4 * An OpenGL based 'interactive canvas' library.
6 * Authored By Matthew Allum <mallum@openedhand.com>
8 * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
9 * Copyright (C) 2009, 2010, 2011, 2012 Intel Corp
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library. If not, see <http://www.gnu.org/licenses/>.
26 * SECTION:clutter-actor
27 * @short_description: The basic element of the scene graph
29 * The ClutterActor class is the basic element of the scene graph in Clutter,
30 * and it encapsulates the position, size, and transformations of a node in
33 * <refsect2 id="ClutterActor-transformations">
34 * <title>Actor transformations</title>
35 * <para>Each actor can be transformed using methods like
36 * clutter_actor_set_scale() or clutter_actor_set_rotation(). The order
37 * in which the transformations are applied is decided by Clutter and it is
38 * the following:</para>
40 * <listitem><para>translation by the origin of the #ClutterActor:allocation;</para></listitem>
41 * <listitem><para>translation by the actor's #ClutterActor:depth;</para></listitem>
42 * <listitem><para>scaling by the #ClutterActor:scale-x and #ClutterActor:scale-y factors;</para></listitem>
43 * <listitem><para>rotation around the #ClutterActor:rotation-z-angle and #ClutterActor:rotation-z-center;</para></listitem>
44 * <listitem><para>rotation around the #ClutterActor:rotation-y-angle and #ClutterActor:rotation-y-center;</para></listitem>
45 * <listitem><para>rotation around the #ClutterActor:rotation-x-angle and #ClutterActor:rotation-x-center;</para></listitem>
46 * <listitem><para>negative translation by the #ClutterActor:anchor-x and #ClutterActor:anchor-y point.</para></listitem>
50 * <refsect2 id="ClutterActor-geometry">
51 * <title>Modifying an actor's geometry</title>
52 * <para>Each actor has a bounding box, called #ClutterActor:allocation
53 * which is either set by its parent or explicitly through the
54 * clutter_actor_set_position() and clutter_actor_set_size() methods.
55 * Each actor also has an implicit preferred size.</para>
56 * <para>An actor’s preferred size can be defined by any subclass by
57 * overriding the #ClutterActorClass.get_preferred_width() and the
58 * #ClutterActorClass.get_preferred_height() virtual functions, or it can
59 * be explicitly set by using clutter_actor_set_width() and
60 * clutter_actor_set_height().</para>
61 * <para>An actor’s position can be set explicitly by using
62 * clutter_actor_set_x() and clutter_actor_set_y(); the coordinates are
63 * relative to the origin of the actor’s parent.</para>
66 * <refsect2 id="ClutterActor-children">
67 * <title>Managing actor children</title>
68 * <para>Each actor can have multiple children, by calling
69 * clutter_actor_add_child() to add a new child actor, and
70 * clutter_actor_remove_child() to remove an existing child. #ClutterActor
71 * will hold a reference on each child actor, which will be released when
72 * the child is removed from its parent, or destroyed using
73 * clutter_actor_destroy().</para>
74 * <informalexample><programlisting>
75 * ClutterActor *actor = clutter_actor_new ();
77 * /* set the bounding box of the actor */
78 * clutter_actor_set_position (actor, 0, 0);
79 * clutter_actor_set_size (actor, 480, 640);
81 * /* set the background color of the actor */
82 * clutter_actor_set_background_color (actor, CLUTTER_COLOR_Orange);
84 * /* set the bounding box of the child, relative to the parent */
85 * ClutterActor *child = clutter_actor_new ();
86 * clutter_actor_set_position (child, 20, 20);
87 * clutter_actor_set_size (child, 80, 240);
89 * /* set the background color of the child */
90 * clutter_actor_set_background_color (child, CLUTTER_COLOR_Blue);
92 * /* add the child to the actor */
93 * clutter_actor_add_child (actor, child);
94 * </programlisting></informalexample>
95 * <para>Children can be inserted at a given index, or above and below
96 * another child actor. The order of insertion determines the order of the
97 * children when iterating over them. Iterating over children is performed
98 * by using clutter_actor_get_first_child(), clutter_actor_get_previous_sibling(),
99 * clutter_actor_get_next_sibling(), and clutter_actor_get_last_child(). It is
100 * also possible to retrieve a list of children by using
101 * clutter_actor_get_children(), as well as retrieving a specific child at a
102 * given index by using clutter_actor_get_child_at_index().</para>
103 * <para>If you need to track additions of children to a #ClutterActor, use
104 * the #ClutterContainer::actor-added signal; similarly, to track removals
105 * of children from a ClutterActor, use the #ClutterContainer::actor-removed
107 * <informalexample><programlisting>
108 * <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" parse="text" href="../../../../tests/interactive/test-actor.c">
109 * <xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback>
111 * </programlisting></informalexample>
112 * <figure id="actor-example-image">
113 * <title>Actors</title>
114 * <graphic fileref="actor-example.png" format="PNG"/>
118 * <refsect2 id="ClutterActor-painting">
119 * <title>Painting an actor</title>
120 * <para>There are three ways to paint an actor:</para>
122 * <listitem><para>set a delegate #ClutterContent as the value for the
123 * #ClutterActor:content property of the actor;</para></listitem>
124 * <listitem><para>subclass #ClutterActor and override the
125 * #ClutterActorClass.paint_node() virtual function;</para></listitem>
126 * <listitem><para>subclass #ClutterActor and override the
127 * #ClutterActorClass.paint() virtual function.</para></listitem>
130 * <title>Setting the Content property</title>
131 * <para>A #ClutterContent is a delegate object that takes over the
132 * painting operation of one, or more actors. The #ClutterContent
133 * painting will be performed on top of the #ClutterActor:background-color
134 * of the actor, and before calling the #ClutterActorClass.paint_node()
135 * virtual function.</para>
136 * <informalexample><programlisting>
137 * ClutterActor *actor = clutter_actor_new ();
139 * /* set the bounding box */
140 * clutter_actor_set_position (actor, 50, 50);
141 * clutter_actor_set_size (actor, 100, 100);
143 * /* set the content; the image_content variable is set elsewhere */
144 * clutter_actor_set_content (actor, image_content);
145 * </programlisting></informalexample>
148 * <title>Overriding the paint_node virtual function</title>
149 * <para>The #ClutterActorClass.paint_node() virtual function is invoked
150 * whenever an actor needs to be painted. The implementation of the
151 * virtual function must only paint the contents of the actor itself,
152 * and not the contents of its children, if the actor has any.</para>
153 * <para>The #ClutterPaintNode passed to the virtual function is the
154 * local root of the render tree; any node added to it will be
155 * rendered at the correct position, as defined by the actor's
156 * #ClutterActor:allocation.</para>
157 * <informalexample><programlisting>
159 * my_actor_paint_node (ClutterActor *actor,
160 * ClutterPaintNode *root)
162 * ClutterPaintNode *node;
163 * ClutterActorBox box;
165 * /* where the content of the actor should be painted */
166 * clutter_actor_get_allocation_box (actor, &box);
168 * /* the cogl_texture variable is set elsewhere */
169 * node = clutter_texture_node_new (cogl_texture, CLUTTER_COLOR_White,
170 * CLUTTER_SCALING_FILTER_TRILINEAR,
171 * CLUTTER_SCALING_FILTER_LINEAR);
173 * /* paint the content of the node using the allocation */
174 * clutter_paint_node_add_rectangle (node, &box);
176 * /* add the node, and transfer ownership */
177 * clutter_paint_node_add_child (root, node);
178 * clutter_paint_node_unref (node);
180 * </programlisting></informalexample>
183 * <title>Overriding the paint virtual function</title>
184 * <para>The #ClutterActorClass.paint() virtual function is invoked
185 * when the #ClutterActor::paint signal is emitted, and after the other
186 * signal handlers have been invoked. Overriding the paint virtual
187 * function gives total control to the paint sequence of the actor
188 * itself, including the children of the actor, if any.</para>
189 * <warning><para>It is strongly discouraged to override the
190 * #ClutterActorClass.paint() virtual function, as well as connecting
191 * to the #ClutterActor::paint signal. These hooks into the paint
192 * sequence are considered legacy, and will be removed when the Clutter
193 * API changes.</para></warning>
197 * <refsect2 id="ClutterActor-events">
198 * <title>Handling events on an actor</title>
199 * <para>A #ClutterActor can receive and handle input device events, for
200 * instance pointer events and key events, as long as its
201 * #ClutterActor:reactive property is set to %TRUE.</para>
202 * <para>Once an actor has been determined to be the source of an event,
203 * Clutter will traverse the scene graph from the top-level actor towards the
204 * event source, emitting the #ClutterActor::captured-event signal on each
205 * ancestor until it reaches the source; this phase is also called
206 * <emphasis>the capture phase</emphasis>. If the event propagation was not
207 * stopped, the graph is walked backwards, from the source actor to the
208 * top-level, and the #ClutterActor::event signal, along with other event
209 * signals if needed, is emitted; this phase is also called <emphasis>the
210 * bubble phase</emphasis>. At any point of the signal emission, signal
211 * handlers can stop the propagation through the scene graph by returning
212 * %CLUTTER_EVENT_STOP; otherwise, they can continue the propagation by
213 * returning %CLUTTER_EVENT_PROPAGATE.</para>
216 * <refsect2 id="ClutterActor-animation">
217 * <title>Animation</title>
218 * <para>Animation is a core concept of modern user interfaces; Clutter
219 * provides a complete and powerful animation framework that automatically
220 * tweens the actor's state without requiring direct, frame by frame
221 * manipulation from your application code.</para>
223 * <title>Implicit animations</title>
224 * <para>The implicit animation model of Clutter assumes that all the
225 * changes in an actor state should be gradual and asynchronous; Clutter
226 * will automatically transition an actor's property change between the
227 * current state and the desired one without manual intervention.</para>
228 * <para>By default, in the 1.0 API series, the transition happens with
229 * a duration of zero milliseconds, and the implicit animation is an
230 * opt in feature to retain backwards compatibility. In order to enable
231 * implicit animations, it is necessary to change the easing state of
232 * an actor by using clutter_actor_save_easing_state():</para>
233 * <informalexample><programlisting>
234 * /* assume that the actor is currently positioned at (100, 100) */
235 * clutter_actor_save_easing_state (actor);
236 * clutter_actor_set_position (actor, 500, 500);
237 * clutter_actor_restore_easing_state (actor);
238 * </programlisting></informalexample>
239 * <para>The example above will trigger an implicit animation of the
240 * actor between its current position to a new position.</para>
241 * <para>It is possible to animate multiple properties of an actor
242 * at the same time, and you can animate multiple actors at the same
243 * time as well, for instance:</para>
244 * <informalexample><programlisting>
245 * /* animate the actor's opacity and depth */
246 * clutter_actor_save_easing_state (actor);
247 * clutter_actor_set_opacity (actor, 0);
248 * clutter_actor_set_depth (actor, -100);
249 * clutter_actor_restore_easing_state (actor);
251 * /* animate another actor's opacity */
252 * clutter_actor_save_easing_state (another_actor);
253 * clutter_actor_set_opacity (another_actor, 255);
254 * clutter_actor_set_depth (another_actor, 100);
255 * clutter_actor_restore_easing_state (another_actor);
256 * </programlisting></informalexample>
257 * <para>Implicit animations use a default duration of 250 milliseconds,
258 * and a default easing mode of %CLUTTER_EASE_OUT_CUBIC, unless you call
259 * clutter_actor_set_easing_mode() and clutter_actor_set_easing_duration()
260 * after changing the easing state of the actor.</para>
261 * <para>It is important to note that if you modify the state on an
262 * animatable property while a transition is in flight, the transition's
263 * final value will be updated, as well as its duration and progress
264 * mode by using the current easing state; for instance, in the following
266 * <informalexample><programlisting>
267 * clutter_actor_save_easing_state (actor);
268 * clutter_actor_set_x (actor, 200);
269 * clutter_actor_restore_easing_state (actor);
271 * clutter_actor_save_easing_state (actor);
272 * clutter_actor_set_x (actor, 100);
273 * clutter_actor_restore_easing_state (actor);
274 * </programlisting></informalexample>
275 * <para>the first call to clutter_actor_set_x() will begin a transition
276 * of the #ClutterActor:x property to the value of 200; the second call
277 * to clutter_actor_set_x() will change the transition's final value to
279 * <para>It is possible to retrieve the #ClutterTransition used by the
280 * animatable properties by using clutter_actor_get_transition() and using
281 * the property name as the transition name.</para>
284 * <title>Explicit animations</title>
285 * <para>The explicit animation model supported by Clutter requires that
286 * you create a #ClutterTransition object, and set the initial and
287 * final values. The transition will not start unless you add it to the
288 * #ClutterActor.</para>
289 * <informalexample><programlisting>
290 * ClutterTransition *transition;
292 * transition = clutter_property_transition_new ("opacity");
293 * clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 3000);
294 * clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), 2);
295 * clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);
296 * clutter_transition_set_interval (transition, clutter_interval_new (G_TYPE_UINT, 255, 0));
298 * clutter_actor_add_transition (actor, "animate-opacity", transition);
299 * </programlisting></informalexample>
300 * <para>The example above will animate the #ClutterActor:opacity property
301 * of an actor between fully opaque and fully transparent, and back, over
302 * a span of 3 seconds. The animation does not begin until it is added to
304 * <para>The explicit animation API should also be used when using custom
305 * animatable properties for #ClutterAction, #ClutterConstraint, and
306 * #ClutterEffect instances associated to an actor; see the section on
307 * <ulink linkend="ClutterActor-custom-animatable-properties">custom
308 * animatable properties below</ulink> for an example.</para>
309 * <para>Finally, explicit animations are useful for creating animations
310 * that run continuously, for instance:</para>
311 * <informalexample><programlisting>
312 * /* this animation will pulse the actor's opacity continuously */
313 * ClutterTransition *transition;
314 * ClutterInterval *interval;
316 * transition = clutter_property_transition_new ("opacity");
318 * /* we want to animate the opacity between 0 and 255 */
319 * internal = clutter_interval_new (G_TYPE_UINT, 0, 255);
320 * clutter_transition_set_interval (transition, interval);
322 * /* over a one second duration, running an infinite amount of times */
323 * clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 1000);
324 * clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), -1);
326 * /* we want to fade in and out, so we need to auto-reverse the transition */
327 * clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);
329 * /* and we want to use an easing function that eases both in and out */
330 * clutter_timeline_set_progress_mode (CLUTTER_TIMELINE (transition),
331 * CLUTTER_EASE_IN_OUT_CUBIC);
333 * /* add the transition to the desired actor; this will
334 * * start the animation.
336 * clutter_actor_add_transition (actor, "opacityAnimation", transition);
337 * </programlisting></informalexample>
341 * <refsect2 id="ClutterActor-subclassing">
342 * <title>Implementing an actor</title>
343 * <para>Careful consideration should be given when deciding to implement
344 * a #ClutterActor sub-class. It is generally recommended to implement a
345 * sub-class of #ClutterActor only for actors that should be used as leaf
346 * nodes of a scene graph.</para>
347 * <para>If your actor should be painted in a custom way, you should
348 * override the #ClutterActor::paint signal class handler. You can either
349 * opt to chain up to the parent class implementation or decide to fully
350 * override the default paint implementation; Clutter will set up the
351 * transformations and clip regions prior to emitting the #ClutterActor::paint
353 * <para>By overriding the #ClutterActorClass.get_preferred_width() and
354 * #ClutterActorClass.get_preferred_height() virtual functions it is
355 * possible to change or provide the preferred size of an actor; similarly,
356 * by overriding the #ClutterActorClass.allocate() virtual function it is
357 * possible to control the layout of the children of an actor. Make sure to
358 * always chain up to the parent implementation of the
359 * #ClutterActorClass.allocate() virtual function.</para>
360 * <para>In general, it is strongly encouraged to use delegation and
361 * composition instead of direct subclassing.</para>
364 * <refsect2 id="ClutterActor-script">
365 * <title>ClutterActor custom properties for #ClutterScript</title>
366 * <para>#ClutterActor defines a custom "rotation" property which
367 * allows a short-hand description of the rotations to be applied
368 * to an actor.</para>
369 * <para>The syntax of the "rotation" property is the following:</para>
373 * { "<axis>" : [ <angle>, [ <center> ] ] }
377 * <para>where the <emphasis>axis</emphasis> is the name of an enumeration
378 * value of type #ClutterRotateAxis and <emphasis>angle</emphasis> is a
379 * floating point value representing the rotation angle on the given axis,
381 * <para>The <emphasis>center</emphasis> array is optional, and if present
382 * it must contain the center of rotation as described by two coordinates:
383 * Y and Z for "x-axis"; X and Z for "y-axis"; and X and Y for
385 * <para>#ClutterActor will also parse every positional and dimensional
386 * property defined as a string through clutter_units_from_string(); you
387 * should read the documentation for the #ClutterUnits parser format for
388 * the valid units and syntax.</para>
391 * <refsect2 id="ClutterActor-custom-animatable-properties">
392 * <title>Custom animatable properties</title>
393 * <para>#ClutterActor allows accessing properties of #ClutterAction,
394 * #ClutterEffect, and #ClutterConstraint instances associated to an actor
395 * instance for animation purposes.</para>
396 * <para>In order to access a specific #ClutterAction or a #ClutterConstraint
397 * property it is necessary to set the #ClutterActorMeta:name property on the
398 * given action or constraint.</para>
399 * <para>The property can be accessed using the following syntax:</para>
402 * @<section>.<meta-name>.<property-name>
405 * <para>The initial <emphasis>@</emphasis> is mandatory.</para>
406 * <para>The <emphasis>section</emphasis> fragment can be one between
407 * "actions", "constraints" and "effects".</para>
408 * <para>The <emphasis>meta-name</emphasis> fragment is the name of the
409 * action or constraint, as specified by the #ClutterActorMeta:name
411 * <para>The <emphasis>property-name</emphasis> fragment is the name of the
412 * action or constraint property to be animated.</para>
413 * <para>The example below animates a #ClutterBindConstraint applied to an
414 * actor using clutter_actor_animate(). The <emphasis>rect</emphasis> has
415 * a binding constraint for the <emphasis>origin</emphasis> actor, and in
416 * its initial state is overlapping the actor to which is bound to.</para>
417 * <informalexample><programlisting>
418 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0);
419 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x");
420 * clutter_actor_add_constraint (rect, constraint);
422 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0);
423 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y");
424 * clutter_actor_add_constraint (rect, constraint);
426 * clutter_actor_set_reactive (origin, TRUE);
428 * g_signal_connect (origin, "button-press-event",
429 * G_CALLBACK (on_button_press),
431 * </programlisting></informalexample>
432 * <para>On button press, the rectangle "slides" from behind the actor to
433 * which is bound to, using the #ClutterBindConstraint:offset property to
434 * achieve the effect:</para>
435 * <informalexample><programlisting>
437 * on_button_press (ClutterActor *origin,
438 * ClutterEvent *event,
439 * ClutterActor *rect)
441 * ClutterTransition *transition;
442 * ClutterInterval *interval;
444 * /* the offset that we want to apply; this will make the actor
445 * * slide in from behind the origin and rest at the right of
446 * * the origin, plus a padding value.
448 * float new_offset = clutter_actor_get_width (origin) + h_padding;
450 * /* the property we wish to animate; the "@constraints" section
451 * * tells Clutter to check inside the constraints associated
452 * * with the actor; the "bind-x" section is the name of the
453 * * constraint; and the "offset" is the name of the property
454 * * on the constraint.
456 * const char *prop = "@constraints.bind-x.offset";
458 * /* create a new transition for the given property */
459 * transition = clutter_property_transition_new (prop);
461 * /* set the easing mode and duration */
462 * clutter_timeline_set_progress_mode (CLUTTER_TIMELINE (transition),
463 * CLUTTER_EASE_OUT_CUBIC);
464 * clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 500);
466 * /* create the interval with the initial and final values */
467 * interval = clutter_interval_new (G_TYPE_FLOAT, 0, new_offset);
468 * clutter_transition_set_interval (transition, interval);
470 * /* add the transition to the actor; this causes the animation
471 * * to start. the name "offsetAnimation" can be used to retrieve
472 * * the transition later.
474 * clutter_actor_add_transition (rect, "offsetAnimation", transition);
476 * /* we handled the event */
477 * return CLUTTER_EVENT_STOP;
479 * </programlisting></informalexample>
484 * CLUTTER_ACTOR_IS_MAPPED:
485 * @a: a #ClutterActor
487 * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
489 * The mapped state is set when the actor is visible and all its parents up
490 * to a top-level (e.g. a #ClutterStage) are visible, realized, and mapped.
492 * This check can be used to see if an actor is going to be painted, as only
493 * actors with the %CLUTTER_ACTOR_MAPPED flag set are going to be painted.
495 * The %CLUTTER_ACTOR_MAPPED flag is managed by Clutter itself, and it should
496 * not be checked directly; instead, the recommended usage is to connect a
497 * handler on the #GObject::notify signal for the #ClutterActor:mapped
498 * property of #ClutterActor, and check the presence of
499 * the %CLUTTER_ACTOR_MAPPED flag on state changes.
501 * It is also important to note that Clutter may delay the changes of
502 * the %CLUTTER_ACTOR_MAPPED flag on top-levels due to backend-specific
503 * limitations, or during the reparenting of an actor, to optimize
504 * unnecessary (and potentially expensive) state changes.
510 * CLUTTER_ACTOR_IS_REALIZED:
511 * @a: a #ClutterActor
513 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
515 * The realized state has an actor-dependant interpretation. If an
516 * actor wants to delay allocating resources until it is attached to a
517 * stage, it may use the realize state to do so. However it is
518 * perfectly acceptable for an actor to allocate Cogl resources before
519 * being realized because there is only one drawing context used by Clutter
520 * so any resources will work on any stage. If an actor is mapped it
521 * must also be realized, but an actor can be realized and unmapped
522 * (this is so hiding an actor temporarily doesn't do an expensive
523 * unrealize/realize).
525 * To be realized an actor must be inside a stage, and all its parents
532 * CLUTTER_ACTOR_IS_VISIBLE:
533 * @a: a #ClutterActor
535 * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
536 * Equivalent to the ClutterActor::visible object property.
538 * Note that an actor is only painted onscreen if it's mapped, which
539 * means it's visible, and all its parents are visible, and one of the
540 * parents is a toplevel stage; see also %CLUTTER_ACTOR_IS_MAPPED.
546 * CLUTTER_ACTOR_IS_REACTIVE:
547 * @a: a #ClutterActor
549 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
551 * Only reactive actors will receive event-related signals.
562 #include <gobject/gvaluecollector.h>
564 #include <cogl/cogl.h>
566 #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
567 #define CLUTTER_ENABLE_EXPERIMENTAL_API
569 #include "clutter-actor-private.h"
571 #include "clutter-action.h"
572 #include "clutter-actor-meta-private.h"
573 #include "clutter-animatable.h"
574 #include "clutter-color-static.h"
575 #include "clutter-color.h"
576 #include "clutter-constraint.h"
577 #include "clutter-container.h"
578 #include "clutter-content-private.h"
579 #include "clutter-debug.h"
580 #include "clutter-effect-private.h"
581 #include "clutter-enum-types.h"
582 #include "clutter-fixed-layout.h"
583 #include "clutter-flatten-effect.h"
584 #include "clutter-interval.h"
585 #include "clutter-main.h"
586 #include "clutter-marshal.h"
587 #include "clutter-paint-nodes.h"
588 #include "clutter-paint-node-private.h"
589 #include "clutter-paint-volume-private.h"
590 #include "clutter-private.h"
591 #include "clutter-profile.h"
592 #include "clutter-property-transition.h"
593 #include "clutter-scriptable.h"
594 #include "clutter-script-private.h"
595 #include "clutter-stage-private.h"
596 #include "clutter-timeline.h"
597 #include "clutter-transition.h"
598 #include "clutter-units.h"
600 #include "deprecated/clutter-actor.h"
601 #include "deprecated/clutter-behaviour.h"
602 #include "deprecated/clutter-container.h"
604 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
605 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
607 /* Internal enum used to control mapped state update. This is a hint
608 * which indicates when to do something other than just enforce
612 MAP_STATE_CHECK, /* just enforce invariants. */
613 MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
614 * used when about to unparent.
616 MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met;
617 * used to set mapped on toplevels.
619 MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped,
620 * used just before unmapping parent.
624 /* 3 entries should be a good compromise, few layout managers
625 * will ask for 3 different preferred size in each allocation cycle */
626 #define N_CACHED_SIZE_REQUESTS 3
628 struct _ClutterActorPrivate
631 ClutterRequestMode request_mode;
633 /* our cached size requests for different width / height */
634 SizeRequest width_requests[N_CACHED_SIZE_REQUESTS];
635 SizeRequest height_requests[N_CACHED_SIZE_REQUESTS];
637 /* An age of 0 means the entry is not set */
638 guint cached_height_age;
639 guint cached_width_age;
641 /* the bounding box of the actor, relative to the parent's
644 ClutterActorBox allocation;
645 ClutterAllocationFlags allocation_flags;
647 /* clip, in actor coordinates */
648 cairo_rectangle_t clip;
650 /* the cached transformation matrix; see apply_transform() */
651 CoglMatrix transform;
654 gint opacity_override;
656 ClutterOffscreenRedirect offscreen_redirect;
658 /* This is an internal effect used to implement the
659 offscreen-redirect property */
660 ClutterEffect *flatten_effect;
663 ClutterActor *parent;
664 ClutterActor *prev_sibling;
665 ClutterActor *next_sibling;
666 ClutterActor *first_child;
667 ClutterActor *last_child;
671 /* tracks whenever the children of an actor are changed; the
672 * age is incremented by 1 whenever an actor is added or
673 * removed. the age is not incremented when the first or the
674 * last child pointers are changed, or when grandchildren of
675 * an actor are changed.
679 gchar *name; /* a non-unique name, used for debugging */
680 guint32 id; /* unique id, used for backward compatibility */
682 gint32 pick_id; /* per-stage unique id, used for picking */
684 /* a back-pointer to the Pango context that we can use
685 * to create pre-configured PangoLayout
687 PangoContext *pango_context;
689 /* the text direction configured for this child - either by
690 * application code, or by the actor's parent
692 ClutterTextDirection text_direction;
694 /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
698 ClutterMetaGroup *actions;
699 ClutterMetaGroup *constraints;
700 ClutterMetaGroup *effects;
702 /* delegate object used to allocate the children of this actor */
703 ClutterLayoutManager *layout_manager;
705 /* delegate object used to paint the contents of this actor */
706 ClutterContent *content;
708 ClutterActorBox content_box;
709 ClutterContentGravity content_gravity;
710 ClutterScalingFilter min_filter;
711 ClutterScalingFilter mag_filter;
713 /* used when painting, to update the paint volume */
714 ClutterEffect *current_effect;
716 /* This is used to store an effect which needs to be redrawn. A
717 redraw can be queued to start from a particular effect. This is
718 used by parametrised effects that can cache an image of the
719 actor. If a parameter of the effect changes then it only needs to
720 redraw the cached image, not the actual actor. The pointer is
721 only valid if is_dirty == TRUE. If the pointer is NULL then the
722 whole actor is dirty. */
723 ClutterEffect *effect_to_redraw;
725 /* This is used when painting effects to implement the
726 clutter_actor_continue_paint() function. It points to the node in
727 the list of effects that is next in the chain */
728 const GList *next_effect_to_paint;
730 ClutterPaintVolume paint_volume;
732 /* NB: This volume isn't relative to this actor, it is in eye
733 * coordinates so that it can remain valid after the actor changes.
735 ClutterPaintVolume last_paint_volume;
737 ClutterStageQueueRedrawEntry *queue_redraw_entry;
739 ClutterColor bg_color;
743 /* fixed position and sizes */
744 guint position_set : 1;
745 guint min_width_set : 1;
746 guint min_height_set : 1;
747 guint natural_width_set : 1;
748 guint natural_height_set : 1;
749 /* cached request is invalid (implies allocation is too) */
750 guint needs_width_request : 1;
751 /* cached request is invalid (implies allocation is too) */
752 guint needs_height_request : 1;
753 /* cached allocation is invalid (request has changed, probably) */
754 guint needs_allocation : 1;
755 guint show_on_set_parent : 1;
757 guint clip_to_allocation : 1;
758 guint enable_model_view_transform : 1;
759 guint enable_paint_unmapped : 1;
760 guint has_pointer : 1;
761 guint propagated_one_redraw : 1;
762 guint paint_volume_valid : 1;
763 guint last_paint_volume_valid : 1;
764 guint in_clone_paint : 1;
765 guint transform_valid : 1;
766 /* This is TRUE if anything has queued a redraw since we were last
767 painted. In this case effect_to_redraw will point to an effect
768 the redraw was queued from or it will be NULL if the redraw was
769 queued without an effect. */
771 guint bg_color_set : 1;
772 guint content_box_valid : 1;
781 /* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
782 * when set they force a size request, when gotten they
783 * get the allocation if the allocation is valid, and the
791 /* Then the rest of these size-related properties are the "actual"
792 * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
797 PROP_FIXED_POSITION_SET,
806 PROP_NATURAL_WIDTH_SET,
809 PROP_NATURAL_HEIGHT_SET,
813 /* Allocation properties are read-only */
820 PROP_CLIP_TO_ALLOCATION,
824 PROP_OFFSCREEN_REDIRECT,
837 PROP_ROTATION_ANGLE_X,
838 PROP_ROTATION_ANGLE_Y,
839 PROP_ROTATION_ANGLE_Z,
840 PROP_ROTATION_CENTER_X,
841 PROP_ROTATION_CENTER_Y,
842 PROP_ROTATION_CENTER_Z,
843 /* This property only makes sense for the z rotation because the
844 others would depend on the actor having a size along the
846 PROP_ROTATION_CENTER_Z_GRAVITY,
852 PROP_SHOW_ON_SET_PARENT,
870 PROP_BACKGROUND_COLOR,
871 PROP_BACKGROUND_COLOR_SET,
877 PROP_CONTENT_GRAVITY,
879 PROP_MINIFICATION_FILTER,
880 PROP_MAGNIFICATION_FILTER,
885 static GParamSpec *obj_props[PROP_LAST];
904 BUTTON_RELEASE_EVENT,
912 TRANSITIONS_COMPLETED,
917 static guint actor_signals[LAST_SIGNAL] = { 0, };
919 static void clutter_container_iface_init (ClutterContainerIface *iface);
920 static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
921 static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
922 static void atk_implementor_iface_init (AtkImplementorIface *iface);
924 /* These setters are all static for now, maybe they should be in the
925 * public API, but they are perhaps obscure enough to leave only as
928 static void clutter_actor_set_min_width (ClutterActor *self,
930 static void clutter_actor_set_min_height (ClutterActor *self,
932 static void clutter_actor_set_natural_width (ClutterActor *self,
933 gfloat natural_width);
934 static void clutter_actor_set_natural_height (ClutterActor *self,
935 gfloat natural_height);
936 static void clutter_actor_set_min_width_set (ClutterActor *self,
937 gboolean use_min_width);
938 static void clutter_actor_set_min_height_set (ClutterActor *self,
939 gboolean use_min_height);
940 static void clutter_actor_set_natural_width_set (ClutterActor *self,
941 gboolean use_natural_width);
942 static void clutter_actor_set_natural_height_set (ClutterActor *self,
943 gboolean use_natural_height);
944 static void clutter_actor_update_map_state (ClutterActor *self,
945 MapStateChange change);
946 static void clutter_actor_unrealize_not_hiding (ClutterActor *self);
948 /* Helper routines for managing anchor coords */
949 static void clutter_anchor_coord_get_units (ClutterActor *self,
950 const AnchorCoord *coord,
954 static void clutter_anchor_coord_set_units (AnchorCoord *coord,
959 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
960 static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
961 ClutterGravity gravity);
963 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
965 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
967 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
968 ClutterActor *ancestor,
971 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
973 static guint8 clutter_actor_get_paint_opacity_internal (ClutterActor *self);
975 static inline void clutter_actor_set_background_color_internal (ClutterActor *self,
976 const ClutterColor *color);
978 static void on_layout_manager_changed (ClutterLayoutManager *manager,
981 /* Helper macro which translates by the anchor coord, applies the
982 given transformation and then translates back */
983 #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \
984 gfloat _tx, _ty, _tz; \
985 clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \
986 cogl_matrix_translate ((m), _tx, _ty, _tz); \
988 cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
990 static GQuark quark_shader_data = 0;
991 static GQuark quark_actor_layout_info = 0;
992 static GQuark quark_actor_transform_info = 0;
993 static GQuark quark_actor_animation_info = 0;
995 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
997 G_TYPE_INITIALLY_UNOWNED,
998 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
999 clutter_container_iface_init)
1000 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
1001 clutter_scriptable_iface_init)
1002 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
1003 clutter_animatable_iface_init)
1004 G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR,
1005 atk_implementor_iface_init));
1008 * clutter_actor_get_debug_name:
1009 * @actor: a #ClutterActor
1011 * Retrieves a printable name of @actor for debugging messages
1013 * Return value: a string with a printable name
1016 _clutter_actor_get_debug_name (ClutterActor *actor)
1018 return actor->priv->name != NULL ? actor->priv->name
1019 : G_OBJECT_TYPE_NAME (actor);
1022 #ifdef CLUTTER_ENABLE_DEBUG
1023 /* XXX - this is for debugging only, remove once working (or leave
1024 * in only in some debug mode). Should leave it for a little while
1025 * until we're confident in the new map/realize/visible handling.
1028 clutter_actor_verify_map_state (ClutterActor *self)
1030 ClutterActorPrivate *priv = self->priv;
1032 if (CLUTTER_ACTOR_IS_REALIZED (self))
1034 /* all bets are off during reparent when we're potentially realized,
1035 * but should not be according to invariants
1037 if (!CLUTTER_ACTOR_IN_REPARENT (self))
1039 if (priv->parent == NULL)
1041 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1045 g_warning ("Realized non-toplevel actor '%s' should "
1047 _clutter_actor_get_debug_name (self));
1049 else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1051 g_warning ("Realized actor %s has an unrealized parent %s",
1052 _clutter_actor_get_debug_name (self),
1053 _clutter_actor_get_debug_name (priv->parent));
1058 if (CLUTTER_ACTOR_IS_MAPPED (self))
1060 if (!CLUTTER_ACTOR_IS_REALIZED (self))
1061 g_warning ("Actor '%s' is mapped but not realized",
1062 _clutter_actor_get_debug_name (self));
1064 /* remaining bets are off during reparent when we're potentially
1065 * mapped, but should not be according to invariants
1067 if (!CLUTTER_ACTOR_IN_REPARENT (self))
1069 if (priv->parent == NULL)
1071 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1073 if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
1074 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
1076 g_warning ("Toplevel actor '%s' is mapped "
1078 _clutter_actor_get_debug_name (self));
1083 g_warning ("Mapped actor '%s' should have a parent",
1084 _clutter_actor_get_debug_name (self));
1089 ClutterActor *iter = self;
1091 /* check for the enable_paint_unmapped flag on the actor
1092 * and parents; if the flag is enabled at any point of this
1093 * branch of the scene graph then all the later checks
1096 while (iter != NULL)
1098 if (iter->priv->enable_paint_unmapped)
1101 iter = iter->priv->parent;
1104 if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
1106 g_warning ("Actor '%s' should not be mapped if parent '%s'"
1108 _clutter_actor_get_debug_name (self),
1109 _clutter_actor_get_debug_name (priv->parent));
1112 if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1114 g_warning ("Actor '%s' should not be mapped if parent '%s'"
1116 _clutter_actor_get_debug_name (self),
1117 _clutter_actor_get_debug_name (priv->parent));
1120 if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
1122 if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent))
1123 g_warning ("Actor '%s' is mapped but its non-toplevel "
1124 "parent '%s' is not mapped",
1125 _clutter_actor_get_debug_name (self),
1126 _clutter_actor_get_debug_name (priv->parent));
1133 #endif /* CLUTTER_ENABLE_DEBUG */
1136 clutter_actor_set_mapped (ClutterActor *self,
1139 if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
1144 CLUTTER_ACTOR_GET_CLASS (self)->map (self);
1145 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1149 CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
1150 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1154 /* this function updates the mapped and realized states according to
1155 * invariants, in the appropriate order.
1158 clutter_actor_update_map_state (ClutterActor *self,
1159 MapStateChange change)
1161 gboolean was_mapped;
1163 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1165 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1167 /* the mapped flag on top-level actors must be set by the
1168 * per-backend implementation because it might be asynchronous.
1170 * That is, the MAPPED flag on toplevels currently tracks the X
1171 * server mapped-ness of the window, while the expected behavior
1172 * (if used to GTK) may be to track WM_STATE!=WithdrawnState.
1173 * This creates some weird complexity by breaking the invariant
1174 * that if we're visible and all ancestors shown then we are
1175 * also mapped - instead, we are mapped if all ancestors
1176 * _possibly excepting_ the stage are mapped. The stage
1177 * will map/unmap for example when it is minimized or
1178 * moved to another workspace.
1180 * So, the only invariant on the stage is that if visible it
1181 * should be realized, and that it has to be visible to be
1184 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1185 clutter_actor_realize (self);
1189 case MAP_STATE_CHECK:
1192 case MAP_STATE_MAKE_MAPPED:
1193 g_assert (!was_mapped);
1194 clutter_actor_set_mapped (self, TRUE);
1197 case MAP_STATE_MAKE_UNMAPPED:
1198 g_assert (was_mapped);
1199 clutter_actor_set_mapped (self, FALSE);
1202 case MAP_STATE_MAKE_UNREALIZED:
1203 /* we only use MAKE_UNREALIZED in unparent,
1204 * and unparenting a stage isn't possible.
1205 * If someone wants to just unrealize a stage
1206 * then clutter_actor_unrealize() doesn't
1207 * go through this codepath.
1209 g_warning ("Trying to force unrealize stage is not allowed");
1213 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1214 !CLUTTER_ACTOR_IS_VISIBLE (self) &&
1215 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
1217 g_warning ("Clutter toplevel of type '%s' is not visible, but "
1218 "it is somehow still mapped",
1219 _clutter_actor_get_debug_name (self));
1224 ClutterActorPrivate *priv = self->priv;
1225 ClutterActor *parent = priv->parent;
1226 gboolean should_be_mapped;
1227 gboolean may_be_realized;
1228 gboolean must_be_realized;
1230 should_be_mapped = FALSE;
1231 may_be_realized = TRUE;
1232 must_be_realized = FALSE;
1234 if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
1236 may_be_realized = FALSE;
1240 /* Maintain invariant that if parent is mapped, and we are
1241 * visible, then we are mapped ... unless parent is a
1242 * stage, in which case we map regardless of parent's map
1243 * state but do require stage to be visible and realized.
1245 * If parent is realized, that does not force us to be
1246 * realized; but if parent is unrealized, that does force
1247 * us to be unrealized.
1249 * The reason we don't force children to realize with
1250 * parents is _clutter_actor_rerealize(); if we require that
1251 * a realized parent means children are realized, then to
1252 * unrealize an actor we would have to unrealize its
1253 * parents, which would end up meaning unrealizing and
1254 * hiding the entire stage. So we allow unrealizing a
1255 * child (as long as that child is not mapped) while that
1256 * child still has a realized parent.
1258 * Also, if we unrealize from leaf nodes to root, and
1259 * realize from root to leaf, the invariants are never
1260 * violated if we allow children to be unrealized
1261 * while parents are realized.
1263 * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
1264 * to force us to unmap, even though parent is still
1265 * mapped. This is because we're unmapping from leaf nodes
1268 if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1269 change != MAP_STATE_MAKE_UNMAPPED)
1271 gboolean parent_is_visible_realized_toplevel;
1273 parent_is_visible_realized_toplevel =
1274 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1275 CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1276 CLUTTER_ACTOR_IS_REALIZED (parent));
1278 if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1279 parent_is_visible_realized_toplevel)
1281 must_be_realized = TRUE;
1282 should_be_mapped = TRUE;
1286 /* if the actor has been set to be painted even if unmapped
1287 * then we should map it and check for realization as well;
1288 * this is an override for the branch of the scene graph
1289 * which begins with this node
1291 if (priv->enable_paint_unmapped)
1293 if (priv->parent == NULL)
1294 g_warning ("Attempting to map an unparented actor '%s'",
1295 _clutter_actor_get_debug_name (self));
1297 should_be_mapped = TRUE;
1298 must_be_realized = TRUE;
1301 if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1302 may_be_realized = FALSE;
1305 if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1308 g_warning ("Attempting to map a child that does not "
1309 "meet the necessary invariants: the actor '%s' "
1311 _clutter_actor_get_debug_name (self));
1313 g_warning ("Attempting to map a child that does not "
1314 "meet the necessary invariants: the actor '%s' "
1315 "is parented to an unmapped actor '%s'",
1316 _clutter_actor_get_debug_name (self),
1317 _clutter_actor_get_debug_name (priv->parent));
1320 /* If in reparent, we temporarily suspend unmap and unrealize.
1322 * We want to go in the order "realize, map" and "unmap, unrealize"
1326 if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1327 clutter_actor_set_mapped (self, FALSE);
1330 if (must_be_realized)
1331 clutter_actor_realize (self);
1333 /* if we must be realized then we may be, presumably */
1334 g_assert (!(must_be_realized && !may_be_realized));
1337 if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1338 clutter_actor_unrealize_not_hiding (self);
1341 if (should_be_mapped)
1343 if (!must_be_realized)
1344 g_warning ("Somehow we think actor '%s' should be mapped but "
1345 "not realized, which isn't allowed",
1346 _clutter_actor_get_debug_name (self));
1348 /* realization is allowed to fail (though I don't know what
1349 * an app is supposed to do about that - shouldn't it just
1350 * be a g_error? anyway, we have to avoid mapping if this
1353 if (CLUTTER_ACTOR_IS_REALIZED (self))
1354 clutter_actor_set_mapped (self, TRUE);
1358 #ifdef CLUTTER_ENABLE_DEBUG
1359 /* check all invariants were kept */
1360 clutter_actor_verify_map_state (self);
1365 clutter_actor_real_map (ClutterActor *self)
1367 ClutterActorPrivate *priv = self->priv;
1368 ClutterActor *stage, *iter;
1370 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1372 CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1373 _clutter_actor_get_debug_name (self));
1375 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1377 stage = _clutter_actor_get_stage_internal (self);
1378 priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1380 CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1382 _clutter_actor_get_debug_name (self));
1384 /* notify on parent mapped before potentially mapping
1385 * children, so apps see a top-down notification.
1387 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1389 for (iter = self->priv->first_child;
1391 iter = iter->priv->next_sibling)
1393 clutter_actor_map (iter);
1398 * clutter_actor_map:
1399 * @self: A #ClutterActor
1401 * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
1402 * and realizes its children if they are visible. Does nothing if the
1403 * actor is not visible.
1405 * Calling this function is strongly disencouraged: the default
1406 * implementation of #ClutterActorClass.map() will map all the children
1407 * of an actor when mapping its parent.
1409 * When overriding map, it is mandatory to chain up to the parent
1415 clutter_actor_map (ClutterActor *self)
1417 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1419 if (CLUTTER_ACTOR_IS_MAPPED (self))
1422 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1425 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1429 clutter_actor_real_unmap (ClutterActor *self)
1431 ClutterActorPrivate *priv = self->priv;
1434 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1436 CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1437 _clutter_actor_get_debug_name (self));
1439 for (iter = self->priv->first_child;
1441 iter = iter->priv->next_sibling)
1443 clutter_actor_unmap (iter);
1446 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1448 /* clear the contents of the last paint volume, so that hiding + moving +
1449 * showing will not result in the wrong area being repainted
1451 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1452 priv->last_paint_volume_valid = TRUE;
1454 /* notify on parent mapped after potentially unmapping
1455 * children, so apps see a bottom-up notification.
1457 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1459 /* relinquish keyboard focus if we were unmapped while owning it */
1460 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1462 ClutterStage *stage;
1464 stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1467 _clutter_stage_release_pick_id (stage, priv->pick_id);
1471 if (stage != NULL &&
1472 clutter_stage_get_key_focus (stage) == self)
1474 clutter_stage_set_key_focus (stage, NULL);
1480 * clutter_actor_unmap:
1481 * @self: A #ClutterActor
1483 * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1484 * unmaps its children if they were mapped.
1486 * Calling this function is not encouraged: the default #ClutterActor
1487 * implementation of #ClutterActorClass.unmap() will also unmap any
1488 * eventual children by default when their parent is unmapped.
1490 * When overriding #ClutterActorClass.unmap(), it is mandatory to
1491 * chain up to the parent implementation.
1493 * <note>It is important to note that the implementation of the
1494 * #ClutterActorClass.unmap() virtual function may be called after
1495 * the #ClutterActorClass.destroy() or the #GObjectClass.dispose()
1496 * implementation, but it is guaranteed to be called before the
1497 * #GObjectClass.finalize() implementation.</note>
1502 clutter_actor_unmap (ClutterActor *self)
1504 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1506 if (!CLUTTER_ACTOR_IS_MAPPED (self))
1509 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1513 clutter_actor_real_show (ClutterActor *self)
1515 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1517 ClutterActorPrivate *priv = self->priv;
1519 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1521 /* we notify on the "visible" flag in the clutter_actor_show()
1522 * wrapper so the entire show signal emission completes first
1525 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1527 /* we queue a relayout unless the actor is inside a
1528 * container that explicitly told us not to
1530 if (priv->parent != NULL &&
1531 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1533 /* While an actor is hidden the parent may not have
1534 * allocated/requested so we need to start from scratch
1535 * and avoid the short-circuiting in
1536 * clutter_actor_queue_relayout().
1538 priv->needs_width_request = FALSE;
1539 priv->needs_height_request = FALSE;
1540 priv->needs_allocation = FALSE;
1541 clutter_actor_queue_relayout (self);
1547 set_show_on_set_parent (ClutterActor *self,
1550 ClutterActorPrivate *priv = self->priv;
1552 set_show = !!set_show;
1554 if (priv->show_on_set_parent == set_show)
1557 if (priv->parent == NULL)
1559 priv->show_on_set_parent = set_show;
1560 g_object_notify_by_pspec (G_OBJECT (self),
1561 obj_props[PROP_SHOW_ON_SET_PARENT]);
1566 * clutter_actor_show:
1567 * @self: A #ClutterActor
1569 * Flags an actor to be displayed. An actor that isn't shown will not
1570 * be rendered on the stage.
1572 * Actors are visible by default.
1574 * If this function is called on an actor without a parent, the
1575 * #ClutterActor:show-on-set-parent will be set to %TRUE as a side
1579 clutter_actor_show (ClutterActor *self)
1581 ClutterActorPrivate *priv;
1583 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1585 /* simple optimization */
1586 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1588 /* we still need to set the :show-on-set-parent property, in
1589 * case show() is called on an unparented actor
1591 set_show_on_set_parent (self, TRUE);
1595 #ifdef CLUTTER_ENABLE_DEBUG
1596 clutter_actor_verify_map_state (self);
1601 g_object_freeze_notify (G_OBJECT (self));
1603 set_show_on_set_parent (self, TRUE);
1605 g_signal_emit (self, actor_signals[SHOW], 0);
1606 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1608 if (priv->parent != NULL)
1609 clutter_actor_queue_redraw (priv->parent);
1611 g_object_thaw_notify (G_OBJECT (self));
1615 * clutter_actor_show_all:
1616 * @self: a #ClutterActor
1618 * Calls clutter_actor_show() on all children of an actor (if any).
1622 * Deprecated: 1.10: Actors are visible by default
1625 clutter_actor_show_all (ClutterActor *self)
1627 ClutterActorClass *klass;
1629 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1631 klass = CLUTTER_ACTOR_GET_CLASS (self);
1632 if (klass->show_all)
1633 klass->show_all (self);
1637 clutter_actor_real_hide (ClutterActor *self)
1639 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1641 ClutterActorPrivate *priv = self->priv;
1643 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1645 /* we notify on the "visible" flag in the clutter_actor_hide()
1646 * wrapper so the entire hide signal emission completes first
1649 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1651 /* we queue a relayout unless the actor is inside a
1652 * container that explicitly told us not to
1654 if (priv->parent != NULL &&
1655 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1656 clutter_actor_queue_relayout (priv->parent);
1661 * clutter_actor_hide:
1662 * @self: A #ClutterActor
1664 * Flags an actor to be hidden. A hidden actor will not be
1665 * rendered on the stage.
1667 * Actors are visible by default.
