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;
3495 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3499 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3501 /* we need to unrealize *before* we set parent_actor to NULL,
3502 * because in an unrealize method actors are dissociating from the
3503 * stage, which means they need to be able to
3504 * clutter_actor_get_stage().
3506 * yhis should unmap and unrealize, unless we're reparenting.
3508 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3515 /* We take this opportunity to invalidate any queue redraw entry
3516 * associated with the actor and descendants since we won't be able to
3517 * determine the appropriate stage after this.
3519 * we do this after we updated the mapped state because actors might
3520 * end up queueing redraws inside their mapped/unmapped virtual
3521 * functions, and if we invalidate the redraw entry we could end up
3522 * with an inconsistent state and weird memory corruption. see
3525 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3526 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3528 _clutter_actor_traverse (child,
3530 invalidate_queue_redraw_entry,
3535 old_first = self->priv->first_child;
3536 old_last = self->priv->last_child;
3538 remove_child (self, child);
3540 self->priv->n_children -= 1;
3542 self->priv->age += 1;
3544 /* clutter_actor_reparent() will emit ::parent-set for us */
3545 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3546 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3548 /* if the child was mapped then we need to relayout ourselves to account
3549 * for the removed child
3552 clutter_actor_queue_relayout (self);
3554 /* we need to emit the signal before dropping the reference */
3555 if (emit_actor_removed)
3556 g_signal_emit_by_name (self, "actor-removed", child);
3558 if (notify_first_last)
3560 if (old_first != self->priv->first_child)
3561 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3563 if (old_last != self->priv->last_child)
3564 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3567 /* remove the reference we acquired in clutter_actor_add_child() */
3568 g_object_unref (child);
3571 static const ClutterTransformInfo default_transform_info = {
3572 0.0, { 0, }, /* rotation-x */
3573 0.0, { 0, }, /* rotation-y */
3574 0.0, { 0, }, /* rotation-z */
3576 1.0, 1.0, { 0, }, /* scale */
3578 { 0, }, /* anchor */
3582 * _clutter_actor_get_transform_info_or_defaults:
3583 * @self: a #ClutterActor
3585 * Retrieves the ClutterTransformInfo structure associated to an actor.
3587 * If the actor does not have a ClutterTransformInfo structure associated
3588 * to it, then the default structure will be returned.
3590 * This function should only be used for getters.
3592 * Return value: a const pointer to the ClutterTransformInfo structure
3594 const ClutterTransformInfo *
3595 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3597 ClutterTransformInfo *info;
3599 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3603 return &default_transform_info;
3607 clutter_transform_info_free (gpointer data)
3610 g_slice_free (ClutterTransformInfo, data);
3614 * _clutter_actor_get_transform_info:
3615 * @self: a #ClutterActor
3617 * Retrieves a pointer to the ClutterTransformInfo structure.
3619 * If the actor does not have a ClutterTransformInfo associated to it, one
3620 * will be created and initialized to the default values.
3622 * This function should be used for setters.
3624 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3627 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3630 ClutterTransformInfo *
3631 _clutter_actor_get_transform_info (ClutterActor *self)
3633 ClutterTransformInfo *info;
3635 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3638 info = g_slice_new (ClutterTransformInfo);
3640 *info = default_transform_info;
3642 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3644 clutter_transform_info_free);
3651 * clutter_actor_set_rotation_angle_internal:
3652 * @self: a #ClutterActor
3653 * @axis: the axis of the angle to change
3654 * @angle: the angle of rotation
3656 * Sets the rotation angle on the given axis without affecting the
3657 * rotation center point.
3660 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
3661 ClutterRotateAxis axis,
3664 GObject *obj = G_OBJECT (self);
3665 ClutterTransformInfo *info;
3667 info = _clutter_actor_get_transform_info (self);
3669 g_object_freeze_notify (obj);
3673 case CLUTTER_X_AXIS:
3674 info->rx_angle = angle;
3675 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3678 case CLUTTER_Y_AXIS:
3679 info->ry_angle = angle;
3680 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3683 case CLUTTER_Z_AXIS:
3684 info->rz_angle = angle;
3685 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3689 self->priv->transform_valid = FALSE;
3691 g_object_thaw_notify (obj);
3693 clutter_actor_queue_redraw (self);
3697 * clutter_actor_set_rotation_center_internal:
3698 * @self: a #ClutterActor
3699 * @axis: the axis of the center to change
3700 * @center: the coordinates of the rotation center
3702 * Sets the rotation center on the given axis without affecting the
3706 clutter_actor_set_rotation_center_internal (ClutterActor *self,
3707 ClutterRotateAxis axis,
3708 const ClutterVertex *center)
3710 GObject *obj = G_OBJECT (self);
3711 ClutterTransformInfo *info;
3712 ClutterVertex v = { 0, 0, 0 };
3714 info = _clutter_actor_get_transform_info (self);
3719 g_object_freeze_notify (obj);
3723 case CLUTTER_X_AXIS:
3724 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
3725 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
3728 case CLUTTER_Y_AXIS:
3729 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
3730 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
3733 case CLUTTER_Z_AXIS:
3734 /* if the previously set rotation center was fractional, then
3735 * setting explicit coordinates will have to notify the
3736 * :rotation-center-z-gravity property as well
3738 if (info->rz_center.is_fractional)
3739 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
3741 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
3742 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
3746 self->priv->transform_valid = FALSE;
3748 g_object_thaw_notify (obj);
3750 clutter_actor_queue_redraw (self);
3754 clutter_actor_set_scale_factor (ClutterActor *self,
3755 ClutterRotateAxis axis,
3758 GObject *obj = G_OBJECT (self);
3759 ClutterTransformInfo *info;
3761 info = _clutter_actor_get_transform_info (self);
3763 g_object_freeze_notify (obj);
3767 case CLUTTER_X_AXIS:
3768 info->scale_x = factor;
3769 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
3772 case CLUTTER_Y_AXIS:
3773 info->scale_y = factor;
3774 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
3778 g_assert_not_reached ();
3781 self->priv->transform_valid = FALSE;
3783 clutter_actor_queue_redraw (self);
3785 g_object_thaw_notify (obj);
3789 clutter_actor_set_scale_center (ClutterActor *self,
3790 ClutterRotateAxis axis,
3793 GObject *obj = G_OBJECT (self);
3794 ClutterTransformInfo *info;
3795 gfloat center_x, center_y;
3797 info = _clutter_actor_get_transform_info (self);
3799 g_object_freeze_notify (obj);
3801 /* get the current scale center coordinates */
3802 clutter_anchor_coord_get_units (self, &info->scale_center,
3807 /* we need to notify this too, because setting explicit coordinates will
3808 * change the gravity as a side effect
3810 if (info->scale_center.is_fractional)
3811 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
3815 case CLUTTER_X_AXIS:
3816 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
3817 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
3820 case CLUTTER_Y_AXIS:
3821 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
3822 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
3826 g_assert_not_reached ();
3829 self->priv->transform_valid = FALSE;
3831 clutter_actor_queue_redraw (self);
3833 g_object_thaw_notify (obj);
3837 clutter_actor_set_anchor_coord (ClutterActor *self,
3838 ClutterRotateAxis axis,
3841 GObject *obj = G_OBJECT (self);
3842 ClutterTransformInfo *info;
3843 gfloat anchor_x, anchor_y;
3845 info = _clutter_actor_get_transform_info (self);
3847 g_object_freeze_notify (obj);
3849 clutter_anchor_coord_get_units (self, &info->anchor,
3854 if (info->anchor.is_fractional)
3855 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
3859 case CLUTTER_X_AXIS:
3860 clutter_anchor_coord_set_units (&info->anchor,
3864 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
3867 case CLUTTER_Y_AXIS:
3868 clutter_anchor_coord_set_units (&info->anchor,
3872 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
3876 g_assert_not_reached ();
3879 self->priv->transform_valid = FALSE;
3881 clutter_actor_queue_redraw (self);
3883 g_object_thaw_notify (obj);
3887 clutter_actor_set_property (GObject *object,
3889 const GValue *value,
3892 ClutterActor *actor = CLUTTER_ACTOR (object);
3893 ClutterActorPrivate *priv = actor->priv;
3898 clutter_actor_set_x (actor, g_value_get_float (value));
3902 clutter_actor_set_y (actor, g_value_get_float (value));
3906 clutter_actor_set_width (actor, g_value_get_float (value));
3910 clutter_actor_set_height (actor, g_value_get_float (value));
3914 clutter_actor_set_x (actor, g_value_get_float (value));
3918 clutter_actor_set_y (actor, g_value_get_float (value));
3921 case PROP_FIXED_POSITION_SET:
3922 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
3925 case PROP_MIN_WIDTH:
3926 clutter_actor_set_min_width (actor, g_value_get_float (value));
3929 case PROP_MIN_HEIGHT:
3930 clutter_actor_set_min_height (actor, g_value_get_float (value));
3933 case PROP_NATURAL_WIDTH:
3934 clutter_actor_set_natural_width (actor, g_value_get_float (value));
3937 case PROP_NATURAL_HEIGHT:
3938 clutter_actor_set_natural_height (actor, g_value_get_float (value));
3941 case PROP_MIN_WIDTH_SET:
3942 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
3945 case PROP_MIN_HEIGHT_SET:
3946 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
3949 case PROP_NATURAL_WIDTH_SET:
3950 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
3953 case PROP_NATURAL_HEIGHT_SET:
3954 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
3957 case PROP_REQUEST_MODE:
3958 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
3962 clutter_actor_set_depth (actor, g_value_get_float (value));
3966 clutter_actor_set_opacity (actor, g_value_get_uint (value));
3969 case PROP_OFFSCREEN_REDIRECT:
3970 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
3974 clutter_actor_set_name (actor, g_value_get_string (value));
3978 if (g_value_get_boolean (value) == TRUE)
3979 clutter_actor_show (actor);
3981 clutter_actor_hide (actor);
3985 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
3986 g_value_get_double (value));
3990 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
3991 g_value_get_double (value));
3994 case PROP_SCALE_CENTER_X:
3995 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
3996 g_value_get_float (value));
3999 case PROP_SCALE_CENTER_Y:
4000 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4001 g_value_get_float (value));
4004 case PROP_SCALE_GRAVITY:
4006 const ClutterTransformInfo *info;
4007 ClutterGravity gravity;
4009 info = _clutter_actor_get_transform_info_or_defaults (actor);
4010 gravity = g_value_get_enum (value);
4012 clutter_actor_set_scale_with_gravity (actor,
4021 const ClutterGeometry *geom = g_value_get_boxed (value);
4023 clutter_actor_set_clip (actor,
4025 geom->width, geom->height);
4029 case PROP_CLIP_TO_ALLOCATION:
4030 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4034 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4037 case PROP_ROTATION_ANGLE_X:
4038 clutter_actor_set_rotation_angle_internal (actor,
4040 g_value_get_double (value));
4043 case PROP_ROTATION_ANGLE_Y:
4044 clutter_actor_set_rotation_angle_internal (actor,
4046 g_value_get_double (value));
4049 case PROP_ROTATION_ANGLE_Z:
4050 clutter_actor_set_rotation_angle_internal (actor,
4052 g_value_get_double (value));
4055 case PROP_ROTATION_CENTER_X:
4056 clutter_actor_set_rotation_center_internal (actor,
4058 g_value_get_boxed (value));
4061 case PROP_ROTATION_CENTER_Y:
4062 clutter_actor_set_rotation_center_internal (actor,
4064 g_value_get_boxed (value));
4067 case PROP_ROTATION_CENTER_Z:
4068 clutter_actor_set_rotation_center_internal (actor,
4070 g_value_get_boxed (value));
4073 case PROP_ROTATION_CENTER_Z_GRAVITY:
4075 const ClutterTransformInfo *info;
4077 info = _clutter_actor_get_transform_info_or_defaults (actor);
4078 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4079 g_value_get_enum (value));
4084 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4085 g_value_get_float (value));
4089 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4090 g_value_get_float (value));
4093 case PROP_ANCHOR_GRAVITY:
4094 clutter_actor_set_anchor_point_from_gravity (actor,
4095 g_value_get_enum (value));
4098 case PROP_SHOW_ON_SET_PARENT:
4099 priv->show_on_set_parent = g_value_get_boolean (value);
4102 case PROP_TEXT_DIRECTION:
4103 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4107 clutter_actor_add_action (actor, g_value_get_object (value));
4110 case PROP_CONSTRAINTS:
4111 clutter_actor_add_constraint (actor, g_value_get_object (value));
4115 clutter_actor_add_effect (actor, g_value_get_object (value));
4118 case PROP_LAYOUT_MANAGER:
4119 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4123 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4127 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4130 case PROP_MARGIN_TOP:
4131 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4134 case PROP_MARGIN_BOTTOM:
4135 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4138 case PROP_MARGIN_LEFT:
4139 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4142 case PROP_MARGIN_RIGHT:
4143 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4146 case PROP_BACKGROUND_COLOR:
4147 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4151 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4157 clutter_actor_get_property (GObject *object,
4162 ClutterActor *actor = CLUTTER_ACTOR (object);
4163 ClutterActorPrivate *priv = actor->priv;
4168 g_value_set_float (value, clutter_actor_get_x (actor));
4172 g_value_set_float (value, clutter_actor_get_y (actor));
4176 g_value_set_float (value, clutter_actor_get_width (actor));
4180 g_value_set_float (value, clutter_actor_get_height (actor));
4185 const ClutterLayoutInfo *info;
4187 info = _clutter_actor_get_layout_info_or_defaults (actor);
4188 g_value_set_float (value, info->fixed_x);
4194 const ClutterLayoutInfo *info;
4196 info = _clutter_actor_get_layout_info_or_defaults (actor);
4197 g_value_set_float (value, info->fixed_y);
4201 case PROP_FIXED_POSITION_SET:
4202 g_value_set_boolean (value, priv->position_set);
4205 case PROP_MIN_WIDTH:
4207 const ClutterLayoutInfo *info;
4209 info = _clutter_actor_get_layout_info_or_defaults (actor);
4210 g_value_set_float (value, info->min_width);
4214 case PROP_MIN_HEIGHT:
4216 const ClutterLayoutInfo *info;
4218 info = _clutter_actor_get_layout_info_or_defaults (actor);
4219 g_value_set_float (value, info->min_height);
4223 case PROP_NATURAL_WIDTH:
4225 const ClutterLayoutInfo *info;
4227 info = _clutter_actor_get_layout_info_or_defaults (actor);
4228 g_value_set_float (value, info->natural_width);
4232 case PROP_NATURAL_HEIGHT:
4234 const ClutterLayoutInfo *info;
4236 info = _clutter_actor_get_layout_info_or_defaults (actor);
4237 g_value_set_float (value, info->natural_height);
4241 case PROP_MIN_WIDTH_SET:
4242 g_value_set_boolean (value, priv->min_width_set);
4245 case PROP_MIN_HEIGHT_SET:
4246 g_value_set_boolean (value, priv->min_height_set);
4249 case PROP_NATURAL_WIDTH_SET:
4250 g_value_set_boolean (value, priv->natural_width_set);
4253 case PROP_NATURAL_HEIGHT_SET:
4254 g_value_set_boolean (value, priv->natural_height_set);
4257 case PROP_REQUEST_MODE:
4258 g_value_set_enum (value, priv->request_mode);
4261 case PROP_ALLOCATION:
4262 g_value_set_boxed (value, &priv->allocation);
4266 g_value_set_float (value, clutter_actor_get_depth (actor));
4270 g_value_set_uint (value, priv->opacity);
4273 case PROP_OFFSCREEN_REDIRECT:
4274 g_value_set_enum (value, priv->offscreen_redirect);
4278 g_value_set_string (value, priv->name);
4282 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4286 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4290 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4294 g_value_set_boolean (value, priv->has_clip);
4299 ClutterGeometry clip;
4301 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4302 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4303 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4304 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4306 g_value_set_boxed (value, &clip);
4310 case PROP_CLIP_TO_ALLOCATION:
4311 g_value_set_boolean (value, priv->clip_to_allocation);
4316 const ClutterTransformInfo *info;
4318 info = _clutter_actor_get_transform_info_or_defaults (actor);
4319 g_value_set_double (value, info->scale_x);
4325 const ClutterTransformInfo *info;
4327 info = _clutter_actor_get_transform_info_or_defaults (actor);
4328 g_value_set_double (value, info->scale_y);
4332 case PROP_SCALE_CENTER_X:
4336 clutter_actor_get_scale_center (actor, ¢er, NULL);
4338 g_value_set_float (value, center);
4342 case PROP_SCALE_CENTER_Y:
4346 clutter_actor_get_scale_center (actor, NULL, ¢er);
4348 g_value_set_float (value, center);
4352 case PROP_SCALE_GRAVITY:
4353 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4357 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4360 case PROP_ROTATION_ANGLE_X:
4362 const ClutterTransformInfo *info;
4364 info = _clutter_actor_get_transform_info_or_defaults (actor);
4365 g_value_set_double (value, info->rx_angle);
4369 case PROP_ROTATION_ANGLE_Y:
4371 const ClutterTransformInfo *info;
4373 info = _clutter_actor_get_transform_info_or_defaults (actor);
4374 g_value_set_double (value, info->ry_angle);
4378 case PROP_ROTATION_ANGLE_Z:
4380 const ClutterTransformInfo *info;
4382 info = _clutter_actor_get_transform_info_or_defaults (actor);
4383 g_value_set_double (value, info->rz_angle);
4387 case PROP_ROTATION_CENTER_X:
4389 ClutterVertex center;
4391 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4396 g_value_set_boxed (value, ¢er);
4400 case PROP_ROTATION_CENTER_Y:
4402 ClutterVertex center;
4404 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4409 g_value_set_boxed (value, ¢er);
4413 case PROP_ROTATION_CENTER_Z:
4415 ClutterVertex center;
4417 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4422 g_value_set_boxed (value, ¢er);
4426 case PROP_ROTATION_CENTER_Z_GRAVITY:
4427 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4432 const ClutterTransformInfo *info;
4435 info = _clutter_actor_get_transform_info_or_defaults (actor);
4436 clutter_anchor_coord_get_units (actor, &info->anchor,
4440 g_value_set_float (value, anchor_x);
4446 const ClutterTransformInfo *info;
4449 info = _clutter_actor_get_transform_info_or_defaults (actor);
4450 clutter_anchor_coord_get_units (actor, &info->anchor,
4454 g_value_set_float (value, anchor_y);
4458 case PROP_ANCHOR_GRAVITY:
4459 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4462 case PROP_SHOW_ON_SET_PARENT:
4463 g_value_set_boolean (value, priv->show_on_set_parent);
4466 case PROP_TEXT_DIRECTION:
4467 g_value_set_enum (value, priv->text_direction);
4470 case PROP_HAS_POINTER:
4471 g_value_set_boolean (value, priv->has_pointer);
4474 case PROP_LAYOUT_MANAGER:
4475 g_value_set_object (value, priv->layout_manager);
4480 const ClutterLayoutInfo *info;
4482 info = _clutter_actor_get_layout_info_or_defaults (actor);
4483 g_value_set_enum (value, info->x_align);
4489 const ClutterLayoutInfo *info;
4491 info = _clutter_actor_get_layout_info_or_defaults (actor);
4492 g_value_set_enum (value, info->y_align);
4496 case PROP_MARGIN_TOP:
4498 const ClutterLayoutInfo *info;
4500 info = _clutter_actor_get_layout_info_or_defaults (actor);
4501 g_value_set_float (value, info->margin.top);
4505 case PROP_MARGIN_BOTTOM:
4507 const ClutterLayoutInfo *info;
4509 info = _clutter_actor_get_layout_info_or_defaults (actor);
4510 g_value_set_float (value, info->margin.bottom);
4514 case PROP_MARGIN_LEFT:
4516 const ClutterLayoutInfo *info;
4518 info = _clutter_actor_get_layout_info_or_defaults (actor);
4519 g_value_set_float (value, info->margin.left);
4523 case PROP_MARGIN_RIGHT:
4525 const ClutterLayoutInfo *info;
4527 info = _clutter_actor_get_layout_info_or_defaults (actor);
4528 g_value_set_float (value, info->margin.right);
4532 case PROP_BACKGROUND_COLOR_SET:
4533 g_value_set_boolean (value, priv->bg_color_set);
4536 case PROP_BACKGROUND_COLOR:
4537 g_value_set_boxed (value, &priv->bg_color);
4540 case PROP_FIRST_CHILD:
4541 g_value_set_object (value, priv->first_child);
4544 case PROP_LAST_CHILD:
4545 g_value_set_object (value, priv->last_child);
4549 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4555 clutter_actor_dispose (GObject *object)
4557 ClutterActor *self = CLUTTER_ACTOR (object);
4558 ClutterActorPrivate *priv = self->priv;
4560 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4562 g_type_name (G_OBJECT_TYPE (self)),
4565 g_signal_emit (self, actor_signals[DESTROY], 0);
4567 /* avoid recursing when called from clutter_actor_destroy() */
4568 if (priv->parent != NULL)
4570 ClutterActor *parent = priv->parent;
4572 /* go through the Container implementation unless this
4573 * is an internal child and has been marked as such.
4575 * removing the actor from its parent will reset the
4576 * realized and mapped states.
4578 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4579 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4581 clutter_actor_remove_child_internal (parent, self,
4582 REMOVE_CHILD_LEGACY_FLAGS);
4585 /* parent must be gone at this point */
4586 g_assert (priv->parent == NULL);
4588 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4590 /* can't be mapped or realized with no parent */
4591 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4592 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4595 g_clear_object (&priv->pango_context);
4596 g_clear_object (&priv->actions);
4597 g_clear_object (&priv->constraints);
4598 g_clear_object (&priv->effects);
4599 g_clear_object (&priv->flatten_effect);
4601 if (priv->layout_manager != NULL)
4603 clutter_layout_manager_set_container (priv->layout_manager, NULL);
4604 g_object_unref (priv->layout_manager);
4605 priv->layout_manager = NULL;
4608 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4612 clutter_actor_finalize (GObject *object)
4614 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4616 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4617 priv->name != NULL ? priv->name : "<none>",
4619 g_type_name (G_OBJECT_TYPE (object)));
4621 _clutter_context_release_id (priv->id);
4623 g_free (priv->name);
4625 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
4630 * clutter_actor_get_accessible:
4631 * @self: a #ClutterActor
4633 * Returns the accessible object that describes the actor to an
4634 * assistive technology.
4636 * If no class-specific #AtkObject implementation is available for the
4637 * actor instance in question, it will inherit an #AtkObject
4638 * implementation from the first ancestor class for which such an
4639 * implementation is defined.
4641 * The documentation of the <ulink
4642 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
4643 * library contains more information about accessible objects and
4646 * Returns: (transfer none): the #AtkObject associated with @actor
4649 clutter_actor_get_accessible (ClutterActor *self)
4651 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4653 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
4657 clutter_actor_real_get_accessible (ClutterActor *actor)
4659 return atk_gobject_accessible_for_object (G_OBJECT (actor));
4663 _clutter_actor_ref_accessible (AtkImplementor *implementor)
4665 AtkObject *accessible;
4667 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
4668 if (accessible != NULL)
4669 g_object_ref (accessible);
4675 atk_implementor_iface_init (AtkImplementorIface *iface)
4677 iface->ref_accessible = _clutter_actor_ref_accessible;
4681 clutter_actor_real_get_paint_volume (ClutterActor *self,
4682 ClutterPaintVolume *volume)
4684 ClutterActorPrivate *priv = self->priv;
4685 ClutterActor *child;
4688 /* this is the default return value: we cannot know if a class
4689 * is going to paint outside its allocation, so we take the
4690 * conservative approach.
4694 /* we start from the allocation */
4695 clutter_paint_volume_set_from_allocation (volume, self);
4697 /* if the actor has a clip set then we have a pretty definite
4698 * size for the paint volume: the actor cannot possibly paint
4699 * outside the clip region.
4701 if (priv->clip_to_allocation)
4703 /* the allocation has already been set, so we just flip the
4710 if (priv->has_clip &&
4711 priv->clip.width >= 0 &&
4712 priv->clip.height >= 0)
4714 ClutterVertex origin;
4716 origin.x = priv->clip.x;
4717 origin.y = priv->clip.y;
4720 clutter_paint_volume_set_origin (volume, &origin);
4721 clutter_paint_volume_set_width (volume, priv->clip.width);
4722 clutter_paint_volume_set_height (volume, priv->clip.height);
4727 /* if we don't have children we just bail out here... */
4728 if (priv->n_children == 0)
4731 /* ...but if we have children then we ask for their paint volume in
4732 * our coordinates. if any of our children replies that it doesn't
4733 * have a paint volume, we bail out
4735 for (child = priv->first_child;
4737 child = child->priv->next_sibling)
4739 const ClutterPaintVolume *child_volume;
4741 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
4742 if (child_volume == NULL)
4748 clutter_paint_volume_union (volume, child_volume);
4757 clutter_actor_real_has_overlaps (ClutterActor *self)
4759 /* By default we'll assume that all actors need an offscreen redirect to get
4760 * the correct opacity. Actors such as ClutterTexture that would never need
4761 * an offscreen redirect can override this to return FALSE. */
4766 clutter_actor_real_destroy (ClutterActor *actor)
4768 ClutterActorIter iter;
4770 clutter_actor_iter_init (&iter, actor);
4771 while (clutter_actor_iter_next (&iter, NULL))
4772 clutter_actor_iter_destroy (&iter);
4776 clutter_actor_constructor (GType gtype,
4778 GObjectConstructParam *props)
4780 GObjectClass *gobject_class;
4784 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
4785 retval = gobject_class->constructor (gtype, n_props, props);
4786 self = CLUTTER_ACTOR (retval);
4788 if (self->priv->layout_manager == NULL)
4790 ClutterLayoutManager *default_layout;
4792 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
4794 default_layout = clutter_fixed_layout_new ();
4795 clutter_actor_set_layout_manager (self, default_layout);
4802 clutter_actor_class_init (ClutterActorClass *klass)
4804 GObjectClass *object_class = G_OBJECT_CLASS (klass);
4806 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
4807 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
4808 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
4810 object_class->constructor = clutter_actor_constructor;
4811 object_class->set_property = clutter_actor_set_property;
4812 object_class->get_property = clutter_actor_get_property;
4813 object_class->dispose = clutter_actor_dispose;
4814 object_class->finalize = clutter_actor_finalize;
4816 klass->show = clutter_actor_real_show;
4817 klass->show_all = clutter_actor_show;
4818 klass->hide = clutter_actor_real_hide;
4819 klass->hide_all = clutter_actor_hide;
4820 klass->map = clutter_actor_real_map;
4821 klass->unmap = clutter_actor_real_unmap;
4822 klass->unrealize = clutter_actor_real_unrealize;
4823 klass->pick = clutter_actor_real_pick;
4824 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
4825 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
4826 klass->allocate = clutter_actor_real_allocate;
4827 klass->queue_redraw = clutter_actor_real_queue_redraw;
4828 klass->queue_relayout = clutter_actor_real_queue_relayout;
4829 klass->apply_transform = clutter_actor_real_apply_transform;
4830 klass->get_accessible = clutter_actor_real_get_accessible;
4831 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
4832 klass->has_overlaps = clutter_actor_real_has_overlaps;
4833 klass->paint = clutter_actor_real_paint;
4834 klass->destroy = clutter_actor_real_destroy;
4836 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
4841 * X coordinate of the actor in pixels. If written, forces a fixed
4842 * position for the actor. If read, returns the fixed position if any,
4843 * otherwise the allocation if available, otherwise 0.
4846 g_param_spec_float ("x",
4848 P_("X coordinate of the actor"),
4849 -G_MAXFLOAT, G_MAXFLOAT,
4851 CLUTTER_PARAM_READWRITE);
4856 * Y coordinate of the actor in pixels. If written, forces a fixed
4857 * position for the actor. If read, returns the fixed position if
4858 * any, otherwise the allocation if available, otherwise 0.
4861 g_param_spec_float ("y",
4863 P_("Y coordinate of the actor"),
4864 -G_MAXFLOAT, G_MAXFLOAT,
4866 CLUTTER_PARAM_READWRITE);
4869 * ClutterActor:width:
4871 * Width of the actor (in pixels). If written, forces the minimum and
4872 * natural size request of the actor to the given width. If read, returns
4873 * the allocated width if available, otherwise the width request.
4875 obj_props[PROP_WIDTH] =
4876 g_param_spec_float ("width",
4878 P_("Width of the actor"),
4881 CLUTTER_PARAM_READWRITE);
4884 * ClutterActor:height:
4886 * Height of the actor (in pixels). If written, forces the minimum and
4887 * natural size request of the actor to the given height. If read, returns
4888 * the allocated height if available, otherwise the height request.
4890 obj_props[PROP_HEIGHT] =
4891 g_param_spec_float ("height",
4893 P_("Height of the actor"),
4896 CLUTTER_PARAM_READWRITE);
4899 * ClutterActor:fixed-x:
4901 * The fixed X position of the actor in pixels.
4903 * Writing this property sets #ClutterActor:fixed-position-set
4904 * property as well, as a side effect
4908 obj_props[PROP_FIXED_X] =
4909 g_param_spec_float ("fixed-x",
4911 P_("Forced X position of the actor"),
4912 -G_MAXFLOAT, G_MAXFLOAT,
4914 CLUTTER_PARAM_READWRITE);
4917 * ClutterActor:fixed-y:
4919 * The fixed Y position of the actor in pixels.
4921 * Writing this property sets the #ClutterActor:fixed-position-set
4922 * property as well, as a side effect
4926 obj_props[PROP_FIXED_Y] =
4927 g_param_spec_float ("fixed-y",
4929 P_("Forced Y position of the actor"),
4930 -G_MAXFLOAT, G_MAXFLOAT,
4932 CLUTTER_PARAM_READWRITE);
4935 * ClutterActor:fixed-position-set:
4937 * This flag controls whether the #ClutterActor:fixed-x and
4938 * #ClutterActor:fixed-y properties are used
4942 obj_props[PROP_FIXED_POSITION_SET] =
4943 g_param_spec_boolean ("fixed-position-set",
4944 P_("Fixed position set"),
4945 P_("Whether to use fixed positioning for the actor"),
4947 CLUTTER_PARAM_READWRITE);
4950 * ClutterActor:min-width:
4952 * A forced minimum width request for the actor, in pixels
4954 * Writing this property sets the #ClutterActor:min-width-set property
4955 * as well, as a side effect.
4957 *This property overrides the usual width request of the actor.
4961 obj_props[PROP_MIN_WIDTH] =
4962 g_param_spec_float ("min-width",
4964 P_("Forced minimum width request for the actor"),
4967 CLUTTER_PARAM_READWRITE);
4970 * ClutterActor:min-height:
4972 * A forced minimum height request for the actor, in pixels
4974 * Writing this property sets the #ClutterActor:min-height-set property
4975 * as well, as a side effect. This property overrides the usual height
4976 * request of the actor.
4980 obj_props[PROP_MIN_HEIGHT] =
4981 g_param_spec_float ("min-height",
4983 P_("Forced minimum height request for the actor"),
4986 CLUTTER_PARAM_READWRITE);
4989 * ClutterActor:natural-width:
4991 * A forced natural width request for the actor, in pixels
4993 * Writing this property sets the #ClutterActor:natural-width-set
4994 * property as well, as a side effect. This property overrides the
4995 * usual width request of the actor
4999 obj_props[PROP_NATURAL_WIDTH] =
5000 g_param_spec_float ("natural-width",
5001 P_("Natural Width"),
5002 P_("Forced natural width request for the actor"),
5005 CLUTTER_PARAM_READWRITE);
5008 * ClutterActor:natural-height:
5010 * A forced natural height request for the actor, in pixels
5012 * Writing this property sets the #ClutterActor:natural-height-set
5013 * property as well, as a side effect. This property overrides the
5014 * usual height request of the actor
5018 obj_props[PROP_NATURAL_HEIGHT] =
5019 g_param_spec_float ("natural-height",
5020 P_("Natural Height"),
5021 P_("Forced natural height request for the actor"),
5024 CLUTTER_PARAM_READWRITE);
5027 * ClutterActor:min-width-set:
5029 * This flag controls whether the #ClutterActor:min-width property
5034 obj_props[PROP_MIN_WIDTH_SET] =
5035 g_param_spec_boolean ("min-width-set",
5036 P_("Minimum width set"),
5037 P_("Whether to use the min-width property"),
5039 CLUTTER_PARAM_READWRITE);
5042 * ClutterActor:min-height-set:
5044 * This flag controls whether the #ClutterActor:min-height property
5049 obj_props[PROP_MIN_HEIGHT_SET] =
5050 g_param_spec_boolean ("min-height-set",
5051 P_("Minimum height set"),
5052 P_("Whether to use the min-height property"),
5054 CLUTTER_PARAM_READWRITE);
5057 * ClutterActor:natural-width-set:
5059 * This flag controls whether the #ClutterActor:natural-width property
5064 obj_props[PROP_NATURAL_WIDTH_SET] =
5065 g_param_spec_boolean ("natural-width-set",
5066 P_("Natural width set"),
5067 P_("Whether to use the natural-width property"),
5069 CLUTTER_PARAM_READWRITE);
5072 * ClutterActor:natural-height-set:
5074 * This flag controls whether the #ClutterActor:natural-height property
5079 obj_props[PROP_NATURAL_HEIGHT_SET] =
5080 g_param_spec_boolean ("natural-height-set",
5081 P_("Natural height set"),
5082 P_("Whether to use the natural-height property"),
5084 CLUTTER_PARAM_READWRITE);
5087 * ClutterActor:allocation:
5089 * The allocation for the actor, in pixels
5091 * This is property is read-only, but you might monitor it to know when an
5092 * actor moves or resizes
5096 obj_props[PROP_ALLOCATION] =
5097 g_param_spec_boxed ("allocation",
5099 P_("The actor's allocation"),
5100 CLUTTER_TYPE_ACTOR_BOX,
5101 CLUTTER_PARAM_READABLE);
5104 * ClutterActor:request-mode:
5106 * Request mode for the #ClutterActor. The request mode determines the
5107 * type of geometry management used by the actor, either height for width
5108 * (the default) or width for height.
5110 * For actors implementing height for width, the parent container should get
5111 * the preferred width first, and then the preferred height for that width.
5113 * For actors implementing width for height, the parent container should get
5114 * the preferred height first, and then the preferred width for that height.
5119 * ClutterRequestMode mode;
5120 * gfloat natural_width, min_width;
5121 * gfloat natural_height, min_height;
5123 * mode = clutter_actor_get_request_mode (child);
5124 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5126 * clutter_actor_get_preferred_width (child, -1,
5128 * &natural_width);
5129 * clutter_actor_get_preferred_height (child, natural_width,
5131 * &natural_height);
5135 * clutter_actor_get_preferred_height (child, -1,
5137 * &natural_height);
5138 * clutter_actor_get_preferred_width (child, natural_height,
5140 * &natural_width);
5144 * will retrieve the minimum and natural width and height depending on the
5145 * preferred request mode of the #ClutterActor "child".
