.Effect): a list
14225 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
14226 * list are owned by Clutter and they should not be freed. You should
14227 * free the returned list using g_list_free() when done
14232 clutter_actor_get_effects (ClutterActor *self)
14234 ClutterActorPrivate *priv;
14236 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14240 if (priv->effects == NULL)
14243 return _clutter_meta_group_get_metas_no_internal (priv->effects);
14247 * clutter_actor_get_effect:
14248 * @self: a #ClutterActor
14249 * @name: the name of the effect to retrieve
14251 * Retrieves the #ClutterEffect with the given name in the list
14252 * of effects applied to @self
14254 * Return value: (transfer none): a #ClutterEffect for the given
14255 * name, or %NULL. The returned #ClutterEffect is owned by the
14256 * actor and it should not be unreferenced directly
14261 clutter_actor_get_effect (ClutterActor *self,
14264 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14265 g_return_val_if_fail (name != NULL, NULL);
14267 if (self->priv->effects == NULL)
14270 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
14274 * clutter_actor_clear_effects:
14275 * @self: a #ClutterActor
14277 * Clears the list of effects applied to @self
14282 clutter_actor_clear_effects (ClutterActor *self)
14284 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14286 if (self->priv->effects == NULL)
14289 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
14291 clutter_actor_queue_redraw (self);
14295 * clutter_actor_has_key_focus:
14296 * @self: a #ClutterActor
14298 * Checks whether @self is the #ClutterActor that has key focus
14300 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
14305 clutter_actor_has_key_focus (ClutterActor *self)
14307 ClutterActor *stage;
14309 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14311 stage = _clutter_actor_get_stage_internal (self);
14315 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
14319 _clutter_actor_get_paint_volume_real (ClutterActor *self,
14320 ClutterPaintVolume *pv)
14322 ClutterActorPrivate *priv = self->priv;
14324 /* Actors are only expected to report a valid paint volume
14325 * while they have a valid allocation. */
14326 if (G_UNLIKELY (priv->needs_allocation))
14328 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14329 "Actor needs allocation",
14330 _clutter_actor_get_debug_name (self));
14334 /* Check if there are any handlers connected to the paint
14335 * signal. If there are then all bets are off for what the paint
14336 * volume for this actor might possibly be!
14338 * XXX: It's expected that this is going to end up being quite a
14339 * costly check to have to do here, but we haven't come up with
14340 * another solution that can reliably catch paint signal handlers at
14341 * the right time to either avoid artefacts due to invalid stage
14342 * clipping or due to incorrect culling.
14344 * Previously we checked in clutter_actor_paint(), but at that time
14345 * we may already be using a stage clip that could be derived from
14346 * an invalid paint-volume. We used to try and handle that by
14347 * queuing a follow up, unclipped, redraw but still the previous
14348 * checking wasn't enough to catch invalid volumes involved in
14349 * culling (considering that containers may derive their volume from
14350 * children that haven't yet been painted)
14352 * Longer term, improved solutions could be:
14353 * - Disallow painting in the paint signal, only allow using it
14354 * for tracking when paints happen. We can add another API that
14355 * allows monkey patching the paint of arbitrary actors but in a
14356 * more controlled way and that also supports modifying the
14358 * - If we could be notified somehow when signal handlers are
14359 * connected we wouldn't have to poll for handlers like this.
14361 if (g_signal_has_handler_pending (self,
14362 actor_signals[PAINT],
14366 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14367 "Actor has \"paint\" signal handlers",
14368 _clutter_actor_get_debug_name (self));
14372 _clutter_paint_volume_init_static (pv, self);
14374 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
14376 clutter_paint_volume_free (pv);
14377 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14378 "Actor failed to report a volume",
14379 _clutter_actor_get_debug_name (self));
14383 /* since effects can modify the paint volume, we allow them to actually
14384 * do this by making get_paint_volume() "context sensitive"
14386 if (priv->effects != NULL)
14388 if (priv->current_effect != NULL)
14390 const GList *effects, *l;
14392 /* if we are being called from within the paint sequence of
14393 * an actor, get the paint volume up to the current effect
14395 effects = _clutter_meta_group_peek_metas (priv->effects);
14397 l != NULL || (l != NULL && l->data != priv->current_effect);
14400 if (!_clutter_effect_get_paint_volume (l->data, pv))
14402 clutter_paint_volume_free (pv);
14403 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14404 "Effect (%s) failed to report a volume",
14405 _clutter_actor_get_debug_name (self),
14406 _clutter_actor_meta_get_debug_name (l->data));
14413 const GList *effects, *l;
14415 /* otherwise, get the cumulative volume */
14416 effects = _clutter_meta_group_peek_metas (priv->effects);
14417 for (l = effects; l != NULL; l = l->next)
14418 if (!_clutter_effect_get_paint_volume (l->data, pv))
14420 clutter_paint_volume_free (pv);
14421 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14422 "Effect (%s) failed to report a volume",
14423 _clutter_actor_get_debug_name (self),
14424 _clutter_actor_meta_get_debug_name (l->data));
14433 /* The public clutter_actor_get_paint_volume API returns a const
14434 * pointer since we return a pointer directly to the cached
14435 * PaintVolume associated with the actor and don't want the user to
14436 * inadvertently modify it, but for internal uses we sometimes need
14437 * access to the same PaintVolume but need to apply some book-keeping
14438 * modifications to it so we don't want a const pointer.