1669 * If this function is called on an actor without a parent, the
1670 * #ClutterActor:show-on-set-parent property will be set to %FALSE
1674 clutter_actor_hide (ClutterActor *self)
1676 ClutterActorPrivate *priv;
1678 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1680 /* simple optimization */
1681 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1683 /* we still need to set the :show-on-set-parent property, in
1684 * case hide() is called on an unparented actor
1686 set_show_on_set_parent (self, FALSE);
1690 #ifdef CLUTTER_ENABLE_DEBUG
1691 clutter_actor_verify_map_state (self);
1696 g_object_freeze_notify (G_OBJECT (self));
1698 set_show_on_set_parent (self, FALSE);
1700 g_signal_emit (self, actor_signals[HIDE], 0);
1701 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1703 if (priv->parent != NULL)
1704 clutter_actor_queue_redraw (priv->parent);
1706 g_object_thaw_notify (G_OBJECT (self));
1710 * clutter_actor_hide_all:
1711 * @self: a #ClutterActor
1713 * Calls clutter_actor_hide() on all child actors (if any).
1717 * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1718 * prevent its children from being painted as well.
1721 clutter_actor_hide_all (ClutterActor *self)
1723 ClutterActorClass *klass;
1725 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1727 klass = CLUTTER_ACTOR_GET_CLASS (self);
1728 if (klass->hide_all)
1729 klass->hide_all (self);
1733 * clutter_actor_realize:
1734 * @self: A #ClutterActor
1736 * Realization informs the actor that it is attached to a stage. It
1737 * can use this to allocate resources if it wanted to delay allocation
1738 * until it would be rendered. However it is perfectly acceptable for
1739 * an actor to create resources before being realized because Clutter
1740 * only ever has a single rendering context so that actor is free to
1741 * be moved from one stage to another.
1743 * This function does nothing if the actor is already realized.
1745 * Because a realized actor must have realized parent actors, calling
1746 * clutter_actor_realize() will also realize all parents of the actor.
1748 * This function does not realize child actors, except in the special
1749 * case that realizing the stage, when the stage is visible, will
1750 * suddenly map (and thus realize) the children of the stage.
1753 clutter_actor_realize (ClutterActor *self)
1755 ClutterActorPrivate *priv;
1757 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1761 #ifdef CLUTTER_ENABLE_DEBUG
1762 clutter_actor_verify_map_state (self);
1765 if (CLUTTER_ACTOR_IS_REALIZED (self))
1768 /* To be realized, our parent actors must be realized first.
1769 * This will only succeed if we're inside a toplevel.
1771 if (priv->parent != NULL)
1772 clutter_actor_realize (priv->parent);
1774 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1776 /* toplevels can be realized at any time */
1780 /* "Fail" the realization if parent is missing or unrealized;
1781 * this should really be a g_warning() not some kind of runtime
1782 * failure; how can an app possibly recover? Instead it's a bug
1783 * in the app and the app should get an explanatory warning so
1784 * someone can fix it. But for now it's too hard to fix this
1785 * because e.g. ClutterTexture needs reworking.
1787 if (priv->parent == NULL ||
1788 !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1792 CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1794 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1795 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1797 g_signal_emit (self, actor_signals[REALIZE], 0);
1799 /* Stage actor is allowed to unset the realized flag again in its
1800 * default signal handler, though that is a pathological situation.
1803 /* If realization "failed" we'll have to update child state. */
1804 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1808 clutter_actor_real_unrealize (ClutterActor *self)
1810 /* we must be unmapped (implying our children are also unmapped) */
1811 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1815 * clutter_actor_unrealize:
1816 * @self: A #ClutterActor
1818 * Unrealization informs the actor that it may be being destroyed or
1819 * moved to another stage. The actor may want to destroy any
1820 * underlying graphics resources at this point. However it is
1821 * perfectly acceptable for it to retain the resources until the actor
1822 * is destroyed because Clutter only ever uses a single rendering
1823 * context and all of the graphics resources are valid on any stage.
1825 * Because mapped actors must be realized, actors may not be
1826 * unrealized if they are mapped. This function hides the actor to be
1827 * sure it isn't mapped, an application-visible side effect that you
1828 * may not be expecting.
1830 * This function should not be called by application code.
1833 clutter_actor_unrealize (ClutterActor *self)
1835 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1836 g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1838 /* This function should not really be in the public API, because
1839 * there isn't a good reason to call it. ClutterActor will already
1840 * unrealize things for you when it's important to do so.
1842 * If you were using clutter_actor_unrealize() in a dispose
1843 * implementation, then don't, just chain up to ClutterActor's
1846 * If you were using clutter_actor_unrealize() to implement
1847 * unrealizing children of your container, then don't, ClutterActor
1848 * will already take care of that.
1850 * If you were using clutter_actor_unrealize() to re-realize to
1851 * create your resources in a different way, then use
1852 * _clutter_actor_rerealize() (inside Clutter) or just call your
1853 * code that recreates your resources directly (outside Clutter).
1856 #ifdef CLUTTER_ENABLE_DEBUG
1857 clutter_actor_verify_map_state (self);
1860 clutter_actor_hide (self);
1862 clutter_actor_unrealize_not_hiding (self);
1865 static ClutterActorTraverseVisitFlags
1866 unrealize_actor_before_children_cb (ClutterActor *self,
1870 /* If an actor is already unrealized we know its children have also
1871 * already been unrealized... */
1872 if (!CLUTTER_ACTOR_IS_REALIZED (self))
1873 return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN;
1875 g_signal_emit (self, actor_signals[UNREALIZE], 0);
1877 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1880 static ClutterActorTraverseVisitFlags
1881 unrealize_actor_after_children_cb (ClutterActor *self,
1885 /* We want to unset the realized flag only _after_
1886 * child actors are unrealized, to maintain invariants.
1888 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1889 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1890 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1894 * clutter_actor_unrealize_not_hiding:
1895 * @self: A #ClutterActor
1897 * Unrealization informs the actor that it may be being destroyed or
1898 * moved to another stage. The actor may want to destroy any
1899 * underlying graphics resources at this point. However it is
1900 * perfectly acceptable for it to retain the resources until the actor
1901 * is destroyed because Clutter only ever uses a single rendering
1902 * context and all of the graphics resources are valid on any stage.
1904 * Because mapped actors must be realized, actors may not be
1905 * unrealized if they are mapped. You must hide the actor or one of
1906 * its parents before attempting to unrealize.
1908 * This function is separate from clutter_actor_unrealize() because it
1909 * does not automatically hide the actor.
1910 * Actors need not be hidden to be unrealized, they just need to
1911 * be unmapped. In fact we don't want to mess up the application's
1912 * setting of the "visible" flag, so hiding is very undesirable.
1914 * clutter_actor_unrealize() does a clutter_actor_hide() just for
1915 * backward compatibility.
1918 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1920 _clutter_actor_traverse (self,
1921 CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1922 unrealize_actor_before_children_cb,
1923 unrealize_actor_after_children_cb,
1928 * _clutter_actor_rerealize:
1929 * @self: A #ClutterActor
1930 * @callback: Function to call while unrealized
1931 * @data: data for callback
1933 * If an actor is already unrealized, this just calls the callback.
1935 * If it is realized, it unrealizes temporarily, calls the callback,
1936 * and then re-realizes the actor.
1938 * As a side effect, leaves all children of the actor unrealized if
1939 * the actor was realized but not showing. This is because when we
1940 * unrealize the actor temporarily we must unrealize its children
1941 * (e.g. children of a stage can't be realized if stage window is
1942 * gone). And we aren't clever enough to save the realization state of
1943 * all children. In most cases this should not matter, because
1944 * the children will automatically realize when they next become mapped.
1947 _clutter_actor_rerealize (ClutterActor *self,
1948 ClutterCallback callback,
1951 gboolean was_mapped;
1952 gboolean was_showing;
1953 gboolean was_realized;
1955 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1957 #ifdef CLUTTER_ENABLE_DEBUG
1958 clutter_actor_verify_map_state (self);
1961 was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1962 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1963 was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1965 /* Must be unmapped to unrealize. Note we only have to hide this
1966 * actor if it was mapped (if all parents were showing). If actor
1967 * is merely visible (but not mapped), then that's fine, we can
1971 clutter_actor_hide (self);
1973 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1975 /* unrealize self and all children */
1976 clutter_actor_unrealize_not_hiding (self);
1978 if (callback != NULL)
1980 (* callback) (self, data);
1984 clutter_actor_show (self); /* will realize only if mapping implies it */
1985 else if (was_realized)
1986 clutter_actor_realize (self); /* realize self and all parents */
1990 clutter_actor_real_pick (ClutterActor *self,
1991 const ClutterColor *color)
1993 /* the default implementation is just to paint a rectangle
1994 * with the same size of the actor using the passed color
1996 if (clutter_actor_should_pick_paint (self))
1998 ClutterActorBox box = { 0, };
1999 float width, height;
2001 clutter_actor_get_allocation_box (self, &box);
2003 width = box.x2 - box.x1;
2004 height = box.y2 - box.y1;
2006 cogl_set_source_color4ub (color->red,
2011 cogl_rectangle (0, 0, width, height);
2014 /* XXX - this thoroughly sucks, but we need to maintain compatibility
2015 * with existing container classes that override the pick() virtual
2016 * and chain up to the default implementation - otherwise we'll end up
2017 * painting our children twice.
2019 * this has to go away for 2.0; hopefully along the pick() itself.
2021 if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
2025 for (iter = self->priv->first_child;
2027 iter = iter->priv->next_sibling)
2028 clutter_actor_paint (iter);
2033 * clutter_actor_should_pick_paint:
2034 * @self: A #ClutterActor
2036 * Should be called inside the implementation of the
2037 * #ClutterActor::pick virtual function in order to check whether
2038 * the actor should paint itself in pick mode or not.
2040 * This function should never be called directly by applications.
2042 * Return value: %TRUE if the actor should paint its silhouette,
2046 clutter_actor_should_pick_paint (ClutterActor *self)
2048 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2050 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
2051 (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
2052 CLUTTER_ACTOR_IS_REACTIVE (self)))
2059 clutter_actor_real_get_preferred_width (ClutterActor *self,
2061 gfloat *min_width_p,
2062 gfloat *natural_width_p)
2064 ClutterActorPrivate *priv = self->priv;
2066 if (priv->n_children != 0 &&
2067 priv->layout_manager != NULL)
2069 ClutterContainer *container = CLUTTER_CONTAINER (self);
2071 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
2072 "for the preferred width",
2073 G_OBJECT_TYPE_NAME (priv->layout_manager),
2074 priv->layout_manager);
2076 clutter_layout_manager_get_preferred_width (priv->layout_manager,
2085 /* Default implementation is always 0x0, usually an actor
2086 * using this default is relying on someone to set the
2089 CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
2094 if (natural_width_p)
2095 *natural_width_p = 0;
2099 clutter_actor_real_get_preferred_height (ClutterActor *self,
2101 gfloat *min_height_p,
2102 gfloat *natural_height_p)
2104 ClutterActorPrivate *priv = self->priv;
2106 if (priv->n_children != 0 &&
2107 priv->layout_manager != NULL)
2109 ClutterContainer *container = CLUTTER_CONTAINER (self);
2111 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
2112 "for the preferred height",
2113 G_OBJECT_TYPE_NAME (priv->layout_manager),
2114 priv->layout_manager);
2116 clutter_layout_manager_get_preferred_height (priv->layout_manager,
2124 /* Default implementation is always 0x0, usually an actor
2125 * using this default is relying on someone to set the
2128 CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
2133 if (natural_height_p)
2134 *natural_height_p = 0;
2138 clutter_actor_store_old_geometry (ClutterActor *self,
2139 ClutterActorBox *box)
2141 *box = self->priv->allocation;
2145 clutter_actor_notify_if_geometry_changed (ClutterActor *self,
2146 const ClutterActorBox *old)
2148 ClutterActorPrivate *priv = self->priv;
2149 GObject *obj = G_OBJECT (self);
2151 g_object_freeze_notify (obj);
2153 /* to avoid excessive requisition or allocation cycles we
2154 * use the cached values.
2156 * - if we don't have an allocation we assume that we need
2158 * - if we don't have a width or a height request we notify
2160 * - if we have a valid allocation then we check the old
2161 * bounding box with the current allocation and we notify
2164 if (priv->needs_allocation)
2166 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
2167 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
2168 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2169 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2171 else if (priv->needs_width_request || priv->needs_height_request)
2173 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2174 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2179 gfloat width, height;
2181 x = priv->allocation.x1;
2182 y = priv->allocation.y1;
2183 width = priv->allocation.x2 - priv->allocation.x1;
2184 height = priv->allocation.y2 - priv->allocation.y1;
2187 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
2190 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
2192 if (width != (old->x2 - old->x1))
2193 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
2195 if (height != (old->y2 - old->y1))
2196 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
2199 g_object_thaw_notify (obj);
2203 * clutter_actor_set_allocation_internal:
2204 * @self: a #ClutterActor
2205 * @box: a #ClutterActorBox
2206 * @flags: allocation flags
2208 * Stores the allocation of @self.
2210 * This function only performs basic storage and property notification.
2212 * This function should be called by clutter_actor_set_allocation()
2213 * and by the default implementation of #ClutterActorClass.allocate().
2215 * Return value: %TRUE if the allocation of the #ClutterActor has been
2216 * changed, and %FALSE otherwise
2218 static inline gboolean
2219 clutter_actor_set_allocation_internal (ClutterActor *self,
2220 const ClutterActorBox *box,
2221 ClutterAllocationFlags flags)
2223 ClutterActorPrivate *priv = self->priv;
2225 gboolean x1_changed, y1_changed, x2_changed, y2_changed;
2226 gboolean flags_changed;
2228 ClutterActorBox old_alloc = { 0, };
2230 obj = G_OBJECT (self);
2232 g_object_freeze_notify (obj);
2234 clutter_actor_store_old_geometry (self, &old_alloc);
2236 x1_changed = priv->allocation.x1 != box->x1;
2237 y1_changed = priv->allocation.y1 != box->y1;
2238 x2_changed = priv->allocation.x2 != box->x2;
2239 y2_changed = priv->allocation.y2 != box->y2;
2241 flags_changed = priv->allocation_flags != flags;
2243 priv->allocation = *box;
2244 priv->allocation_flags = flags;
2246 /* allocation is authoritative */
2247 priv->needs_width_request = FALSE;
2248 priv->needs_height_request = FALSE;
2249 priv->needs_allocation = FALSE;
2251 if (x1_changed || y1_changed ||
2252 x2_changed || y2_changed ||
2255 CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
2256 _clutter_actor_get_debug_name (self));
2258 priv->transform_valid = FALSE;
2260 g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
2262 /* if the allocation changes, so does the content box */
2263 if (priv->content != NULL)
2265 priv->content_box_valid = FALSE;
2266 g_object_notify_by_pspec (obj, obj_props[PROP_CONTENT_BOX]);
2274 clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2276 g_object_thaw_notify (obj);
2281 static void clutter_actor_real_allocate (ClutterActor *self,
2282 const ClutterActorBox *box,
2283 ClutterAllocationFlags flags);
2286 clutter_actor_maybe_layout_children (ClutterActor *self,
2287 const ClutterActorBox *allocation,
2288 ClutterAllocationFlags flags)
2290 ClutterActorPrivate *priv = self->priv;
2292 /* this is going to be a bit hard to follow, so let's put an explanation
2295 * we want ClutterActor to have a default layout manager if the actor was
2296 * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2298 * we also want any subclass of ClutterActor that does not override the
2299 * ::allocate() virtual function to delegate to a layout manager.
2301 * finally, we want to allow people subclassing ClutterActor and overriding
2302 * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2304 * on the other hand, we want existing actor subclasses overriding the
2305 * ::allocate() virtual function and chaining up to the parent's
2306 * implementation to continue working without allocating their children
2307 * twice, or without entering an allocation loop.
2309 * for the first two points, we check if the class of the actor is
2310 * overridding the ::allocate() virtual function; if it isn't, then we
2311 * follow through with checking whether we have children and a layout
2312 * manager, and eventually calling clutter_layout_manager_allocate().
2314 * for the third point, we check the CLUTTER_DELEGATE_LAYOUT flag in the
2315 * allocation flags that we got passed, and if it is present, we continue
2316 * with the check above.
2318 * if neither of these two checks yields a positive result, we just
2319 * assume that the ::allocate() virtual function that resulted in this
2320 * function being called will also allocate the children of the actor.
2323 if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2326 if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2332 if (priv->n_children != 0 &&
2333 priv->layout_manager != NULL)
2335 ClutterContainer *container = CLUTTER_CONTAINER (self);
2336 ClutterAllocationFlags children_flags;
2337 ClutterActorBox children_box;
2339 /* normalize the box passed to the layout manager */
2340 children_box.x1 = children_box.y1 = 0.f;
2341 children_box.x2 = (allocation->x2 - allocation->x1);
2342 children_box.y2 = (allocation->y2 - allocation->y1);
2344 /* remove the DELEGATE_LAYOUT flag; this won't be passed to
2345 * the actor's children, since it refers only to the current
2346 * actor's allocation.
2348 children_flags = flags;
2349 children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2351 CLUTTER_NOTE (LAYOUT,
2352 "Allocating %d children of %s "
2353 "at { %.2f, %.2f - %.2f x %.2f } "
2356 _clutter_actor_get_debug_name (self),
2359 (allocation->x2 - allocation->x1),
2360 (allocation->y2 - allocation->y1),
2361 G_OBJECT_TYPE_NAME (priv->layout_manager));
2363 clutter_layout_manager_allocate (priv->layout_manager,
2371 clutter_actor_real_allocate (ClutterActor *self,
2372 const ClutterActorBox *box,
2373 ClutterAllocationFlags flags)
2375 ClutterActorPrivate *priv = self->priv;
2378 g_object_freeze_notify (G_OBJECT (self));
2380 changed = clutter_actor_set_allocation_internal (self, box, flags);
2382 /* we allocate our children before we notify changes in our geometry,
2383 * so that people connecting to properties will be able to get valid
2384 * data out of the sub-tree of the scene graph that has this actor at
2387 clutter_actor_maybe_layout_children (self, box, flags);
2391 ClutterActorBox signal_box = priv->allocation;
2392 ClutterAllocationFlags signal_flags = priv->allocation_flags;
2394 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2399 g_object_thaw_notify (G_OBJECT (self));
2403 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2404 ClutterActor *origin)
2406 /* no point in queuing a redraw on a destroyed actor */
2407 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2410 /* NB: We can't bail out early here if the actor is hidden in case
2411 * the actor bas been cloned. In this case the clone will need to
2412 * receive the signal so it can queue its own redraw.
2415 /* calls klass->queue_redraw in default handler */
2416 g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2420 clutter_actor_real_queue_redraw (ClutterActor *self,
2421 ClutterActor *origin)
2423 ClutterActor *parent;
2425 CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
2426 _clutter_actor_get_debug_name (self),
2427 origin != NULL ? _clutter_actor_get_debug_name (origin)
2430 /* no point in queuing a redraw on a destroyed actor */
2431 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2434 /* If the queue redraw is coming from a child then the actor has
2435 become dirty and any queued effect is no longer valid */
2438 self->priv->is_dirty = TRUE;
2439 self->priv->effect_to_redraw = NULL;
2442 /* If the actor isn't visible, we still had to emit the signal
2443 * to allow for a ClutterClone, but the appearance of the parent
2444 * won't change so we don't have to propagate up the hierarchy.
2446 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2449 /* Although we could determine here that a full stage redraw
2450 * has already been queued and immediately bail out, we actually
2451 * guarantee that we will propagate a queue-redraw signal to our
2452 * parent at least once so that it's possible to implement a
2453 * container that tracks which of its children have queued a
2456 if (self->priv->propagated_one_redraw)
2458 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2459 if (stage != NULL &&
2460 _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2464 self->priv->propagated_one_redraw = TRUE;
2466 /* notify parents, if they are all visible eventually we'll
2467 * queue redraw on the stage, which queues the redraw idle.
2469 parent = clutter_actor_get_parent (self);
2472 /* this will go up recursively */
2473 _clutter_actor_signal_queue_redraw (parent, origin);
2478 clutter_actor_real_queue_relayout (ClutterActor *self)
2480 ClutterActorPrivate *priv = self->priv;
2482 /* no point in queueing a redraw on a destroyed actor */
2483 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2486 priv->needs_width_request = TRUE;
2487 priv->needs_height_request = TRUE;
2488 priv->needs_allocation = TRUE;
2490 /* reset the cached size requests */
2491 memset (priv->width_requests, 0,
2492 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2493 memset (priv->height_requests, 0,
2494 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2496 /* We need to go all the way up the hierarchy */
2497 if (priv->parent != NULL)
2498 _clutter_actor_queue_only_relayout (priv->parent);
2502 * clutter_actor_apply_relative_transform_to_point:
2503 * @self: A #ClutterActor
2504 * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
2505 * default #ClutterStage
2506 * @point: A point as #ClutterVertex
2507 * @vertex: (out caller-allocates): The translated #ClutterVertex
2509 * Transforms @point in coordinates relative to the actor into
2510 * ancestor-relative coordinates using the relevant transform
2511 * stack (i.e. scale, rotation, etc).
2513 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2514 * this case, the coordinates returned will be the coordinates on
2515 * the stage before the projection is applied. This is different from
2516 * the behaviour of clutter_actor_apply_transform_to_point().
2521 clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
2522 ClutterActor *ancestor,
2523 const ClutterVertex *point,
2524 ClutterVertex *vertex)
2529 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2530 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2531 g_return_if_fail (point != NULL);
2532 g_return_if_fail (vertex != NULL);
2537 if (ancestor == NULL)
2538 ancestor = _clutter_actor_get_stage_internal (self);
2540 if (ancestor == NULL)
2546 _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2547 cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2551 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2552 const ClutterVertex *vertices_in,
2553 ClutterVertex *vertices_out,
2556 ClutterActor *stage;
2557 CoglMatrix modelview;
2558 CoglMatrix projection;
2561 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2563 stage = _clutter_actor_get_stage_internal (self);
2565 /* We really can't do anything meaningful in this case so don't try
2566 * to do any transform */
2570 /* Note: we pass NULL as the ancestor because we don't just want the modelview
2571 * that gets us to stage coordinates, we want to go all the way to eye
2573 _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2575 /* Fetch the projection and viewport */
2576 _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2577 _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2583 _clutter_util_fully_transform_vertices (&modelview,
2594 * clutter_actor_apply_transform_to_point:
2595 * @self: A #ClutterActor
2596 * @point: A point as #ClutterVertex
2597 * @vertex: (out caller-allocates): The translated #ClutterVertex
2599 * Transforms @point in coordinates relative to the actor
2600 * into screen-relative coordinates with the current actor
2601 * transformation (i.e. scale, rotation, etc)
2606 clutter_actor_apply_transform_to_point (ClutterActor *self,
2607 const ClutterVertex *point,
2608 ClutterVertex *vertex)
2610 g_return_if_fail (point != NULL);
2611 g_return_if_fail (vertex != NULL);
2612 _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2616 * _clutter_actor_get_relative_transformation_matrix:
2617 * @self: The actor whose coordinate space you want to transform from.
2618 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2619 * or %NULL if you want to transform all the way to eye coordinates.
2620 * @matrix: A #CoglMatrix to store the transformation
2622 * This gets a transformation @matrix that will transform coordinates from the
2623 * coordinate space of @self into the coordinate space of @ancestor.
2625 * For example if you need a matrix that can transform the local actor
2626 * coordinates of @self into stage coordinates you would pass the actor's stage
2627 * pointer as the @ancestor.
2629 * If you pass %NULL then the transformation will take you all the way through
2630 * to eye coordinates. This can be useful if you want to extract the entire
2631 * modelview transform that Clutter applies before applying the projection
2632 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2633 * using cogl_set_modelview_matrix() for example then you would want a matrix
2634 * that transforms into eye coordinates.
2636 * <note><para>This function explicitly initializes the given @matrix. If you just
2637 * want clutter to multiply a relative transformation with an existing matrix
2638 * you can use clutter_actor_apply_relative_transformation_matrix()
2639 * instead.</para></note>
2642 /* XXX: We should consider caching the stage relative modelview along with
2643 * the actor itself */
2645 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2646 ClutterActor *ancestor,
2649 cogl_matrix_init_identity (matrix);
2651 _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2654 /* Project the given @box into stage window coordinates, writing the
2655 * transformed vertices to @verts[]. */
2657 _clutter_actor_transform_and_project_box (ClutterActor *self,
2658 const ClutterActorBox *box,
2659 ClutterVertex verts[])
2661 ClutterVertex box_vertices[4];
2663 box_vertices[0].x = box->x1;
2664 box_vertices[0].y = box->y1;
2665 box_vertices[0].z = 0;
2666 box_vertices[1].x = box->x2;
2667 box_vertices[1].y = box->y1;
2668 box_vertices[1].z = 0;
2669 box_vertices[2].x = box->x1;
2670 box_vertices[2].y = box->y2;
2671 box_vertices[2].z = 0;
2672 box_vertices[3].x = box->x2;
2673 box_vertices[3].y = box->y2;
2674 box_vertices[3].z = 0;
2677 _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2681 * clutter_actor_get_allocation_vertices:
2682 * @self: A #ClutterActor
2683 * @ancestor: (allow-none): A #ClutterActor to calculate the vertices
2684 * against, or %NULL to use the #ClutterStage
2685 * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return
2686 * location for an array of 4 #ClutterVertex in which to store the result
2688 * Calculates the transformed coordinates of the four corners of the
2689 * actor in the plane of @ancestor. The returned vertices relate to
2690 * the #ClutterActorBox coordinates as follows:
2692 * <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
2693 * <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
2694 * <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
2695 * <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
2698 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2699 * this case, the coordinates returned will be the coordinates on
2700 * the stage before the projection is applied. This is different from
2701 * the behaviour of clutter_actor_get_abs_allocation_vertices().
2706 clutter_actor_get_allocation_vertices (ClutterActor *self,
2707 ClutterActor *ancestor,
2708 ClutterVertex verts[])
2710 ClutterActorPrivate *priv;
2711 ClutterActorBox box;
2712 ClutterVertex vertices[4];
2713 CoglMatrix modelview;
2715 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2716 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2718 if (ancestor == NULL)
2719 ancestor = _clutter_actor_get_stage_internal (self);
2721 /* Fallback to a NOP transform if the actor isn't parented under a
2723 if (ancestor == NULL)
2728 /* if the actor needs to be allocated we force a relayout, so that
2729 * we will have valid values to use in the transformations */
2730 if (priv->needs_allocation)
2732 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2734 _clutter_stage_maybe_relayout (stage);
2737 box.x1 = box.y1 = 0;
2738 /* The result isn't really meaningful in this case but at
2739 * least try to do something *vaguely* reasonable... */
2740 clutter_actor_get_size (self, &box.x2, &box.y2);
2744 clutter_actor_get_allocation_box (self, &box);
2746 vertices[0].x = box.x1;
2747 vertices[0].y = box.y1;
2749 vertices[1].x = box.x2;
2750 vertices[1].y = box.y1;
2752 vertices[2].x = box.x1;
2753 vertices[2].y = box.y2;
2755 vertices[3].x = box.x2;
2756 vertices[3].y = box.y2;
2759 _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2762 cogl_matrix_transform_points (&modelview,
2764 sizeof (ClutterVertex),
2766 sizeof (ClutterVertex),
2772 * clutter_actor_get_abs_allocation_vertices:
2773 * @self: A #ClutterActor
2774 * @verts: (out) (array fixed-size=4): Pointer to a location of an array
2775 * of 4 #ClutterVertex where to store the result.
2777 * Calculates the transformed screen coordinates of the four corners of
2778 * the actor; the returned vertices relate to the #ClutterActorBox
2779 * coordinates as follows:
2781 * <listitem><para>v[0] contains (x1, y1)</para></listitem>
2782 * <listitem><para>v[1] contains (x2, y1)</para></listitem>
2783 * <listitem><para>v[2] contains (x1, y2)</para></listitem>
2784 * <listitem><para>v[3] contains (x2, y2)</para></listitem>
2790 clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
2791 ClutterVertex verts[])
2793 ClutterActorPrivate *priv;
2794 ClutterActorBox actor_space_allocation;
2796 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2800 /* if the actor needs to be allocated we force a relayout, so that
2801 * the actor allocation box will be valid for
2802 * _clutter_actor_transform_and_project_box()
2804 if (priv->needs_allocation)
2806 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2807 /* There's nothing meaningful we can do now */
2811 _clutter_stage_maybe_relayout (stage);
2814 /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's
2815 * own coordinate space... */
2816 actor_space_allocation.x1 = 0;
2817 actor_space_allocation.y1 = 0;
2818 actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1;
2819 actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1;
2820 _clutter_actor_transform_and_project_box (self,
2821 &actor_space_allocation,
2826 clutter_actor_real_apply_transform (ClutterActor *self,
2829 ClutterActorPrivate *priv = self->priv;
2831 if (!priv->transform_valid)
2833 CoglMatrix *transform = &priv->transform;
2834 const ClutterTransformInfo *info;
2836 info = _clutter_actor_get_transform_info_or_defaults (self);
2838 cogl_matrix_init_identity (transform);
2840 cogl_matrix_translate (transform,
2841 priv->allocation.x1,
2842 priv->allocation.y1,
2846 cogl_matrix_translate (transform, 0, 0, info->depth);
2849 * because the rotation involves translations, we must scale
2850 * before applying the rotations (if we apply the scale after
2851 * the rotations, the translations included in the rotation are
2852 * not scaled and so the entire object will move on the screen
2853 * as a result of rotating it).
2855 if (info->scale_x != 1.0 || info->scale_y != 1.0)
2857 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2858 &info->scale_center,
2859 cogl_matrix_scale (transform,
2866 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2868 cogl_matrix_rotate (transform,
2873 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2875 cogl_matrix_rotate (transform,
2880 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2882 cogl_matrix_rotate (transform,
2886 if (!clutter_anchor_coord_is_zero (&info->anchor))
2890 clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2891 cogl_matrix_translate (transform, -x, -y, -z);
2894 priv->transform_valid = TRUE;
2897 cogl_matrix_multiply (matrix, matrix, &priv->transform);
2900 /* Applies the transforms associated with this actor to the given
2903 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2906 CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2910 * clutter_actor_apply_relative_transformation_matrix:
2911 * @self: The actor whose coordinate space you want to transform from.
2912 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2913 * or %NULL if you want to transform all the way to eye coordinates.
2914 * @matrix: A #CoglMatrix to apply the transformation too.
2916 * This multiplies a transform with @matrix that will transform coordinates
2917 * from the coordinate space of @self into the coordinate space of @ancestor.
2919 * For example if you need a matrix that can transform the local actor
2920 * coordinates of @self into stage coordinates you would pass the actor's stage
2921 * pointer as the @ancestor.
2923 * If you pass %NULL then the transformation will take you all the way through
2924 * to eye coordinates. This can be useful if you want to extract the entire
2925 * modelview transform that Clutter applies before applying the projection
2926 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2927 * using cogl_set_modelview_matrix() for example then you would want a matrix
2928 * that transforms into eye coordinates.
2930 * <note>This function doesn't initialize the given @matrix, it simply
2931 * multiplies the requested transformation matrix with the existing contents of
2932 * @matrix. You can use cogl_matrix_init_identity() to initialize the @matrix
2933 * before calling this function, or you can use
2934 * clutter_actor_get_relative_transformation_matrix() instead.</note>
2937 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2938 ClutterActor *ancestor,
2941 ClutterActor *parent;
2943 /* Note we terminate before ever calling stage->apply_transform()
2944 * since that would conceptually be relative to the underlying
2945 * window OpenGL coordinates so we'd need a special @ancestor
2946 * value to represent the fake parent of the stage. */
2947 if (self == ancestor)
2950 parent = clutter_actor_get_parent (self);
2953 _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2956 _clutter_actor_apply_modelview_transform (self, matrix);
2960 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2961 ClutterPaintVolume *pv,
2963 const CoglColor *color)
2965 static CoglPipeline *outline = NULL;
2966 CoglPrimitive *prim;
2967 ClutterVertex line_ends[12 * 2];
2970 clutter_backend_get_cogl_context (clutter_get_default_backend ());
2971 /* XXX: at some point we'll query this from the stage but we can't
2972 * do that until the osx backend uses Cogl natively. */
2973 CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
2975 if (outline == NULL)
2976 outline = cogl_pipeline_new (ctx);
2978 _clutter_paint_volume_complete (pv);
2980 n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2983 line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2984 line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2985 line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2986 line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2991 line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2992 line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2993 line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2994 line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2996 /* Lines connecting front face to back face */
2997 line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2998 line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2999 line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
3000 line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
3003 prim = cogl_primitive_new_p3 (ctx, COGL_VERTICES_MODE_LINES,
3005 (CoglVertexP3 *)line_ends);
3007 cogl_pipeline_set_color (outline, color);
3008 cogl_framebuffer_draw_primitive (fb, outline, prim);
3009 cogl_object_unref (prim);
3013 PangoLayout *layout;
3014 layout = pango_layout_new (clutter_actor_get_pango_context (self));
3015 pango_layout_set_text (layout, label, -1);
3016 cogl_pango_render_layout (layout,
3021 g_object_unref (layout);
3026 _clutter_actor_draw_paint_volume (ClutterActor *self)
3028 ClutterPaintVolume *pv;
3031 pv = _clutter_actor_get_paint_volume_mutable (self);
3034 gfloat width, height;
3035 ClutterPaintVolume fake_pv;
3037 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
3038 _clutter_paint_volume_init_static (&fake_pv, stage);
3040 clutter_actor_get_size (self, &width, &height);
3041 clutter_paint_volume_set_width (&fake_pv, width);
3042 clutter_paint_volume_set_height (&fake_pv, height);
3044 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
3045 _clutter_actor_draw_paint_volume_full (self, &fake_pv,
3046 _clutter_actor_get_debug_name (self),
3049 clutter_paint_volume_free (&fake_pv);
3053 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
3054 _clutter_actor_draw_paint_volume_full (self, pv,
3055 _clutter_actor_get_debug_name (self),
3061 _clutter_actor_paint_cull_result (ClutterActor *self,
3063 ClutterCullResult result)
3065 ClutterPaintVolume *pv;
3070 if (result == CLUTTER_CULL_RESULT_IN)
3071 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
3072 else if (result == CLUTTER_CULL_RESULT_OUT)
3073 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
3075 cogl_color_init_from_4f (&color, 0, 1, 1, 1);
3078 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
3080 if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
3081 _clutter_actor_draw_paint_volume_full (self, pv,
3082 _clutter_actor_get_debug_name (self),
3086 PangoLayout *layout;
3088 g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
3089 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
3090 cogl_set_source_color (&color);
3092 layout = pango_layout_new (clutter_actor_get_pango_context (self));
3093 pango_layout_set_text (layout, label, -1);
3094 cogl_pango_render_layout (layout,
3100 g_object_unref (layout);
3104 static int clone_paint_level = 0;
3107 _clutter_actor_push_clone_paint (void)
3109 clone_paint_level++;
3113 _clutter_actor_pop_clone_paint (void)
3115 clone_paint_level--;
3119 in_clone_paint (void)
3121 return clone_paint_level > 0;
3124 /* Returns TRUE if the actor can be ignored */
3125 /* FIXME: we should return a ClutterCullResult, and
3126 * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
3127 * means there's no point in trying to cull descendants of the current
3130 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
3132 ClutterActorPrivate *priv = self->priv;
3133 ClutterActor *stage;
3134 const ClutterPlane *stage_clip;
3136 if (!priv->last_paint_volume_valid)
3138 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3139 "->last_paint_volume_valid == FALSE",
3140 _clutter_actor_get_debug_name (self));
3144 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
3147 stage = _clutter_actor_get_stage_internal (self);
3148 stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
3149 if (G_UNLIKELY (!stage_clip))
3151 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3152 "No stage clip set",
3153 _clutter_actor_get_debug_name (self));
3157 if (cogl_get_draw_framebuffer () !=
3158 _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
3160 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
3161 "Current framebuffer doesn't correspond to stage",
3162 _clutter_actor_get_debug_name (self));
3167 _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
3172 _clutter_actor_update_last_paint_volume (ClutterActor *self)
3174 ClutterActorPrivate *priv = self->priv;
3175 const ClutterPaintVolume *pv;
3177 if (priv->last_paint_volume_valid)
3179 clutter_paint_volume_free (&priv->last_paint_volume);
3180 priv->last_paint_volume_valid = FALSE;
3183 pv = clutter_actor_get_paint_volume (self);
3186 CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
3187 "Actor failed to report a paint volume",
3188 _clutter_actor_get_debug_name (self));
3192 _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
3194 _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
3195 NULL); /* eye coordinates */
3197 priv->last_paint_volume_valid = TRUE;
3200 static inline gboolean
3201 actor_has_shader_data (ClutterActor *self)
3203 return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
3207 _clutter_actor_get_pick_id (ClutterActor *self)
3209 if (self->priv->pick_id < 0)
3212 return self->priv->pick_id;
3215 /* This is the same as clutter_actor_add_effect except that it doesn't
3216 queue a redraw and it doesn't notify on the effect property */
3218 _clutter_actor_add_effect_internal (ClutterActor *self,
3219 ClutterEffect *effect)
3221 ClutterActorPrivate *priv = self->priv;
3223 if (priv->effects == NULL)
3225 priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
3226 priv->effects->actor = self;
3229 _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
3232 /* This is the same as clutter_actor_remove_effect except that it doesn't
3233 queue a redraw and it doesn't notify on the effect property */
3235 _clutter_actor_remove_effect_internal (ClutterActor *self,
3236 ClutterEffect *effect)
3238 ClutterActorPrivate *priv = self->priv;
3240 if (priv->effects == NULL)
3243 _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
3245 if (_clutter_meta_group_peek_metas (priv->effects) == NULL)
3246 g_clear_object (&priv->effects);
3250 needs_flatten_effect (ClutterActor *self)
3252 ClutterActorPrivate *priv = self->priv;
3254 if (G_UNLIKELY (clutter_paint_debug_flags &
3255 CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
3258 if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
3260 else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
3262 if (clutter_actor_get_paint_opacity (self) < 255 &&
3263 clutter_actor_has_overlaps (self))
3271 add_or_remove_flatten_effect (ClutterActor *self)
3273 ClutterActorPrivate *priv = self->priv;
3275 /* Add or remove the flatten effect depending on the
3276 offscreen-redirect property. */
3277 if (needs_flatten_effect (self))
3279 if (priv->flatten_effect == NULL)
3281 ClutterActorMeta *actor_meta;
3284 priv->flatten_effect = _clutter_flatten_effect_new ();
3285 /* Keep a reference to the effect so that we can queue
3287 g_object_ref_sink (priv->flatten_effect);
3289 /* Set the priority of the effect to high so that it will
3290 always be applied to the actor first. It uses an internal
3291 priority so that it won't be visible to applications */
3292 actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3293 priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3294 _clutter_actor_meta_set_priority (actor_meta, priority);
3296 /* This will add the effect without queueing a redraw */
3297 _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3302 if (priv->flatten_effect != NULL)
3304 /* Destroy the effect so that it will lose its fbo cache of
3306 _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3307 g_clear_object (&priv->flatten_effect);
3313 clutter_actor_real_paint (ClutterActor *actor)
3315 ClutterActorPrivate *priv = actor->priv;
3318 for (iter = priv->first_child;
3320 iter = iter->priv->next_sibling)
3322 CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3323 _clutter_actor_get_debug_name (iter),
3324 _clutter_actor_get_debug_name (actor),
3325 iter->priv->allocation.x1,
3326 iter->priv->allocation.y1,
3327 iter->priv->allocation.x2 - iter->priv->allocation.x1,
3328 iter->priv->allocation.y2 - iter->priv->allocation.y1);
3330 clutter_actor_paint (iter);
3335 clutter_actor_paint_node (ClutterActor *actor,
3336 ClutterPaintNode *root)
3338 ClutterActorPrivate *priv = actor->priv;
3343 if (priv->bg_color_set &&
3344 !clutter_color_equal (&priv->bg_color, CLUTTER_COLOR_Transparent))
3346 ClutterPaintNode *node;
3347 ClutterColor bg_color;
3348 ClutterActorBox box;
3352 box.x2 = clutter_actor_box_get_width (&priv->allocation);
3353 box.y2 = clutter_actor_box_get_height (&priv->allocation);
3355 bg_color = priv->bg_color;
3356 bg_color.alpha = clutter_actor_get_paint_opacity_internal (actor)
3357 * priv->bg_color.alpha
3360 node = clutter_color_node_new (&bg_color);
3361 clutter_paint_node_set_name (node, "backgroundColor");
3362 clutter_paint_node_add_rectangle (node, &box);
3363 clutter_paint_node_add_child (root, node);
3364 clutter_paint_node_unref (node);
3367 if (priv->content != NULL)
3368 _clutter_content_paint_content (priv->content, actor, root);
3370 if (CLUTTER_ACTOR_GET_CLASS (actor)->paint_node != NULL)
3371 CLUTTER_ACTOR_GET_CLASS (actor)->paint_node (actor, root);
3373 if (clutter_paint_node_get_n_children (root) == 0)
3376 #ifdef CLUTTER_ENABLE_DEBUG
3377 if (CLUTTER_HAS_DEBUG (PAINT))
3379 /* dump the tree only if we have one */
3380 _clutter_paint_node_dump_tree (root);
3382 #endif /* CLUTTER_ENABLE_DEBUG */
3384 _clutter_paint_node_paint (root);
3387 /* XXX: Uncomment this when we disable emitting the paint signal */
3388 CLUTTER_ACTOR_GET_CLASS (actor)->paint (actor);
3395 * clutter_actor_paint:
3396 * @self: A #ClutterActor
3398 * Renders the actor to display.
3400 * This function should not be called directly by applications.
3401 * Call clutter_actor_queue_redraw() to queue paints, instead.
3403 * This function is context-aware, and will either cause a
3404 * regular paint or a pick paint.
3406 * This function will emit the #ClutterActor::paint signal or
3407 * the #ClutterActor::pick signal, depending on the context.
3409 * This function does not paint the actor if the actor is set to 0,
3410 * unless it is performing a pick paint.
3413 clutter_actor_paint (ClutterActor *self)
3415 ClutterActorPrivate *priv;
3416 ClutterPickMode pick_mode;
3417 gboolean clip_set = FALSE;
3418 gboolean shader_applied = FALSE;
3420 CLUTTER_STATIC_COUNTER (actor_paint_counter,
3421 "Actor real-paint counter",
3422 "Increments each time any actor is painted",
3423 0 /* no application private data */);
3424 CLUTTER_STATIC_COUNTER (actor_pick_counter,
3425 "Actor pick-paint counter",
3426 "Increments each time any actor is painted "
3428 0 /* no application private data */);
3430 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3432 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3437 pick_mode = _clutter_context_get_pick_mode ();
3439 if (pick_mode == CLUTTER_PICK_NONE)
3440 priv->propagated_one_redraw = FALSE;
3442 /* It's an important optimization that we consider painting of
3443 * actors with 0 opacity to be a NOP... */
3444 if (pick_mode == CLUTTER_PICK_NONE &&
3445 /* ignore top-levels, since they might be transparent */
3446 !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3447 /* Use the override opacity if its been set */
3448 ((priv->opacity_override >= 0) ?
3449 priv->opacity_override : priv->opacity) == 0)
3452 /* if we aren't paintable (not in a toplevel with all
3453 * parents paintable) then do nothing.
3455 if (!CLUTTER_ACTOR_IS_MAPPED (self))
3458 /* mark that we are in the paint process */
3459 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3463 if (priv->enable_model_view_transform)
3467 /* XXX: It could be better to cache the modelview with the actor
3468 * instead of progressively building up the transformations on
3469 * the matrix stack every time we paint. */
3470 cogl_get_modelview_matrix (&matrix);
3471 _clutter_actor_apply_modelview_transform (self, &matrix);
3473 #ifdef CLUTTER_ENABLE_DEBUG
3474 /* Catch when out-of-band transforms have been made by actors not as part
3475 * of an apply_transform vfunc... */
3476 if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3478 CoglMatrix expected_matrix;
3480 _clutter_actor_get_relative_transformation_matrix (self, NULL,
3483 if (!cogl_matrix_equal (&matrix, &expected_matrix))
3485 GString *buf = g_string_sized_new (1024);
3486 ClutterActor *parent;
3489 while (parent != NULL)
3491 g_string_append (buf, _clutter_actor_get_debug_name (parent));
3493 if (parent->priv->parent != NULL)
3494 g_string_append (buf, "->");
3496 parent = parent->priv->parent;
3499 g_warning ("Unexpected transform found when painting actor "
3500 "\"%s\". This will be caused by one of the actor's "
3501 "ancestors (%s) using the Cogl API directly to transform "
3502 "children instead of using ::apply_transform().",
3503 _clutter_actor_get_debug_name (self),
3506 g_string_free (buf, TRUE);
3509 #endif /* CLUTTER_ENABLE_DEBUG */
3511 cogl_set_modelview_matrix (&matrix);
3516 cogl_clip_push_rectangle (priv->clip.x,
3518 priv->clip.x + priv->clip.width,
3519 priv->clip.y + priv->clip.height);
3522 else if (priv->clip_to_allocation)
3524 gfloat width, height;
3526 width = priv->allocation.x2 - priv->allocation.x1;
3527 height = priv->allocation.y2 - priv->allocation.y1;
3529 cogl_clip_push_rectangle (0, 0, width, height);
3533 if (pick_mode == CLUTTER_PICK_NONE)
3535 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3537 /* We check whether we need to add the flatten effect before
3538 each paint so that we can avoid having a mechanism for
3539 applications to notify when the value of the
3540 has_overlaps virtual changes. */
3541 add_or_remove_flatten_effect (self);
3544 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3546 /* We save the current paint volume so that the next time the
3547 * actor queues a redraw we can constrain the redraw to just
3548 * cover the union of the new bounding box and the old.
3550 * We also fetch the current paint volume to perform culling so
3551 * we can avoid painting actors outside the current clip region.
3553 * If we are painting inside a clone, we should neither update
3554 * the paint volume or use it to cull painting, since the paint
3555 * box represents the location of the source actor on the
3558 * XXX: We are starting to do a lot of vertex transforms on
3559 * the CPU in a typical paint, so at some point we should
3560 * audit these and consider caching some things.
3562 * NB: We don't perform culling while picking at this point because
3563 * clutter-stage.c doesn't setup the clipping planes appropriately.
3565 * NB: We don't want to update the last-paint-volume during picking
3566 * because the last-paint-volume is used to determine the old screen
3567 * space location of an actor that has moved so we can know the
3568 * minimal region to redraw to clear an old view of the actor. If we
3569 * update this during picking then by the time we come around to
3570 * paint then the last-paint-volume would likely represent the new
3571 * actor position not the old.
3573 if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3576 /* annoyingly gcc warns if uninitialized even though
3577 * the initialization is redundant :-( */
3578 ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3580 if (G_LIKELY ((clutter_paint_debug_flags &
3581 (CLUTTER_DEBUG_DISABLE_CULLING |
3582 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3583 (CLUTTER_DEBUG_DISABLE_CULLING |
3584 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3585 _clutter_actor_update_last_paint_volume (self);
3587 success = cull_actor (self, &result);
3589 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3590 _clutter_actor_paint_cull_result (self, success, result);
3591 else if (result == CLUTTER_CULL_RESULT_OUT && success)
3595 if (priv->effects == NULL)
3597 if (pick_mode == CLUTTER_PICK_NONE &&
3598 actor_has_shader_data (self))
3600 _clutter_actor_shader_pre_paint (self, FALSE);
3601 shader_applied = TRUE;
3604 priv->next_effect_to_paint = NULL;
3607 priv->next_effect_to_paint =
3608 _clutter_meta_group_peek_metas (priv->effects);
3610 clutter_actor_continue_paint (self);
3613 _clutter_actor_shader_post_paint (self);
3615 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3616 pick_mode == CLUTTER_PICK_NONE))
3617 _clutter_actor_draw_paint_volume (self);
3620 /* If we make it here then the actor has run through a complete
3621 paint run including all the effects so it's no longer dirty */
3622 if (pick_mode == CLUTTER_PICK_NONE)
3623 priv->is_dirty = FALSE;
3630 /* paint sequence complete */
3631 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3635 * clutter_actor_continue_paint:
3636 * @self: A #ClutterActor
3638 * Run the next stage of the paint sequence. This function should only
3639 * be called within the implementation of the ‘run’ virtual of a
3640 * #ClutterEffect. It will cause the run method of the next effect to
3641 * be applied, or it will paint the actual actor if the current effect
3642 * is the last effect in the chain.