5147 * The clutter_actor_get_preferred_size() function will implement this
5152 obj_props[PROP_REQUEST_MODE] =
5153 g_param_spec_enum ("request-mode",
5155 P_("The actor's request mode"),
5156 CLUTTER_TYPE_REQUEST_MODE,
5157 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5158 CLUTTER_PARAM_READWRITE);
5161 * ClutterActor:depth:
5163 * The position of the actor on the Z axis
5167 obj_props[PROP_DEPTH] =
5168 g_param_spec_float ("depth",
5170 P_("Position on the Z axis"),
5171 -G_MAXFLOAT, G_MAXFLOAT,
5173 CLUTTER_PARAM_READWRITE);
5176 * ClutterActor:opacity:
5178 * Opacity of an actor, between 0 (fully transparent) and
5179 * 255 (fully opaque)
5181 obj_props[PROP_OPACITY] =
5182 g_param_spec_uint ("opacity",
5184 P_("Opacity of an actor"),
5187 CLUTTER_PARAM_READWRITE);
5190 * ClutterActor:offscreen-redirect:
5192 * Determines the conditions in which the actor will be redirected
5193 * to an offscreen framebuffer while being painted. For example this
5194 * can be used to cache an actor in a framebuffer or for improved
5195 * handling of transparent actors. See
5196 * clutter_actor_set_offscreen_redirect() for details.
5200 obj_props[PROP_OFFSCREEN_REDIRECT] =
5201 g_param_spec_flags ("offscreen-redirect",
5202 P_("Offscreen redirect"),
5203 P_("Flags controlling when to flatten the actor into a single image"),
5204 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5206 CLUTTER_PARAM_READWRITE);
5209 * ClutterActor:visible:
5211 * Whether the actor is set to be visible or not
5213 * See also #ClutterActor:mapped
5215 obj_props[PROP_VISIBLE] =
5216 g_param_spec_boolean ("visible",
5218 P_("Whether the actor is visible or not"),
5220 CLUTTER_PARAM_READWRITE);
5223 * ClutterActor:mapped:
5225 * Whether the actor is mapped (will be painted when the stage
5226 * to which it belongs is mapped)
5230 obj_props[PROP_MAPPED] =
5231 g_param_spec_boolean ("mapped",
5233 P_("Whether the actor will be painted"),
5235 CLUTTER_PARAM_READABLE);
5238 * ClutterActor:realized:
5240 * Whether the actor has been realized
5244 obj_props[PROP_REALIZED] =
5245 g_param_spec_boolean ("realized",
5247 P_("Whether the actor has been realized"),
5249 CLUTTER_PARAM_READABLE);
5252 * ClutterActor:reactive:
5254 * Whether the actor is reactive to events or not
5256 * Only reactive actors will emit event-related signals
5260 obj_props[PROP_REACTIVE] =
5261 g_param_spec_boolean ("reactive",
5263 P_("Whether the actor is reactive to events"),
5265 CLUTTER_PARAM_READWRITE);
5268 * ClutterActor:has-clip:
5270 * Whether the actor has the #ClutterActor:clip property set or not
5272 obj_props[PROP_HAS_CLIP] =
5273 g_param_spec_boolean ("has-clip",
5275 P_("Whether the actor has a clip set"),
5277 CLUTTER_PARAM_READABLE);
5280 * ClutterActor:clip:
5282 * The clip region for the actor, in actor-relative coordinates
5284 * Every part of the actor outside the clip region will not be
5287 obj_props[PROP_CLIP] =
5288 g_param_spec_boxed ("clip",
5290 P_("The clip region for the actor"),
5291 CLUTTER_TYPE_GEOMETRY,
5292 CLUTTER_PARAM_READWRITE);
5295 * ClutterActor:name:
5297 * The name of the actor
5301 obj_props[PROP_NAME] =
5302 g_param_spec_string ("name",
5304 P_("Name of the actor"),
5306 CLUTTER_PARAM_READWRITE);
5309 * ClutterActor:scale-x:
5311 * The horizontal scale of the actor
5315 obj_props[PROP_SCALE_X] =
5316 g_param_spec_double ("scale-x",
5318 P_("Scale factor on the X axis"),
5321 CLUTTER_PARAM_READWRITE);
5324 * ClutterActor:scale-y:
5326 * The vertical scale of the actor
5330 obj_props[PROP_SCALE_Y] =
5331 g_param_spec_double ("scale-y",
5333 P_("Scale factor on the Y axis"),
5336 CLUTTER_PARAM_READWRITE);
5339 * ClutterActor:scale-center-x:
5341 * The horizontal center point for scaling
5345 obj_props[PROP_SCALE_CENTER_X] =
5346 g_param_spec_float ("scale-center-x",
5347 P_("Scale Center X"),
5348 P_("Horizontal scale center"),
5349 -G_MAXFLOAT, G_MAXFLOAT,
5351 CLUTTER_PARAM_READWRITE);
5354 * ClutterActor:scale-center-y:
5356 * The vertical center point for scaling
5360 obj_props[PROP_SCALE_CENTER_Y] =
5361 g_param_spec_float ("scale-center-y",
5362 P_("Scale Center Y"),
5363 P_("Vertical scale center"),
5364 -G_MAXFLOAT, G_MAXFLOAT,
5366 CLUTTER_PARAM_READWRITE);
5369 * ClutterActor:scale-gravity:
5371 * The center point for scaling expressed as a #ClutterGravity
5375 obj_props[PROP_SCALE_GRAVITY] =
5376 g_param_spec_enum ("scale-gravity",
5377 P_("Scale Gravity"),
5378 P_("The center of scaling"),
5379 CLUTTER_TYPE_GRAVITY,
5380 CLUTTER_GRAVITY_NONE,
5381 CLUTTER_PARAM_READWRITE);
5384 * ClutterActor:rotation-angle-x:
5386 * The rotation angle on the X axis
5390 obj_props[PROP_ROTATION_ANGLE_X] =
5391 g_param_spec_double ("rotation-angle-x",
5392 P_("Rotation Angle X"),
5393 P_("The rotation angle on the X axis"),
5394 -G_MAXDOUBLE, G_MAXDOUBLE,
5396 CLUTTER_PARAM_READWRITE);
5399 * ClutterActor:rotation-angle-y:
5401 * The rotation angle on the Y axis
5405 obj_props[PROP_ROTATION_ANGLE_Y] =
5406 g_param_spec_double ("rotation-angle-y",
5407 P_("Rotation Angle Y"),
5408 P_("The rotation angle on the Y axis"),
5409 -G_MAXDOUBLE, G_MAXDOUBLE,
5411 CLUTTER_PARAM_READWRITE);
5414 * ClutterActor:rotation-angle-z:
5416 * The rotation angle on the Z axis
5420 obj_props[PROP_ROTATION_ANGLE_Z] =
5421 g_param_spec_double ("rotation-angle-z",
5422 P_("Rotation Angle Z"),
5423 P_("The rotation angle on the Z axis"),
5424 -G_MAXDOUBLE, G_MAXDOUBLE,
5426 CLUTTER_PARAM_READWRITE);
5429 * ClutterActor:rotation-center-x:
5431 * The rotation center on the X axis.
5435 obj_props[PROP_ROTATION_CENTER_X] =
5436 g_param_spec_boxed ("rotation-center-x",
5437 P_("Rotation Center X"),
5438 P_("The rotation center on the X axis"),
5439 CLUTTER_TYPE_VERTEX,
5440 CLUTTER_PARAM_READWRITE);
5443 * ClutterActor:rotation-center-y:
5445 * The rotation center on the Y axis.
5449 obj_props[PROP_ROTATION_CENTER_Y] =
5450 g_param_spec_boxed ("rotation-center-y",
5451 P_("Rotation Center Y"),
5452 P_("The rotation center on the Y axis"),
5453 CLUTTER_TYPE_VERTEX,
5454 CLUTTER_PARAM_READWRITE);
5457 * ClutterActor:rotation-center-z:
5459 * The rotation center on the Z axis.
5463 obj_props[PROP_ROTATION_CENTER_Z] =
5464 g_param_spec_boxed ("rotation-center-z",
5465 P_("Rotation Center Z"),
5466 P_("The rotation center on the Z axis"),
5467 CLUTTER_TYPE_VERTEX,
5468 CLUTTER_PARAM_READWRITE);
5471 * ClutterActor:rotation-center-z-gravity:
5473 * The rotation center on the Z axis expressed as a #ClutterGravity.
5477 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5478 g_param_spec_enum ("rotation-center-z-gravity",
5479 P_("Rotation Center Z Gravity"),
5480 P_("Center point for rotation around the Z axis"),
5481 CLUTTER_TYPE_GRAVITY,
5482 CLUTTER_GRAVITY_NONE,
5483 CLUTTER_PARAM_READWRITE);
5486 * ClutterActor:anchor-x:
5488 * The X coordinate of an actor's anchor point, relative to
5489 * the actor coordinate space, in pixels
5493 obj_props[PROP_ANCHOR_X] =
5494 g_param_spec_float ("anchor-x",
5496 P_("X coordinate of the anchor point"),
5497 -G_MAXFLOAT, G_MAXFLOAT,
5499 CLUTTER_PARAM_READWRITE);
5502 * ClutterActor:anchor-y:
5504 * The Y coordinate of an actor's anchor point, relative to
5505 * the actor coordinate space, in pixels
5509 obj_props[PROP_ANCHOR_Y] =
5510 g_param_spec_float ("anchor-y",
5512 P_("Y coordinate of the anchor point"),
5513 -G_MAXFLOAT, G_MAXFLOAT,
5515 CLUTTER_PARAM_READWRITE);
5518 * ClutterActor:anchor-gravity:
5520 * The anchor point expressed as a #ClutterGravity
5524 obj_props[PROP_ANCHOR_GRAVITY] =
5525 g_param_spec_enum ("anchor-gravity",
5526 P_("Anchor Gravity"),
5527 P_("The anchor point as a ClutterGravity"),
5528 CLUTTER_TYPE_GRAVITY,
5529 CLUTTER_GRAVITY_NONE,
5530 CLUTTER_PARAM_READWRITE);
5533 * ClutterActor:show-on-set-parent:
5535 * If %TRUE, the actor is automatically shown when parented.
5537 * Calling clutter_actor_hide() on an actor which has not been
5538 * parented will set this property to %FALSE as a side effect.
5542 obj_props[PROP_SHOW_ON_SET_PARENT] =
5543 g_param_spec_boolean ("show-on-set-parent",
5544 P_("Show on set parent"),
5545 P_("Whether the actor is shown when parented"),
5547 CLUTTER_PARAM_READWRITE);
5550 * ClutterActor:clip-to-allocation:
5552 * Whether the clip region should track the allocated area
5555 * This property is ignored if a clip area has been explicitly
5556 * set using clutter_actor_set_clip().
5560 obj_props[PROP_CLIP_TO_ALLOCATION] =
5561 g_param_spec_boolean ("clip-to-allocation",
5562 P_("Clip to Allocation"),
5563 P_("Sets the clip region to track the actor's allocation"),
5565 CLUTTER_PARAM_READWRITE);
5568 * ClutterActor:text-direction:
5570 * The direction of the text inside a #ClutterActor.
5574 obj_props[PROP_TEXT_DIRECTION] =
5575 g_param_spec_enum ("text-direction",
5576 P_("Text Direction"),
5577 P_("Direction of the text"),
5578 CLUTTER_TYPE_TEXT_DIRECTION,
5579 CLUTTER_TEXT_DIRECTION_LTR,
5580 CLUTTER_PARAM_READWRITE);
5583 * ClutterActor:has-pointer:
5585 * Whether the actor contains the pointer of a #ClutterInputDevice
5590 obj_props[PROP_HAS_POINTER] =
5591 g_param_spec_boolean ("has-pointer",
5593 P_("Whether the actor contains the pointer of an input device"),
5595 CLUTTER_PARAM_READABLE);
5598 * ClutterActor:actions:
5600 * Adds a #ClutterAction to the actor
5604 obj_props[PROP_ACTIONS] =
5605 g_param_spec_object ("actions",
5607 P_("Adds an action to the actor"),
5608 CLUTTER_TYPE_ACTION,
5609 CLUTTER_PARAM_WRITABLE);
5612 * ClutterActor:constraints:
5614 * Adds a #ClutterConstraint to the actor
5618 obj_props[PROP_CONSTRAINTS] =
5619 g_param_spec_object ("constraints",
5621 P_("Adds a constraint to the actor"),
5622 CLUTTER_TYPE_CONSTRAINT,
5623 CLUTTER_PARAM_WRITABLE);
5626 * ClutterActor:effect:
5628 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
5632 obj_props[PROP_EFFECT] =
5633 g_param_spec_object ("effect",
5635 P_("Add an effect to be applied on the actor"),
5636 CLUTTER_TYPE_EFFECT,
5637 CLUTTER_PARAM_WRITABLE);
5640 * ClutterActor:layout-manager:
5642 * A delegate object for controlling the layout of the children of
5647 obj_props[PROP_LAYOUT_MANAGER] =
5648 g_param_spec_object ("layout-manager",
5649 P_("Layout Manager"),
5650 P_("The object controlling the layout of an actor's children"),
5651 CLUTTER_TYPE_LAYOUT_MANAGER,
5652 CLUTTER_PARAM_READWRITE);
5656 * ClutterActor:x-align:
5658 * The alignment of an actor on the X axis, if the actor has been given
5659 * extra space for its allocation.
5663 obj_props[PROP_X_ALIGN] =
5664 g_param_spec_enum ("x-align",
5666 P_("The alignment of the actor on the X axis within its allocation"),
5667 CLUTTER_TYPE_ACTOR_ALIGN,
5668 CLUTTER_ACTOR_ALIGN_FILL,
5669 CLUTTER_PARAM_READWRITE);
5672 * ClutterActor:y-align:
5674 * The alignment of an actor on the Y axis, if the actor has been given
5675 * extra space for its allocation.
5679 obj_props[PROP_Y_ALIGN] =
5680 g_param_spec_enum ("y-align",
5682 P_("The alignment of the actor on the Y axis within its allocation"),
5683 CLUTTER_TYPE_ACTOR_ALIGN,
5684 CLUTTER_ACTOR_ALIGN_FILL,
5685 CLUTTER_PARAM_READWRITE);
5688 * ClutterActor:margin-top:
5690 * The margin (in pixels) from the top of the actor.
5692 * This property adds a margin to the actor's preferred size; the margin
5693 * will be automatically taken into account when allocating the actor.
5697 obj_props[PROP_MARGIN_TOP] =
5698 g_param_spec_float ("margin-top",
5700 P_("Extra space at the top"),
5703 CLUTTER_PARAM_READWRITE);
5706 * ClutterActor:margin-bottom:
5708 * The margin (in pixels) from the bottom of the actor.
5710 * This property adds a margin to the actor's preferred size; the margin
5711 * will be automatically taken into account when allocating the actor.
5715 obj_props[PROP_MARGIN_BOTTOM] =
5716 g_param_spec_float ("margin-bottom",
5717 P_("Margin Bottom"),
5718 P_("Extra space at the bottom"),
5721 CLUTTER_PARAM_READWRITE);
5724 * ClutterActor:margin-left:
5726 * The margin (in pixels) from the left of the actor.
5728 * This property adds a margin to the actor's preferred size; the margin
5729 * will be automatically taken into account when allocating the actor.
5733 obj_props[PROP_MARGIN_LEFT] =
5734 g_param_spec_float ("margin-left",
5736 P_("Extra space at the left"),
5739 CLUTTER_PARAM_READWRITE);
5742 * ClutterActor:margin-right:
5744 * The margin (in pixels) from the right of the actor.
5746 * This property adds a margin to the actor's preferred size; the margin
5747 * will be automatically taken into account when allocating the actor.
5751 obj_props[PROP_MARGIN_RIGHT] =
5752 g_param_spec_float ("margin-right",
5754 P_("Extra space at the right"),
5757 CLUTTER_PARAM_READWRITE);
5760 * ClutterActor:background-color-set:
5762 * Whether the #ClutterActor:background-color property has been set.
5766 obj_props[PROP_BACKGROUND_COLOR_SET] =
5767 g_param_spec_boolean ("background-color-set",
5768 P_("Background Color Set"),
5769 P_("Whether the background color is set"),
5771 CLUTTER_PARAM_READABLE);
5774 * ClutterActor:background-color:
5776 * Paints a solid fill of the actor's allocation using the specified
5781 obj_props[PROP_BACKGROUND_COLOR] =
5782 clutter_param_spec_color ("background-color",
5783 P_("Background color"),
5784 P_("The actor's background color"),
5785 CLUTTER_COLOR_Transparent,
5786 CLUTTER_PARAM_READWRITE);
5789 * ClutterActor:first-child:
5791 * The actor's first child.
5795 obj_props[PROP_FIRST_CHILD] =
5796 g_param_spec_object ("first-child",
5798 P_("The actor's first child"),
5800 CLUTTER_PARAM_READABLE);
5803 * ClutterActor:last-child:
5805 * The actor's last child.
5809 obj_props[PROP_LAST_CHILD] =
5810 g_param_spec_object ("last-child",
5812 P_("The actor's last child"),
5814 CLUTTER_PARAM_READABLE);
5816 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
5819 * ClutterActor::destroy:
5820 * @actor: the #ClutterActor which emitted the signal
5822 * The ::destroy signal notifies that all references held on the
5823 * actor which emitted it should be released.
5825 * The ::destroy signal should be used by all holders of a reference
5828 * This signal might result in the finalization of the #ClutterActor
5829 * if all references are released.
5831 * Composite actors and actors implementing the #ClutterContainer
5832 * interface should override the default implementation of the
5833 * class handler of this signal and call clutter_actor_destroy() on
5834 * their children. When overriding the default class handler, it is
5835 * required to chain up to the parent's implementation.
5839 actor_signals[DESTROY] =
5840 g_signal_new (I_("destroy"),
5841 G_TYPE_FROM_CLASS (object_class),
5842 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
5843 G_STRUCT_OFFSET (ClutterActorClass, destroy),
5845 _clutter_marshal_VOID__VOID,
5848 * ClutterActor::show:
5849 * @actor: the object which received the signal
5851 * The ::show signal is emitted when an actor is visible and
5852 * rendered on the stage.
5856 actor_signals[SHOW] =
5857 g_signal_new (I_("show"),
5858 G_TYPE_FROM_CLASS (object_class),
5860 G_STRUCT_OFFSET (ClutterActorClass, show),
5862 _clutter_marshal_VOID__VOID,
5865 * ClutterActor::hide:
5866 * @actor: the object which received the signal
5868 * The ::hide signal is emitted when an actor is no longer rendered
5873 actor_signals[HIDE] =
5874 g_signal_new (I_("hide"),
5875 G_TYPE_FROM_CLASS (object_class),
5877 G_STRUCT_OFFSET (ClutterActorClass, hide),
5879 _clutter_marshal_VOID__VOID,
5882 * ClutterActor::parent-set:
5883 * @actor: the object which received the signal
5884 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
5886 * This signal is emitted when the parent of the actor changes.
5890 actor_signals[PARENT_SET] =
5891 g_signal_new (I_("parent-set"),
5892 G_TYPE_FROM_CLASS (object_class),
5894 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
5896 _clutter_marshal_VOID__OBJECT,
5898 CLUTTER_TYPE_ACTOR);
5901 * ClutterActor::queue-redraw:
5902 * @actor: the actor we're bubbling the redraw request through
5903 * @origin: the actor which initiated the redraw request
5905 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
5906 * is called on @origin.
5908 * The default implementation for #ClutterActor chains up to the
5909 * parent actor and queues a redraw on the parent, thus "bubbling"
5910 * the redraw queue up through the actor graph. The default
5911 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
5912 * in a main loop idle handler.
5914 * Note that the @origin actor may be the stage, or a container; it
5915 * does not have to be a leaf node in the actor graph.
5917 * Toolkits embedding a #ClutterStage which require a redraw and
5918 * relayout cycle can stop the emission of this signal using the
5919 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
5924 * on_redraw_complete (gpointer data)
5926 * ClutterStage *stage = data;
5928 * /* execute the Clutter drawing pipeline */
5929 * clutter_stage_ensure_redraw (stage);
5933 * on_stage_queue_redraw (ClutterStage *stage)
5935 * /* this prevents the default handler to run */
5936 * g_signal_stop_emission_by_name (stage, "queue-redraw");
5938 * /* queue a redraw with the host toolkit and call
5939 * * a function when the redraw has been completed
5941 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
5945 * <note><para>This signal is emitted before the Clutter paint
5946 * pipeline is executed. If you want to know when the pipeline has
5947 * been completed you should connect to the ::paint signal on the
5948 * Stage with g_signal_connect_after().</para></note>
5952 actor_signals[QUEUE_REDRAW] =
5953 g_signal_new (I_("queue-redraw"),
5954 G_TYPE_FROM_CLASS (object_class),
5956 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
5958 _clutter_marshal_VOID__OBJECT,
5960 CLUTTER_TYPE_ACTOR);
5963 * ClutterActor::queue-relayout
5964 * @actor: the actor being queued for relayout
5966 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
5967 * is called on an actor.
5969 * The default implementation for #ClutterActor chains up to the
5970 * parent actor and queues a relayout on the parent, thus "bubbling"
5971 * the relayout queue up through the actor graph.
5973 * The main purpose of this signal is to allow relayout to be propagated
5974 * properly in the procense of #ClutterClone actors. Applications will
5975 * not normally need to connect to this signal.
5979 actor_signals[QUEUE_RELAYOUT] =
5980 g_signal_new (I_("queue-relayout"),
5981 G_TYPE_FROM_CLASS (object_class),
5983 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
5985 _clutter_marshal_VOID__VOID,
5989 * ClutterActor::event:
5990 * @actor: the actor which received the event
5991 * @event: a #ClutterEvent
5993 * The ::event signal is emitted each time an event is received
5994 * by the @actor. This signal will be emitted on every actor,
5995 * following the hierarchy chain, until it reaches the top-level
5996 * container (the #ClutterStage).
5998 * Return value: %TRUE if the event has been handled by the actor,
5999 * or %FALSE to continue the emission.
6003 actor_signals[EVENT] =
6004 g_signal_new (I_("event"),
6005 G_TYPE_FROM_CLASS (object_class),
6007 G_STRUCT_OFFSET (ClutterActorClass, event),
6008 _clutter_boolean_handled_accumulator, NULL,
6009 _clutter_marshal_BOOLEAN__BOXED,
6011 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6013 * ClutterActor::button-press-event:
6014 * @actor: the actor which received the event
6015 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6017 * The ::button-press-event signal is emitted each time a mouse button
6018 * is pressed on @actor.
6020 * Return value: %TRUE if the event has been handled by the actor,
6021 * or %FALSE to continue the emission.
6025 actor_signals[BUTTON_PRESS_EVENT] =
6026 g_signal_new (I_("button-press-event"),
6027 G_TYPE_FROM_CLASS (object_class),
6029 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6030 _clutter_boolean_handled_accumulator, NULL,
6031 _clutter_marshal_BOOLEAN__BOXED,
6033 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6035 * ClutterActor::button-release-event:
6036 * @actor: the actor which received the event
6037 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6039 * The ::button-release-event signal is emitted each time a mouse button
6040 * is released 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_RELEASE_EVENT] =
6048 g_signal_new (I_("button-release-event"),
6049 G_TYPE_FROM_CLASS (object_class),
6051 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6052 _clutter_boolean_handled_accumulator, NULL,
6053 _clutter_marshal_BOOLEAN__BOXED,
6055 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6057 * ClutterActor::scroll-event:
6058 * @actor: the actor which received the event
6059 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6061 * The ::scroll-event signal is emitted each time the mouse is
6062 * scrolled 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[SCROLL_EVENT] =
6070 g_signal_new (I_("scroll-event"),
6071 G_TYPE_FROM_CLASS (object_class),
6073 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6074 _clutter_boolean_handled_accumulator, NULL,
6075 _clutter_marshal_BOOLEAN__BOXED,
6077 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6079 * ClutterActor::key-press-event:
6080 * @actor: the actor which received the event
6081 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6083 * The ::key-press-event signal is emitted each time a keyboard button
6084 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6086 * Return value: %TRUE if the event has been handled by the actor,
6087 * or %FALSE to continue the emission.
6091 actor_signals[KEY_PRESS_EVENT] =
6092 g_signal_new (I_("key-press-event"),
6093 G_TYPE_FROM_CLASS (object_class),
6095 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6096 _clutter_boolean_handled_accumulator, NULL,
6097 _clutter_marshal_BOOLEAN__BOXED,
6099 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6101 * ClutterActor::key-release-event:
6102 * @actor: the actor which received the event
6103 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6105 * The ::key-release-event signal is emitted each time a keyboard button
6106 * is released while @actor has key focus (see
6107 * clutter_stage_set_key_focus()).
6109 * Return value: %TRUE if the event has been handled by the actor,
6110 * or %FALSE to continue the emission.
6114 actor_signals[KEY_RELEASE_EVENT] =
6115 g_signal_new (I_("key-release-event"),
6116 G_TYPE_FROM_CLASS (object_class),
6118 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6119 _clutter_boolean_handled_accumulator, NULL,
6120 _clutter_marshal_BOOLEAN__BOXED,
6122 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6124 * ClutterActor::motion-event:
6125 * @actor: the actor which received the event
6126 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6128 * The ::motion-event signal is emitted each time the mouse pointer is
6129 * moved over @actor.
6131 * Return value: %TRUE if the event has been handled by the actor,
6132 * or %FALSE to continue the emission.
6136 actor_signals[MOTION_EVENT] =
6137 g_signal_new (I_("motion-event"),
6138 G_TYPE_FROM_CLASS (object_class),
6140 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6141 _clutter_boolean_handled_accumulator, NULL,
6142 _clutter_marshal_BOOLEAN__BOXED,
6144 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6147 * ClutterActor::key-focus-in:
6148 * @actor: the actor which now has key focus
6150 * The ::key-focus-in signal is emitted when @actor receives key focus.
6154 actor_signals[KEY_FOCUS_IN] =
6155 g_signal_new (I_("key-focus-in"),
6156 G_TYPE_FROM_CLASS (object_class),
6158 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6160 _clutter_marshal_VOID__VOID,
6164 * ClutterActor::key-focus-out:
6165 * @actor: the actor which now has key focus
6167 * The ::key-focus-out signal is emitted when @actor loses key focus.
6171 actor_signals[KEY_FOCUS_OUT] =
6172 g_signal_new (I_("key-focus-out"),
6173 G_TYPE_FROM_CLASS (object_class),
6175 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6177 _clutter_marshal_VOID__VOID,
6181 * ClutterActor::enter-event:
6182 * @actor: the actor which the pointer has entered.
6183 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6185 * The ::enter-event signal is emitted when the pointer enters the @actor
6187 * Return value: %TRUE if the event has been handled by the actor,
6188 * or %FALSE to continue the emission.
6192 actor_signals[ENTER_EVENT] =
6193 g_signal_new (I_("enter-event"),
6194 G_TYPE_FROM_CLASS (object_class),
6196 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6197 _clutter_boolean_handled_accumulator, NULL,
6198 _clutter_marshal_BOOLEAN__BOXED,
6200 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6203 * ClutterActor::leave-event:
6204 * @actor: the actor which the pointer has left
6205 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6207 * The ::leave-event signal is emitted when the pointer leaves 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[LEAVE_EVENT] =
6215 g_signal_new (I_("leave-event"),
6216 G_TYPE_FROM_CLASS (object_class),
6218 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6219 _clutter_boolean_handled_accumulator, NULL,
6220 _clutter_marshal_BOOLEAN__BOXED,
6222 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6225 * ClutterActor::captured-event:
6226 * @actor: the actor which received the signal
6227 * @event: a #ClutterEvent
6229 * The ::captured-event signal is emitted when an event is captured
6230 * by Clutter. This signal will be emitted starting from the top-level
6231 * container (the #ClutterStage) to the actor which received the event
6232 * going down the hierarchy. This signal can be used to intercept every
6233 * event before the specialized events (like
6234 * ClutterActor::button-press-event or ::key-released-event) are
6237 * Return value: %TRUE if the event has been handled by the actor,
6238 * or %FALSE to continue the emission.
6242 actor_signals[CAPTURED_EVENT] =
6243 g_signal_new (I_("captured-event"),
6244 G_TYPE_FROM_CLASS (object_class),
6246 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6247 _clutter_boolean_handled_accumulator, NULL,
6248 _clutter_marshal_BOOLEAN__BOXED,
6250 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6253 * ClutterActor::paint:
6254 * @actor: the #ClutterActor that received the signal
6256 * The ::paint signal is emitted each time an actor is being painted.
6258 * Subclasses of #ClutterActor should override the class signal handler
6259 * and paint themselves in that function.
6261 * It is possible to connect a handler to the ::paint signal in order
6262 * to set up some custom aspect of a paint.
6266 actor_signals[PAINT] =
6267 g_signal_new (I_("paint"),
6268 G_TYPE_FROM_CLASS (object_class),
6270 G_STRUCT_OFFSET (ClutterActorClass, paint),
6272 _clutter_marshal_VOID__VOID,
6275 * ClutterActor::realize:
6276 * @actor: the #ClutterActor that received the signal
6278 * The ::realize signal is emitted each time an actor is being
6283 actor_signals[REALIZE] =
6284 g_signal_new (I_("realize"),
6285 G_TYPE_FROM_CLASS (object_class),
6287 G_STRUCT_OFFSET (ClutterActorClass, realize),
6289 _clutter_marshal_VOID__VOID,
6292 * ClutterActor::unrealize:
6293 * @actor: the #ClutterActor that received the signal
6295 * The ::unrealize signal is emitted each time an actor is being
6300 actor_signals[UNREALIZE] =
6301 g_signal_new (I_("unrealize"),
6302 G_TYPE_FROM_CLASS (object_class),
6304 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6306 _clutter_marshal_VOID__VOID,
6310 * ClutterActor::pick:
6311 * @actor: the #ClutterActor that received the signal
6312 * @color: the #ClutterColor to be used when picking
6314 * The ::pick signal is emitted each time an actor is being painted
6315 * in "pick mode". The pick mode is used to identify the actor during
6316 * the event handling phase, or by clutter_stage_get_actor_at_pos().
6317 * The actor should paint its shape using the passed @pick_color.
6319 * Subclasses of #ClutterActor should override the class signal handler
6320 * and paint themselves in that function.
6322 * It is possible to connect a handler to the ::pick signal in order
6323 * to set up some custom aspect of a paint in pick mode.
6327 actor_signals[PICK] =
6328 g_signal_new (I_("pick"),
6329 G_TYPE_FROM_CLASS (object_class),
6331 G_STRUCT_OFFSET (ClutterActorClass, pick),
6333 _clutter_marshal_VOID__BOXED,
6335 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6338 * ClutterActor::allocation-changed:
6339 * @actor: the #ClutterActor that emitted the signal
6340 * @box: a #ClutterActorBox with the new allocation
6341 * @flags: #ClutterAllocationFlags for the allocation
6343 * The ::allocation-changed signal is emitted when the
6344 * #ClutterActor:allocation property changes. Usually, application
6345 * code should just use the notifications for the :allocation property
6346 * but if you want to track the allocation flags as well, for instance
6347 * to know whether the absolute origin of @actor changed, then you might
6348 * want use this signal instead.
6352 actor_signals[ALLOCATION_CHANGED] =
6353 g_signal_new (I_("allocation-changed"),
6354 G_TYPE_FROM_CLASS (object_class),
6358 _clutter_marshal_VOID__BOXED_FLAGS,
6360 CLUTTER_TYPE_ACTOR_BOX,
6361 CLUTTER_TYPE_ALLOCATION_FLAGS);
6365 clutter_actor_init (ClutterActor *self)
6367 ClutterActorPrivate *priv;
6369 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6371 priv->id = _clutter_context_acquire_id (self);
6374 priv->opacity = 0xff;
6375 priv->show_on_set_parent = TRUE;
6377 priv->needs_width_request = TRUE;
6378 priv->needs_height_request = TRUE;
6379 priv->needs_allocation = TRUE;
6381 priv->cached_width_age = 1;
6382 priv->cached_height_age = 1;
6384 priv->opacity_override = -1;
6385 priv->enable_model_view_transform = TRUE;
6387 /* Initialize an empty paint volume to start with */
6388 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6389 priv->last_paint_volume_valid = TRUE;
6391 priv->transform_valid = FALSE;
6395 * clutter_actor_new:
6397 * Creates a new #ClutterActor.
6399 * A newly created actor has a floating reference, which will be sunk
6400 * when it is added to another actor.
6402 * Return value: (transfer full): the newly created #ClutterActor
6407 clutter_actor_new (void)
6409 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
6413 * clutter_actor_destroy:
6414 * @self: a #ClutterActor
6416 * Destroys an actor. When an actor is destroyed, it will break any
6417 * references it holds to other objects. If the actor is inside a
6418 * container, the actor will be removed.
6420 * When you destroy a container, its children will be destroyed as well.
6422 * Note: you cannot destroy the #ClutterStage returned by
6423 * clutter_stage_get_default().
6426 clutter_actor_destroy (ClutterActor *self)
6428 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6430 g_object_ref (self);
6432 /* avoid recursion while destroying */
6433 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
6435 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6437 g_object_run_dispose (G_OBJECT (self));
6439 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6442 g_object_unref (self);
6446 _clutter_actor_finish_queue_redraw (ClutterActor *self,
6447 ClutterPaintVolume *clip)
6449 ClutterActorPrivate *priv = self->priv;
6450 ClutterPaintVolume *pv;
6453 /* If we've been explicitly passed a clip volume then there's
6454 * nothing more to calculate, but otherwise the only thing we know
6455 * is that the change is constrained to the given actor.
6457 * The idea is that if we know the paint volume for where the actor
6458 * was last drawn (in eye coordinates) and we also have the paint
6459 * volume for where it will be drawn next (in actor coordinates)
6460 * then if we queue a redraw for both these volumes that will cover
6461 * everything that needs to be redrawn to clear the old view and
6462 * show the latest view of the actor.
6464 * Don't clip this redraw if we don't know what position we had for
6465 * the previous redraw since we don't know where to set the clip so
6466 * it will clear the actor as it is currently.