14440 static ClutterPaintVolume *
14441 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
14443 ClutterActorPrivate *priv;
14447 if (priv->paint_volume_valid)
14448 clutter_paint_volume_free (&priv->paint_volume);
14450 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
14452 priv->paint_volume_valid = TRUE;
14453 return &priv->paint_volume;
14457 priv->paint_volume_valid = FALSE;
14463 * clutter_actor_get_paint_volume:
14464 * @self: a #ClutterActor
14466 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
14467 * when a paint volume can't be determined.
14469 * The paint volume is defined as the 3D space occupied by an actor
14470 * when being painted.
14472 * This function will call the <function>get_paint_volume()</function>
14473 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
14474 * should not usually care about overriding the default implementation,
14475 * unless they are, for instance: painting outside their allocation, or
14476 * actors with a depth factor (not in terms of #ClutterActor:depth but real
14479 * <note>2D actors overriding <function>get_paint_volume()</function>
14480 * ensure their volume has a depth of 0. (This will be true so long as
14481 * you don't call clutter_paint_volume_set_depth().)</note>
14483 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14484 * or %NULL if no volume could be determined.
14488 const ClutterPaintVolume *
14489 clutter_actor_get_paint_volume (ClutterActor *self)
14491 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14493 return _clutter_actor_get_paint_volume_mutable (self);
14497 * clutter_actor_get_transformed_paint_volume:
14498 * @self: a #ClutterActor
14499 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
14500 * (or %NULL for the stage)
14502 * Retrieves the 3D paint volume of an actor like
14503 * clutter_actor_get_paint_volume() does (Please refer to the
14504 * documentation of clutter_actor_get_paint_volume() for more
14505 * details.) and it additionally transforms the paint volume into the
14506 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
14507 * is passed for @relative_to_ancestor)
14509 * This can be used by containers that base their paint volume on
14510 * the volume of their children. Such containers can query the
14511 * transformed paint volume of all of its children and union them
14512 * together using clutter_paint_volume_union().
14514 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14515 * or %NULL if no volume could be determined.
14519 const ClutterPaintVolume *
14520 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
14521 ClutterActor *relative_to_ancestor)
14523 const ClutterPaintVolume *volume;
14524 ClutterActor *stage;
14525 ClutterPaintVolume *transformed_volume;
14527 stage = _clutter_actor_get_stage_internal (self);
14528 if (G_UNLIKELY (stage == NULL))
14531 if (relative_to_ancestor == NULL)
14532 relative_to_ancestor = stage;
14534 volume = clutter_actor_get_paint_volume (self);
14535 if (volume == NULL)
14538 transformed_volume =
14539 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
14541 _clutter_paint_volume_copy_static (volume, transformed_volume);
14543 _clutter_paint_volume_transform_relative (transformed_volume,
14544 relative_to_ancestor);
14546 return transformed_volume;
14550 * clutter_actor_get_paint_box:
14551 * @self: a #ClutterActor
14552 * @box: (out): return location for a #ClutterActorBox
14554 * Retrieves the paint volume of the passed #ClutterActor, and
14555 * transforms it into a 2D bounding box in stage coordinates.
14557 * This function is useful to determine the on screen area occupied by
14558 * the actor. The box is only an approximation and may often be
14559 * considerably larger due to the optimizations used to calculate the
14560 * box. The box is never smaller though, so it can reliably be used
14563 * There are times when a 2D paint box can't be determined, e.g.
14564 * because the actor isn't yet parented under a stage or because
14565 * the actor is unable to determine a paint volume.