3647 clutter_actor_continue_paint (ClutterActor *self)
3649 ClutterActorPrivate *priv;
3651 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3652 /* This should only be called from with in the ‘run’ implementation
3653 of a ClutterEffect */
3654 g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3658 /* Skip any effects that are disabled */
3659 while (priv->next_effect_to_paint &&
3660 !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3661 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3663 /* If this has come from the last effect then we'll just paint the
3665 if (priv->next_effect_to_paint == NULL)
3667 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3669 ClutterPaintNode *dummy;
3671 /* XXX - this will go away in 2.0, when we can get rid of this
3672 * stuff and switch to a pure retained render tree of PaintNodes
3673 * for the entire frame, starting from the Stage; the paint()
3674 * virtual function can then be called directly.
3676 dummy = _clutter_dummy_node_new (self);
3677 clutter_paint_node_set_name (dummy, "Root");
3679 /* XXX - for 1.12, we use the return value of paint_node() to
3680 * decide whether we should emit the ::paint signal.
3682 clutter_actor_paint_node (self, dummy);
3683 clutter_paint_node_unref (dummy);
3685 g_signal_emit (self, actor_signals[PAINT], 0);
3689 ClutterColor col = { 0, };
3691 _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3693 /* Actor will then paint silhouette of itself in supplied
3694 * color. See clutter_stage_get_actor_at_pos() for where
3695 * picking is enabled.
3697 g_signal_emit (self, actor_signals[PICK], 0, &col);
3702 ClutterEffect *old_current_effect;
3703 ClutterEffectPaintFlags run_flags = 0;
3705 /* Cache the current effect so that we can put it back before
3707 old_current_effect = priv->current_effect;
3709 priv->current_effect = priv->next_effect_to_paint->data;
3710 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3712 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3716 /* If there's an effect queued with this redraw then all
3717 effects up to that one will be considered dirty. It
3718 is expected the queued effect will paint the cached
3719 image and not call clutter_actor_continue_paint again
3720 (although it should work ok if it does) */
3721 if (priv->effect_to_redraw == NULL ||
3722 priv->current_effect != priv->effect_to_redraw)
3723 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3726 _clutter_effect_paint (priv->current_effect, run_flags);
3730 /* We can't determine when an actor has been modified since
3731 its last pick so lets just assume it has always been
3733 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3735 _clutter_effect_pick (priv->current_effect, run_flags);
3738 priv->current_effect = old_current_effect;
3742 static ClutterActorTraverseVisitFlags
3743 invalidate_queue_redraw_entry (ClutterActor *self,
3747 ClutterActorPrivate *priv = self->priv;
3749 if (priv->queue_redraw_entry != NULL)
3751 _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3752 priv->queue_redraw_entry = NULL;
3755 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3759 remove_child (ClutterActor *self,
3760 ClutterActor *child)
3762 ClutterActor *prev_sibling, *next_sibling;
3764 prev_sibling = child->priv->prev_sibling;
3765 next_sibling = child->priv->next_sibling;
3767 if (prev_sibling != NULL)
3768 prev_sibling->priv->next_sibling = next_sibling;
3770 if (next_sibling != NULL)
3771 next_sibling->priv->prev_sibling = prev_sibling;
3773 if (self->priv->first_child == child)
3774 self->priv->first_child = next_sibling;
3776 if (self->priv->last_child == child)
3777 self->priv->last_child = prev_sibling;
3779 child->priv->parent = NULL;
3780 child->priv->prev_sibling = NULL;
3781 child->priv->next_sibling = NULL;
3785 REMOVE_CHILD_DESTROY_META = 1 << 0,
3786 REMOVE_CHILD_EMIT_PARENT_SET = 1 << 1,
3787 REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3788 REMOVE_CHILD_CHECK_STATE = 1 << 3,
3789 REMOVE_CHILD_FLUSH_QUEUE = 1 << 4,
3790 REMOVE_CHILD_NOTIFY_FIRST_LAST = 1 << 5,
3792 /* default flags for public API */
3793 REMOVE_CHILD_DEFAULT_FLAGS = REMOVE_CHILD_DESTROY_META |
3794 REMOVE_CHILD_EMIT_PARENT_SET |
3795 REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3796 REMOVE_CHILD_CHECK_STATE |
3797 REMOVE_CHILD_FLUSH_QUEUE |
3798 REMOVE_CHILD_NOTIFY_FIRST_LAST,
3800 /* flags for legacy/deprecated API */
3801 REMOVE_CHILD_LEGACY_FLAGS = REMOVE_CHILD_CHECK_STATE |
3802 REMOVE_CHILD_FLUSH_QUEUE |
3803 REMOVE_CHILD_EMIT_PARENT_SET |
3804 REMOVE_CHILD_NOTIFY_FIRST_LAST
3805 } ClutterActorRemoveChildFlags;
3808 * clutter_actor_remove_child_internal:
3809 * @self: a #ClutterActor
3810 * @child: the child of @self that has to be removed
3811 * @flags: control the removal operations
3813 * Removes @child from the list of children of @self.
3816 clutter_actor_remove_child_internal (ClutterActor *self,
3817 ClutterActor *child,
3818 ClutterActorRemoveChildFlags flags)
3820 ClutterActor *old_first, *old_last;
3821 gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3822 gboolean flush_queue;
3823 gboolean notify_first_last;
3824 gboolean was_mapped;
3826 destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3827 emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3828 emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3829 check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3830 flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3831 notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3833 g_object_freeze_notify (G_OBJECT (self));
3836 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3840 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3842 /* we need to unrealize *before* we set parent_actor to NULL,
3843 * because in an unrealize method actors are dissociating from the
3844 * stage, which means they need to be able to
3845 * clutter_actor_get_stage().
3847 * yhis should unmap and unrealize, unless we're reparenting.
3849 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3856 /* We take this opportunity to invalidate any queue redraw entry
3857 * associated with the actor and descendants since we won't be able to
3858 * determine the appropriate stage after this.
3860 * we do this after we updated the mapped state because actors might
3861 * end up queueing redraws inside their mapped/unmapped virtual
3862 * functions, and if we invalidate the redraw entry we could end up
3863 * with an inconsistent state and weird memory corruption. see
3866 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3867 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3869 _clutter_actor_traverse (child,
3871 invalidate_queue_redraw_entry,
3876 old_first = self->priv->first_child;
3877 old_last = self->priv->last_child;
3879 remove_child (self, child);
3881 self->priv->n_children -= 1;
3883 self->priv->age += 1;
3885 /* clutter_actor_reparent() will emit ::parent-set for us */
3886 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3887 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3889 /* if the child was mapped then we need to relayout ourselves to account
3890 * for the removed child
3893 clutter_actor_queue_relayout (self);
3895 /* we need to emit the signal before dropping the reference */
3896 if (emit_actor_removed)
3897 g_signal_emit_by_name (self, "actor-removed", child);
3899 if (notify_first_last)
3901 if (old_first != self->priv->first_child)
3902 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3904 if (old_last != self->priv->last_child)
3905 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3908 g_object_thaw_notify (G_OBJECT (self));
3910 /* remove the reference we acquired in clutter_actor_add_child() */
3911 g_object_unref (child);
3914 static const ClutterTransformInfo default_transform_info = {
3915 0.0, { 0, }, /* rotation-x */
3916 0.0, { 0, }, /* rotation-y */
3917 0.0, { 0, }, /* rotation-z */
3919 1.0, 1.0, { 0, }, /* scale */
3921 { 0, }, /* anchor */
3927 * _clutter_actor_get_transform_info_or_defaults:
3928 * @self: a #ClutterActor
3930 * Retrieves the ClutterTransformInfo structure associated to an actor.
3932 * If the actor does not have a ClutterTransformInfo structure associated
3933 * to it, then the default structure will be returned.
3935 * This function should only be used for getters.
3937 * Return value: a const pointer to the ClutterTransformInfo structure
3939 const ClutterTransformInfo *
3940 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3942 ClutterTransformInfo *info;
3944 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3948 return &default_transform_info;
3952 clutter_transform_info_free (gpointer data)
3955 g_slice_free (ClutterTransformInfo, data);
3959 * _clutter_actor_get_transform_info:
3960 * @self: a #ClutterActor
3962 * Retrieves a pointer to the ClutterTransformInfo structure.
3964 * If the actor does not have a ClutterTransformInfo associated to it, one
3965 * will be created and initialized to the default values.
3967 * This function should be used for setters.
3969 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3972 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3975 ClutterTransformInfo *
3976 _clutter_actor_get_transform_info (ClutterActor *self)
3978 ClutterTransformInfo *info;
3980 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3983 info = g_slice_new (ClutterTransformInfo);
3985 *info = default_transform_info;
3987 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3989 clutter_transform_info_free);
3996 * clutter_actor_set_rotation_angle_internal:
3997 * @self: a #ClutterActor
3998 * @axis: the axis of the angle to change
3999 * @angle: the angle of rotation
4001 * Sets the rotation angle on the given axis without affecting the
4002 * rotation center point.
4005 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
4006 ClutterRotateAxis axis,
4009 GObject *obj = G_OBJECT (self);
4010 ClutterTransformInfo *info;
4012 info = _clutter_actor_get_transform_info (self);
4014 g_object_freeze_notify (obj);
4018 case CLUTTER_X_AXIS:
4019 info->rx_angle = angle;
4020 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
4023 case CLUTTER_Y_AXIS:
4024 info->ry_angle = angle;
4025 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
4028 case CLUTTER_Z_AXIS:
4029 info->rz_angle = angle;
4030 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
4034 self->priv->transform_valid = FALSE;
4036 g_object_thaw_notify (obj);
4038 clutter_actor_queue_redraw (self);
4042 clutter_actor_set_rotation_angle (ClutterActor *self,
4043 ClutterRotateAxis axis,
4046 const ClutterTransformInfo *info;
4047 const double *cur_angle_p = NULL;
4048 GParamSpec *pspec = NULL;
4050 info = _clutter_actor_get_transform_info_or_defaults (self);
4054 case CLUTTER_X_AXIS:
4055 cur_angle_p = &info->rx_angle;
4056 pspec = obj_props[PROP_ROTATION_ANGLE_X];
4059 case CLUTTER_Y_AXIS:
4060 cur_angle_p = &info->ry_angle;
4061 pspec = obj_props[PROP_ROTATION_ANGLE_Y];
4064 case CLUTTER_Z_AXIS:
4065 cur_angle_p = &info->rz_angle;
4066 pspec = obj_props[PROP_ROTATION_ANGLE_Z];
4070 g_assert (pspec != NULL);
4071 g_assert (cur_angle_p != NULL);
4073 if (_clutter_actor_get_transition (self, pspec) == NULL)
4074 _clutter_actor_create_transition (self, pspec, *cur_angle_p, angle);
4076 _clutter_actor_update_transition (self, pspec, angle);
4078 clutter_actor_queue_redraw (self);
4082 * clutter_actor_set_rotation_center_internal:
4083 * @self: a #ClutterActor
4084 * @axis: the axis of the center to change
4085 * @center: the coordinates of the rotation center
4087 * Sets the rotation center on the given axis without affecting the
4091 clutter_actor_set_rotation_center_internal (ClutterActor *self,
4092 ClutterRotateAxis axis,
4093 const ClutterVertex *center)
4095 GObject *obj = G_OBJECT (self);
4096 ClutterTransformInfo *info;
4097 ClutterVertex v = { 0, 0, 0 };
4099 info = _clutter_actor_get_transform_info (self);
4104 g_object_freeze_notify (obj);
4108 case CLUTTER_X_AXIS:
4109 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
4110 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
4113 case CLUTTER_Y_AXIS:
4114 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
4115 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
4118 case CLUTTER_Z_AXIS:
4119 /* if the previously set rotation center was fractional, then
4120 * setting explicit coordinates will have to notify the
4121 * :rotation-center-z-gravity property as well
4123 if (info->rz_center.is_fractional)
4124 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
4126 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
4127 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
4131 self->priv->transform_valid = FALSE;
4133 g_object_thaw_notify (obj);
4135 clutter_actor_queue_redraw (self);
4139 clutter_actor_set_scale_factor_internal (ClutterActor *self,
4143 GObject *obj = G_OBJECT (self);
4144 ClutterTransformInfo *info;
4146 info = _clutter_actor_get_transform_info (self);
4148 if (pspec == obj_props[PROP_SCALE_X])
4149 info->scale_x = factor;
4151 info->scale_y = factor;
4153 self->priv->transform_valid = FALSE;
4154 clutter_actor_queue_redraw (self);
4155 g_object_notify_by_pspec (obj, pspec);
4159 clutter_actor_set_scale_factor (ClutterActor *self,
4160 ClutterRotateAxis axis,
4163 const ClutterTransformInfo *info;
4164 const double *scale_p = NULL;
4165 GParamSpec *pspec = NULL;
4167 info = _clutter_actor_get_transform_info_or_defaults (self);
4171 case CLUTTER_X_AXIS:
4172 pspec = obj_props[PROP_SCALE_X];
4173 scale_p = &info->scale_x;
4176 case CLUTTER_Y_AXIS:
4177 pspec = obj_props[PROP_SCALE_Y];
4178 scale_p = &info->scale_y;
4181 case CLUTTER_Z_AXIS:
4185 g_assert (pspec != NULL);
4186 g_assert (scale_p != NULL);
4188 if (_clutter_actor_get_transition (self, pspec) == NULL)
4189 _clutter_actor_create_transition (self, pspec, *scale_p, factor);
4191 _clutter_actor_update_transition (self, pspec, factor);
4193 clutter_actor_queue_redraw (self);
4197 clutter_actor_set_scale_center (ClutterActor *self,
4198 ClutterRotateAxis axis,
4201 GObject *obj = G_OBJECT (self);
4202 ClutterTransformInfo *info;
4203 gfloat center_x, center_y;
4205 info = _clutter_actor_get_transform_info (self);
4207 g_object_freeze_notify (obj);
4209 /* get the current scale center coordinates */
4210 clutter_anchor_coord_get_units (self, &info->scale_center,
4215 /* we need to notify this too, because setting explicit coordinates will
4216 * change the gravity as a side effect
4218 if (info->scale_center.is_fractional)
4219 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
4223 case CLUTTER_X_AXIS:
4224 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
4225 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
4228 case CLUTTER_Y_AXIS:
4229 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
4230 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
4234 g_assert_not_reached ();
4237 self->priv->transform_valid = FALSE;
4239 clutter_actor_queue_redraw (self);
4241 g_object_thaw_notify (obj);
4245 clutter_actor_set_scale_gravity (ClutterActor *self,
4246 ClutterGravity gravity)
4248 ClutterTransformInfo *info;
4251 info = _clutter_actor_get_transform_info (self);
4252 obj = G_OBJECT (self);
4254 if (gravity == CLUTTER_GRAVITY_NONE)
4255 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
4257 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
4259 self->priv->transform_valid = FALSE;
4261 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
4262 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
4263 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
4265 clutter_actor_queue_redraw (self);
4269 clutter_actor_set_anchor_coord (ClutterActor *self,
4270 ClutterRotateAxis axis,
4273 GObject *obj = G_OBJECT (self);
4274 ClutterTransformInfo *info;
4275 gfloat anchor_x, anchor_y;
4277 info = _clutter_actor_get_transform_info (self);
4279 g_object_freeze_notify (obj);
4281 clutter_anchor_coord_get_units (self, &info->anchor,
4286 if (info->anchor.is_fractional)
4287 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
4291 case CLUTTER_X_AXIS:
4292 clutter_anchor_coord_set_units (&info->anchor,
4296 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
4299 case CLUTTER_Y_AXIS:
4300 clutter_anchor_coord_set_units (&info->anchor,
4304 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
4308 g_assert_not_reached ();
4311 self->priv->transform_valid = FALSE;
4313 clutter_actor_queue_redraw (self);
4315 g_object_thaw_notify (obj);
4319 clutter_actor_set_property (GObject *object,
4321 const GValue *value,
4324 ClutterActor *actor = CLUTTER_ACTOR (object);
4325 ClutterActorPrivate *priv = actor->priv;
4330 clutter_actor_set_x (actor, g_value_get_float (value));
4334 clutter_actor_set_y (actor, g_value_get_float (value));
4338 clutter_actor_set_width (actor, g_value_get_float (value));
4342 clutter_actor_set_height (actor, g_value_get_float (value));
4346 clutter_actor_set_x (actor, g_value_get_float (value));
4350 clutter_actor_set_y (actor, g_value_get_float (value));
4353 case PROP_FIXED_POSITION_SET:
4354 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
4357 case PROP_MIN_WIDTH:
4358 clutter_actor_set_min_width (actor, g_value_get_float (value));
4361 case PROP_MIN_HEIGHT:
4362 clutter_actor_set_min_height (actor, g_value_get_float (value));
4365 case PROP_NATURAL_WIDTH:
4366 clutter_actor_set_natural_width (actor, g_value_get_float (value));
4369 case PROP_NATURAL_HEIGHT:
4370 clutter_actor_set_natural_height (actor, g_value_get_float (value));
4373 case PROP_MIN_WIDTH_SET:
4374 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
4377 case PROP_MIN_HEIGHT_SET:
4378 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
4381 case PROP_NATURAL_WIDTH_SET:
4382 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
4385 case PROP_NATURAL_HEIGHT_SET:
4386 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
4389 case PROP_REQUEST_MODE:
4390 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
4394 clutter_actor_set_depth (actor, g_value_get_float (value));
4398 clutter_actor_set_opacity (actor, g_value_get_uint (value));
4401 case PROP_OFFSCREEN_REDIRECT:
4402 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
4406 clutter_actor_set_name (actor, g_value_get_string (value));
4410 if (g_value_get_boolean (value) == TRUE)
4411 clutter_actor_show (actor);
4413 clutter_actor_hide (actor);
4417 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
4418 g_value_get_double (value));
4422 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
4423 g_value_get_double (value));
4426 case PROP_SCALE_CENTER_X:
4427 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
4428 g_value_get_float (value));
4431 case PROP_SCALE_CENTER_Y:
4432 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4433 g_value_get_float (value));
4436 case PROP_SCALE_GRAVITY:
4437 clutter_actor_set_scale_gravity (actor, g_value_get_enum (value));
4442 const ClutterGeometry *geom = g_value_get_boxed (value);
4444 clutter_actor_set_clip (actor,
4446 geom->width, geom->height);
4450 case PROP_CLIP_TO_ALLOCATION:
4451 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4455 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4458 case PROP_ROTATION_ANGLE_X:
4459 clutter_actor_set_rotation_angle (actor,
4461 g_value_get_double (value));
4464 case PROP_ROTATION_ANGLE_Y:
4465 clutter_actor_set_rotation_angle (actor,
4467 g_value_get_double (value));
4470 case PROP_ROTATION_ANGLE_Z:
4471 clutter_actor_set_rotation_angle (actor,
4473 g_value_get_double (value));
4476 case PROP_ROTATION_CENTER_X:
4477 clutter_actor_set_rotation_center_internal (actor,
4479 g_value_get_boxed (value));
4482 case PROP_ROTATION_CENTER_Y:
4483 clutter_actor_set_rotation_center_internal (actor,
4485 g_value_get_boxed (value));
4488 case PROP_ROTATION_CENTER_Z:
4489 clutter_actor_set_rotation_center_internal (actor,
4491 g_value_get_boxed (value));
4494 case PROP_ROTATION_CENTER_Z_GRAVITY:
4496 const ClutterTransformInfo *info;
4498 info = _clutter_actor_get_transform_info_or_defaults (actor);
4499 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4500 g_value_get_enum (value));
4505 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4506 g_value_get_float (value));
4510 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4511 g_value_get_float (value));
4514 case PROP_ANCHOR_GRAVITY:
4515 clutter_actor_set_anchor_point_from_gravity (actor,
4516 g_value_get_enum (value));
4519 case PROP_SHOW_ON_SET_PARENT:
4520 priv->show_on_set_parent = g_value_get_boolean (value);
4523 case PROP_TEXT_DIRECTION:
4524 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4528 clutter_actor_add_action (actor, g_value_get_object (value));
4531 case PROP_CONSTRAINTS:
4532 clutter_actor_add_constraint (actor, g_value_get_object (value));
4536 clutter_actor_add_effect (actor, g_value_get_object (value));
4539 case PROP_LAYOUT_MANAGER:
4540 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4544 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4548 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4551 case PROP_MARGIN_TOP:
4552 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4555 case PROP_MARGIN_BOTTOM:
4556 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4559 case PROP_MARGIN_LEFT:
4560 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4563 case PROP_MARGIN_RIGHT:
4564 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4567 case PROP_BACKGROUND_COLOR:
4568 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4572 clutter_actor_set_content (actor, g_value_get_object (value));
4575 case PROP_CONTENT_GRAVITY:
4576 clutter_actor_set_content_gravity (actor, g_value_get_enum (value));
4579 case PROP_MINIFICATION_FILTER:
4580 clutter_actor_set_content_scaling_filters (actor,
4581 g_value_get_enum (value),
4582 actor->priv->mag_filter);
4585 case PROP_MAGNIFICATION_FILTER:
4586 clutter_actor_set_content_scaling_filters (actor,
4587 actor->priv->min_filter,
4588 g_value_get_enum (value));
4592 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4598 clutter_actor_get_property (GObject *object,
4603 ClutterActor *actor = CLUTTER_ACTOR (object);
4604 ClutterActorPrivate *priv = actor->priv;
4609 g_value_set_float (value, clutter_actor_get_x (actor));
4613 g_value_set_float (value, clutter_actor_get_y (actor));
4617 g_value_set_float (value, clutter_actor_get_width (actor));
4621 g_value_set_float (value, clutter_actor_get_height (actor));
4626 const ClutterLayoutInfo *info;
4628 info = _clutter_actor_get_layout_info_or_defaults (actor);
4629 g_value_set_float (value, info->fixed_x);
4635 const ClutterLayoutInfo *info;
4637 info = _clutter_actor_get_layout_info_or_defaults (actor);
4638 g_value_set_float (value, info->fixed_y);
4642 case PROP_FIXED_POSITION_SET:
4643 g_value_set_boolean (value, priv->position_set);
4646 case PROP_MIN_WIDTH:
4648 const ClutterLayoutInfo *info;
4650 info = _clutter_actor_get_layout_info_or_defaults (actor);
4651 g_value_set_float (value, info->min_width);
4655 case PROP_MIN_HEIGHT:
4657 const ClutterLayoutInfo *info;
4659 info = _clutter_actor_get_layout_info_or_defaults (actor);
4660 g_value_set_float (value, info->min_height);
4664 case PROP_NATURAL_WIDTH:
4666 const ClutterLayoutInfo *info;
4668 info = _clutter_actor_get_layout_info_or_defaults (actor);
4669 g_value_set_float (value, info->natural_width);
4673 case PROP_NATURAL_HEIGHT:
4675 const ClutterLayoutInfo *info;
4677 info = _clutter_actor_get_layout_info_or_defaults (actor);
4678 g_value_set_float (value, info->natural_height);
4682 case PROP_MIN_WIDTH_SET:
4683 g_value_set_boolean (value, priv->min_width_set);
4686 case PROP_MIN_HEIGHT_SET:
4687 g_value_set_boolean (value, priv->min_height_set);
4690 case PROP_NATURAL_WIDTH_SET:
4691 g_value_set_boolean (value, priv->natural_width_set);
4694 case PROP_NATURAL_HEIGHT_SET:
4695 g_value_set_boolean (value, priv->natural_height_set);
4698 case PROP_REQUEST_MODE:
4699 g_value_set_enum (value, priv->request_mode);
4702 case PROP_ALLOCATION:
4703 g_value_set_boxed (value, &priv->allocation);
4707 g_value_set_float (value, clutter_actor_get_depth (actor));
4711 g_value_set_uint (value, priv->opacity);
4714 case PROP_OFFSCREEN_REDIRECT:
4715 g_value_set_enum (value, priv->offscreen_redirect);
4719 g_value_set_string (value, priv->name);
4723 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4727 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4731 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4735 g_value_set_boolean (value, priv->has_clip);
4740 ClutterGeometry clip;
4742 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4743 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4744 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4745 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4747 g_value_set_boxed (value, &clip);
4751 case PROP_CLIP_TO_ALLOCATION:
4752 g_value_set_boolean (value, priv->clip_to_allocation);
4757 const ClutterTransformInfo *info;
4759 info = _clutter_actor_get_transform_info_or_defaults (actor);
4760 g_value_set_double (value, info->scale_x);
4766 const ClutterTransformInfo *info;
4768 info = _clutter_actor_get_transform_info_or_defaults (actor);
4769 g_value_set_double (value, info->scale_y);
4773 case PROP_SCALE_CENTER_X:
4777 clutter_actor_get_scale_center (actor, ¢er, NULL);
4779 g_value_set_float (value, center);
4783 case PROP_SCALE_CENTER_Y:
4787 clutter_actor_get_scale_center (actor, NULL, ¢er);
4789 g_value_set_float (value, center);
4793 case PROP_SCALE_GRAVITY:
4794 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4798 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4801 case PROP_ROTATION_ANGLE_X:
4803 const ClutterTransformInfo *info;
4805 info = _clutter_actor_get_transform_info_or_defaults (actor);
4806 g_value_set_double (value, info->rx_angle);
4810 case PROP_ROTATION_ANGLE_Y:
4812 const ClutterTransformInfo *info;
4814 info = _clutter_actor_get_transform_info_or_defaults (actor);
4815 g_value_set_double (value, info->ry_angle);
4819 case PROP_ROTATION_ANGLE_Z:
4821 const ClutterTransformInfo *info;
4823 info = _clutter_actor_get_transform_info_or_defaults (actor);
4824 g_value_set_double (value, info->rz_angle);
4828 case PROP_ROTATION_CENTER_X:
4830 ClutterVertex center;
4832 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4837 g_value_set_boxed (value, ¢er);
4841 case PROP_ROTATION_CENTER_Y:
4843 ClutterVertex center;
4845 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4850 g_value_set_boxed (value, ¢er);
4854 case PROP_ROTATION_CENTER_Z:
4856 ClutterVertex center;
4858 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4863 g_value_set_boxed (value, ¢er);
4867 case PROP_ROTATION_CENTER_Z_GRAVITY:
4868 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4873 const ClutterTransformInfo *info;
4876 info = _clutter_actor_get_transform_info_or_defaults (actor);
4877 clutter_anchor_coord_get_units (actor, &info->anchor,
4881 g_value_set_float (value, anchor_x);
4887 const ClutterTransformInfo *info;
4890 info = _clutter_actor_get_transform_info_or_defaults (actor);
4891 clutter_anchor_coord_get_units (actor, &info->anchor,
4895 g_value_set_float (value, anchor_y);
4899 case PROP_ANCHOR_GRAVITY:
4900 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4903 case PROP_SHOW_ON_SET_PARENT:
4904 g_value_set_boolean (value, priv->show_on_set_parent);
4907 case PROP_TEXT_DIRECTION:
4908 g_value_set_enum (value, priv->text_direction);
4911 case PROP_HAS_POINTER:
4912 g_value_set_boolean (value, priv->has_pointer);
4915 case PROP_LAYOUT_MANAGER:
4916 g_value_set_object (value, priv->layout_manager);
4921 const ClutterLayoutInfo *info;
4923 info = _clutter_actor_get_layout_info_or_defaults (actor);
4924 g_value_set_enum (value, info->x_align);
4930 const ClutterLayoutInfo *info;
4932 info = _clutter_actor_get_layout_info_or_defaults (actor);
4933 g_value_set_enum (value, info->y_align);
4937 case PROP_MARGIN_TOP:
4939 const ClutterLayoutInfo *info;
4941 info = _clutter_actor_get_layout_info_or_defaults (actor);
4942 g_value_set_float (value, info->margin.top);
4946 case PROP_MARGIN_BOTTOM:
4948 const ClutterLayoutInfo *info;
4950 info = _clutter_actor_get_layout_info_or_defaults (actor);
4951 g_value_set_float (value, info->margin.bottom);
4955 case PROP_MARGIN_LEFT:
4957 const ClutterLayoutInfo *info;
4959 info = _clutter_actor_get_layout_info_or_defaults (actor);
4960 g_value_set_float (value, info->margin.left);
4964 case PROP_MARGIN_RIGHT:
4966 const ClutterLayoutInfo *info;
4968 info = _clutter_actor_get_layout_info_or_defaults (actor);
4969 g_value_set_float (value, info->margin.right);
4973 case PROP_BACKGROUND_COLOR_SET:
4974 g_value_set_boolean (value, priv->bg_color_set);
4977 case PROP_BACKGROUND_COLOR:
4978 g_value_set_boxed (value, &priv->bg_color);
4981 case PROP_FIRST_CHILD:
4982 g_value_set_object (value, priv->first_child);
4985 case PROP_LAST_CHILD:
4986 g_value_set_object (value, priv->last_child);
4990 g_value_set_object (value, priv->content);
4993 case PROP_CONTENT_GRAVITY:
4994 g_value_set_enum (value, priv->content_gravity);
4997 case PROP_CONTENT_BOX:
4999 ClutterActorBox box = { 0, };
5001 clutter_actor_get_content_box (actor, &box);
5002 g_value_set_boxed (value, &box);
5006 case PROP_MINIFICATION_FILTER:
5007 g_value_set_enum (value, priv->min_filter);
5010 case PROP_MAGNIFICATION_FILTER:
5011 g_value_set_enum (value, priv->mag_filter);
5015 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
5021 clutter_actor_dispose (GObject *object)
5023 ClutterActor *self = CLUTTER_ACTOR (object);
5024 ClutterActorPrivate *priv = self->priv;
5026 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
5028 g_type_name (G_OBJECT_TYPE (self)),
5031 g_signal_emit (self, actor_signals[DESTROY], 0);
5033 /* avoid recursing when called from clutter_actor_destroy() */
5034 if (priv->parent != NULL)
5036 ClutterActor *parent = priv->parent;
5038 /* go through the Container implementation unless this
5039 * is an internal child and has been marked as such.
5041 * removing the actor from its parent will reset the
5042 * realized and mapped states.
5044 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
5045 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
5047 clutter_actor_remove_child_internal (parent, self,
5048 REMOVE_CHILD_LEGACY_FLAGS);
5051 /* parent must be gone at this point */
5052 g_assert (priv->parent == NULL);
5054 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
5056 /* can't be mapped or realized with no parent */
5057 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
5058 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
5061 g_clear_object (&priv->pango_context);
5062 g_clear_object (&priv->actions);
5063 g_clear_object (&priv->constraints);
5064 g_clear_object (&priv->effects);
5065 g_clear_object (&priv->flatten_effect);
5067 if (priv->layout_manager != NULL)
5069 clutter_layout_manager_set_container (priv->layout_manager, NULL);
5070 g_clear_object (&priv->layout_manager);
5073 if (priv->content != NULL)
5075 _clutter_content_detached (priv->content, self);
5076 g_clear_object (&priv->content);
5079 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
5083 clutter_actor_finalize (GObject *object)
5085 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
5087 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
5088 priv->name != NULL ? priv->name : "<none>",
5090 g_type_name (G_OBJECT_TYPE (object)));
5092 _clutter_context_release_id (priv->id);
5094 g_free (priv->name);
5096 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
5101 * clutter_actor_get_accessible:
5102 * @self: a #ClutterActor
5104 * Returns the accessible object that describes the actor to an
5105 * assistive technology.
5107 * If no class-specific #AtkObject implementation is available for the
5108 * actor instance in question, it will inherit an #AtkObject
5109 * implementation from the first ancestor class for which such an
5110 * implementation is defined.
5112 * The documentation of the <ulink
5113 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
5114 * library contains more information about accessible objects and
5117 * Returns: (transfer none): the #AtkObject associated with @actor
5120 clutter_actor_get_accessible (ClutterActor *self)
5122 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
5124 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
5128 clutter_actor_real_get_accessible (ClutterActor *actor)
5130 return atk_gobject_accessible_for_object (G_OBJECT (actor));
5134 _clutter_actor_ref_accessible (AtkImplementor *implementor)
5136 AtkObject *accessible;
5138 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
5139 if (accessible != NULL)
5140 g_object_ref (accessible);
5146 atk_implementor_iface_init (AtkImplementorIface *iface)
5148 iface->ref_accessible = _clutter_actor_ref_accessible;
5152 clutter_actor_update_default_paint_volume (ClutterActor *self,
5153 ClutterPaintVolume *volume)
5155 ClutterActorPrivate *priv = self->priv;
5156 gboolean res = FALSE;
5158 /* we start from the allocation */
5159 clutter_paint_volume_set_width (volume,
5160 priv->allocation.x2 - priv->allocation.x1);
5161 clutter_paint_volume_set_height (volume,
5162 priv->allocation.y2 - priv->allocation.y1);
5164 /* if the actor has a clip set then we have a pretty definite
5165 * size for the paint volume: the actor cannot possibly paint
5166 * outside the clip region.
5168 if (priv->clip_to_allocation)
5170 /* the allocation has already been set, so we just flip the
5177 ClutterActor *child;
5179 if (priv->has_clip &&
5180 priv->clip.width >= 0 &&
5181 priv->clip.height >= 0)
5183 ClutterVertex origin;
5185 origin.x = priv->clip.x;
5186 origin.y = priv->clip.y;
5189 clutter_paint_volume_set_origin (volume, &origin);
5190 clutter_paint_volume_set_width (volume, priv->clip.width);
5191 clutter_paint_volume_set_height (volume, priv->clip.height);
5196 /* if we don't have children we just bail out here... */
5197 if (priv->n_children == 0)
5200 /* ...but if we have children then we ask for their paint volume in
5201 * our coordinates. if any of our children replies that it doesn't
5202 * have a paint volume, we bail out
5204 for (child = priv->first_child;
5206 child = child->priv->next_sibling)
5208 const ClutterPaintVolume *child_volume;
5210 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
5211 if (child_volume == NULL)
5217 clutter_paint_volume_union (volume, child_volume);
5227 clutter_actor_real_get_paint_volume (ClutterActor *self,
5228 ClutterPaintVolume *volume)
5230 ClutterActorClass *klass;
5233 klass = CLUTTER_ACTOR_GET_CLASS (self);
5235 /* XXX - this thoroughly sucks, but we don't want to penalize users
5236 * who use ClutterActor as a "new ClutterGroup" by forcing a full-stage
5237 * redraw. This should go away in 2.0.
5239 if (klass->paint == clutter_actor_real_paint &&
5240 klass->get_paint_volume == clutter_actor_real_get_paint_volume)
5246 /* this is the default return value: we cannot know if a class
5247 * is going to paint outside its allocation, so we take the
5248 * conservative approach.
5253 if (clutter_actor_update_default_paint_volume (self, volume))
5260 * clutter_actor_get_default_paint_volume:
5261 * @self: a #ClutterActor
5263 * Retrieves the default paint volume for @self.
5265 * This function provides the same #ClutterPaintVolume that would be
5266 * computed by the default implementation inside #ClutterActor of the
5267 * #ClutterActorClass.get_paint_volume() virtual function.
5269 * This function should only be used by #ClutterActor subclasses that
5270 * cannot chain up to the parent implementation when computing their
5273 * Return value: (transfer none): a pointer to the default
5274 * #ClutterPaintVolume, relative to the #ClutterActor, or %NULL if
5275 * the actor could not compute a valid paint volume. The returned value
5276 * is not guaranteed to be stable across multiple frames, so if you
5277 * want to retain it, you will need to copy it using
5278 * clutter_paint_volume_copy().
5282 const ClutterPaintVolume *
5283 clutter_actor_get_default_paint_volume (ClutterActor *self)
5285 ClutterPaintVolume volume;
5286 ClutterPaintVolume *res;
5288 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
5291 _clutter_paint_volume_init_static (&volume, self);
5292 if (clutter_actor_update_default_paint_volume (self, &volume))
5294 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
5298 res = _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
5299 _clutter_paint_volume_copy_static (&volume, res);
5303 clutter_paint_volume_free (&volume);
5309 clutter_actor_real_has_overlaps (ClutterActor *self)
5311 /* By default we'll assume that all actors need an offscreen redirect to get
5312 * the correct opacity. Actors such as ClutterTexture that would never need
5313 * an offscreen redirect can override this to return FALSE. */
5318 clutter_actor_real_destroy (ClutterActor *actor)
5320 ClutterActorIter iter;
5322 g_object_freeze_notify (G_OBJECT (actor));
5324 clutter_actor_iter_init (&iter, actor);
5325 while (clutter_actor_iter_next (&iter, NULL))
5326 clutter_actor_iter_destroy (&iter);
5328 g_object_thaw_notify (G_OBJECT (actor));
5332 clutter_actor_constructor (GType gtype,
5334 GObjectConstructParam *props)
5336 GObjectClass *gobject_class;
5340 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
5341 retval = gobject_class->constructor (gtype, n_props, props);
5342 self = CLUTTER_ACTOR (retval);
5344 if (self->priv->layout_manager == NULL)
5346 ClutterLayoutManager *default_layout;
5348 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
5350 default_layout = clutter_fixed_layout_new ();
5351 clutter_actor_set_layout_manager (self, default_layout);
5358 clutter_actor_class_init (ClutterActorClass *klass)
5360 GObjectClass *object_class = G_OBJECT_CLASS (klass);
5362 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
5363 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
5364 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
5365 quark_actor_animation_info = g_quark_from_static_string ("-clutter-actor-animation-info");
5367 object_class->constructor = clutter_actor_constructor;
5368 object_class->set_property = clutter_actor_set_property;
5369 object_class->get_property = clutter_actor_get_property;
5370 object_class->dispose = clutter_actor_dispose;
5371 object_class->finalize = clutter_actor_finalize;
5373 klass->show = clutter_actor_real_show;
5374 klass->show_all = clutter_actor_show;
5375 klass->hide = clutter_actor_real_hide;
5376 klass->hide_all = clutter_actor_hide;
5377 klass->map = clutter_actor_real_map;
5378 klass->unmap = clutter_actor_real_unmap;
5379 klass->unrealize = clutter_actor_real_unrealize;
5380 klass->pick = clutter_actor_real_pick;
5381 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
5382 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
5383 klass->allocate = clutter_actor_real_allocate;
5384 klass->queue_redraw = clutter_actor_real_queue_redraw;
5385 klass->queue_relayout = clutter_actor_real_queue_relayout;
5386 klass->apply_transform = clutter_actor_real_apply_transform;
5387 klass->get_accessible = clutter_actor_real_get_accessible;
5388 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
5389 klass->has_overlaps = clutter_actor_real_has_overlaps;
5390 klass->paint = clutter_actor_real_paint;
5391 klass->destroy = clutter_actor_real_destroy;
5393 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
5398 * X coordinate of the actor in pixels. If written, forces a fixed
5399 * position for the actor. If read, returns the fixed position if any,
5400 * otherwise the allocation if available, otherwise 0.
5402 * The #ClutterActor:x property is animatable.
5405 g_param_spec_float ("x",
5407 P_("X coordinate of the actor"),
5408 -G_MAXFLOAT, G_MAXFLOAT,
5411 G_PARAM_STATIC_STRINGS |
5412 CLUTTER_PARAM_ANIMATABLE);
5417 * Y coordinate of the actor in pixels. If written, forces a fixed
5418 * position for the actor. If read, returns the fixed position if
5419 * any, otherwise the allocation if available, otherwise 0.
5421 * The #ClutterActor:y property is animatable.
5424 g_param_spec_float ("y",
5426 P_("Y coordinate of the actor"),
5427 -G_MAXFLOAT, G_MAXFLOAT,
5430 G_PARAM_STATIC_STRINGS |
5431 CLUTTER_PARAM_ANIMATABLE);
5434 * ClutterActor:width:
5436 * Width of the actor (in pixels). If written, forces the minimum and
5437 * natural size request of the actor to the given width. If read, returns
5438 * the allocated width if available, otherwise the width request.
5440 * The #ClutterActor:width property is animatable.
5442 obj_props[PROP_WIDTH] =
5443 g_param_spec_float ("width",
5445 P_("Width of the actor"),
5449 G_PARAM_STATIC_STRINGS |
5450 CLUTTER_PARAM_ANIMATABLE);
5453 * ClutterActor:height:
5455 * Height of the actor (in pixels). If written, forces the minimum and
5456 * natural size request of the actor to the given height. If read, returns
5457 * the allocated height if available, otherwise the height request.
5459 * The #ClutterActor:height property is animatable.
5461 obj_props[PROP_HEIGHT] =
5462 g_param_spec_float ("height",
5464 P_("Height of the actor"),
5468 G_PARAM_STATIC_STRINGS |
5469 CLUTTER_PARAM_ANIMATABLE);
5472 * ClutterActor:fixed-x:
5474 * The fixed X position of the actor in pixels.
5476 * Writing this property sets #ClutterActor:fixed-position-set
5477 * property as well, as a side effect
5481 obj_props[PROP_FIXED_X] =
5482 g_param_spec_float ("fixed-x",
5484 P_("Forced X position of the actor"),
5485 -G_MAXFLOAT, G_MAXFLOAT,
5487 CLUTTER_PARAM_READWRITE);
5490 * ClutterActor:fixed-y:
5492 * The fixed Y position of the actor in pixels.
5494 * Writing this property sets the #ClutterActor:fixed-position-set
5495 * property as well, as a side effect
5499 obj_props[PROP_FIXED_Y] =
5500 g_param_spec_float ("fixed-y",
5502 P_("Forced Y position of the actor"),
5503 -G_MAXFLOAT, G_MAXFLOAT,
5505 CLUTTER_PARAM_READWRITE);
5508 * ClutterActor:fixed-position-set:
5510 * This flag controls whether the #ClutterActor:fixed-x and
5511 * #ClutterActor:fixed-y properties are used
5515 obj_props[PROP_FIXED_POSITION_SET] =
5516 g_param_spec_boolean ("fixed-position-set",
5517 P_("Fixed position set"),
5518 P_("Whether to use fixed positioning for the actor"),
5520 CLUTTER_PARAM_READWRITE);
5523 * ClutterActor:min-width:
5525 * A forced minimum width request for the actor, in pixels
5527 * Writing this property sets the #ClutterActor:min-width-set property
5528 * as well, as a side effect.
5530 *This property overrides the usual width request of the actor.
5534 obj_props[PROP_MIN_WIDTH] =
5535 g_param_spec_float ("min-width",
5537 P_("Forced minimum width request for the actor"),
5540 CLUTTER_PARAM_READWRITE);
5543 * ClutterActor:min-height:
5545 * A forced minimum height request for the actor, in pixels
5547 * Writing this property sets the #ClutterActor:min-height-set property
5548 * as well, as a side effect. This property overrides the usual height
5549 * request of the actor.
5553 obj_props[PROP_MIN_HEIGHT] =
5554 g_param_spec_float ("min-height",
5556 P_("Forced minimum height request for the actor"),
5559 CLUTTER_PARAM_READWRITE);
5562 * ClutterActor:natural-width:
5564 * A forced natural width request for the actor, in pixels
5566 * Writing this property sets the #ClutterActor:natural-width-set
5567 * property as well, as a side effect. This property overrides the
5568 * usual width request of the actor
5572 obj_props[PROP_NATURAL_WIDTH] =
5573 g_param_spec_float ("natural-width",
5574 P_("Natural Width"),
5575 P_("Forced natural width request for the actor"),
5578 CLUTTER_PARAM_READWRITE);
5581 * ClutterActor:natural-height:
5583 * A forced natural height request for the actor, in pixels
5585 * Writing this property sets the #ClutterActor:natural-height-set
5586 * property as well, as a side effect. This property overrides the
5587 * usual height request of the actor
5591 obj_props[PROP_NATURAL_HEIGHT] =
5592 g_param_spec_float ("natural-height",
5593 P_("Natural Height"),
5594 P_("Forced natural height request for the actor"),
5597 CLUTTER_PARAM_READWRITE);
5600 * ClutterActor:min-width-set:
5602 * This flag controls whether the #ClutterActor:min-width property
5607 obj_props[PROP_MIN_WIDTH_SET] =
5608 g_param_spec_boolean ("min-width-set",
5609 P_("Minimum width set"),
5610 P_("Whether to use the min-width property"),
5612 CLUTTER_PARAM_READWRITE);
5615 * ClutterActor:min-height-set:
5617 * This flag controls whether the #ClutterActor:min-height property
5622 obj_props[PROP_MIN_HEIGHT_SET] =
5623 g_param_spec_boolean ("min-height-set",
5624 P_("Minimum height set"),
5625 P_("Whether to use the min-height property"),
5627 CLUTTER_PARAM_READWRITE);
5630 * ClutterActor:natural-width-set:
5632 * This flag controls whether the #ClutterActor:natural-width property
5637 obj_props[PROP_NATURAL_WIDTH_SET] =
5638 g_param_spec_boolean ("natural-width-set",
5639 P_("Natural width set"),
5640 P_("Whether to use the natural-width property"),
5642 CLUTTER_PARAM_READWRITE);
5645 * ClutterActor:natural-height-set:
5647 * This flag controls whether the #ClutterActor:natural-height property
5652 obj_props[PROP_NATURAL_HEIGHT_SET] =
5653 g_param_spec_boolean ("natural-height-set",
5654 P_("Natural height set"),
5655 P_("Whether to use the natural-height property"),
5657 CLUTTER_PARAM_READWRITE);
5660 * ClutterActor:allocation:
5662 * The allocation for the actor, in pixels
5664 * This is property is read-only, but you might monitor it to know when an
5665 * actor moves or resizes
5669 obj_props[PROP_ALLOCATION] =
5670 g_param_spec_boxed ("allocation",
5672 P_("The actor's allocation"),
5673 CLUTTER_TYPE_ACTOR_BOX,
5674 CLUTTER_PARAM_READABLE);
5677 * ClutterActor:request-mode:
5679 * Request mode for the #ClutterActor. The request mode determines the
5680 * type of geometry management used by the actor, either height for width
5681 * (the default) or width for height.
5683 * For actors implementing height for width, the parent container should get
5684 * the preferred width first, and then the preferred height for that width.
5686 * For actors implementing width for height, the parent container should get
5687 * the preferred height first, and then the preferred width for that height.
5692 * ClutterRequestMode mode;
5693 * gfloat natural_width, min_width;
5694 * gfloat natural_height, min_height;
5696 * mode = clutter_actor_get_request_mode (child);
5697 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5699 * clutter_actor_get_preferred_width (child, -1,
5701 * &natural_width);
5702 * clutter_actor_get_preferred_height (child, natural_width,
5704 * &natural_height);
5708 * clutter_actor_get_preferred_height (child, -1,
5710 * &natural_height);
5711 * clutter_actor_get_preferred_width (child, natural_height,
5713 * &natural_width);
5717 * will retrieve the minimum and natural width and height depending on the
5718 * preferred request mode of the #ClutterActor "child".
5720 * The clutter_actor_get_preferred_size() function will implement this
5725 obj_props[PROP_REQUEST_MODE] =
5726 g_param_spec_enum ("request-mode",
5728 P_("The actor's request mode"),
5729 CLUTTER_TYPE_REQUEST_MODE,
5730 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5731 CLUTTER_PARAM_READWRITE);
5734 * ClutterActor:depth:
5736 * The position of the actor on the Z axis.
5738 * The #ClutterActor:depth property is relative to the parent's
5741 * The #ClutterActor:depth property is animatable.
5745 obj_props[PROP_DEPTH] =
5746 g_param_spec_float ("depth",
5748 P_("Position on the Z axis"),
5749 -G_MAXFLOAT, G_MAXFLOAT,
5752 G_PARAM_STATIC_STRINGS |
5753 CLUTTER_PARAM_ANIMATABLE);
5756 * ClutterActor:opacity:
5758 * Opacity of an actor, between 0 (fully transparent) and
5759 * 255 (fully opaque)
5761 * The #ClutterActor:opacity property is animatable.
5763 obj_props[PROP_OPACITY] =
5764 g_param_spec_uint ("opacity",
5766 P_("Opacity of an actor"),
5770 G_PARAM_STATIC_STRINGS |
5771 CLUTTER_PARAM_ANIMATABLE);
5774 * ClutterActor:offscreen-redirect:
5776 * Determines the conditions in which the actor will be redirected
5777 * to an offscreen framebuffer while being painted. For example this
5778 * can be used to cache an actor in a framebuffer or for improved
5779 * handling of transparent actors. See
5780 * clutter_actor_set_offscreen_redirect() for details.