6470 _clutter_actor_set_queue_redraw_clip (self, clip);
6473 else if (G_LIKELY (priv->last_paint_volume_valid))
6475 pv = _clutter_actor_get_paint_volume_mutable (self);
6478 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
6480 /* make sure we redraw the actors old position... */
6481 _clutter_actor_set_queue_redraw_clip (stage,
6482 &priv->last_paint_volume);
6483 _clutter_actor_signal_queue_redraw (stage, stage);
6484 _clutter_actor_set_queue_redraw_clip (stage, NULL);
6486 /* XXX: Ideally the redraw signal would take a clip volume
6487 * argument, but that would be an ABI break. Until we can
6488 * break the ABI we pass the argument out-of-band
6491 /* setup the clip for the actors new position... */
6492 _clutter_actor_set_queue_redraw_clip (self, pv);
6501 _clutter_actor_signal_queue_redraw (self, self);
6503 /* Just in case anyone is manually firing redraw signals without
6504 * using the public queue_redraw() API we are careful to ensure that
6505 * our out-of-band clip member is cleared before returning...
6507 * Note: A NULL clip denotes a full-stage, un-clipped redraw
6509 if (G_LIKELY (clipped))
6510 _clutter_actor_set_queue_redraw_clip (self, NULL);
6512 priv->queue_redraw_entry = NULL;
6516 _clutter_actor_get_allocation_clip (ClutterActor *self,
6517 ClutterActorBox *clip)
6519 ClutterActorBox allocation;
6521 /* XXX: we don't care if we get an out of date allocation here
6522 * because clutter_actor_queue_redraw_with_clip knows to ignore
6523 * the clip if the actor's allocation is invalid.
6525 * This is noted because clutter_actor_get_allocation_box does some
6526 * unnecessary work to support buggy code with a comment suggesting
6527 * that it could be changed later which would be good for this use
6530 clutter_actor_get_allocation_box (self, &allocation);
6532 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
6533 * actor's own coordinate space but the allocation is in parent
6537 clip->x2 = allocation.x2 - allocation.x1;
6538 clip->y2 = allocation.y2 - allocation.y1;
6542 _clutter_actor_queue_redraw_full (ClutterActor *self,
6543 ClutterRedrawFlags flags,
6544 ClutterPaintVolume *volume,
6545 ClutterEffect *effect)
6547 ClutterActorPrivate *priv = self->priv;
6548 ClutterPaintVolume allocation_pv;
6549 ClutterPaintVolume *pv;
6550 gboolean should_free_pv;
6551 ClutterActor *stage;
6553 /* Here's an outline of the actor queue redraw mechanism:
6555 * The process starts in one of the following two functions which
6556 * are wrappers for this function:
6557 * clutter_actor_queue_redraw
6558 * _clutter_actor_queue_redraw_with_clip
6560 * additionally, an effect can queue a redraw by wrapping this
6561 * function in clutter_effect_queue_rerun
6563 * This functions queues an entry in a list associated with the
6564 * stage which is a list of actors that queued a redraw while
6565 * updating the timelines, performing layouting and processing other
6566 * mainloop sources before the next paint starts.
6568 * We aim to minimize the processing done at this point because
6569 * there is a good chance other events will happen while updating
6570 * the scenegraph that would invalidate any expensive work we might
6571 * otherwise try to do here. For example we don't try and resolve
6572 * the screen space bounding box of an actor at this stage so as to
6573 * minimize how much of the screen redraw because it's possible
6574 * something else will happen which will force a full redraw anyway.
6576 * When all updates are complete and we come to paint the stage then
6577 * we iterate this list and actually emit the "queue-redraw" signals
6578 * for each of the listed actors which will bubble up to the stage
6579 * for each actor and at that point we will transform the actors
6580 * paint volume into screen coordinates to determine the clip region
6581 * for what needs to be redrawn in the next paint.
6583 * Besides minimizing redundant work another reason for this
6584 * deferred design is that it's more likely we will be able to
6585 * determine the paint volume of an actor once we've finished
6586 * updating the scenegraph because its allocation should be up to
6587 * date. NB: If we can't determine an actors paint volume then we
6588 * can't automatically queue a clipped redraw which can make a big
6589 * difference to performance.
6591 * So the control flow goes like this:
6592 * One of clutter_actor_queue_redraw,
6593 * _clutter_actor_queue_redraw_with_clip
6594 * or clutter_effect_queue_rerun
6596 * then control moves to:
6597 * _clutter_stage_queue_actor_redraw
6599 * later during _clutter_stage_do_update, once relayouting is done
6600 * and the scenegraph has been updated we will call:
6601 * _clutter_stage_finish_queue_redraws
6603 * _clutter_stage_finish_queue_redraws will call
6604 * _clutter_actor_finish_queue_redraw for each listed actor.
6605 * Note: actors *are* allowed to queue further redraws during this
6606 * process (considering clone actors or texture_new_from_actor which
6607 * respond to their source queueing a redraw by queuing a redraw
6608 * themselves). We repeat the process until the list is empty.
6610 * This will result in the "queue-redraw" signal being fired for
6611 * each actor which will pass control to the default signal handler:
6612 * clutter_actor_real_queue_redraw
6614 * This will bubble up to the stages handler:
6615 * clutter_stage_real_queue_redraw
6617 * clutter_stage_real_queue_redraw will transform the actors paint
6618 * volume into screen space and add it as a clip region for the next
6622 /* ignore queueing a redraw for actors being destroyed */
6623 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6626 stage = _clutter_actor_get_stage_internal (self);
6628 /* Ignore queueing a redraw for actors not descended from a stage */
6632 /* ignore queueing a redraw on stages that are being destroyed */
6633 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
6636 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
6638 ClutterActorBox allocation_clip;
6639 ClutterVertex origin;
6641 /* If the actor doesn't have a valid allocation then we will
6642 * queue a full stage redraw. */
6643 if (priv->needs_allocation)
6645 /* NB: NULL denotes an undefined clip which will result in a
6647 _clutter_actor_set_queue_redraw_clip (self, NULL);
6648 _clutter_actor_signal_queue_redraw (self, self);
6652 _clutter_paint_volume_init_static (&allocation_pv, self);
6653 pv = &allocation_pv;
6655 _clutter_actor_get_allocation_clip (self, &allocation_clip);
6657 origin.x = allocation_clip.x1;
6658 origin.y = allocation_clip.y1;
6660 clutter_paint_volume_set_origin (pv, &origin);
6661 clutter_paint_volume_set_width (pv,
6662 allocation_clip.x2 - allocation_clip.x1);
6663 clutter_paint_volume_set_height (pv,
6664 allocation_clip.y2 -
6665 allocation_clip.y1);
6666 should_free_pv = TRUE;
6671 should_free_pv = FALSE;
6674 self->priv->queue_redraw_entry =
6675 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
6676 priv->queue_redraw_entry,
6681 clutter_paint_volume_free (pv);
6683 /* If this is the first redraw queued then we can directly use the
6685 if (!priv->is_dirty)
6686 priv->effect_to_redraw = effect;
6687 /* Otherwise we need to merge it with the existing effect parameter */
6688 else if (effect != NULL)
6690 /* If there's already an effect then we need to use whichever is
6691 later in the chain of actors. Otherwise a full redraw has
6692 already been queued on the actor so we need to ignore the
6694 if (priv->effect_to_redraw != NULL)
6696 if (priv->effects == NULL)
6697 g_warning ("Redraw queued with an effect that is "
6698 "not applied to the actor");
6703 for (l = _clutter_meta_group_peek_metas (priv->effects);
6707 if (l->data == priv->effect_to_redraw ||
6709 priv->effect_to_redraw = l->data;
6716 /* If no effect is specified then we need to redraw the whole
6718 priv->effect_to_redraw = NULL;
6721 priv->is_dirty = TRUE;
6725 * clutter_actor_queue_redraw:
6726 * @self: A #ClutterActor
6728 * Queues up a redraw of an actor and any children. The redraw occurs
6729 * once the main loop becomes idle (after the current batch of events
6730 * has been processed, roughly).
6732 * Applications rarely need to call this, as redraws are handled
6733 * automatically by modification functions.
6735 * This function will not do anything if @self is not visible, or
6736 * if the actor is inside an invisible part of the scenegraph.
6738 * Also be aware that painting is a NOP for actors with an opacity of
6741 * When you are implementing a custom actor you must queue a redraw
6742 * whenever some private state changes that will affect painting or
6743 * picking of your actor.
6746 clutter_actor_queue_redraw (ClutterActor *self)
6748 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6750 _clutter_actor_queue_redraw_full (self,
6752 NULL, /* clip volume */
6757 * _clutter_actor_queue_redraw_with_clip:
6758 * @self: A #ClutterActor
6759 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
6760 * this queue redraw.
6761 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
6762 * redrawn or %NULL if you are just using a @flag to state your
6765 * Queues up a clipped redraw of an actor and any children. The redraw
6766 * occurs once the main loop becomes idle (after the current batch of
6767 * events has been processed, roughly).
6769 * If no flags are given the clip volume is defined by @volume
6770 * specified in actor coordinates and tells Clutter that only content
6771 * within this volume has been changed so Clutter can optionally
6772 * optimize the redraw.
6774 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
6775 * should be %NULL and this tells Clutter to use the actor's current
6776 * allocation as a clip box. This flag can only be used for 2D actors,
6777 * because any actor with depth may be projected outside its
6780 * Applications rarely need to call this, as redraws are handled
6781 * automatically by modification functions.
6783 * This function will not do anything if @self is not visible, or if
6784 * the actor is inside an invisible part of the scenegraph.
6786 * Also be aware that painting is a NOP for actors with an opacity of
6789 * When you are implementing a custom actor you must queue a redraw
6790 * whenever some private state changes that will affect painting or
6791 * picking of your actor.
6794 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6795 ClutterRedrawFlags flags,
6796 ClutterPaintVolume *volume)
6798 _clutter_actor_queue_redraw_full (self,
6800 volume, /* clip volume */
6805 _clutter_actor_queue_only_relayout (ClutterActor *self)
6807 ClutterActorPrivate *priv = self->priv;
6809 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6812 if (priv->needs_width_request &&
6813 priv->needs_height_request &&
6814 priv->needs_allocation)
6815 return; /* save some cpu cycles */
6817 #if CLUTTER_ENABLE_DEBUG
6818 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
6820 g_warning ("The actor '%s' is currently inside an allocation "
6821 "cycle; calling clutter_actor_queue_relayout() is "
6823 _clutter_actor_get_debug_name (self));
6825 #endif /* CLUTTER_ENABLE_DEBUG */
6827 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
6831 * clutter_actor_queue_redraw_with_clip:
6832 * @self: a #ClutterActor
6833 * @clip: (allow-none): a rectangular clip region, or %NULL
6835 * Queues a redraw on @self limited to a specific, actor-relative
6838 * If @clip is %NULL this function is equivalent to
6839 * clutter_actor_queue_redraw().
6844 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6845 const cairo_rectangle_int_t *clip)
6847 ClutterPaintVolume volume;
6848 ClutterVertex origin;
6850 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6854 clutter_actor_queue_redraw (self);
6858 _clutter_paint_volume_init_static (&volume, self);
6864 clutter_paint_volume_set_origin (&volume, &origin);
6865 clutter_paint_volume_set_width (&volume, clip->width);
6866 clutter_paint_volume_set_height (&volume, clip->height);
6868 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
6870 clutter_paint_volume_free (&volume);
6874 * clutter_actor_queue_relayout:
6875 * @self: A #ClutterActor
6877 * Indicates that the actor's size request or other layout-affecting
6878 * properties may have changed. This function is used inside #ClutterActor
6879 * subclass implementations, not by applications directly.
6881 * Queueing a new layout automatically queues a redraw as well.
6886 clutter_actor_queue_relayout (ClutterActor *self)
6888 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6890 _clutter_actor_queue_only_relayout (self);
6891 clutter_actor_queue_redraw (self);
6895 * clutter_actor_get_preferred_size:
6896 * @self: a #ClutterActor
6897 * @min_width_p: (out) (allow-none): return location for the minimum
6899 * @min_height_p: (out) (allow-none): return location for the minimum
6901 * @natural_width_p: (out) (allow-none): return location for the natural
6903 * @natural_height_p: (out) (allow-none): return location for the natural
6906 * Computes the preferred minimum and natural size of an actor, taking into
6907 * account the actor's geometry management (either height-for-width
6908 * or width-for-height).
6910 * The width and height used to compute the preferred height and preferred
6911 * width are the actor's natural ones.
6913 * If you need to control the height for the preferred width, or the width for
6914 * the preferred height, you should use clutter_actor_get_preferred_width()
6915 * and clutter_actor_get_preferred_height(), and check the actor's preferred
6916 * geometry management using the #ClutterActor:request-mode property.
6921 clutter_actor_get_preferred_size (ClutterActor *self,
6922 gfloat *min_width_p,
6923 gfloat *min_height_p,
6924 gfloat *natural_width_p,
6925 gfloat *natural_height_p)
6927 ClutterActorPrivate *priv;
6928 gfloat min_width, min_height;
6929 gfloat natural_width, natural_height;
6931 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6935 min_width = min_height = 0;
6936 natural_width = natural_height = 0;
6938 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
6940 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
6941 clutter_actor_get_preferred_width (self, -1,
6944 clutter_actor_get_preferred_height (self, natural_width,
6950 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
6951 clutter_actor_get_preferred_height (self, -1,
6954 clutter_actor_get_preferred_width (self, natural_height,
6960 *min_width_p = min_width;
6963 *min_height_p = min_height;
6965 if (natural_width_p)
6966 *natural_width_p = natural_width;
6968 if (natural_height_p)
6969 *natural_height_p = natural_height;
6974 * @align: a #ClutterActorAlign
6975 * @direction: a #ClutterTextDirection
6977 * Retrieves the correct alignment depending on the text direction
6979 * Return value: the effective alignment
6981 static ClutterActorAlign
6982 effective_align (ClutterActorAlign align,
6983 ClutterTextDirection direction)
6985 ClutterActorAlign res;
6989 case CLUTTER_ACTOR_ALIGN_START:
6990 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6991 ? CLUTTER_ACTOR_ALIGN_END
6992 : CLUTTER_ACTOR_ALIGN_START;
6995 case CLUTTER_ACTOR_ALIGN_END:
6996 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6997 ? CLUTTER_ACTOR_ALIGN_START
6998 : CLUTTER_ACTOR_ALIGN_END;
7010 adjust_for_margin (float margin_start,
7012 float *minimum_size,
7013 float *natural_size,
7014 float *allocated_start,
7015 float *allocated_end)
7017 *minimum_size -= (margin_start + margin_end);
7018 *natural_size -= (margin_start + margin_end);
7019 *allocated_start += margin_start;
7020 *allocated_end -= margin_end;
7024 adjust_for_alignment (ClutterActorAlign alignment,
7026 float *allocated_start,
7027 float *allocated_end)
7029 float allocated_size = *allocated_end - *allocated_start;
7033 case CLUTTER_ACTOR_ALIGN_FILL:
7037 case CLUTTER_ACTOR_ALIGN_START:
7039 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7042 case CLUTTER_ACTOR_ALIGN_END:
7043 if (allocated_size > natural_size)
7045 *allocated_start += (allocated_size - natural_size);
7046 *allocated_end = *allocated_start + natural_size;
7050 case CLUTTER_ACTOR_ALIGN_CENTER:
7051 if (allocated_size > natural_size)
7053 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7054 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7061 * clutter_actor_adjust_width:
7062 * @self: a #ClutterActor
7063 * @minimum_width: (inout): the actor's preferred minimum width, which
7064 * will be adjusted depending on the margin
7065 * @natural_width: (inout): the actor's preferred natural width, which
7066 * will be adjusted depending on the margin
7067 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7068 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7070 * Adjusts the preferred and allocated position and size of an actor,
7071 * depending on the margin and alignment properties.
7074 clutter_actor_adjust_width (ClutterActor *self,
7075 gfloat *minimum_width,
7076 gfloat *natural_width,
7077 gfloat *adjusted_x1,
7078 gfloat *adjusted_x2)
7080 ClutterTextDirection text_dir;
7081 const ClutterLayoutInfo *info;
7083 info = _clutter_actor_get_layout_info_or_defaults (self);
7084 text_dir = clutter_actor_get_text_direction (self);
7086 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7088 /* this will tweak natural_width to remove the margin, so that
7089 * adjust_for_alignment() will use the correct size
7091 adjust_for_margin (info->margin.left, info->margin.right,
7092 minimum_width, natural_width,
7093 adjusted_x1, adjusted_x2);
7095 adjust_for_alignment (effective_align (info->x_align, text_dir),
7097 adjusted_x1, adjusted_x2);
7101 * clutter_actor_adjust_height:
7102 * @self: a #ClutterActor
7103 * @minimum_height: (inout): the actor's preferred minimum height, which
7104 * will be adjusted depending on the margin
7105 * @natural_height: (inout): the actor's preferred natural height, which
7106 * will be adjusted depending on the margin
7107 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7108 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7110 * Adjusts the preferred and allocated position and size of an actor,
7111 * depending on the margin and alignment properties.
7114 clutter_actor_adjust_height (ClutterActor *self,
7115 gfloat *minimum_height,
7116 gfloat *natural_height,
7117 gfloat *adjusted_y1,
7118 gfloat *adjusted_y2)
7120 const ClutterLayoutInfo *info;
7122 info = _clutter_actor_get_layout_info_or_defaults (self);
7124 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7126 /* this will tweak natural_height to remove the margin, so that
7127 * adjust_for_alignment() will use the correct size
7129 adjust_for_margin (info->margin.top, info->margin.bottom,
7130 minimum_height, natural_height,
7134 /* we don't use effective_align() here, because text direction
7135 * only affects the horizontal axis
7137 adjust_for_alignment (info->y_align,
7144 /* looks for a cached size request for this for_size. If not
7145 * found, returns the oldest entry so it can be overwritten */
7147 _clutter_actor_get_cached_size_request (gfloat for_size,
7148 SizeRequest *cached_size_requests,
7149 SizeRequest **result)
7153 *result = &cached_size_requests[0];
7155 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7159 sr = &cached_size_requests[i];
7162 sr->for_size == for_size)
7164 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7168 else if (sr->age < (*result)->age)
7174 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7180 * clutter_actor_get_preferred_width:
7181 * @self: A #ClutterActor
7182 * @for_height: available height when computing the preferred width,
7183 * or a negative value to indicate that no height is defined
7184 * @min_width_p: (out) (allow-none): return location for minimum width,
7186 * @natural_width_p: (out) (allow-none): return location for the natural
7189 * Computes the requested minimum and natural widths for an actor,
7190 * optionally depending on the specified height, or if they are
7191 * already computed, returns the cached values.
7193 * An actor may not get its request - depending on the layout
7194 * manager that's in effect.
7196 * A request should not incorporate the actor's scale or anchor point;
7197 * those transformations do not affect layout, only rendering.
7202 clutter_actor_get_preferred_width (ClutterActor *self,
7204 gfloat *min_width_p,
7205 gfloat *natural_width_p)
7207 float request_min_width, request_natural_width;
7208 SizeRequest *cached_size_request;
7209 const ClutterLayoutInfo *info;
7210 ClutterActorPrivate *priv;
7211 gboolean found_in_cache;
7213 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7217 info = _clutter_actor_get_layout_info_or_defaults (self);
7219 /* we shortcircuit the case of a fixed size set using set_width() */
7220 if (priv->min_width_set && priv->natural_width_set)
7222 if (min_width_p != NULL)
7223 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7225 if (natural_width_p != NULL)
7226 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7231 /* the remaining cases are:
7233 * - either min_width or natural_width have been set
7234 * - neither min_width or natural_width have been set
7236 * in both cases, we go through the cache (and through the actor in case
7237 * of cache misses) and determine the authoritative value depending on
7241 if (!priv->needs_width_request)
7244 _clutter_actor_get_cached_size_request (for_height,
7245 priv->width_requests,
7246 &cached_size_request);
7250 /* if the actor needs a width request we use the first slot */
7251 found_in_cache = FALSE;
7252 cached_size_request = &priv->width_requests[0];
7255 if (!found_in_cache)
7257 gfloat minimum_width, natural_width;
7258 ClutterActorClass *klass;
7260 minimum_width = natural_width = 0;
7262 /* adjust for the margin */
7263 if (for_height >= 0)
7265 for_height -= (info->margin.top + info->margin.bottom);
7270 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7272 klass = CLUTTER_ACTOR_GET_CLASS (self);
7273 klass->get_preferred_width (self, for_height,
7277 /* adjust for the margin */
7278 minimum_width += (info->margin.left + info->margin.right);
7279 natural_width += (info->margin.left + info->margin.right);
7281 /* Due to accumulated float errors, it's better not to warn
7282 * on this, but just fix it.
7284 if (natural_width < minimum_width)
7285 natural_width = minimum_width;
7287 cached_size_request->min_size = minimum_width;
7288 cached_size_request->natural_size = natural_width;
7289 cached_size_request->for_size = for_height;
7290 cached_size_request->age = priv->cached_width_age;
7292 priv->cached_width_age += 1;
7293 priv->needs_width_request = FALSE;
7296 if (!priv->min_width_set)
7297 request_min_width = cached_size_request->min_size;
7299 request_min_width = info->min_width;
7301 if (!priv->natural_width_set)
7302 request_natural_width = cached_size_request->natural_size;
7304 request_natural_width = info->natural_width;
7307 *min_width_p = request_min_width;
7309 if (natural_width_p)
7310 *natural_width_p = request_natural_width;
7314 * clutter_actor_get_preferred_height:
7315 * @self: A #ClutterActor
7316 * @for_width: available width to assume in computing desired height,
7317 * or a negative value to indicate that no width is defined
7318 * @min_height_p: (out) (allow-none): return location for minimum height,
7320 * @natural_height_p: (out) (allow-none): return location for natural
7323 * Computes the requested minimum and natural heights for an actor,
7324 * or if they are already computed, returns the cached values.
7326 * An actor may not get its request - depending on the layout
7327 * manager that's in effect.
7329 * A request should not incorporate the actor's scale or anchor point;
7330 * those transformations do not affect layout, only rendering.
7335 clutter_actor_get_preferred_height (ClutterActor *self,
7337 gfloat *min_height_p,
7338 gfloat *natural_height_p)
7340 float request_min_height, request_natural_height;
7341 SizeRequest *cached_size_request;
7342 const ClutterLayoutInfo *info;
7343 ClutterActorPrivate *priv;
7344 gboolean found_in_cache;
7346 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7350 info = _clutter_actor_get_layout_info_or_defaults (self);
7352 /* we shortcircuit the case of a fixed size set using set_height() */
7353 if (priv->min_height_set && priv->natural_height_set)
7355 if (min_height_p != NULL)
7356 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7358 if (natural_height_p != NULL)
7359 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7364 /* the remaining cases are:
7366 * - either min_height or natural_height have been set
7367 * - neither min_height or natural_height have been set
7369 * in both cases, we go through the cache (and through the actor in case
7370 * of cache misses) and determine the authoritative value depending on
7374 if (!priv->needs_height_request)
7377 _clutter_actor_get_cached_size_request (for_width,
7378 priv->height_requests,
7379 &cached_size_request);
7383 found_in_cache = FALSE;
7384 cached_size_request = &priv->height_requests[0];
7387 if (!found_in_cache)
7389 gfloat minimum_height, natural_height;
7390 ClutterActorClass *klass;
7392 minimum_height = natural_height = 0;
7394 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
7396 /* adjust for margin */
7399 for_width -= (info->margin.left + info->margin.right);
7404 klass = CLUTTER_ACTOR_GET_CLASS (self);
7405 klass->get_preferred_height (self, for_width,
7409 /* adjust for margin */
7410 minimum_height += (info->margin.top + info->margin.bottom);
7411 natural_height += (info->margin.top + info->margin.bottom);
7413 /* Due to accumulated float errors, it's better not to warn
7414 * on this, but just fix it.
7416 if (natural_height < minimum_height)
7417 natural_height = minimum_height;
7419 cached_size_request->min_size = minimum_height;
7420 cached_size_request->natural_size = natural_height;
7421 cached_size_request->for_size = for_width;
7422 cached_size_request->age = priv->cached_height_age;
7424 priv->cached_height_age += 1;
7425 priv->needs_height_request = FALSE;
7428 if (!priv->min_height_set)
7429 request_min_height = cached_size_request->min_size;
7431 request_min_height = info->min_height;
7433 if (!priv->natural_height_set)
7434 request_natural_height = cached_size_request->natural_size;
7436 request_natural_height = info->natural_height;
7439 *min_height_p = request_min_height;
7441 if (natural_height_p)
7442 *natural_height_p = request_natural_height;
7446 * clutter_actor_get_allocation_box:
7447 * @self: A #ClutterActor
7448 * @box: (out): the function fills this in with the actor's allocation
7450 * Gets the layout box an actor has been assigned. The allocation can
7451 * only be assumed valid inside a paint() method; anywhere else, it
7452 * may be out-of-date.
7454 * An allocation does not incorporate the actor's scale or anchor point;
7455 * those transformations do not affect layout, only rendering.
7457 * <note>Do not call any of the clutter_actor_get_allocation_*() family
7458 * of functions inside the implementation of the get_preferred_width()
7459 * or get_preferred_height() virtual functions.</note>
7464 clutter_actor_get_allocation_box (ClutterActor *self,
7465 ClutterActorBox *box)
7467 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7469 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
7470 * which limits calling get_allocation to inside paint() basically; or
7471 * we can 2) force a layout, which could be expensive if someone calls
7472 * get_allocation somewhere silly; or we can 3) just return the latest
7473 * value, allowing it to be out-of-date, and assume people know what
7476 * The least-surprises approach that keeps existing code working is
7477 * likely to be 2). People can end up doing some inefficient things,
7478 * though, and in general code that requires 2) is probably broken.
7481 /* this implements 2) */
7482 if (G_UNLIKELY (self->priv->needs_allocation))
7484 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7486 /* do not queue a relayout on an unparented actor */
7488 _clutter_stage_maybe_relayout (stage);
7491 /* commenting out the code above and just keeping this assigment
7494 *box = self->priv->allocation;
7498 * clutter_actor_get_allocation_geometry:
7499 * @self: A #ClutterActor
7500 * @geom: (out): allocation geometry in pixels
7502 * Gets the layout box an actor has been assigned. The allocation can
7503 * only be assumed valid inside a paint() method; anywhere else, it
7504 * may be out-of-date.
7506 * An allocation does not incorporate the actor's scale or anchor point;
7507 * those transformations do not affect layout, only rendering.
7509 * The returned rectangle is in pixels.
7514 clutter_actor_get_allocation_geometry (ClutterActor *self,
7515 ClutterGeometry *geom)
7517 ClutterActorBox box;
7519 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7520 g_return_if_fail (geom != NULL);
7522 clutter_actor_get_allocation_box (self, &box);
7524 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
7525 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
7526 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
7527 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
7531 clutter_actor_update_constraints (ClutterActor *self,
7532 ClutterActorBox *allocation)
7534 ClutterActorPrivate *priv = self->priv;
7535 const GList *constraints, *l;
7537 if (priv->constraints == NULL)
7540 constraints = _clutter_meta_group_peek_metas (priv->constraints);
7541 for (l = constraints; l != NULL; l = l->next)
7543 ClutterConstraint *constraint = l->data;
7544 ClutterActorMeta *meta = l->data;
7546 if (clutter_actor_meta_get_enabled (meta))
7548 _clutter_constraint_update_allocation (constraint,
7556 * clutter_actor_adjust_allocation:
7557 * @self: a #ClutterActor
7558 * @allocation: (inout): the allocation to adjust
7560 * Adjusts the passed allocation box taking into account the actor's
7561 * layout information, like alignment, expansion, and margin.
7564 clutter_actor_adjust_allocation (ClutterActor *self,
7565 ClutterActorBox *allocation)
7567 ClutterActorBox adj_allocation;
7568 float alloc_width, alloc_height;
7569 float min_width, min_height;
7570 float nat_width, nat_height;
7571 ClutterRequestMode req_mode;
7573 adj_allocation = *allocation;
7575 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
7577 /* we want to hit the cache, so we use the public API */
7578 req_mode = clutter_actor_get_request_mode (self);
7580 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7582 clutter_actor_get_preferred_width (self, -1,
7585 clutter_actor_get_preferred_height (self, alloc_width,
7589 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
7591 clutter_actor_get_preferred_height (self, -1,
7594 clutter_actor_get_preferred_height (self, alloc_height,
7599 #ifdef CLUTTER_ENABLE_DEBUG
7600 /* warn about underallocations */
7601 if (_clutter_diagnostic_enabled () &&
7602 (floorf (min_width - alloc_width) > 0 ||
7603 floorf (min_height - alloc_height) > 0))
7605 ClutterActor *parent = clutter_actor_get_parent (self);
7607 /* the only actors that are allowed to be underallocated are the Stage,
7608 * as it doesn't have an implicit size, and Actors that specifically
7609 * told us that they want to opt-out from layout control mechanisms
7610 * through the NO_LAYOUT escape hatch.
7612 if (parent != NULL &&
7613 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
7615 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
7616 "of %.2f x %.2f from its parent actor '%s', but its "
7617 "requested minimum size is of %.2f x %.2f",
7618 _clutter_actor_get_debug_name (self),
7619 alloc_width, alloc_height,
7620 _clutter_actor_get_debug_name (parent),
7621 min_width, min_height);
7626 clutter_actor_adjust_width (self,
7630 &adj_allocation.x2);
7632 clutter_actor_adjust_height (self,
7636 &adj_allocation.y2);
7638 /* we maintain the invariant that an allocation cannot be adjusted
7639 * to be outside the parent-given box
7641 if (adj_allocation.x1 < allocation->x1 ||
7642 adj_allocation.y1 < allocation->y1 ||
7643 adj_allocation.x2 > allocation->x2 ||
7644 adj_allocation.y2 > allocation->y2)
7646 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
7647 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
7648 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
7649 _clutter_actor_get_debug_name (self),
7650 adj_allocation.x1, adj_allocation.y1,
7651 adj_allocation.x2 - adj_allocation.x1,
7652 adj_allocation.y2 - adj_allocation.y1,
7653 allocation->x1, allocation->y1,
7654 allocation->x2 - allocation->x1,
7655 allocation->y2 - allocation->y1);
7659 *allocation = adj_allocation;
7663 * clutter_actor_allocate:
7664 * @self: A #ClutterActor
7665 * @box: new allocation of the actor, in parent-relative coordinates
7666 * @flags: flags that control the allocation
7668 * Called by the parent of an actor to assign the actor its size.
7669 * Should never be called by applications (except when implementing
7670 * a container or layout manager).
7672 * Actors can know from their allocation box whether they have moved
7673 * with respect to their parent actor. The @flags parameter describes
7674 * additional information about the allocation, for instance whether
7675 * the parent has moved with respect to the stage, for example because
7676 * a grandparent's origin has moved.
7681 clutter_actor_allocate (ClutterActor *self,
7682 const ClutterActorBox *box,
7683 ClutterAllocationFlags flags)
7685 ClutterActorPrivate *priv;
7686 ClutterActorClass *klass;
7687 ClutterActorBox old_allocation, real_allocation;
7688 gboolean origin_changed, child_moved, size_changed;
7689 gboolean stage_allocation_changed;
7691 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7692 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
7694 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
7695 "which isn't a descendent of the stage!\n",
7696 self, _clutter_actor_get_debug_name (self));
7702 old_allocation = priv->allocation;
7703 real_allocation = *box;
7705 /* constraints are allowed to modify the allocation only here; we do
7706 * this prior to all the other checks so that we can bail out if the
7707 * allocation did not change
7709 clutter_actor_update_constraints (self, &real_allocation);
7711 /* adjust the allocation depending on the align/margin properties */
7712 clutter_actor_adjust_allocation (self, &real_allocation);
7714 if (real_allocation.x2 < real_allocation.x1 ||
7715 real_allocation.y2 < real_allocation.y1)
7717 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
7718 _clutter_actor_get_debug_name (self),
7719 real_allocation.x2 - real_allocation.x1,
7720 real_allocation.y2 - real_allocation.y1);
7723 /* we allow 0-sized actors, but not negative-sized ones */
7724 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
7725 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
7727 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
7729 child_moved = (real_allocation.x1 != old_allocation.x1 ||
7730 real_allocation.y1 != old_allocation.y1);
7732 size_changed = (real_allocation.x2 != old_allocation.x2 ||
7733 real_allocation.y2 != old_allocation.y2);
7735 if (origin_changed || child_moved || size_changed)
7736 stage_allocation_changed = TRUE;
7738 stage_allocation_changed = FALSE;
7740 /* If we get an allocation "out of the blue"
7741 * (we did not queue relayout), then we want to
7742 * ignore it. But if we have needs_allocation set,
7743 * we want to guarantee that allocate() virtual
7744 * method is always called, i.e. that queue_relayout()
7745 * always results in an allocate() invocation on
7748 * The optimization here is to avoid re-allocating
7749 * actors that did not queue relayout and were
7752 if (!priv->needs_allocation && !stage_allocation_changed)
7754 CLUTTER_NOTE (LAYOUT, "No allocation needed");
7758 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
7759 * clutter_actor_allocate(), it indicates whether the parent has its
7760 * absolute origin moved; when passed in to ClutterActor::allocate()
7761 * virtual method though, it indicates whether the child has its
7762 * absolute origin moved. So we set it when child_moved is TRUE
7765 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
7767 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7769 klass = CLUTTER_ACTOR_GET_CLASS (self);
7770 klass->allocate (self, &real_allocation, flags);
7772 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7774 if (stage_allocation_changed)
7775 clutter_actor_queue_redraw (self);
7779 * clutter_actor_set_allocation:
7780 * @self: a #ClutterActor
7781 * @box: a #ClutterActorBox
7782 * @flags: allocation flags
7784 * Stores the allocation of @self as defined by @box.
7786 * This function can only be called from within the implementation of
7787 * the #ClutterActorClass.allocate() virtual function.