14567 * Return value: %TRUE if a 2D paint box could be determined, else
14573 clutter_actor_get_paint_box (ClutterActor *self,
14574 ClutterActorBox *box)
14576 ClutterActor *stage;
14577 ClutterPaintVolume *pv;
14579 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14580 g_return_val_if_fail (box != NULL, FALSE);
14582 stage = _clutter_actor_get_stage_internal (self);
14583 if (G_UNLIKELY (!stage))
14586 pv = _clutter_actor_get_paint_volume_mutable (self);
14587 if (G_UNLIKELY (!pv))
14590 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
14596 * clutter_actor_has_overlaps:
14597 * @self: A #ClutterActor
14599 * Asks the actor's implementation whether it may contain overlapping
14602 * For example; Clutter may use this to determine whether the painting
14603 * should be redirected to an offscreen buffer to correctly implement
14604 * the opacity property.
14606 * Custom actors can override the default response by implementing the
14607 * #ClutterActor <function>has_overlaps</function> virtual function. See
14608 * clutter_actor_set_offscreen_redirect() for more information.
14610 * Return value: %TRUE if the actor may have overlapping primitives, and
14616 clutter_actor_has_overlaps (ClutterActor *self)
14618 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14620 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
14624 * clutter_actor_has_effects:
14625 * @self: A #ClutterActor
14627 * Returns whether the actor has any effects applied.
14629 * Return value: %TRUE if the actor has any effects,
14635 clutter_actor_has_effects (ClutterActor *self)
14637 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14639 if (self->priv->effects == NULL)
14642 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
14646 * clutter_actor_has_constraints:
14647 * @self: A #ClutterActor
14649 * Returns whether the actor has any constraints applied.
14651 * Return value: %TRUE if the actor has any constraints,
14657 clutter_actor_has_constraints (ClutterActor *self)
14659 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14661 return self->priv->constraints != NULL;
14665 * clutter_actor_has_actions:
14666 * @self: A #ClutterActor
14668 * Returns whether the actor has any actions applied.
14670 * Return value: %TRUE if the actor has any actions,
14676 clutter_actor_has_actions (ClutterActor *self)
14678 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14680 return self->priv->actions != NULL;
14684 * clutter_actor_get_n_children:
14685 * @self: a #ClutterActor
14687 * Retrieves the number of children of @self.
14689 * Return value: the number of children of an actor
14694 clutter_actor_get_n_children (ClutterActor *self)
14696 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14698 return self->priv->n_children;
14702 * clutter_actor_get_child_at_index:
14703 * @self: a #ClutterActor
14704 * @index_: the position in the list of children
14706 * Retrieves the actor at the given @index_ inside the list of
14707 * children of @self.
14709 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
14714 clutter_actor_get_child_at_index (ClutterActor *self,
14717 ClutterActor *iter;
14720 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14721 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
14723 for (iter = self->priv->first_child, i = 0;
14724 iter != NULL && i < index_;
14725 iter = iter->priv->next_sibling, i += 1)
14732 * _clutter_actor_foreach_child:
14733 * @actor: The actor whos children you want to iterate
14734 * @callback: The function to call for each child
14735 * @user_data: Private data to pass to @callback
14737 * Calls a given @callback once for each child of the specified @actor and
14738 * passing the @user_data pointer each time.
14740 * Return value: returns %TRUE if all children were iterated, else
14741 * %FALSE if a callback broke out of iteration early.