5784 obj_props[PROP_OFFSCREEN_REDIRECT] =
5785 g_param_spec_flags ("offscreen-redirect",
5786 P_("Offscreen redirect"),
5787 P_("Flags controlling when to flatten the actor into a single image"),
5788 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5790 CLUTTER_PARAM_READWRITE);
5793 * ClutterActor:visible:
5795 * Whether the actor is set to be visible or not
5797 * See also #ClutterActor:mapped
5799 obj_props[PROP_VISIBLE] =
5800 g_param_spec_boolean ("visible",
5802 P_("Whether the actor is visible or not"),
5804 CLUTTER_PARAM_READWRITE);
5807 * ClutterActor:mapped:
5809 * Whether the actor is mapped (will be painted when the stage
5810 * to which it belongs is mapped)
5814 obj_props[PROP_MAPPED] =
5815 g_param_spec_boolean ("mapped",
5817 P_("Whether the actor will be painted"),
5819 CLUTTER_PARAM_READABLE);
5822 * ClutterActor:realized:
5824 * Whether the actor has been realized
5828 obj_props[PROP_REALIZED] =
5829 g_param_spec_boolean ("realized",
5831 P_("Whether the actor has been realized"),
5833 CLUTTER_PARAM_READABLE);
5836 * ClutterActor:reactive:
5838 * Whether the actor is reactive to events or not
5840 * Only reactive actors will emit event-related signals
5844 obj_props[PROP_REACTIVE] =
5845 g_param_spec_boolean ("reactive",
5847 P_("Whether the actor is reactive to events"),
5849 CLUTTER_PARAM_READWRITE);
5852 * ClutterActor:has-clip:
5854 * Whether the actor has the #ClutterActor:clip property set or not
5856 obj_props[PROP_HAS_CLIP] =
5857 g_param_spec_boolean ("has-clip",
5859 P_("Whether the actor has a clip set"),
5861 CLUTTER_PARAM_READABLE);
5864 * ClutterActor:clip:
5866 * The clip region for the actor, in actor-relative coordinates
5868 * Every part of the actor outside the clip region will not be
5871 obj_props[PROP_CLIP] =
5872 g_param_spec_boxed ("clip",
5874 P_("The clip region for the actor"),
5875 CLUTTER_TYPE_GEOMETRY,
5876 CLUTTER_PARAM_READWRITE);
5879 * ClutterActor:name:
5881 * The name of the actor
5885 obj_props[PROP_NAME] =
5886 g_param_spec_string ("name",
5888 P_("Name of the actor"),
5890 CLUTTER_PARAM_READWRITE);
5893 * ClutterActor:scale-x:
5895 * The horizontal scale of the actor.
5897 * The #ClutterActor:scale-x property is animatable.
5901 obj_props[PROP_SCALE_X] =
5902 g_param_spec_double ("scale-x",
5904 P_("Scale factor on the X axis"),
5908 G_PARAM_STATIC_STRINGS |
5909 CLUTTER_PARAM_ANIMATABLE);
5912 * ClutterActor:scale-y:
5914 * The vertical scale of the actor.
5916 * The #ClutterActor:scale-y property is animatable.
5920 obj_props[PROP_SCALE_Y] =
5921 g_param_spec_double ("scale-y",
5923 P_("Scale factor on the Y axis"),
5927 G_PARAM_STATIC_STRINGS |
5928 CLUTTER_PARAM_ANIMATABLE);
5931 * ClutterActor:scale-center-x:
5933 * The horizontal center point for scaling
5937 obj_props[PROP_SCALE_CENTER_X] =
5938 g_param_spec_float ("scale-center-x",
5939 P_("Scale Center X"),
5940 P_("Horizontal scale center"),
5941 -G_MAXFLOAT, G_MAXFLOAT,
5943 CLUTTER_PARAM_READWRITE);
5946 * ClutterActor:scale-center-y:
5948 * The vertical center point for scaling
5952 obj_props[PROP_SCALE_CENTER_Y] =
5953 g_param_spec_float ("scale-center-y",
5954 P_("Scale Center Y"),
5955 P_("Vertical scale center"),
5956 -G_MAXFLOAT, G_MAXFLOAT,
5958 CLUTTER_PARAM_READWRITE);
5961 * ClutterActor:scale-gravity:
5963 * The center point for scaling expressed as a #ClutterGravity
5967 obj_props[PROP_SCALE_GRAVITY] =
5968 g_param_spec_enum ("scale-gravity",
5969 P_("Scale Gravity"),
5970 P_("The center of scaling"),
5971 CLUTTER_TYPE_GRAVITY,
5972 CLUTTER_GRAVITY_NONE,
5973 CLUTTER_PARAM_READWRITE);
5976 * ClutterActor:rotation-angle-x:
5978 * The rotation angle on the X axis.
5980 * The #ClutterActor:rotation-angle-x property is animatable.
5984 obj_props[PROP_ROTATION_ANGLE_X] =
5985 g_param_spec_double ("rotation-angle-x",
5986 P_("Rotation Angle X"),
5987 P_("The rotation angle on the X axis"),
5988 -G_MAXDOUBLE, G_MAXDOUBLE,
5991 G_PARAM_STATIC_STRINGS |
5992 CLUTTER_PARAM_ANIMATABLE);
5995 * ClutterActor:rotation-angle-y:
5997 * The rotation angle on the Y axis
5999 * The #ClutterActor:rotation-angle-y property is animatable.
6003 obj_props[PROP_ROTATION_ANGLE_Y] =
6004 g_param_spec_double ("rotation-angle-y",
6005 P_("Rotation Angle Y"),
6006 P_("The rotation angle on the Y axis"),
6007 -G_MAXDOUBLE, G_MAXDOUBLE,
6010 G_PARAM_STATIC_STRINGS |
6011 CLUTTER_PARAM_ANIMATABLE);
6014 * ClutterActor:rotation-angle-z:
6016 * The rotation angle on the Z axis
6018 * The #ClutterActor:rotation-angle-z property is animatable.
6022 obj_props[PROP_ROTATION_ANGLE_Z] =
6023 g_param_spec_double ("rotation-angle-z",
6024 P_("Rotation Angle Z"),
6025 P_("The rotation angle on the Z axis"),
6026 -G_MAXDOUBLE, G_MAXDOUBLE,
6029 G_PARAM_STATIC_STRINGS |
6030 CLUTTER_PARAM_ANIMATABLE);
6033 * ClutterActor:rotation-center-x:
6035 * The rotation center on the X axis.
6039 obj_props[PROP_ROTATION_CENTER_X] =
6040 g_param_spec_boxed ("rotation-center-x",
6041 P_("Rotation Center X"),
6042 P_("The rotation center on the X axis"),
6043 CLUTTER_TYPE_VERTEX,
6044 CLUTTER_PARAM_READWRITE);
6047 * ClutterActor:rotation-center-y:
6049 * The rotation center on the Y axis.
6053 obj_props[PROP_ROTATION_CENTER_Y] =
6054 g_param_spec_boxed ("rotation-center-y",
6055 P_("Rotation Center Y"),
6056 P_("The rotation center on the Y axis"),
6057 CLUTTER_TYPE_VERTEX,
6058 CLUTTER_PARAM_READWRITE);
6061 * ClutterActor:rotation-center-z:
6063 * The rotation center on the Z axis.
6067 obj_props[PROP_ROTATION_CENTER_Z] =
6068 g_param_spec_boxed ("rotation-center-z",
6069 P_("Rotation Center Z"),
6070 P_("The rotation center on the Z axis"),
6071 CLUTTER_TYPE_VERTEX,
6072 CLUTTER_PARAM_READWRITE);
6075 * ClutterActor:rotation-center-z-gravity:
6077 * The rotation center on the Z axis expressed as a #ClutterGravity.
6081 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
6082 g_param_spec_enum ("rotation-center-z-gravity",
6083 P_("Rotation Center Z Gravity"),
6084 P_("Center point for rotation around the Z axis"),
6085 CLUTTER_TYPE_GRAVITY,
6086 CLUTTER_GRAVITY_NONE,
6087 CLUTTER_PARAM_READWRITE);
6090 * ClutterActor:anchor-x:
6092 * The X coordinate of an actor's anchor point, relative to
6093 * the actor coordinate space, in pixels
6097 obj_props[PROP_ANCHOR_X] =
6098 g_param_spec_float ("anchor-x",
6100 P_("X coordinate of the anchor point"),
6101 -G_MAXFLOAT, G_MAXFLOAT,
6103 CLUTTER_PARAM_READWRITE);
6106 * ClutterActor:anchor-y:
6108 * The Y coordinate of an actor's anchor point, relative to
6109 * the actor coordinate space, in pixels
6113 obj_props[PROP_ANCHOR_Y] =
6114 g_param_spec_float ("anchor-y",
6116 P_("Y coordinate of the anchor point"),
6117 -G_MAXFLOAT, G_MAXFLOAT,
6119 CLUTTER_PARAM_READWRITE);
6122 * ClutterActor:anchor-gravity:
6124 * The anchor point expressed as a #ClutterGravity
6128 obj_props[PROP_ANCHOR_GRAVITY] =
6129 g_param_spec_enum ("anchor-gravity",
6130 P_("Anchor Gravity"),
6131 P_("The anchor point as a ClutterGravity"),
6132 CLUTTER_TYPE_GRAVITY,
6133 CLUTTER_GRAVITY_NONE,
6134 CLUTTER_PARAM_READWRITE);
6137 * ClutterActor:show-on-set-parent:
6139 * If %TRUE, the actor is automatically shown when parented.
6141 * Calling clutter_actor_hide() on an actor which has not been
6142 * parented will set this property to %FALSE as a side effect.
6146 obj_props[PROP_SHOW_ON_SET_PARENT] =
6147 g_param_spec_boolean ("show-on-set-parent",
6148 P_("Show on set parent"),
6149 P_("Whether the actor is shown when parented"),
6151 CLUTTER_PARAM_READWRITE);
6154 * ClutterActor:clip-to-allocation:
6156 * Whether the clip region should track the allocated area
6159 * This property is ignored if a clip area has been explicitly
6160 * set using clutter_actor_set_clip().
6164 obj_props[PROP_CLIP_TO_ALLOCATION] =
6165 g_param_spec_boolean ("clip-to-allocation",
6166 P_("Clip to Allocation"),
6167 P_("Sets the clip region to track the actor's allocation"),
6169 CLUTTER_PARAM_READWRITE);
6172 * ClutterActor:text-direction:
6174 * The direction of the text inside a #ClutterActor.
6178 obj_props[PROP_TEXT_DIRECTION] =
6179 g_param_spec_enum ("text-direction",
6180 P_("Text Direction"),
6181 P_("Direction of the text"),
6182 CLUTTER_TYPE_TEXT_DIRECTION,
6183 CLUTTER_TEXT_DIRECTION_LTR,
6184 CLUTTER_PARAM_READWRITE);
6187 * ClutterActor:has-pointer:
6189 * Whether the actor contains the pointer of a #ClutterInputDevice
6194 obj_props[PROP_HAS_POINTER] =
6195 g_param_spec_boolean ("has-pointer",
6197 P_("Whether the actor contains the pointer of an input device"),
6199 CLUTTER_PARAM_READABLE);
6202 * ClutterActor:actions:
6204 * Adds a #ClutterAction to the actor
6208 obj_props[PROP_ACTIONS] =
6209 g_param_spec_object ("actions",
6211 P_("Adds an action to the actor"),
6212 CLUTTER_TYPE_ACTION,
6213 CLUTTER_PARAM_WRITABLE);
6216 * ClutterActor:constraints:
6218 * Adds a #ClutterConstraint to the actor
6222 obj_props[PROP_CONSTRAINTS] =
6223 g_param_spec_object ("constraints",
6225 P_("Adds a constraint to the actor"),
6226 CLUTTER_TYPE_CONSTRAINT,
6227 CLUTTER_PARAM_WRITABLE);
6230 * ClutterActor:effect:
6232 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
6236 obj_props[PROP_EFFECT] =
6237 g_param_spec_object ("effect",
6239 P_("Add an effect to be applied on the actor"),
6240 CLUTTER_TYPE_EFFECT,
6241 CLUTTER_PARAM_WRITABLE);
6244 * ClutterActor:layout-manager:
6246 * A delegate object for controlling the layout of the children of
6251 obj_props[PROP_LAYOUT_MANAGER] =
6252 g_param_spec_object ("layout-manager",
6253 P_("Layout Manager"),
6254 P_("The object controlling the layout of an actor's children"),
6255 CLUTTER_TYPE_LAYOUT_MANAGER,
6256 CLUTTER_PARAM_READWRITE);
6260 * ClutterActor:x-align:
6262 * The alignment of an actor on the X axis, if the actor has been given
6263 * extra space for its allocation.
6267 obj_props[PROP_X_ALIGN] =
6268 g_param_spec_enum ("x-align",
6270 P_("The alignment of the actor on the X axis within its allocation"),
6271 CLUTTER_TYPE_ACTOR_ALIGN,
6272 CLUTTER_ACTOR_ALIGN_FILL,
6273 CLUTTER_PARAM_READWRITE);
6276 * ClutterActor:y-align:
6278 * The alignment of an actor on the Y axis, if the actor has been given
6279 * extra space for its allocation.
6283 obj_props[PROP_Y_ALIGN] =
6284 g_param_spec_enum ("y-align",
6286 P_("The alignment of the actor on the Y axis within its allocation"),
6287 CLUTTER_TYPE_ACTOR_ALIGN,
6288 CLUTTER_ACTOR_ALIGN_FILL,
6289 CLUTTER_PARAM_READWRITE);
6292 * ClutterActor:margin-top:
6294 * The margin (in pixels) from the top of the actor.
6296 * This property adds a margin to the actor's preferred size; the margin
6297 * will be automatically taken into account when allocating the actor.
6301 obj_props[PROP_MARGIN_TOP] =
6302 g_param_spec_float ("margin-top",
6304 P_("Extra space at the top"),
6307 CLUTTER_PARAM_READWRITE);
6310 * ClutterActor:margin-bottom:
6312 * The margin (in pixels) from the bottom of the actor.
6314 * This property adds a margin to the actor's preferred size; the margin
6315 * will be automatically taken into account when allocating the actor.
6319 obj_props[PROP_MARGIN_BOTTOM] =
6320 g_param_spec_float ("margin-bottom",
6321 P_("Margin Bottom"),
6322 P_("Extra space at the bottom"),
6325 CLUTTER_PARAM_READWRITE);
6328 * ClutterActor:margin-left:
6330 * The margin (in pixels) from the left of the actor.
6332 * This property adds a margin to the actor's preferred size; the margin
6333 * will be automatically taken into account when allocating the actor.
6337 obj_props[PROP_MARGIN_LEFT] =
6338 g_param_spec_float ("margin-left",
6340 P_("Extra space at the left"),
6343 CLUTTER_PARAM_READWRITE);
6346 * ClutterActor:margin-right:
6348 * The margin (in pixels) from the right of the actor.
6350 * This property adds a margin to the actor's preferred size; the margin
6351 * will be automatically taken into account when allocating the actor.
6355 obj_props[PROP_MARGIN_RIGHT] =
6356 g_param_spec_float ("margin-right",
6358 P_("Extra space at the right"),
6361 CLUTTER_PARAM_READWRITE);
6364 * ClutterActor:background-color-set:
6366 * Whether the #ClutterActor:background-color property has been set.
6370 obj_props[PROP_BACKGROUND_COLOR_SET] =
6371 g_param_spec_boolean ("background-color-set",
6372 P_("Background Color Set"),
6373 P_("Whether the background color is set"),
6375 CLUTTER_PARAM_READABLE);
6378 * ClutterActor:background-color:
6380 * Paints a solid fill of the actor's allocation using the specified
6383 * The #ClutterActor:background-color property is animatable.
6387 obj_props[PROP_BACKGROUND_COLOR] =
6388 clutter_param_spec_color ("background-color",
6389 P_("Background color"),
6390 P_("The actor's background color"),
6391 CLUTTER_COLOR_Transparent,
6393 G_PARAM_STATIC_STRINGS |
6394 CLUTTER_PARAM_ANIMATABLE);
6397 * ClutterActor:first-child:
6399 * The actor's first child.
6403 obj_props[PROP_FIRST_CHILD] =
6404 g_param_spec_object ("first-child",
6406 P_("The actor's first child"),
6408 CLUTTER_PARAM_READABLE);
6411 * ClutterActor:last-child:
6413 * The actor's last child.
6417 obj_props[PROP_LAST_CHILD] =
6418 g_param_spec_object ("last-child",
6420 P_("The actor's last child"),
6422 CLUTTER_PARAM_READABLE);
6425 * ClutterActor:content:
6427 * The #ClutterContent implementation that controls the content
6432 obj_props[PROP_CONTENT] =
6433 g_param_spec_object ("content",
6435 P_("Delegate object for painting the actor's content"),
6436 CLUTTER_TYPE_CONTENT,
6437 CLUTTER_PARAM_READWRITE);
6440 * ClutterActor:content-gravity:
6442 * The alignment that should be honoured by the #ClutterContent
6443 * set with the #ClutterActor:content property.
6445 * Changing the value of this property will change the bounding box of
6446 * the content; you can use the #ClutterActor:content-box property to
6447 * get the position and size of the content within the actor's
6450 * This property is meaningful only for #ClutterContent implementations
6451 * that have a preferred size, and if the preferred size is smaller than
6452 * the actor's allocation.
6454 * The #ClutterActor:content-gravity property is animatable.
6458 obj_props[PROP_CONTENT_GRAVITY] =
6459 g_param_spec_enum ("content-gravity",
6460 P_("Content Gravity"),
6461 P_("Alignment of the actor's content"),
6462 CLUTTER_TYPE_CONTENT_GRAVITY,
6463 CLUTTER_CONTENT_GRAVITY_RESIZE_FILL,
6464 CLUTTER_PARAM_READWRITE);
6467 * ClutterActor:content-box:
6469 * The bounding box for the #ClutterContent used by the actor.
6471 * The value of this property is controlled by the #ClutterActor:allocation
6472 * and #ClutterActor:content-gravity properties of #ClutterActor.
6474 * The bounding box for the content is guaranteed to never exceed the
6475 * allocation's of the actor.
6479 obj_props[PROP_CONTENT_BOX] =
6480 g_param_spec_boxed ("content-box",
6482 P_("The bounding box of the actor's content"),
6483 CLUTTER_TYPE_ACTOR_BOX,
6485 G_PARAM_STATIC_STRINGS |
6486 CLUTTER_PARAM_ANIMATABLE);
6488 obj_props[PROP_MINIFICATION_FILTER] =
6489 g_param_spec_enum ("minification-filter",
6490 P_("Minification Filter"),
6491 P_("The filter used when reducing the size of the content"),
6492 CLUTTER_TYPE_SCALING_FILTER,
6493 CLUTTER_SCALING_FILTER_LINEAR,
6494 CLUTTER_PARAM_READWRITE);
6496 obj_props[PROP_MAGNIFICATION_FILTER] =
6497 g_param_spec_enum ("magnification-filter",
6498 P_("Magnification Filter"),
6499 P_("The filter used when increasing the size of the content"),
6500 CLUTTER_TYPE_SCALING_FILTER,
6501 CLUTTER_SCALING_FILTER_LINEAR,
6502 CLUTTER_PARAM_READWRITE);
6504 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
6507 * ClutterActor::destroy:
6508 * @actor: the #ClutterActor which emitted the signal
6510 * The ::destroy signal notifies that all references held on the
6511 * actor which emitted it should be released.
6513 * The ::destroy signal should be used by all holders of a reference
6516 * This signal might result in the finalization of the #ClutterActor
6517 * if all references are released.
6519 * Composite actors and actors implementing the #ClutterContainer
6520 * interface should override the default implementation of the
6521 * class handler of this signal and call clutter_actor_destroy() on
6522 * their children. When overriding the default class handler, it is
6523 * required to chain up to the parent's implementation.
6527 actor_signals[DESTROY] =
6528 g_signal_new (I_("destroy"),
6529 G_TYPE_FROM_CLASS (object_class),
6530 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
6531 G_STRUCT_OFFSET (ClutterActorClass, destroy),
6533 _clutter_marshal_VOID__VOID,
6536 * ClutterActor::show:
6537 * @actor: the object which received the signal
6539 * The ::show signal is emitted when an actor is visible and
6540 * rendered on the stage.
6544 actor_signals[SHOW] =
6545 g_signal_new (I_("show"),
6546 G_TYPE_FROM_CLASS (object_class),
6548 G_STRUCT_OFFSET (ClutterActorClass, show),
6550 _clutter_marshal_VOID__VOID,
6553 * ClutterActor::hide:
6554 * @actor: the object which received the signal
6556 * The ::hide signal is emitted when an actor is no longer rendered
6561 actor_signals[HIDE] =
6562 g_signal_new (I_("hide"),
6563 G_TYPE_FROM_CLASS (object_class),
6565 G_STRUCT_OFFSET (ClutterActorClass, hide),
6567 _clutter_marshal_VOID__VOID,
6570 * ClutterActor::parent-set:
6571 * @actor: the object which received the signal
6572 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
6574 * This signal is emitted when the parent of the actor changes.
6578 actor_signals[PARENT_SET] =
6579 g_signal_new (I_("parent-set"),
6580 G_TYPE_FROM_CLASS (object_class),
6582 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
6584 _clutter_marshal_VOID__OBJECT,
6586 CLUTTER_TYPE_ACTOR);
6589 * ClutterActor::queue-redraw:
6590 * @actor: the actor we're bubbling the redraw request through
6591 * @origin: the actor which initiated the redraw request
6593 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
6594 * is called on @origin.
6596 * The default implementation for #ClutterActor chains up to the
6597 * parent actor and queues a redraw on the parent, thus "bubbling"
6598 * the redraw queue up through the actor graph. The default
6599 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
6600 * in a main loop idle handler.
6602 * Note that the @origin actor may be the stage, or a container; it
6603 * does not have to be a leaf node in the actor graph.
6605 * Toolkits embedding a #ClutterStage which require a redraw and
6606 * relayout cycle can stop the emission of this signal using the
6607 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
6612 * on_redraw_complete (gpointer data)
6614 * ClutterStage *stage = data;
6616 * /* execute the Clutter drawing pipeline */
6617 * clutter_stage_ensure_redraw (stage);
6621 * on_stage_queue_redraw (ClutterStage *stage)
6623 * /* this prevents the default handler to run */
6624 * g_signal_stop_emission_by_name (stage, "queue-redraw");
6626 * /* queue a redraw with the host toolkit and call
6627 * * a function when the redraw has been completed
6629 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
6633 * <note><para>This signal is emitted before the Clutter paint
6634 * pipeline is executed. If you want to know when the pipeline has
6635 * been completed you should connect to the ::paint signal on the
6636 * Stage with g_signal_connect_after().</para></note>
6640 actor_signals[QUEUE_REDRAW] =
6641 g_signal_new (I_("queue-redraw"),
6642 G_TYPE_FROM_CLASS (object_class),
6645 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
6647 _clutter_marshal_VOID__OBJECT,
6649 CLUTTER_TYPE_ACTOR);
6652 * ClutterActor::queue-relayout
6653 * @actor: the actor being queued for relayout
6655 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
6656 * is called on an actor.
6658 * The default implementation for #ClutterActor chains up to the
6659 * parent actor and queues a relayout on the parent, thus "bubbling"
6660 * the relayout queue up through the actor graph.
6662 * The main purpose of this signal is to allow relayout to be propagated
6663 * properly in the procense of #ClutterClone actors. Applications will
6664 * not normally need to connect to this signal.
6668 actor_signals[QUEUE_RELAYOUT] =
6669 g_signal_new (I_("queue-relayout"),
6670 G_TYPE_FROM_CLASS (object_class),
6673 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
6675 _clutter_marshal_VOID__VOID,
6679 * ClutterActor::event:
6680 * @actor: the actor which received the event
6681 * @event: a #ClutterEvent
6683 * The ::event signal is emitted each time an event is received
6684 * by the @actor. This signal will be emitted on every actor,
6685 * following the hierarchy chain, until it reaches the top-level
6686 * container (the #ClutterStage).
6688 * Return value: %TRUE if the event has been handled by the actor,
6689 * or %FALSE to continue the emission.
6693 actor_signals[EVENT] =
6694 g_signal_new (I_("event"),
6695 G_TYPE_FROM_CLASS (object_class),
6697 G_STRUCT_OFFSET (ClutterActorClass, event),
6698 _clutter_boolean_handled_accumulator, NULL,
6699 _clutter_marshal_BOOLEAN__BOXED,
6701 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6703 * ClutterActor::button-press-event:
6704 * @actor: the actor which received the event
6705 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6707 * The ::button-press-event signal is emitted each time a mouse button
6708 * is pressed on @actor.
6710 * Return value: %TRUE if the event has been handled by the actor,
6711 * or %FALSE to continue the emission.
6715 actor_signals[BUTTON_PRESS_EVENT] =
6716 g_signal_new (I_("button-press-event"),
6717 G_TYPE_FROM_CLASS (object_class),
6719 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6720 _clutter_boolean_handled_accumulator, NULL,
6721 _clutter_marshal_BOOLEAN__BOXED,
6723 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6725 * ClutterActor::button-release-event:
6726 * @actor: the actor which received the event
6727 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6729 * The ::button-release-event signal is emitted each time a mouse button
6730 * is released on @actor.
6732 * Return value: %TRUE if the event has been handled by the actor,
6733 * or %FALSE to continue the emission.
6737 actor_signals[BUTTON_RELEASE_EVENT] =
6738 g_signal_new (I_("button-release-event"),
6739 G_TYPE_FROM_CLASS (object_class),
6741 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6742 _clutter_boolean_handled_accumulator, NULL,
6743 _clutter_marshal_BOOLEAN__BOXED,
6745 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6747 * ClutterActor::scroll-event:
6748 * @actor: the actor which received the event
6749 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6751 * The ::scroll-event signal is emitted each time the mouse is
6752 * scrolled on @actor
6754 * Return value: %TRUE if the event has been handled by the actor,
6755 * or %FALSE to continue the emission.
6759 actor_signals[SCROLL_EVENT] =
6760 g_signal_new (I_("scroll-event"),
6761 G_TYPE_FROM_CLASS (object_class),
6763 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6764 _clutter_boolean_handled_accumulator, NULL,
6765 _clutter_marshal_BOOLEAN__BOXED,
6767 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6769 * ClutterActor::key-press-event:
6770 * @actor: the actor which received the event
6771 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6773 * The ::key-press-event signal is emitted each time a keyboard button
6774 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6776 * Return value: %TRUE if the event has been handled by the actor,
6777 * or %FALSE to continue the emission.
6781 actor_signals[KEY_PRESS_EVENT] =
6782 g_signal_new (I_("key-press-event"),
6783 G_TYPE_FROM_CLASS (object_class),
6785 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6786 _clutter_boolean_handled_accumulator, NULL,
6787 _clutter_marshal_BOOLEAN__BOXED,
6789 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6791 * ClutterActor::key-release-event:
6792 * @actor: the actor which received the event
6793 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6795 * The ::key-release-event signal is emitted each time a keyboard button
6796 * is released while @actor has key focus (see
6797 * clutter_stage_set_key_focus()).
6799 * Return value: %TRUE if the event has been handled by the actor,
6800 * or %FALSE to continue the emission.
6804 actor_signals[KEY_RELEASE_EVENT] =
6805 g_signal_new (I_("key-release-event"),
6806 G_TYPE_FROM_CLASS (object_class),
6808 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6809 _clutter_boolean_handled_accumulator, NULL,
6810 _clutter_marshal_BOOLEAN__BOXED,
6812 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6814 * ClutterActor::motion-event:
6815 * @actor: the actor which received the event
6816 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6818 * The ::motion-event signal is emitted each time the mouse pointer is
6819 * moved over @actor.
6821 * Return value: %TRUE if the event has been handled by the actor,
6822 * or %FALSE to continue the emission.
6826 actor_signals[MOTION_EVENT] =
6827 g_signal_new (I_("motion-event"),
6828 G_TYPE_FROM_CLASS (object_class),
6830 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6831 _clutter_boolean_handled_accumulator, NULL,
6832 _clutter_marshal_BOOLEAN__BOXED,
6834 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6837 * ClutterActor::key-focus-in:
6838 * @actor: the actor which now has key focus
6840 * The ::key-focus-in signal is emitted when @actor receives key focus.
6844 actor_signals[KEY_FOCUS_IN] =
6845 g_signal_new (I_("key-focus-in"),
6846 G_TYPE_FROM_CLASS (object_class),
6848 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6850 _clutter_marshal_VOID__VOID,
6854 * ClutterActor::key-focus-out:
6855 * @actor: the actor which now has key focus
6857 * The ::key-focus-out signal is emitted when @actor loses key focus.
6861 actor_signals[KEY_FOCUS_OUT] =
6862 g_signal_new (I_("key-focus-out"),
6863 G_TYPE_FROM_CLASS (object_class),
6865 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6867 _clutter_marshal_VOID__VOID,
6871 * ClutterActor::enter-event:
6872 * @actor: the actor which the pointer has entered.
6873 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6875 * The ::enter-event signal is emitted when the pointer enters the @actor
6877 * Return value: %TRUE if the event has been handled by the actor,
6878 * or %FALSE to continue the emission.
6882 actor_signals[ENTER_EVENT] =
6883 g_signal_new (I_("enter-event"),
6884 G_TYPE_FROM_CLASS (object_class),
6886 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6887 _clutter_boolean_handled_accumulator, NULL,
6888 _clutter_marshal_BOOLEAN__BOXED,
6890 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6893 * ClutterActor::leave-event:
6894 * @actor: the actor which the pointer has left
6895 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6897 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6899 * Return value: %TRUE if the event has been handled by the actor,
6900 * or %FALSE to continue the emission.
6904 actor_signals[LEAVE_EVENT] =
6905 g_signal_new (I_("leave-event"),
6906 G_TYPE_FROM_CLASS (object_class),
6908 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6909 _clutter_boolean_handled_accumulator, NULL,
6910 _clutter_marshal_BOOLEAN__BOXED,
6912 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6915 * ClutterActor::captured-event:
6916 * @actor: the actor which received the signal
6917 * @event: a #ClutterEvent
6919 * The ::captured-event signal is emitted when an event is captured
6920 * by Clutter. This signal will be emitted starting from the top-level
6921 * container (the #ClutterStage) to the actor which received the event
6922 * going down the hierarchy. This signal can be used to intercept every
6923 * event before the specialized events (like
6924 * ClutterActor::button-press-event or ::key-released-event) are
6927 * Return value: %TRUE if the event has been handled by the actor,
6928 * or %FALSE to continue the emission.
6932 actor_signals[CAPTURED_EVENT] =
6933 g_signal_new (I_("captured-event"),
6934 G_TYPE_FROM_CLASS (object_class),
6936 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6937 _clutter_boolean_handled_accumulator, NULL,
6938 _clutter_marshal_BOOLEAN__BOXED,
6940 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6943 * ClutterActor::paint:
6944 * @actor: the #ClutterActor that received the signal
6946 * The ::paint signal is emitted each time an actor is being painted.
6948 * Subclasses of #ClutterActor should override the class signal handler
6949 * and paint themselves in that function.
6951 * It is possible to connect a handler to the ::paint signal in order
6952 * to set up some custom aspect of a paint.
6956 actor_signals[PAINT] =
6957 g_signal_new (I_("paint"),
6958 G_TYPE_FROM_CLASS (object_class),
6961 G_STRUCT_OFFSET (ClutterActorClass, paint),
6963 _clutter_marshal_VOID__VOID,
6966 * ClutterActor::realize:
6967 * @actor: the #ClutterActor that received the signal
6969 * The ::realize signal is emitted each time an actor is being
6974 actor_signals[REALIZE] =
6975 g_signal_new (I_("realize"),
6976 G_TYPE_FROM_CLASS (object_class),
6978 G_STRUCT_OFFSET (ClutterActorClass, realize),
6980 _clutter_marshal_VOID__VOID,
6983 * ClutterActor::unrealize:
6984 * @actor: the #ClutterActor that received the signal
6986 * The ::unrealize signal is emitted each time an actor is being
6991 actor_signals[UNREALIZE] =
6992 g_signal_new (I_("unrealize"),
6993 G_TYPE_FROM_CLASS (object_class),
6995 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6997 _clutter_marshal_VOID__VOID,
7001 * ClutterActor::pick:
7002 * @actor: the #ClutterActor that received the signal
7003 * @color: the #ClutterColor to be used when picking
7005 * The ::pick signal is emitted each time an actor is being painted
7006 * in "pick mode". The pick mode is used to identify the actor during
7007 * the event handling phase, or by clutter_stage_get_actor_at_pos().
7008 * The actor should paint its shape using the passed @pick_color.
7010 * Subclasses of #ClutterActor should override the class signal handler
7011 * and paint themselves in that function.
7013 * It is possible to connect a handler to the ::pick signal in order
7014 * to set up some custom aspect of a paint in pick mode.
7018 actor_signals[PICK] =
7019 g_signal_new (I_("pick"),
7020 G_TYPE_FROM_CLASS (object_class),
7022 G_STRUCT_OFFSET (ClutterActorClass, pick),
7024 _clutter_marshal_VOID__BOXED,
7026 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
7029 * ClutterActor::allocation-changed:
7030 * @actor: the #ClutterActor that emitted the signal
7031 * @box: a #ClutterActorBox with the new allocation
7032 * @flags: #ClutterAllocationFlags for the allocation
7034 * The ::allocation-changed signal is emitted when the
7035 * #ClutterActor:allocation property changes. Usually, application
7036 * code should just use the notifications for the :allocation property
7037 * but if you want to track the allocation flags as well, for instance
7038 * to know whether the absolute origin of @actor changed, then you might
7039 * want use this signal instead.
7043 actor_signals[ALLOCATION_CHANGED] =
7044 g_signal_new (I_("allocation-changed"),
7045 G_TYPE_FROM_CLASS (object_class),
7049 _clutter_marshal_VOID__BOXED_FLAGS,
7051 CLUTTER_TYPE_ACTOR_BOX | G_SIGNAL_TYPE_STATIC_SCOPE,
7052 CLUTTER_TYPE_ALLOCATION_FLAGS);
7055 * ClutterActor::transitions-completed:
7056 * @actor: a #ClutterActor
7058 * The ::transitions-completed signal is emitted once all transitions
7059 * involving @actor are complete.
7063 actor_signals[TRANSITIONS_COMPLETED] =
7064 g_signal_new (I_("transitions-completed"),
7065 G_TYPE_FROM_CLASS (object_class),
7069 _clutter_marshal_VOID__VOID,
7074 clutter_actor_init (ClutterActor *self)
7076 ClutterActorPrivate *priv;
7078 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
7080 priv->id = _clutter_context_acquire_id (self);
7083 priv->opacity = 0xff;
7084 priv->show_on_set_parent = TRUE;
7086 priv->needs_width_request = TRUE;
7087 priv->needs_height_request = TRUE;
7088 priv->needs_allocation = TRUE;
7090 priv->cached_width_age = 1;
7091 priv->cached_height_age = 1;
7093 priv->opacity_override = -1;
7094 priv->enable_model_view_transform = TRUE;
7096 /* Initialize an empty paint volume to start with */
7097 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
7098 priv->last_paint_volume_valid = TRUE;
7100 priv->transform_valid = FALSE;
7102 /* the default is to stretch the content, to match the
7103 * current behaviour of basically all actors. also, it's
7104 * the easiest thing to compute.
7106 priv->content_gravity = CLUTTER_CONTENT_GRAVITY_RESIZE_FILL;
7107 priv->min_filter = CLUTTER_SCALING_FILTER_LINEAR;
7108 priv->mag_filter = CLUTTER_SCALING_FILTER_LINEAR;
7112 * clutter_actor_new:
7114 * Creates a new #ClutterActor.
7116 * A newly created actor has a floating reference, which will be sunk
7117 * when it is added to another actor.
7119 * Return value: (transfer full): the newly created #ClutterActor
7124 clutter_actor_new (void)
7126 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
7130 * clutter_actor_destroy:
7131 * @self: a #ClutterActor
7133 * Destroys an actor. When an actor is destroyed, it will break any
7134 * references it holds to other objects. If the actor is inside a
7135 * container, the actor will be removed.
7137 * When you destroy a container, its children will be destroyed as well.
7139 * Note: you cannot destroy the #ClutterStage returned by
7140 * clutter_stage_get_default().
7143 clutter_actor_destroy (ClutterActor *self)
7145 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7147 g_object_ref (self);
7149 /* avoid recursion while destroying */
7150 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
7152 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
7154 g_object_run_dispose (G_OBJECT (self));
7156 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
7159 g_object_unref (self);
7163 _clutter_actor_finish_queue_redraw (ClutterActor *self,
7164 ClutterPaintVolume *clip)
7166 ClutterActorPrivate *priv = self->priv;
7167 ClutterPaintVolume *pv;
7170 /* Remove queue entry early in the process, otherwise a new
7171 queue_redraw() during signal handling could put back this
7172 object in the stage redraw list (but the entry is freed as
7173 soon as we return from this function, causing a segfault
7176 priv->queue_redraw_entry = NULL;
7178 /* If we've been explicitly passed a clip volume then there's
7179 * nothing more to calculate, but otherwise the only thing we know
7180 * is that the change is constrained to the given actor.
7182 * The idea is that if we know the paint volume for where the actor
7183 * was last drawn (in eye coordinates) and we also have the paint
7184 * volume for where it will be drawn next (in actor coordinates)
7185 * then if we queue a redraw for both these volumes that will cover
7186 * everything that needs to be redrawn to clear the old view and
7187 * show the latest view of the actor.
7189 * Don't clip this redraw if we don't know what position we had for
7190 * the previous redraw since we don't know where to set the clip so
7191 * it will clear the actor as it is currently.
7195 _clutter_actor_set_queue_redraw_clip (self, clip);
7198 else if (G_LIKELY (priv->last_paint_volume_valid))
7200 pv = _clutter_actor_get_paint_volume_mutable (self);
7203 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7205 /* make sure we redraw the actors old position... */
7206 _clutter_actor_set_queue_redraw_clip (stage,
7207 &priv->last_paint_volume);
7208 _clutter_actor_signal_queue_redraw (stage, stage);
7209 _clutter_actor_set_queue_redraw_clip (stage, NULL);
7211 /* XXX: Ideally the redraw signal would take a clip volume
7212 * argument, but that would be an ABI break. Until we can
7213 * break the ABI we pass the argument out-of-band
7216 /* setup the clip for the actors new position... */
7217 _clutter_actor_set_queue_redraw_clip (self, pv);
7226 _clutter_actor_signal_queue_redraw (self, self);
7228 /* Just in case anyone is manually firing redraw signals without
7229 * using the public queue_redraw() API we are careful to ensure that
7230 * our out-of-band clip member is cleared before returning...
7232 * Note: A NULL clip denotes a full-stage, un-clipped redraw
7234 if (G_LIKELY (clipped))
7235 _clutter_actor_set_queue_redraw_clip (self, NULL);
7239 _clutter_actor_get_allocation_clip (ClutterActor *self,
7240 ClutterActorBox *clip)
7242 ClutterActorBox allocation;
7244 /* XXX: we don't care if we get an out of date allocation here
7245 * because clutter_actor_queue_redraw_with_clip knows to ignore
7246 * the clip if the actor's allocation is invalid.
7248 * This is noted because clutter_actor_get_allocation_box does some
7249 * unnecessary work to support buggy code with a comment suggesting
7250 * that it could be changed later which would be good for this use
7253 clutter_actor_get_allocation_box (self, &allocation);
7255 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
7256 * actor's own coordinate space but the allocation is in parent
7260 clip->x2 = allocation.x2 - allocation.x1;
7261 clip->y2 = allocation.y2 - allocation.y1;
7265 _clutter_actor_queue_redraw_full (ClutterActor *self,
7266 ClutterRedrawFlags flags,
7267 ClutterPaintVolume *volume,
7268 ClutterEffect *effect)
7270 ClutterActorPrivate *priv = self->priv;
7271 ClutterPaintVolume allocation_pv;
7272 ClutterPaintVolume *pv;
7273 gboolean should_free_pv;
7274 ClutterActor *stage;
7276 /* Here's an outline of the actor queue redraw mechanism:
7278 * The process starts in one of the following two functions which
7279 * are wrappers for this function:
7280 * clutter_actor_queue_redraw
7281 * _clutter_actor_queue_redraw_with_clip
7283 * additionally, an effect can queue a redraw by wrapping this
7284 * function in clutter_effect_queue_rerun
7286 * This functions queues an entry in a list associated with the
7287 * stage which is a list of actors that queued a redraw while
7288 * updating the timelines, performing layouting and processing other
7289 * mainloop sources before the next paint starts.
7291 * We aim to minimize the processing done at this point because
7292 * there is a good chance other events will happen while updating
7293 * the scenegraph that would invalidate any expensive work we might
7294 * otherwise try to do here. For example we don't try and resolve
7295 * the screen space bounding box of an actor at this stage so as to
7296 * minimize how much of the screen redraw because it's possible
7297 * something else will happen which will force a full redraw anyway.
7299 * When all updates are complete and we come to paint the stage then
7300 * we iterate this list and actually emit the "queue-redraw" signals
7301 * for each of the listed actors which will bubble up to the stage
7302 * for each actor and at that point we will transform the actors
7303 * paint volume into screen coordinates to determine the clip region
7304 * for what needs to be redrawn in the next paint.
7306 * Besides minimizing redundant work another reason for this
7307 * deferred design is that it's more likely we will be able to
7308 * determine the paint volume of an actor once we've finished
7309 * updating the scenegraph because its allocation should be up to
7310 * date. NB: If we can't determine an actors paint volume then we
7311 * can't automatically queue a clipped redraw which can make a big
7312 * difference to performance.
7314 * So the control flow goes like this:
7315 * One of clutter_actor_queue_redraw,
7316 * _clutter_actor_queue_redraw_with_clip
7317 * or clutter_effect_queue_rerun
7319 * then control moves to:
7320 * _clutter_stage_queue_actor_redraw
7322 * later during _clutter_stage_do_update, once relayouting is done
7323 * and the scenegraph has been updated we will call:
7324 * _clutter_stage_finish_queue_redraws
7326 * _clutter_stage_finish_queue_redraws will call
7327 * _clutter_actor_finish_queue_redraw for each listed actor.
7328 * Note: actors *are* allowed to queue further redraws during this
7329 * process (considering clone actors or texture_new_from_actor which
7330 * respond to their source queueing a redraw by queuing a redraw
7331 * themselves). We repeat the process until the list is empty.
7333 * This will result in the "queue-redraw" signal being fired for
7334 * each actor which will pass control to the default signal handler:
7335 * clutter_actor_real_queue_redraw
7337 * This will bubble up to the stages handler:
7338 * clutter_stage_real_queue_redraw
7340 * clutter_stage_real_queue_redraw will transform the actors paint
7341 * volume into screen space and add it as a clip region for the next
7345 /* ignore queueing a redraw for actors being destroyed */
7346 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
7349 stage = _clutter_actor_get_stage_internal (self);
7351 /* Ignore queueing a redraw for actors not descended from a stage */
7355 /* ignore queueing a redraw on stages that are being destroyed */
7356 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
7359 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
7361 ClutterActorBox allocation_clip;
7362 ClutterVertex origin;
7364 /* If the actor doesn't have a valid allocation then we will
7365 * queue a full stage redraw. */
7366 if (priv->needs_allocation)
7368 /* NB: NULL denotes an undefined clip which will result in a
7370 _clutter_actor_set_queue_redraw_clip (self, NULL);
7371 _clutter_actor_signal_queue_redraw (self, self);
7375 _clutter_paint_volume_init_static (&allocation_pv, self);
7376 pv = &allocation_pv;
7378 _clutter_actor_get_allocation_clip (self, &allocation_clip);
7380 origin.x = allocation_clip.x1;
7381 origin.y = allocation_clip.y1;
7383 clutter_paint_volume_set_origin (pv, &origin);
7384 clutter_paint_volume_set_width (pv,
7385 allocation_clip.x2 - allocation_clip.x1);
7386 clutter_paint_volume_set_height (pv,
7387 allocation_clip.y2 -
7388 allocation_clip.y1);
7389 should_free_pv = TRUE;
7394 should_free_pv = FALSE;
7397 self->priv->queue_redraw_entry =
7398 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
7399 priv->queue_redraw_entry,
7404 clutter_paint_volume_free (pv);
7406 /* If this is the first redraw queued then we can directly use the
7408 if (!priv->is_dirty)
7409 priv->effect_to_redraw = effect;
7410 /* Otherwise we need to merge it with the existing effect parameter */
7411 else if (effect != NULL)
7413 /* If there's already an effect then we need to use whichever is
7414 later in the chain of actors. Otherwise a full redraw has
7415 already been queued on the actor so we need to ignore the
7417 if (priv->effect_to_redraw != NULL)
7419 if (priv->effects == NULL)
7420 g_warning ("Redraw queued with an effect that is "
7421 "not applied to the actor");
7426 for (l = _clutter_meta_group_peek_metas (priv->effects);
7430 if (l->data == priv->effect_to_redraw ||
7432 priv->effect_to_redraw = l->data;
7439 /* If no effect is specified then we need to redraw the whole
7441 priv->effect_to_redraw = NULL;
7444 priv->is_dirty = TRUE;
7448 * clutter_actor_queue_redraw:
7449 * @self: A #ClutterActor
7451 * Queues up a redraw of an actor and any children. The redraw occurs
7452 * once the main loop becomes idle (after the current batch of events
7453 * has been processed, roughly).
7455 * Applications rarely need to call this, as redraws are handled
7456 * automatically by modification functions.
7458 * This function will not do anything if @self is not visible, or
7459 * if the actor is inside an invisible part of the scenegraph.
7461 * Also be aware that painting is a NOP for actors with an opacity of
7464 * When you are implementing a custom actor you must queue a redraw
7465 * whenever some private state changes that will affect painting or
7466 * picking of your actor.
7469 clutter_actor_queue_redraw (ClutterActor *self)
7471 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7473 _clutter_actor_queue_redraw_full (self,
7475 NULL, /* clip volume */
7480 * _clutter_actor_queue_redraw_with_clip:
7481 * @self: A #ClutterActor
7482 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
7483 * this queue redraw.
7484 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
7485 * redrawn or %NULL if you are just using a @flag to state your
7488 * Queues up a clipped redraw of an actor and any children. The redraw
7489 * occurs once the main loop becomes idle (after the current batch of
7490 * events has been processed, roughly).
7492 * If no flags are given the clip volume is defined by @volume
7493 * specified in actor coordinates and tells Clutter that only content
7494 * within this volume has been changed so Clutter can optionally
7495 * optimize the redraw.
7497 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
7498 * should be %NULL and this tells Clutter to use the actor's current
7499 * allocation as a clip box. This flag can only be used for 2D actors,
7500 * because any actor with depth may be projected outside its
7503 * Applications rarely need to call this, as redraws are handled
7504 * automatically by modification functions.
7506 * This function will not do anything if @self is not visible, or if
7507 * the actor is inside an invisible part of the scenegraph.
7509 * Also be aware that painting is a NOP for actors with an opacity of
7512 * When you are implementing a custom actor you must queue a redraw
7513 * whenever some private state changes that will affect painting or
7514 * picking of your actor.
7517 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
7518 ClutterRedrawFlags flags,
7519 ClutterPaintVolume *volume)
7521 _clutter_actor_queue_redraw_full (self,
7523 volume, /* clip volume */
7528 _clutter_actor_queue_only_relayout (ClutterActor *self)
7530 ClutterActorPrivate *priv = self->priv;
7532 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
7535 if (priv->needs_width_request &&
7536 priv->needs_height_request &&
7537 priv->needs_allocation)
7538 return; /* save some cpu cycles */
7540 #if CLUTTER_ENABLE_DEBUG
7541 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
7543 g_warning ("The actor '%s' is currently inside an allocation "
7544 "cycle; calling clutter_actor_queue_relayout() is "
7546 _clutter_actor_get_debug_name (self));
7548 #endif /* CLUTTER_ENABLE_DEBUG */
7550 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
7554 * clutter_actor_queue_redraw_with_clip:
7555 * @self: a #ClutterActor
7556 * @clip: (allow-none): a rectangular clip region, or %NULL
7558 * Queues a redraw on @self limited to a specific, actor-relative
7561 * If @clip is %NULL this function is equivalent to
7562 * clutter_actor_queue_redraw().
7567 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
7568 const cairo_rectangle_int_t *clip)
7570 ClutterPaintVolume volume;
7571 ClutterVertex origin;
7573 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7577 clutter_actor_queue_redraw (self);
7581 _clutter_paint_volume_init_static (&volume, self);
7587 clutter_paint_volume_set_origin (&volume, &origin);
7588 clutter_paint_volume_set_width (&volume, clip->width);
7589 clutter_paint_volume_set_height (&volume, clip->height);
7591 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
7593 clutter_paint_volume_free (&volume);
7597 * clutter_actor_queue_relayout:
7598 * @self: A #ClutterActor
7600 * Indicates that the actor's size request or other layout-affecting
7601 * properties may have changed. This function is used inside #ClutterActor
7602 * subclass implementations, not by applications directly.
7604 * Queueing a new layout automatically queues a redraw as well.