7789 * The allocation should have been adjusted to take into account constraints,
7790 * alignment, and margin properties. If you are implementing a #ClutterActor
7791 * subclass that provides its own layout management policy for its children
7792 * instead of using a #ClutterLayoutManager delegate, you should not call
7793 * this function on the children of @self; instead, you should call
7794 * clutter_actor_allocate(), which will adjust the allocation box for
7797 * This function should only be used by subclasses of #ClutterActor
7798 * that wish to store their allocation but cannot chain up to the
7799 * parent's implementation; the default implementation of the
7800 * #ClutterActorClass.allocate() virtual function will call this
7803 * It is important to note that, while chaining up was the recommended
7804 * behaviour for #ClutterActor subclasses prior to the introduction of
7805 * this function, it is recommended to call clutter_actor_set_allocation()
7808 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
7809 * to handle the allocation of its children, this function will call
7810 * the clutter_layout_manager_allocate() function only if the
7811 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
7812 * expected that the subclass will call clutter_layout_manager_allocate()
7813 * by itself. For instance, the following code:
7817 * my_actor_allocate (ClutterActor *actor,
7818 * const ClutterActorBox *allocation,
7819 * ClutterAllocationFlags flags)
7821 * ClutterActorBox new_alloc;
7822 * ClutterAllocationFlags new_flags;
7824 * adjust_allocation (allocation, &new_alloc);
7826 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
7828 * /* this will use the layout manager set on the actor */
7829 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
7833 * is equivalent to this:
7837 * my_actor_allocate (ClutterActor *actor,
7838 * const ClutterActorBox *allocation,
7839 * ClutterAllocationFlags flags)
7841 * ClutterLayoutManager *layout;
7842 * ClutterActorBox new_alloc;
7844 * adjust_allocation (allocation, &new_alloc);
7846 * clutter_actor_set_allocation (actor, &new_alloc, flags);
7848 * layout = clutter_actor_get_layout_manager (actor);
7849 * clutter_layout_manager_allocate (layout,
7850 * CLUTTER_CONTAINER (actor),
7859 clutter_actor_set_allocation (ClutterActor *self,
7860 const ClutterActorBox *box,
7861 ClutterAllocationFlags flags)
7863 ClutterActorPrivate *priv;
7866 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7867 g_return_if_fail (box != NULL);
7869 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
7871 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
7872 "can only be called from within the implementation of "
7873 "the ClutterActor::allocate() virtual function.");
7879 g_object_freeze_notify (G_OBJECT (self));
7881 changed = clutter_actor_set_allocation_internal (self, box, flags);
7883 /* we allocate our children before we notify changes in our geometry,
7884 * so that people connecting to properties will be able to get valid
7885 * data out of the sub-tree of the scene graph that has this actor at
7888 clutter_actor_maybe_layout_children (self, box, flags);
7891 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
7893 priv->allocation_flags);
7895 g_object_thaw_notify (G_OBJECT (self));
7899 * clutter_actor_set_geometry:
7900 * @self: A #ClutterActor
7901 * @geometry: A #ClutterGeometry
7903 * Sets the actor's fixed position and forces its minimum and natural
7904 * size, in pixels. This means the untransformed actor will have the
7905 * given geometry. This is the same as calling clutter_actor_set_position()
7906 * and clutter_actor_set_size().
7908 * Deprecated: 1.10: Use clutter_actor_set_position() and
7909 * clutter_actor_set_size() instead.
7912 clutter_actor_set_geometry (ClutterActor *self,
7913 const ClutterGeometry *geometry)
7915 g_object_freeze_notify (G_OBJECT (self));
7917 clutter_actor_set_position (self, geometry->x, geometry->y);
7918 clutter_actor_set_size (self, geometry->width, geometry->height);
7920 g_object_thaw_notify (G_OBJECT (self));
7924 * clutter_actor_get_geometry:
7925 * @self: A #ClutterActor
7926 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
7928 * Gets the size and position of an actor relative to its parent
7929 * actor. This is the same as calling clutter_actor_get_position() and
7930 * clutter_actor_get_size(). It tries to "do what you mean" and get the
7931 * requested size and position if the actor's allocation is invalid.
7933 * Deprecated: 1.10: Use clutter_actor_get_position() and
7934 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
7938 clutter_actor_get_geometry (ClutterActor *self,
7939 ClutterGeometry *geometry)
7941 gfloat x, y, width, height;
7943 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7944 g_return_if_fail (geometry != NULL);
7946 clutter_actor_get_position (self, &x, &y);
7947 clutter_actor_get_size (self, &width, &height);
7949 geometry->x = (int) x;
7950 geometry->y = (int) y;
7951 geometry->width = (int) width;
7952 geometry->height = (int) height;
7956 * clutter_actor_set_position:
7957 * @self: A #ClutterActor
7958 * @x: New left position of actor in pixels.
7959 * @y: New top position of actor in pixels.
7961 * Sets the actor's fixed position in pixels relative to any parent
7964 * If a layout manager is in use, this position will override the
7965 * layout manager and force a fixed position.
7968 clutter_actor_set_position (ClutterActor *self,
7972 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7974 g_object_freeze_notify (G_OBJECT (self));
7976 clutter_actor_set_x (self, x);
7977 clutter_actor_set_y (self, y);
7979 g_object_thaw_notify (G_OBJECT (self));
7983 * clutter_actor_get_fixed_position_set:
7984 * @self: A #ClutterActor
7986 * Checks whether an actor has a fixed position set (and will thus be
7987 * unaffected by any layout manager).
7989 * Return value: %TRUE if the fixed position is set on the actor
7994 clutter_actor_get_fixed_position_set (ClutterActor *self)
7996 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
7998 return self->priv->position_set;
8002 * clutter_actor_set_fixed_position_set:
8003 * @self: A #ClutterActor
8004 * @is_set: whether to use fixed position
8006 * Sets whether an actor has a fixed position set (and will thus be
8007 * unaffected by any layout manager).
8012 clutter_actor_set_fixed_position_set (ClutterActor *self,
8015 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8017 if (self->priv->position_set == (is_set != FALSE))
8020 self->priv->position_set = is_set != FALSE;
8021 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8023 clutter_actor_queue_relayout (self);
8027 * clutter_actor_move_by:
8028 * @self: A #ClutterActor
8029 * @dx: Distance to move Actor on X axis.
8030 * @dy: Distance to move Actor on Y axis.
8032 * Moves an actor by the specified distance relative to its current
8033 * position in pixels.
8035 * This function modifies the fixed position of an actor and thus removes
8036 * it from any layout management. Another way to move an actor is with an
8037 * anchor point, see clutter_actor_set_anchor_point().
8042 clutter_actor_move_by (ClutterActor *self,
8046 const ClutterLayoutInfo *info;
8049 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8051 info = _clutter_actor_get_layout_info_or_defaults (self);
8055 clutter_actor_set_position (self, x + dx, y + dy);
8059 clutter_actor_set_min_width (ClutterActor *self,
8062 ClutterActorPrivate *priv = self->priv;
8063 ClutterActorBox old = { 0, };
8064 ClutterLayoutInfo *info;
8066 /* if we are setting the size on a top-level actor and the
8067 * backend only supports static top-levels (e.g. framebuffers)
8068 * then we ignore the passed value and we override it with
8069 * the stage implementation's preferred size.
8071 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8072 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8075 info = _clutter_actor_get_layout_info (self);
8077 if (priv->min_width_set && min_width == info->min_width)
8080 g_object_freeze_notify (G_OBJECT (self));
8082 clutter_actor_store_old_geometry (self, &old);
8084 info->min_width = min_width;
8085 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8086 clutter_actor_set_min_width_set (self, TRUE);
8088 clutter_actor_notify_if_geometry_changed (self, &old);
8090 g_object_thaw_notify (G_OBJECT (self));
8092 clutter_actor_queue_relayout (self);
8096 clutter_actor_set_min_height (ClutterActor *self,
8100 ClutterActorPrivate *priv = self->priv;
8101 ClutterActorBox old = { 0, };
8102 ClutterLayoutInfo *info;
8104 /* if we are setting the size on a top-level actor and the
8105 * backend only supports static top-levels (e.g. framebuffers)
8106 * then we ignore the passed value and we override it with
8107 * the stage implementation's preferred size.
8109 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8110 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8113 info = _clutter_actor_get_layout_info (self);
8115 if (priv->min_height_set && min_height == info->min_height)
8118 g_object_freeze_notify (G_OBJECT (self));
8120 clutter_actor_store_old_geometry (self, &old);
8122 info->min_height = min_height;
8123 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8124 clutter_actor_set_min_height_set (self, TRUE);
8126 clutter_actor_notify_if_geometry_changed (self, &old);
8128 g_object_thaw_notify (G_OBJECT (self));
8130 clutter_actor_queue_relayout (self);
8134 clutter_actor_set_natural_width (ClutterActor *self,
8135 gfloat natural_width)
8137 ClutterActorPrivate *priv = self->priv;
8138 ClutterActorBox old = { 0, };
8139 ClutterLayoutInfo *info;
8141 /* if we are setting the size on a top-level actor and the
8142 * backend only supports static top-levels (e.g. framebuffers)
8143 * then we ignore the passed value and we override it with
8144 * the stage implementation's preferred size.
8146 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8147 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8150 info = _clutter_actor_get_layout_info (self);
8152 if (priv->natural_width_set && natural_width == info->natural_width)
8155 g_object_freeze_notify (G_OBJECT (self));
8157 clutter_actor_store_old_geometry (self, &old);
8159 info->natural_width = natural_width;
8160 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8161 clutter_actor_set_natural_width_set (self, TRUE);
8163 clutter_actor_notify_if_geometry_changed (self, &old);
8165 g_object_thaw_notify (G_OBJECT (self));
8167 clutter_actor_queue_relayout (self);
8171 clutter_actor_set_natural_height (ClutterActor *self,
8172 gfloat natural_height)
8174 ClutterActorPrivate *priv = self->priv;
8175 ClutterActorBox old = { 0, };
8176 ClutterLayoutInfo *info;
8178 /* if we are setting the size on a top-level actor and the
8179 * backend only supports static top-levels (e.g. framebuffers)
8180 * then we ignore the passed value and we override it with
8181 * the stage implementation's preferred size.
8183 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8184 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8187 info = _clutter_actor_get_layout_info (self);
8189 if (priv->natural_height_set && natural_height == info->natural_height)
8192 g_object_freeze_notify (G_OBJECT (self));
8194 clutter_actor_store_old_geometry (self, &old);
8196 info->natural_height = natural_height;
8197 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8198 clutter_actor_set_natural_height_set (self, TRUE);
8200 clutter_actor_notify_if_geometry_changed (self, &old);
8202 g_object_thaw_notify (G_OBJECT (self));
8204 clutter_actor_queue_relayout (self);
8208 clutter_actor_set_min_width_set (ClutterActor *self,
8209 gboolean use_min_width)
8211 ClutterActorPrivate *priv = self->priv;
8212 ClutterActorBox old = { 0, };
8214 if (priv->min_width_set == (use_min_width != FALSE))
8217 clutter_actor_store_old_geometry (self, &old);
8219 priv->min_width_set = use_min_width != FALSE;
8220 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8222 clutter_actor_notify_if_geometry_changed (self, &old);
8224 clutter_actor_queue_relayout (self);
8228 clutter_actor_set_min_height_set (ClutterActor *self,
8229 gboolean use_min_height)
8231 ClutterActorPrivate *priv = self->priv;
8232 ClutterActorBox old = { 0, };
8234 if (priv->min_height_set == (use_min_height != FALSE))
8237 clutter_actor_store_old_geometry (self, &old);
8239 priv->min_height_set = use_min_height != FALSE;
8240 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8242 clutter_actor_notify_if_geometry_changed (self, &old);
8244 clutter_actor_queue_relayout (self);
8248 clutter_actor_set_natural_width_set (ClutterActor *self,
8249 gboolean use_natural_width)
8251 ClutterActorPrivate *priv = self->priv;
8252 ClutterActorBox old = { 0, };
8254 if (priv->natural_width_set == (use_natural_width != FALSE))
8257 clutter_actor_store_old_geometry (self, &old);
8259 priv->natural_width_set = use_natural_width != FALSE;
8260 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8262 clutter_actor_notify_if_geometry_changed (self, &old);
8264 clutter_actor_queue_relayout (self);
8268 clutter_actor_set_natural_height_set (ClutterActor *self,
8269 gboolean use_natural_height)
8271 ClutterActorPrivate *priv = self->priv;
8272 ClutterActorBox old = { 0, };
8274 if (priv->natural_height_set == (use_natural_height != FALSE))
8277 clutter_actor_store_old_geometry (self, &old);
8279 priv->natural_height_set = use_natural_height != FALSE;
8280 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8282 clutter_actor_notify_if_geometry_changed (self, &old);
8284 clutter_actor_queue_relayout (self);
8288 * clutter_actor_set_request_mode:
8289 * @self: a #ClutterActor
8290 * @mode: the request mode
8292 * Sets the geometry request mode of @self.
8294 * The @mode determines the order for invoking
8295 * clutter_actor_get_preferred_width() and
8296 * clutter_actor_get_preferred_height()
8301 clutter_actor_set_request_mode (ClutterActor *self,
8302 ClutterRequestMode mode)
8304 ClutterActorPrivate *priv;
8306 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8310 if (priv->request_mode == mode)
8313 priv->request_mode = mode;
8315 priv->needs_width_request = TRUE;
8316 priv->needs_height_request = TRUE;
8318 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8320 clutter_actor_queue_relayout (self);
8324 * clutter_actor_get_request_mode:
8325 * @self: a #ClutterActor
8327 * Retrieves the geometry request mode of @self
8329 * Return value: the request mode for the actor
8334 clutter_actor_get_request_mode (ClutterActor *self)
8336 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8337 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8339 return self->priv->request_mode;
8342 /* variant of set_width() without checks and without notification
8343 * freeze+thaw, for internal usage only
8346 clutter_actor_set_width_internal (ClutterActor *self,
8351 /* the Stage will use the :min-width to control the minimum
8352 * width to be resized to, so we should not be setting it
8353 * along with the :natural-width
8355 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8356 clutter_actor_set_min_width (self, width);
8358 clutter_actor_set_natural_width (self, width);
8362 /* we only unset the :natural-width for the Stage */
8363 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8364 clutter_actor_set_min_width_set (self, FALSE);
8366 clutter_actor_set_natural_width_set (self, FALSE);
8370 /* variant of set_height() without checks and without notification
8371 * freeze+thaw, for internal usage only
8374 clutter_actor_set_height_internal (ClutterActor *self,
8379 /* see the comment above in set_width_internal() */
8380 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8381 clutter_actor_set_min_height (self, height);
8383 clutter_actor_set_natural_height (self, height);
8387 /* see the comment above in set_width_internal() */
8388 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8389 clutter_actor_set_min_height_set (self, FALSE);
8391 clutter_actor_set_natural_height_set (self, FALSE);
8396 * clutter_actor_set_size:
8397 * @self: A #ClutterActor
8398 * @width: New width of actor in pixels, or -1
8399 * @height: New height of actor in pixels, or -1
8401 * Sets the actor's size request in pixels. This overrides any
8402 * "normal" size request the actor would have. For example
8403 * a text actor might normally request the size of the text;
8404 * this function would force a specific size instead.
8406 * If @width and/or @height are -1 the actor will use its
8407 * "normal" size request instead of overriding it, i.e.
8408 * you can "unset" the size with -1.
8410 * This function sets or unsets both the minimum and natural size.
8413 clutter_actor_set_size (ClutterActor *self,
8417 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8419 g_object_freeze_notify (G_OBJECT (self));
8421 clutter_actor_set_width_internal (self, width);
8422 clutter_actor_set_height_internal (self, height);
8424 g_object_thaw_notify (G_OBJECT (self));
8428 * clutter_actor_get_size:
8429 * @self: A #ClutterActor
8430 * @width: (out) (allow-none): return location for the width, or %NULL.
8431 * @height: (out) (allow-none): return location for the height, or %NULL.
8433 * This function tries to "do what you mean" and return
8434 * the size an actor will have. If the actor has a valid
8435 * allocation, the allocation will be returned; otherwise,
8436 * the actors natural size request will be returned.
8438 * If you care whether you get the request vs. the allocation, you
8439 * should probably call a different function like
8440 * clutter_actor_get_allocation_box() or
8441 * clutter_actor_get_preferred_width().
8446 clutter_actor_get_size (ClutterActor *self,
8450 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8453 *width = clutter_actor_get_width (self);
8456 *height = clutter_actor_get_height (self);
8460 * clutter_actor_get_position:
8461 * @self: a #ClutterActor
8462 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8463 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8465 * This function tries to "do what you mean" and tell you where the
8466 * actor is, prior to any transformations. Retrieves the fixed
8467 * position of an actor in pixels, if one has been set; otherwise, if
8468 * the allocation is valid, returns the actor's allocated position;
8469 * otherwise, returns 0,0.
8471 * The returned position is in pixels.
8476 clutter_actor_get_position (ClutterActor *self,
8480 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8483 *x = clutter_actor_get_x (self);
8486 *y = clutter_actor_get_y (self);
8490 * clutter_actor_get_transformed_position:
8491 * @self: A #ClutterActor
8492 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8493 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8495 * Gets the absolute position of an actor, in pixels relative to the stage.
8500 clutter_actor_get_transformed_position (ClutterActor *self,
8507 v1.x = v1.y = v1.z = 0;
8508 clutter_actor_apply_transform_to_point (self, &v1, &v2);
8518 * clutter_actor_get_transformed_size:
8519 * @self: A #ClutterActor
8520 * @width: (out) (allow-none): return location for the width, or %NULL
8521 * @height: (out) (allow-none): return location for the height, or %NULL
8523 * Gets the absolute size of an actor in pixels, taking into account the
8526 * If the actor has a valid allocation, the allocated size will be used.
8527 * If the actor has not a valid allocation then the preferred size will
8528 * be transformed and returned.
8530 * If you want the transformed allocation, see
8531 * clutter_actor_get_abs_allocation_vertices() instead.
8533 * <note>When the actor (or one of its ancestors) is rotated around the
8534 * X or Y axis, it no longer appears as on the stage as a rectangle, but
8535 * as a generic quadrangle; in that case this function returns the size
8536 * of the smallest rectangle that encapsulates the entire quad. Please
8537 * note that in this case no assumptions can be made about the relative
8538 * position of this envelope to the absolute position of the actor, as
8539 * returned by clutter_actor_get_transformed_position(); if you need this
8540 * information, you need to use clutter_actor_get_abs_allocation_vertices()
8541 * to get the coords of the actual quadrangle.</note>
8546 clutter_actor_get_transformed_size (ClutterActor *self,
8550 ClutterActorPrivate *priv;
8552 gfloat x_min, x_max, y_min, y_max;
8555 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8559 /* if the actor hasn't been allocated yet, get the preferred
8560 * size and transform that
8562 if (priv->needs_allocation)
8564 gfloat natural_width, natural_height;
8565 ClutterActorBox box;
8567 /* Make a fake allocation to transform.
8569 * NB: _clutter_actor_transform_and_project_box expects a box in
8570 * the actor's coordinate space... */
8575 natural_width = natural_height = 0;
8576 clutter_actor_get_preferred_size (self, NULL, NULL,
8580 box.x2 = natural_width;
8581 box.y2 = natural_height;
8583 _clutter_actor_transform_and_project_box (self, &box, v);
8586 clutter_actor_get_abs_allocation_vertices (self, v);
8588 x_min = x_max = v[0].x;
8589 y_min = y_max = v[0].y;
8591 for (i = 1; i < G_N_ELEMENTS (v); ++i)
8607 *width = x_max - x_min;
8610 *height = y_max - y_min;
8614 * clutter_actor_get_width:
8615 * @self: A #ClutterActor
8617 * Retrieves the width of a #ClutterActor.
8619 * If the actor has a valid allocation, this function will return the
8620 * width of the allocated area given to the actor.
8622 * If the actor does not have a valid allocation, this function will
8623 * return the actor's natural width, that is the preferred width of
8626 * If you care whether you get the preferred width or the width that
8627 * has been assigned to the actor, you should probably call a different
8628 * function like clutter_actor_get_allocation_box() to retrieve the
8629 * allocated size or clutter_actor_get_preferred_width() to retrieve the
8632 * If an actor has a fixed width, for instance a width that has been
8633 * assigned using clutter_actor_set_width(), the width returned will
8634 * be the same value.
8636 * Return value: the width of the actor, in pixels
8639 clutter_actor_get_width (ClutterActor *self)
8641 ClutterActorPrivate *priv;
8643 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8647 if (priv->needs_allocation)
8649 gfloat natural_width = 0;
8651 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8652 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8655 gfloat natural_height = 0;
8657 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8658 clutter_actor_get_preferred_width (self, natural_height,
8663 return natural_width;
8666 return priv->allocation.x2 - priv->allocation.x1;
8670 * clutter_actor_get_height:
8671 * @self: A #ClutterActor
8673 * Retrieves the height of a #ClutterActor.
8675 * If the actor has a valid allocation, this function will return the
8676 * height of the allocated area given to the actor.
8678 * If the actor does not have a valid allocation, this function will
8679 * return the actor's natural height, that is the preferred height of
8682 * If you care whether you get the preferred height or the height that
8683 * has been assigned to the actor, you should probably call a different
8684 * function like clutter_actor_get_allocation_box() to retrieve the
8685 * allocated size or clutter_actor_get_preferred_height() to retrieve the
8688 * If an actor has a fixed height, for instance a height that has been
8689 * assigned using clutter_actor_set_height(), the height returned will
8690 * be the same value.
8692 * Return value: the height of the actor, in pixels
8695 clutter_actor_get_height (ClutterActor *self)
8697 ClutterActorPrivate *priv;
8699 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8703 if (priv->needs_allocation)
8705 gfloat natural_height = 0;
8707 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8709 gfloat natural_width = 0;
8711 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8712 clutter_actor_get_preferred_height (self, natural_width,
8713 NULL, &natural_height);
8716 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8718 return natural_height;
8721 return priv->allocation.y2 - priv->allocation.y1;
8725 * clutter_actor_set_width:
8726 * @self: A #ClutterActor
8727 * @width: Requested new width for the actor, in pixels, or -1
8729 * Forces a width on an actor, causing the actor's preferred width
8730 * and height (if any) to be ignored.
8732 * If @width is -1 the actor will use its preferred width request
8733 * instead of overriding it, i.e. you can "unset" the width with -1.
8735 * This function sets both the minimum and natural size of the actor.
8740 clutter_actor_set_width (ClutterActor *self,
8743 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8745 g_object_freeze_notify (G_OBJECT (self));
8747 clutter_actor_set_width_internal (self, width);
8749 g_object_thaw_notify (G_OBJECT (self));
8753 * clutter_actor_set_height:
8754 * @self: A #ClutterActor
8755 * @height: Requested new height for the actor, in pixels, or -1
8757 * Forces a height on an actor, causing the actor's preferred width
8758 * and height (if any) to be ignored.
8760 * If @height is -1 the actor will use its preferred height instead of
8761 * overriding it, i.e. you can "unset" the height with -1.
8763 * This function sets both the minimum and natural size of the actor.
8768 clutter_actor_set_height (ClutterActor *self,
8771 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8773 g_object_freeze_notify (G_OBJECT (self));
8775 clutter_actor_set_height_internal (self, height);
8777 g_object_thaw_notify (G_OBJECT (self));
8781 * clutter_actor_set_x:
8782 * @self: a #ClutterActor
8783 * @x: the actor's position on the X axis
8785 * Sets the actor's X coordinate, relative to its parent, in pixels.
8787 * Overrides any layout manager and forces a fixed position for
8793 clutter_actor_set_x (ClutterActor *self,
8796 ClutterActorBox old = { 0, };
8797 ClutterActorPrivate *priv;
8798 ClutterLayoutInfo *info;
8800 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8804 info = _clutter_actor_get_layout_info (self);
8806 if (priv->position_set && info->fixed_x == x)
8809 clutter_actor_store_old_geometry (self, &old);
8812 clutter_actor_set_fixed_position_set (self, TRUE);
8814 clutter_actor_notify_if_geometry_changed (self, &old);
8816 clutter_actor_queue_relayout (self);
8820 * clutter_actor_set_y:
8821 * @self: a #ClutterActor
8822 * @y: the actor's position on the Y axis
8824 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
8826 * Overrides any layout manager and forces a fixed position for
8832 clutter_actor_set_y (ClutterActor *self,
8835 ClutterActorBox old = { 0, };
8836 ClutterActorPrivate *priv;
8837 ClutterLayoutInfo *info;
8839 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8843 info = _clutter_actor_get_layout_info (self);
8845 if (priv->position_set && info->fixed_y == y)
8848 clutter_actor_store_old_geometry (self, &old);
8851 clutter_actor_set_fixed_position_set (self, TRUE);
8853 clutter_actor_notify_if_geometry_changed (self, &old);
8855 clutter_actor_queue_relayout (self);
8859 * clutter_actor_get_x:
8860 * @self: A #ClutterActor
8862 * Retrieves the X coordinate of a #ClutterActor.
8864 * This function tries to "do what you mean", by returning the
8865 * correct value depending on the actor's state.
8867 * If the actor has a valid allocation, this function will return
8868 * the X coordinate of the origin of the allocation box.
8870 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
8871 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8872 * function will return that coordinate.
8874 * If both the allocation and a fixed position are missing, this function
8877 * Return value: the X coordinate, in pixels, ignoring any
8878 * transformation (i.e. scaling, rotation)
8881 clutter_actor_get_x (ClutterActor *self)
8883 ClutterActorPrivate *priv;
8885 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8889 if (priv->needs_allocation)
8891 if (priv->position_set)
8893 const ClutterLayoutInfo *info;
8895 info = _clutter_actor_get_layout_info_or_defaults (self);
8897 return info->fixed_x;
8903 return priv->allocation.x1;
8907 * clutter_actor_get_y:
8908 * @self: A #ClutterActor
8910 * Retrieves the Y coordinate of a #ClutterActor.
8912 * This function tries to "do what you mean", by returning the
8913 * correct value depending on the actor's state.
8915 * If the actor has a valid allocation, this function will return
8916 * the Y coordinate of the origin of the allocation box.
8918 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
8919 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8920 * function will return that coordinate.
8922 * If both the allocation and a fixed position are missing, this function
8925 * Return value: the Y coordinate, in pixels, ignoring any
8926 * transformation (i.e. scaling, rotation)
8929 clutter_actor_get_y (ClutterActor *self)
8931 ClutterActorPrivate *priv;
8933 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8937 if (priv->needs_allocation)
8939 if (priv->position_set)
8941 const ClutterLayoutInfo *info;
8943 info = _clutter_actor_get_layout_info_or_defaults (self);
8945 return info->fixed_y;
8951 return priv->allocation.y1;
8955 * clutter_actor_set_scale:
8956 * @self: A #ClutterActor
8957 * @scale_x: double factor to scale actor by horizontally.
8958 * @scale_y: double factor to scale actor by vertically.
8960 * Scales an actor with the given factors. The scaling is relative to
8961 * the scale center and the anchor point. The scale center is
8962 * unchanged by this function and defaults to 0,0.
8967 clutter_actor_set_scale (ClutterActor *self,
8971 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8973 g_object_freeze_notify (G_OBJECT (self));
8975 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
8976 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
8978 g_object_thaw_notify (G_OBJECT (self));
8982 * clutter_actor_set_scale_full:
8983 * @self: A #ClutterActor
8984 * @scale_x: double factor to scale actor by horizontally.
8985 * @scale_y: double factor to scale actor by vertically.
8986 * @center_x: X coordinate of the center of the scale.
8987 * @center_y: Y coordinate of the center of the scale
8989 * Scales an actor with the given factors around the given center
8990 * point. The center point is specified in pixels relative to the
8991 * anchor point (usually the top left corner of the actor).
8996 clutter_actor_set_scale_full (ClutterActor *self,
9002 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9004 g_object_freeze_notify (G_OBJECT (self));
9006 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9007 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9008 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9009 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9011 g_object_thaw_notify (G_OBJECT (self));
9015 * clutter_actor_set_scale_with_gravity:
9016 * @self: A #ClutterActor
9017 * @scale_x: double factor to scale actor by horizontally.
9018 * @scale_y: double factor to scale actor by vertically.
9019 * @gravity: the location of the scale center expressed as a compass
9022 * Scales an actor with the given factors around the given
9023 * center point. The center point is specified as one of the compass
9024 * directions in #ClutterGravity. For example, setting it to north
9025 * will cause the top of the actor to remain unchanged and the rest of
9026 * the actor to expand left, right and downwards.
9031 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9034 ClutterGravity gravity)
9036 ClutterTransformInfo *info;
9039 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9041 obj = G_OBJECT (self);
9043 g_object_freeze_notify (obj);
9045 info = _clutter_actor_get_transform_info (self);
9046 info->scale_x = scale_x;
9047 info->scale_y = scale_y;
9049 if (gravity == CLUTTER_GRAVITY_NONE)
9050 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9052 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9054 self->priv->transform_valid = FALSE;
9056 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9057 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9058 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9059 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9060 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9062 clutter_actor_queue_redraw (self);
9064 g_object_thaw_notify (obj);
9068 * clutter_actor_get_scale:
9069 * @self: A #ClutterActor
9070 * @scale_x: (out) (allow-none): Location to store horizonal
9071 * scale factor, or %NULL.
9072 * @scale_y: (out) (allow-none): Location to store vertical
9073 * scale factor, or %NULL.
9075 * Retrieves an actors scale factors.
9080 clutter_actor_get_scale (ClutterActor *self,
9084 const ClutterTransformInfo *info;
9086 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9088 info = _clutter_actor_get_transform_info_or_defaults (self);
9091 *scale_x = info->scale_x;
9094 *scale_y = info->scale_y;
9098 * clutter_actor_get_scale_center:
9099 * @self: A #ClutterActor
9100 * @center_x: (out) (allow-none): Location to store the X position
9101 * of the scale center, or %NULL.
9102 * @center_y: (out) (allow-none): Location to store the Y position
9103 * of the scale center, or %NULL.
9105 * Retrieves the scale center coordinate in pixels relative to the top
9106 * left corner of the actor. If the scale center was specified using a
9107 * #ClutterGravity this will calculate the pixel offset using the
9108 * current size of the actor.
9113 clutter_actor_get_scale_center (ClutterActor *self,
9117 const ClutterTransformInfo *info;
9119 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9121 info = _clutter_actor_get_transform_info_or_defaults (self);
9123 clutter_anchor_coord_get_units (self, &info->scale_center,
9130 * clutter_actor_get_scale_gravity:
9131 * @self: A #ClutterActor
9133 * Retrieves the scale center as a compass direction. If the scale
9134 * center was specified in pixels or units this will return
9135 * %CLUTTER_GRAVITY_NONE.
9137 * Return value: the scale gravity
9142 clutter_actor_get_scale_gravity (ClutterActor *self)
9144 const ClutterTransformInfo *info;
9146 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9148 info = _clutter_actor_get_transform_info_or_defaults (self);
9150 return clutter_anchor_coord_get_gravity (&info->scale_center);
9154 * clutter_actor_set_opacity:
9155 * @self: A #ClutterActor
9156 * @opacity: New opacity value for the actor.
9158 * Sets the actor's opacity, with zero being completely transparent and
9159 * 255 (0xff) being fully opaque.
9162 clutter_actor_set_opacity (ClutterActor *self,
9165 ClutterActorPrivate *priv;
9167 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9171 if (priv->opacity != opacity)
9173 priv->opacity = opacity;
9175 /* Queue a redraw from the flatten effect so that it can use
9176 its cached image if available instead of having to redraw the
9177 actual actor. If it doesn't end up using the FBO then the
9178 effect is still able to continue the paint anyway. If there
9179 is no flatten effect yet then this is equivalent to queueing
9181 _clutter_actor_queue_redraw_full (self,
9184 priv->flatten_effect);
9186 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9191 * clutter_actor_get_paint_opacity_internal:
9192 * @self: a #ClutterActor
9194 * Retrieves the absolute opacity of the actor, as it appears on the stage
9196 * This function does not do type checks
9198 * Return value: the absolute opacity of the actor
9201 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9203 ClutterActorPrivate *priv = self->priv;
9204 ClutterActor *parent;
9206 /* override the top-level opacity to always be 255; even in
9207 * case of ClutterStage:use-alpha being TRUE we want the rest
9208 * of the scene to be painted
9210 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9213 if (priv->opacity_override >= 0)
9214 return priv->opacity_override;
9216 parent = priv->parent;
9218 /* Factor in the actual actors opacity with parents */
9221 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9223 if (opacity != 0xff)
9224 return (opacity * priv->opacity) / 0xff;
9227 return priv->opacity;
9232 * clutter_actor_get_paint_opacity:
9233 * @self: A #ClutterActor
9235 * Retrieves the absolute opacity of the actor, as it appears on the stage.
9237 * This function traverses the hierarchy chain and composites the opacity of
9238 * the actor with that of its parents.
9240 * This function is intended for subclasses to use in the paint virtual
9241 * function, to paint themselves with the correct opacity.
9243 * Return value: The actor opacity value.
9248 clutter_actor_get_paint_opacity (ClutterActor *self)
9250 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9252 return clutter_actor_get_paint_opacity_internal (self);
9256 * clutter_actor_get_opacity:
9257 * @self: a #ClutterActor
9259 * Retrieves the opacity value of an actor, as set by
9260 * clutter_actor_set_opacity().
9262 * For retrieving the absolute opacity of the actor inside a paint
9263 * virtual function, see clutter_actor_get_paint_opacity().
9265 * Return value: the opacity of the actor
9268 clutter_actor_get_opacity (ClutterActor *self)
9270 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9272 return self->priv->opacity;
9276 * clutter_actor_set_offscreen_redirect:
9277 * @self: A #ClutterActor
9278 * @redirect: New offscreen redirect flags for the actor.
9280 * Defines the circumstances where the actor should be redirected into
9281 * an offscreen image. The offscreen image is used to flatten the
9282 * actor into a single image while painting for two main reasons.
9283 * Firstly, when the actor is painted a second time without any of its
9284 * contents changing it can simply repaint the cached image without
9285 * descending further down the actor hierarchy. Secondly, it will make
9286 * the opacity look correct even if there are overlapping primitives
9289 * Caching the actor could in some cases be a performance win and in
9290 * some cases be a performance lose so it is important to determine
9291 * which value is right for an actor before modifying this value. For
9292 * example, there is never any reason to flatten an actor that is just
9293 * a single texture (such as a #ClutterTexture) because it is
9294 * effectively already cached in an image so the offscreen would be
9295 * redundant. Also if the actor contains primitives that are far apart
9296 * with a large transparent area in the middle (such as a large
9297 * CluterGroup with a small actor in the top left and a small actor in
9298 * the bottom right) then the cached image will contain the entire
9299 * image of the large area and the paint will waste time blending all
9300 * of the transparent pixels in the middle.
9302 * The default method of implementing opacity on a container simply
9303 * forwards on the opacity to all of the children. If the children are
9304 * overlapping then it will appear as if they are two separate glassy
9305 * objects and there will be a break in the color where they
9306 * overlap. By redirecting to an offscreen buffer it will be as if the
9307 * two opaque objects are combined into one and then made transparent
9308 * which is usually what is expected.
9310 * The image below demonstrates the difference between redirecting and
9311 * not. The image shows two Clutter groups, each containing a red and
9312 * a green rectangle which overlap. The opacity on the group is set to
9313 * 128 (which is 50%). When the offscreen redirect is not used, the
9314 * red rectangle can be seen through the blue rectangle as if the two
9315 * rectangles were separately transparent. When the redirect is used
9316 * the group as a whole is transparent instead so the red rectangle is
9317 * not visible where they overlap.
9319 * <figure id="offscreen-redirect">
9320 * <title>Sample of using an offscreen redirect for transparency</title>
9321 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
9324 * The default value for this property is 0, so we effectively will
9325 * never redirect an actor offscreen by default. This means that there
9326 * are times that transparent actors may look glassy as described
9327 * above. The reason this is the default is because there is a
9328 * performance trade off between quality and performance here. In many
9329 * cases the default form of glassy opacity looks good enough, but if
9330 * it's not you will need to set the
9331 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
9332 * redirection for opacity.