14744 _clutter_actor_foreach_child (ClutterActor *self,
14745 ClutterForeachCallback callback,
14746 gpointer user_data)
14748 ClutterActorPrivate *priv = self->priv;
14749 ClutterActor *iter;
14752 for (cont = TRUE, iter = priv->first_child;
14753 cont && iter != NULL;
14754 iter = iter->priv->next_sibling)
14756 cont = callback (iter, user_data);
14762 /* For debugging purposes this gives us a simple way to print out
14763 * the scenegraph e.g in gdb using:
14765 * _clutter_actor_traverse (stage,
14767 * _clutter_debug_print_actor_cb,
14772 ClutterActorTraverseVisitFlags
14773 _clutter_debug_print_actor_cb (ClutterActor *actor,
14777 g_print ("%*s%s:%p\n",
14779 _clutter_actor_get_debug_name (actor),
14782 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14786 _clutter_actor_traverse_breadth (ClutterActor *actor,
14787 ClutterTraverseCallback callback,
14788 gpointer user_data)
14790 GQueue *queue = g_queue_new ();
14791 ClutterActor dummy;
14792 int current_depth = 0;
14794 g_queue_push_tail (queue, actor);
14795 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
14797 while ((actor = g_queue_pop_head (queue)))
14799 ClutterActorTraverseVisitFlags flags;
14801 if (actor == &dummy)
14804 g_queue_push_tail (queue, &dummy);
14808 flags = callback (actor, current_depth, user_data);
14809 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14811 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14813 ClutterActor *iter;
14815 for (iter = actor->priv->first_child;
14817 iter = iter->priv->next_sibling)
14819 g_queue_push_tail (queue, iter);
14824 g_queue_free (queue);
14827 static ClutterActorTraverseVisitFlags
14828 _clutter_actor_traverse_depth (ClutterActor *actor,
14829 ClutterTraverseCallback before_children_callback,
14830 ClutterTraverseCallback after_children_callback,
14832 gpointer user_data)
14834 ClutterActorTraverseVisitFlags flags;
14836 flags = before_children_callback (actor, current_depth, user_data);
14837 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14838 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14840 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14842 ClutterActor *iter;
14844 for (iter = actor->priv->first_child;
14846 iter = iter->priv->next_sibling)
14848 flags = _clutter_actor_traverse_depth (iter,
14849 before_children_callback,
14850 after_children_callback,
14854 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14855 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14859 if (after_children_callback)
14860 return after_children_callback (actor, current_depth, user_data);
14862 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14865 /* _clutter_actor_traverse:
14866 * @actor: The actor to start traversing the graph from
14867 * @flags: These flags may affect how the traversal is done
14868 * @before_children_callback: A function to call before visiting the
14869 * children of the current actor.
14870 * @after_children_callback: A function to call after visiting the
14871 * children of the current actor. (Ignored if
14872 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
14873 * @user_data: The private data to pass to the callbacks
14875 * Traverses the scenegraph starting at the specified @actor and
14876 * descending through all its children and its children's children.
14877 * For each actor traversed @before_children_callback and
14878 * @after_children_callback are called with the specified
14879 * @user_data, before and after visiting that actor's children.
14881 * The callbacks can return flags that affect the ongoing traversal
14882 * such as by skipping over an actors children or bailing out of
14883 * any further traversing.
14886 _clutter_actor_traverse (ClutterActor *actor,
14887 ClutterActorTraverseFlags flags,
14888 ClutterTraverseCallback before_children_callback,
14889 ClutterTraverseCallback after_children_callback,
14890 gpointer user_data)
14892 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
14893 _clutter_actor_traverse_breadth (actor,
14894 before_children_callback,
14896 else /* DEPTH_FIRST */
14897 _clutter_actor_traverse_depth (actor,
14898 before_children_callback,
14899 after_children_callback,
14900 0, /* start depth */
14905 on_layout_manager_changed (ClutterLayoutManager *manager,
14906 ClutterActor *self)
14908 clutter_actor_queue_relayout (self);
14912 * clutter_actor_set_layout_manager:
14913 * @self: a #ClutterActor
14914 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
14916 * Sets the #ClutterLayoutManager delegate object that will be used to
14917 * lay out the children of @self.
14919 * The #ClutterActor will take a reference on the passed @manager which
14920 * will be released either when the layout manager is removed, or when
14921 * the actor is destroyed.
14926 clutter_actor_set_layout_manager (ClutterActor *self,
14927 ClutterLayoutManager *manager)
14929 ClutterActorPrivate *priv;
14931 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14932 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
14936 if (priv->layout_manager != NULL)
14938 g_signal_handlers_disconnect_by_func (priv->layout_manager,
14939 G_CALLBACK (on_layout_manager_changed),
14941 clutter_layout_manager_set_container (priv->layout_manager, NULL);
14942 g_object_unref (priv->layout_manager);
14945 priv->layout_manager = manager;
14947 if (priv->layout_manager != NULL)
14949 g_object_ref_sink (priv->layout_manager);
14950 clutter_layout_manager_set_container (priv->layout_manager,
14951 CLUTTER_CONTAINER (self));
14952 g_signal_connect (priv->layout_manager, "layout-changed",
14953 G_CALLBACK (on_layout_manager_changed),
14957 clutter_actor_queue_relayout (self);
14959 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
14963 * clutter_actor_get_layout_manager:
14964 * @self: a #ClutterActor
14966 * Retrieves the #ClutterLayoutManager used by @self.