7609 clutter_actor_queue_relayout (ClutterActor *self)
7611 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7613 _clutter_actor_queue_only_relayout (self);
7614 clutter_actor_queue_redraw (self);
7618 * clutter_actor_get_preferred_size:
7619 * @self: a #ClutterActor
7620 * @min_width_p: (out) (allow-none): return location for the minimum
7622 * @min_height_p: (out) (allow-none): return location for the minimum
7624 * @natural_width_p: (out) (allow-none): return location for the natural
7626 * @natural_height_p: (out) (allow-none): return location for the natural
7629 * Computes the preferred minimum and natural size of an actor, taking into
7630 * account the actor's geometry management (either height-for-width
7631 * or width-for-height).
7633 * The width and height used to compute the preferred height and preferred
7634 * width are the actor's natural ones.
7636 * If you need to control the height for the preferred width, or the width for
7637 * the preferred height, you should use clutter_actor_get_preferred_width()
7638 * and clutter_actor_get_preferred_height(), and check the actor's preferred
7639 * geometry management using the #ClutterActor:request-mode property.
7644 clutter_actor_get_preferred_size (ClutterActor *self,
7645 gfloat *min_width_p,
7646 gfloat *min_height_p,
7647 gfloat *natural_width_p,
7648 gfloat *natural_height_p)
7650 ClutterActorPrivate *priv;
7651 gfloat min_width, min_height;
7652 gfloat natural_width, natural_height;
7654 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7658 min_width = min_height = 0;
7659 natural_width = natural_height = 0;
7661 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7663 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
7664 clutter_actor_get_preferred_width (self, -1,
7667 clutter_actor_get_preferred_height (self, natural_width,
7673 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
7674 clutter_actor_get_preferred_height (self, -1,
7677 clutter_actor_get_preferred_width (self, natural_height,
7683 *min_width_p = min_width;
7686 *min_height_p = min_height;
7688 if (natural_width_p)
7689 *natural_width_p = natural_width;
7691 if (natural_height_p)
7692 *natural_height_p = natural_height;
7697 * @align: a #ClutterActorAlign
7698 * @direction: a #ClutterTextDirection
7700 * Retrieves the correct alignment depending on the text direction
7702 * Return value: the effective alignment
7704 static ClutterActorAlign
7705 effective_align (ClutterActorAlign align,
7706 ClutterTextDirection direction)
7708 ClutterActorAlign res;
7712 case CLUTTER_ACTOR_ALIGN_START:
7713 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7714 ? CLUTTER_ACTOR_ALIGN_END
7715 : CLUTTER_ACTOR_ALIGN_START;
7718 case CLUTTER_ACTOR_ALIGN_END:
7719 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7720 ? CLUTTER_ACTOR_ALIGN_START
7721 : CLUTTER_ACTOR_ALIGN_END;
7733 adjust_for_margin (float margin_start,
7735 float *minimum_size,
7736 float *natural_size,
7737 float *allocated_start,
7738 float *allocated_end)
7740 *minimum_size -= (margin_start + margin_end);
7741 *natural_size -= (margin_start + margin_end);
7742 *allocated_start += margin_start;
7743 *allocated_end -= margin_end;
7747 adjust_for_alignment (ClutterActorAlign alignment,
7749 float *allocated_start,
7750 float *allocated_end)
7752 float allocated_size = *allocated_end - *allocated_start;
7756 case CLUTTER_ACTOR_ALIGN_FILL:
7760 case CLUTTER_ACTOR_ALIGN_START:
7762 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7765 case CLUTTER_ACTOR_ALIGN_END:
7766 if (allocated_size > natural_size)
7768 *allocated_start += (allocated_size - natural_size);
7769 *allocated_end = *allocated_start + natural_size;
7773 case CLUTTER_ACTOR_ALIGN_CENTER:
7774 if (allocated_size > natural_size)
7776 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7777 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7784 * clutter_actor_adjust_width:
7785 * @self: a #ClutterActor
7786 * @minimum_width: (inout): the actor's preferred minimum width, which
7787 * will be adjusted depending on the margin
7788 * @natural_width: (inout): the actor's preferred natural width, which
7789 * will be adjusted depending on the margin
7790 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7791 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7793 * Adjusts the preferred and allocated position and size of an actor,
7794 * depending on the margin and alignment properties.
7797 clutter_actor_adjust_width (ClutterActor *self,
7798 gfloat *minimum_width,
7799 gfloat *natural_width,
7800 gfloat *adjusted_x1,
7801 gfloat *adjusted_x2)
7803 ClutterTextDirection text_dir;
7804 const ClutterLayoutInfo *info;
7806 info = _clutter_actor_get_layout_info_or_defaults (self);
7807 text_dir = clutter_actor_get_text_direction (self);
7809 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7811 /* this will tweak natural_width to remove the margin, so that
7812 * adjust_for_alignment() will use the correct size
7814 adjust_for_margin (info->margin.left, info->margin.right,
7815 minimum_width, natural_width,
7816 adjusted_x1, adjusted_x2);
7818 adjust_for_alignment (effective_align (info->x_align, text_dir),
7820 adjusted_x1, adjusted_x2);
7824 * clutter_actor_adjust_height:
7825 * @self: a #ClutterActor
7826 * @minimum_height: (inout): the actor's preferred minimum height, which
7827 * will be adjusted depending on the margin
7828 * @natural_height: (inout): the actor's preferred natural height, which
7829 * will be adjusted depending on the margin
7830 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7831 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7833 * Adjusts the preferred and allocated position and size of an actor,
7834 * depending on the margin and alignment properties.
7837 clutter_actor_adjust_height (ClutterActor *self,
7838 gfloat *minimum_height,
7839 gfloat *natural_height,
7840 gfloat *adjusted_y1,
7841 gfloat *adjusted_y2)
7843 const ClutterLayoutInfo *info;
7845 info = _clutter_actor_get_layout_info_or_defaults (self);
7847 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7849 /* this will tweak natural_height to remove the margin, so that
7850 * adjust_for_alignment() will use the correct size
7852 adjust_for_margin (info->margin.top, info->margin.bottom,
7853 minimum_height, natural_height,
7857 /* we don't use effective_align() here, because text direction
7858 * only affects the horizontal axis
7860 adjust_for_alignment (info->y_align,
7867 /* looks for a cached size request for this for_size. If not
7868 * found, returns the oldest entry so it can be overwritten */
7870 _clutter_actor_get_cached_size_request (gfloat for_size,
7871 SizeRequest *cached_size_requests,
7872 SizeRequest **result)
7876 *result = &cached_size_requests[0];
7878 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7882 sr = &cached_size_requests[i];
7885 sr->for_size == for_size)
7887 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7891 else if (sr->age < (*result)->age)
7897 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7903 * clutter_actor_get_preferred_width:
7904 * @self: A #ClutterActor
7905 * @for_height: available height when computing the preferred width,
7906 * or a negative value to indicate that no height is defined
7907 * @min_width_p: (out) (allow-none): return location for minimum width,
7909 * @natural_width_p: (out) (allow-none): return location for the natural
7912 * Computes the requested minimum and natural widths for an actor,
7913 * optionally depending on the specified height, or if they are
7914 * already computed, returns the cached values.
7916 * An actor may not get its request - depending on the layout
7917 * manager that's in effect.
7919 * A request should not incorporate the actor's scale or anchor point;
7920 * those transformations do not affect layout, only rendering.
7925 clutter_actor_get_preferred_width (ClutterActor *self,
7927 gfloat *min_width_p,
7928 gfloat *natural_width_p)
7930 float request_min_width, request_natural_width;
7931 SizeRequest *cached_size_request;
7932 const ClutterLayoutInfo *info;
7933 ClutterActorPrivate *priv;
7934 gboolean found_in_cache;
7936 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7940 info = _clutter_actor_get_layout_info_or_defaults (self);
7942 /* we shortcircuit the case of a fixed size set using set_width() */
7943 if (priv->min_width_set && priv->natural_width_set)
7945 if (min_width_p != NULL)
7946 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7948 if (natural_width_p != NULL)
7949 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7954 /* the remaining cases are:
7956 * - either min_width or natural_width have been set
7957 * - neither min_width or natural_width have been set
7959 * in both cases, we go through the cache (and through the actor in case
7960 * of cache misses) and determine the authoritative value depending on
7964 if (!priv->needs_width_request)
7967 _clutter_actor_get_cached_size_request (for_height,
7968 priv->width_requests,
7969 &cached_size_request);
7973 /* if the actor needs a width request we use the first slot */
7974 found_in_cache = FALSE;
7975 cached_size_request = &priv->width_requests[0];
7978 if (!found_in_cache)
7980 gfloat minimum_width, natural_width;
7981 ClutterActorClass *klass;
7983 minimum_width = natural_width = 0;
7985 /* adjust for the margin */
7986 if (for_height >= 0)
7988 for_height -= (info->margin.top + info->margin.bottom);
7993 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7995 klass = CLUTTER_ACTOR_GET_CLASS (self);
7996 klass->get_preferred_width (self, for_height,
8000 /* adjust for the margin */
8001 minimum_width += (info->margin.left + info->margin.right);
8002 natural_width += (info->margin.left + info->margin.right);
8004 /* Due to accumulated float errors, it's better not to warn
8005 * on this, but just fix it.
8007 if (natural_width < minimum_width)
8008 natural_width = minimum_width;
8010 cached_size_request->min_size = minimum_width;
8011 cached_size_request->natural_size = natural_width;
8012 cached_size_request->for_size = for_height;
8013 cached_size_request->age = priv->cached_width_age;
8015 priv->cached_width_age += 1;
8016 priv->needs_width_request = FALSE;
8019 if (!priv->min_width_set)
8020 request_min_width = cached_size_request->min_size;
8022 request_min_width = info->min_width;
8024 if (!priv->natural_width_set)
8025 request_natural_width = cached_size_request->natural_size;
8027 request_natural_width = info->natural_width;
8030 *min_width_p = request_min_width;
8032 if (natural_width_p)
8033 *natural_width_p = request_natural_width;
8037 * clutter_actor_get_preferred_height:
8038 * @self: A #ClutterActor
8039 * @for_width: available width to assume in computing desired height,
8040 * or a negative value to indicate that no width is defined
8041 * @min_height_p: (out) (allow-none): return location for minimum height,
8043 * @natural_height_p: (out) (allow-none): return location for natural
8046 * Computes the requested minimum and natural heights for an actor,
8047 * or if they are already computed, returns the cached values.
8049 * An actor may not get its request - depending on the layout
8050 * manager that's in effect.
8052 * A request should not incorporate the actor's scale or anchor point;
8053 * those transformations do not affect layout, only rendering.
8058 clutter_actor_get_preferred_height (ClutterActor *self,
8060 gfloat *min_height_p,
8061 gfloat *natural_height_p)
8063 float request_min_height, request_natural_height;
8064 SizeRequest *cached_size_request;
8065 const ClutterLayoutInfo *info;
8066 ClutterActorPrivate *priv;
8067 gboolean found_in_cache;
8069 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8073 info = _clutter_actor_get_layout_info_or_defaults (self);
8075 /* we shortcircuit the case of a fixed size set using set_height() */
8076 if (priv->min_height_set && priv->natural_height_set)
8078 if (min_height_p != NULL)
8079 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
8081 if (natural_height_p != NULL)
8082 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
8087 /* the remaining cases are:
8089 * - either min_height or natural_height have been set
8090 * - neither min_height or natural_height have been set
8092 * in both cases, we go through the cache (and through the actor in case
8093 * of cache misses) and determine the authoritative value depending on
8097 if (!priv->needs_height_request)
8100 _clutter_actor_get_cached_size_request (for_width,
8101 priv->height_requests,
8102 &cached_size_request);
8106 found_in_cache = FALSE;
8107 cached_size_request = &priv->height_requests[0];
8110 if (!found_in_cache)
8112 gfloat minimum_height, natural_height;
8113 ClutterActorClass *klass;
8115 minimum_height = natural_height = 0;
8117 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
8119 /* adjust for margin */
8122 for_width -= (info->margin.left + info->margin.right);
8127 klass = CLUTTER_ACTOR_GET_CLASS (self);
8128 klass->get_preferred_height (self, for_width,
8132 /* adjust for margin */
8133 minimum_height += (info->margin.top + info->margin.bottom);
8134 natural_height += (info->margin.top + info->margin.bottom);
8136 /* Due to accumulated float errors, it's better not to warn
8137 * on this, but just fix it.
8139 if (natural_height < minimum_height)
8140 natural_height = minimum_height;
8142 cached_size_request->min_size = minimum_height;
8143 cached_size_request->natural_size = natural_height;
8144 cached_size_request->for_size = for_width;
8145 cached_size_request->age = priv->cached_height_age;
8147 priv->cached_height_age += 1;
8148 priv->needs_height_request = FALSE;
8151 if (!priv->min_height_set)
8152 request_min_height = cached_size_request->min_size;
8154 request_min_height = info->min_height;
8156 if (!priv->natural_height_set)
8157 request_natural_height = cached_size_request->natural_size;
8159 request_natural_height = info->natural_height;
8162 *min_height_p = request_min_height;
8164 if (natural_height_p)
8165 *natural_height_p = request_natural_height;
8169 * clutter_actor_get_allocation_box:
8170 * @self: A #ClutterActor
8171 * @box: (out): the function fills this in with the actor's allocation
8173 * Gets the layout box an actor has been assigned. The allocation can
8174 * only be assumed valid inside a paint() method; anywhere else, it
8175 * may be out-of-date.
8177 * An allocation does not incorporate the actor's scale or anchor point;
8178 * those transformations do not affect layout, only rendering.
8180 * <note>Do not call any of the clutter_actor_get_allocation_*() family
8181 * of functions inside the implementation of the get_preferred_width()
8182 * or get_preferred_height() virtual functions.</note>
8187 clutter_actor_get_allocation_box (ClutterActor *self,
8188 ClutterActorBox *box)
8190 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8192 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
8193 * which limits calling get_allocation to inside paint() basically; or
8194 * we can 2) force a layout, which could be expensive if someone calls
8195 * get_allocation somewhere silly; or we can 3) just return the latest
8196 * value, allowing it to be out-of-date, and assume people know what
8199 * The least-surprises approach that keeps existing code working is
8200 * likely to be 2). People can end up doing some inefficient things,
8201 * though, and in general code that requires 2) is probably broken.
8204 /* this implements 2) */
8205 if (G_UNLIKELY (self->priv->needs_allocation))
8207 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
8209 /* do not queue a relayout on an unparented actor */
8211 _clutter_stage_maybe_relayout (stage);
8214 /* commenting out the code above and just keeping this assigment
8217 *box = self->priv->allocation;
8221 * clutter_actor_get_allocation_geometry:
8222 * @self: A #ClutterActor
8223 * @geom: (out): allocation geometry in pixels
8225 * Gets the layout box an actor has been assigned. The allocation can
8226 * only be assumed valid inside a paint() method; anywhere else, it
8227 * may be out-of-date.
8229 * An allocation does not incorporate the actor's scale or anchor point;
8230 * those transformations do not affect layout, only rendering.
8232 * The returned rectangle is in pixels.
8237 clutter_actor_get_allocation_geometry (ClutterActor *self,
8238 ClutterGeometry *geom)
8240 ClutterActorBox box;
8242 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8243 g_return_if_fail (geom != NULL);
8245 clutter_actor_get_allocation_box (self, &box);
8247 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
8248 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
8249 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
8250 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
8254 clutter_actor_update_constraints (ClutterActor *self,
8255 ClutterActorBox *allocation)
8257 ClutterActorPrivate *priv = self->priv;
8258 const GList *constraints, *l;
8260 if (priv->constraints == NULL)
8263 constraints = _clutter_meta_group_peek_metas (priv->constraints);
8264 for (l = constraints; l != NULL; l = l->next)
8266 ClutterConstraint *constraint = l->data;
8267 ClutterActorMeta *meta = l->data;
8269 if (clutter_actor_meta_get_enabled (meta))
8271 _clutter_constraint_update_allocation (constraint,
8275 CLUTTER_NOTE (LAYOUT,
8276 "Allocation of '%s' after constraint '%s': "
8277 "{ %.2f, %.2f, %.2f, %.2f }",
8278 _clutter_actor_get_debug_name (self),
8279 _clutter_actor_meta_get_debug_name (meta),
8289 * clutter_actor_adjust_allocation:
8290 * @self: a #ClutterActor
8291 * @allocation: (inout): the allocation to adjust
8293 * Adjusts the passed allocation box taking into account the actor's
8294 * layout information, like alignment, expansion, and margin.
8297 clutter_actor_adjust_allocation (ClutterActor *self,
8298 ClutterActorBox *allocation)
8300 ClutterActorBox adj_allocation;
8301 float alloc_width, alloc_height;
8302 float min_width, min_height;
8303 float nat_width, nat_height;
8304 ClutterRequestMode req_mode;
8306 adj_allocation = *allocation;
8308 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
8310 /* we want to hit the cache, so we use the public API */
8311 req_mode = clutter_actor_get_request_mode (self);
8313 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8315 clutter_actor_get_preferred_width (self, -1,
8318 clutter_actor_get_preferred_height (self, alloc_width,
8322 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
8324 clutter_actor_get_preferred_height (self, -1,
8327 clutter_actor_get_preferred_height (self, alloc_height,
8332 #ifdef CLUTTER_ENABLE_DEBUG
8333 /* warn about underallocations */
8334 if (_clutter_diagnostic_enabled () &&
8335 (floorf (min_width - alloc_width) > 0 ||
8336 floorf (min_height - alloc_height) > 0))
8338 ClutterActor *parent = clutter_actor_get_parent (self);
8340 /* the only actors that are allowed to be underallocated are the Stage,
8341 * as it doesn't have an implicit size, and Actors that specifically
8342 * told us that they want to opt-out from layout control mechanisms
8343 * through the NO_LAYOUT escape hatch.
8345 if (parent != NULL &&
8346 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
8348 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
8349 "of %.2f x %.2f from its parent actor '%s', but its "
8350 "requested minimum size is of %.2f x %.2f",
8351 _clutter_actor_get_debug_name (self),
8352 alloc_width, alloc_height,
8353 _clutter_actor_get_debug_name (parent),
8354 min_width, min_height);
8359 clutter_actor_adjust_width (self,
8363 &adj_allocation.x2);
8365 clutter_actor_adjust_height (self,
8369 &adj_allocation.y2);
8371 /* we maintain the invariant that an allocation cannot be adjusted
8372 * to be outside the parent-given box
8374 if (adj_allocation.x1 < allocation->x1 ||
8375 adj_allocation.y1 < allocation->y1 ||
8376 adj_allocation.x2 > allocation->x2 ||
8377 adj_allocation.y2 > allocation->y2)
8379 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
8380 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
8381 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
8382 _clutter_actor_get_debug_name (self),
8383 adj_allocation.x1, adj_allocation.y1,
8384 adj_allocation.x2 - adj_allocation.x1,
8385 adj_allocation.y2 - adj_allocation.y1,
8386 allocation->x1, allocation->y1,
8387 allocation->x2 - allocation->x1,
8388 allocation->y2 - allocation->y1);
8392 *allocation = adj_allocation;
8396 * clutter_actor_allocate:
8397 * @self: A #ClutterActor
8398 * @box: new allocation of the actor, in parent-relative coordinates
8399 * @flags: flags that control the allocation
8401 * Called by the parent of an actor to assign the actor its size.
8402 * Should never be called by applications (except when implementing
8403 * a container or layout manager).
8405 * Actors can know from their allocation box whether they have moved
8406 * with respect to their parent actor. The @flags parameter describes
8407 * additional information about the allocation, for instance whether
8408 * the parent has moved with respect to the stage, for example because
8409 * a grandparent's origin has moved.
8414 clutter_actor_allocate (ClutterActor *self,
8415 const ClutterActorBox *box,
8416 ClutterAllocationFlags flags)
8418 ClutterActorPrivate *priv;
8419 ClutterActorClass *klass;
8420 ClutterActorBox old_allocation, real_allocation;
8421 gboolean origin_changed, child_moved, size_changed;
8422 gboolean stage_allocation_changed;
8424 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8425 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
8427 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
8428 "which isn't a descendent of the stage!\n",
8429 self, _clutter_actor_get_debug_name (self));
8435 old_allocation = priv->allocation;
8436 real_allocation = *box;
8438 /* constraints are allowed to modify the allocation only here; we do
8439 * this prior to all the other checks so that we can bail out if the
8440 * allocation did not change
8442 clutter_actor_update_constraints (self, &real_allocation);
8444 /* adjust the allocation depending on the align/margin properties */
8445 clutter_actor_adjust_allocation (self, &real_allocation);
8447 if (real_allocation.x2 < real_allocation.x1 ||
8448 real_allocation.y2 < real_allocation.y1)
8450 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
8451 _clutter_actor_get_debug_name (self),
8452 real_allocation.x2 - real_allocation.x1,
8453 real_allocation.y2 - real_allocation.y1);
8456 /* we allow 0-sized actors, but not negative-sized ones */
8457 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
8458 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
8460 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
8462 child_moved = (real_allocation.x1 != old_allocation.x1 ||
8463 real_allocation.y1 != old_allocation.y1);
8465 size_changed = (real_allocation.x2 != old_allocation.x2 ||
8466 real_allocation.y2 != old_allocation.y2);
8468 if (origin_changed || child_moved || size_changed)
8469 stage_allocation_changed = TRUE;
8471 stage_allocation_changed = FALSE;
8473 /* If we get an allocation "out of the blue"
8474 * (we did not queue relayout), then we want to
8475 * ignore it. But if we have needs_allocation set,
8476 * we want to guarantee that allocate() virtual
8477 * method is always called, i.e. that queue_relayout()
8478 * always results in an allocate() invocation on
8481 * The optimization here is to avoid re-allocating
8482 * actors that did not queue relayout and were
8485 if (!priv->needs_allocation && !stage_allocation_changed)
8487 CLUTTER_NOTE (LAYOUT, "No allocation needed");
8491 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
8492 * clutter_actor_allocate(), it indicates whether the parent has its
8493 * absolute origin moved; when passed in to ClutterActor::allocate()
8494 * virtual method though, it indicates whether the child has its
8495 * absolute origin moved. So we set it when child_moved is TRUE
8498 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
8500 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
8502 CLUTTER_NOTE (LAYOUT, "Calling %s::allocate()",
8503 _clutter_actor_get_debug_name (self));
8505 klass = CLUTTER_ACTOR_GET_CLASS (self);
8506 klass->allocate (self, &real_allocation, flags);
8508 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
8510 if (stage_allocation_changed)
8511 clutter_actor_queue_redraw (self);
8515 * clutter_actor_set_allocation:
8516 * @self: a #ClutterActor
8517 * @box: a #ClutterActorBox
8518 * @flags: allocation flags
8520 * Stores the allocation of @self as defined by @box.
8522 * This function can only be called from within the implementation of
8523 * the #ClutterActorClass.allocate() virtual function.
8525 * The allocation should have been adjusted to take into account constraints,
8526 * alignment, and margin properties. If you are implementing a #ClutterActor
8527 * subclass that provides its own layout management policy for its children
8528 * instead of using a #ClutterLayoutManager delegate, you should not call
8529 * this function on the children of @self; instead, you should call
8530 * clutter_actor_allocate(), which will adjust the allocation box for
8533 * This function should only be used by subclasses of #ClutterActor
8534 * that wish to store their allocation but cannot chain up to the
8535 * parent's implementation; the default implementation of the
8536 * #ClutterActorClass.allocate() virtual function will call this
8539 * It is important to note that, while chaining up was the recommended
8540 * behaviour for #ClutterActor subclasses prior to the introduction of
8541 * this function, it is recommended to call clutter_actor_set_allocation()
8544 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
8545 * to handle the allocation of its children, this function will call
8546 * the clutter_layout_manager_allocate() function only if the
8547 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
8548 * expected that the subclass will call clutter_layout_manager_allocate()
8549 * by itself. For instance, the following code:
8553 * my_actor_allocate (ClutterActor *actor,
8554 * const ClutterActorBox *allocation,
8555 * ClutterAllocationFlags flags)
8557 * ClutterActorBox new_alloc;
8558 * ClutterAllocationFlags new_flags;
8560 * adjust_allocation (allocation, &new_alloc);
8562 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
8564 * /* this will use the layout manager set on the actor */
8565 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
8569 * is equivalent to this:
8573 * my_actor_allocate (ClutterActor *actor,
8574 * const ClutterActorBox *allocation,
8575 * ClutterAllocationFlags flags)
8577 * ClutterLayoutManager *layout;
8578 * ClutterActorBox new_alloc;
8580 * adjust_allocation (allocation, &new_alloc);
8582 * clutter_actor_set_allocation (actor, &new_alloc, flags);
8584 * layout = clutter_actor_get_layout_manager (actor);
8585 * clutter_layout_manager_allocate (layout,
8586 * CLUTTER_CONTAINER (actor),
8595 clutter_actor_set_allocation (ClutterActor *self,
8596 const ClutterActorBox *box,
8597 ClutterAllocationFlags flags)
8599 ClutterActorPrivate *priv;
8602 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8603 g_return_if_fail (box != NULL);
8605 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
8607 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
8608 "can only be called from within the implementation of "
8609 "the ClutterActor::allocate() virtual function.");
8615 g_object_freeze_notify (G_OBJECT (self));
8617 changed = clutter_actor_set_allocation_internal (self, box, flags);
8619 /* we allocate our children before we notify changes in our geometry,
8620 * so that people connecting to properties will be able to get valid
8621 * data out of the sub-tree of the scene graph that has this actor at
8624 clutter_actor_maybe_layout_children (self, box, flags);
8628 ClutterActorBox signal_box = priv->allocation;
8629 ClutterAllocationFlags signal_flags = priv->allocation_flags;
8631 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
8636 g_object_thaw_notify (G_OBJECT (self));
8640 * clutter_actor_set_geometry:
8641 * @self: A #ClutterActor
8642 * @geometry: A #ClutterGeometry
8644 * Sets the actor's fixed position and forces its minimum and natural
8645 * size, in pixels. This means the untransformed actor will have the
8646 * given geometry. This is the same as calling clutter_actor_set_position()
8647 * and clutter_actor_set_size().
8649 * Deprecated: 1.10: Use clutter_actor_set_position() and
8650 * clutter_actor_set_size() instead.
8653 clutter_actor_set_geometry (ClutterActor *self,
8654 const ClutterGeometry *geometry)
8656 g_object_freeze_notify (G_OBJECT (self));
8658 clutter_actor_set_position (self, geometry->x, geometry->y);
8659 clutter_actor_set_size (self, geometry->width, geometry->height);
8661 g_object_thaw_notify (G_OBJECT (self));
8665 * clutter_actor_get_geometry:
8666 * @self: A #ClutterActor
8667 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
8669 * Gets the size and position of an actor relative to its parent
8670 * actor. This is the same as calling clutter_actor_get_position() and
8671 * clutter_actor_get_size(). It tries to "do what you mean" and get the
8672 * requested size and position if the actor's allocation is invalid.
8674 * Deprecated: 1.10: Use clutter_actor_get_position() and
8675 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
8679 clutter_actor_get_geometry (ClutterActor *self,
8680 ClutterGeometry *geometry)
8682 gfloat x, y, width, height;
8684 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8685 g_return_if_fail (geometry != NULL);
8687 clutter_actor_get_position (self, &x, &y);
8688 clutter_actor_get_size (self, &width, &height);
8690 geometry->x = (int) x;
8691 geometry->y = (int) y;
8692 geometry->width = (int) width;
8693 geometry->height = (int) height;
8697 * clutter_actor_set_position:
8698 * @self: A #ClutterActor
8699 * @x: New left position of actor in pixels.
8700 * @y: New top position of actor in pixels.
8702 * Sets the actor's fixed position in pixels relative to any parent
8705 * If a layout manager is in use, this position will override the
8706 * layout manager and force a fixed position.
8709 clutter_actor_set_position (ClutterActor *self,
8713 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8715 g_object_freeze_notify (G_OBJECT (self));
8717 clutter_actor_set_x (self, x);
8718 clutter_actor_set_y (self, y);
8720 g_object_thaw_notify (G_OBJECT (self));
8724 * clutter_actor_get_fixed_position_set:
8725 * @self: A #ClutterActor
8727 * Checks whether an actor has a fixed position set (and will thus be
8728 * unaffected by any layout manager).
8730 * Return value: %TRUE if the fixed position is set on the actor
8735 clutter_actor_get_fixed_position_set (ClutterActor *self)
8737 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
8739 return self->priv->position_set;
8743 * clutter_actor_set_fixed_position_set:
8744 * @self: A #ClutterActor
8745 * @is_set: whether to use fixed position
8747 * Sets whether an actor has a fixed position set (and will thus be
8748 * unaffected by any layout manager).
8753 clutter_actor_set_fixed_position_set (ClutterActor *self,
8756 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8758 if (self->priv->position_set == (is_set != FALSE))
8761 self->priv->position_set = is_set != FALSE;
8762 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8764 clutter_actor_queue_relayout (self);
8768 * clutter_actor_move_by:
8769 * @self: A #ClutterActor
8770 * @dx: Distance to move Actor on X axis.
8771 * @dy: Distance to move Actor on Y axis.
8773 * Moves an actor by the specified distance relative to its current
8774 * position in pixels.
8776 * This function modifies the fixed position of an actor and thus removes
8777 * it from any layout management. Another way to move an actor is with an
8778 * anchor point, see clutter_actor_set_anchor_point().
8783 clutter_actor_move_by (ClutterActor *self,
8787 const ClutterLayoutInfo *info;
8790 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8792 info = _clutter_actor_get_layout_info_or_defaults (self);
8796 clutter_actor_set_position (self, x + dx, y + dy);
8800 clutter_actor_set_min_width (ClutterActor *self,
8803 ClutterActorPrivate *priv = self->priv;
8804 ClutterActorBox old = { 0, };
8805 ClutterLayoutInfo *info;
8807 /* if we are setting the size on a top-level actor and the
8808 * backend only supports static top-levels (e.g. framebuffers)
8809 * then we ignore the passed value and we override it with
8810 * the stage implementation's preferred size.
8812 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8813 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8816 info = _clutter_actor_get_layout_info (self);
8818 if (priv->min_width_set && min_width == info->min_width)
8821 g_object_freeze_notify (G_OBJECT (self));
8823 clutter_actor_store_old_geometry (self, &old);
8825 info->min_width = min_width;
8826 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8827 clutter_actor_set_min_width_set (self, TRUE);
8829 clutter_actor_notify_if_geometry_changed (self, &old);
8831 g_object_thaw_notify (G_OBJECT (self));
8833 clutter_actor_queue_relayout (self);
8837 clutter_actor_set_min_height (ClutterActor *self,
8841 ClutterActorPrivate *priv = self->priv;
8842 ClutterActorBox old = { 0, };
8843 ClutterLayoutInfo *info;
8845 /* if we are setting the size on a top-level actor and the
8846 * backend only supports static top-levels (e.g. framebuffers)
8847 * then we ignore the passed value and we override it with
8848 * the stage implementation's preferred size.
8850 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8851 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8854 info = _clutter_actor_get_layout_info (self);
8856 if (priv->min_height_set && min_height == info->min_height)
8859 g_object_freeze_notify (G_OBJECT (self));
8861 clutter_actor_store_old_geometry (self, &old);
8863 info->min_height = min_height;
8864 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8865 clutter_actor_set_min_height_set (self, TRUE);
8867 clutter_actor_notify_if_geometry_changed (self, &old);
8869 g_object_thaw_notify (G_OBJECT (self));
8871 clutter_actor_queue_relayout (self);
8875 clutter_actor_set_natural_width (ClutterActor *self,
8876 gfloat natural_width)
8878 ClutterActorPrivate *priv = self->priv;
8879 ClutterActorBox old = { 0, };
8880 ClutterLayoutInfo *info;
8882 /* if we are setting the size on a top-level actor and the
8883 * backend only supports static top-levels (e.g. framebuffers)
8884 * then we ignore the passed value and we override it with
8885 * the stage implementation's preferred size.
8887 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8888 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8891 info = _clutter_actor_get_layout_info (self);
8893 if (priv->natural_width_set && natural_width == info->natural_width)
8896 g_object_freeze_notify (G_OBJECT (self));
8898 clutter_actor_store_old_geometry (self, &old);
8900 info->natural_width = natural_width;
8901 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8902 clutter_actor_set_natural_width_set (self, TRUE);
8904 clutter_actor_notify_if_geometry_changed (self, &old);
8906 g_object_thaw_notify (G_OBJECT (self));
8908 clutter_actor_queue_relayout (self);
8912 clutter_actor_set_natural_height (ClutterActor *self,
8913 gfloat natural_height)
8915 ClutterActorPrivate *priv = self->priv;
8916 ClutterActorBox old = { 0, };
8917 ClutterLayoutInfo *info;
8919 /* if we are setting the size on a top-level actor and the
8920 * backend only supports static top-levels (e.g. framebuffers)
8921 * then we ignore the passed value and we override it with
8922 * the stage implementation's preferred size.
8924 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8925 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8928 info = _clutter_actor_get_layout_info (self);
8930 if (priv->natural_height_set && natural_height == info->natural_height)
8933 g_object_freeze_notify (G_OBJECT (self));
8935 clutter_actor_store_old_geometry (self, &old);
8937 info->natural_height = natural_height;
8938 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8939 clutter_actor_set_natural_height_set (self, TRUE);
8941 clutter_actor_notify_if_geometry_changed (self, &old);
8943 g_object_thaw_notify (G_OBJECT (self));
8945 clutter_actor_queue_relayout (self);
8949 clutter_actor_set_min_width_set (ClutterActor *self,
8950 gboolean use_min_width)
8952 ClutterActorPrivate *priv = self->priv;
8953 ClutterActorBox old = { 0, };
8955 if (priv->min_width_set == (use_min_width != FALSE))
8958 clutter_actor_store_old_geometry (self, &old);
8960 priv->min_width_set = use_min_width != FALSE;
8961 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8963 clutter_actor_notify_if_geometry_changed (self, &old);
8965 clutter_actor_queue_relayout (self);
8969 clutter_actor_set_min_height_set (ClutterActor *self,
8970 gboolean use_min_height)
8972 ClutterActorPrivate *priv = self->priv;
8973 ClutterActorBox old = { 0, };
8975 if (priv->min_height_set == (use_min_height != FALSE))
8978 clutter_actor_store_old_geometry (self, &old);
8980 priv->min_height_set = use_min_height != FALSE;
8981 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8983 clutter_actor_notify_if_geometry_changed (self, &old);
8985 clutter_actor_queue_relayout (self);
8989 clutter_actor_set_natural_width_set (ClutterActor *self,
8990 gboolean use_natural_width)
8992 ClutterActorPrivate *priv = self->priv;
8993 ClutterActorBox old = { 0, };
8995 if (priv->natural_width_set == (use_natural_width != FALSE))
8998 clutter_actor_store_old_geometry (self, &old);
9000 priv->natural_width_set = use_natural_width != FALSE;
9001 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
9003 clutter_actor_notify_if_geometry_changed (self, &old);
9005 clutter_actor_queue_relayout (self);
9009 clutter_actor_set_natural_height_set (ClutterActor *self,
9010 gboolean use_natural_height)
9012 ClutterActorPrivate *priv = self->priv;
9013 ClutterActorBox old = { 0, };
9015 if (priv->natural_height_set == (use_natural_height != FALSE))
9018 clutter_actor_store_old_geometry (self, &old);
9020 priv->natural_height_set = use_natural_height != FALSE;
9021 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
9023 clutter_actor_notify_if_geometry_changed (self, &old);
9025 clutter_actor_queue_relayout (self);
9029 * clutter_actor_set_request_mode:
9030 * @self: a #ClutterActor
9031 * @mode: the request mode
9033 * Sets the geometry request mode of @self.
9035 * The @mode determines the order for invoking
9036 * clutter_actor_get_preferred_width() and
9037 * clutter_actor_get_preferred_height()
9042 clutter_actor_set_request_mode (ClutterActor *self,
9043 ClutterRequestMode mode)
9045 ClutterActorPrivate *priv;
9047 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9051 if (priv->request_mode == mode)
9054 priv->request_mode = mode;
9056 priv->needs_width_request = TRUE;
9057 priv->needs_height_request = TRUE;
9059 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
9061 clutter_actor_queue_relayout (self);
9065 * clutter_actor_get_request_mode:
9066 * @self: a #ClutterActor
9068 * Retrieves the geometry request mode of @self
9070 * Return value: the request mode for the actor
9075 clutter_actor_get_request_mode (ClutterActor *self)
9077 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
9078 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
9080 return self->priv->request_mode;
9083 /* variant of set_width() without checks and without notification
9084 * freeze+thaw, for internal usage only
9087 clutter_actor_set_width_internal (ClutterActor *self,
9092 /* the Stage will use the :min-width to control the minimum
9093 * width to be resized to, so we should not be setting it
9094 * along with the :natural-width
9096 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9097 clutter_actor_set_min_width (self, width);
9099 clutter_actor_set_natural_width (self, width);
9103 /* we only unset the :natural-width for the Stage */
9104 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9105 clutter_actor_set_min_width_set (self, FALSE);
9107 clutter_actor_set_natural_width_set (self, FALSE);
9111 /* variant of set_height() without checks and without notification
9112 * freeze+thaw, for internal usage only
9115 clutter_actor_set_height_internal (ClutterActor *self,
9120 /* see the comment above in set_width_internal() */
9121 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9122 clutter_actor_set_min_height (self, height);
9124 clutter_actor_set_natural_height (self, height);
9128 /* see the comment above in set_width_internal() */
9129 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9130 clutter_actor_set_min_height_set (self, FALSE);
9132 clutter_actor_set_natural_height_set (self, FALSE);
9137 * clutter_actor_set_size:
9138 * @self: A #ClutterActor
9139 * @width: New width of actor in pixels, or -1
9140 * @height: New height of actor in pixels, or -1
9142 * Sets the actor's size request in pixels. This overrides any
9143 * "normal" size request the actor would have. For example
9144 * a text actor might normally request the size of the text;
9145 * this function would force a specific size instead.
9147 * If @width and/or @height are -1 the actor will use its
9148 * "normal" size request instead of overriding it, i.e.
9149 * you can "unset" the size with -1.
9151 * This function sets or unsets both the minimum and natural size.
9154 clutter_actor_set_size (ClutterActor *self,
9158 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9160 g_object_freeze_notify (G_OBJECT (self));
9162 clutter_actor_set_width (self, width);
9163 clutter_actor_set_height (self, height);
9165 g_object_thaw_notify (G_OBJECT (self));
9169 * clutter_actor_get_size:
9170 * @self: A #ClutterActor
9171 * @width: (out) (allow-none): return location for the width, or %NULL.
9172 * @height: (out) (allow-none): return location for the height, or %NULL.
9174 * This function tries to "do what you mean" and return
9175 * the size an actor will have. If the actor has a valid
9176 * allocation, the allocation will be returned; otherwise,
9177 * the actors natural size request will be returned.
9179 * If you care whether you get the request vs. the allocation, you
9180 * should probably call a different function like
9181 * clutter_actor_get_allocation_box() or
9182 * clutter_actor_get_preferred_width().
9187 clutter_actor_get_size (ClutterActor *self,
9191 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9194 *width = clutter_actor_get_width (self);
9197 *height = clutter_actor_get_height (self);
9201 * clutter_actor_get_position:
9202 * @self: a #ClutterActor
9203 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
9204 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
9206 * This function tries to "do what you mean" and tell you where the
9207 * actor is, prior to any transformations. Retrieves the fixed
9208 * position of an actor in pixels, if one has been set; otherwise, if
9209 * the allocation is valid, returns the actor's allocated position;
9210 * otherwise, returns 0,0.
9212 * The returned position is in pixels.
9217 clutter_actor_get_position (ClutterActor *self,
9221 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9224 *x = clutter_actor_get_x (self);
9227 *y = clutter_actor_get_y (self);
9231 * clutter_actor_get_transformed_position:
9232 * @self: A #ClutterActor
9233 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
9234 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
9236 * Gets the absolute position of an actor, in pixels relative to the stage.
9241 clutter_actor_get_transformed_position (ClutterActor *self,
9248 v1.x = v1.y = v1.z = 0;
9249 clutter_actor_apply_transform_to_point (self, &v1, &v2);
9259 * clutter_actor_get_transformed_size:
9260 * @self: A #ClutterActor
9261 * @width: (out) (allow-none): return location for the width, or %NULL
9262 * @height: (out) (allow-none): return location for the height, or %NULL
9264 * Gets the absolute size of an actor in pixels, taking into account the
9267 * If the actor has a valid allocation, the allocated size will be used.
9268 * If the actor has not a valid allocation then the preferred size will
9269 * be transformed and returned.
9271 * If you want the transformed allocation, see
9272 * clutter_actor_get_abs_allocation_vertices() instead.
9274 * <note>When the actor (or one of its ancestors) is rotated around the
9275 * X or Y axis, it no longer appears as on the stage as a rectangle, but
9276 * as a generic quadrangle; in that case this function returns the size
9277 * of the smallest rectangle that encapsulates the entire quad. Please
9278 * note that in this case no assumptions can be made about the relative
9279 * position of this envelope to the absolute position of the actor, as
9280 * returned by clutter_actor_get_transformed_position(); if you need this
9281 * information, you need to use clutter_actor_get_abs_allocation_vertices()
9282 * to get the coords of the actual quadrangle.</note>
9287 clutter_actor_get_transformed_size (ClutterActor *self,
9291 ClutterActorPrivate *priv;
9293 gfloat x_min, x_max, y_min, y_max;
9296 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9300 /* if the actor hasn't been allocated yet, get the preferred
9301 * size and transform that
9303 if (priv->needs_allocation)
9305 gfloat natural_width, natural_height;
9306 ClutterActorBox box;
9308 /* Make a fake allocation to transform.
9310 * NB: _clutter_actor_transform_and_project_box expects a box in
9311 * the actor's coordinate space... */
9316 natural_width = natural_height = 0;
9317 clutter_actor_get_preferred_size (self, NULL, NULL,
9321 box.x2 = natural_width;
9322 box.y2 = natural_height;
9324 _clutter_actor_transform_and_project_box (self, &box, v);
9327 clutter_actor_get_abs_allocation_vertices (self, v);
9329 x_min = x_max = v[0].x;
9330 y_min = y_max = v[0].y;
9332 for (i = 1; i < G_N_ELEMENTS (v); ++i)
9348 *width = x_max - x_min;
9351 *height = y_max - y_min;
9355 * clutter_actor_get_width:
9356 * @self: A #ClutterActor
9358 * Retrieves the width of a #ClutterActor.
9360 * If the actor has a valid allocation, this function will return the
9361 * width of the allocated area given to the actor.
9363 * If the actor does not have a valid allocation, this function will
9364 * return the actor's natural width, that is the preferred width of
9367 * If you care whether you get the preferred width or the width that
9368 * has been assigned to the actor, you should probably call a different
9369 * function like clutter_actor_get_allocation_box() to retrieve the
9370 * allocated size or clutter_actor_get_preferred_width() to retrieve the
9373 * If an actor has a fixed width, for instance a width that has been
9374 * assigned using clutter_actor_set_width(), the width returned will
9375 * be the same value.
9377 * Return value: the width of the actor, in pixels
9380 clutter_actor_get_width (ClutterActor *self)
9382 ClutterActorPrivate *priv;
9384 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9388 if (priv->needs_allocation)
9390 gfloat natural_width = 0;
9392 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
9393 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
9396 gfloat natural_height = 0;
9398 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
9399 clutter_actor_get_preferred_width (self, natural_height,
9404 return natural_width;
9407 return priv->allocation.x2 - priv->allocation.x1;
9411 * clutter_actor_get_height:
9412 * @self: A #ClutterActor
9414 * Retrieves the height of a #ClutterActor.
9416 * If the actor has a valid allocation, this function will return the
9417 * height of the allocated area given to the actor.
9419 * If the actor does not have a valid allocation, this function will
9420 * return the actor's natural height, that is the preferred height of
9423 * If you care whether you get the preferred height or the height that
9424 * has been assigned to the actor, you should probably call a different
9425 * function like clutter_actor_get_allocation_box() to retrieve the
9426 * allocated size or clutter_actor_get_preferred_height() to retrieve the
9429 * If an actor has a fixed height, for instance a height that has been
9430 * assigned using clutter_actor_set_height(), the height returned will
9431 * be the same value.
9433 * Return value: the height of the actor, in pixels
9436 clutter_actor_get_height (ClutterActor *self)
9438 ClutterActorPrivate *priv;
9440 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9444 if (priv->needs_allocation)
9446 gfloat natural_height = 0;
9448 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
9450 gfloat natural_width = 0;
9452 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
9453 clutter_actor_get_preferred_height (self, natural_width,
9454 NULL, &natural_height);
9457 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
9459 return natural_height;
9462 return priv->allocation.y2 - priv->allocation.y1;
9466 * clutter_actor_set_width:
9467 * @self: A #ClutterActor
9468 * @width: Requested new width for the actor, in pixels, or -1
9470 * Forces a width on an actor, causing the actor's preferred width
9471 * and height (if any) to be ignored.
9473 * If @width is -1 the actor will use its preferred width request
9474 * instead of overriding it, i.e. you can "unset" the width with -1.
9476 * This function sets both the minimum and natural size of the actor.
9481 clutter_actor_set_width (ClutterActor *self,
9484 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9486 if (_clutter_actor_get_transition (self, obj_props[PROP_WIDTH]) == NULL)
9490 /* minor optimization: if we don't have a duration
9491 * then we can skip the get_width() below, to avoid
9492 * the chance of going through get_preferred_width()
9493 * just to jump to a new desired width.
9495 if (clutter_actor_get_easing_duration (self) == 0)
9497 g_object_freeze_notify (G_OBJECT (self));
9499 clutter_actor_set_width_internal (self, width);
9501 g_object_thaw_notify (G_OBJECT (self));
9506 cur_size = clutter_actor_get_width (self);
9508 _clutter_actor_create_transition (self,
9509 obj_props[PROP_WIDTH],
9514 _clutter_actor_update_transition (self, obj_props[PROP_WIDTH], width);
9518 * clutter_actor_set_height:
9519 * @self: A #ClutterActor
9520 * @height: Requested new height for the actor, in pixels, or -1
9522 * Forces a height on an actor, causing the actor's preferred width
9523 * and height (if any) to be ignored.
9525 * If @height is -1 the actor will use its preferred height instead of
9526 * overriding it, i.e. you can "unset" the height with -1.
9528 * This function sets both the minimum and natural size of the actor.
9533 clutter_actor_set_height (ClutterActor *self,
9536 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9538 if (_clutter_actor_get_transition (self, obj_props[PROP_HEIGHT]) == NULL)
9542 /* see the comment in clutter_actor_set_width() above */
9543 if (clutter_actor_get_easing_duration (self) == 0)
9545 g_object_freeze_notify (G_OBJECT (self));
9547 clutter_actor_set_height_internal (self, height);
9549 g_object_thaw_notify (G_OBJECT (self));
9554 cur_size = clutter_actor_get_height (self);
9556 _clutter_actor_create_transition (self,
9557 obj_props[PROP_HEIGHT],
9562 _clutter_actor_update_transition (self, obj_props[PROP_HEIGHT], height);
9566 clutter_actor_set_x_internal (ClutterActor *self,
9569 ClutterActorPrivate *priv = self->priv;
9570 ClutterLayoutInfo *linfo;
9571 ClutterActorBox old = { 0, };
9573 linfo = _clutter_actor_get_layout_info (self);
9575 if (priv->position_set && linfo->fixed_x == x)
9578 clutter_actor_store_old_geometry (self, &old);
9581 clutter_actor_set_fixed_position_set (self, TRUE);
9583 clutter_actor_notify_if_geometry_changed (self, &old);
9585 clutter_actor_queue_relayout (self);
9589 clutter_actor_set_y_internal (ClutterActor *self,
9592 ClutterActorPrivate *priv = self->priv;
9593 ClutterLayoutInfo *linfo;
9594 ClutterActorBox old = { 0, };
9596 linfo = _clutter_actor_get_layout_info (self);
9598 if (priv->position_set && linfo->fixed_y == y)
9601 clutter_actor_store_old_geometry (self, &old);
9604 clutter_actor_set_fixed_position_set (self, TRUE);
9606 clutter_actor_notify_if_geometry_changed (self, &old);
9608 clutter_actor_queue_relayout (self);
9612 * clutter_actor_set_x:
9613 * @self: a #ClutterActor
9614 * @x: the actor's position on the X axis
9616 * Sets the actor's X coordinate, relative to its parent, in pixels.
9618 * Overrides any layout manager and forces a fixed position for
9621 * The #ClutterActor:x property is animatable.