9334 * Custom actors that don't contain any overlapping primitives are
9335 * recommended to override the has_overlaps() virtual to return %FALSE
9336 * for maximum efficiency.
9341 clutter_actor_set_offscreen_redirect (ClutterActor *self,
9342 ClutterOffscreenRedirect redirect)
9344 ClutterActorPrivate *priv;
9346 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9350 if (priv->offscreen_redirect != redirect)
9352 priv->offscreen_redirect = redirect;
9354 /* Queue a redraw from the effect so that it can use its cached
9355 image if available instead of having to redraw the actual
9356 actor. If it doesn't end up using the FBO then the effect is
9357 still able to continue the paint anyway. If there is no
9358 effect then this is equivalent to queuing a full redraw */
9359 _clutter_actor_queue_redraw_full (self,
9362 priv->flatten_effect);
9364 g_object_notify_by_pspec (G_OBJECT (self),
9365 obj_props[PROP_OFFSCREEN_REDIRECT]);
9370 * clutter_actor_get_offscreen_redirect:
9371 * @self: a #ClutterActor
9373 * Retrieves whether to redirect the actor to an offscreen buffer, as
9374 * set by clutter_actor_set_offscreen_redirect().
9376 * Return value: the value of the offscreen-redirect property of the actor
9380 ClutterOffscreenRedirect
9381 clutter_actor_get_offscreen_redirect (ClutterActor *self)
9383 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9385 return self->priv->offscreen_redirect;
9389 * clutter_actor_set_name:
9390 * @self: A #ClutterActor
9391 * @name: Textual tag to apply to actor
9393 * Sets the given name to @self. The name can be used to identify
9397 clutter_actor_set_name (ClutterActor *self,
9400 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9402 g_free (self->priv->name);
9403 self->priv->name = g_strdup (name);
9405 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
9409 * clutter_actor_get_name:
9410 * @self: A #ClutterActor
9412 * Retrieves the name of @self.
9414 * Return value: the name of the actor, or %NULL. The returned string is
9415 * owned by the actor and should not be modified or freed.
9418 clutter_actor_get_name (ClutterActor *self)
9420 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9422 return self->priv->name;
9426 * clutter_actor_get_gid:
9427 * @self: A #ClutterActor
9429 * Retrieves the unique id for @self.
9431 * Return value: Globally unique value for this object instance.
9435 * Deprecated: 1.8: The id is not used any longer.
9438 clutter_actor_get_gid (ClutterActor *self)
9440 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9442 return self->priv->id;
9446 * clutter_actor_set_depth:
9447 * @self: a #ClutterActor
9450 * Sets the Z coordinate of @self to @depth.
9452 * The unit used by @depth is dependant on the perspective setup. See
9453 * also clutter_stage_set_perspective().
9456 clutter_actor_set_depth (ClutterActor *self,
9459 ClutterActorPrivate *priv;
9461 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9465 if (priv->z != depth)
9467 /* Sets Z value - XXX 2.0: should we invert? */
9470 priv->transform_valid = FALSE;
9472 /* FIXME - remove this crap; sadly, there are still containers
9473 * in Clutter that depend on this utter brain damage
9475 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
9477 clutter_actor_queue_redraw (self);
9479 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
9484 * clutter_actor_get_depth:
9485 * @self: a #ClutterActor
9487 * Retrieves the depth of @self.
9489 * Return value: the depth of the actor
9492 clutter_actor_get_depth (ClutterActor *self)
9494 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
9496 return self->priv->z;
9500 * clutter_actor_set_rotation:
9501 * @self: a #ClutterActor
9502 * @axis: the axis of rotation
9503 * @angle: the angle of rotation
9504 * @x: X coordinate of the rotation center
9505 * @y: Y coordinate of the rotation center
9506 * @z: Z coordinate of the rotation center
9508 * Sets the rotation angle of @self around the given axis.
9510 * The rotation center coordinates used depend on the value of @axis:
9512 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
9513 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
9514 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
9517 * The rotation coordinates are relative to the anchor point of the
9518 * actor, set using clutter_actor_set_anchor_point(). If no anchor
9519 * point is set, the upper left corner is assumed as the origin.
9524 clutter_actor_set_rotation (ClutterActor *self,
9525 ClutterRotateAxis axis,
9533 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9539 g_object_freeze_notify (G_OBJECT (self));
9541 clutter_actor_set_rotation_angle_internal (self, axis, angle);
9542 clutter_actor_set_rotation_center_internal (self, axis, &v);
9544 g_object_thaw_notify (G_OBJECT (self));
9548 * clutter_actor_set_z_rotation_from_gravity:
9549 * @self: a #ClutterActor
9550 * @angle: the angle of rotation
9551 * @gravity: the center point of the rotation
9553 * Sets the rotation angle of @self around the Z axis using the center
9554 * point specified as a compass point. For example to rotate such that
9555 * the center of the actor remains static you can use
9556 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
9557 * will move accordingly.
9562 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
9564 ClutterGravity gravity)
9566 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9568 if (gravity == CLUTTER_GRAVITY_NONE)
9569 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
9572 GObject *obj = G_OBJECT (self);
9573 ClutterTransformInfo *info;
9575 info = _clutter_actor_get_transform_info (self);
9577 g_object_freeze_notify (obj);
9579 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
9581 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
9582 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
9583 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
9585 g_object_thaw_notify (obj);
9590 * clutter_actor_get_rotation:
9591 * @self: a #ClutterActor
9592 * @axis: the axis of rotation
9593 * @x: (out): return value for the X coordinate of the center of rotation
9594 * @y: (out): return value for the Y coordinate of the center of rotation
9595 * @z: (out): return value for the Z coordinate of the center of rotation
9597 * Retrieves the angle and center of rotation on the given axis,
9598 * set using clutter_actor_set_rotation().
9600 * Return value: the angle of rotation
9605 clutter_actor_get_rotation (ClutterActor *self,
9606 ClutterRotateAxis axis,
9611 const ClutterTransformInfo *info;
9612 const AnchorCoord *anchor_coord;
9615 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9617 info = _clutter_actor_get_transform_info_or_defaults (self);
9621 case CLUTTER_X_AXIS:
9622 anchor_coord = &info->rx_center;
9623 retval = info->rx_angle;
9626 case CLUTTER_Y_AXIS:
9627 anchor_coord = &info->ry_center;
9628 retval = info->ry_angle;
9631 case CLUTTER_Z_AXIS:
9632 anchor_coord = &info->rz_center;
9633 retval = info->rz_angle;
9637 anchor_coord = NULL;
9642 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
9648 * clutter_actor_get_z_rotation_gravity:
9649 * @self: A #ClutterActor
9651 * Retrieves the center for the rotation around the Z axis as a
9652 * compass direction. If the center was specified in pixels or units
9653 * this will return %CLUTTER_GRAVITY_NONE.
9655 * Return value: the Z rotation center
9660 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
9662 const ClutterTransformInfo *info;
9664 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
9666 info = _clutter_actor_get_transform_info_or_defaults (self);
9668 return clutter_anchor_coord_get_gravity (&info->rz_center);
9672 * clutter_actor_set_clip:
9673 * @self: A #ClutterActor
9674 * @xoff: X offset of the clip rectangle
9675 * @yoff: Y offset of the clip rectangle
9676 * @width: Width of the clip rectangle
9677 * @height: Height of the clip rectangle
9679 * Sets clip area for @self. The clip area is always computed from the
9680 * upper left corner of the actor, even if the anchor point is set
9686 clutter_actor_set_clip (ClutterActor *self,
9692 ClutterActorPrivate *priv;
9694 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9698 if (priv->has_clip &&
9699 priv->clip.x == xoff &&
9700 priv->clip.y == yoff &&
9701 priv->clip.width == width &&
9702 priv->clip.height == height)
9705 priv->clip.x = xoff;
9706 priv->clip.y = yoff;
9707 priv->clip.width = width;
9708 priv->clip.height = height;
9710 priv->has_clip = TRUE;
9712 clutter_actor_queue_redraw (self);
9714 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9715 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
9719 * clutter_actor_remove_clip:
9720 * @self: A #ClutterActor
9722 * Removes clip area from @self.
9725 clutter_actor_remove_clip (ClutterActor *self)
9727 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9729 if (!self->priv->has_clip)
9732 self->priv->has_clip = FALSE;
9734 clutter_actor_queue_redraw (self);
9736 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9740 * clutter_actor_has_clip:
9741 * @self: a #ClutterActor
9743 * Determines whether the actor has a clip area set or not.
9745 * Return value: %TRUE if the actor has a clip area set.
9750 clutter_actor_has_clip (ClutterActor *self)
9752 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
9754 return self->priv->has_clip;
9758 * clutter_actor_get_clip:
9759 * @self: a #ClutterActor
9760 * @xoff: (out) (allow-none): return location for the X offset of
9761 * the clip rectangle, or %NULL
9762 * @yoff: (out) (allow-none): return location for the Y offset of
9763 * the clip rectangle, or %NULL
9764 * @width: (out) (allow-none): return location for the width of
9765 * the clip rectangle, or %NULL
9766 * @height: (out) (allow-none): return location for the height of
9767 * the clip rectangle, or %NULL
9769 * Gets the clip area for @self, if any is set
9774 clutter_actor_get_clip (ClutterActor *self,
9780 ClutterActorPrivate *priv;
9782 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9786 if (!priv->has_clip)
9790 *xoff = priv->clip.x;
9793 *yoff = priv->clip.y;
9796 *width = priv->clip.width;
9799 *height = priv->clip.height;
9803 * clutter_actor_get_children:
9804 * @self: a #ClutterActor
9806 * Retrieves the list of children of @self.
9808 * Return value: (transfer container) (element-type ClutterActor): A newly
9809 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
9815 clutter_actor_get_children (ClutterActor *self)
9820 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9822 /* we walk the list backward so that we can use prepend(),
9825 for (iter = self->priv->last_child, res = NULL;
9827 iter = iter->priv->prev_sibling)
9829 res = g_list_prepend (res, iter);
9836 * insert_child_at_depth:
9837 * @self: a #ClutterActor
9838 * @child: a #ClutterActor
9840 * Inserts @child inside the list of children held by @self, using
9841 * the depth as the insertion criteria.
9843 * This sadly makes the insertion not O(1), but we can keep the
9844 * list sorted so that the painters algorithm we use for painting
9845 * the children will work correctly.
9848 insert_child_at_depth (ClutterActor *self,
9849 ClutterActor *child,
9850 gpointer dummy G_GNUC_UNUSED)
9854 child->priv->parent = self;
9856 /* special-case the first child */
9857 if (self->priv->n_children == 0)
9859 self->priv->first_child = child;
9860 self->priv->last_child = child;
9862 child->priv->next_sibling = NULL;
9863 child->priv->prev_sibling = NULL;
9868 /* Find the right place to insert the child so that it will still be
9869 sorted and the child will be after all of the actors at the same
9871 for (iter = self->priv->first_child;
9873 iter = iter->priv->next_sibling)
9875 if (iter->priv->z > child->priv->z)
9881 ClutterActor *tmp = iter->priv->prev_sibling;
9884 tmp->priv->next_sibling = child;
9886 /* Insert the node before the found one */
9887 child->priv->prev_sibling = iter->priv->prev_sibling;
9888 child->priv->next_sibling = iter;
9889 iter->priv->prev_sibling = child;
9893 ClutterActor *tmp = self->priv->last_child;
9896 tmp->priv->next_sibling = child;
9898 /* insert the node at the end of the list */
9899 child->priv->prev_sibling = self->priv->last_child;
9900 child->priv->next_sibling = NULL;
9903 if (child->priv->prev_sibling == NULL)
9904 self->priv->first_child = child;
9906 if (child->priv->next_sibling == NULL)
9907 self->priv->last_child = child;
9911 insert_child_at_index (ClutterActor *self,
9912 ClutterActor *child,
9915 gint index_ = GPOINTER_TO_INT (data_);
9917 child->priv->parent = self;
9921 ClutterActor *tmp = self->priv->first_child;
9924 tmp->priv->prev_sibling = child;
9926 child->priv->prev_sibling = NULL;
9927 child->priv->next_sibling = tmp;
9929 else if (index_ < 0)
9931 ClutterActor *tmp = self->priv->last_child;
9934 tmp->priv->next_sibling = child;
9936 child->priv->prev_sibling = tmp;
9937 child->priv->next_sibling = NULL;
9944 for (iter = self->priv->first_child, i = 0;
9946 iter = iter->priv->next_sibling, i += 1)
9950 ClutterActor *tmp = iter->priv->prev_sibling;
9952 child->priv->prev_sibling = tmp;
9953 child->priv->next_sibling = iter;
9955 iter->priv->prev_sibling = child;
9958 tmp->priv->next_sibling = child;
9965 if (child->priv->prev_sibling == NULL)
9966 self->priv->first_child = child;
9968 if (child->priv->next_sibling == NULL)
9969 self->priv->last_child = child;
9973 insert_child_above (ClutterActor *self,
9974 ClutterActor *child,
9977 ClutterActor *sibling = data;
9979 child->priv->parent = self;
9981 if (sibling == NULL)
9982 sibling = self->priv->last_child;
9984 child->priv->prev_sibling = sibling;
9986 if (sibling != NULL)
9988 ClutterActor *tmp = sibling->priv->next_sibling;
9990 child->priv->next_sibling = tmp;
9993 tmp->priv->prev_sibling = child;
9995 sibling->priv->next_sibling = child;
9998 child->priv->next_sibling = NULL;
10000 if (child->priv->prev_sibling == NULL)
10001 self->priv->first_child = child;
10003 if (child->priv->next_sibling == NULL)
10004 self->priv->last_child = child;
10008 insert_child_below (ClutterActor *self,
10009 ClutterActor *child,
10012 ClutterActor *sibling = data;
10014 child->priv->parent = self;
10016 if (sibling == NULL)
10017 sibling = self->priv->first_child;
10019 child->priv->next_sibling = sibling;
10021 if (sibling != NULL)
10023 ClutterActor *tmp = sibling->priv->prev_sibling;
10025 child->priv->prev_sibling = tmp;
10028 tmp->priv->next_sibling = child;
10030 sibling->priv->prev_sibling = child;
10033 child->priv->prev_sibling = NULL;
10035 if (child->priv->prev_sibling == NULL)
10036 self->priv->first_child = child;
10038 if (child->priv->next_sibling == NULL)
10039 self->priv->last_child = child;
10042 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10043 ClutterActor *child,
10047 ADD_CHILD_CREATE_META = 1 << 0,
10048 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10049 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10050 ADD_CHILD_CHECK_STATE = 1 << 3,
10051 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10053 /* default flags for public API */
10054 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10055 ADD_CHILD_EMIT_PARENT_SET |
10056 ADD_CHILD_EMIT_ACTOR_ADDED |
10057 ADD_CHILD_CHECK_STATE |
10058 ADD_CHILD_NOTIFY_FIRST_LAST,
10060 /* flags for legacy/deprecated API */
10061 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10062 ADD_CHILD_CHECK_STATE |
10063 ADD_CHILD_NOTIFY_FIRST_LAST
10064 } ClutterActorAddChildFlags;
10067 * clutter_actor_add_child_internal:
10068 * @self: a #ClutterActor
10069 * @child: a #ClutterActor
10070 * @flags: control flags for actions
10071 * @add_func: delegate function
10072 * @data: (closure): data to pass to @add_func
10074 * Adds @child to the list of children of @self.
10076 * The actual insertion inside the list is delegated to @add_func: this
10077 * function will just set up the state, perform basic checks, and emit
10080 * The @flags argument is used to perform additional operations.
10083 clutter_actor_add_child_internal (ClutterActor *self,
10084 ClutterActor *child,
10085 ClutterActorAddChildFlags flags,
10086 ClutterActorAddChildFunc add_func,
10089 ClutterTextDirection text_dir;
10090 gboolean create_meta;
10091 gboolean emit_parent_set, emit_actor_added;
10092 gboolean check_state;
10093 gboolean notify_first_last;
10094 ClutterActor *old_first_child, *old_last_child;
10096 if (child->priv->parent != NULL)
10098 g_warning ("Cannot set a parent on an actor which has a parent. "
10099 "You must use clutter_actor_remove_child() first.");
10103 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10105 g_warning ("Cannot set a parent on a toplevel actor\n");
10109 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10111 g_warning ("Cannot set a parent currently being destroyed");
10115 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10116 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10117 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10118 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10119 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10121 old_first_child = self->priv->first_child;
10122 old_last_child = self->priv->last_child;
10125 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10127 g_object_ref_sink (child);
10128 child->priv->parent = NULL;
10129 child->priv->next_sibling = NULL;
10130 child->priv->prev_sibling = NULL;
10132 /* delegate the actual insertion */
10133 add_func (self, child, data);
10135 g_assert (child->priv->parent == self);
10137 self->priv->n_children += 1;
10139 self->priv->age += 1;
10141 /* if push_internal() has been called then we automatically set
10142 * the flag on the actor
10144 if (self->priv->internal_child)
10145 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10147 /* clutter_actor_reparent() will emit ::parent-set for us */
10148 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10149 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
10153 /* If parent is mapped or realized, we need to also be mapped or
10154 * realized once we're inside the parent.
10156 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
10158 /* propagate the parent's text direction to the child */
10159 text_dir = clutter_actor_get_text_direction (self);
10160 clutter_actor_set_text_direction (child, text_dir);
10163 if (child->priv->show_on_set_parent)
10164 clutter_actor_show (child);
10166 if (CLUTTER_ACTOR_IS_MAPPED (child))
10167 clutter_actor_queue_redraw (child);
10169 /* maintain the invariant that if an actor needs layout,
10170 * its parents do as well
10172 if (child->priv->needs_width_request ||
10173 child->priv->needs_height_request ||
10174 child->priv->needs_allocation)
10176 /* we work around the short-circuiting we do
10177 * in clutter_actor_queue_relayout() since we
10178 * want to force a relayout
10180 child->priv->needs_width_request = TRUE;
10181 child->priv->needs_height_request = TRUE;
10182 child->priv->needs_allocation = TRUE;
10184 clutter_actor_queue_relayout (child->priv->parent);
10187 if (emit_actor_added)
10188 g_signal_emit_by_name (self, "actor-added", child);
10190 if (notify_first_last)
10192 if (old_first_child != self->priv->first_child)
10193 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
10195 if (old_last_child != self->priv->last_child)
10196 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
10201 * clutter_actor_add_child:
10202 * @self: a #ClutterActor
10203 * @child: a #ClutterActor
10205 * Adds @child to the children of @self.
10207 * This function will acquire a reference on @child that will only
10208 * be released when calling clutter_actor_remove_child().
10210 * This function will take into consideration the #ClutterActor:depth
10211 * of @child, and will keep the list of children sorted.
10213 * This function will emit the #ClutterContainer::actor-added signal
10219 clutter_actor_add_child (ClutterActor *self,
10220 ClutterActor *child)
10222 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10223 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10224 g_return_if_fail (self != child);
10225 g_return_if_fail (child->priv->parent == NULL);
10227 clutter_actor_add_child_internal (self, child,
10228 ADD_CHILD_DEFAULT_FLAGS,
10229 insert_child_at_depth,
10234 * clutter_actor_insert_child_at_index:
10235 * @self: a #ClutterActor
10236 * @child: a #ClutterActor
10237 * @index_: the index
10239 * Inserts @child into the list of children of @self, using the
10242 * This function will acquire a reference on @child that will only
10243 * be released when calling clutter_actor_remove_child().
10245 * This function will not take into consideration the #ClutterActor:depth
10248 * This function will emit the #ClutterContainer::actor-added signal
10254 clutter_actor_insert_child_at_index (ClutterActor *self,
10255 ClutterActor *child,
10258 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10259 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10260 g_return_if_fail (self != child);
10261 g_return_if_fail (child->priv->parent == NULL);
10263 clutter_actor_add_child_internal (self, child,
10264 ADD_CHILD_DEFAULT_FLAGS,
10265 insert_child_at_index,
10266 GINT_TO_POINTER (index_));
10270 * clutter_actor_insert_child_above:
10271 * @self: a #ClutterActor
10272 * @child: a #ClutterActor
10273 * @sibling: (allow-none): a child of @self, or %NULL
10275 * Inserts @child into the list of children of @self, above another
10276 * child of @self or, if @sibling is %NULL, above all the children
10279 * This function will acquire a reference on @child that will only
10280 * be released when calling clutter_actor_remove_child().
10282 * This function will not take into consideration the #ClutterActor:depth
10285 * This function will emit the #ClutterContainer::actor-added signal
10291 clutter_actor_insert_child_above (ClutterActor *self,
10292 ClutterActor *child,
10293 ClutterActor *sibling)
10295 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10296 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10297 g_return_if_fail (self != child);
10298 g_return_if_fail (child != sibling);
10299 g_return_if_fail (child->priv->parent == NULL);
10300 g_return_if_fail (sibling == NULL ||
10301 (CLUTTER_IS_ACTOR (sibling) &&
10302 sibling->priv->parent == self));
10304 clutter_actor_add_child_internal (self, child,
10305 ADD_CHILD_DEFAULT_FLAGS,
10306 insert_child_above,
10311 * clutter_actor_insert_child_below:
10312 * @self: a #ClutterActor
10313 * @child: a #ClutterActor
10314 * @sibling: (allow-none): a child of @self, or %NULL
10316 * Inserts @child into the list of children of @self, below another
10317 * child of @self or, if @sibling is %NULL, below all the children
10320 * This function will acquire a reference on @child that will only
10321 * be released when calling clutter_actor_remove_child().
10323 * This function will not take into consideration the #ClutterActor:depth
10326 * This function will emit the #ClutterContainer::actor-added signal
10332 clutter_actor_insert_child_below (ClutterActor *self,
10333 ClutterActor *child,
10334 ClutterActor *sibling)
10336 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10337 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10338 g_return_if_fail (self != child);
10339 g_return_if_fail (child != sibling);
10340 g_return_if_fail (child->priv->parent == NULL);
10341 g_return_if_fail (sibling == NULL ||
10342 (CLUTTER_IS_ACTOR (sibling) &&
10343 sibling->priv->parent == self));
10345 clutter_actor_add_child_internal (self, child,
10346 ADD_CHILD_DEFAULT_FLAGS,
10347 insert_child_below,
10352 * clutter_actor_set_parent:
10353 * @self: A #ClutterActor
10354 * @parent: A new #ClutterActor parent
10356 * Sets the parent of @self to @parent.
10358 * This function will result in @parent acquiring a reference on @self,
10359 * eventually by sinking its floating reference first. The reference
10360 * will be released by clutter_actor_unparent().
10362 * This function should only be called by legacy #ClutterActor<!-- -->s
10363 * implementing the #ClutterContainer interface.
10365 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
10368 clutter_actor_set_parent (ClutterActor *self,
10369 ClutterActor *parent)
10371 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10372 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
10373 g_return_if_fail (self != parent);
10374 g_return_if_fail (self->priv->parent == NULL);
10376 /* as this function will be called inside ClutterContainer::add
10377 * implementations or when building up a composite actor, we have
10378 * to preserve the old behaviour, and not create child meta or
10379 * emit the ::actor-added signal, to avoid recursion or double
10382 clutter_actor_add_child_internal (parent, self,
10383 ADD_CHILD_LEGACY_FLAGS,
10384 insert_child_at_depth,
10389 * clutter_actor_get_parent:
10390 * @self: A #ClutterActor
10392 * Retrieves the parent of @self.
10394 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
10395 * if no parent is set
10398 clutter_actor_get_parent (ClutterActor *self)
10400 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10402 return self->priv->parent;
10406 * clutter_actor_get_paint_visibility:
10407 * @self: A #ClutterActor
10409 * Retrieves the 'paint' visibility of an actor recursively checking for non
10412 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
10414 * Return Value: %TRUE if the actor is visibile and will be painted.
10419 clutter_actor_get_paint_visibility (ClutterActor *actor)
10421 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10423 return CLUTTER_ACTOR_IS_MAPPED (actor);
10427 * clutter_actor_remove_child:
10428 * @self: a #ClutterActor
10429 * @child: a #ClutterActor
10431 * Removes @child from the children of @self.
10433 * This function will release the reference added by
10434 * clutter_actor_add_child(), so if you want to keep using @child
10435 * you will have to acquire a referenced on it before calling this
10438 * This function will emit the #ClutterContainer::actor-removed
10444 clutter_actor_remove_child (ClutterActor *self,
10445 ClutterActor *child)
10447 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10448 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10449 g_return_if_fail (self != child);
10450 g_return_if_fail (child->priv->parent != NULL);
10451 g_return_if_fail (child->priv->parent == self);
10453 clutter_actor_remove_child_internal (self, child,
10454 REMOVE_CHILD_DEFAULT_FLAGS);
10458 * clutter_actor_remove_all_children:
10459 * @self: a #ClutterActor
10461 * Removes all children of @self.
10463 * This function releases the reference added by inserting a child actor
10464 * in the list of children of @self.
10466 * If the reference count of a child drops to zero, the child will be
10467 * destroyed. If you want to ensure the destruction of all the children
10468 * of @self, use clutter_actor_destroy_all_children().
10473 clutter_actor_remove_all_children (ClutterActor *self)
10475 ClutterActorIter iter;
10477 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10479 if (self->priv->n_children == 0)
10482 clutter_actor_iter_init (&iter, self);
10483 while (clutter_actor_iter_next (&iter, NULL))
10484 clutter_actor_iter_remove (&iter);
10487 g_assert (self->priv->first_child == NULL);
10488 g_assert (self->priv->last_child == NULL);
10489 g_assert (self->priv->n_children == 0);
10493 * clutter_actor_destroy_all_children:
10494 * @self: a #ClutterActor
10496 * Destroys all children of @self.
10498 * This function releases the reference added by inserting a child
10499 * actor in the list of children of @self, and ensures that the
10500 * #ClutterActor::destroy signal is emitted on each child of the
10503 * By default, #ClutterActor will emit the #ClutterActor::destroy signal
10504 * when its reference count drops to 0; the default handler of the
10505 * #ClutterActor::destroy signal will destroy all the children of an
10506 * actor. This function ensures that all children are destroyed, instead
10507 * of just removed from @self, unlike clutter_actor_remove_all_children()
10508 * which will merely release the reference and remove each child.
10510 * Unless you acquired an additional reference on each child of @self
10511 * prior to calling clutter_actor_remove_all_children() and want to reuse
10512 * the actors, you should use clutter_actor_destroy_all_children() in
10513 * order to make sure that children are destroyed and signal handlers
10514 * are disconnected even in cases where circular references prevent this
10515 * from automatically happening through reference counting alone.
10520 clutter_actor_destroy_all_children (ClutterActor *self)
10522 ClutterActorIter iter;
10524 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10526 if (self->priv->n_children == 0)
10529 clutter_actor_iter_init (&iter, self);
10530 while (clutter_actor_iter_next (&iter, NULL))
10531 clutter_actor_iter_destroy (&iter);
10534 g_assert (self->priv->first_child == NULL);
10535 g_assert (self->priv->last_child == NULL);
10536 g_assert (self->priv->n_children == 0);
10539 typedef struct _InsertBetweenData {
10540 ClutterActor *prev_sibling;
10541 ClutterActor *next_sibling;
10542 } InsertBetweenData;
10545 insert_child_between (ClutterActor *self,
10546 ClutterActor *child,
10549 InsertBetweenData *data = data_;
10550 ClutterActor *prev_sibling = data->prev_sibling;
10551 ClutterActor *next_sibling = data->next_sibling;
10553 child->priv->parent = self;
10554 child->priv->prev_sibling = prev_sibling;
10555 child->priv->next_sibling = next_sibling;
10557 if (prev_sibling != NULL)
10558 prev_sibling->priv->next_sibling = child;
10560 if (next_sibling != NULL)
10561 next_sibling->priv->prev_sibling = child;
10563 if (child->priv->prev_sibling == NULL)
10564 self->priv->first_child = child;
10566 if (child->priv->next_sibling == NULL)
10567 self->priv->last_child = child;
10571 * clutter_actor_replace_child:
10572 * @self: a #ClutterActor
10573 * @old_child: the child of @self to replace
10574 * @new_child: the #ClutterActor to replace @old_child
10576 * Replaces @old_child with @new_child in the list of children of @self.
10581 clutter_actor_replace_child (ClutterActor *self,
10582 ClutterActor *old_child,
10583 ClutterActor *new_child)
10585 ClutterActor *prev_sibling, *next_sibling;
10586 InsertBetweenData clos;
10588 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10589 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
10590 g_return_if_fail (old_child->priv->parent == self);
10591 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
10592 g_return_if_fail (old_child != new_child);
10593 g_return_if_fail (new_child != self);
10594 g_return_if_fail (new_child->priv->parent == NULL);
10596 prev_sibling = old_child->priv->prev_sibling;
10597 next_sibling = old_child->priv->next_sibling;
10598 clutter_actor_remove_child_internal (self, old_child,
10599 REMOVE_CHILD_DEFAULT_FLAGS);
10601 clos.prev_sibling = prev_sibling;
10602 clos.next_sibling = next_sibling;
10603 clutter_actor_add_child_internal (self, new_child,
10604 ADD_CHILD_DEFAULT_FLAGS,
10605 insert_child_between,
10610 * clutter_actor_unparent:
10611 * @self: a #ClutterActor
10613 * Removes the parent of @self.
10615 * This will cause the parent of @self to release the reference
10616 * acquired when calling clutter_actor_set_parent(), so if you
10617 * want to keep @self you will have to acquire a reference of
10618 * your own, through g_object_ref().
10620 * This function should only be called by legacy #ClutterActor<!-- -->s
10621 * implementing the #ClutterContainer interface.
10625 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
10628 clutter_actor_unparent (ClutterActor *self)
10630 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10632 if (self->priv->parent == NULL)
10635 clutter_actor_remove_child_internal (self->priv->parent, self,
10636 REMOVE_CHILD_LEGACY_FLAGS);
10640 * clutter_actor_reparent:
10641 * @self: a #ClutterActor
10642 * @new_parent: the new #ClutterActor parent
10644 * Resets the parent actor of @self.
10646 * This function is logically equivalent to calling clutter_actor_unparent()
10647 * and clutter_actor_set_parent(), but more efficiently implemented, as it
10648 * ensures the child is not finalized when unparented, and emits the
10649 * #ClutterActor::parent-set signal only once.
10651 * In reality, calling this function is less useful than it sounds, as some
10652 * application code may rely on changes in the intermediate state between
10653 * removal and addition of the actor from its old parent to the @new_parent.
10654 * Thus, it is strongly encouraged to avoid using this function in application
10659 * Deprecated: 1.10: Use clutter_actor_remove_child() and
10660 * clutter_actor_add_child() instead; remember to take a reference on
10661 * the actor being removed before calling clutter_actor_remove_child()
10662 * to avoid the reference count dropping to zero and the actor being
10666 clutter_actor_reparent (ClutterActor *self,
10667 ClutterActor *new_parent)
10669 ClutterActorPrivate *priv;
10671 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10672 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
10673 g_return_if_fail (self != new_parent);
10675 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10677 g_warning ("Cannot set a parent on a toplevel actor");
10681 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
10683 g_warning ("Cannot set a parent currently being destroyed");
10689 if (priv->parent != new_parent)
10691 ClutterActor *old_parent;
10693 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10695 old_parent = priv->parent;
10697 g_object_ref (self);
10699 if (old_parent != NULL)
10701 /* go through the Container implementation if this is a regular
10702 * child and not an internal one
10704 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10706 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
10708 /* this will have to call unparent() */
10709 clutter_container_remove_actor (parent, self);
10712 clutter_actor_remove_child_internal (old_parent, self,
10713 REMOVE_CHILD_LEGACY_FLAGS);
10716 /* Note, will call set_parent() */
10717 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10718 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
10720 clutter_actor_add_child_internal (new_parent, self,
10721 ADD_CHILD_LEGACY_FLAGS,
10722 insert_child_at_depth,
10725 /* we emit the ::parent-set signal once */
10726 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
10728 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10730 /* the IN_REPARENT flag suspends state updates */
10731 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
10733 g_object_unref (self);
10738 * clutter_actor_contains:
10739 * @self: A #ClutterActor
10740 * @descendant: A #ClutterActor, possibly contained in @self
10742 * Determines if @descendant is contained inside @self (either as an
10743 * immediate child, or as a deeper descendant). If @self and
10744 * @descendant point to the same actor then it will also return %TRUE.
10746 * Return value: whether @descendent is contained within @self
10751 clutter_actor_contains (ClutterActor *self,
10752 ClutterActor *descendant)
10754 ClutterActor *actor;
10756 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10757 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
10759 for (actor = descendant; actor; actor = actor->priv->parent)
10767 * clutter_actor_set_child_above_sibling:
10768 * @self: a #ClutterActor
10769 * @child: a #ClutterActor child of @self
10770 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10772 * Sets @child to be above @sibling in the list of children of @self.
10774 * If @sibling is %NULL, @child will be the new last child of @self.
10776 * This function is logically equivalent to removing @child and using
10777 * clutter_actor_insert_child_above(), but it will not emit signals
10778 * or change state on @child.
10783 clutter_actor_set_child_above_sibling (ClutterActor *self,
10784 ClutterActor *child,
10785 ClutterActor *sibling)
10787 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10788 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10789 g_return_if_fail (child->priv->parent == self);
10790 g_return_if_fail (child != sibling);
10791 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10793 if (sibling != NULL)
10794 g_return_if_fail (sibling->priv->parent == self);
10796 /* we don't want to change the state of child, or emit signals, or
10797 * regenerate ChildMeta instances here, but we still want to follow
10798 * the correct sequence of steps encoded in remove_child() and
10799 * add_child(), so that correctness is ensured, and we only go
10800 * through one known code path.
10802 g_object_ref (child);
10803 clutter_actor_remove_child_internal (self, child, 0);
10804 clutter_actor_add_child_internal (self, child,
10805 ADD_CHILD_NOTIFY_FIRST_LAST,
10806 insert_child_above,
10809 clutter_actor_queue_relayout (self);
10813 * clutter_actor_set_child_below_sibling:
10814 * @self: a #ClutterActor
10815 * @child: a #ClutterActor child of @self
10816 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10818 * Sets @child to be below @sibling in the list of children of @self.
10820 * If @sibling is %NULL, @child will be the new first child of @self.
10822 * This function is logically equivalent to removing @self and using
10823 * clutter_actor_insert_child_below(), but it will not emit signals
10824 * or change state on @child.