14968 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
14973 ClutterLayoutManager *
14974 clutter_actor_get_layout_manager (ClutterActor *self)
14976 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14978 return self->priv->layout_manager;
14981 static const ClutterLayoutInfo default_layout_info = {
14984 { 0, 0, 0, 0 }, /* margin */
14985 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
14986 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
14987 0.f, 0.f, /* min_width, natural_width */
14988 0.f, 0.f, /* natual_width, natural_height */
14992 layout_info_free (gpointer data)
14994 if (G_LIKELY (data != NULL))
14995 g_slice_free (ClutterLayoutInfo, data);
14999 * _clutter_actor_get_layout_info:
15000 * @self: a #ClutterActor
15002 * Retrieves a pointer to the ClutterLayoutInfo structure.
15004 * If the actor does not have a ClutterLayoutInfo associated to it, one
15005 * will be created and initialized to the default values.
15007 * This function should be used for setters.
15009 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
15012 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
15014 ClutterLayoutInfo *
15015 _clutter_actor_get_layout_info (ClutterActor *self)
15017 ClutterLayoutInfo *retval;
15019 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15020 if (retval == NULL)
15022 retval = g_slice_new (ClutterLayoutInfo);
15024 *retval = default_layout_info;
15026 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
15035 * _clutter_actor_get_layout_info_or_defaults:
15036 * @self: a #ClutterActor
15038 * Retrieves the ClutterLayoutInfo structure associated to an actor.
15040 * If the actor does not have a ClutterLayoutInfo structure associated to it,
15041 * then the default structure will be returned.
15043 * This function should only be used for getters.
15045 * Return value: a const pointer to the ClutterLayoutInfo structure
15047 const ClutterLayoutInfo *
15048 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
15050 const ClutterLayoutInfo *info;
15052 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15054 return &default_layout_info;
15060 * clutter_actor_set_x_align:
15061 * @self: a #ClutterActor
15062 * @x_align: the horizontal alignment policy
15064 * Sets the horizontal alignment policy of a #ClutterActor, in case the
15065 * actor received extra horizontal space.
15067 * See also the #ClutterActor:x-align property.
15072 clutter_actor_set_x_align (ClutterActor *self,
15073 ClutterActorAlign x_align)
15075 ClutterLayoutInfo *info;
15077 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15079 info = _clutter_actor_get_layout_info (self);
15081 if (info->x_align != x_align)
15083 info->x_align = x_align;
15085 clutter_actor_queue_relayout (self);
15087 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
15092 * clutter_actor_get_x_align:
15093 * @self: a #ClutterActor
15095 * Retrieves the horizontal alignment policy set using
15096 * clutter_actor_set_x_align().
15098 * Return value: the horizontal alignment policy.
15103 clutter_actor_get_x_align (ClutterActor *self)
15105 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15107 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
15111 * clutter_actor_set_y_align:
15112 * @self: a #ClutterActor
15113 * @y_align: the vertical alignment policy
15115 * Sets the vertical alignment policy of a #ClutterActor, in case the
15116 * actor received extra vertical space.
15118 * See also the #ClutterActor:y-align property.
15123 clutter_actor_set_y_align (ClutterActor *self,
15124 ClutterActorAlign y_align)
15126 ClutterLayoutInfo *info;
15128 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15130 info = _clutter_actor_get_layout_info (self);
15132 if (info->y_align != y_align)
15134 info->y_align = y_align;
15136 clutter_actor_queue_relayout (self);
15138 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
15143 * clutter_actor_get_y_align:
15144 * @self: a #ClutterActor
15146 * Retrieves the vertical alignment policy set using
15147 * clutter_actor_set_y_align().
15149 * Return value: the vertical alignment policy.
15154 clutter_actor_get_y_align (ClutterActor *self)
15156 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15158 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
15163 * clutter_margin_new:
15165 * Creates a new #ClutterMargin.
15167 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
15168 * clutter_margin_free() to free the resources associated with it when
15174 clutter_margin_new (void)
15176 return g_slice_new0 (ClutterMargin);
15180 * clutter_margin_copy:
15181 * @margin_: a #ClutterMargin
15183 * Creates a new #ClutterMargin and copies the contents of @margin_ into
15184 * the newly created structure.
15186 * Return value: (transfer full): a copy of the #ClutterMargin.
15191 clutter_margin_copy (const ClutterMargin *margin_)
15193 if (G_LIKELY (margin_ != NULL))
15194 return g_slice_dup (ClutterMargin, margin_);
15200 * clutter_margin_free:
15201 * @margin_: a #ClutterMargin
15203 * Frees the resources allocated by clutter_margin_new() and
15204 * clutter_margin_copy().