9626 clutter_actor_set_x (ClutterActor *self,
9629 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9631 if (_clutter_actor_get_transition (self, obj_props[PROP_X]) == NULL)
9633 float cur_position = clutter_actor_get_x (self);
9635 _clutter_actor_create_transition (self, obj_props[PROP_X],
9640 _clutter_actor_update_transition (self, obj_props[PROP_X], x);
9644 * clutter_actor_set_y:
9645 * @self: a #ClutterActor
9646 * @y: the actor's position on the Y axis
9648 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
9650 * Overrides any layout manager and forces a fixed position for
9653 * The #ClutterActor:y property is animatable.
9658 clutter_actor_set_y (ClutterActor *self,
9661 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9663 if (_clutter_actor_get_transition (self, obj_props[PROP_Y]) == NULL)
9665 float cur_position = clutter_actor_get_y (self);
9667 _clutter_actor_create_transition (self, obj_props[PROP_Y],
9672 _clutter_actor_update_transition (self, obj_props[PROP_Y], y);
9676 * clutter_actor_get_x:
9677 * @self: A #ClutterActor
9679 * Retrieves the X coordinate of a #ClutterActor.
9681 * This function tries to "do what you mean", by returning the
9682 * correct value depending on the actor's state.
9684 * If the actor has a valid allocation, this function will return
9685 * the X coordinate of the origin of the allocation box.
9687 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
9688 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
9689 * function will return that coordinate.
9691 * If both the allocation and a fixed position are missing, this function
9694 * Return value: the X coordinate, in pixels, ignoring any
9695 * transformation (i.e. scaling, rotation)
9698 clutter_actor_get_x (ClutterActor *self)
9700 ClutterActorPrivate *priv;
9702 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9706 if (priv->needs_allocation)
9708 if (priv->position_set)
9710 const ClutterLayoutInfo *info;
9712 info = _clutter_actor_get_layout_info_or_defaults (self);
9714 return info->fixed_x;
9720 return priv->allocation.x1;
9724 * clutter_actor_get_y:
9725 * @self: A #ClutterActor
9727 * Retrieves the Y coordinate of a #ClutterActor.
9729 * This function tries to "do what you mean", by returning the
9730 * correct value depending on the actor's state.
9732 * If the actor has a valid allocation, this function will return
9733 * the Y coordinate of the origin of the allocation box.
9735 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
9736 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
9737 * function will return that coordinate.
9739 * If both the allocation and a fixed position are missing, this function
9742 * Return value: the Y coordinate, in pixels, ignoring any
9743 * transformation (i.e. scaling, rotation)
9746 clutter_actor_get_y (ClutterActor *self)
9748 ClutterActorPrivate *priv;
9750 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9754 if (priv->needs_allocation)
9756 if (priv->position_set)
9758 const ClutterLayoutInfo *info;
9760 info = _clutter_actor_get_layout_info_or_defaults (self);
9762 return info->fixed_y;
9768 return priv->allocation.y1;
9772 * clutter_actor_set_scale:
9773 * @self: A #ClutterActor
9774 * @scale_x: double factor to scale actor by horizontally.
9775 * @scale_y: double factor to scale actor by vertically.
9777 * Scales an actor with the given factors. The scaling is relative to
9778 * the scale center and the anchor point. The scale center is
9779 * unchanged by this function and defaults to 0,0.
9781 * The #ClutterActor:scale-x and #ClutterActor:scale-y properties are
9787 clutter_actor_set_scale (ClutterActor *self,
9791 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9793 g_object_freeze_notify (G_OBJECT (self));
9795 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9796 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9798 g_object_thaw_notify (G_OBJECT (self));
9802 * clutter_actor_set_scale_full:
9803 * @self: A #ClutterActor
9804 * @scale_x: double factor to scale actor by horizontally.
9805 * @scale_y: double factor to scale actor by vertically.
9806 * @center_x: X coordinate of the center of the scale.
9807 * @center_y: Y coordinate of the center of the scale
9809 * Scales an actor with the given factors around the given center
9810 * point. The center point is specified in pixels relative to the
9811 * anchor point (usually the top left corner of the actor).
9813 * The #ClutterActor:scale-x and #ClutterActor:scale-y properties
9819 clutter_actor_set_scale_full (ClutterActor *self,
9825 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9827 g_object_freeze_notify (G_OBJECT (self));
9829 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9830 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9831 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9832 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9834 g_object_thaw_notify (G_OBJECT (self));
9838 * clutter_actor_set_scale_with_gravity:
9839 * @self: A #ClutterActor
9840 * @scale_x: double factor to scale actor by horizontally.
9841 * @scale_y: double factor to scale actor by vertically.
9842 * @gravity: the location of the scale center expressed as a compass
9845 * Scales an actor with the given factors around the given
9846 * center point. The center point is specified as one of the compass
9847 * directions in #ClutterGravity. For example, setting it to north
9848 * will cause the top of the actor to remain unchanged and the rest of
9849 * the actor to expand left, right and downwards.
9851 * The #ClutterActor:scale-x and #ClutterActor:scale-y properties are
9857 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9860 ClutterGravity gravity)
9862 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9864 g_object_freeze_notify (G_OBJECT (self));
9866 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9867 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9868 clutter_actor_set_scale_gravity (self, gravity);
9870 g_object_thaw_notify (G_OBJECT (self));
9874 * clutter_actor_get_scale:
9875 * @self: A #ClutterActor
9876 * @scale_x: (out) (allow-none): Location to store horizonal
9877 * scale factor, or %NULL.
9878 * @scale_y: (out) (allow-none): Location to store vertical
9879 * scale factor, or %NULL.
9881 * Retrieves an actors scale factors.
9886 clutter_actor_get_scale (ClutterActor *self,
9890 const ClutterTransformInfo *info;
9892 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9894 info = _clutter_actor_get_transform_info_or_defaults (self);
9897 *scale_x = info->scale_x;
9900 *scale_y = info->scale_y;
9904 * clutter_actor_get_scale_center:
9905 * @self: A #ClutterActor
9906 * @center_x: (out) (allow-none): Location to store the X position
9907 * of the scale center, or %NULL.
9908 * @center_y: (out) (allow-none): Location to store the Y position
9909 * of the scale center, or %NULL.
9911 * Retrieves the scale center coordinate in pixels relative to the top
9912 * left corner of the actor. If the scale center was specified using a
9913 * #ClutterGravity this will calculate the pixel offset using the
9914 * current size of the actor.
9919 clutter_actor_get_scale_center (ClutterActor *self,
9923 const ClutterTransformInfo *info;
9925 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9927 info = _clutter_actor_get_transform_info_or_defaults (self);
9929 clutter_anchor_coord_get_units (self, &info->scale_center,
9936 * clutter_actor_get_scale_gravity:
9937 * @self: A #ClutterActor
9939 * Retrieves the scale center as a compass direction. If the scale
9940 * center was specified in pixels or units this will return
9941 * %CLUTTER_GRAVITY_NONE.
9943 * Return value: the scale gravity
9948 clutter_actor_get_scale_gravity (ClutterActor *self)
9950 const ClutterTransformInfo *info;
9952 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9954 info = _clutter_actor_get_transform_info_or_defaults (self);
9956 return clutter_anchor_coord_get_gravity (&info->scale_center);
9960 clutter_actor_set_opacity_internal (ClutterActor *self,
9963 ClutterActorPrivate *priv = self->priv;
9965 if (priv->opacity != opacity)
9967 priv->opacity = opacity;
9969 /* Queue a redraw from the flatten effect so that it can use
9970 its cached image if available instead of having to redraw the
9971 actual actor. If it doesn't end up using the FBO then the
9972 effect is still able to continue the paint anyway. If there
9973 is no flatten effect yet then this is equivalent to queueing
9975 _clutter_actor_queue_redraw_full (self,
9978 priv->flatten_effect);
9980 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9985 * clutter_actor_set_opacity:
9986 * @self: A #ClutterActor
9987 * @opacity: New opacity value for the actor.
9989 * Sets the actor's opacity, with zero being completely transparent and
9990 * 255 (0xff) being fully opaque.
9992 * The #ClutterActor:opacity property is animatable.
9995 clutter_actor_set_opacity (ClutterActor *self,
9998 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10000 if (_clutter_actor_get_transition (self, obj_props[PROP_OPACITY]) == NULL)
10002 _clutter_actor_create_transition (self, obj_props[PROP_OPACITY],
10003 self->priv->opacity,
10007 _clutter_actor_update_transition (self, obj_props[PROP_OPACITY], opacity);
10011 * clutter_actor_get_paint_opacity_internal:
10012 * @self: a #ClutterActor
10014 * Retrieves the absolute opacity of the actor, as it appears on the stage
10016 * This function does not do type checks
10018 * Return value: the absolute opacity of the actor
10021 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
10023 ClutterActorPrivate *priv = self->priv;
10024 ClutterActor *parent;
10026 /* override the top-level opacity to always be 255; even in
10027 * case of ClutterStage:use-alpha being TRUE we want the rest
10028 * of the scene to be painted
10030 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10033 if (priv->opacity_override >= 0)
10034 return priv->opacity_override;
10036 parent = priv->parent;
10038 /* Factor in the actual actors opacity with parents */
10039 if (parent != NULL)
10041 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
10043 if (opacity != 0xff)
10044 return (opacity * priv->opacity) / 0xff;
10047 return priv->opacity;
10052 * clutter_actor_get_paint_opacity:
10053 * @self: A #ClutterActor
10055 * Retrieves the absolute opacity of the actor, as it appears on the stage.
10057 * This function traverses the hierarchy chain and composites the opacity of
10058 * the actor with that of its parents.
10060 * This function is intended for subclasses to use in the paint virtual
10061 * function, to paint themselves with the correct opacity.
10063 * Return value: The actor opacity value.
10068 clutter_actor_get_paint_opacity (ClutterActor *self)
10070 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10072 return clutter_actor_get_paint_opacity_internal (self);
10076 * clutter_actor_get_opacity:
10077 * @self: a #ClutterActor
10079 * Retrieves the opacity value of an actor, as set by
10080 * clutter_actor_set_opacity().
10082 * For retrieving the absolute opacity of the actor inside a paint
10083 * virtual function, see clutter_actor_get_paint_opacity().
10085 * Return value: the opacity of the actor
10088 clutter_actor_get_opacity (ClutterActor *self)
10090 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10092 return self->priv->opacity;
10096 * clutter_actor_set_offscreen_redirect:
10097 * @self: A #ClutterActor
10098 * @redirect: New offscreen redirect flags for the actor.
10100 * Defines the circumstances where the actor should be redirected into
10101 * an offscreen image. The offscreen image is used to flatten the
10102 * actor into a single image while painting for two main reasons.
10103 * Firstly, when the actor is painted a second time without any of its
10104 * contents changing it can simply repaint the cached image without
10105 * descending further down the actor hierarchy. Secondly, it will make
10106 * the opacity look correct even if there are overlapping primitives
10109 * Caching the actor could in some cases be a performance win and in
10110 * some cases be a performance lose so it is important to determine
10111 * which value is right for an actor before modifying this value. For
10112 * example, there is never any reason to flatten an actor that is just
10113 * a single texture (such as a #ClutterTexture) because it is
10114 * effectively already cached in an image so the offscreen would be
10115 * redundant. Also if the actor contains primitives that are far apart
10116 * with a large transparent area in the middle (such as a large
10117 * CluterGroup with a small actor in the top left and a small actor in
10118 * the bottom right) then the cached image will contain the entire
10119 * image of the large area and the paint will waste time blending all
10120 * of the transparent pixels in the middle.
10122 * The default method of implementing opacity on a container simply
10123 * forwards on the opacity to all of the children. If the children are
10124 * overlapping then it will appear as if they are two separate glassy
10125 * objects and there will be a break in the color where they
10126 * overlap. By redirecting to an offscreen buffer it will be as if the
10127 * two opaque objects are combined into one and then made transparent
10128 * which is usually what is expected.
10130 * The image below demonstrates the difference between redirecting and
10131 * not. The image shows two Clutter groups, each containing a red and
10132 * a green rectangle which overlap. The opacity on the group is set to
10133 * 128 (which is 50%). When the offscreen redirect is not used, the
10134 * red rectangle can be seen through the blue rectangle as if the two
10135 * rectangles were separately transparent. When the redirect is used
10136 * the group as a whole is transparent instead so the red rectangle is
10137 * not visible where they overlap.
10139 * <figure id="offscreen-redirect">
10140 * <title>Sample of using an offscreen redirect for transparency</title>
10141 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
10144 * The default value for this property is 0, so we effectively will
10145 * never redirect an actor offscreen by default. This means that there
10146 * are times that transparent actors may look glassy as described
10147 * above. The reason this is the default is because there is a
10148 * performance trade off between quality and performance here. In many
10149 * cases the default form of glassy opacity looks good enough, but if
10150 * it's not you will need to set the
10151 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
10152 * redirection for opacity.
10154 * Custom actors that don't contain any overlapping primitives are
10155 * recommended to override the has_overlaps() virtual to return %FALSE
10156 * for maximum efficiency.
10161 clutter_actor_set_offscreen_redirect (ClutterActor *self,
10162 ClutterOffscreenRedirect redirect)
10164 ClutterActorPrivate *priv;
10166 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10170 if (priv->offscreen_redirect != redirect)
10172 priv->offscreen_redirect = redirect;
10174 /* Queue a redraw from the effect so that it can use its cached
10175 image if available instead of having to redraw the actual
10176 actor. If it doesn't end up using the FBO then the effect is
10177 still able to continue the paint anyway. If there is no
10178 effect then this is equivalent to queuing a full redraw */
10179 _clutter_actor_queue_redraw_full (self,
10182 priv->flatten_effect);
10184 g_object_notify_by_pspec (G_OBJECT (self),
10185 obj_props[PROP_OFFSCREEN_REDIRECT]);
10190 * clutter_actor_get_offscreen_redirect:
10191 * @self: a #ClutterActor
10193 * Retrieves whether to redirect the actor to an offscreen buffer, as
10194 * set by clutter_actor_set_offscreen_redirect().
10196 * Return value: the value of the offscreen-redirect property of the actor
10200 ClutterOffscreenRedirect
10201 clutter_actor_get_offscreen_redirect (ClutterActor *self)
10203 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10205 return self->priv->offscreen_redirect;
10209 * clutter_actor_set_name:
10210 * @self: A #ClutterActor
10211 * @name: Textual tag to apply to actor
10213 * Sets the given name to @self. The name can be used to identify
10217 clutter_actor_set_name (ClutterActor *self,
10220 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10222 g_free (self->priv->name);
10223 self->priv->name = g_strdup (name);
10225 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
10229 * clutter_actor_get_name:
10230 * @self: A #ClutterActor
10232 * Retrieves the name of @self.
10234 * Return value: the name of the actor, or %NULL. The returned string is
10235 * owned by the actor and should not be modified or freed.
10238 clutter_actor_get_name (ClutterActor *self)
10240 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10242 return self->priv->name;
10246 * clutter_actor_get_gid:
10247 * @self: A #ClutterActor
10249 * Retrieves the unique id for @self.
10251 * Return value: Globally unique value for this object instance.
10255 * Deprecated: 1.8: The id is not used any longer.
10258 clutter_actor_get_gid (ClutterActor *self)
10260 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10262 return self->priv->id;
10266 clutter_actor_set_depth_internal (ClutterActor *self,
10269 ClutterTransformInfo *info;
10271 info = _clutter_actor_get_transform_info (self);
10273 if (info->depth != depth)
10275 /* Sets Z value - XXX 2.0: should we invert? */
10276 info->depth = depth;
10278 self->priv->transform_valid = FALSE;
10280 /* FIXME - remove this crap; sadly, there are still containers
10281 * in Clutter that depend on this utter brain damage
10283 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
10285 clutter_actor_queue_redraw (self);
10287 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
10292 * clutter_actor_set_depth:
10293 * @self: a #ClutterActor
10296 * Sets the Z coordinate of @self to @depth.
10298 * The unit used by @depth is dependant on the perspective setup. See
10299 * also clutter_stage_set_perspective().
10302 clutter_actor_set_depth (ClutterActor *self,
10305 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10307 if (_clutter_actor_get_transition (self, obj_props[PROP_DEPTH]) == NULL)
10309 const ClutterTransformInfo *info;
10311 info = _clutter_actor_get_transform_info_or_defaults (self);
10313 _clutter_actor_create_transition (self, obj_props[PROP_DEPTH],
10318 _clutter_actor_update_transition (self, obj_props[PROP_DEPTH], depth);
10320 clutter_actor_queue_redraw (self);
10324 * clutter_actor_get_depth:
10325 * @self: a #ClutterActor
10327 * Retrieves the depth of @self.
10329 * Return value: the depth of the actor
10332 clutter_actor_get_depth (ClutterActor *self)
10334 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
10336 return _clutter_actor_get_transform_info_or_defaults (self)->depth;
10340 * clutter_actor_set_rotation:
10341 * @self: a #ClutterActor
10342 * @axis: the axis of rotation
10343 * @angle: the angle of rotation
10344 * @x: X coordinate of the rotation center
10345 * @y: Y coordinate of the rotation center
10346 * @z: Z coordinate of the rotation center
10348 * Sets the rotation angle of @self around the given axis.
10350 * The rotation center coordinates used depend on the value of @axis:
10352 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
10353 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
10354 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
10357 * The rotation coordinates are relative to the anchor point of the
10358 * actor, set using clutter_actor_set_anchor_point(). If no anchor
10359 * point is set, the upper left corner is assumed as the origin.
10364 clutter_actor_set_rotation (ClutterActor *self,
10365 ClutterRotateAxis axis,
10373 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10379 g_object_freeze_notify (G_OBJECT (self));
10381 clutter_actor_set_rotation_angle (self, axis, angle);
10382 clutter_actor_set_rotation_center_internal (self, axis, &v);
10384 g_object_thaw_notify (G_OBJECT (self));
10388 * clutter_actor_set_z_rotation_from_gravity:
10389 * @self: a #ClutterActor
10390 * @angle: the angle of rotation
10391 * @gravity: the center point of the rotation
10393 * Sets the rotation angle of @self around the Z axis using the center
10394 * point specified as a compass point. For example to rotate such that
10395 * the center of the actor remains static you can use
10396 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
10397 * will move accordingly.
10402 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
10404 ClutterGravity gravity)
10406 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10408 if (gravity == CLUTTER_GRAVITY_NONE)
10409 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
10412 GObject *obj = G_OBJECT (self);
10413 ClutterTransformInfo *info;
10415 info = _clutter_actor_get_transform_info (self);
10417 g_object_freeze_notify (obj);
10419 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
10421 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
10422 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
10423 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
10425 g_object_thaw_notify (obj);
10430 * clutter_actor_get_rotation:
10431 * @self: a #ClutterActor
10432 * @axis: the axis of rotation
10433 * @x: (out): return value for the X coordinate of the center of rotation
10434 * @y: (out): return value for the Y coordinate of the center of rotation
10435 * @z: (out): return value for the Z coordinate of the center of rotation
10437 * Retrieves the angle and center of rotation on the given axis,
10438 * set using clutter_actor_set_rotation().
10440 * Return value: the angle of rotation
10445 clutter_actor_get_rotation (ClutterActor *self,
10446 ClutterRotateAxis axis,
10451 const ClutterTransformInfo *info;
10452 const AnchorCoord *anchor_coord;
10453 gdouble retval = 0;
10455 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10457 info = _clutter_actor_get_transform_info_or_defaults (self);
10461 case CLUTTER_X_AXIS:
10462 anchor_coord = &info->rx_center;
10463 retval = info->rx_angle;
10466 case CLUTTER_Y_AXIS:
10467 anchor_coord = &info->ry_center;
10468 retval = info->ry_angle;
10471 case CLUTTER_Z_AXIS:
10472 anchor_coord = &info->rz_center;
10473 retval = info->rz_angle;
10477 anchor_coord = NULL;
10482 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
10488 * clutter_actor_get_z_rotation_gravity:
10489 * @self: A #ClutterActor
10491 * Retrieves the center for the rotation around the Z axis as a
10492 * compass direction. If the center was specified in pixels or units
10493 * this will return %CLUTTER_GRAVITY_NONE.
10495 * Return value: the Z rotation center
10500 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
10502 const ClutterTransformInfo *info;
10504 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
10506 info = _clutter_actor_get_transform_info_or_defaults (self);
10508 return clutter_anchor_coord_get_gravity (&info->rz_center);
10512 * clutter_actor_set_clip:
10513 * @self: A #ClutterActor
10514 * @xoff: X offset of the clip rectangle
10515 * @yoff: Y offset of the clip rectangle
10516 * @width: Width of the clip rectangle
10517 * @height: Height of the clip rectangle
10519 * Sets clip area for @self. The clip area is always computed from the
10520 * upper left corner of the actor, even if the anchor point is set
10526 clutter_actor_set_clip (ClutterActor *self,
10532 ClutterActorPrivate *priv;
10534 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10538 if (priv->has_clip &&
10539 priv->clip.x == xoff &&
10540 priv->clip.y == yoff &&
10541 priv->clip.width == width &&
10542 priv->clip.height == height)
10545 priv->clip.x = xoff;
10546 priv->clip.y = yoff;
10547 priv->clip.width = width;
10548 priv->clip.height = height;
10550 priv->has_clip = TRUE;
10552 clutter_actor_queue_redraw (self);
10554 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
10555 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
10559 * clutter_actor_remove_clip:
10560 * @self: A #ClutterActor
10562 * Removes clip area from @self.
10565 clutter_actor_remove_clip (ClutterActor *self)
10567 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10569 if (!self->priv->has_clip)
10572 self->priv->has_clip = FALSE;
10574 clutter_actor_queue_redraw (self);
10576 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
10580 * clutter_actor_has_clip:
10581 * @self: a #ClutterActor
10583 * Determines whether the actor has a clip area set or not.
10585 * Return value: %TRUE if the actor has a clip area set.
10590 clutter_actor_has_clip (ClutterActor *self)
10592 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10594 return self->priv->has_clip;
10598 * clutter_actor_get_clip:
10599 * @self: a #ClutterActor
10600 * @xoff: (out) (allow-none): return location for the X offset of
10601 * the clip rectangle, or %NULL
10602 * @yoff: (out) (allow-none): return location for the Y offset of
10603 * the clip rectangle, or %NULL
10604 * @width: (out) (allow-none): return location for the width of
10605 * the clip rectangle, or %NULL
10606 * @height: (out) (allow-none): return location for the height of
10607 * the clip rectangle, or %NULL
10609 * Gets the clip area for @self, if any is set
10614 clutter_actor_get_clip (ClutterActor *self,
10620 ClutterActorPrivate *priv;
10622 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10626 if (!priv->has_clip)
10630 *xoff = priv->clip.x;
10633 *yoff = priv->clip.y;
10636 *width = priv->clip.width;
10638 if (height != NULL)
10639 *height = priv->clip.height;
10643 * clutter_actor_get_children:
10644 * @self: a #ClutterActor
10646 * Retrieves the list of children of @self.
10648 * Return value: (transfer container) (element-type ClutterActor): A newly
10649 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
10655 clutter_actor_get_children (ClutterActor *self)
10657 ClutterActor *iter;
10660 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10662 /* we walk the list backward so that we can use prepend(),
10665 for (iter = self->priv->last_child, res = NULL;
10667 iter = iter->priv->prev_sibling)
10669 res = g_list_prepend (res, iter);
10676 * insert_child_at_depth:
10677 * @self: a #ClutterActor
10678 * @child: a #ClutterActor
10680 * Inserts @child inside the list of children held by @self, using
10681 * the depth as the insertion criteria.
10683 * This sadly makes the insertion not O(1), but we can keep the
10684 * list sorted so that the painters algorithm we use for painting
10685 * the children will work correctly.
10688 insert_child_at_depth (ClutterActor *self,
10689 ClutterActor *child,
10690 gpointer dummy G_GNUC_UNUSED)
10692 ClutterActor *iter;
10695 child->priv->parent = self;
10698 _clutter_actor_get_transform_info_or_defaults (child)->depth;
10700 /* special-case the first child */
10701 if (self->priv->n_children == 0)
10703 self->priv->first_child = child;
10704 self->priv->last_child = child;
10706 child->priv->next_sibling = NULL;
10707 child->priv->prev_sibling = NULL;
10712 /* Find the right place to insert the child so that it will still be
10713 sorted and the child will be after all of the actors at the same
10715 for (iter = self->priv->first_child;
10717 iter = iter->priv->next_sibling)
10722 _clutter_actor_get_transform_info_or_defaults (iter)->depth;
10724 if (iter_depth > child_depth)
10730 ClutterActor *tmp = iter->priv->prev_sibling;
10733 tmp->priv->next_sibling = child;
10735 /* Insert the node before the found one */
10736 child->priv->prev_sibling = iter->priv->prev_sibling;
10737 child->priv->next_sibling = iter;
10738 iter->priv->prev_sibling = child;
10742 ClutterActor *tmp = self->priv->last_child;
10745 tmp->priv->next_sibling = child;
10747 /* insert the node at the end of the list */
10748 child->priv->prev_sibling = self->priv->last_child;
10749 child->priv->next_sibling = NULL;
10752 if (child->priv->prev_sibling == NULL)
10753 self->priv->first_child = child;
10755 if (child->priv->next_sibling == NULL)
10756 self->priv->last_child = child;
10760 insert_child_at_index (ClutterActor *self,
10761 ClutterActor *child,
10764 gint index_ = GPOINTER_TO_INT (data_);
10766 child->priv->parent = self;
10770 ClutterActor *tmp = self->priv->first_child;
10773 tmp->priv->prev_sibling = child;
10775 child->priv->prev_sibling = NULL;
10776 child->priv->next_sibling = tmp;
10778 else if (index_ < 0 || index_ >= self->priv->n_children)
10780 ClutterActor *tmp = self->priv->last_child;
10783 tmp->priv->next_sibling = child;
10785 child->priv->prev_sibling = tmp;
10786 child->priv->next_sibling = NULL;
10790 ClutterActor *iter;
10793 for (iter = self->priv->first_child, i = 0;
10795 iter = iter->priv->next_sibling, i += 1)
10799 ClutterActor *tmp = iter->priv->prev_sibling;
10801 child->priv->prev_sibling = tmp;
10802 child->priv->next_sibling = iter;
10804 iter->priv->prev_sibling = child;
10807 tmp->priv->next_sibling = child;
10814 if (child->priv->prev_sibling == NULL)
10815 self->priv->first_child = child;
10817 if (child->priv->next_sibling == NULL)
10818 self->priv->last_child = child;
10822 insert_child_above (ClutterActor *self,
10823 ClutterActor *child,
10826 ClutterActor *sibling = data;
10828 child->priv->parent = self;
10830 if (sibling == NULL)
10831 sibling = self->priv->last_child;
10833 child->priv->prev_sibling = sibling;
10835 if (sibling != NULL)
10837 ClutterActor *tmp = sibling->priv->next_sibling;
10839 child->priv->next_sibling = tmp;
10842 tmp->priv->prev_sibling = child;
10844 sibling->priv->next_sibling = child;
10847 child->priv->next_sibling = NULL;
10849 if (child->priv->prev_sibling == NULL)
10850 self->priv->first_child = child;
10852 if (child->priv->next_sibling == NULL)
10853 self->priv->last_child = child;
10857 insert_child_below (ClutterActor *self,
10858 ClutterActor *child,
10861 ClutterActor *sibling = data;
10863 child->priv->parent = self;
10865 if (sibling == NULL)
10866 sibling = self->priv->first_child;
10868 child->priv->next_sibling = sibling;
10870 if (sibling != NULL)
10872 ClutterActor *tmp = sibling->priv->prev_sibling;
10874 child->priv->prev_sibling = tmp;
10877 tmp->priv->next_sibling = child;
10879 sibling->priv->prev_sibling = child;
10882 child->priv->prev_sibling = NULL;
10884 if (child->priv->prev_sibling == NULL)
10885 self->priv->first_child = child;
10887 if (child->priv->next_sibling == NULL)
10888 self->priv->last_child = child;
10891 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10892 ClutterActor *child,
10896 ADD_CHILD_CREATE_META = 1 << 0,
10897 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10898 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10899 ADD_CHILD_CHECK_STATE = 1 << 3,
10900 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10902 /* default flags for public API */
10903 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10904 ADD_CHILD_EMIT_PARENT_SET |
10905 ADD_CHILD_EMIT_ACTOR_ADDED |
10906 ADD_CHILD_CHECK_STATE |
10907 ADD_CHILD_NOTIFY_FIRST_LAST,
10909 /* flags for legacy/deprecated API */
10910 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10911 ADD_CHILD_CHECK_STATE |
10912 ADD_CHILD_NOTIFY_FIRST_LAST
10913 } ClutterActorAddChildFlags;
10916 * clutter_actor_add_child_internal:
10917 * @self: a #ClutterActor
10918 * @child: a #ClutterActor
10919 * @flags: control flags for actions
10920 * @add_func: delegate function
10921 * @data: (closure): data to pass to @add_func
10923 * Adds @child to the list of children of @self.
10925 * The actual insertion inside the list is delegated to @add_func: this
10926 * function will just set up the state, perform basic checks, and emit
10929 * The @flags argument is used to perform additional operations.
10932 clutter_actor_add_child_internal (ClutterActor *self,
10933 ClutterActor *child,
10934 ClutterActorAddChildFlags flags,
10935 ClutterActorAddChildFunc add_func,
10938 ClutterTextDirection text_dir;
10939 gboolean create_meta;
10940 gboolean emit_parent_set, emit_actor_added;
10941 gboolean check_state;
10942 gboolean notify_first_last;
10943 ClutterActor *old_first_child, *old_last_child;
10945 if (child->priv->parent != NULL)
10947 g_warning ("The actor '%s' already has a parent, '%s'. You must "
10948 "use clutter_actor_remove_child() first.",
10949 _clutter_actor_get_debug_name (child),
10950 _clutter_actor_get_debug_name (child->priv->parent));
10954 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10956 g_warning ("The actor '%s' is a top-level actor, and cannot be "
10957 "a child of another actor.",
10958 _clutter_actor_get_debug_name (child));
10963 /* XXX - this check disallows calling methods that change the stacking
10964 * order within the destruction sequence, by triggering a critical
10965 * warning first, and leaving the actor in an undefined state, which
10966 * then ends up being caught by an assertion.
10968 * the reproducible sequence is:
10970 * - actor gets destroyed;
10971 * - another actor, linked to the first, will try to change the
10972 * stacking order of the first actor;
10973 * - changing the stacking order is a composite operation composed
10974 * by the following steps:
10975 * 1. ref() the child;
10976 * 2. remove_child_internal(), which removes the reference;
10977 * 3. add_child_internal(), which adds a reference;
10978 * - the state of the actor is not changed between (2) and (3), as
10979 * it could be an expensive recomputation;
10980 * - if (3) bails out, then the actor is in an undefined state, but
10982 * - the destruction sequence terminates, but the actor is unparented
10983 * while its state indicates being parented instead.
10984 * - assertion failure.
10986 * the obvious fix would be to decompose each set_child_*_sibling()
10987 * method into proper remove_child()/add_child(), with state validation;
10988 * this may cause excessive work, though, and trigger a cascade of other
10989 * bugs in code that assumes that a change in the stacking order is an
10990 * atomic operation.
10992 * another potential fix is to just remove this check here, and let
10993 * code doing stacking order changes inside the destruction sequence
10994 * of an actor continue doing the work.
10996 * the third fix is to silently bail out early from every
10997 * set_child_*_sibling() and set_child_at_index() method, and avoid
11000 * I have a preference for the second solution, since it involves the
11001 * least amount of work, and the least amount of code duplication.
11003 * see bug: https://bugzilla.gnome.org/show_bug.cgi?id=670647
11005 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
11007 g_warning ("The actor '%s' is currently being destroyed, and "
11008 "cannot be added as a child of another actor.",
11009 _clutter_actor_get_debug_name (child));
11014 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
11015 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
11016 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
11017 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
11018 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
11020 old_first_child = self->priv->first_child;
11021 old_last_child = self->priv->last_child;
11023 g_object_freeze_notify (G_OBJECT (self));
11026 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
11028 g_object_ref_sink (child);
11029 child->priv->parent = NULL;
11030 child->priv->next_sibling = NULL;
11031 child->priv->prev_sibling = NULL;
11033 /* delegate the actual insertion */
11034 add_func (self, child, data);
11036 g_assert (child->priv->parent == self);
11038 self->priv->n_children += 1;
11040 self->priv->age += 1;
11042 /* if push_internal() has been called then we automatically set
11043 * the flag on the actor
11045 if (self->priv->internal_child)
11046 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
11048 /* clutter_actor_reparent() will emit ::parent-set for us */
11049 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
11050 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
11054 /* If parent is mapped or realized, we need to also be mapped or
11055 * realized once we're inside the parent.
11057 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
11059 /* propagate the parent's text direction to the child */
11060 text_dir = clutter_actor_get_text_direction (self);
11061 clutter_actor_set_text_direction (child, text_dir);
11064 if (child->priv->show_on_set_parent)
11065 clutter_actor_show (child);
11067 if (CLUTTER_ACTOR_IS_MAPPED (child))
11068 clutter_actor_queue_redraw (child);
11070 /* maintain the invariant that if an actor needs layout,
11071 * its parents do as well
11073 if (child->priv->needs_width_request ||
11074 child->priv->needs_height_request ||
11075 child->priv->needs_allocation)
11077 /* we work around the short-circuiting we do
11078 * in clutter_actor_queue_relayout() since we
11079 * want to force a relayout
11081 child->priv->needs_width_request = TRUE;
11082 child->priv->needs_height_request = TRUE;
11083 child->priv->needs_allocation = TRUE;
11085 clutter_actor_queue_relayout (child->priv->parent);
11088 if (emit_actor_added)
11089 g_signal_emit_by_name (self, "actor-added", child);
11091 if (notify_first_last)
11093 if (old_first_child != self->priv->first_child)
11094 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
11096 if (old_last_child != self->priv->last_child)
11097 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
11100 g_object_thaw_notify (G_OBJECT (self));
11104 * clutter_actor_add_child:
11105 * @self: a #ClutterActor
11106 * @child: a #ClutterActor
11108 * Adds @child to the children of @self.
11110 * This function will acquire a reference on @child that will only
11111 * be released when calling clutter_actor_remove_child().
11113 * This function will take into consideration the #ClutterActor:depth
11114 * of @child, and will keep the list of children sorted.
11116 * This function will emit the #ClutterContainer::actor-added signal
11122 clutter_actor_add_child (ClutterActor *self,
11123 ClutterActor *child)
11125 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11126 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11127 g_return_if_fail (self != child);
11128 g_return_if_fail (child->priv->parent == NULL);
11130 clutter_actor_add_child_internal (self, child,
11131 ADD_CHILD_DEFAULT_FLAGS,
11132 insert_child_at_depth,
11137 * clutter_actor_insert_child_at_index:
11138 * @self: a #ClutterActor
11139 * @child: a #ClutterActor
11140 * @index_: the index
11142 * Inserts @child into the list of children of @self, using the
11143 * given @index_. If @index_ is greater than the number of children
11144 * in @self, or is less than 0, then the new child is added at the end.
11146 * This function will acquire a reference on @child that will only
11147 * be released when calling clutter_actor_remove_child().
11149 * This function will not take into consideration the #ClutterActor:depth
11152 * This function will emit the #ClutterContainer::actor-added signal
11158 clutter_actor_insert_child_at_index (ClutterActor *self,
11159 ClutterActor *child,
11162 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11163 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11164 g_return_if_fail (self != child);
11165 g_return_if_fail (child->priv->parent == NULL);
11167 clutter_actor_add_child_internal (self, child,
11168 ADD_CHILD_DEFAULT_FLAGS,
11169 insert_child_at_index,
11170 GINT_TO_POINTER (index_));
11174 * clutter_actor_insert_child_above:
11175 * @self: a #ClutterActor
11176 * @child: a #ClutterActor
11177 * @sibling: (allow-none): a child of @self, or %NULL
11179 * Inserts @child into the list of children of @self, above another
11180 * child of @self or, if @sibling is %NULL, above all the children
11183 * This function will acquire a reference on @child that will only
11184 * be released when calling clutter_actor_remove_child().
11186 * This function will not take into consideration the #ClutterActor:depth
11189 * This function will emit the #ClutterContainer::actor-added signal
11195 clutter_actor_insert_child_above (ClutterActor *self,
11196 ClutterActor *child,
11197 ClutterActor *sibling)
11199 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11200 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11201 g_return_if_fail (self != child);
11202 g_return_if_fail (child != sibling);
11203 g_return_if_fail (child->priv->parent == NULL);
11204 g_return_if_fail (sibling == NULL ||
11205 (CLUTTER_IS_ACTOR (sibling) &&
11206 sibling->priv->parent == self));
11208 clutter_actor_add_child_internal (self, child,
11209 ADD_CHILD_DEFAULT_FLAGS,
11210 insert_child_above,
11215 * clutter_actor_insert_child_below:
11216 * @self: a #ClutterActor
11217 * @child: a #ClutterActor
11218 * @sibling: (allow-none): a child of @self, or %NULL
11220 * Inserts @child into the list of children of @self, below another
11221 * child of @self or, if @sibling is %NULL, below all the children
11224 * This function will acquire a reference on @child that will only
11225 * be released when calling clutter_actor_remove_child().
11227 * This function will not take into consideration the #ClutterActor:depth
11230 * This function will emit the #ClutterContainer::actor-added signal
11236 clutter_actor_insert_child_below (ClutterActor *self,
11237 ClutterActor *child,
11238 ClutterActor *sibling)
11240 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11241 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11242 g_return_if_fail (self != child);
11243 g_return_if_fail (child != sibling);
11244 g_return_if_fail (child->priv->parent == NULL);
11245 g_return_if_fail (sibling == NULL ||
11246 (CLUTTER_IS_ACTOR (sibling) &&
11247 sibling->priv->parent == self));
11249 clutter_actor_add_child_internal (self, child,
11250 ADD_CHILD_DEFAULT_FLAGS,
11251 insert_child_below,
11256 * clutter_actor_set_parent:
11257 * @self: A #ClutterActor
11258 * @parent: A new #ClutterActor parent
11260 * Sets the parent of @self to @parent.
11262 * This function will result in @parent acquiring a reference on @self,
11263 * eventually by sinking its floating reference first. The reference
11264 * will be released by clutter_actor_unparent().
11266 * This function should only be called by legacy #ClutterActor<!-- -->s
11267 * implementing the #ClutterContainer interface.
11269 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
11272 clutter_actor_set_parent (ClutterActor *self,
11273 ClutterActor *parent)
11275 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11276 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
11277 g_return_if_fail (self != parent);
11278 g_return_if_fail (self->priv->parent == NULL);
11280 /* as this function will be called inside ClutterContainer::add
11281 * implementations or when building up a composite actor, we have
11282 * to preserve the old behaviour, and not create child meta or
11283 * emit the ::actor-added signal, to avoid recursion or double
11286 clutter_actor_add_child_internal (parent, self,
11287 ADD_CHILD_LEGACY_FLAGS,
11288 insert_child_at_depth,
11293 * clutter_actor_get_parent:
11294 * @self: A #ClutterActor
11296 * Retrieves the parent of @self.
11298 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
11299 * if no parent is set
11302 clutter_actor_get_parent (ClutterActor *self)
11304 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
11306 return self->priv->parent;
11310 * clutter_actor_get_paint_visibility:
11311 * @self: A #ClutterActor
11313 * Retrieves the 'paint' visibility of an actor recursively checking for non
11316 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
11318 * Return Value: %TRUE if the actor is visibile and will be painted.
11323 clutter_actor_get_paint_visibility (ClutterActor *actor)
11325 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11327 return CLUTTER_ACTOR_IS_MAPPED (actor);
11331 * clutter_actor_remove_child:
11332 * @self: a #ClutterActor
11333 * @child: a #ClutterActor
11335 * Removes @child from the children of @self.
11337 * This function will release the reference added by
11338 * clutter_actor_add_child(), so if you want to keep using @child
11339 * you will have to acquire a referenced on it before calling this
11342 * This function will emit the #ClutterContainer::actor-removed
11348 clutter_actor_remove_child (ClutterActor *self,
11349 ClutterActor *child)
11351 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11352 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11353 g_return_if_fail (self != child);
11354 g_return_if_fail (child->priv->parent != NULL);
11355 g_return_if_fail (child->priv->parent == self);
11357 clutter_actor_remove_child_internal (self, child,
11358 REMOVE_CHILD_DEFAULT_FLAGS);
11362 * clutter_actor_remove_all_children:
11363 * @self: a #ClutterActor
11365 * Removes all children of @self.
11367 * This function releases the reference added by inserting a child actor
11368 * in the list of children of @self.
11370 * If the reference count of a child drops to zero, the child will be
11371 * destroyed. If you want to ensure the destruction of all the children
11372 * of @self, use clutter_actor_destroy_all_children().
11377 clutter_actor_remove_all_children (ClutterActor *self)
11379 ClutterActorIter iter;
11381 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11383 if (self->priv->n_children == 0)
11386 g_object_freeze_notify (G_OBJECT (self));
11388 clutter_actor_iter_init (&iter, self);
11389 while (clutter_actor_iter_next (&iter, NULL))
11390 clutter_actor_iter_remove (&iter);
11392 g_object_thaw_notify (G_OBJECT (self));
11395 g_assert (self->priv->first_child == NULL);
11396 g_assert (self->priv->last_child == NULL);
11397 g_assert (self->priv->n_children == 0);
11401 * clutter_actor_destroy_all_children:
11402 * @self: a #ClutterActor
11404 * Destroys all children of @self.
11406 * This function releases the reference added by inserting a child
11407 * actor in the list of children of @self, and ensures that the
11408 * #ClutterActor::destroy signal is emitted on each child of the
11411 * By default, #ClutterActor will emit the #ClutterActor::destroy signal
11412 * when its reference count drops to 0; the default handler of the
11413 * #ClutterActor::destroy signal will destroy all the children of an
11414 * actor. This function ensures that all children are destroyed, instead
11415 * of just removed from @self, unlike clutter_actor_remove_all_children()
11416 * which will merely release the reference and remove each child.
11418 * Unless you acquired an additional reference on each child of @self
11419 * prior to calling clutter_actor_remove_all_children() and want to reuse
11420 * the actors, you should use clutter_actor_destroy_all_children() in
11421 * order to make sure that children are destroyed and signal handlers
11422 * are disconnected even in cases where circular references prevent this
11423 * from automatically happening through reference counting alone.
11428 clutter_actor_destroy_all_children (ClutterActor *self)
11430 ClutterActorIter iter;
11432 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11434 if (self->priv->n_children == 0)
11437 g_object_freeze_notify (G_OBJECT (self));
11439 clutter_actor_iter_init (&iter, self);
11440 while (clutter_actor_iter_next (&iter, NULL))
11441 clutter_actor_iter_destroy (&iter);
11443 g_object_thaw_notify (G_OBJECT (self));
11446 g_assert (self->priv->first_child == NULL);
11447 g_assert (self->priv->last_child == NULL);
11448 g_assert (self->priv->n_children == 0);
11451 typedef struct _InsertBetweenData {
11452 ClutterActor *prev_sibling;
11453 ClutterActor *next_sibling;
11454 } InsertBetweenData;
11457 insert_child_between (ClutterActor *self,
11458 ClutterActor *child,
11461 InsertBetweenData *data = data_;
11462 ClutterActor *prev_sibling = data->prev_sibling;
11463 ClutterActor *next_sibling = data->next_sibling;
11465 child->priv->parent = self;
11466 child->priv->prev_sibling = prev_sibling;
11467 child->priv->next_sibling = next_sibling;
11469 if (prev_sibling != NULL)
11470 prev_sibling->priv->next_sibling = child;
11472 if (next_sibling != NULL)
11473 next_sibling->priv->prev_sibling = child;
11475 if (child->priv->prev_sibling == NULL)
11476 self->priv->first_child = child;
11478 if (child->priv->next_sibling == NULL)
11479 self->priv->last_child = child;
11483 * clutter_actor_replace_child:
11484 * @self: a #ClutterActor
11485 * @old_child: the child of @self to replace
11486 * @new_child: the #ClutterActor to replace @old_child
11488 * Replaces @old_child with @new_child in the list of children of @self.
11493 clutter_actor_replace_child (ClutterActor *self,
11494 ClutterActor *old_child,
11495 ClutterActor *new_child)
11497 ClutterActor *prev_sibling, *next_sibling;
11498 InsertBetweenData clos;
11500 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11501 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
11502 g_return_if_fail (old_child->priv->parent == self);
11503 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
11504 g_return_if_fail (old_child != new_child);
11505 g_return_if_fail (new_child != self);
11506 g_return_if_fail (new_child->priv->parent == NULL);
11508 prev_sibling = old_child->priv->prev_sibling;
11509 next_sibling = old_child->priv->next_sibling;
11510 clutter_actor_remove_child_internal (self, old_child,
11511 REMOVE_CHILD_DEFAULT_FLAGS);
11513 clos.prev_sibling = prev_sibling;
11514 clos.next_sibling = next_sibling;
11515 clutter_actor_add_child_internal (self, new_child,
11516 ADD_CHILD_DEFAULT_FLAGS,
11517 insert_child_between,
11522 * clutter_actor_unparent:
11523 * @self: a #ClutterActor
11525 * Removes the parent of @self.
11527 * This will cause the parent of @self to release the reference
11528 * acquired when calling clutter_actor_set_parent(), so if you
11529 * want to keep @self you will have to acquire a reference of
11530 * your own, through g_object_ref().
11532 * This function should only be called by legacy #ClutterActor<!-- -->s
11533 * implementing the #ClutterContainer interface.
11537 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
11540 clutter_actor_unparent (ClutterActor *self)
11542 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11544 if (self->priv->parent == NULL)
11547 clutter_actor_remove_child_internal (self->priv->parent, self,
11548 REMOVE_CHILD_LEGACY_FLAGS);
11552 * clutter_actor_reparent:
11553 * @self: a #ClutterActor
11554 * @new_parent: the new #ClutterActor parent
11556 * Resets the parent actor of @self.
11558 * This function is logically equivalent to calling clutter_actor_unparent()
11559 * and clutter_actor_set_parent(), but more efficiently implemented, as it
11560 * ensures the child is not finalized when unparented, and emits the
11561 * #ClutterActor::parent-set signal only once.
11563 * In reality, calling this function is less useful than it sounds, as some
11564 * application code may rely on changes in the intermediate state between
11565 * removal and addition of the actor from its old parent to the @new_parent.
11566 * Thus, it is strongly encouraged to avoid using this function in application
11571 * Deprecated: 1.10: Use clutter_actor_remove_child() and
11572 * clutter_actor_add_child() instead; remember to take a reference on
11573 * the actor being removed before calling clutter_actor_remove_child()
11574 * to avoid the reference count dropping to zero and the actor being
11578 clutter_actor_reparent (ClutterActor *self,
11579 ClutterActor *new_parent)
11581 ClutterActorPrivate *priv;
11583 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11584 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
11585 g_return_if_fail (self != new_parent);
11587 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
11589 g_warning ("Cannot set a parent on a toplevel actor");
11593 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
11595 g_warning ("Cannot set a parent currently being destroyed");
11601 if (priv->parent != new_parent)
11603 ClutterActor *old_parent;
11605 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
11607 old_parent = priv->parent;
11609 g_object_ref (self);
11611 if (old_parent != NULL)
11613 /* go through the Container implementation if this is a regular
11614 * child and not an internal one
11616 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
11618 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
11620 /* this will have to call unparent() */
11621 clutter_container_remove_actor (parent, self);
11624 clutter_actor_remove_child_internal (old_parent, self,
11625 REMOVE_CHILD_LEGACY_FLAGS);
11628 /* Note, will call set_parent() */
11629 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
11630 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
11632 clutter_actor_add_child_internal (new_parent, self,
11633 ADD_CHILD_LEGACY_FLAGS,
11634 insert_child_at_depth,
11637 /* we emit the ::parent-set signal once */
11638 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
11640 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
11642 /* the IN_REPARENT flag suspends state updates */
11643 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
11645 g_object_unref (self);
11650 * clutter_actor_contains:
11651 * @self: A #ClutterActor
11652 * @descendant: A #ClutterActor, possibly contained in @self
11654 * Determines if @descendant is contained inside @self (either as an
11655 * immediate child, or as a deeper descendant). If @self and
11656 * @descendant point to the same actor then it will also return %TRUE.
11658 * Return value: whether @descendent is contained within @self
11663 clutter_actor_contains (ClutterActor *self,
11664 ClutterActor *descendant)
11666 ClutterActor *actor;
11668 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
11669 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
11671 for (actor = descendant; actor; actor = actor->priv->parent)
11679 * clutter_actor_set_child_above_sibling:
11680 * @self: a #ClutterActor
11681 * @child: a #ClutterActor child of @self
11682 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
11684 * Sets @child to be above @sibling in the list of children of @self.