10829 clutter_actor_set_child_below_sibling (ClutterActor *self,
10830 ClutterActor *child,
10831 ClutterActor *sibling)
10833 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10834 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10835 g_return_if_fail (child->priv->parent == self);
10836 g_return_if_fail (child != sibling);
10837 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10839 if (sibling != NULL)
10840 g_return_if_fail (sibling->priv->parent == self);
10842 /* see the comment in set_child_above_sibling() */
10843 g_object_ref (child);
10844 clutter_actor_remove_child_internal (self, child, 0);
10845 clutter_actor_add_child_internal (self, child,
10846 ADD_CHILD_NOTIFY_FIRST_LAST,
10847 insert_child_below,
10850 clutter_actor_queue_relayout (self);
10854 * clutter_actor_set_child_at_index:
10855 * @self: a #ClutterActor
10856 * @child: a #ClutterActor child of @self
10857 * @index_: the new index for @child
10859 * Changes the index of @child in the list of children of @self.
10861 * This function is logically equivalent to removing @child and
10862 * calling clutter_actor_insert_child_at_index(), but it will not
10863 * emit signals or change state on @child.
10868 clutter_actor_set_child_at_index (ClutterActor *self,
10869 ClutterActor *child,
10872 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10873 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10874 g_return_if_fail (child->priv->parent == self);
10875 g_return_if_fail (index_ <= self->priv->n_children);
10877 g_object_ref (child);
10878 clutter_actor_remove_child_internal (self, child, 0);
10879 clutter_actor_add_child_internal (self, child,
10880 ADD_CHILD_NOTIFY_FIRST_LAST,
10881 insert_child_at_index,
10882 GINT_TO_POINTER (index_));
10884 clutter_actor_queue_relayout (self);
10888 * clutter_actor_raise:
10889 * @self: A #ClutterActor
10890 * @below: (allow-none): A #ClutterActor to raise above.
10892 * Puts @self above @below.
10894 * Both actors must have the same parent, and the parent must implement
10895 * the #ClutterContainer interface
10897 * This function calls clutter_container_raise_child() internally.
10899 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
10902 clutter_actor_raise (ClutterActor *self,
10903 ClutterActor *below)
10905 ClutterActor *parent;
10907 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10909 parent = clutter_actor_get_parent (self);
10910 if (parent == NULL)
10912 g_warning ("%s: Actor '%s' is not inside a container",
10914 _clutter_actor_get_debug_name (self));
10920 if (parent != clutter_actor_get_parent (below))
10922 g_warning ("%s Actor '%s' is not in the same container as "
10925 _clutter_actor_get_debug_name (self),
10926 _clutter_actor_get_debug_name (below));
10931 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
10935 * clutter_actor_lower:
10936 * @self: A #ClutterActor
10937 * @above: (allow-none): A #ClutterActor to lower below
10939 * Puts @self below @above.
10941 * Both actors must have the same parent, and the parent must implement
10942 * the #ClutterContainer interface.
10944 * This function calls clutter_container_lower_child() internally.
10946 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
10949 clutter_actor_lower (ClutterActor *self,
10950 ClutterActor *above)
10952 ClutterActor *parent;
10954 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10956 parent = clutter_actor_get_parent (self);
10957 if (parent == NULL)
10959 g_warning ("%s: Actor of type %s is not inside a container",
10961 _clutter_actor_get_debug_name (self));
10967 if (parent != clutter_actor_get_parent (above))
10969 g_warning ("%s: Actor '%s' is not in the same container as "
10972 _clutter_actor_get_debug_name (self),
10973 _clutter_actor_get_debug_name (above));
10978 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
10982 * clutter_actor_raise_top:
10983 * @self: A #ClutterActor
10985 * Raises @self to the top.
10987 * This function calls clutter_actor_raise() internally.
10989 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
10990 * a %NULL sibling, instead.
10993 clutter_actor_raise_top (ClutterActor *self)
10995 clutter_actor_raise (self, NULL);
10999 * clutter_actor_lower_bottom:
11000 * @self: A #ClutterActor
11002 * Lowers @self to the bottom.
11004 * This function calls clutter_actor_lower() internally.
11006 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11007 * a %NULL sibling, instead.
11010 clutter_actor_lower_bottom (ClutterActor *self)
11012 clutter_actor_lower (self, NULL);
11020 * clutter_actor_event:
11021 * @actor: a #ClutterActor
11022 * @event: a #ClutterEvent
11023 * @capture: TRUE if event in in capture phase, FALSE otherwise.
11025 * This function is used to emit an event on the main stage.
11026 * You should rarely need to use this function, except for
11027 * synthetising events.
11029 * Return value: the return value from the signal emission: %TRUE
11030 * if the actor handled the event, or %FALSE if the event was
11036 clutter_actor_event (ClutterActor *actor,
11037 ClutterEvent *event,
11040 gboolean retval = FALSE;
11041 gint signal_num = -1;
11043 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11044 g_return_val_if_fail (event != NULL, FALSE);
11046 g_object_ref (actor);
11050 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11056 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11060 switch (event->type)
11062 case CLUTTER_NOTHING:
11064 case CLUTTER_BUTTON_PRESS:
11065 signal_num = BUTTON_PRESS_EVENT;
11067 case CLUTTER_BUTTON_RELEASE:
11068 signal_num = BUTTON_RELEASE_EVENT;
11070 case CLUTTER_SCROLL:
11071 signal_num = SCROLL_EVENT;
11073 case CLUTTER_KEY_PRESS:
11074 signal_num = KEY_PRESS_EVENT;
11076 case CLUTTER_KEY_RELEASE:
11077 signal_num = KEY_RELEASE_EVENT;
11079 case CLUTTER_MOTION:
11080 signal_num = MOTION_EVENT;
11082 case CLUTTER_ENTER:
11083 signal_num = ENTER_EVENT;
11085 case CLUTTER_LEAVE:
11086 signal_num = LEAVE_EVENT;
11088 case CLUTTER_DELETE:
11089 case CLUTTER_DESTROY_NOTIFY:
11090 case CLUTTER_CLIENT_MESSAGE:
11096 if (signal_num != -1)
11097 g_signal_emit (actor, actor_signals[signal_num], 0,
11102 g_object_unref (actor);
11108 * clutter_actor_set_reactive:
11109 * @actor: a #ClutterActor
11110 * @reactive: whether the actor should be reactive to events
11112 * Sets @actor as reactive. Reactive actors will receive events.
11117 clutter_actor_set_reactive (ClutterActor *actor,
11120 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11122 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11126 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11128 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11130 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11134 * clutter_actor_get_reactive:
11135 * @actor: a #ClutterActor
11137 * Checks whether @actor is marked as reactive.
11139 * Return value: %TRUE if the actor is reactive
11144 clutter_actor_get_reactive (ClutterActor *actor)
11146 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11148 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
11152 * clutter_actor_get_anchor_point:
11153 * @self: a #ClutterActor
11154 * @anchor_x: (out): return location for the X coordinate of the anchor point
11155 * @anchor_y: (out): return location for the Y coordinate of the anchor point
11157 * Gets the current anchor point of the @actor in pixels.
11162 clutter_actor_get_anchor_point (ClutterActor *self,
11166 const ClutterTransformInfo *info;
11168 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11170 info = _clutter_actor_get_transform_info_or_defaults (self);
11171 clutter_anchor_coord_get_units (self, &info->anchor,
11178 * clutter_actor_set_anchor_point:
11179 * @self: a #ClutterActor
11180 * @anchor_x: X coordinate of the anchor point
11181 * @anchor_y: Y coordinate of the anchor point
11183 * Sets an anchor point for @self. The anchor point is a point in the
11184 * coordinate space of an actor to which the actor position within its
11185 * parent is relative; the default is (0, 0), i.e. the top-left corner
11191 clutter_actor_set_anchor_point (ClutterActor *self,
11195 ClutterTransformInfo *info;
11196 ClutterActorPrivate *priv;
11197 gboolean changed = FALSE;
11198 gfloat old_anchor_x, old_anchor_y;
11201 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11203 obj = G_OBJECT (self);
11205 info = _clutter_actor_get_transform_info (self);
11207 g_object_freeze_notify (obj);
11209 clutter_anchor_coord_get_units (self, &info->anchor,
11214 if (info->anchor.is_fractional)
11215 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11217 if (old_anchor_x != anchor_x)
11219 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11223 if (old_anchor_y != anchor_y)
11225 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11229 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
11233 priv->transform_valid = FALSE;
11234 clutter_actor_queue_redraw (self);
11237 g_object_thaw_notify (obj);
11241 * clutter_actor_get_anchor_point_gravity:
11242 * @self: a #ClutterActor
11244 * Retrieves the anchor position expressed as a #ClutterGravity. If
11245 * the anchor point was specified using pixels or units this will
11246 * return %CLUTTER_GRAVITY_NONE.
11248 * Return value: the #ClutterGravity used by the anchor point
11253 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
11255 const ClutterTransformInfo *info;
11257 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
11259 info = _clutter_actor_get_transform_info_or_defaults (self);
11261 return clutter_anchor_coord_get_gravity (&info->anchor);
11265 * clutter_actor_move_anchor_point:
11266 * @self: a #ClutterActor
11267 * @anchor_x: X coordinate of the anchor point
11268 * @anchor_y: Y coordinate of the anchor point
11270 * Sets an anchor point for the actor, and adjusts the actor postion so that
11271 * the relative position of the actor toward its parent remains the same.
11276 clutter_actor_move_anchor_point (ClutterActor *self,
11280 gfloat old_anchor_x, old_anchor_y;
11281 const ClutterTransformInfo *info;
11283 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11285 info = _clutter_actor_get_transform_info (self);
11286 clutter_anchor_coord_get_units (self, &info->anchor,
11291 g_object_freeze_notify (G_OBJECT (self));
11293 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
11295 if (self->priv->position_set)
11296 clutter_actor_move_by (self,
11297 anchor_x - old_anchor_x,
11298 anchor_y - old_anchor_y);
11300 g_object_thaw_notify (G_OBJECT (self));
11304 * clutter_actor_move_anchor_point_from_gravity:
11305 * @self: a #ClutterActor
11306 * @gravity: #ClutterGravity.
11308 * Sets an anchor point on the actor based on the given gravity, adjusting the
11309 * actor postion so that its relative position within its parent remains
11312 * Since version 1.0 the anchor point will be stored as a gravity so
11313 * that if the actor changes size then the anchor point will move. For
11314 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11315 * and later double the size of the actor, the anchor point will move
11316 * to the bottom right.
11321 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
11322 ClutterGravity gravity)
11324 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
11325 const ClutterTransformInfo *info;
11326 ClutterActorPrivate *priv;
11328 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11331 info = _clutter_actor_get_transform_info (self);
11333 g_object_freeze_notify (G_OBJECT (self));
11335 clutter_anchor_coord_get_units (self, &info->anchor,
11339 clutter_actor_set_anchor_point_from_gravity (self, gravity);
11340 clutter_anchor_coord_get_units (self, &info->anchor,
11345 if (priv->position_set)
11346 clutter_actor_move_by (self,
11347 new_anchor_x - old_anchor_x,
11348 new_anchor_y - old_anchor_y);
11350 g_object_thaw_notify (G_OBJECT (self));
11354 * clutter_actor_set_anchor_point_from_gravity:
11355 * @self: a #ClutterActor
11356 * @gravity: #ClutterGravity.
11358 * Sets an anchor point on the actor, based on the given gravity (this is a
11359 * convenience function wrapping clutter_actor_set_anchor_point()).
11361 * Since version 1.0 the anchor point will be stored as a gravity so
11362 * that if the actor changes size then the anchor point will move. For
11363 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11364 * and later double the size of the actor, the anchor point will move
11365 * to the bottom right.
11370 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
11371 ClutterGravity gravity)
11373 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11375 if (gravity == CLUTTER_GRAVITY_NONE)
11376 clutter_actor_set_anchor_point (self, 0, 0);
11379 GObject *obj = G_OBJECT (self);
11380 ClutterTransformInfo *info;
11382 g_object_freeze_notify (obj);
11384 info = _clutter_actor_get_transform_info (self);
11385 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
11387 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11388 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11389 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11391 self->priv->transform_valid = FALSE;
11393 clutter_actor_queue_redraw (self);
11395 g_object_thaw_notify (obj);
11400 clutter_container_iface_init (ClutterContainerIface *iface)
11402 /* we don't override anything, as ClutterContainer already has a default
11403 * implementation that we can use, and which calls into our own API.
11418 parse_units (ClutterActor *self,
11419 ParseDimension dimension,
11422 GValue value = { 0, };
11425 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
11428 json_node_get_value (node, &value);
11430 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
11432 retval = (gfloat) g_value_get_int64 (&value);
11434 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
11436 retval = g_value_get_double (&value);
11438 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
11440 ClutterUnits units;
11443 res = clutter_units_from_string (&units, g_value_get_string (&value));
11445 retval = clutter_units_to_pixels (&units);
11448 g_warning ("Invalid value '%s': integers, strings or floating point "
11449 "values can be used for the x, y, width and height "
11450 "properties. Valid modifiers for strings are 'px', 'mm', "
11452 g_value_get_string (&value));
11458 g_warning ("Invalid value of type '%s': integers, strings of floating "
11459 "point values can be used for the x, y, width, height "
11460 "anchor-x and anchor-y properties.",
11461 g_type_name (G_VALUE_TYPE (&value)));
11464 g_value_unset (&value);
11470 ClutterRotateAxis axis;
11479 static inline gboolean
11480 parse_rotation_array (ClutterActor *actor,
11482 RotationInfo *info)
11486 if (json_array_get_length (array) != 2)
11490 element = json_array_get_element (array, 0);
11491 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
11492 info->angle = json_node_get_double (element);
11497 element = json_array_get_element (array, 1);
11498 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
11500 JsonArray *center = json_node_get_array (element);
11502 if (json_array_get_length (center) != 2)
11505 switch (info->axis)
11507 case CLUTTER_X_AXIS:
11508 info->center_y = parse_units (actor, PARSE_Y,
11509 json_array_get_element (center, 0));
11510 info->center_z = parse_units (actor, PARSE_Y,
11511 json_array_get_element (center, 1));
11514 case CLUTTER_Y_AXIS:
11515 info->center_x = parse_units (actor, PARSE_X,
11516 json_array_get_element (center, 0));
11517 info->center_z = parse_units (actor, PARSE_X,
11518 json_array_get_element (center, 1));
11521 case CLUTTER_Z_AXIS:
11522 info->center_x = parse_units (actor, PARSE_X,
11523 json_array_get_element (center, 0));
11524 info->center_y = parse_units (actor, PARSE_Y,
11525 json_array_get_element (center, 1));
11534 parse_rotation (ClutterActor *actor,
11536 RotationInfo *info)
11540 gboolean retval = FALSE;
11542 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
11544 g_warning ("Invalid node of type '%s' found, expecting an array",
11545 json_node_type_name (node));
11549 array = json_node_get_array (node);
11550 len = json_array_get_length (array);
11552 for (i = 0; i < len; i++)
11554 JsonNode *element = json_array_get_element (array, i);
11555 JsonObject *object;
11558 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
11560 g_warning ("Invalid node of type '%s' found, expecting an object",
11561 json_node_type_name (element));
11565 object = json_node_get_object (element);
11567 if (json_object_has_member (object, "x-axis"))
11569 member = json_object_get_member (object, "x-axis");
11571 info->axis = CLUTTER_X_AXIS;
11573 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11575 info->angle = json_node_get_double (member);
11578 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11579 retval = parse_rotation_array (actor,
11580 json_node_get_array (member),
11585 else if (json_object_has_member (object, "y-axis"))
11587 member = json_object_get_member (object, "y-axis");
11589 info->axis = CLUTTER_Y_AXIS;
11591 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11593 info->angle = json_node_get_double (member);
11596 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11597 retval = parse_rotation_array (actor,
11598 json_node_get_array (member),
11603 else if (json_object_has_member (object, "z-axis"))
11605 member = json_object_get_member (object, "z-axis");
11607 info->axis = CLUTTER_Z_AXIS;
11609 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11611 info->angle = json_node_get_double (member);
11614 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11615 retval = parse_rotation_array (actor,
11616 json_node_get_array (member),
11627 parse_actor_metas (ClutterScript *script,
11628 ClutterActor *actor,
11631 GList *elements, *l;
11632 GSList *retval = NULL;
11634 if (!JSON_NODE_HOLDS_ARRAY (node))
11637 elements = json_array_get_elements (json_node_get_array (node));
11639 for (l = elements; l != NULL; l = l->next)
11641 JsonNode *element = l->data;
11642 const gchar *id_ = _clutter_script_get_id_from_node (element);
11645 if (id_ == NULL || *id_ == '\0')
11648 meta = clutter_script_get_object (script, id_);
11652 retval = g_slist_prepend (retval, meta);
11655 g_list_free (elements);
11657 return g_slist_reverse (retval);
11661 parse_behaviours (ClutterScript *script,
11662 ClutterActor *actor,
11665 GList *elements, *l;
11666 GSList *retval = NULL;
11668 if (!JSON_NODE_HOLDS_ARRAY (node))
11671 elements = json_array_get_elements (json_node_get_array (node));
11673 for (l = elements; l != NULL; l = l->next)
11675 JsonNode *element = l->data;
11676 const gchar *id_ = _clutter_script_get_id_from_node (element);
11677 GObject *behaviour;
11679 if (id_ == NULL || *id_ == '\0')
11682 behaviour = clutter_script_get_object (script, id_);
11683 if (behaviour == NULL)
11686 retval = g_slist_prepend (retval, behaviour);
11689 g_list_free (elements);
11691 return g_slist_reverse (retval);
11695 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
11696 ClutterScript *script,
11701 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11702 gboolean retval = FALSE;
11704 if ((name[0] == 'x' && name[1] == '\0') ||
11705 (name[0] == 'y' && name[1] == '\0') ||
11706 (strcmp (name, "width") == 0) ||
11707 (strcmp (name, "height") == 0) ||
11708 (strcmp (name, "anchor_x") == 0) ||
11709 (strcmp (name, "anchor_y") == 0))
11711 ParseDimension dimension;
11714 if (name[0] == 'x')
11715 dimension = PARSE_X;
11716 else if (name[0] == 'y')
11717 dimension = PARSE_Y;
11718 else if (name[0] == 'w')
11719 dimension = PARSE_WIDTH;
11720 else if (name[0] == 'h')
11721 dimension = PARSE_HEIGHT;
11722 else if (name[0] == 'a' && name[7] == 'x')
11723 dimension = PARSE_ANCHOR_X;
11724 else if (name[0] == 'a' && name[7] == 'y')
11725 dimension = PARSE_ANCHOR_Y;
11729 units = parse_units (actor, dimension, node);
11731 /* convert back to pixels: all properties are pixel-based */
11732 g_value_init (value, G_TYPE_FLOAT);
11733 g_value_set_float (value, units);
11737 else if (strcmp (name, "rotation") == 0)
11739 RotationInfo *info;
11741 info = g_slice_new0 (RotationInfo);
11742 retval = parse_rotation (actor, node, info);
11746 g_value_init (value, G_TYPE_POINTER);
11747 g_value_set_pointer (value, info);
11750 g_slice_free (RotationInfo, info);
11752 else if (strcmp (name, "behaviours") == 0)
11756 #ifdef CLUTTER_ENABLE_DEBUG
11757 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
11758 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
11759 "and it should not be used in newly "
11760 "written ClutterScript definitions.");
11763 l = parse_behaviours (script, actor, node);
11765 g_value_init (value, G_TYPE_POINTER);
11766 g_value_set_pointer (value, l);
11770 else if (strcmp (name, "actions") == 0 ||
11771 strcmp (name, "constraints") == 0 ||
11772 strcmp (name, "effects") == 0)
11776 l = parse_actor_metas (script, actor, node);
11778 g_value_init (value, G_TYPE_POINTER);
11779 g_value_set_pointer (value, l);
11788 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
11789 ClutterScript *script,
11791 const GValue *value)
11793 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11795 #ifdef CLUTTER_ENABLE_DEBUG
11796 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
11798 gchar *tmp = g_strdup_value_contents (value);
11800 CLUTTER_NOTE (SCRIPT,
11801 "in ClutterActor::set_custom_property('%s') = %s",
11807 #endif /* CLUTTER_ENABLE_DEBUG */
11809 if (strcmp (name, "rotation") == 0)
11811 RotationInfo *info;
11813 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11816 info = g_value_get_pointer (value);
11818 clutter_actor_set_rotation (actor,
11819 info->axis, info->angle,
11824 g_slice_free (RotationInfo, info);
11829 if (strcmp (name, "behaviours") == 0)
11831 GSList *behaviours, *l;
11833 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11836 behaviours = g_value_get_pointer (value);
11837 for (l = behaviours; l != NULL; l = l->next)
11839 ClutterBehaviour *behaviour = l->data;
11841 clutter_behaviour_apply (behaviour, actor);
11844 g_slist_free (behaviours);
11849 if (strcmp (name, "actions") == 0 ||
11850 strcmp (name, "constraints") == 0 ||
11851 strcmp (name, "effects") == 0)
11855 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11858 metas = g_value_get_pointer (value);
11859 for (l = metas; l != NULL; l = l->next)
11861 if (name[0] == 'a')
11862 clutter_actor_add_action (actor, l->data);
11864 if (name[0] == 'c')
11865 clutter_actor_add_constraint (actor, l->data);
11867 if (name[0] == 'e')
11868 clutter_actor_add_effect (actor, l->data);
11871 g_slist_free (metas);
11876 g_object_set_property (G_OBJECT (scriptable), name, value);
11880 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
11882 iface->parse_custom_node = clutter_actor_parse_custom_node;
11883 iface->set_custom_property = clutter_actor_set_custom_property;
11886 static ClutterActorMeta *
11887 get_meta_from_animation_property (ClutterActor *actor,
11891 ClutterActorPrivate *priv = actor->priv;
11892 ClutterActorMeta *meta = NULL;
11895 /* if this is not a special property, fall through */
11896 if (name[0] != '@')
11899 /* detect the properties named using the following spec:
11901 * @<section>.<meta-name>.<property-name>
11903 * where <section> can be one of the following:
11909 * and <meta-name> is the name set on a specific ActorMeta
11912 tokens = g_strsplit (name + 1, ".", -1);
11913 if (tokens == NULL || g_strv_length (tokens) != 3)
11915 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
11917 g_strfreev (tokens);
11921 if (strcmp (tokens[0], "actions") == 0)
11922 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
11924 if (strcmp (tokens[0], "constraints") == 0)
11925 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
11927 if (strcmp (tokens[0], "effects") == 0)
11928 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
11930 if (name_p != NULL)
11931 *name_p = g_strdup (tokens[2]);
11933 CLUTTER_NOTE (ANIMATION,
11934 "Looking for property '%s' of object '%s' in section '%s'",
11939 g_strfreev (tokens);
11944 static GParamSpec *
11945 clutter_actor_find_property (ClutterAnimatable *animatable,
11946 const gchar *property_name)
11948 ClutterActorMeta *meta = NULL;
11949 GObjectClass *klass = NULL;
11950 GParamSpec *pspec = NULL;
11951 gchar *p_name = NULL;
11953 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11959 klass = G_OBJECT_GET_CLASS (meta);
11961 pspec = g_object_class_find_property (klass, p_name);
11965 klass = G_OBJECT_GET_CLASS (animatable);
11967 pspec = g_object_class_find_property (klass, property_name);
11976 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
11977 const gchar *property_name,
11980 ClutterActorMeta *meta = NULL;
11981 gchar *p_name = NULL;
11983 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11988 g_object_get_property (G_OBJECT (meta), p_name, initial);
11990 g_object_get_property (G_OBJECT (animatable), property_name, initial);
11996 clutter_actor_set_final_state (ClutterAnimatable *animatable,
11997 const gchar *property_name,
11998 const GValue *final)
12000 ClutterActorMeta *meta = NULL;
12001 gchar *p_name = NULL;
12003 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12007 g_object_set_property (G_OBJECT (meta), p_name, final);
12009 g_object_set_property (G_OBJECT (animatable), property_name, final);
12015 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
12017 iface->find_property = clutter_actor_find_property;
12018 iface->get_initial_state = clutter_actor_get_initial_state;
12019 iface->set_final_state = clutter_actor_set_final_state;
12023 * clutter_actor_transform_stage_point:
12024 * @self: A #ClutterActor
12025 * @x: (in): x screen coordinate of the point to unproject
12026 * @y: (in): y screen coordinate of the point to unproject
12027 * @x_out: (out): return location for the unprojected x coordinance
12028 * @y_out: (out): return location for the unprojected y coordinance
12030 * This function translates screen coordinates (@x, @y) to
12031 * coordinates relative to the actor. For example, it can be used to translate
12032 * screen events from global screen coordinates into actor-local coordinates.
12034 * The conversion can fail, notably if the transform stack results in the
12035 * actor being projected on the screen as a mere line.
12037 * The conversion should not be expected to be pixel-perfect due to the
12038 * nature of the operation. In general the error grows when the skewing
12039 * of the actor rectangle on screen increases.
12041 * <note><para>This function can be computationally intensive.</para></note>
12043 * <note><para>This function only works when the allocation is up-to-date,
12044 * i.e. inside of paint().</para></note>
12046 * Return value: %TRUE if conversion was successful.
12051 clutter_actor_transform_stage_point (ClutterActor *self,
12057 ClutterVertex v[4];
12060 int du, dv, xi, yi;
12062 float xf, yf, wf, det;
12063 ClutterActorPrivate *priv;
12065 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12069 /* This implementation is based on the quad -> quad projection algorithm
12070 * described by Paul Heckbert in:
12072 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
12074 * and the sample implementation at:
12076 * http://www.cs.cmu.edu/~ph/src/texfund/
12078 * Our texture is a rectangle with origin [0, 0], so we are mapping from
12079 * quad to rectangle only, which significantly simplifies things; the
12080 * function calls have been unrolled, and most of the math is done in fixed
12084 clutter_actor_get_abs_allocation_vertices (self, v);
12086 /* Keeping these as ints simplifies the multiplication (no significant
12087 * loss of precision here).
12089 du = (int) (priv->allocation.x2 - priv->allocation.x1);
12090 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
12095 #define UX2FP(x) (x)
12096 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
12098 /* First, find mapping from unit uv square to xy quadrilateral; this
12099 * equivalent to the pmap_square_quad() functions in the sample
12100 * implementation, which we can simplify, since our target is always
12103 px = v[0].x - v[1].x + v[3].x - v[2].x;
12104 py = v[0].y - v[1].y + v[3].y - v[2].y;
12108 /* affine transform */
12109 RQ[0][0] = UX2FP (v[1].x - v[0].x);
12110 RQ[1][0] = UX2FP (v[3].x - v[1].x);
12111 RQ[2][0] = UX2FP (v[0].x);
12112 RQ[0][1] = UX2FP (v[1].y - v[0].y);
12113 RQ[1][1] = UX2FP (v[3].y - v[1].y);
12114 RQ[2][1] = UX2FP (v[0].y);
12121 /* projective transform */
12122 double dx1, dx2, dy1, dy2, del;
12124 dx1 = UX2FP (v[1].x - v[3].x);
12125 dx2 = UX2FP (v[2].x - v[3].x);
12126 dy1 = UX2FP (v[1].y - v[3].y);
12127 dy2 = UX2FP (v[2].y - v[3].y);
12129 del = DET2FP (dx1, dx2, dy1, dy2);
12134 * The division here needs to be done in floating point for
12135 * precisions reasons.
12137 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
12138 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12139 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12141 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
12142 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
12143 RQ[2][0] = UX2FP (v[0].x);
12144 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
12145 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
12146 RQ[2][1] = UX2FP (v[0].y);
12150 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
12151 * square. Since our rectangle is based at 0,0 we only need to scale.
12161 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
12164 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
12165 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
12166 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
12167 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
12168 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
12169 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
12170 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
12171 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
12172 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
12175 * Check the resulting matrix is OK.
12177 det = (RQ[0][0] * ST[0][0])
12178 + (RQ[0][1] * ST[0][1])
12179 + (RQ[0][2] * ST[0][2]);
12184 * Now transform our point with the ST matrix; the notional w
12185 * coordinate is 1, hence the last part is simply added.
12190 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
12191 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
12192 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
12210 static ClutterGeometry*
12211 clutter_geometry_copy (const ClutterGeometry *geometry)
12213 return g_slice_dup (ClutterGeometry, geometry);
12217 clutter_geometry_free (ClutterGeometry *geometry)
12219 if (G_LIKELY (geometry != NULL))
12220 g_slice_free (ClutterGeometry, geometry);
12224 * clutter_geometry_union:
12225 * @geometry_a: a #ClutterGeometry
12226 * @geometry_b: another #ClutterGeometry
12227 * @result: (out): location to store the result
12229 * Find the union of two rectangles represented as #ClutterGeometry.
12234 clutter_geometry_union (const ClutterGeometry *geometry_a,
12235 const ClutterGeometry *geometry_b,
12236 ClutterGeometry *result)
12238 /* We don't try to handle rectangles that can't be represented
12239 * as a signed integer box */
12240 gint x_1 = MIN (geometry_a->x, geometry_b->x);
12241 gint y_1 = MIN (geometry_a->y, geometry_b->y);
12242 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
12243 geometry_b->x + (gint)geometry_b->width);
12244 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
12245 geometry_b->y + (gint)geometry_b->height);
12248 result->width = x_2 - x_1;
12249 result->height = y_2 - y_1;
12253 * clutter_geometry_intersects:
12254 * @geometry0: The first geometry to test
12255 * @geometry1: The second geometry to test
12257 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
12258 * they do else %FALSE.
12260 * Return value: %TRUE of @geometry0 and geometry1 intersect else
12266 clutter_geometry_intersects (const ClutterGeometry *geometry0,
12267 const ClutterGeometry *geometry1)
12269 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
12270 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
12271 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
12272 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
12279 clutter_geometry_progress (const GValue *a,
12284 const ClutterGeometry *a_geom = g_value_get_boxed (a);
12285 const ClutterGeometry *b_geom = g_value_get_boxed (b);
12286 ClutterGeometry res = { 0, };
12287 gint a_width = a_geom->width;
12288 gint b_width = b_geom->width;
12289 gint a_height = a_geom->height;
12290 gint b_height = b_geom->height;
12292 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
12293 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
12295 res.width = a_width + (b_width - a_width) * progress;
12296 res.height = a_height + (b_height - a_height) * progress;
12298 g_value_set_boxed (retval, &res);
12303 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
12304 clutter_geometry_copy,
12305 clutter_geometry_free,
12306 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
12313 * clutter_vertex_new:
12318 * Creates a new #ClutterVertex for the point in 3D space
12319 * identified by the 3 coordinates @x, @y, @z
12321 * Return value: the newly allocate #ClutterVertex. Use
12322 * clutter_vertex_free() to free the resources
12327 clutter_vertex_new (gfloat x,
12331 ClutterVertex *vertex;
12333 vertex = g_slice_new (ClutterVertex);
12342 * clutter_vertex_copy:
12343 * @vertex: a #ClutterVertex
12347 * Return value: a newly allocated copy of #ClutterVertex. Use
12348 * clutter_vertex_free() to free the allocated resources
12353 clutter_vertex_copy (const ClutterVertex *vertex)
12355 if (G_LIKELY (vertex != NULL))
12356 return g_slice_dup (ClutterVertex, vertex);
12362 * clutter_vertex_free:
12363 * @vertex: a #ClutterVertex
12365 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
12370 clutter_vertex_free (ClutterVertex *vertex)
12372 if (G_UNLIKELY (vertex != NULL))
12373 g_slice_free (ClutterVertex, vertex);
12377 * clutter_vertex_equal:
12378 * @vertex_a: a #ClutterVertex
12379 * @vertex_b: a #ClutterVertex
12381 * Compares @vertex_a and @vertex_b for equality
12383 * Return value: %TRUE if the passed #ClutterVertex are equal
12388 clutter_vertex_equal (const ClutterVertex *vertex_a,
12389 const ClutterVertex *vertex_b)
12391 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
12393 if (vertex_a == vertex_b)
12396 return vertex_a->x == vertex_b->x &&
12397 vertex_a->y == vertex_b->y &&
12398 vertex_a->z == vertex_b->z;
12402 clutter_vertex_progress (const GValue *a,
12407 const ClutterVertex *av = g_value_get_boxed (a);
12408 const ClutterVertex *bv = g_value_get_boxed (b);
12409 ClutterVertex res = { 0, };
12411 res.x = av->x + (bv->x - av->x) * progress;
12412 res.y = av->y + (bv->y - av->y) * progress;
12413 res.z = av->z + (bv->z - av->z) * progress;
12415 g_value_set_boxed (retval, &res);
12420 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
12421 clutter_vertex_copy,
12422 clutter_vertex_free,
12423 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
12426 * clutter_actor_is_rotated:
12427 * @self: a #ClutterActor
12429 * Checks whether any rotation is applied to the actor.
12431 * Return value: %TRUE if the actor is rotated.
12436 clutter_actor_is_rotated (ClutterActor *self)
12438 const ClutterTransformInfo *info;
12440 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12442 info = _clutter_actor_get_transform_info_or_defaults (self);
12444 if (info->rx_angle || info->ry_angle || info->rz_angle)
12451 * clutter_actor_is_scaled:
12452 * @self: a #ClutterActor
12454 * Checks whether the actor is scaled in either dimension.
12456 * Return value: %TRUE if the actor is scaled.
12461 clutter_actor_is_scaled (ClutterActor *self)
12463 const ClutterTransformInfo *info;
12465 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12467 info = _clutter_actor_get_transform_info_or_defaults (self);
12469 if (info->scale_x != 1.0 || info->scale_y != 1.0)
12476 _clutter_actor_get_stage_internal (ClutterActor *actor)
12478 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
12479 actor = actor->priv->parent;
12485 * clutter_actor_get_stage:
12486 * @actor: a #ClutterActor
12488 * Retrieves the #ClutterStage where @actor is contained.
12490 * Return value: (transfer none) (type Clutter.Stage): the stage
12491 * containing the actor, or %NULL
12496 clutter_actor_get_stage (ClutterActor *actor)
12498 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
12500 return _clutter_actor_get_stage_internal (actor);
12504 * clutter_actor_allocate_available_size:
12505 * @self: a #ClutterActor
12506 * @x: the actor's X coordinate
12507 * @y: the actor's Y coordinate
12508 * @available_width: the maximum available width, or -1 to use the
12509 * actor's natural width
12510 * @available_height: the maximum available height, or -1 to use the
12511 * actor's natural height
12512 * @flags: flags controlling the allocation
12514 * Allocates @self taking into account the #ClutterActor<!-- -->'s
12515 * preferred size, but limiting it to the maximum available width
12516 * and height provided.
12518 * This function will do the right thing when dealing with the
12519 * actor's request mode.