15209 clutter_margin_free (ClutterMargin *margin_)
15211 if (G_LIKELY (margin_ != NULL))
15212 g_slice_free (ClutterMargin, margin_);
15215 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
15216 clutter_margin_copy,
15217 clutter_margin_free)
15220 * clutter_actor_set_margin:
15221 * @self: a #ClutterActor
15222 * @margin: a #ClutterMargin
15224 * Sets all the components of the margin of a #ClutterActor.
15229 clutter_actor_set_margin (ClutterActor *self,
15230 const ClutterMargin *margin)
15232 ClutterLayoutInfo *info;
15236 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15237 g_return_if_fail (margin != NULL);
15239 obj = G_OBJECT (self);
15242 g_object_freeze_notify (obj);
15244 info = _clutter_actor_get_layout_info (self);
15246 if (info->margin.top != margin->top)
15248 info->margin.top = margin->top;
15249 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
15253 if (info->margin.right != margin->right)
15255 info->margin.right = margin->right;
15256 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
15260 if (info->margin.bottom != margin->bottom)
15262 info->margin.bottom = margin->bottom;
15263 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
15267 if (info->margin.left != margin->left)
15269 info->margin.left = margin->left;
15270 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
15275 clutter_actor_queue_relayout (self);
15277 g_object_thaw_notify (obj);
15281 * clutter_actor_get_margin:
15282 * @self: a #ClutterActor
15283 * @margin: (out caller-allocates): return location for a #ClutterMargin
15285 * Retrieves all the components of the margin of a #ClutterActor.
15290 clutter_actor_get_margin (ClutterActor *self,
15291 ClutterMargin *margin)
15293 const ClutterLayoutInfo *info;
15295 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15296 g_return_if_fail (margin != NULL);
15298 info = _clutter_actor_get_layout_info_or_defaults (self);
15300 *margin = info->margin;
15304 * clutter_actor_set_margin_top:
15305 * @self: a #ClutterActor
15306 * @margin: the top margin
15308 * Sets the margin from the top of a #ClutterActor.
15313 clutter_actor_set_margin_top (ClutterActor *self,
15316 ClutterLayoutInfo *info;
15318 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15319 g_return_if_fail (margin >= 0.f);
15321 info = _clutter_actor_get_layout_info (self);
15323 if (info->margin.top == margin)
15326 info->margin.top = margin;
15328 clutter_actor_queue_relayout (self);
15330 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
15334 * clutter_actor_get_margin_top:
15335 * @self: a #ClutterActor
15337 * Retrieves the top margin of a #ClutterActor.
15339 * Return value: the top margin
15344 clutter_actor_get_margin_top (ClutterActor *self)
15346 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15348 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
15352 * clutter_actor_set_margin_bottom:
15353 * @self: a #ClutterActor
15354 * @margin: the bottom margin
15356 * Sets the margin from the bottom of a #ClutterActor.
15361 clutter_actor_set_margin_bottom (ClutterActor *self,
15364 ClutterLayoutInfo *info;
15366 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15367 g_return_if_fail (margin >= 0.f);
15369 info = _clutter_actor_get_layout_info (self);
15371 if (info->margin.bottom == margin)
15374 info->margin.bottom = margin;
15376 clutter_actor_queue_relayout (self);
15378 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
15382 * clutter_actor_get_margin_bottom:
15383 * @self: a #ClutterActor
15385 * Retrieves the bottom margin of a #ClutterActor.
15387 * Return value: the bottom margin
15392 clutter_actor_get_margin_bottom (ClutterActor *self)
15394 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15396 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
15400 * clutter_actor_set_margin_left:
15401 * @self: a #ClutterActor
15402 * @margin: the left margin
15404 * Sets the margin from the left of a #ClutterActor.
15409 clutter_actor_set_margin_left (ClutterActor *self,
15412 ClutterLayoutInfo *info;
15414 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15415 g_return_if_fail (margin >= 0.f);
15417 info = _clutter_actor_get_layout_info (self);
15419 if (info->margin.left == margin)
15422 info->margin.left = margin;
15424 clutter_actor_queue_relayout (self);
15426 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
15430 * clutter_actor_get_margin_left:
15431 * @self: a #ClutterActor
15433 * Retrieves the left margin of a #ClutterActor.
15435 * Return value: the left margin
15440 clutter_actor_get_margin_left (ClutterActor *self)
15442 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15444 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
15448 * clutter_actor_set_margin_right:
15449 * @self: a #ClutterActor
15450 * @margin: the right margin
15452 * Sets the margin from the right of a #ClutterActor.