11686 * If @sibling is %NULL, @child will be the new last child of @self.
11688 * This function is logically equivalent to removing @child and using
11689 * clutter_actor_insert_child_above(), but it will not emit signals
11690 * or change state on @child.
11695 clutter_actor_set_child_above_sibling (ClutterActor *self,
11696 ClutterActor *child,
11697 ClutterActor *sibling)
11699 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11700 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11701 g_return_if_fail (child->priv->parent == self);
11702 g_return_if_fail (child != sibling);
11703 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
11705 if (sibling != NULL)
11706 g_return_if_fail (sibling->priv->parent == self);
11708 if (CLUTTER_ACTOR_IN_DESTRUCTION (self) ||
11709 CLUTTER_ACTOR_IN_DESTRUCTION (child) ||
11710 (sibling != NULL && CLUTTER_ACTOR_IN_DESTRUCTION (sibling)))
11713 /* we don't want to change the state of child, or emit signals, or
11714 * regenerate ChildMeta instances here, but we still want to follow
11715 * the correct sequence of steps encoded in remove_child() and
11716 * add_child(), so that correctness is ensured, and we only go
11717 * through one known code path.
11719 g_object_ref (child);
11720 clutter_actor_remove_child_internal (self, child, 0);
11721 clutter_actor_add_child_internal (self, child,
11722 ADD_CHILD_NOTIFY_FIRST_LAST,
11723 insert_child_above,
11726 clutter_actor_queue_relayout (self);
11730 * clutter_actor_set_child_below_sibling:
11731 * @self: a #ClutterActor
11732 * @child: a #ClutterActor child of @self
11733 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
11735 * Sets @child to be below @sibling in the list of children of @self.
11737 * If @sibling is %NULL, @child will be the new first child of @self.
11739 * This function is logically equivalent to removing @self and using
11740 * clutter_actor_insert_child_below(), but it will not emit signals
11741 * or change state on @child.
11746 clutter_actor_set_child_below_sibling (ClutterActor *self,
11747 ClutterActor *child,
11748 ClutterActor *sibling)
11750 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11751 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11752 g_return_if_fail (child->priv->parent == self);
11753 g_return_if_fail (child != sibling);
11754 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
11756 if (sibling != NULL)
11757 g_return_if_fail (sibling->priv->parent == self);
11759 if (CLUTTER_ACTOR_IN_DESTRUCTION (self) ||
11760 CLUTTER_ACTOR_IN_DESTRUCTION (child) ||
11761 (sibling != NULL && CLUTTER_ACTOR_IN_DESTRUCTION (sibling)))
11764 /* see the comment in set_child_above_sibling() */
11765 g_object_ref (child);
11766 clutter_actor_remove_child_internal (self, child, 0);
11767 clutter_actor_add_child_internal (self, child,
11768 ADD_CHILD_NOTIFY_FIRST_LAST,
11769 insert_child_below,
11772 clutter_actor_queue_relayout (self);
11776 * clutter_actor_set_child_at_index:
11777 * @self: a #ClutterActor
11778 * @child: a #ClutterActor child of @self
11779 * @index_: the new index for @child
11781 * Changes the index of @child in the list of children of @self.
11783 * This function is logically equivalent to removing @child and
11784 * calling clutter_actor_insert_child_at_index(), but it will not
11785 * emit signals or change state on @child.
11790 clutter_actor_set_child_at_index (ClutterActor *self,
11791 ClutterActor *child,
11794 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11795 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11796 g_return_if_fail (child->priv->parent == self);
11797 g_return_if_fail (index_ <= self->priv->n_children);
11799 if (CLUTTER_ACTOR_IN_DESTRUCTION (self) ||
11800 CLUTTER_ACTOR_IN_DESTRUCTION (child))
11803 g_object_ref (child);
11804 clutter_actor_remove_child_internal (self, child, 0);
11805 clutter_actor_add_child_internal (self, child,
11806 ADD_CHILD_NOTIFY_FIRST_LAST,
11807 insert_child_at_index,
11808 GINT_TO_POINTER (index_));
11810 clutter_actor_queue_relayout (self);
11814 * clutter_actor_raise:
11815 * @self: A #ClutterActor
11816 * @below: (allow-none): A #ClutterActor to raise above.
11818 * Puts @self above @below.
11820 * Both actors must have the same parent, and the parent must implement
11821 * the #ClutterContainer interface
11823 * This function calls clutter_container_raise_child() internally.
11825 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
11828 clutter_actor_raise (ClutterActor *self,
11829 ClutterActor *below)
11831 ClutterActor *parent;
11833 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11835 parent = clutter_actor_get_parent (self);
11836 if (parent == NULL)
11838 g_warning ("%s: Actor '%s' is not inside a container",
11840 _clutter_actor_get_debug_name (self));
11846 if (parent != clutter_actor_get_parent (below))
11848 g_warning ("%s Actor '%s' is not in the same container as "
11851 _clutter_actor_get_debug_name (self),
11852 _clutter_actor_get_debug_name (below));
11857 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
11861 * clutter_actor_lower:
11862 * @self: A #ClutterActor
11863 * @above: (allow-none): A #ClutterActor to lower below
11865 * Puts @self below @above.
11867 * Both actors must have the same parent, and the parent must implement
11868 * the #ClutterContainer interface.
11870 * This function calls clutter_container_lower_child() internally.
11872 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
11875 clutter_actor_lower (ClutterActor *self,
11876 ClutterActor *above)
11878 ClutterActor *parent;
11880 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11882 parent = clutter_actor_get_parent (self);
11883 if (parent == NULL)
11885 g_warning ("%s: Actor of type %s is not inside a container",
11887 _clutter_actor_get_debug_name (self));
11893 if (parent != clutter_actor_get_parent (above))
11895 g_warning ("%s: Actor '%s' is not in the same container as "
11898 _clutter_actor_get_debug_name (self),
11899 _clutter_actor_get_debug_name (above));
11904 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
11908 * clutter_actor_raise_top:
11909 * @self: A #ClutterActor
11911 * Raises @self to the top.
11913 * This function calls clutter_actor_raise() internally.
11915 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
11916 * a %NULL sibling, instead.
11919 clutter_actor_raise_top (ClutterActor *self)
11921 clutter_actor_raise (self, NULL);
11925 * clutter_actor_lower_bottom:
11926 * @self: A #ClutterActor
11928 * Lowers @self to the bottom.
11930 * This function calls clutter_actor_lower() internally.
11932 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11933 * a %NULL sibling, instead.
11936 clutter_actor_lower_bottom (ClutterActor *self)
11938 clutter_actor_lower (self, NULL);
11946 * clutter_actor_event:
11947 * @actor: a #ClutterActor
11948 * @event: a #ClutterEvent
11949 * @capture: TRUE if event in in capture phase, FALSE otherwise.
11951 * This function is used to emit an event on the main stage.
11952 * You should rarely need to use this function, except for
11953 * synthetising events.
11955 * Return value: the return value from the signal emission: %TRUE
11956 * if the actor handled the event, or %FALSE if the event was
11962 clutter_actor_event (ClutterActor *actor,
11963 ClutterEvent *event,
11966 gboolean retval = FALSE;
11967 gint signal_num = -1;
11969 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11970 g_return_val_if_fail (event != NULL, FALSE);
11972 g_object_ref (actor);
11976 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11982 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11986 switch (event->type)
11988 case CLUTTER_NOTHING:
11990 case CLUTTER_BUTTON_PRESS:
11991 signal_num = BUTTON_PRESS_EVENT;
11993 case CLUTTER_BUTTON_RELEASE:
11994 signal_num = BUTTON_RELEASE_EVENT;
11996 case CLUTTER_SCROLL:
11997 signal_num = SCROLL_EVENT;
11999 case CLUTTER_KEY_PRESS:
12000 signal_num = KEY_PRESS_EVENT;
12002 case CLUTTER_KEY_RELEASE:
12003 signal_num = KEY_RELEASE_EVENT;
12005 case CLUTTER_MOTION:
12006 signal_num = MOTION_EVENT;
12008 case CLUTTER_ENTER:
12009 signal_num = ENTER_EVENT;
12011 case CLUTTER_LEAVE:
12012 signal_num = LEAVE_EVENT;
12014 case CLUTTER_DELETE:
12015 case CLUTTER_DESTROY_NOTIFY:
12016 case CLUTTER_CLIENT_MESSAGE:
12022 if (signal_num != -1)
12023 g_signal_emit (actor, actor_signals[signal_num], 0,
12028 g_object_unref (actor);
12034 * clutter_actor_set_reactive:
12035 * @actor: a #ClutterActor
12036 * @reactive: whether the actor should be reactive to events
12038 * Sets @actor as reactive. Reactive actors will receive events.
12043 clutter_actor_set_reactive (ClutterActor *actor,
12046 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
12048 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
12052 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
12054 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
12056 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
12060 * clutter_actor_get_reactive:
12061 * @actor: a #ClutterActor
12063 * Checks whether @actor is marked as reactive.
12065 * Return value: %TRUE if the actor is reactive
12070 clutter_actor_get_reactive (ClutterActor *actor)
12072 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
12074 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
12078 * clutter_actor_get_anchor_point:
12079 * @self: a #ClutterActor
12080 * @anchor_x: (out): return location for the X coordinate of the anchor point
12081 * @anchor_y: (out): return location for the Y coordinate of the anchor point
12083 * Gets the current anchor point of the @actor in pixels.
12088 clutter_actor_get_anchor_point (ClutterActor *self,
12092 const ClutterTransformInfo *info;
12094 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12096 info = _clutter_actor_get_transform_info_or_defaults (self);
12097 clutter_anchor_coord_get_units (self, &info->anchor,
12104 * clutter_actor_set_anchor_point:
12105 * @self: a #ClutterActor
12106 * @anchor_x: X coordinate of the anchor point
12107 * @anchor_y: Y coordinate of the anchor point
12109 * Sets an anchor point for @self. The anchor point is a point in the
12110 * coordinate space of an actor to which the actor position within its
12111 * parent is relative; the default is (0, 0), i.e. the top-left corner
12117 clutter_actor_set_anchor_point (ClutterActor *self,
12121 ClutterTransformInfo *info;
12122 ClutterActorPrivate *priv;
12123 gboolean changed = FALSE;
12124 gfloat old_anchor_x, old_anchor_y;
12127 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12129 obj = G_OBJECT (self);
12131 info = _clutter_actor_get_transform_info (self);
12133 g_object_freeze_notify (obj);
12135 clutter_anchor_coord_get_units (self, &info->anchor,
12140 if (info->anchor.is_fractional)
12141 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
12143 if (old_anchor_x != anchor_x)
12145 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
12149 if (old_anchor_y != anchor_y)
12151 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
12155 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
12159 priv->transform_valid = FALSE;
12160 clutter_actor_queue_redraw (self);
12163 g_object_thaw_notify (obj);
12167 * clutter_actor_get_anchor_point_gravity:
12168 * @self: a #ClutterActor
12170 * Retrieves the anchor position expressed as a #ClutterGravity. If
12171 * the anchor point was specified using pixels or units this will
12172 * return %CLUTTER_GRAVITY_NONE.
12174 * Return value: the #ClutterGravity used by the anchor point
12179 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
12181 const ClutterTransformInfo *info;
12183 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
12185 info = _clutter_actor_get_transform_info_or_defaults (self);
12187 return clutter_anchor_coord_get_gravity (&info->anchor);
12191 * clutter_actor_move_anchor_point:
12192 * @self: a #ClutterActor
12193 * @anchor_x: X coordinate of the anchor point
12194 * @anchor_y: Y coordinate of the anchor point
12196 * Sets an anchor point for the actor, and adjusts the actor postion so that
12197 * the relative position of the actor toward its parent remains the same.
12202 clutter_actor_move_anchor_point (ClutterActor *self,
12206 gfloat old_anchor_x, old_anchor_y;
12207 const ClutterTransformInfo *info;
12209 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12211 info = _clutter_actor_get_transform_info (self);
12212 clutter_anchor_coord_get_units (self, &info->anchor,
12217 g_object_freeze_notify (G_OBJECT (self));
12219 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
12221 if (self->priv->position_set)
12222 clutter_actor_move_by (self,
12223 anchor_x - old_anchor_x,
12224 anchor_y - old_anchor_y);
12226 g_object_thaw_notify (G_OBJECT (self));
12230 * clutter_actor_move_anchor_point_from_gravity:
12231 * @self: a #ClutterActor
12232 * @gravity: #ClutterGravity.
12234 * Sets an anchor point on the actor based on the given gravity, adjusting the
12235 * actor postion so that its relative position within its parent remains
12238 * Since version 1.0 the anchor point will be stored as a gravity so
12239 * that if the actor changes size then the anchor point will move. For
12240 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
12241 * and later double the size of the actor, the anchor point will move
12242 * to the bottom right.
12247 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
12248 ClutterGravity gravity)
12250 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
12251 const ClutterTransformInfo *info;
12252 ClutterActorPrivate *priv;
12254 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12257 info = _clutter_actor_get_transform_info (self);
12259 g_object_freeze_notify (G_OBJECT (self));
12261 clutter_anchor_coord_get_units (self, &info->anchor,
12265 clutter_actor_set_anchor_point_from_gravity (self, gravity);
12266 clutter_anchor_coord_get_units (self, &info->anchor,
12271 if (priv->position_set)
12272 clutter_actor_move_by (self,
12273 new_anchor_x - old_anchor_x,
12274 new_anchor_y - old_anchor_y);
12276 g_object_thaw_notify (G_OBJECT (self));
12280 * clutter_actor_set_anchor_point_from_gravity:
12281 * @self: a #ClutterActor
12282 * @gravity: #ClutterGravity.
12284 * Sets an anchor point on the actor, based on the given gravity (this is a
12285 * convenience function wrapping clutter_actor_set_anchor_point()).
12287 * Since version 1.0 the anchor point will be stored as a gravity so
12288 * that if the actor changes size then the anchor point will move. For
12289 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
12290 * and later double the size of the actor, the anchor point will move
12291 * to the bottom right.
12296 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
12297 ClutterGravity gravity)
12299 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12301 if (gravity == CLUTTER_GRAVITY_NONE)
12302 clutter_actor_set_anchor_point (self, 0, 0);
12305 GObject *obj = G_OBJECT (self);
12306 ClutterTransformInfo *info;
12308 g_object_freeze_notify (obj);
12310 info = _clutter_actor_get_transform_info (self);
12311 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
12313 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
12314 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
12315 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
12317 self->priv->transform_valid = FALSE;
12319 clutter_actor_queue_redraw (self);
12321 g_object_thaw_notify (obj);
12326 clutter_actor_store_content_box (ClutterActor *self,
12327 const ClutterActorBox *box)
12331 self->priv->content_box = *box;
12332 self->priv->content_box_valid = TRUE;
12335 self->priv->content_box_valid = FALSE;
12337 clutter_actor_queue_redraw (self);
12339 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_BOX]);
12343 clutter_container_iface_init (ClutterContainerIface *iface)
12345 /* we don't override anything, as ClutterContainer already has a default
12346 * implementation that we can use, and which calls into our own API.
12361 parse_units (ClutterActor *self,
12362 ParseDimension dimension,
12365 GValue value = G_VALUE_INIT;
12368 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
12371 json_node_get_value (node, &value);
12373 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
12375 retval = (gfloat) g_value_get_int64 (&value);
12377 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
12379 retval = g_value_get_double (&value);
12381 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
12383 ClutterUnits units;
12386 res = clutter_units_from_string (&units, g_value_get_string (&value));
12388 retval = clutter_units_to_pixels (&units);
12391 g_warning ("Invalid value '%s': integers, strings or floating point "
12392 "values can be used for the x, y, width and height "
12393 "properties. Valid modifiers for strings are 'px', 'mm', "
12395 g_value_get_string (&value));
12401 g_warning ("Invalid value of type '%s': integers, strings of floating "
12402 "point values can be used for the x, y, width, height "
12403 "anchor-x and anchor-y properties.",
12404 g_type_name (G_VALUE_TYPE (&value)));
12407 g_value_unset (&value);
12413 ClutterRotateAxis axis;
12422 static inline gboolean
12423 parse_rotation_array (ClutterActor *actor,
12425 RotationInfo *info)
12429 if (json_array_get_length (array) != 2)
12433 element = json_array_get_element (array, 0);
12434 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
12435 info->angle = json_node_get_double (element);
12440 element = json_array_get_element (array, 1);
12441 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
12443 JsonArray *center = json_node_get_array (element);
12445 if (json_array_get_length (center) != 2)
12448 switch (info->axis)
12450 case CLUTTER_X_AXIS:
12451 info->center_y = parse_units (actor, PARSE_Y,
12452 json_array_get_element (center, 0));
12453 info->center_z = parse_units (actor, PARSE_Y,
12454 json_array_get_element (center, 1));
12457 case CLUTTER_Y_AXIS:
12458 info->center_x = parse_units (actor, PARSE_X,
12459 json_array_get_element (center, 0));
12460 info->center_z = parse_units (actor, PARSE_X,
12461 json_array_get_element (center, 1));
12464 case CLUTTER_Z_AXIS:
12465 info->center_x = parse_units (actor, PARSE_X,
12466 json_array_get_element (center, 0));
12467 info->center_y = parse_units (actor, PARSE_Y,
12468 json_array_get_element (center, 1));
12477 parse_rotation (ClutterActor *actor,
12479 RotationInfo *info)
12483 gboolean retval = FALSE;
12485 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
12487 g_warning ("Invalid node of type '%s' found, expecting an array",
12488 json_node_type_name (node));
12492 array = json_node_get_array (node);
12493 len = json_array_get_length (array);
12495 for (i = 0; i < len; i++)
12497 JsonNode *element = json_array_get_element (array, i);
12498 JsonObject *object;
12501 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
12503 g_warning ("Invalid node of type '%s' found, expecting an object",
12504 json_node_type_name (element));
12508 object = json_node_get_object (element);
12510 if (json_object_has_member (object, "x-axis"))
12512 member = json_object_get_member (object, "x-axis");
12514 info->axis = CLUTTER_X_AXIS;
12516 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12518 info->angle = json_node_get_double (member);
12521 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12522 retval = parse_rotation_array (actor,
12523 json_node_get_array (member),
12528 else if (json_object_has_member (object, "y-axis"))
12530 member = json_object_get_member (object, "y-axis");
12532 info->axis = CLUTTER_Y_AXIS;
12534 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12536 info->angle = json_node_get_double (member);
12539 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12540 retval = parse_rotation_array (actor,
12541 json_node_get_array (member),
12546 else if (json_object_has_member (object, "z-axis"))
12548 member = json_object_get_member (object, "z-axis");
12550 info->axis = CLUTTER_Z_AXIS;
12552 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12554 info->angle = json_node_get_double (member);
12557 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12558 retval = parse_rotation_array (actor,
12559 json_node_get_array (member),
12570 parse_actor_metas (ClutterScript *script,
12571 ClutterActor *actor,
12574 GList *elements, *l;
12575 GSList *retval = NULL;
12577 if (!JSON_NODE_HOLDS_ARRAY (node))
12580 elements = json_array_get_elements (json_node_get_array (node));
12582 for (l = elements; l != NULL; l = l->next)
12584 JsonNode *element = l->data;
12585 const gchar *id_ = _clutter_script_get_id_from_node (element);
12588 if (id_ == NULL || *id_ == '\0')
12591 meta = clutter_script_get_object (script, id_);
12595 retval = g_slist_prepend (retval, meta);
12598 g_list_free (elements);
12600 return g_slist_reverse (retval);
12604 parse_behaviours (ClutterScript *script,
12605 ClutterActor *actor,
12608 GList *elements, *l;
12609 GSList *retval = NULL;
12611 if (!JSON_NODE_HOLDS_ARRAY (node))
12614 elements = json_array_get_elements (json_node_get_array (node));
12616 for (l = elements; l != NULL; l = l->next)
12618 JsonNode *element = l->data;
12619 const gchar *id_ = _clutter_script_get_id_from_node (element);
12620 GObject *behaviour;
12622 if (id_ == NULL || *id_ == '\0')
12625 behaviour = clutter_script_get_object (script, id_);
12626 if (behaviour == NULL)
12629 retval = g_slist_prepend (retval, behaviour);
12632 g_list_free (elements);
12634 return g_slist_reverse (retval);
12638 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
12639 ClutterScript *script,
12644 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
12645 gboolean retval = FALSE;
12647 if ((name[0] == 'x' && name[1] == '\0') ||
12648 (name[0] == 'y' && name[1] == '\0') ||
12649 (strcmp (name, "width") == 0) ||
12650 (strcmp (name, "height") == 0) ||
12651 (strcmp (name, "anchor_x") == 0) ||
12652 (strcmp (name, "anchor_y") == 0))
12654 ParseDimension dimension;
12657 if (name[0] == 'x')
12658 dimension = PARSE_X;
12659 else if (name[0] == 'y')
12660 dimension = PARSE_Y;
12661 else if (name[0] == 'w')
12662 dimension = PARSE_WIDTH;
12663 else if (name[0] == 'h')
12664 dimension = PARSE_HEIGHT;
12665 else if (name[0] == 'a' && name[7] == 'x')
12666 dimension = PARSE_ANCHOR_X;
12667 else if (name[0] == 'a' && name[7] == 'y')
12668 dimension = PARSE_ANCHOR_Y;
12672 units = parse_units (actor, dimension, node);
12674 /* convert back to pixels: all properties are pixel-based */
12675 g_value_init (value, G_TYPE_FLOAT);
12676 g_value_set_float (value, units);
12680 else if (strcmp (name, "rotation") == 0)
12682 RotationInfo *info;
12684 info = g_slice_new0 (RotationInfo);
12685 retval = parse_rotation (actor, node, info);
12689 g_value_init (value, G_TYPE_POINTER);
12690 g_value_set_pointer (value, info);
12693 g_slice_free (RotationInfo, info);
12695 else if (strcmp (name, "behaviours") == 0)
12699 #ifdef CLUTTER_ENABLE_DEBUG
12700 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
12701 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
12702 "and it should not be used in newly "
12703 "written ClutterScript definitions.");
12706 l = parse_behaviours (script, actor, node);
12708 g_value_init (value, G_TYPE_POINTER);
12709 g_value_set_pointer (value, l);
12713 else if (strcmp (name, "actions") == 0 ||
12714 strcmp (name, "constraints") == 0 ||
12715 strcmp (name, "effects") == 0)
12719 l = parse_actor_metas (script, actor, node);
12721 g_value_init (value, G_TYPE_POINTER);
12722 g_value_set_pointer (value, l);
12731 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
12732 ClutterScript *script,
12734 const GValue *value)
12736 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
12738 #ifdef CLUTTER_ENABLE_DEBUG
12739 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
12741 gchar *tmp = g_strdup_value_contents (value);
12743 CLUTTER_NOTE (SCRIPT,
12744 "in ClutterActor::set_custom_property('%s') = %s",
12750 #endif /* CLUTTER_ENABLE_DEBUG */
12752 if (strcmp (name, "rotation") == 0)
12754 RotationInfo *info;
12756 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12759 info = g_value_get_pointer (value);
12761 clutter_actor_set_rotation (actor,
12762 info->axis, info->angle,
12767 g_slice_free (RotationInfo, info);
12772 if (strcmp (name, "behaviours") == 0)
12774 GSList *behaviours, *l;
12776 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12779 behaviours = g_value_get_pointer (value);
12780 for (l = behaviours; l != NULL; l = l->next)
12782 ClutterBehaviour *behaviour = l->data;
12784 clutter_behaviour_apply (behaviour, actor);
12787 g_slist_free (behaviours);
12792 if (strcmp (name, "actions") == 0 ||
12793 strcmp (name, "constraints") == 0 ||
12794 strcmp (name, "effects") == 0)
12798 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12801 metas = g_value_get_pointer (value);
12802 for (l = metas; l != NULL; l = l->next)
12804 if (name[0] == 'a')
12805 clutter_actor_add_action (actor, l->data);
12807 if (name[0] == 'c')
12808 clutter_actor_add_constraint (actor, l->data);
12810 if (name[0] == 'e')
12811 clutter_actor_add_effect (actor, l->data);
12814 g_slist_free (metas);
12819 g_object_set_property (G_OBJECT (scriptable), name, value);
12823 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
12825 iface->parse_custom_node = clutter_actor_parse_custom_node;
12826 iface->set_custom_property = clutter_actor_set_custom_property;
12829 static ClutterActorMeta *
12830 get_meta_from_animation_property (ClutterActor *actor,
12834 ClutterActorPrivate *priv = actor->priv;
12835 ClutterActorMeta *meta = NULL;
12838 /* if this is not a special property, fall through */
12839 if (name[0] != '@')
12842 /* detect the properties named using the following spec:
12844 * @<section>.<meta-name>.<property-name>
12846 * where <section> can be one of the following:
12852 * and <meta-name> is the name set on a specific ActorMeta
12855 tokens = g_strsplit (name + 1, ".", -1);
12856 if (tokens == NULL || g_strv_length (tokens) != 3)
12858 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
12860 g_strfreev (tokens);
12864 if (strcmp (tokens[0], "actions") == 0)
12865 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
12867 if (strcmp (tokens[0], "constraints") == 0)
12868 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
12870 if (strcmp (tokens[0], "effects") == 0)
12871 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
12873 if (name_p != NULL)
12874 *name_p = g_strdup (tokens[2]);
12876 CLUTTER_NOTE (ANIMATION,
12877 "Looking for property '%s' of object '%s' in section '%s'",
12882 g_strfreev (tokens);
12887 static GParamSpec *
12888 clutter_actor_find_property (ClutterAnimatable *animatable,
12889 const gchar *property_name)
12891 ClutterActorMeta *meta = NULL;
12892 GObjectClass *klass = NULL;
12893 GParamSpec *pspec = NULL;
12894 gchar *p_name = NULL;
12896 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12902 klass = G_OBJECT_GET_CLASS (meta);
12904 pspec = g_object_class_find_property (klass, p_name);
12908 klass = G_OBJECT_GET_CLASS (animatable);
12910 pspec = g_object_class_find_property (klass, property_name);
12919 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
12920 const gchar *property_name,
12923 ClutterActorMeta *meta = NULL;
12924 gchar *p_name = NULL;
12926 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12931 g_object_get_property (G_OBJECT (meta), p_name, initial);
12933 g_object_get_property (G_OBJECT (animatable), property_name, initial);
12939 * clutter_actor_set_animatable_property:
12940 * @actor: a #ClutterActor
12941 * @prop_id: the paramspec id
12942 * @value: the value to set
12943 * @pspec: the paramspec
12945 * Sets values of animatable properties.
12947 * This is a variant of clutter_actor_set_property() that gets called
12948 * by the #ClutterAnimatable implementation of #ClutterActor for the
12949 * properties with the %CLUTTER_PARAM_ANIMATABLE flag set on their
12952 * Unlike the implementation of #GObjectClass.set_property(), this
12953 * function will not update the interval if a transition involving an
12954 * animatable property is in progress - this avoids cycles with the
12955 * transition API calling the public API.
12958 clutter_actor_set_animatable_property (ClutterActor *actor,
12960 const GValue *value,
12963 GObject *obj = G_OBJECT (actor);
12965 g_object_freeze_notify (obj);
12970 clutter_actor_set_x_internal (actor, g_value_get_float (value));
12974 clutter_actor_set_y_internal (actor, g_value_get_float (value));
12978 clutter_actor_set_width_internal (actor, g_value_get_float (value));
12982 clutter_actor_set_height_internal (actor, g_value_get_float (value));
12986 clutter_actor_set_depth_internal (actor, g_value_get_float (value));
12990 clutter_actor_set_opacity_internal (actor, g_value_get_uint (value));
12993 case PROP_BACKGROUND_COLOR:
12994 clutter_actor_set_background_color_internal (actor, clutter_value_get_color (value));
12998 clutter_actor_set_scale_factor_internal (actor,
12999 g_value_get_double (value),
13004 clutter_actor_set_scale_factor_internal (actor,
13005 g_value_get_double (value),
13009 case PROP_ROTATION_ANGLE_X:
13010 clutter_actor_set_rotation_angle_internal (actor,
13012 g_value_get_double (value));
13015 case PROP_ROTATION_ANGLE_Y:
13016 clutter_actor_set_rotation_angle_internal (actor,
13018 g_value_get_double (value));
13021 case PROP_ROTATION_ANGLE_Z:
13022 clutter_actor_set_rotation_angle_internal (actor,
13024 g_value_get_double (value));
13027 case PROP_CONTENT_BOX:
13028 clutter_actor_store_content_box (actor, g_value_get_boxed (value));
13032 g_object_set_property (obj, pspec->name, value);
13036 g_object_thaw_notify (obj);
13040 clutter_actor_set_final_state (ClutterAnimatable *animatable,
13041 const gchar *property_name,
13042 const GValue *final)
13044 ClutterActor *actor = CLUTTER_ACTOR (animatable);
13045 ClutterActorMeta *meta = NULL;
13046 gchar *p_name = NULL;
13048 meta = get_meta_from_animation_property (actor,
13052 g_object_set_property (G_OBJECT (meta), p_name, final);
13055 GObjectClass *obj_class = G_OBJECT_GET_CLASS (animatable);
13058 pspec = g_object_class_find_property (obj_class, property_name);
13060 if ((pspec->flags & CLUTTER_PARAM_ANIMATABLE) != 0)
13062 /* XXX - I'm going to the special hell for this */
13063 clutter_actor_set_animatable_property (actor, pspec->param_id, final, pspec);
13066 g_object_set_property (G_OBJECT (animatable), pspec->name, final);
13073 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
13075 iface->find_property = clutter_actor_find_property;
13076 iface->get_initial_state = clutter_actor_get_initial_state;
13077 iface->set_final_state = clutter_actor_set_final_state;
13081 * clutter_actor_transform_stage_point:
13082 * @self: A #ClutterActor
13083 * @x: (in): x screen coordinate of the point to unproject
13084 * @y: (in): y screen coordinate of the point to unproject
13085 * @x_out: (out): return location for the unprojected x coordinance
13086 * @y_out: (out): return location for the unprojected y coordinance
13088 * This function translates screen coordinates (@x, @y) to
13089 * coordinates relative to the actor. For example, it can be used to translate
13090 * screen events from global screen coordinates into actor-local coordinates.
13092 * The conversion can fail, notably if the transform stack results in the
13093 * actor being projected on the screen as a mere line.
13095 * The conversion should not be expected to be pixel-perfect due to the
13096 * nature of the operation. In general the error grows when the skewing
13097 * of the actor rectangle on screen increases.
13099 * <note><para>This function can be computationally intensive.</para></note>
13101 * <note><para>This function only works when the allocation is up-to-date,
13102 * i.e. inside of paint().</para></note>
13104 * Return value: %TRUE if conversion was successful.
13109 clutter_actor_transform_stage_point (ClutterActor *self,
13115 ClutterVertex v[4];
13118 int du, dv, xi, yi;
13120 float xf, yf, wf, det;
13121 ClutterActorPrivate *priv;
13123 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13127 /* This implementation is based on the quad -> quad projection algorithm
13128 * described by Paul Heckbert in:
13130 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
13132 * and the sample implementation at:
13134 * http://www.cs.cmu.edu/~ph/src/texfund/
13136 * Our texture is a rectangle with origin [0, 0], so we are mapping from
13137 * quad to rectangle only, which significantly simplifies things; the
13138 * function calls have been unrolled, and most of the math is done in fixed
13142 clutter_actor_get_abs_allocation_vertices (self, v);
13144 /* Keeping these as ints simplifies the multiplication (no significant
13145 * loss of precision here).
13147 du = (int) (priv->allocation.x2 - priv->allocation.x1);
13148 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
13153 #define UX2FP(x) (x)
13154 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
13156 /* First, find mapping from unit uv square to xy quadrilateral; this
13157 * equivalent to the pmap_square_quad() functions in the sample
13158 * implementation, which we can simplify, since our target is always
13161 px = v[0].x - v[1].x + v[3].x - v[2].x;
13162 py = v[0].y - v[1].y + v[3].y - v[2].y;
13166 /* affine transform */
13167 RQ[0][0] = UX2FP (v[1].x - v[0].x);
13168 RQ[1][0] = UX2FP (v[3].x - v[1].x);
13169 RQ[2][0] = UX2FP (v[0].x);
13170 RQ[0][1] = UX2FP (v[1].y - v[0].y);
13171 RQ[1][1] = UX2FP (v[3].y - v[1].y);
13172 RQ[2][1] = UX2FP (v[0].y);
13179 /* projective transform */
13180 double dx1, dx2, dy1, dy2, del;
13182 dx1 = UX2FP (v[1].x - v[3].x);
13183 dx2 = UX2FP (v[2].x - v[3].x);
13184 dy1 = UX2FP (v[1].y - v[3].y);
13185 dy2 = UX2FP (v[2].y - v[3].y);
13187 del = DET2FP (dx1, dx2, dy1, dy2);
13192 * The division here needs to be done in floating point for
13193 * precisions reasons.
13195 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
13196 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
13197 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
13199 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
13200 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
13201 RQ[2][0] = UX2FP (v[0].x);
13202 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
13203 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
13204 RQ[2][1] = UX2FP (v[0].y);
13208 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
13209 * square. Since our rectangle is based at 0,0 we only need to scale.
13219 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
13222 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
13223 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
13224 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
13225 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
13226 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
13227 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
13228 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
13229 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
13230 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
13233 * Check the resulting matrix is OK.
13235 det = (RQ[0][0] * ST[0][0])
13236 + (RQ[0][1] * ST[0][1])
13237 + (RQ[0][2] * ST[0][2]);
13242 * Now transform our point with the ST matrix; the notional w
13243 * coordinate is 1, hence the last part is simply added.
13248 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
13249 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
13250 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
13268 static ClutterGeometry*
13269 clutter_geometry_copy (const ClutterGeometry *geometry)
13271 return g_slice_dup (ClutterGeometry, geometry);
13275 clutter_geometry_free (ClutterGeometry *geometry)
13277 if (G_LIKELY (geometry != NULL))
13278 g_slice_free (ClutterGeometry, geometry);
13282 * clutter_geometry_union:
13283 * @geometry_a: a #ClutterGeometry
13284 * @geometry_b: another #ClutterGeometry
13285 * @result: (out): location to store the result
13287 * Find the union of two rectangles represented as #ClutterGeometry.
13292 clutter_geometry_union (const ClutterGeometry *geometry_a,
13293 const ClutterGeometry *geometry_b,
13294 ClutterGeometry *result)
13296 /* We don't try to handle rectangles that can't be represented
13297 * as a signed integer box */
13298 gint x_1 = MIN (geometry_a->x, geometry_b->x);
13299 gint y_1 = MIN (geometry_a->y, geometry_b->y);
13300 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
13301 geometry_b->x + (gint)geometry_b->width);
13302 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
13303 geometry_b->y + (gint)geometry_b->height);
13306 result->width = x_2 - x_1;
13307 result->height = y_2 - y_1;
13311 * clutter_geometry_intersects:
13312 * @geometry0: The first geometry to test
13313 * @geometry1: The second geometry to test
13315 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
13316 * they do else %FALSE.
13318 * Return value: %TRUE of @geometry0 and geometry1 intersect else
13324 clutter_geometry_intersects (const ClutterGeometry *geometry0,
13325 const ClutterGeometry *geometry1)
13327 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
13328 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
13329 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
13330 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
13337 clutter_geometry_progress (const GValue *a,
13342 const ClutterGeometry *a_geom = g_value_get_boxed (a);
13343 const ClutterGeometry *b_geom = g_value_get_boxed (b);
13344 ClutterGeometry res = { 0, };
13345 gint a_width = a_geom->width;
13346 gint b_width = b_geom->width;
13347 gint a_height = a_geom->height;
13348 gint b_height = b_geom->height;
13350 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
13351 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
13353 res.width = a_width + (b_width - a_width) * progress;
13354 res.height = a_height + (b_height - a_height) * progress;
13356 g_value_set_boxed (retval, &res);
13361 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
13362 clutter_geometry_copy,
13363 clutter_geometry_free,
13364 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
13371 * clutter_vertex_new:
13376 * Creates a new #ClutterVertex for the point in 3D space
13377 * identified by the 3 coordinates @x, @y, @z
13379 * Return value: the newly allocate #ClutterVertex. Use
13380 * clutter_vertex_free() to free the resources
13385 clutter_vertex_new (gfloat x,
13389 ClutterVertex *vertex;
13391 vertex = g_slice_new (ClutterVertex);
13392 clutter_vertex_init (vertex, x, y, z);
13398 * clutter_vertex_init:
13399 * @vertex: a #ClutterVertex
13404 * Initializes @vertex with the given coordinates.
13409 clutter_vertex_init (ClutterVertex *vertex,
13414 g_return_if_fail (vertex != NULL);
13422 * clutter_vertex_copy:
13423 * @vertex: a #ClutterVertex
13427 * Return value: a newly allocated copy of #ClutterVertex. Use
13428 * clutter_vertex_free() to free the allocated resources
13433 clutter_vertex_copy (const ClutterVertex *vertex)
13435 if (G_LIKELY (vertex != NULL))
13436 return g_slice_dup (ClutterVertex, vertex);
13442 * clutter_vertex_free:
13443 * @vertex: a #ClutterVertex
13445 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
13450 clutter_vertex_free (ClutterVertex *vertex)
13452 if (G_UNLIKELY (vertex != NULL))
13453 g_slice_free (ClutterVertex, vertex);
13457 * clutter_vertex_equal:
13458 * @vertex_a: a #ClutterVertex
13459 * @vertex_b: a #ClutterVertex
13461 * Compares @vertex_a and @vertex_b for equality
13463 * Return value: %TRUE if the passed #ClutterVertex are equal
13468 clutter_vertex_equal (const ClutterVertex *vertex_a,
13469 const ClutterVertex *vertex_b)
13471 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
13473 if (vertex_a == vertex_b)
13476 return vertex_a->x == vertex_b->x &&
13477 vertex_a->y == vertex_b->y &&
13478 vertex_a->z == vertex_b->z;
13482 clutter_vertex_progress (const GValue *a,
13487 const ClutterVertex *av = g_value_get_boxed (a);
13488 const ClutterVertex *bv = g_value_get_boxed (b);
13489 ClutterVertex res = { 0, };
13491 res.x = av->x + (bv->x - av->x) * progress;
13492 res.y = av->y + (bv->y - av->y) * progress;
13493 res.z = av->z + (bv->z - av->z) * progress;
13495 g_value_set_boxed (retval, &res);
13500 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
13501 clutter_vertex_copy,
13502 clutter_vertex_free,
13503 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
13506 * clutter_actor_is_rotated:
13507 * @self: a #ClutterActor
13509 * Checks whether any rotation is applied to the actor.
13511 * Return value: %TRUE if the actor is rotated.
13516 clutter_actor_is_rotated (ClutterActor *self)
13518 const ClutterTransformInfo *info;
13520 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13522 info = _clutter_actor_get_transform_info_or_defaults (self);
13524 if (info->rx_angle || info->ry_angle || info->rz_angle)
13531 * clutter_actor_is_scaled:
13532 * @self: a #ClutterActor
13534 * Checks whether the actor is scaled in either dimension.
13536 * Return value: %TRUE if the actor is scaled.
13541 clutter_actor_is_scaled (ClutterActor *self)
13543 const ClutterTransformInfo *info;
13545 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13547 info = _clutter_actor_get_transform_info_or_defaults (self);
13549 if (info->scale_x != 1.0 || info->scale_y != 1.0)
13556 _clutter_actor_get_stage_internal (ClutterActor *actor)
13558 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
13559 actor = actor->priv->parent;
13565 * clutter_actor_get_stage:
13566 * @actor: a #ClutterActor
13568 * Retrieves the #ClutterStage where @actor is contained.
13570 * Return value: (transfer none) (type Clutter.Stage): the stage
13571 * containing the actor, or %NULL
13576 clutter_actor_get_stage (ClutterActor *actor)
13578 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
13580 return _clutter_actor_get_stage_internal (actor);
13584 * clutter_actor_allocate_available_size:
13585 * @self: a #ClutterActor
13586 * @x: the actor's X coordinate
13587 * @y: the actor's Y coordinate
13588 * @available_width: the maximum available width, or -1 to use the
13589 * actor's natural width
13590 * @available_height: the maximum available height, or -1 to use the
13591 * actor's natural height
13592 * @flags: flags controlling the allocation
13594 * Allocates @self taking into account the #ClutterActor<!-- -->'s
13595 * preferred size, but limiting it to the maximum available width
13596 * and height provided.
13598 * This function will do the right thing when dealing with the
13599 * actor's request mode.
13601 * The implementation of this function is equivalent to:
13604 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
13606 * clutter_actor_get_preferred_width (self, available_height,
13608 * &natural_width);
13609 * width = CLAMP (natural_width, min_width, available_width);
13611 * clutter_actor_get_preferred_height (self, width,
13613 * &natural_height);
13614 * height = CLAMP (natural_height, min_height, available_height);
13618 * clutter_actor_get_preferred_height (self, available_width,
13620 * &natural_height);
13621 * height = CLAMP (natural_height, min_height, available_height);
13623 * clutter_actor_get_preferred_width (self, height,
13625 * &natural_width);
13626 * width = CLAMP (natural_width, min_width, available_width);
13629 * box.x1 = x; box.y1 = y;
13630 * box.x2 = box.x1 + available_width;
13631 * box.y2 = box.y1 + available_height;
13632 * clutter_actor_allocate (self, &box, flags);
13635 * This function can be used by fluid layout managers to allocate
13636 * an actor's preferred size without making it bigger than the area
13637 * available for the container.
13642 clutter_actor_allocate_available_size (ClutterActor *self,
13645 gfloat available_width,
13646 gfloat available_height,
13647 ClutterAllocationFlags flags)
13649 ClutterActorPrivate *priv;
13650 gfloat width, height;
13651 gfloat min_width, min_height;
13652 gfloat natural_width, natural_height;
13653 ClutterActorBox box;
13655 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13659 width = height = 0.0;
13661 switch (priv->request_mode)
13663 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
13664 clutter_actor_get_preferred_width (self, available_height,
13667 width = CLAMP (natural_width, min_width, available_width);
13669 clutter_actor_get_preferred_height (self, width,
13672 height = CLAMP (natural_height, min_height, available_height);
13675 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
13676 clutter_actor_get_preferred_height (self, available_width,
13679 height = CLAMP (natural_height, min_height, available_height);
13681 clutter_actor_get_preferred_width (self, height,
13684 width = CLAMP (natural_width, min_width, available_width);
13691 box.x2 = box.x1 + width;
13692 box.y2 = box.y1 + height;
13693 clutter_actor_allocate (self, &box, flags);
13697 * clutter_actor_allocate_preferred_size:
13698 * @self: a #ClutterActor
13699 * @flags: flags controlling the allocation
13701 * Allocates the natural size of @self.
13703 * This function is a utility call for #ClutterActor implementations
13704 * that allocates the actor's preferred natural size. It can be used
13705 * by fixed layout managers (like #ClutterGroup or so called
13706 * 'composite actors') inside the ClutterActor::allocate
13707 * implementation to give each child exactly how much space it
13710 * This function is not meant to be used by applications. It is also
13711 * not meant to be used outside the implementation of the
13712 * ClutterActor::allocate virtual function.
13717 clutter_actor_allocate_preferred_size (ClutterActor *self,
13718 ClutterAllocationFlags flags)
13720 gfloat actor_x, actor_y;
13721 gfloat natural_width, natural_height;
13722 ClutterActorBox actor_box;
13724 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13726 actor_x = clutter_actor_get_x (self);
13727 actor_y = clutter_actor_get_y (self);
13729 clutter_actor_get_preferred_size (self,
13734 actor_box.x1 = actor_x;
13735 actor_box.y1 = actor_y;
13736 actor_box.x2 = actor_box.x1 + natural_width;
13737 actor_box.y2 = actor_box.y1 + natural_height;
13739 clutter_actor_allocate (self, &actor_box, flags);
13743 * clutter_actor_allocate_align_fill:
13744 * @self: a #ClutterActor
13745 * @box: a #ClutterActorBox, containing the available width and height
13746 * @x_align: the horizontal alignment, between 0 and 1
13747 * @y_align: the vertical alignment, between 0 and 1
13748 * @x_fill: whether the actor should fill horizontally
13749 * @y_fill: whether the actor should fill vertically
13750 * @flags: allocation flags to be passed to clutter_actor_allocate()
13752 * Allocates @self by taking into consideration the available allocation
13753 * area; an alignment factor on either axis; and whether the actor should
13754 * fill the allocation on either axis.
13756 * The @box should contain the available allocation width and height;
13757 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
13758 * allocation will be offset by their value.
13760 * This function takes into consideration the geometry request specified by
13761 * the #ClutterActor:request-mode property, and the text direction.
13763 * This function is useful for fluid layout managers, like #ClutterBinLayout
13764 * or #ClutterTableLayout
13769 clutter_actor_allocate_align_fill (ClutterActor *self,
13770 const ClutterActorBox *box,
13775 ClutterAllocationFlags flags)
13777 ClutterActorPrivate *priv;
13778 ClutterActorBox allocation = { 0, };
13779 gfloat x_offset, y_offset;
13780 gfloat available_width, available_height;
13781 gfloat child_width, child_height;
13783 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13784 g_return_if_fail (box != NULL);
13785 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
13786 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
13790 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
13791 clutter_actor_box_get_size (box, &available_width, &available_height);
13793 if (available_width < 0)
13794 available_width = 0;
13796 if (available_height < 0)
13797 available_height = 0;
13801 allocation.x1 = x_offset;
13802 allocation.x2 = allocation.x1 + available_width;
13807 allocation.y1 = y_offset;
13808 allocation.y2 = allocation.y1 + available_height;
13811 /* if we are filling horizontally and vertically then we're done */
13812 if (x_fill && y_fill)
13815 child_width = child_height = 0.0f;
13817 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
13819 gfloat min_width, natural_width;
13820 gfloat min_height, natural_height;
13822 clutter_actor_get_preferred_width (self, available_height,
13826 child_width = CLAMP (natural_width, min_width, available_width);
13830 clutter_actor_get_preferred_height (self, child_width,
13834 child_height = CLAMP (natural_height, min_height, available_height);
13839 gfloat min_width, natural_width;
13840 gfloat min_height, natural_height;
13842 clutter_actor_get_preferred_height (self, available_width,
13846 child_height = CLAMP (natural_height, min_height, available_height);
13850 clutter_actor_get_preferred_width (self, child_height,
13854 child_width = CLAMP (natural_width, min_width, available_width);
13858 /* invert the horizontal alignment for RTL languages */
13859 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
13860 x_align = 1.0 - x_align;
13864 allocation.x1 = x_offset
13865 + ((available_width - child_width) * x_align);
13866 allocation.x2 = allocation.x1 + child_width;
13871 allocation.y1 = y_offset
13872 + ((available_height - child_height) * y_align);
13873 allocation.y2 = allocation.y1 + child_height;
13877 clutter_actor_box_clamp_to_pixel (&allocation);
13878 clutter_actor_allocate (self, &allocation, flags);
13882 * clutter_actor_grab_key_focus:
13883 * @self: a #ClutterActor
13885 * Sets the key focus of the #ClutterStage including @self
13886 * to this #ClutterActor.
13891 clutter_actor_grab_key_focus (ClutterActor *self)
13893 ClutterActor *stage;
13895 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13897 stage = _clutter_actor_get_stage_internal (self);
13899 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
13903 * clutter_actor_get_pango_context:
13904 * @self: a #ClutterActor
13906 * Retrieves the #PangoContext for @self. The actor's #PangoContext
13907 * is already configured using the appropriate font map, resolution
13908 * and font options.
13910 * Unlike clutter_actor_create_pango_context(), this context is owend
13911 * by the #ClutterActor and it will be updated each time the options
13912 * stored by the #ClutterBackend change.
13914 * You can use the returned #PangoContext to create a #PangoLayout
13915 * and render text using cogl_pango_render_layout() to reuse the
13916 * glyphs cache also used by Clutter.
13918 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
13919 * The returned #PangoContext is owned by the actor and should not be
13920 * unreferenced by the application code
13925 clutter_actor_get_pango_context (ClutterActor *self)
13927 ClutterActorPrivate *priv;
13929 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13933 if (priv->pango_context != NULL)
13934 return priv->pango_context;
13936 priv->pango_context = _clutter_context_get_pango_context ();
13937 g_object_ref (priv->pango_context);
13939 return priv->pango_context;
13943 * clutter_actor_create_pango_context:
13944 * @self: a #ClutterActor
13946 * Creates a #PangoContext for the given actor. The #PangoContext
13947 * is already configured using the appropriate font map, resolution
13948 * and font options.
13950 * See also clutter_actor_get_pango_context().
13952 * Return value: (transfer full): the newly created #PangoContext.