12521 * The implementation of this function is equivalent to:
12524 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12526 * clutter_actor_get_preferred_width (self, available_height,
12528 * &natural_width);
12529 * width = CLAMP (natural_width, min_width, available_width);
12531 * clutter_actor_get_preferred_height (self, width,
12533 * &natural_height);
12534 * height = CLAMP (natural_height, min_height, available_height);
12538 * clutter_actor_get_preferred_height (self, available_width,
12540 * &natural_height);
12541 * height = CLAMP (natural_height, min_height, available_height);
12543 * clutter_actor_get_preferred_width (self, height,
12545 * &natural_width);
12546 * width = CLAMP (natural_width, min_width, available_width);
12549 * box.x1 = x; box.y1 = y;
12550 * box.x2 = box.x1 + available_width;
12551 * box.y2 = box.y1 + available_height;
12552 * clutter_actor_allocate (self, &box, flags);
12555 * This function can be used by fluid layout managers to allocate
12556 * an actor's preferred size without making it bigger than the area
12557 * available for the container.
12562 clutter_actor_allocate_available_size (ClutterActor *self,
12565 gfloat available_width,
12566 gfloat available_height,
12567 ClutterAllocationFlags flags)
12569 ClutterActorPrivate *priv;
12570 gfloat width, height;
12571 gfloat min_width, min_height;
12572 gfloat natural_width, natural_height;
12573 ClutterActorBox box;
12575 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12579 width = height = 0.0;
12581 switch (priv->request_mode)
12583 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
12584 clutter_actor_get_preferred_width (self, available_height,
12587 width = CLAMP (natural_width, min_width, available_width);
12589 clutter_actor_get_preferred_height (self, width,
12592 height = CLAMP (natural_height, min_height, available_height);
12595 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
12596 clutter_actor_get_preferred_height (self, available_width,
12599 height = CLAMP (natural_height, min_height, available_height);
12601 clutter_actor_get_preferred_width (self, height,
12604 width = CLAMP (natural_width, min_width, available_width);
12611 box.x2 = box.x1 + width;
12612 box.y2 = box.y1 + height;
12613 clutter_actor_allocate (self, &box, flags);
12617 * clutter_actor_allocate_preferred_size:
12618 * @self: a #ClutterActor
12619 * @flags: flags controlling the allocation
12621 * Allocates the natural size of @self.
12623 * This function is a utility call for #ClutterActor implementations
12624 * that allocates the actor's preferred natural size. It can be used
12625 * by fixed layout managers (like #ClutterGroup or so called
12626 * 'composite actors') inside the ClutterActor::allocate
12627 * implementation to give each child exactly how much space it
12630 * This function is not meant to be used by applications. It is also
12631 * not meant to be used outside the implementation of the
12632 * ClutterActor::allocate virtual function.
12637 clutter_actor_allocate_preferred_size (ClutterActor *self,
12638 ClutterAllocationFlags flags)
12640 gfloat actor_x, actor_y;
12641 gfloat natural_width, natural_height;
12642 ClutterActorBox actor_box;
12644 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12646 actor_x = clutter_actor_get_x (self);
12647 actor_y = clutter_actor_get_y (self);
12649 clutter_actor_get_preferred_size (self,
12654 actor_box.x1 = actor_x;
12655 actor_box.y1 = actor_y;
12656 actor_box.x2 = actor_box.x1 + natural_width;
12657 actor_box.y2 = actor_box.y1 + natural_height;
12659 clutter_actor_allocate (self, &actor_box, flags);
12663 * clutter_actor_allocate_align_fill:
12664 * @self: a #ClutterActor
12665 * @box: a #ClutterActorBox, containing the available width and height
12666 * @x_align: the horizontal alignment, between 0 and 1
12667 * @y_align: the vertical alignment, between 0 and 1
12668 * @x_fill: whether the actor should fill horizontally
12669 * @y_fill: whether the actor should fill vertically
12670 * @flags: allocation flags to be passed to clutter_actor_allocate()
12672 * Allocates @self by taking into consideration the available allocation
12673 * area; an alignment factor on either axis; and whether the actor should
12674 * fill the allocation on either axis.
12676 * The @box should contain the available allocation width and height;
12677 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
12678 * allocation will be offset by their value.
12680 * This function takes into consideration the geometry request specified by
12681 * the #ClutterActor:request-mode property, and the text direction.
12683 * This function is useful for fluid layout managers, like #ClutterBinLayout
12684 * or #ClutterTableLayout
12689 clutter_actor_allocate_align_fill (ClutterActor *self,
12690 const ClutterActorBox *box,
12695 ClutterAllocationFlags flags)
12697 ClutterActorPrivate *priv;
12698 ClutterActorBox allocation = { 0, };
12699 gfloat x_offset, y_offset;
12700 gfloat available_width, available_height;
12701 gfloat child_width, child_height;
12703 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12704 g_return_if_fail (box != NULL);
12705 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
12706 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
12710 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
12711 clutter_actor_box_get_size (box, &available_width, &available_height);
12713 if (available_width < 0)
12714 available_width = 0;
12716 if (available_height < 0)
12717 available_height = 0;
12721 allocation.x1 = x_offset;
12722 allocation.x2 = allocation.x1 + available_width;
12727 allocation.y1 = y_offset;
12728 allocation.y2 = allocation.y1 + available_height;
12731 /* if we are filling horizontally and vertically then we're done */
12732 if (x_fill && y_fill)
12735 child_width = child_height = 0.0f;
12737 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12739 gfloat min_width, natural_width;
12740 gfloat min_height, natural_height;
12742 clutter_actor_get_preferred_width (self, available_height,
12746 child_width = CLAMP (natural_width, min_width, available_width);
12750 clutter_actor_get_preferred_height (self, child_width,
12754 child_height = CLAMP (natural_height, min_height, available_height);
12759 gfloat min_width, natural_width;
12760 gfloat min_height, natural_height;
12762 clutter_actor_get_preferred_height (self, available_width,
12766 child_height = CLAMP (natural_height, min_height, available_height);
12770 clutter_actor_get_preferred_width (self, child_height,
12774 child_width = CLAMP (natural_width, min_width, available_width);
12778 /* invert the horizontal alignment for RTL languages */
12779 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
12780 x_align = 1.0 - x_align;
12784 allocation.x1 = x_offset
12785 + ((available_width - child_width) * x_align);
12786 allocation.x2 = allocation.x1 + child_width;
12791 allocation.y1 = y_offset
12792 + ((available_height - child_height) * y_align);
12793 allocation.y2 = allocation.y1 + child_height;
12797 clutter_actor_box_clamp_to_pixel (&allocation);
12798 clutter_actor_allocate (self, &allocation, flags);
12802 * clutter_actor_grab_key_focus:
12803 * @self: a #ClutterActor
12805 * Sets the key focus of the #ClutterStage including @self
12806 * to this #ClutterActor.
12811 clutter_actor_grab_key_focus (ClutterActor *self)
12813 ClutterActor *stage;
12815 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12817 stage = _clutter_actor_get_stage_internal (self);
12819 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
12823 * clutter_actor_get_pango_context:
12824 * @self: a #ClutterActor
12826 * Retrieves the #PangoContext for @self. The actor's #PangoContext
12827 * is already configured using the appropriate font map, resolution
12828 * and font options.
12830 * Unlike clutter_actor_create_pango_context(), this context is owend
12831 * by the #ClutterActor and it will be updated each time the options
12832 * stored by the #ClutterBackend change.
12834 * You can use the returned #PangoContext to create a #PangoLayout
12835 * and render text using cogl_pango_render_layout() to reuse the
12836 * glyphs cache also used by Clutter.
12838 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
12839 * The returned #PangoContext is owned by the actor and should not be
12840 * unreferenced by the application code
12845 clutter_actor_get_pango_context (ClutterActor *self)
12847 ClutterActorPrivate *priv;
12849 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12853 if (priv->pango_context != NULL)
12854 return priv->pango_context;
12856 priv->pango_context = _clutter_context_get_pango_context ();
12857 g_object_ref (priv->pango_context);
12859 return priv->pango_context;
12863 * clutter_actor_create_pango_context:
12864 * @self: a #ClutterActor
12866 * Creates a #PangoContext for the given actor. The #PangoContext
12867 * is already configured using the appropriate font map, resolution
12868 * and font options.
12870 * See also clutter_actor_get_pango_context().
12872 * Return value: (transfer full): the newly created #PangoContext.
12873 * Use g_object_unref() on the returned value to deallocate its
12879 clutter_actor_create_pango_context (ClutterActor *self)
12881 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12883 return _clutter_context_create_pango_context ();
12887 * clutter_actor_create_pango_layout:
12888 * @self: a #ClutterActor
12889 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
12891 * Creates a new #PangoLayout from the same #PangoContext used
12892 * by the #ClutterActor. The #PangoLayout is already configured
12893 * with the font map, resolution and font options, and the
12896 * If you want to keep around a #PangoLayout created by this
12897 * function you will have to connect to the #ClutterBackend::font-changed
12898 * and #ClutterBackend::resolution-changed signals, and call
12899 * pango_layout_context_changed() in response to them.
12901 * Return value: (transfer full): the newly created #PangoLayout.
12902 * Use g_object_unref() when done
12907 clutter_actor_create_pango_layout (ClutterActor *self,
12910 PangoContext *context;
12911 PangoLayout *layout;
12913 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12915 context = clutter_actor_get_pango_context (self);
12916 layout = pango_layout_new (context);
12919 pango_layout_set_text (layout, text, -1);
12924 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
12925 * ClutterOffscreenEffect.
12928 _clutter_actor_set_opacity_override (ClutterActor *self,
12931 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12933 self->priv->opacity_override = opacity;
12937 _clutter_actor_get_opacity_override (ClutterActor *self)
12939 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
12941 return self->priv->opacity_override;
12944 /* Allows you to disable applying the actors model view transform during
12945 * a paint. Used by ClutterClone. */
12947 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
12950 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12952 self->priv->enable_model_view_transform = enable;
12956 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
12959 ClutterActorPrivate *priv;
12961 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12965 priv->enable_paint_unmapped = enable;
12967 if (priv->enable_paint_unmapped)
12969 /* Make sure that the parents of the widget are realized first;
12970 * otherwise checks in clutter_actor_update_map_state() will
12973 clutter_actor_realize (self);
12975 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
12979 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
12984 clutter_anchor_coord_get_units (ClutterActor *self,
12985 const AnchorCoord *coord,
12990 if (coord->is_fractional)
12992 gfloat actor_width, actor_height;
12994 clutter_actor_get_size (self, &actor_width, &actor_height);
12997 *x = actor_width * coord->v.fraction.x;
13000 *y = actor_height * coord->v.fraction.y;
13008 *x = coord->v.units.x;
13011 *y = coord->v.units.y;
13014 *z = coord->v.units.z;
13019 clutter_anchor_coord_set_units (AnchorCoord *coord,
13024 coord->is_fractional = FALSE;
13025 coord->v.units.x = x;
13026 coord->v.units.y = y;
13027 coord->v.units.z = z;
13030 static ClutterGravity
13031 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
13033 if (coord->is_fractional)
13035 if (coord->v.fraction.x == 0.0)
13037 if (coord->v.fraction.y == 0.0)
13038 return CLUTTER_GRAVITY_NORTH_WEST;
13039 else if (coord->v.fraction.y == 0.5)
13040 return CLUTTER_GRAVITY_WEST;
13041 else if (coord->v.fraction.y == 1.0)
13042 return CLUTTER_GRAVITY_SOUTH_WEST;
13044 return CLUTTER_GRAVITY_NONE;
13046 else if (coord->v.fraction.x == 0.5)
13048 if (coord->v.fraction.y == 0.0)
13049 return CLUTTER_GRAVITY_NORTH;
13050 else if (coord->v.fraction.y == 0.5)
13051 return CLUTTER_GRAVITY_CENTER;
13052 else if (coord->v.fraction.y == 1.0)
13053 return CLUTTER_GRAVITY_SOUTH;
13055 return CLUTTER_GRAVITY_NONE;
13057 else if (coord->v.fraction.x == 1.0)
13059 if (coord->v.fraction.y == 0.0)
13060 return CLUTTER_GRAVITY_NORTH_EAST;
13061 else if (coord->v.fraction.y == 0.5)
13062 return CLUTTER_GRAVITY_EAST;
13063 else if (coord->v.fraction.y == 1.0)
13064 return CLUTTER_GRAVITY_SOUTH_EAST;
13066 return CLUTTER_GRAVITY_NONE;
13069 return CLUTTER_GRAVITY_NONE;
13072 return CLUTTER_GRAVITY_NONE;
13076 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
13077 ClutterGravity gravity)
13081 case CLUTTER_GRAVITY_NORTH:
13082 coord->v.fraction.x = 0.5;
13083 coord->v.fraction.y = 0.0;
13086 case CLUTTER_GRAVITY_NORTH_EAST:
13087 coord->v.fraction.x = 1.0;
13088 coord->v.fraction.y = 0.0;
13091 case CLUTTER_GRAVITY_EAST:
13092 coord->v.fraction.x = 1.0;
13093 coord->v.fraction.y = 0.5;
13096 case CLUTTER_GRAVITY_SOUTH_EAST:
13097 coord->v.fraction.x = 1.0;
13098 coord->v.fraction.y = 1.0;
13101 case CLUTTER_GRAVITY_SOUTH:
13102 coord->v.fraction.x = 0.5;
13103 coord->v.fraction.y = 1.0;
13106 case CLUTTER_GRAVITY_SOUTH_WEST:
13107 coord->v.fraction.x = 0.0;
13108 coord->v.fraction.y = 1.0;
13111 case CLUTTER_GRAVITY_WEST:
13112 coord->v.fraction.x = 0.0;
13113 coord->v.fraction.y = 0.5;
13116 case CLUTTER_GRAVITY_NORTH_WEST:
13117 coord->v.fraction.x = 0.0;
13118 coord->v.fraction.y = 0.0;
13121 case CLUTTER_GRAVITY_CENTER:
13122 coord->v.fraction.x = 0.5;
13123 coord->v.fraction.y = 0.5;
13127 coord->v.fraction.x = 0.0;
13128 coord->v.fraction.y = 0.0;
13132 coord->is_fractional = TRUE;
13136 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
13138 if (coord->is_fractional)
13139 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
13141 return (coord->v.units.x == 0.0
13142 && coord->v.units.y == 0.0
13143 && coord->v.units.z == 0.0);
13147 * clutter_actor_get_flags:
13148 * @self: a #ClutterActor
13150 * Retrieves the flags set on @self
13152 * Return value: a bitwise or of #ClutterActorFlags or 0
13157 clutter_actor_get_flags (ClutterActor *self)
13159 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
13161 return self->flags;
13165 * clutter_actor_set_flags:
13166 * @self: a #ClutterActor
13167 * @flags: the flags to set
13169 * Sets @flags on @self
13171 * This function will emit notifications for the changed properties
13176 clutter_actor_set_flags (ClutterActor *self,
13177 ClutterActorFlags flags)
13179 ClutterActorFlags old_flags;
13181 gboolean was_reactive_set, reactive_set;
13182 gboolean was_realized_set, realized_set;
13183 gboolean was_mapped_set, mapped_set;
13184 gboolean was_visible_set, visible_set;
13186 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13188 if (self->flags == flags)
13191 obj = G_OBJECT (self);
13192 g_object_ref (obj);
13193 g_object_freeze_notify (obj);
13195 old_flags = self->flags;
13197 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13198 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13199 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13200 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13202 self->flags |= flags;
13204 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13205 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13206 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13207 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13209 if (reactive_set != was_reactive_set)
13210 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13212 if (realized_set != was_realized_set)
13213 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13215 if (mapped_set != was_mapped_set)
13216 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13218 if (visible_set != was_visible_set)
13219 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13221 g_object_thaw_notify (obj);
13222 g_object_unref (obj);
13226 * clutter_actor_unset_flags:
13227 * @self: a #ClutterActor
13228 * @flags: the flags to unset
13230 * Unsets @flags on @self
13232 * This function will emit notifications for the changed properties
13237 clutter_actor_unset_flags (ClutterActor *self,
13238 ClutterActorFlags flags)
13240 ClutterActorFlags old_flags;
13242 gboolean was_reactive_set, reactive_set;
13243 gboolean was_realized_set, realized_set;
13244 gboolean was_mapped_set, mapped_set;
13245 gboolean was_visible_set, visible_set;
13247 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13249 obj = G_OBJECT (self);
13250 g_object_freeze_notify (obj);
13252 old_flags = self->flags;
13254 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13255 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13256 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13257 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13259 self->flags &= ~flags;
13261 if (self->flags == old_flags)
13264 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13265 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13266 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13267 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13269 if (reactive_set != was_reactive_set)
13270 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13272 if (realized_set != was_realized_set)
13273 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13275 if (mapped_set != was_mapped_set)
13276 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13278 if (visible_set != was_visible_set)
13279 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13281 g_object_thaw_notify (obj);
13285 * clutter_actor_get_transformation_matrix:
13286 * @self: a #ClutterActor
13287 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
13289 * Retrieves the transformations applied to @self relative to its
13295 clutter_actor_get_transformation_matrix (ClutterActor *self,
13296 CoglMatrix *matrix)
13298 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13300 cogl_matrix_init_identity (matrix);
13302 _clutter_actor_apply_modelview_transform (self, matrix);
13306 _clutter_actor_set_in_clone_paint (ClutterActor *self,
13307 gboolean is_in_clone_paint)
13309 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13310 self->priv->in_clone_paint = is_in_clone_paint;
13314 * clutter_actor_is_in_clone_paint:
13315 * @self: a #ClutterActor
13317 * Checks whether @self is being currently painted by a #ClutterClone
13319 * This function is useful only inside the ::paint virtual function
13320 * implementations or within handlers for the #ClutterActor::paint
13323 * This function should not be used by applications
13325 * Return value: %TRUE if the #ClutterActor is currently being painted
13326 * by a #ClutterClone, and %FALSE otherwise
13331 clutter_actor_is_in_clone_paint (ClutterActor *self)
13333 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13335 return self->priv->in_clone_paint;
13339 set_direction_recursive (ClutterActor *actor,
13340 gpointer user_data)
13342 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
13344 clutter_actor_set_text_direction (actor, text_dir);
13350 * clutter_actor_set_text_direction:
13351 * @self: a #ClutterActor
13352 * @text_dir: the text direction for @self
13354 * Sets the #ClutterTextDirection for an actor
13356 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
13358 * If @self implements #ClutterContainer then this function will recurse
13359 * inside all the children of @self (including the internal ones).
13361 * Composite actors not implementing #ClutterContainer, or actors requiring
13362 * special handling when the text direction changes, should connect to
13363 * the #GObject::notify signal for the #ClutterActor:text-direction property
13368 clutter_actor_set_text_direction (ClutterActor *self,
13369 ClutterTextDirection text_dir)
13371 ClutterActorPrivate *priv;
13373 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13374 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
13378 if (priv->text_direction != text_dir)
13380 priv->text_direction = text_dir;
13382 /* we need to emit the notify::text-direction first, so that
13383 * the sub-classes can catch that and do specific handling of
13384 * the text direction; see clutter_text_direction_changed_cb()
13385 * inside clutter-text.c
13387 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
13389 _clutter_actor_foreach_child (self, set_direction_recursive,
13390 GINT_TO_POINTER (text_dir));
13392 clutter_actor_queue_relayout (self);
13397 _clutter_actor_set_has_pointer (ClutterActor *self,
13398 gboolean has_pointer)
13400 ClutterActorPrivate *priv = self->priv;
13402 if (priv->has_pointer != has_pointer)
13404 priv->has_pointer = has_pointer;
13406 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
13411 * clutter_actor_get_text_direction:
13412 * @self: a #ClutterActor
13414 * Retrieves the value set using clutter_actor_set_text_direction()
13416 * If no text direction has been previously set, the default text
13417 * direction, as returned by clutter_get_default_text_direction(), will
13418 * be returned instead
13420 * Return value: the #ClutterTextDirection for the actor
13424 ClutterTextDirection
13425 clutter_actor_get_text_direction (ClutterActor *self)
13427 ClutterActorPrivate *priv;
13429 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
13430 CLUTTER_TEXT_DIRECTION_LTR);
13434 /* if no direction has been set yet use the default */
13435 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
13436 priv->text_direction = clutter_get_default_text_direction ();
13438 return priv->text_direction;
13442 * clutter_actor_push_internal:
13443 * @self: a #ClutterActor
13445 * Should be used by actors implementing the #ClutterContainer and with
13446 * internal children added through clutter_actor_set_parent(), for instance:
13450 * my_actor_init (MyActor *self)
13452 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
13454 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
13456 * /* calling clutter_actor_set_parent() now will result in
13457 * * the internal flag being set on a child of MyActor
13460 * /* internal child - a background texture */
13461 * self->priv->background_tex = clutter_texture_new ();
13462 * clutter_actor_set_parent (self->priv->background_tex,
13463 * CLUTTER_ACTOR (self));
13465 * /* internal child - a label */
13466 * self->priv->label = clutter_text_new ();
13467 * clutter_actor_set_parent (self->priv->label,
13468 * CLUTTER_ACTOR (self));
13470 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
13472 * /* calling clutter_actor_set_parent() now will not result in
13473 * * the internal flag being set on a child of MyActor
13478 * This function will be used by Clutter to toggle an "internal child"
13479 * flag whenever clutter_actor_set_parent() is called; internal children
13480 * are handled differently by Clutter, specifically when destroying their
13483 * Call clutter_actor_pop_internal() when you finished adding internal
13486 * Nested calls to clutter_actor_push_internal() are allowed, but each
13487 * one must by followed by a clutter_actor_pop_internal() call.
13491 * Deprecated: 1.10: All children of an actor are accessible through
13492 * the #ClutterActor API, and #ClutterActor implements the
13493 * #ClutterContainer interface, so this function is only useful
13494 * for legacy containers overriding the default implementation.
13497 clutter_actor_push_internal (ClutterActor *self)
13499 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13501 self->priv->internal_child += 1;
13505 * clutter_actor_pop_internal:
13506 * @self: a #ClutterActor
13508 * Disables the effects of clutter_actor_push_internal().
13512 * Deprecated: 1.10: All children of an actor are accessible through
13513 * the #ClutterActor API. This function is only useful for legacy
13514 * containers overriding the default implementation of the
13515 * #ClutterContainer interface.
13518 clutter_actor_pop_internal (ClutterActor *self)
13520 ClutterActorPrivate *priv;
13522 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13526 if (priv->internal_child == 0)
13528 g_warning ("Mismatched %s: you need to call "
13529 "clutter_actor_push_composite() at least once before "
13530 "calling this function", G_STRFUNC);
13534 priv->internal_child -= 1;
13538 * clutter_actor_has_pointer:
13539 * @self: a #ClutterActor
13541 * Checks whether an actor contains the pointer of a
13542 * #ClutterInputDevice
13544 * Return value: %TRUE if the actor contains the pointer, and
13550 clutter_actor_has_pointer (ClutterActor *self)
13552 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13554 return self->priv->has_pointer;
13557 /* XXX: This is a workaround for not being able to break the ABI of
13558 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
13559 * clutter_actor_queue_clipped_redraw() for details.
13561 ClutterPaintVolume *
13562 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
13564 return g_object_get_data (G_OBJECT (self),
13565 "-clutter-actor-queue-redraw-clip");
13569 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
13570 ClutterPaintVolume *clip)
13572 g_object_set_data (G_OBJECT (self),
13573 "-clutter-actor-queue-redraw-clip",
13578 * clutter_actor_has_allocation:
13579 * @self: a #ClutterActor
13581 * Checks if the actor has an up-to-date allocation assigned to
13582 * it. This means that the actor should have an allocation: it's
13583 * visible and has a parent. It also means that there is no
13584 * outstanding relayout request in progress for the actor or its
13585 * children (There might be other outstanding layout requests in
13586 * progress that will cause the actor to get a new allocation
13587 * when the stage is laid out, however).
13589 * If this function returns %FALSE, then the actor will normally
13590 * be allocated before it is next drawn on the screen.
13592 * Return value: %TRUE if the actor has an up-to-date allocation
13597 clutter_actor_has_allocation (ClutterActor *self)
13599 ClutterActorPrivate *priv;
13601 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13605 return priv->parent != NULL &&
13606 CLUTTER_ACTOR_IS_VISIBLE (self) &&
13607 !priv->needs_allocation;
13611 * clutter_actor_add_action:
13612 * @self: a #ClutterActor
13613 * @action: a #ClutterAction
13615 * Adds @action to the list of actions applied to @self
13617 * A #ClutterAction can only belong to one actor at a time
13619 * The #ClutterActor will hold a reference on @action until either
13620 * clutter_actor_remove_action() or clutter_actor_clear_actions()
13626 clutter_actor_add_action (ClutterActor *self,
13627 ClutterAction *action)
13629 ClutterActorPrivate *priv;
13631 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13632 g_return_if_fail (CLUTTER_IS_ACTION (action));
13636 if (priv->actions == NULL)
13638 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13639 priv->actions->actor = self;
13642 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
13644 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13648 * clutter_actor_add_action_with_name:
13649 * @self: a #ClutterActor
13650 * @name: the name to set on the action
13651 * @action: a #ClutterAction
13653 * A convenience function for setting the name of a #ClutterAction
13654 * while adding it to the list of actions applied to @self
13656 * This function is the logical equivalent of:
13659 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13660 * clutter_actor_add_action (self, action);
13666 clutter_actor_add_action_with_name (ClutterActor *self,
13668 ClutterAction *action)
13670 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13671 g_return_if_fail (name != NULL);
13672 g_return_if_fail (CLUTTER_IS_ACTION (action));
13674 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13675 clutter_actor_add_action (self, action);
13679 * clutter_actor_remove_action:
13680 * @self: a #ClutterActor
13681 * @action: a #ClutterAction
13683 * Removes @action from the list of actions applied to @self
13685 * The reference held by @self on the #ClutterAction will be released
13690 clutter_actor_remove_action (ClutterActor *self,
13691 ClutterAction *action)
13693 ClutterActorPrivate *priv;
13695 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13696 g_return_if_fail (CLUTTER_IS_ACTION (action));
13700 if (priv->actions == NULL)
13703 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
13705 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13709 * clutter_actor_remove_action_by_name:
13710 * @self: a #ClutterActor
13711 * @name: the name of the action to remove
13713 * Removes the #ClutterAction with the given name from the list
13714 * of actions applied to @self
13719 clutter_actor_remove_action_by_name (ClutterActor *self,
13722 ClutterActorPrivate *priv;
13723 ClutterActorMeta *meta;
13725 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13726 g_return_if_fail (name != NULL);
13730 if (priv->actions == NULL)
13733 meta = _clutter_meta_group_get_meta (priv->actions, name);
13737 _clutter_meta_group_remove_meta (priv->actions, meta);
13739 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13743 * clutter_actor_get_actions:
13744 * @self: a #ClutterActor
13746 * Retrieves the list of actions applied to @self
13748 * Return value: (transfer container) (element-type Clutter.Action): a copy
13749 * of the list of #ClutterAction<!-- -->s. The contents of the list are
13750 * owned by the #ClutterActor. Use g_list_free() to free the resources
13751 * allocated by the returned #GList
13756 clutter_actor_get_actions (ClutterActor *self)
13758 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13760 if (self->priv->actions == NULL)
13763 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
13767 * clutter_actor_get_action:
13768 * @self: a #ClutterActor
13769 * @name: the name of the action to retrieve
13771 * Retrieves the #ClutterAction with the given name in the list
13772 * of actions applied to @self
13774 * Return value: (transfer none): a #ClutterAction for the given
13775 * name, or %NULL. The returned #ClutterAction is owned by the
13776 * actor and it should not be unreferenced directly
13781 clutter_actor_get_action (ClutterActor *self,
13784 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13785 g_return_val_if_fail (name != NULL, NULL);
13787 if (self->priv->actions == NULL)
13790 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
13794 * clutter_actor_clear_actions:
13795 * @self: a #ClutterActor
13797 * Clears the list of actions applied to @self
13802 clutter_actor_clear_actions (ClutterActor *self)
13804 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13806 if (self->priv->actions == NULL)
13809 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
13813 * clutter_actor_add_constraint:
13814 * @self: a #ClutterActor
13815 * @constraint: a #ClutterConstraint
13817 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
13820 * The #ClutterActor will hold a reference on the @constraint until
13821 * either clutter_actor_remove_constraint() or
13822 * clutter_actor_clear_constraints() is called.
13827 clutter_actor_add_constraint (ClutterActor *self,
13828 ClutterConstraint *constraint)
13830 ClutterActorPrivate *priv;
13832 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13833 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13837 if (priv->constraints == NULL)
13839 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13840 priv->constraints->actor = self;
13843 _clutter_meta_group_add_meta (priv->constraints,
13844 CLUTTER_ACTOR_META (constraint));
13845 clutter_actor_queue_relayout (self);
13847 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13851 * clutter_actor_add_constraint_with_name:
13852 * @self: a #ClutterActor
13853 * @name: the name to set on the constraint
13854 * @constraint: a #ClutterConstraint
13856 * A convenience function for setting the name of a #ClutterConstraint
13857 * while adding it to the list of constraints applied to @self
13859 * This function is the logical equivalent of:
13862 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13863 * clutter_actor_add_constraint (self, constraint);
13869 clutter_actor_add_constraint_with_name (ClutterActor *self,
13871 ClutterConstraint *constraint)
13873 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13874 g_return_if_fail (name != NULL);
13875 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13877 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13878 clutter_actor_add_constraint (self, constraint);
13882 * clutter_actor_remove_constraint:
13883 * @self: a #ClutterActor
13884 * @constraint: a #ClutterConstraint
13886 * Removes @constraint from the list of constraints applied to @self
13888 * The reference held by @self on the #ClutterConstraint will be released
13893 clutter_actor_remove_constraint (ClutterActor *self,
13894 ClutterConstraint *constraint)
13896 ClutterActorPrivate *priv;
13898 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13899 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13903 if (priv->constraints == NULL)
13906 _clutter_meta_group_remove_meta (priv->constraints,
13907 CLUTTER_ACTOR_META (constraint));
13908 clutter_actor_queue_relayout (self);
13910 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13914 * clutter_actor_remove_constraint_by_name:
13915 * @self: a #ClutterActor
13916 * @name: the name of the constraint to remove
13918 * Removes the #ClutterConstraint with the given name from the list
13919 * of constraints applied to @self
13924 clutter_actor_remove_constraint_by_name (ClutterActor *self,
13927 ClutterActorPrivate *priv;
13928 ClutterActorMeta *meta;
13930 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13931 g_return_if_fail (name != NULL);
13935 if (priv->constraints == NULL)
13938 meta = _clutter_meta_group_get_meta (priv->constraints, name);
13942 _clutter_meta_group_remove_meta (priv->constraints, meta);
13943 clutter_actor_queue_relayout (self);
13947 * clutter_actor_get_constraints:
13948 * @self: a #ClutterActor
13950 * Retrieves the list of constraints applied to @self
13952 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
13953 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
13954 * owned by the #ClutterActor. Use g_list_free() to free the resources
13955 * allocated by the returned #GList
13960 clutter_actor_get_constraints (ClutterActor *self)
13962 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13964 if (self->priv->constraints == NULL)
13967 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
13971 * clutter_actor_get_constraint:
13972 * @self: a #ClutterActor
13973 * @name: the name of the constraint to retrieve
13975 * Retrieves the #ClutterConstraint with the given name in the list
13976 * of constraints applied to @self
13978 * Return value: (transfer none): a #ClutterConstraint for the given
13979 * name, or %NULL. The returned #ClutterConstraint is owned by the
13980 * actor and it should not be unreferenced directly
13984 ClutterConstraint *
13985 clutter_actor_get_constraint (ClutterActor *self,
13988 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13989 g_return_val_if_fail (name != NULL, NULL);
13991 if (self->priv->constraints == NULL)
13994 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
13998 * clutter_actor_clear_constraints:
13999 * @self: a #ClutterActor
14001 * Clears the list of constraints applied to @self
14006 clutter_actor_clear_constraints (ClutterActor *self)
14008 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14010 if (self->priv->constraints == NULL)
14013 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
14015 clutter_actor_queue_relayout (self);
14019 * clutter_actor_set_clip_to_allocation:
14020 * @self: a #ClutterActor
14021 * @clip_set: %TRUE to apply a clip tracking the allocation
14023 * Sets whether @self should be clipped to the same size as its
14029 clutter_actor_set_clip_to_allocation (ClutterActor *self,
14032 ClutterActorPrivate *priv;
14034 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14036 clip_set = !!clip_set;
14040 if (priv->clip_to_allocation != clip_set)
14042 priv->clip_to_allocation = clip_set;
14044 clutter_actor_queue_redraw (self);
14046 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
14051 * clutter_actor_get_clip_to_allocation:
14052 * @self: a #ClutterActor
14054 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
14056 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
14061 clutter_actor_get_clip_to_allocation (ClutterActor *self)
14063 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14065 return self->priv->clip_to_allocation;
14069 * clutter_actor_add_effect:
14070 * @self: a #ClutterActor
14071 * @effect: a #ClutterEffect
14073 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
14075 * The #ClutterActor will hold a reference on the @effect until either
14076 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
14082 clutter_actor_add_effect (ClutterActor *self,
14083 ClutterEffect *effect)
14085 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14086 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14088 _clutter_actor_add_effect_internal (self, effect);
14090 clutter_actor_queue_redraw (self);
14092 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14096 * clutter_actor_add_effect_with_name:
14097 * @self: a #ClutterActor
14098 * @name: the name to set on the effect
14099 * @effect: a #ClutterEffect
14101 * A convenience function for setting the name of a #ClutterEffect
14102 * while adding it to the list of effectss applied to @self
14104 * This function is the logical equivalent of:
14107 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14108 * clutter_actor_add_effect (self, effect);
14114 clutter_actor_add_effect_with_name (ClutterActor *self,
14116 ClutterEffect *effect)
14118 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14119 g_return_if_fail (name != NULL);
14120 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14122 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14123 clutter_actor_add_effect (self, effect);
14127 * clutter_actor_remove_effect:
14128 * @self: a #ClutterActor
14129 * @effect: a #ClutterEffect
14131 * Removes @effect from the list of effects applied to @self
14133 * The reference held by @self on the #ClutterEffect will be released
14138 clutter_actor_remove_effect (ClutterActor *self,
14139 ClutterEffect *effect)
14141 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14142 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14144 _clutter_actor_remove_effect_internal (self, effect);
14146 clutter_actor_queue_redraw (self);
14148 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14152 * clutter_actor_remove_effect_by_name:
14153 * @self: a #ClutterActor
14154 * @name: the name of the effect to remove
14156 * Removes the #ClutterEffect with the given name from the list
14157 * of effects applied to @self
14162 clutter_actor_remove_effect_by_name (ClutterActor *self,
14165 ClutterActorPrivate *priv;
14166 ClutterActorMeta *meta;
14168 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14169 g_return_if_fail (name != NULL);
14173 if (priv->effects == NULL)
14176 meta = _clutter_meta_group_get_meta (priv->effects, name);
14180 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
14184 * clutter_actor_get_effects:
14185 * @self: a #ClutterActor
14187 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
14189 * Return value: (transfer container) (element-type Clutter.Effect): a list
14190 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
14191 * list are owned by Clutter and they should not be freed. You should
14192 * free the returned list using g_list_free() when done
14197 clutter_actor_get_effects (ClutterActor *self)
14199 ClutterActorPrivate *priv;
14201 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14205 if (priv->effects == NULL)
14208 return _clutter_meta_group_get_metas_no_internal (priv->effects);
14212 * clutter_actor_get_effect:
14213 * @self: a #ClutterActor
14214 * @name: the name of the effect to retrieve
14216 * Retrieves the #ClutterEffect with the given name in the list
14217 * of effects applied to @self
14219 * Return value: (transfer none): a #ClutterEffect for the given
14220 * name, or %NULL. The returned #ClutterEffect is owned by the
14221 * actor and it should not be unreferenced directly
14226 clutter_actor_get_effect (ClutterActor *self,
14229 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14230 g_return_val_if_fail (name != NULL, NULL);
14232 if (self->priv->effects == NULL)
14235 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
14239 * clutter_actor_clear_effects:
14240 * @self: a #ClutterActor
14242 * Clears the list of effects applied to @self
14247 clutter_actor_clear_effects (ClutterActor *self)
14249 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14251 if (self->priv->effects == NULL)
14254 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
14256 clutter_actor_queue_redraw (self);
14260 * clutter_actor_has_key_focus:
14261 * @self: a #ClutterActor
14263 * Checks whether @self is the #ClutterActor that has key focus
14265 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
14270 clutter_actor_has_key_focus (ClutterActor *self)
14272 ClutterActor *stage;
14274 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14276 stage = _clutter_actor_get_stage_internal (self);
14280 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
14284 _clutter_actor_get_paint_volume_real (ClutterActor *self,
14285 ClutterPaintVolume *pv)
14287 ClutterActorPrivate *priv = self->priv;
14289 /* Actors are only expected to report a valid paint volume
14290 * while they have a valid allocation. */
14291 if (G_UNLIKELY (priv->needs_allocation))
14293 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14294 "Actor needs allocation",
14295 _clutter_actor_get_debug_name (self));
14299 /* Check if there are any handlers connected to the paint
14300 * signal. If there are then all bets are off for what the paint
14301 * volume for this actor might possibly be!