15457 clutter_actor_set_margin_right (ClutterActor *self,
15460 ClutterLayoutInfo *info;
15462 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15463 g_return_if_fail (margin >= 0.f);
15465 info = _clutter_actor_get_layout_info (self);
15467 if (info->margin.right == margin)
15470 info->margin.right = margin;
15472 clutter_actor_queue_relayout (self);
15474 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
15478 * clutter_actor_get_margin_right:
15479 * @self: a #ClutterActor
15481 * Retrieves the right margin of a #ClutterActor.
15483 * Return value: the right margin
15488 clutter_actor_get_margin_right (ClutterActor *self)
15490 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15492 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
15496 * clutter_actor_set_background_color:
15497 * @self: a #ClutterActor
15498 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
15501 * Sets the background color of a #ClutterActor.
15503 * The background color will be used to cover the whole allocation of the
15504 * actor. The default background color of an actor is transparent.
15506 * To check whether an actor has a background color, you can use the
15507 * #ClutterActor:background-color-set actor property.
15512 clutter_actor_set_background_color (ClutterActor *self,
15513 const ClutterColor *color)
15515 ClutterActorPrivate *priv;
15517 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15523 priv->bg_color_set = FALSE;
15524 g_object_notify_by_pspec (G_OBJECT (self),
15525 obj_props[PROP_BACKGROUND_COLOR_SET]);
15529 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
15532 priv->bg_color = *color;
15533 priv->bg_color_set = TRUE;
15535 clutter_actor_queue_redraw (self);
15537 g_object_notify_by_pspec (G_OBJECT (self),
15538 obj_props[PROP_BACKGROUND_COLOR_SET]);
15539 g_object_notify_by_pspec (G_OBJECT (self),
15540 obj_props[PROP_BACKGROUND_COLOR]);
15544 * clutter_actor_get_background_color:
15545 * @self: a #ClutterActor
15546 * @color: (out caller-allocates): return location for a #ClutterColor
15548 * Retrieves the color set using clutter_actor_set_background_color().
15553 clutter_actor_get_background_color (ClutterActor *self,
15554 ClutterColor *color)
15556 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15557 g_return_if_fail (color != NULL);
15559 *color = self->priv->bg_color;
15563 * clutter_actor_get_previous_sibling:
15564 * @self: a #ClutterActor
15566 * Retrieves the sibling of @self that comes before it in the list
15567 * of children of @self's parent.
15569 * The returned pointer is only valid until the scene graph changes; it
15570 * is not safe to modify the list of children of @self while iterating
15573 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15578 clutter_actor_get_previous_sibling (ClutterActor *self)
15580 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15582 return self->priv->prev_sibling;
15586 * clutter_actor_get_next_sibling:
15587 * @self: a #ClutterActor
15589 * Retrieves the sibling of @self that comes after it in the list
15590 * of children of @self's parent.
15592 * The returned pointer is only valid until the scene graph changes; it
15593 * is not safe to modify the list of children of @self while iterating
15596 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15601 clutter_actor_get_next_sibling (ClutterActor *self)
15603 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15605 return self->priv->next_sibling;
15609 * clutter_actor_get_first_child:
15610 * @self: a #ClutterActor
15612 * Retrieves the first child of @self.
15614 * The returned pointer is only valid until the scene graph changes; it
15615 * is not safe to modify the list of children of @self while iterating
15618 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15623 clutter_actor_get_first_child (ClutterActor *self)
15625 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15627 return self->priv->first_child;
15631 * clutter_actor_get_last_child:
15632 * @self: a #ClutterActor
15634 * Retrieves the last child of @self.
15636 * The returned pointer is only valid until the scene graph changes; it
15637 * is not safe to modify the list of children of @self while iterating
15640 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15645 clutter_actor_get_last_child (ClutterActor *self)
15647 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15649 return self->priv->last_child;
15652 /* easy way to have properly named fields instead of the dummy ones
15653 * we use in the public structure
15655 typedef struct _RealActorIter
15657 ClutterActor *root; /* dummy1 */
15658 ClutterActor *current; /* dummy2 */
15659 gpointer padding_1; /* dummy3 */
15660 gint age; /* dummy4 */
15661 gpointer padding_2; /* dummy5 */
15665 * clutter_actor_iter_init:
15666 * @iter: a #ClutterActorIter
15667 * @root: a #ClutterActor
15669 * Initializes a #ClutterActorIter, which can then be used to iterate
15670 * efficiently over a section of the scene graph, and associates it
15673 * Modifying the scene graph section that contains @root will invalidate
15677 * ClutterActorIter iter;
15678 * ClutterActor *child;
15680 * clutter_actor_iter_init (&iter, container);
15681 * while (clutter_actor_iter_next (&iter, &child))
15683 * /* do something with child */
15690 clutter_actor_iter_init (ClutterActorIter *iter,
15691 ClutterActor *root)
15693 RealActorIter *ri = (RealActorIter *) iter;
15695 g_return_if_fail (iter != NULL);
15696 g_return_if_fail (CLUTTER_IS_ACTOR (root));
15699 ri->current = NULL;
15700 ri->age = root->priv->age;
15704 * clutter_actor_iter_next:
15705 * @iter: a #ClutterActorIter
15706 * @child: (out): return location for a #ClutterActor
15708 * Advances the @iter and retrieves the next child of the root #ClutterActor
15709 * that was used to initialize the #ClutterActorIterator.