14303 * XXX: It's expected that this is going to end up being quite a
14304 * costly check to have to do here, but we haven't come up with
14305 * another solution that can reliably catch paint signal handlers at
14306 * the right time to either avoid artefacts due to invalid stage
14307 * clipping or due to incorrect culling.
14309 * Previously we checked in clutter_actor_paint(), but at that time
14310 * we may already be using a stage clip that could be derived from
14311 * an invalid paint-volume. We used to try and handle that by
14312 * queuing a follow up, unclipped, redraw but still the previous
14313 * checking wasn't enough to catch invalid volumes involved in
14314 * culling (considering that containers may derive their volume from
14315 * children that haven't yet been painted)
14317 * Longer term, improved solutions could be:
14318 * - Disallow painting in the paint signal, only allow using it
14319 * for tracking when paints happen. We can add another API that
14320 * allows monkey patching the paint of arbitrary actors but in a
14321 * more controlled way and that also supports modifying the
14323 * - If we could be notified somehow when signal handlers are
14324 * connected we wouldn't have to poll for handlers like this.
14326 if (g_signal_has_handler_pending (self,
14327 actor_signals[PAINT],
14331 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14332 "Actor has \"paint\" signal handlers",
14333 _clutter_actor_get_debug_name (self));
14337 _clutter_paint_volume_init_static (pv, self);
14339 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
14341 clutter_paint_volume_free (pv);
14342 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14343 "Actor failed to report a volume",
14344 _clutter_actor_get_debug_name (self));
14348 /* since effects can modify the paint volume, we allow them to actually
14349 * do this by making get_paint_volume() "context sensitive"
14351 if (priv->effects != NULL)
14353 if (priv->current_effect != NULL)
14355 const GList *effects, *l;
14357 /* if we are being called from within the paint sequence of
14358 * an actor, get the paint volume up to the current effect
14360 effects = _clutter_meta_group_peek_metas (priv->effects);
14362 l != NULL || (l != NULL && l->data != priv->current_effect);
14365 if (!_clutter_effect_get_paint_volume (l->data, pv))
14367 clutter_paint_volume_free (pv);
14368 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14369 "Effect (%s) failed to report a volume",
14370 _clutter_actor_get_debug_name (self),
14371 _clutter_actor_meta_get_debug_name (l->data));
14378 const GList *effects, *l;
14380 /* otherwise, get the cumulative volume */
14381 effects = _clutter_meta_group_peek_metas (priv->effects);
14382 for (l = effects; l != NULL; l = l->next)
14383 if (!_clutter_effect_get_paint_volume (l->data, pv))
14385 clutter_paint_volume_free (pv);
14386 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14387 "Effect (%s) failed to report a volume",
14388 _clutter_actor_get_debug_name (self),
14389 _clutter_actor_meta_get_debug_name (l->data));
14398 /* The public clutter_actor_get_paint_volume API returns a const
14399 * pointer since we return a pointer directly to the cached
14400 * PaintVolume associated with the actor and don't want the user to
14401 * inadvertently modify it, but for internal uses we sometimes need
14402 * access to the same PaintVolume but need to apply some book-keeping
14403 * modifications to it so we don't want a const pointer.
14405 static ClutterPaintVolume *
14406 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
14408 ClutterActorPrivate *priv;
14412 if (priv->paint_volume_valid)
14413 clutter_paint_volume_free (&priv->paint_volume);
14415 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
14417 priv->paint_volume_valid = TRUE;
14418 return &priv->paint_volume;
14422 priv->paint_volume_valid = FALSE;
14428 * clutter_actor_get_paint_volume:
14429 * @self: a #ClutterActor
14431 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
14432 * when a paint volume can't be determined.
14434 * The paint volume is defined as the 3D space occupied by an actor
14435 * when being painted.
14437 * This function will call the <function>get_paint_volume()</function>
14438 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
14439 * should not usually care about overriding the default implementation,
14440 * unless they are, for instance: painting outside their allocation, or
14441 * actors with a depth factor (not in terms of #ClutterActor:depth but real
14444 * <note>2D actors overriding <function>get_paint_volume()</function>
14445 * ensure their volume has a depth of 0. (This will be true so long as
14446 * you don't call clutter_paint_volume_set_depth().)</note>
14448 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14449 * or %NULL if no volume could be determined.
14453 const ClutterPaintVolume *
14454 clutter_actor_get_paint_volume (ClutterActor *self)
14456 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14458 return _clutter_actor_get_paint_volume_mutable (self);
14462 * clutter_actor_get_transformed_paint_volume:
14463 * @self: a #ClutterActor
14464 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
14465 * (or %NULL for the stage)
14467 * Retrieves the 3D paint volume of an actor like
14468 * clutter_actor_get_paint_volume() does (Please refer to the
14469 * documentation of clutter_actor_get_paint_volume() for more
14470 * details.) and it additionally transforms the paint volume into the
14471 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
14472 * is passed for @relative_to_ancestor)
14474 * This can be used by containers that base their paint volume on
14475 * the volume of their children. Such containers can query the
14476 * transformed paint volume of all of its children and union them
14477 * together using clutter_paint_volume_union().
14479 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14480 * or %NULL if no volume could be determined.
14484 const ClutterPaintVolume *
14485 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
14486 ClutterActor *relative_to_ancestor)
14488 const ClutterPaintVolume *volume;
14489 ClutterActor *stage;
14490 ClutterPaintVolume *transformed_volume;
14492 stage = _clutter_actor_get_stage_internal (self);
14493 if (G_UNLIKELY (stage == NULL))
14496 if (relative_to_ancestor == NULL)
14497 relative_to_ancestor = stage;
14499 volume = clutter_actor_get_paint_volume (self);
14500 if (volume == NULL)
14503 transformed_volume =
14504 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
14506 _clutter_paint_volume_copy_static (volume, transformed_volume);
14508 _clutter_paint_volume_transform_relative (transformed_volume,
14509 relative_to_ancestor);
14511 return transformed_volume;
14515 * clutter_actor_get_paint_box:
14516 * @self: a #ClutterActor
14517 * @box: (out): return location for a #ClutterActorBox
14519 * Retrieves the paint volume of the passed #ClutterActor, and
14520 * transforms it into a 2D bounding box in stage coordinates.
14522 * This function is useful to determine the on screen area occupied by
14523 * the actor. The box is only an approximation and may often be
14524 * considerably larger due to the optimizations used to calculate the
14525 * box. The box is never smaller though, so it can reliably be used
14528 * There are times when a 2D paint box can't be determined, e.g.
14529 * because the actor isn't yet parented under a stage or because
14530 * the actor is unable to determine a paint volume.
14532 * Return value: %TRUE if a 2D paint box could be determined, else
14538 clutter_actor_get_paint_box (ClutterActor *self,
14539 ClutterActorBox *box)
14541 ClutterActor *stage;
14542 ClutterPaintVolume *pv;
14544 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14545 g_return_val_if_fail (box != NULL, FALSE);
14547 stage = _clutter_actor_get_stage_internal (self);
14548 if (G_UNLIKELY (!stage))
14551 pv = _clutter_actor_get_paint_volume_mutable (self);
14552 if (G_UNLIKELY (!pv))
14555 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
14561 * clutter_actor_has_overlaps:
14562 * @self: A #ClutterActor
14564 * Asks the actor's implementation whether it may contain overlapping
14567 * For example; Clutter may use this to determine whether the painting
14568 * should be redirected to an offscreen buffer to correctly implement
14569 * the opacity property.
14571 * Custom actors can override the default response by implementing the
14572 * #ClutterActor <function>has_overlaps</function> virtual function. See
14573 * clutter_actor_set_offscreen_redirect() for more information.
14575 * Return value: %TRUE if the actor may have overlapping primitives, and
14581 clutter_actor_has_overlaps (ClutterActor *self)
14583 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14585 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
14589 * clutter_actor_has_effects:
14590 * @self: A #ClutterActor
14592 * Returns whether the actor has any effects applied.
14594 * Return value: %TRUE if the actor has any effects,
14600 clutter_actor_has_effects (ClutterActor *self)
14602 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14604 if (self->priv->effects == NULL)
14607 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
14611 * clutter_actor_has_constraints:
14612 * @self: A #ClutterActor
14614 * Returns whether the actor has any constraints applied.
14616 * Return value: %TRUE if the actor has any constraints,
14622 clutter_actor_has_constraints (ClutterActor *self)
14624 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14626 return self->priv->constraints != NULL;
14630 * clutter_actor_has_actions:
14631 * @self: A #ClutterActor
14633 * Returns whether the actor has any actions applied.
14635 * Return value: %TRUE if the actor has any actions,
14641 clutter_actor_has_actions (ClutterActor *self)
14643 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14645 return self->priv->actions != NULL;
14649 * clutter_actor_get_n_children:
14650 * @self: a #ClutterActor
14652 * Retrieves the number of children of @self.
14654 * Return value: the number of children of an actor
14659 clutter_actor_get_n_children (ClutterActor *self)
14661 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14663 return self->priv->n_children;
14667 * clutter_actor_get_child_at_index:
14668 * @self: a #ClutterActor
14669 * @index_: the position in the list of children
14671 * Retrieves the actor at the given @index_ inside the list of
14672 * children of @self.
14674 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
14679 clutter_actor_get_child_at_index (ClutterActor *self,
14682 ClutterActor *iter;
14685 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14686 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
14688 for (iter = self->priv->first_child, i = 0;
14689 iter != NULL && i < index_;
14690 iter = iter->priv->next_sibling, i += 1)
14697 * _clutter_actor_foreach_child:
14698 * @actor: The actor whos children you want to iterate
14699 * @callback: The function to call for each child
14700 * @user_data: Private data to pass to @callback
14702 * Calls a given @callback once for each child of the specified @actor and
14703 * passing the @user_data pointer each time.
14705 * Return value: returns %TRUE if all children were iterated, else
14706 * %FALSE if a callback broke out of iteration early.
14709 _clutter_actor_foreach_child (ClutterActor *self,
14710 ClutterForeachCallback callback,
14711 gpointer user_data)
14713 ClutterActorPrivate *priv = self->priv;
14714 ClutterActor *iter;
14717 for (cont = TRUE, iter = priv->first_child;
14718 cont && iter != NULL;
14719 iter = iter->priv->next_sibling)
14721 cont = callback (iter, user_data);
14727 /* For debugging purposes this gives us a simple way to print out
14728 * the scenegraph e.g in gdb using:
14730 * _clutter_actor_traverse (stage,
14732 * _clutter_debug_print_actor_cb,
14737 ClutterActorTraverseVisitFlags
14738 _clutter_debug_print_actor_cb (ClutterActor *actor,
14742 g_print ("%*s%s:%p\n",
14744 _clutter_actor_get_debug_name (actor),
14747 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14751 _clutter_actor_traverse_breadth (ClutterActor *actor,
14752 ClutterTraverseCallback callback,
14753 gpointer user_data)
14755 GQueue *queue = g_queue_new ();
14756 ClutterActor dummy;
14757 int current_depth = 0;
14759 g_queue_push_tail (queue, actor);
14760 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
14762 while ((actor = g_queue_pop_head (queue)))
14764 ClutterActorTraverseVisitFlags flags;
14766 if (actor == &dummy)
14769 g_queue_push_tail (queue, &dummy);
14773 flags = callback (actor, current_depth, user_data);
14774 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14776 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14778 ClutterActor *iter;
14780 for (iter = actor->priv->first_child;
14782 iter = iter->priv->next_sibling)
14784 g_queue_push_tail (queue, iter);
14789 g_queue_free (queue);
14792 static ClutterActorTraverseVisitFlags
14793 _clutter_actor_traverse_depth (ClutterActor *actor,
14794 ClutterTraverseCallback before_children_callback,
14795 ClutterTraverseCallback after_children_callback,
14797 gpointer user_data)
14799 ClutterActorTraverseVisitFlags flags;
14801 flags = before_children_callback (actor, current_depth, user_data);
14802 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14803 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14805 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14807 ClutterActor *iter;
14809 for (iter = actor->priv->first_child;
14811 iter = iter->priv->next_sibling)
14813 flags = _clutter_actor_traverse_depth (iter,
14814 before_children_callback,
14815 after_children_callback,
14819 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14820 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14824 if (after_children_callback)
14825 return after_children_callback (actor, current_depth, user_data);
14827 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14830 /* _clutter_actor_traverse:
14831 * @actor: The actor to start traversing the graph from
14832 * @flags: These flags may affect how the traversal is done
14833 * @before_children_callback: A function to call before visiting the
14834 * children of the current actor.
14835 * @after_children_callback: A function to call after visiting the
14836 * children of the current actor. (Ignored if
14837 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
14838 * @user_data: The private data to pass to the callbacks
14840 * Traverses the scenegraph starting at the specified @actor and
14841 * descending through all its children and its children's children.
14842 * For each actor traversed @before_children_callback and
14843 * @after_children_callback are called with the specified
14844 * @user_data, before and after visiting that actor's children.
14846 * The callbacks can return flags that affect the ongoing traversal
14847 * such as by skipping over an actors children or bailing out of
14848 * any further traversing.
14851 _clutter_actor_traverse (ClutterActor *actor,
14852 ClutterActorTraverseFlags flags,
14853 ClutterTraverseCallback before_children_callback,
14854 ClutterTraverseCallback after_children_callback,
14855 gpointer user_data)
14857 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
14858 _clutter_actor_traverse_breadth (actor,
14859 before_children_callback,
14861 else /* DEPTH_FIRST */
14862 _clutter_actor_traverse_depth (actor,
14863 before_children_callback,
14864 after_children_callback,
14865 0, /* start depth */
14870 on_layout_manager_changed (ClutterLayoutManager *manager,
14871 ClutterActor *self)
14873 clutter_actor_queue_relayout (self);
14877 * clutter_actor_set_layout_manager:
14878 * @self: a #ClutterActor
14879 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
14881 * Sets the #ClutterLayoutManager delegate object that will be used to
14882 * lay out the children of @self.
14884 * The #ClutterActor will take a reference on the passed @manager which
14885 * will be released either when the layout manager is removed, or when
14886 * the actor is destroyed.
14891 clutter_actor_set_layout_manager (ClutterActor *self,
14892 ClutterLayoutManager *manager)
14894 ClutterActorPrivate *priv;
14896 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14897 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
14901 if (priv->layout_manager != NULL)
14903 g_signal_handlers_disconnect_by_func (priv->layout_manager,
14904 G_CALLBACK (on_layout_manager_changed),
14906 clutter_layout_manager_set_container (priv->layout_manager, NULL);
14907 g_object_unref (priv->layout_manager);
14910 priv->layout_manager = manager;
14912 if (priv->layout_manager != NULL)
14914 g_object_ref_sink (priv->layout_manager);
14915 clutter_layout_manager_set_container (priv->layout_manager,
14916 CLUTTER_CONTAINER (self));
14917 g_signal_connect (priv->layout_manager, "layout-changed",
14918 G_CALLBACK (on_layout_manager_changed),
14922 clutter_actor_queue_relayout (self);
14924 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
14928 * clutter_actor_get_layout_manager:
14929 * @self: a #ClutterActor
14931 * Retrieves the #ClutterLayoutManager used by @self.
14933 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
14938 ClutterLayoutManager *
14939 clutter_actor_get_layout_manager (ClutterActor *self)
14941 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14943 return self->priv->layout_manager;
14946 static const ClutterLayoutInfo default_layout_info = {
14949 { 0, 0, 0, 0 }, /* margin */
14950 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
14951 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
14952 0.f, 0.f, /* min_width, natural_width */
14953 0.f, 0.f, /* natual_width, natural_height */
14957 layout_info_free (gpointer data)
14959 if (G_LIKELY (data != NULL))
14960 g_slice_free (ClutterLayoutInfo, data);
14964 * _clutter_actor_get_layout_info:
14965 * @self: a #ClutterActor
14967 * Retrieves a pointer to the ClutterLayoutInfo structure.
14969 * If the actor does not have a ClutterLayoutInfo associated to it, one
14970 * will be created and initialized to the default values.
14972 * This function should be used for setters.
14974 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
14977 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
14979 ClutterLayoutInfo *
14980 _clutter_actor_get_layout_info (ClutterActor *self)
14982 ClutterLayoutInfo *retval;
14984 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
14985 if (retval == NULL)
14987 retval = g_slice_new (ClutterLayoutInfo);
14989 *retval = default_layout_info;
14991 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
15000 * _clutter_actor_get_layout_info_or_defaults:
15001 * @self: a #ClutterActor
15003 * Retrieves the ClutterLayoutInfo structure associated to an actor.
15005 * If the actor does not have a ClutterLayoutInfo structure associated to it,
15006 * then the default structure will be returned.
15008 * This function should only be used for getters.
15010 * Return value: a const pointer to the ClutterLayoutInfo structure
15012 const ClutterLayoutInfo *
15013 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
15015 const ClutterLayoutInfo *info;
15017 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15019 return &default_layout_info;
15025 * clutter_actor_set_x_align:
15026 * @self: a #ClutterActor
15027 * @x_align: the horizontal alignment policy
15029 * Sets the horizontal alignment policy of a #ClutterActor, in case the
15030 * actor received extra horizontal space.
15032 * See also the #ClutterActor:x-align property.
15037 clutter_actor_set_x_align (ClutterActor *self,
15038 ClutterActorAlign x_align)
15040 ClutterLayoutInfo *info;
15042 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15044 info = _clutter_actor_get_layout_info (self);
15046 if (info->x_align != x_align)
15048 info->x_align = x_align;
15050 clutter_actor_queue_relayout (self);
15052 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
15057 * clutter_actor_get_x_align:
15058 * @self: a #ClutterActor
15060 * Retrieves the horizontal alignment policy set using
15061 * clutter_actor_set_x_align().
15063 * Return value: the horizontal alignment policy.
15068 clutter_actor_get_x_align (ClutterActor *self)
15070 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15072 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
15076 * clutter_actor_set_y_align:
15077 * @self: a #ClutterActor
15078 * @y_align: the vertical alignment policy
15080 * Sets the vertical alignment policy of a #ClutterActor, in case the
15081 * actor received extra vertical space.
15083 * See also the #ClutterActor:y-align property.
15088 clutter_actor_set_y_align (ClutterActor *self,
15089 ClutterActorAlign y_align)
15091 ClutterLayoutInfo *info;
15093 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15095 info = _clutter_actor_get_layout_info (self);
15097 if (info->y_align != y_align)
15099 info->y_align = y_align;
15101 clutter_actor_queue_relayout (self);
15103 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
15108 * clutter_actor_get_y_align:
15109 * @self: a #ClutterActor
15111 * Retrieves the vertical alignment policy set using
15112 * clutter_actor_set_y_align().
15114 * Return value: the vertical alignment policy.
15119 clutter_actor_get_y_align (ClutterActor *self)
15121 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15123 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
15128 * clutter_margin_new:
15130 * Creates a new #ClutterMargin.
15132 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
15133 * clutter_margin_free() to free the resources associated with it when
15139 clutter_margin_new (void)
15141 return g_slice_new0 (ClutterMargin);
15145 * clutter_margin_copy:
15146 * @margin_: a #ClutterMargin
15148 * Creates a new #ClutterMargin and copies the contents of @margin_ into
15149 * the newly created structure.
15151 * Return value: (transfer full): a copy of the #ClutterMargin.
15156 clutter_margin_copy (const ClutterMargin *margin_)
15158 if (G_LIKELY (margin_ != NULL))
15159 return g_slice_dup (ClutterMargin, margin_);
15165 * clutter_margin_free:
15166 * @margin_: a #ClutterMargin
15168 * Frees the resources allocated by clutter_margin_new() and
15169 * clutter_margin_copy().
15174 clutter_margin_free (ClutterMargin *margin_)
15176 if (G_LIKELY (margin_ != NULL))
15177 g_slice_free (ClutterMargin, margin_);
15180 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
15181 clutter_margin_copy,
15182 clutter_margin_free)
15185 * clutter_actor_set_margin:
15186 * @self: a #ClutterActor
15187 * @margin: a #ClutterMargin
15189 * Sets all the components of the margin of a #ClutterActor.
15194 clutter_actor_set_margin (ClutterActor *self,
15195 const ClutterMargin *margin)
15197 ClutterLayoutInfo *info;
15201 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15202 g_return_if_fail (margin != NULL);
15204 obj = G_OBJECT (self);
15207 g_object_freeze_notify (obj);
15209 info = _clutter_actor_get_layout_info (self);
15211 if (info->margin.top != margin->top)
15213 info->margin.top = margin->top;
15214 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
15218 if (info->margin.right != margin->right)
15220 info->margin.right = margin->right;
15221 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
15225 if (info->margin.bottom != margin->bottom)
15227 info->margin.bottom = margin->bottom;
15228 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
15232 if (info->margin.left != margin->left)
15234 info->margin.left = margin->left;
15235 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
15240 clutter_actor_queue_relayout (self);
15242 g_object_thaw_notify (obj);
15246 * clutter_actor_get_margin:
15247 * @self: a #ClutterActor
15248 * @margin: (out caller-allocates): return location for a #ClutterMargin
15250 * Retrieves all the components of the margin of a #ClutterActor.
15255 clutter_actor_get_margin (ClutterActor *self,
15256 ClutterMargin *margin)
15258 const ClutterLayoutInfo *info;
15260 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15261 g_return_if_fail (margin != NULL);
15263 info = _clutter_actor_get_layout_info_or_defaults (self);
15265 *margin = info->margin;
15269 * clutter_actor_set_margin_top:
15270 * @self: a #ClutterActor
15271 * @margin: the top margin
15273 * Sets the margin from the top of a #ClutterActor.
15278 clutter_actor_set_margin_top (ClutterActor *self,
15281 ClutterLayoutInfo *info;
15283 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15284 g_return_if_fail (margin >= 0.f);
15286 info = _clutter_actor_get_layout_info (self);
15288 if (info->margin.top == margin)
15291 info->margin.top = margin;
15293 clutter_actor_queue_relayout (self);
15295 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
15299 * clutter_actor_get_margin_top:
15300 * @self: a #ClutterActor
15302 * Retrieves the top margin of a #ClutterActor.
15304 * Return value: the top margin
15309 clutter_actor_get_margin_top (ClutterActor *self)
15311 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15313 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
15317 * clutter_actor_set_margin_bottom:
15318 * @self: a #ClutterActor
15319 * @margin: the bottom margin
15321 * Sets the margin from the bottom of a #ClutterActor.
15326 clutter_actor_set_margin_bottom (ClutterActor *self,
15329 ClutterLayoutInfo *info;
15331 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15332 g_return_if_fail (margin >= 0.f);
15334 info = _clutter_actor_get_layout_info (self);
15336 if (info->margin.bottom == margin)
15339 info->margin.bottom = margin;
15341 clutter_actor_queue_relayout (self);
15343 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
15347 * clutter_actor_get_margin_bottom:
15348 * @self: a #ClutterActor
15350 * Retrieves the bottom margin of a #ClutterActor.
15352 * Return value: the bottom margin
15357 clutter_actor_get_margin_bottom (ClutterActor *self)
15359 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15361 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
15365 * clutter_actor_set_margin_left:
15366 * @self: a #ClutterActor
15367 * @margin: the left margin
15369 * Sets the margin from the left of a #ClutterActor.
15374 clutter_actor_set_margin_left (ClutterActor *self,
15377 ClutterLayoutInfo *info;
15379 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15380 g_return_if_fail (margin >= 0.f);
15382 info = _clutter_actor_get_layout_info (self);
15384 if (info->margin.left == margin)
15387 info->margin.left = margin;
15389 clutter_actor_queue_relayout (self);
15391 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
15395 * clutter_actor_get_margin_left:
15396 * @self: a #ClutterActor
15398 * Retrieves the left margin of a #ClutterActor.
15400 * Return value: the left margin
15405 clutter_actor_get_margin_left (ClutterActor *self)
15407 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15409 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
15413 * clutter_actor_set_margin_right:
15414 * @self: a #ClutterActor
15415 * @margin: the right margin
15417 * Sets the margin from the right of a #ClutterActor.
15422 clutter_actor_set_margin_right (ClutterActor *self,
15425 ClutterLayoutInfo *info;
15427 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15428 g_return_if_fail (margin >= 0.f);
15430 info = _clutter_actor_get_layout_info (self);
15432 if (info->margin.right == margin)
15435 info->margin.right = margin;
15437 clutter_actor_queue_relayout (self);
15439 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
15443 * clutter_actor_get_margin_right:
15444 * @self: a #ClutterActor
15446 * Retrieves the right margin of a #ClutterActor.
15448 * Return value: the right margin
15453 clutter_actor_get_margin_right (ClutterActor *self)
15455 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15457 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
15461 * clutter_actor_set_background_color:
15462 * @self: a #ClutterActor
15463 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
15466 * Sets the background color of a #ClutterActor.
15468 * The background color will be used to cover the whole allocation of the
15469 * actor. The default background color of an actor is transparent.
15471 * To check whether an actor has a background color, you can use the
15472 * #ClutterActor:background-color-set actor property.
15477 clutter_actor_set_background_color (ClutterActor *self,
15478 const ClutterColor *color)
15480 ClutterActorPrivate *priv;
15482 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15488 priv->bg_color_set = FALSE;
15489 g_object_notify_by_pspec (G_OBJECT (self),
15490 obj_props[PROP_BACKGROUND_COLOR_SET]);
15494 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
15497 priv->bg_color = *color;
15498 priv->bg_color_set = TRUE;
15500 clutter_actor_queue_redraw (self);
15502 g_object_notify_by_pspec (G_OBJECT (self),
15503 obj_props[PROP_BACKGROUND_COLOR_SET]);
15504 g_object_notify_by_pspec (G_OBJECT (self),
15505 obj_props[PROP_BACKGROUND_COLOR]);
15509 * clutter_actor_get_background_color:
15510 * @self: a #ClutterActor
15511 * @color: (out caller-allocates): return location for a #ClutterColor
15513 * Retrieves the color set using clutter_actor_set_background_color().
15518 clutter_actor_get_background_color (ClutterActor *self,
15519 ClutterColor *color)
15521 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15522 g_return_if_fail (color != NULL);
15524 *color = self->priv->bg_color;
15528 * clutter_actor_get_previous_sibling:
15529 * @self: a #ClutterActor
15531 * Retrieves the sibling of @self that comes before it in the list
15532 * of children of @self's parent.
15534 * The returned pointer is only valid until the scene graph changes; it
15535 * is not safe to modify the list of children of @self while iterating
15538 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15543 clutter_actor_get_previous_sibling (ClutterActor *self)
15545 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15547 return self->priv->prev_sibling;
15551 * clutter_actor_get_next_sibling:
15552 * @self: a #ClutterActor
15554 * Retrieves the sibling of @self that comes after it in the list
15555 * of children of @self's parent.
15557 * The returned pointer is only valid until the scene graph changes; it
15558 * is not safe to modify the list of children of @self while iterating
15561 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15566 clutter_actor_get_next_sibling (ClutterActor *self)
15568 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15570 return self->priv->next_sibling;
15574 * clutter_actor_get_first_child:
15575 * @self: a #ClutterActor
15577 * Retrieves the first child of @self.
15579 * The returned pointer is only valid until the scene graph changes; it
15580 * is not safe to modify the list of children of @self while iterating
15583 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15588 clutter_actor_get_first_child (ClutterActor *self)
15590 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15592 return self->priv->first_child;
15596 * clutter_actor_get_last_child:
15597 * @self: a #ClutterActor
15599 * Retrieves the last child of @self.
15601 * The returned pointer is only valid until the scene graph changes; it
15602 * is not safe to modify the list of children of @self while iterating
15605 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15610 clutter_actor_get_last_child (ClutterActor *self)
15612 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15614 return self->priv->last_child;
15617 /* easy way to have properly named fields instead of the dummy ones
15618 * we use in the public structure
15620 typedef struct _RealActorIter
15622 ClutterActor *root; /* dummy1 */
15623 ClutterActor *current; /* dummy2 */
15624 gpointer padding_1; /* dummy3 */
15625 gint age; /* dummy4 */
15626 gpointer padding_2; /* dummy5 */
15630 * clutter_actor_iter_init:
15631 * @iter: a #ClutterActorIter
15632 * @root: a #ClutterActor
15634 * Initializes a #ClutterActorIter, which can then be used to iterate
15635 * efficiently over a section of the scene graph, and associates it
15638 * Modifying the scene graph section that contains @root will invalidate
15642 * ClutterActorIter iter;
15643 * ClutterActor *child;
15645 * clutter_actor_iter_init (&iter, container);
15646 * while (clutter_actor_iter_next (&iter, &child))
15648 * /* do something with child */
15655 clutter_actor_iter_init (ClutterActorIter *iter,
15656 ClutterActor *root)
15658 RealActorIter *ri = (RealActorIter *) iter;
15660 g_return_if_fail (iter != NULL);
15661 g_return_if_fail (CLUTTER_IS_ACTOR (root));
15664 ri->current = NULL;
15665 ri->age = root->priv->age;
15669 * clutter_actor_iter_next:
15670 * @iter: a #ClutterActorIter
15671 * @child: (out): return location for a #ClutterActor
15673 * Advances the @iter and retrieves the next child of the root #ClutterActor
15674 * that was used to initialize the #ClutterActorIterator.
15676 * If the iterator can advance, this function returns %TRUE and sets the
15679 * If the iterator cannot advance, this function returns %FALSE, and
15680 * the contents of @child are undefined.
15682 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15687 clutter_actor_iter_next (ClutterActorIter *iter,
15688 ClutterActor **child)
15690 RealActorIter *ri = (RealActorIter *) iter;
15692 g_return_val_if_fail (iter != NULL, FALSE);
15693 g_return_val_if_fail (ri->root != NULL, FALSE);
15694 #ifndef G_DISABLE_ASSERT
15695 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15698 if (ri->current == NULL)
15699 ri->current = ri->root->priv->first_child;
15701 ri->current = ri->current->priv->next_sibling;
15704 *child = ri->current;
15706 return ri->current != NULL;
15710 * clutter_actor_iter_next:
15711 * @iter: a #ClutterActorIter
15712 * @child: (out): return location for a #ClutterActor
15714 * Advances the @iter and retrieves the previous child of the root
15715 * #ClutterActor that was used to initialize the #ClutterActorIterator.
15717 * If the iterator can advance, this function returns %TRUE and sets the
15720 * If the iterator cannot advance, this function returns %FALSE, and
15721 * the contents of @child are undefined.
15723 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15728 clutter_actor_iter_prev (ClutterActorIter *iter,
15729 ClutterActor **child)
15731 RealActorIter *ri = (RealActorIter *) iter;
15733 g_return_val_if_fail (iter != NULL, FALSE);
15734 g_return_val_if_fail (ri->root != NULL, FALSE);
15735 #ifndef G_DISABLE_ASSERT
15736 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15739 if (ri->current == NULL)
15740 ri->current = ri->root->priv->last_child;
15742 ri->current = ri->current->priv->prev_sibling;
15745 *child = ri->current;
15747 return ri->current != NULL;
15751 * clutter_actor_iter_remove:
15752 * @iter: a #ClutterActorIter
15754 * Safely removes the #ClutterActor currently pointer to by the iterator
15757 * This function can only be called after clutter_actor_iter_next() or
15758 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15759 * than once for the same actor.
15761 * This function will call clutter_actor_remove_child() internally.
15766 clutter_actor_iter_remove (ClutterActorIter *iter)
15768 RealActorIter *ri = (RealActorIter *) iter;
15771 g_return_if_fail (iter != NULL);
15772 g_return_if_fail (ri->root != NULL);
15773 #ifndef G_DISABLE_ASSERT
15774 g_return_if_fail (ri->age == ri->root->priv->age);
15776 g_return_if_fail (ri->current != NULL);
15782 ri->current = cur->priv->prev_sibling;
15784 clutter_actor_remove_child_internal (ri->root, cur,
15785 REMOVE_CHILD_DEFAULT_FLAGS);
15792 * clutter_actor_iter_destroy:
15793 * @iter: a #ClutterActorIter
15795 * Safely destroys the #ClutterActor currently pointer to by the iterator
15798 * This function can only be called after clutter_actor_iter_next() or
15799 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15800 * than once for the same actor.
15802 * This function will call clutter_actor_destroy() internally.
15807 clutter_actor_iter_destroy (ClutterActorIter *iter)
15809 RealActorIter *ri = (RealActorIter *) iter;
15812 g_return_if_fail (iter != NULL);
15813 g_return_if_fail (ri->root != NULL);
15814 #ifndef G_DISABLE_ASSERT
15815 g_return_if_fail (ri->age == ri->root->priv->age);
15817 g_return_if_fail (ri->current != NULL);
15823 ri->current = cur->priv->prev_sibling;
15825 clutter_actor_destroy (cur);