15711 * If the iterator can advance, this function returns %TRUE and sets the
15714 * If the iterator cannot advance, this function returns %FALSE, and
15715 * the contents of @child are undefined.
15717 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15722 clutter_actor_iter_next (ClutterActorIter *iter,
15723 ClutterActor **child)
15725 RealActorIter *ri = (RealActorIter *) iter;
15727 g_return_val_if_fail (iter != NULL, FALSE);
15728 g_return_val_if_fail (ri->root != NULL, FALSE);
15729 #ifndef G_DISABLE_ASSERT
15730 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15733 if (ri->current == NULL)
15734 ri->current = ri->root->priv->first_child;
15736 ri->current = ri->current->priv->next_sibling;
15739 *child = ri->current;
15741 return ri->current != NULL;
15745 * clutter_actor_iter_next:
15746 * @iter: a #ClutterActorIter
15747 * @child: (out): return location for a #ClutterActor
15749 * Advances the @iter and retrieves the previous child of the root
15750 * #ClutterActor that was used to initialize the #ClutterActorIterator.
15752 * If the iterator can advance, this function returns %TRUE and sets the
15755 * If the iterator cannot advance, this function returns %FALSE, and
15756 * the contents of @child are undefined.
15758 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15763 clutter_actor_iter_prev (ClutterActorIter *iter,
15764 ClutterActor **child)
15766 RealActorIter *ri = (RealActorIter *) iter;
15768 g_return_val_if_fail (iter != NULL, FALSE);
15769 g_return_val_if_fail (ri->root != NULL, FALSE);
15770 #ifndef G_DISABLE_ASSERT
15771 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15774 if (ri->current == NULL)
15775 ri->current = ri->root->priv->last_child;
15777 ri->current = ri->current->priv->prev_sibling;
15780 *child = ri->current;
15782 return ri->current != NULL;
15786 * clutter_actor_iter_remove:
15787 * @iter: a #ClutterActorIter
15789 * Safely removes the #ClutterActor currently pointer to by the iterator
15792 * This function can only be called after clutter_actor_iter_next() or
15793 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15794 * than once for the same actor.
15796 * This function will call clutter_actor_remove_child() internally.
15801 clutter_actor_iter_remove (ClutterActorIter *iter)
15803 RealActorIter *ri = (RealActorIter *) iter;
15806 g_return_if_fail (iter != NULL);
15807 g_return_if_fail (ri->root != NULL);
15808 #ifndef G_DISABLE_ASSERT
15809 g_return_if_fail (ri->age == ri->root->priv->age);
15811 g_return_if_fail (ri->current != NULL);
15817 ri->current = cur->priv->prev_sibling;
15819 clutter_actor_remove_child_internal (ri->root, cur,
15820 REMOVE_CHILD_DEFAULT_FLAGS);
15827 * clutter_actor_iter_destroy:
15828 * @iter: a #ClutterActorIter
15830 * Safely destroys the #ClutterActor currently pointer to by the iterator
15833 * This function can only be called after clutter_actor_iter_next() or
15834 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15835 * than once for the same actor.
15837 * This function will call clutter_actor_destroy() internally.
15842 clutter_actor_iter_destroy (ClutterActorIter *iter)
15844 RealActorIter *ri = (RealActorIter *) iter;
15847 g_return_if_fail (iter != NULL);
15848 g_return_if_fail (ri->root != NULL);
15849 #ifndef G_DISABLE_ASSERT
15850 g_return_if_fail (ri->age == ri->root->priv->age);
15852 g_return_if_fail (ri->current != NULL);
15858 ri->current = cur->priv->prev_sibling;
15860 clutter_actor_destroy (cur);