13953 * Use g_object_unref() on the returned value to deallocate its
13959 clutter_actor_create_pango_context (ClutterActor *self)
13961 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13963 return _clutter_context_create_pango_context ();
13967 * clutter_actor_create_pango_layout:
13968 * @self: a #ClutterActor
13969 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
13971 * Creates a new #PangoLayout from the same #PangoContext used
13972 * by the #ClutterActor. The #PangoLayout is already configured
13973 * with the font map, resolution and font options, and the
13976 * If you want to keep around a #PangoLayout created by this
13977 * function you will have to connect to the #ClutterBackend::font-changed
13978 * and #ClutterBackend::resolution-changed signals, and call
13979 * pango_layout_context_changed() in response to them.
13981 * Return value: (transfer full): the newly created #PangoLayout.
13982 * Use g_object_unref() when done
13987 clutter_actor_create_pango_layout (ClutterActor *self,
13990 PangoContext *context;
13991 PangoLayout *layout;
13993 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13995 context = clutter_actor_get_pango_context (self);
13996 layout = pango_layout_new (context);
13999 pango_layout_set_text (layout, text, -1);
14004 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
14005 * ClutterOffscreenEffect.
14008 _clutter_actor_set_opacity_override (ClutterActor *self,
14011 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14013 self->priv->opacity_override = opacity;
14017 _clutter_actor_get_opacity_override (ClutterActor *self)
14019 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
14021 return self->priv->opacity_override;
14024 /* Allows you to disable applying the actors model view transform during
14025 * a paint. Used by ClutterClone. */
14027 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
14030 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14032 self->priv->enable_model_view_transform = enable;
14036 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
14039 ClutterActorPrivate *priv;
14041 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14045 priv->enable_paint_unmapped = enable;
14047 if (priv->enable_paint_unmapped)
14049 /* Make sure that the parents of the widget are realized first;
14050 * otherwise checks in clutter_actor_update_map_state() will
14053 clutter_actor_realize (self);
14055 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
14059 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
14064 clutter_anchor_coord_get_units (ClutterActor *self,
14065 const AnchorCoord *coord,
14070 if (coord->is_fractional)
14072 gfloat actor_width, actor_height;
14074 clutter_actor_get_size (self, &actor_width, &actor_height);
14077 *x = actor_width * coord->v.fraction.x;
14080 *y = actor_height * coord->v.fraction.y;
14088 *x = coord->v.units.x;
14091 *y = coord->v.units.y;
14094 *z = coord->v.units.z;
14099 clutter_anchor_coord_set_units (AnchorCoord *coord,
14104 coord->is_fractional = FALSE;
14105 coord->v.units.x = x;
14106 coord->v.units.y = y;
14107 coord->v.units.z = z;
14110 static ClutterGravity
14111 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
14113 if (coord->is_fractional)
14115 if (coord->v.fraction.x == 0.0)
14117 if (coord->v.fraction.y == 0.0)
14118 return CLUTTER_GRAVITY_NORTH_WEST;
14119 else if (coord->v.fraction.y == 0.5)
14120 return CLUTTER_GRAVITY_WEST;
14121 else if (coord->v.fraction.y == 1.0)
14122 return CLUTTER_GRAVITY_SOUTH_WEST;
14124 return CLUTTER_GRAVITY_NONE;
14126 else if (coord->v.fraction.x == 0.5)
14128 if (coord->v.fraction.y == 0.0)
14129 return CLUTTER_GRAVITY_NORTH;
14130 else if (coord->v.fraction.y == 0.5)
14131 return CLUTTER_GRAVITY_CENTER;
14132 else if (coord->v.fraction.y == 1.0)
14133 return CLUTTER_GRAVITY_SOUTH;
14135 return CLUTTER_GRAVITY_NONE;
14137 else if (coord->v.fraction.x == 1.0)
14139 if (coord->v.fraction.y == 0.0)
14140 return CLUTTER_GRAVITY_NORTH_EAST;
14141 else if (coord->v.fraction.y == 0.5)
14142 return CLUTTER_GRAVITY_EAST;
14143 else if (coord->v.fraction.y == 1.0)
14144 return CLUTTER_GRAVITY_SOUTH_EAST;
14146 return CLUTTER_GRAVITY_NONE;
14149 return CLUTTER_GRAVITY_NONE;
14152 return CLUTTER_GRAVITY_NONE;
14156 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
14157 ClutterGravity gravity)
14161 case CLUTTER_GRAVITY_NORTH:
14162 coord->v.fraction.x = 0.5;
14163 coord->v.fraction.y = 0.0;
14166 case CLUTTER_GRAVITY_NORTH_EAST:
14167 coord->v.fraction.x = 1.0;
14168 coord->v.fraction.y = 0.0;
14171 case CLUTTER_GRAVITY_EAST:
14172 coord->v.fraction.x = 1.0;
14173 coord->v.fraction.y = 0.5;
14176 case CLUTTER_GRAVITY_SOUTH_EAST:
14177 coord->v.fraction.x = 1.0;
14178 coord->v.fraction.y = 1.0;
14181 case CLUTTER_GRAVITY_SOUTH:
14182 coord->v.fraction.x = 0.5;
14183 coord->v.fraction.y = 1.0;
14186 case CLUTTER_GRAVITY_SOUTH_WEST:
14187 coord->v.fraction.x = 0.0;
14188 coord->v.fraction.y = 1.0;
14191 case CLUTTER_GRAVITY_WEST:
14192 coord->v.fraction.x = 0.0;
14193 coord->v.fraction.y = 0.5;
14196 case CLUTTER_GRAVITY_NORTH_WEST:
14197 coord->v.fraction.x = 0.0;
14198 coord->v.fraction.y = 0.0;
14201 case CLUTTER_GRAVITY_CENTER:
14202 coord->v.fraction.x = 0.5;
14203 coord->v.fraction.y = 0.5;
14207 coord->v.fraction.x = 0.0;
14208 coord->v.fraction.y = 0.0;
14212 coord->is_fractional = TRUE;
14216 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
14218 if (coord->is_fractional)
14219 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
14221 return (coord->v.units.x == 0.0
14222 && coord->v.units.y == 0.0
14223 && coord->v.units.z == 0.0);
14227 * clutter_actor_get_flags:
14228 * @self: a #ClutterActor
14230 * Retrieves the flags set on @self
14232 * Return value: a bitwise or of #ClutterActorFlags or 0
14237 clutter_actor_get_flags (ClutterActor *self)
14239 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14241 return self->flags;
14245 * clutter_actor_set_flags:
14246 * @self: a #ClutterActor
14247 * @flags: the flags to set
14249 * Sets @flags on @self
14251 * This function will emit notifications for the changed properties
14256 clutter_actor_set_flags (ClutterActor *self,
14257 ClutterActorFlags flags)
14259 ClutterActorFlags old_flags;
14261 gboolean was_reactive_set, reactive_set;
14262 gboolean was_realized_set, realized_set;
14263 gboolean was_mapped_set, mapped_set;
14264 gboolean was_visible_set, visible_set;
14266 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14268 if (self->flags == flags)
14271 obj = G_OBJECT (self);
14272 g_object_ref (obj);
14273 g_object_freeze_notify (obj);
14275 old_flags = self->flags;
14277 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
14278 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
14279 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
14280 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
14282 self->flags |= flags;
14284 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
14285 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
14286 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
14287 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
14289 if (reactive_set != was_reactive_set)
14290 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
14292 if (realized_set != was_realized_set)
14293 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
14295 if (mapped_set != was_mapped_set)
14296 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
14298 if (visible_set != was_visible_set)
14299 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
14301 g_object_thaw_notify (obj);
14302 g_object_unref (obj);
14306 * clutter_actor_unset_flags:
14307 * @self: a #ClutterActor
14308 * @flags: the flags to unset
14310 * Unsets @flags on @self
14312 * This function will emit notifications for the changed properties
14317 clutter_actor_unset_flags (ClutterActor *self,
14318 ClutterActorFlags flags)
14320 ClutterActorFlags old_flags;
14322 gboolean was_reactive_set, reactive_set;
14323 gboolean was_realized_set, realized_set;
14324 gboolean was_mapped_set, mapped_set;
14325 gboolean was_visible_set, visible_set;
14327 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14329 obj = G_OBJECT (self);
14330 g_object_freeze_notify (obj);
14332 old_flags = self->flags;
14334 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
14335 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
14336 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
14337 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
14339 self->flags &= ~flags;
14341 if (self->flags == old_flags)
14344 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
14345 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
14346 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
14347 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
14349 if (reactive_set != was_reactive_set)
14350 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
14352 if (realized_set != was_realized_set)
14353 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
14355 if (mapped_set != was_mapped_set)
14356 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
14358 if (visible_set != was_visible_set)
14359 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
14361 g_object_thaw_notify (obj);
14365 * clutter_actor_get_transformation_matrix:
14366 * @self: a #ClutterActor
14367 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
14369 * Retrieves the transformations applied to @self relative to its
14375 clutter_actor_get_transformation_matrix (ClutterActor *self,
14376 CoglMatrix *matrix)
14378 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14380 cogl_matrix_init_identity (matrix);
14382 _clutter_actor_apply_modelview_transform (self, matrix);
14386 _clutter_actor_set_in_clone_paint (ClutterActor *self,
14387 gboolean is_in_clone_paint)
14389 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14390 self->priv->in_clone_paint = is_in_clone_paint;
14394 * clutter_actor_is_in_clone_paint:
14395 * @self: a #ClutterActor
14397 * Checks whether @self is being currently painted by a #ClutterClone
14399 * This function is useful only inside the ::paint virtual function
14400 * implementations or within handlers for the #ClutterActor::paint
14403 * This function should not be used by applications
14405 * Return value: %TRUE if the #ClutterActor is currently being painted
14406 * by a #ClutterClone, and %FALSE otherwise
14411 clutter_actor_is_in_clone_paint (ClutterActor *self)
14413 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14415 return self->priv->in_clone_paint;
14419 set_direction_recursive (ClutterActor *actor,
14420 gpointer user_data)
14422 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
14424 clutter_actor_set_text_direction (actor, text_dir);
14430 * clutter_actor_set_text_direction:
14431 * @self: a #ClutterActor
14432 * @text_dir: the text direction for @self
14434 * Sets the #ClutterTextDirection for an actor
14436 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
14438 * If @self implements #ClutterContainer then this function will recurse
14439 * inside all the children of @self (including the internal ones).
14441 * Composite actors not implementing #ClutterContainer, or actors requiring
14442 * special handling when the text direction changes, should connect to
14443 * the #GObject::notify signal for the #ClutterActor:text-direction property
14448 clutter_actor_set_text_direction (ClutterActor *self,
14449 ClutterTextDirection text_dir)
14451 ClutterActorPrivate *priv;
14453 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14454 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
14458 if (priv->text_direction != text_dir)
14460 priv->text_direction = text_dir;
14462 /* we need to emit the notify::text-direction first, so that
14463 * the sub-classes can catch that and do specific handling of
14464 * the text direction; see clutter_text_direction_changed_cb()
14465 * inside clutter-text.c
14467 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
14469 _clutter_actor_foreach_child (self, set_direction_recursive,
14470 GINT_TO_POINTER (text_dir));
14472 clutter_actor_queue_relayout (self);
14477 _clutter_actor_set_has_pointer (ClutterActor *self,
14478 gboolean has_pointer)
14480 ClutterActorPrivate *priv = self->priv;
14482 if (priv->has_pointer != has_pointer)
14484 priv->has_pointer = has_pointer;
14486 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
14491 * clutter_actor_get_text_direction:
14492 * @self: a #ClutterActor
14494 * Retrieves the value set using clutter_actor_set_text_direction()
14496 * If no text direction has been previously set, the default text
14497 * direction, as returned by clutter_get_default_text_direction(), will
14498 * be returned instead
14500 * Return value: the #ClutterTextDirection for the actor
14504 ClutterTextDirection
14505 clutter_actor_get_text_direction (ClutterActor *self)
14507 ClutterActorPrivate *priv;
14509 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
14510 CLUTTER_TEXT_DIRECTION_LTR);
14514 /* if no direction has been set yet use the default */
14515 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
14516 priv->text_direction = clutter_get_default_text_direction ();
14518 return priv->text_direction;
14522 * clutter_actor_push_internal:
14523 * @self: a #ClutterActor
14525 * Should be used by actors implementing the #ClutterContainer and with
14526 * internal children added through clutter_actor_set_parent(), for instance:
14530 * my_actor_init (MyActor *self)
14532 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
14534 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
14536 * /* calling clutter_actor_set_parent() now will result in
14537 * * the internal flag being set on a child of MyActor
14540 * /* internal child - a background texture */
14541 * self->priv->background_tex = clutter_texture_new ();
14542 * clutter_actor_set_parent (self->priv->background_tex,
14543 * CLUTTER_ACTOR (self));
14545 * /* internal child - a label */
14546 * self->priv->label = clutter_text_new ();
14547 * clutter_actor_set_parent (self->priv->label,
14548 * CLUTTER_ACTOR (self));
14550 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
14552 * /* calling clutter_actor_set_parent() now will not result in
14553 * * the internal flag being set on a child of MyActor
14558 * This function will be used by Clutter to toggle an "internal child"
14559 * flag whenever clutter_actor_set_parent() is called; internal children
14560 * are handled differently by Clutter, specifically when destroying their
14563 * Call clutter_actor_pop_internal() when you finished adding internal
14566 * Nested calls to clutter_actor_push_internal() are allowed, but each
14567 * one must by followed by a clutter_actor_pop_internal() call.
14571 * Deprecated: 1.10: All children of an actor are accessible through
14572 * the #ClutterActor API, and #ClutterActor implements the
14573 * #ClutterContainer interface, so this function is only useful
14574 * for legacy containers overriding the default implementation.
14577 clutter_actor_push_internal (ClutterActor *self)
14579 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14581 self->priv->internal_child += 1;
14585 * clutter_actor_pop_internal:
14586 * @self: a #ClutterActor
14588 * Disables the effects of clutter_actor_push_internal().
14592 * Deprecated: 1.10: All children of an actor are accessible through
14593 * the #ClutterActor API. This function is only useful for legacy
14594 * containers overriding the default implementation of the
14595 * #ClutterContainer interface.
14598 clutter_actor_pop_internal (ClutterActor *self)
14600 ClutterActorPrivate *priv;
14602 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14606 if (priv->internal_child == 0)
14608 g_warning ("Mismatched %s: you need to call "
14609 "clutter_actor_push_composite() at least once before "
14610 "calling this function", G_STRFUNC);
14614 priv->internal_child -= 1;
14618 * clutter_actor_has_pointer:
14619 * @self: a #ClutterActor
14621 * Checks whether an actor contains the pointer of a
14622 * #ClutterInputDevice
14624 * Return value: %TRUE if the actor contains the pointer, and
14630 clutter_actor_has_pointer (ClutterActor *self)
14632 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14634 return self->priv->has_pointer;
14637 /* XXX: This is a workaround for not being able to break the ABI of
14638 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
14639 * clutter_actor_queue_clipped_redraw() for details.
14641 ClutterPaintVolume *
14642 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
14644 return g_object_get_data (G_OBJECT (self),
14645 "-clutter-actor-queue-redraw-clip");
14649 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
14650 ClutterPaintVolume *clip)
14652 g_object_set_data (G_OBJECT (self),
14653 "-clutter-actor-queue-redraw-clip",
14658 * clutter_actor_has_allocation:
14659 * @self: a #ClutterActor
14661 * Checks if the actor has an up-to-date allocation assigned to
14662 * it. This means that the actor should have an allocation: it's
14663 * visible and has a parent. It also means that there is no
14664 * outstanding relayout request in progress for the actor or its
14665 * children (There might be other outstanding layout requests in
14666 * progress that will cause the actor to get a new allocation
14667 * when the stage is laid out, however).
14669 * If this function returns %FALSE, then the actor will normally
14670 * be allocated before it is next drawn on the screen.
14672 * Return value: %TRUE if the actor has an up-to-date allocation
14677 clutter_actor_has_allocation (ClutterActor *self)
14679 ClutterActorPrivate *priv;
14681 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14685 return priv->parent != NULL &&
14686 CLUTTER_ACTOR_IS_VISIBLE (self) &&
14687 !priv->needs_allocation;
14691 * clutter_actor_add_action:
14692 * @self: a #ClutterActor
14693 * @action: a #ClutterAction
14695 * Adds @action to the list of actions applied to @self
14697 * A #ClutterAction can only belong to one actor at a time
14699 * The #ClutterActor will hold a reference on @action until either
14700 * clutter_actor_remove_action() or clutter_actor_clear_actions()
14706 clutter_actor_add_action (ClutterActor *self,
14707 ClutterAction *action)
14709 ClutterActorPrivate *priv;
14711 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14712 g_return_if_fail (CLUTTER_IS_ACTION (action));
14716 if (priv->actions == NULL)
14718 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
14719 priv->actions->actor = self;
14722 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
14724 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14728 * clutter_actor_add_action_with_name:
14729 * @self: a #ClutterActor
14730 * @name: the name to set on the action
14731 * @action: a #ClutterAction
14733 * A convenience function for setting the name of a #ClutterAction
14734 * while adding it to the list of actions applied to @self
14736 * This function is the logical equivalent of:
14739 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
14740 * clutter_actor_add_action (self, action);
14746 clutter_actor_add_action_with_name (ClutterActor *self,
14748 ClutterAction *action)
14750 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14751 g_return_if_fail (name != NULL);
14752 g_return_if_fail (CLUTTER_IS_ACTION (action));
14754 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
14755 clutter_actor_add_action (self, action);
14759 * clutter_actor_remove_action:
14760 * @self: a #ClutterActor
14761 * @action: a #ClutterAction
14763 * Removes @action from the list of actions applied to @self
14765 * The reference held by @self on the #ClutterAction will be released
14770 clutter_actor_remove_action (ClutterActor *self,
14771 ClutterAction *action)
14773 ClutterActorPrivate *priv;
14775 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14776 g_return_if_fail (CLUTTER_IS_ACTION (action));
14780 if (priv->actions == NULL)
14783 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
14785 if (_clutter_meta_group_peek_metas (priv->actions) == NULL)
14786 g_clear_object (&priv->actions);
14788 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14792 * clutter_actor_remove_action_by_name:
14793 * @self: a #ClutterActor
14794 * @name: the name of the action to remove
14796 * Removes the #ClutterAction with the given name from the list
14797 * of actions applied to @self
14802 clutter_actor_remove_action_by_name (ClutterActor *self,
14805 ClutterActorPrivate *priv;
14806 ClutterActorMeta *meta;
14808 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14809 g_return_if_fail (name != NULL);
14813 if (priv->actions == NULL)
14816 meta = _clutter_meta_group_get_meta (priv->actions, name);
14820 _clutter_meta_group_remove_meta (priv->actions, meta);
14822 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14826 * clutter_actor_get_actions:
14827 * @self: a #ClutterActor
14829 * Retrieves the list of actions applied to @self
14831 * Return value: (transfer container) (element-type Clutter.Action): a copy
14832 * of the list of #ClutterAction<!-- -->s. The contents of the list are
14833 * owned by the #ClutterActor. Use g_list_free() to free the resources
14834 * allocated by the returned #GList
14839 clutter_actor_get_actions (ClutterActor *self)
14841 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14843 if (self->priv->actions == NULL)
14846 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
14850 * clutter_actor_get_action:
14851 * @self: a #ClutterActor
14852 * @name: the name of the action to retrieve
14854 * Retrieves the #ClutterAction with the given name in the list
14855 * of actions applied to @self
14857 * Return value: (transfer none): a #ClutterAction for the given
14858 * name, or %NULL. The returned #ClutterAction is owned by the
14859 * actor and it should not be unreferenced directly
14864 clutter_actor_get_action (ClutterActor *self,
14867 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14868 g_return_val_if_fail (name != NULL, NULL);
14870 if (self->priv->actions == NULL)
14873 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
14877 * clutter_actor_clear_actions:
14878 * @self: a #ClutterActor
14880 * Clears the list of actions applied to @self
14885 clutter_actor_clear_actions (ClutterActor *self)
14887 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14889 if (self->priv->actions == NULL)
14892 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
14896 * clutter_actor_add_constraint:
14897 * @self: a #ClutterActor
14898 * @constraint: a #ClutterConstraint
14900 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
14903 * The #ClutterActor will hold a reference on the @constraint until
14904 * either clutter_actor_remove_constraint() or
14905 * clutter_actor_clear_constraints() is called.
14910 clutter_actor_add_constraint (ClutterActor *self,
14911 ClutterConstraint *constraint)
14913 ClutterActorPrivate *priv;
14915 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14916 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14920 if (priv->constraints == NULL)
14922 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
14923 priv->constraints->actor = self;
14926 _clutter_meta_group_add_meta (priv->constraints,
14927 CLUTTER_ACTOR_META (constraint));
14928 clutter_actor_queue_relayout (self);
14930 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
14934 * clutter_actor_add_constraint_with_name:
14935 * @self: a #ClutterActor
14936 * @name: the name to set on the constraint
14937 * @constraint: a #ClutterConstraint
14939 * A convenience function for setting the name of a #ClutterConstraint
14940 * while adding it to the list of constraints applied to @self
14942 * This function is the logical equivalent of:
14945 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14946 * clutter_actor_add_constraint (self, constraint);
14952 clutter_actor_add_constraint_with_name (ClutterActor *self,
14954 ClutterConstraint *constraint)
14956 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14957 g_return_if_fail (name != NULL);
14958 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14960 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14961 clutter_actor_add_constraint (self, constraint);
14965 * clutter_actor_remove_constraint:
14966 * @self: a #ClutterActor
14967 * @constraint: a #ClutterConstraint
14969 * Removes @constraint from the list of constraints applied to @self
14971 * The reference held by @self on the #ClutterConstraint will be released
14976 clutter_actor_remove_constraint (ClutterActor *self,
14977 ClutterConstraint *constraint)
14979 ClutterActorPrivate *priv;
14981 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14982 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14986 if (priv->constraints == NULL)
14989 _clutter_meta_group_remove_meta (priv->constraints,
14990 CLUTTER_ACTOR_META (constraint));
14992 if (_clutter_meta_group_peek_metas (priv->constraints) == NULL)
14993 g_clear_object (&priv->constraints);
14995 clutter_actor_queue_relayout (self);
14997 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
15001 * clutter_actor_remove_constraint_by_name:
15002 * @self: a #ClutterActor
15003 * @name: the name of the constraint to remove
15005 * Removes the #ClutterConstraint with the given name from the list
15006 * of constraints applied to @self
15011 clutter_actor_remove_constraint_by_name (ClutterActor *self,
15014 ClutterActorPrivate *priv;
15015 ClutterActorMeta *meta;
15017 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15018 g_return_if_fail (name != NULL);
15022 if (priv->constraints == NULL)
15025 meta = _clutter_meta_group_get_meta (priv->constraints, name);
15029 _clutter_meta_group_remove_meta (priv->constraints, meta);
15030 clutter_actor_queue_relayout (self);
15034 * clutter_actor_get_constraints:
15035 * @self: a #ClutterActor
15037 * Retrieves the list of constraints applied to @self
15039 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
15040 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
15041 * owned by the #ClutterActor. Use g_list_free() to free the resources
15042 * allocated by the returned #GList
15047 clutter_actor_get_constraints (ClutterActor *self)
15049 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15051 if (self->priv->constraints == NULL)
15054 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
15058 * clutter_actor_get_constraint:
15059 * @self: a #ClutterActor
15060 * @name: the name of the constraint to retrieve
15062 * Retrieves the #ClutterConstraint with the given name in the list
15063 * of constraints applied to @self
15065 * Return value: (transfer none): a #ClutterConstraint for the given
15066 * name, or %NULL. The returned #ClutterConstraint is owned by the
15067 * actor and it should not be unreferenced directly
15071 ClutterConstraint *
15072 clutter_actor_get_constraint (ClutterActor *self,
15075 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15076 g_return_val_if_fail (name != NULL, NULL);
15078 if (self->priv->constraints == NULL)
15081 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
15085 * clutter_actor_clear_constraints:
15086 * @self: a #ClutterActor
15088 * Clears the list of constraints applied to @self
15093 clutter_actor_clear_constraints (ClutterActor *self)
15095 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15097 if (self->priv->constraints == NULL)
15100 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
15102 clutter_actor_queue_relayout (self);
15106 * clutter_actor_set_clip_to_allocation:
15107 * @self: a #ClutterActor
15108 * @clip_set: %TRUE to apply a clip tracking the allocation
15110 * Sets whether @self should be clipped to the same size as its
15116 clutter_actor_set_clip_to_allocation (ClutterActor *self,
15119 ClutterActorPrivate *priv;
15121 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15123 clip_set = !!clip_set;
15127 if (priv->clip_to_allocation != clip_set)
15129 priv->clip_to_allocation = clip_set;
15131 clutter_actor_queue_redraw (self);
15133 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
15138 * clutter_actor_get_clip_to_allocation:
15139 * @self: a #ClutterActor
15141 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
15143 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
15148 clutter_actor_get_clip_to_allocation (ClutterActor *self)
15150 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15152 return self->priv->clip_to_allocation;
15156 * clutter_actor_add_effect:
15157 * @self: a #ClutterActor
15158 * @effect: a #ClutterEffect
15160 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
15162 * The #ClutterActor will hold a reference on the @effect until either
15163 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
15169 clutter_actor_add_effect (ClutterActor *self,
15170 ClutterEffect *effect)
15172 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15173 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15175 _clutter_actor_add_effect_internal (self, effect);
15177 clutter_actor_queue_redraw (self);
15179 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
15183 * clutter_actor_add_effect_with_name:
15184 * @self: a #ClutterActor
15185 * @name: the name to set on the effect
15186 * @effect: a #ClutterEffect
15188 * A convenience function for setting the name of a #ClutterEffect
15189 * while adding it to the list of effectss applied to @self
15191 * This function is the logical equivalent of:
15194 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
15195 * clutter_actor_add_effect (self, effect);
15201 clutter_actor_add_effect_with_name (ClutterActor *self,
15203 ClutterEffect *effect)
15205 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15206 g_return_if_fail (name != NULL);
15207 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15209 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
15210 clutter_actor_add_effect (self, effect);
15214 * clutter_actor_remove_effect:
15215 * @self: a #ClutterActor
15216 * @effect: a #ClutterEffect
15218 * Removes @effect from the list of effects applied to @self
15220 * The reference held by @self on the #ClutterEffect will be released
15225 clutter_actor_remove_effect (ClutterActor *self,
15226 ClutterEffect *effect)
15228 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15229 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15231 _clutter_actor_remove_effect_internal (self, effect);
15233 clutter_actor_queue_redraw (self);
15235 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
15239 * clutter_actor_remove_effect_by_name:
15240 * @self: a #ClutterActor
15241 * @name: the name of the effect to remove
15243 * Removes the #ClutterEffect with the given name from the list
15244 * of effects applied to @self
15249 clutter_actor_remove_effect_by_name (ClutterActor *self,
15252 ClutterActorPrivate *priv;
15253 ClutterActorMeta *meta;
15255 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15256 g_return_if_fail (name != NULL);
15260 if (priv->effects == NULL)
15263 meta = _clutter_meta_group_get_meta (priv->effects, name);
15267 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
15271 * clutter_actor_get_effects:
15272 * @self: a #ClutterActor
15274 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
15276 * Return value: (transfer container) (element-type Clutter.Effect): a list
15277 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
15278 * list are owned by Clutter and they should not be freed. You should
15279 * free the returned list using g_list_free() when done
15284 clutter_actor_get_effects (ClutterActor *self)
15286 ClutterActorPrivate *priv;
15288 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15292 if (priv->effects == NULL)
15295 return _clutter_meta_group_get_metas_no_internal (priv->effects);
15299 * clutter_actor_get_effect:
15300 * @self: a #ClutterActor
15301 * @name: the name of the effect to retrieve
15303 * Retrieves the #ClutterEffect with the given name in the list
15304 * of effects applied to @self
15306 * Return value: (transfer none): a #ClutterEffect for the given
15307 * name, or %NULL. The returned #ClutterEffect is owned by the
15308 * actor and it should not be unreferenced directly
15313 clutter_actor_get_effect (ClutterActor *self,
15316 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15317 g_return_val_if_fail (name != NULL, NULL);
15319 if (self->priv->effects == NULL)
15322 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
15326 * clutter_actor_clear_effects:
15327 * @self: a #ClutterActor
15329 * Clears the list of effects applied to @self
15334 clutter_actor_clear_effects (ClutterActor *self)
15336 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15338 if (self->priv->effects == NULL)
15341 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
15343 clutter_actor_queue_redraw (self);
15347 * clutter_actor_has_key_focus:
15348 * @self: a #ClutterActor
15350 * Checks whether @self is the #ClutterActor that has key focus
15352 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
15357 clutter_actor_has_key_focus (ClutterActor *self)
15359 ClutterActor *stage;
15361 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15363 stage = _clutter_actor_get_stage_internal (self);
15367 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
15371 _clutter_actor_get_paint_volume_real (ClutterActor *self,
15372 ClutterPaintVolume *pv)
15374 ClutterActorPrivate *priv = self->priv;
15376 /* Actors are only expected to report a valid paint volume
15377 * while they have a valid allocation. */
15378 if (G_UNLIKELY (priv->needs_allocation))
15380 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15381 "Actor needs allocation",
15382 _clutter_actor_get_debug_name (self));
15386 /* Check if there are any handlers connected to the paint
15387 * signal. If there are then all bets are off for what the paint
15388 * volume for this actor might possibly be!
15390 * XXX: It's expected that this is going to end up being quite a
15391 * costly check to have to do here, but we haven't come up with
15392 * another solution that can reliably catch paint signal handlers at
15393 * the right time to either avoid artefacts due to invalid stage
15394 * clipping or due to incorrect culling.
15396 * Previously we checked in clutter_actor_paint(), but at that time
15397 * we may already be using a stage clip that could be derived from
15398 * an invalid paint-volume. We used to try and handle that by
15399 * queuing a follow up, unclipped, redraw but still the previous
15400 * checking wasn't enough to catch invalid volumes involved in
15401 * culling (considering that containers may derive their volume from
15402 * children that haven't yet been painted)
15404 * Longer term, improved solutions could be:
15405 * - Disallow painting in the paint signal, only allow using it
15406 * for tracking when paints happen. We can add another API that
15407 * allows monkey patching the paint of arbitrary actors but in a
15408 * more controlled way and that also supports modifying the
15410 * - If we could be notified somehow when signal handlers are
15411 * connected we wouldn't have to poll for handlers like this.
15413 if (g_signal_has_handler_pending (self,
15414 actor_signals[PAINT],
15418 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15419 "Actor has \"paint\" signal handlers",
15420 _clutter_actor_get_debug_name (self));
15424 _clutter_paint_volume_init_static (pv, self);
15426 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
15428 clutter_paint_volume_free (pv);
15429 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15430 "Actor failed to report a volume",
15431 _clutter_actor_get_debug_name (self));
15435 /* since effects can modify the paint volume, we allow them to actually
15436 * do this by making get_paint_volume() "context sensitive"
15438 if (priv->effects != NULL)
15440 if (priv->current_effect != NULL)
15442 const GList *effects, *l;
15444 /* if we are being called from within the paint sequence of
15445 * an actor, get the paint volume up to the current effect
15447 effects = _clutter_meta_group_peek_metas (priv->effects);
15449 l != NULL || (l != NULL && l->data != priv->current_effect);
15452 if (!_clutter_effect_get_paint_volume (l->data, pv))
15454 clutter_paint_volume_free (pv);
15455 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15456 "Effect (%s) failed to report a volume",
15457 _clutter_actor_get_debug_name (self),
15458 _clutter_actor_meta_get_debug_name (l->data));
15465 const GList *effects, *l;
15467 /* otherwise, get the cumulative volume */
15468 effects = _clutter_meta_group_peek_metas (priv->effects);
15469 for (l = effects; l != NULL; l = l->next)
15470 if (!_clutter_effect_get_paint_volume (l->data, pv))
15472 clutter_paint_volume_free (pv);
15473 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15474 "Effect (%s) failed to report a volume",
15475 _clutter_actor_get_debug_name (self),
15476 _clutter_actor_meta_get_debug_name (l->data));
15485 /* The public clutter_actor_get_paint_volume API returns a const
15486 * pointer since we return a pointer directly to the cached
15487 * PaintVolume associated with the actor and don't want the user to
15488 * inadvertently modify it, but for internal uses we sometimes need
15489 * access to the same PaintVolume but need to apply some book-keeping
15490 * modifications to it so we don't want a const pointer.
15492 static ClutterPaintVolume *
15493 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
15495 ClutterActorPrivate *priv;
15499 if (priv->paint_volume_valid)
15500 clutter_paint_volume_free (&priv->paint_volume);
15502 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
15504 priv->paint_volume_valid = TRUE;
15505 return &priv->paint_volume;
15509 priv->paint_volume_valid = FALSE;
15515 * clutter_actor_get_paint_volume:
15516 * @self: a #ClutterActor
15518 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
15519 * when a paint volume can't be determined.
15521 * The paint volume is defined as the 3D space occupied by an actor
15522 * when being painted.
15524 * This function will call the <function>get_paint_volume()</function>
15525 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
15526 * should not usually care about overriding the default implementation,
15527 * unless they are, for instance: painting outside their allocation, or
15528 * actors with a depth factor (not in terms of #ClutterActor:depth but real
15531 * <note>2D actors overriding <function>get_paint_volume()</function>
15532 * ensure their volume has a depth of 0. (This will be true so long as
15533 * you don't call clutter_paint_volume_set_depth().)</note>
15535 * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
15536 * or %NULL if no volume could be determined. The returned pointer
15537 * is not guaranteed to be valid across multiple frames; if you want
15538 * to keep it, you will need to copy it using clutter_paint_volume_copy().
15542 const ClutterPaintVolume *
15543 clutter_actor_get_paint_volume (ClutterActor *self)
15545 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15547 return _clutter_actor_get_paint_volume_mutable (self);
15551 * clutter_actor_get_transformed_paint_volume:
15552 * @self: a #ClutterActor
15553 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
15554 * (or %NULL for the stage)
15556 * Retrieves the 3D paint volume of an actor like
15557 * clutter_actor_get_paint_volume() does (Please refer to the
15558 * documentation of clutter_actor_get_paint_volume() for more
15559 * details.) and it additionally transforms the paint volume into the
15560 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
15561 * is passed for @relative_to_ancestor)
15563 * This can be used by containers that base their paint volume on
15564 * the volume of their children. Such containers can query the
15565 * transformed paint volume of all of its children and union them
15566 * together using clutter_paint_volume_union().
15568 * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
15569 * or %NULL if no volume could be determined. The returned pointer is
15570 * not guaranteed to be valid across multiple frames; if you wish to
15571 * keep it, you will have to copy it using clutter_paint_volume_copy().
15575 const ClutterPaintVolume *
15576 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
15577 ClutterActor *relative_to_ancestor)
15579 const ClutterPaintVolume *volume;
15580 ClutterActor *stage;
15581 ClutterPaintVolume *transformed_volume;
15583 stage = _clutter_actor_get_stage_internal (self);
15584 if (G_UNLIKELY (stage == NULL))
15587 if (relative_to_ancestor == NULL)
15588 relative_to_ancestor = stage;
15590 volume = clutter_actor_get_paint_volume (self);
15591 if (volume == NULL)
15594 transformed_volume =
15595 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
15597 _clutter_paint_volume_copy_static (volume, transformed_volume);
15599 _clutter_paint_volume_transform_relative (transformed_volume,
15600 relative_to_ancestor);
15602 return transformed_volume;
15606 * clutter_actor_get_paint_box:
15607 * @self: a #ClutterActor
15608 * @box: (out): return location for a #ClutterActorBox
15610 * Retrieves the paint volume of the passed #ClutterActor, and
15611 * transforms it into a 2D bounding box in stage coordinates.
15613 * This function is useful to determine the on screen area occupied by
15614 * the actor. The box is only an approximation and may often be
15615 * considerably larger due to the optimizations used to calculate the
15616 * box. The box is never smaller though, so it can reliably be used
15619 * There are times when a 2D paint box can't be determined, e.g.
15620 * because the actor isn't yet parented under a stage or because
15621 * the actor is unable to determine a paint volume.
15623 * Return value: %TRUE if a 2D paint box could be determined, else
15629 clutter_actor_get_paint_box (ClutterActor *self,
15630 ClutterActorBox *box)
15632 ClutterActor *stage;
15633 ClutterPaintVolume *pv;
15635 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15636 g_return_val_if_fail (box != NULL, FALSE);
15638 stage = _clutter_actor_get_stage_internal (self);
15639 if (G_UNLIKELY (!stage))
15642 pv = _clutter_actor_get_paint_volume_mutable (self);
15643 if (G_UNLIKELY (!pv))
15646 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
15652 * clutter_actor_has_overlaps:
15653 * @self: A #ClutterActor
15655 * Asks the actor's implementation whether it may contain overlapping
15658 * For example; Clutter may use this to determine whether the painting
15659 * should be redirected to an offscreen buffer to correctly implement
15660 * the opacity property.
15662 * Custom actors can override the default response by implementing the
15663 * #ClutterActor <function>has_overlaps</function> virtual function. See
15664 * clutter_actor_set_offscreen_redirect() for more information.
15666 * Return value: %TRUE if the actor may have overlapping primitives, and
15672 clutter_actor_has_overlaps (ClutterActor *self)
15674 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15676 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
15680 * clutter_actor_has_effects:
15681 * @self: A #ClutterActor
15683 * Returns whether the actor has any effects applied.
15685 * Return value: %TRUE if the actor has any effects,
15691 clutter_actor_has_effects (ClutterActor *self)
15693 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15695 if (self->priv->effects == NULL)
15698 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
15702 * clutter_actor_has_constraints:
15703 * @self: A #ClutterActor
15705 * Returns whether the actor has any constraints applied.
15707 * Return value: %TRUE if the actor has any constraints,
15713 clutter_actor_has_constraints (ClutterActor *self)
15715 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15717 return self->priv->constraints != NULL;
15721 * clutter_actor_has_actions:
15722 * @self: A #ClutterActor
15724 * Returns whether the actor has any actions applied.
15726 * Return value: %TRUE if the actor has any actions,
15732 clutter_actor_has_actions (ClutterActor *self)
15734 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15736 return self->priv->actions != NULL;
15740 * clutter_actor_get_n_children:
15741 * @self: a #ClutterActor
15743 * Retrieves the number of children of @self.
15745 * Return value: the number of children of an actor
15750 clutter_actor_get_n_children (ClutterActor *self)
15752 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
15754 return self->priv->n_children;
15758 * clutter_actor_get_child_at_index:
15759 * @self: a #ClutterActor
15760 * @index_: the position in the list of children
15762 * Retrieves the actor at the given @index_ inside the list of
15763 * children of @self.
15765 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15770 clutter_actor_get_child_at_index (ClutterActor *self,
15773 ClutterActor *iter;
15776 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15777 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
15779 for (iter = self->priv->first_child, i = 0;
15780 iter != NULL && i < index_;
15781 iter = iter->priv->next_sibling, i += 1)
15788 * _clutter_actor_foreach_child:
15789 * @actor: The actor whos children you want to iterate
15790 * @callback: The function to call for each child
15791 * @user_data: Private data to pass to @callback
15793 * Calls a given @callback once for each child of the specified @actor and
15794 * passing the @user_data pointer each time.
15796 * Return value: returns %TRUE if all children were iterated, else
15797 * %FALSE if a callback broke out of iteration early.
15800 _clutter_actor_foreach_child (ClutterActor *self,
15801 ClutterForeachCallback callback,
15802 gpointer user_data)
15804 ClutterActor *iter;
15807 if (self->priv->first_child == NULL)
15811 iter = self->priv->first_child;
15813 /* we use this form so that it's safe to change the children
15814 * list while iterating it
15816 while (cont && iter != NULL)
15818 ClutterActor *next = iter->priv->next_sibling;
15820 cont = callback (iter, user_data);
15829 /* For debugging purposes this gives us a simple way to print out
15830 * the scenegraph e.g in gdb using:
15832 * _clutter_actor_traverse (stage,
15834 * clutter_debug_print_actor_cb,
15839 static ClutterActorTraverseVisitFlags
15840 clutter_debug_print_actor_cb (ClutterActor *actor,
15844 g_print ("%*s%s:%p\n",
15846 _clutter_actor_get_debug_name (actor),
15849 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
15854 _clutter_actor_traverse_breadth (ClutterActor *actor,
15855 ClutterTraverseCallback callback,
15856 gpointer user_data)
15858 GQueue *queue = g_queue_new ();
15859 ClutterActor dummy;
15860 int current_depth = 0;
15862 g_queue_push_tail (queue, actor);
15863 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
15865 while ((actor = g_queue_pop_head (queue)))
15867 ClutterActorTraverseVisitFlags flags;
15869 if (actor == &dummy)
15872 g_queue_push_tail (queue, &dummy);
15876 flags = callback (actor, current_depth, user_data);
15877 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15879 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
15881 ClutterActor *iter;
15883 for (iter = actor->priv->first_child;
15885 iter = iter->priv->next_sibling)
15887 g_queue_push_tail (queue, iter);
15892 g_queue_free (queue);
15895 static ClutterActorTraverseVisitFlags
15896 _clutter_actor_traverse_depth (ClutterActor *actor,
15897 ClutterTraverseCallback before_children_callback,
15898 ClutterTraverseCallback after_children_callback,
15900 gpointer user_data)
15902 ClutterActorTraverseVisitFlags flags;
15904 flags = before_children_callback (actor, current_depth, user_data);
15905 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15906 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
15908 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
15910 ClutterActor *iter;
15912 for (iter = actor->priv->first_child;
15914 iter = iter->priv->next_sibling)
15916 flags = _clutter_actor_traverse_depth (iter,
15917 before_children_callback,
15918 after_children_callback,
15922 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15923 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
15927 if (after_children_callback)
15928 return after_children_callback (actor, current_depth, user_data);
15930 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
15933 /* _clutter_actor_traverse:
15934 * @actor: The actor to start traversing the graph from
15935 * @flags: These flags may affect how the traversal is done
15936 * @before_children_callback: A function to call before visiting the
15937 * children of the current actor.
15938 * @after_children_callback: A function to call after visiting the
15939 * children of the current actor. (Ignored if
15940 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
15941 * @user_data: The private data to pass to the callbacks
15943 * Traverses the scenegraph starting at the specified @actor and
15944 * descending through all its children and its children's children.
15945 * For each actor traversed @before_children_callback and
15946 * @after_children_callback are called with the specified
15947 * @user_data, before and after visiting that actor's children.
15949 * The callbacks can return flags that affect the ongoing traversal
15950 * such as by skipping over an actors children or bailing out of
15951 * any further traversing.
15954 _clutter_actor_traverse (ClutterActor *actor,
15955 ClutterActorTraverseFlags flags,
15956 ClutterTraverseCallback before_children_callback,
15957 ClutterTraverseCallback after_children_callback,
15958 gpointer user_data)
15960 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
15961 _clutter_actor_traverse_breadth (actor,
15962 before_children_callback,
15964 else /* DEPTH_FIRST */
15965 _clutter_actor_traverse_depth (actor,
15966 before_children_callback,
15967 after_children_callback,
15968 0, /* start depth */
15973 on_layout_manager_changed (ClutterLayoutManager *manager,
15974 ClutterActor *self)
15976 clutter_actor_queue_relayout (self);
15980 * clutter_actor_set_layout_manager:
15981 * @self: a #ClutterActor
15982 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
15984 * Sets the #ClutterLayoutManager delegate object that will be used to
15985 * lay out the children of @self.
15987 * The #ClutterActor will take a reference on the passed @manager which
15988 * will be released either when the layout manager is removed, or when
15989 * the actor is destroyed.
15994 clutter_actor_set_layout_manager (ClutterActor *self,
15995 ClutterLayoutManager *manager)
15997 ClutterActorPrivate *priv;
15999 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16000 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
16004 if (priv->layout_manager != NULL)
16006 g_signal_handlers_disconnect_by_func (priv->layout_manager,
16007 G_CALLBACK (on_layout_manager_changed),
16009 clutter_layout_manager_set_container (priv->layout_manager, NULL);
16010 g_clear_object (&priv->layout_manager);
16013 priv->layout_manager = manager;
16015 if (priv->layout_manager != NULL)
16017 g_object_ref_sink (priv->layout_manager);
16018 clutter_layout_manager_set_container (priv->layout_manager,
16019 CLUTTER_CONTAINER (self));
16020 g_signal_connect (priv->layout_manager, "layout-changed",
16021 G_CALLBACK (on_layout_manager_changed),
16025 clutter_actor_queue_relayout (self);
16027 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
16031 * clutter_actor_get_layout_manager:
16032 * @self: a #ClutterActor
16034 * Retrieves the #ClutterLayoutManager used by @self.
16036 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
16041 ClutterLayoutManager *
16042 clutter_actor_get_layout_manager (ClutterActor *self)
16044 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16046 return self->priv->layout_manager;
16049 static const ClutterLayoutInfo default_layout_info = {
16052 { 0, 0, 0, 0 }, /* margin */
16053 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
16054 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
16055 0.f, 0.f, /* min_width, natural_width */
16056 0.f, 0.f, /* natual_width, natural_height */
16060 layout_info_free (gpointer data)
16062 if (G_LIKELY (data != NULL))
16063 g_slice_free (ClutterLayoutInfo, data);
16067 * _clutter_actor_get_layout_info:
16068 * @self: a #ClutterActor
16070 * Retrieves a pointer to the ClutterLayoutInfo structure.
16072 * If the actor does not have a ClutterLayoutInfo associated to it, one
16073 * will be created and initialized to the default values.
16075 * This function should be used for setters.
16077 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
16080 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
16082 ClutterLayoutInfo *
16083 _clutter_actor_get_layout_info (ClutterActor *self)
16085 ClutterLayoutInfo *retval;
16087 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
16088 if (retval == NULL)
16090 retval = g_slice_new (ClutterLayoutInfo);
16092 *retval = default_layout_info;
16094 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
16103 * _clutter_actor_get_layout_info_or_defaults:
16104 * @self: a #ClutterActor
16106 * Retrieves the ClutterLayoutInfo structure associated to an actor.
16108 * If the actor does not have a ClutterLayoutInfo structure associated to it,
16109 * then the default structure will be returned.
16111 * This function should only be used for getters.
16113 * Return value: a const pointer to the ClutterLayoutInfo structure
16115 const ClutterLayoutInfo *
16116 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
16118 const ClutterLayoutInfo *info;
16120 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
16122 return &default_layout_info;
16128 * clutter_actor_set_x_align:
16129 * @self: a #ClutterActor
16130 * @x_align: the horizontal alignment policy
16132 * Sets the horizontal alignment policy of a #ClutterActor, in case the
16133 * actor received extra horizontal space.
16135 * See also the #ClutterActor:x-align property.
16140 clutter_actor_set_x_align (ClutterActor *self,
16141 ClutterActorAlign x_align)
16143 ClutterLayoutInfo *info;
16145 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16147 info = _clutter_actor_get_layout_info (self);
16149 if (info->x_align != x_align)
16151 info->x_align = x_align;
16153 clutter_actor_queue_relayout (self);
16155 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
16160 * clutter_actor_get_x_align:
16161 * @self: a #ClutterActor
16163 * Retrieves the horizontal alignment policy set using
16164 * clutter_actor_set_x_align().
16166 * Return value: the horizontal alignment policy.
16171 clutter_actor_get_x_align (ClutterActor *self)
16173 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
16175 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
16179 * clutter_actor_set_y_align:
16180 * @self: a #ClutterActor
16181 * @y_align: the vertical alignment policy
16183 * Sets the vertical alignment policy of a #ClutterActor, in case the
16184 * actor received extra vertical space.
16186 * See also the #ClutterActor:y-align property.
16191 clutter_actor_set_y_align (ClutterActor *self,
16192 ClutterActorAlign y_align)
16194 ClutterLayoutInfo *info;
16196 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16198 info = _clutter_actor_get_layout_info (self);
16200 if (info->y_align != y_align)
16202 info->y_align = y_align;
16204 clutter_actor_queue_relayout (self);
16206 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
16211 * clutter_actor_get_y_align:
16212 * @self: a #ClutterActor
16214 * Retrieves the vertical alignment policy set using
16215 * clutter_actor_set_y_align().
16217 * Return value: the vertical alignment policy.
16222 clutter_actor_get_y_align (ClutterActor *self)
16224 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
16226 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
16231 * clutter_margin_new:
16233 * Creates a new #ClutterMargin.
16235 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
16236 * clutter_margin_free() to free the resources associated with it when
16242 clutter_margin_new (void)
16244 return g_slice_new0 (ClutterMargin);
16248 * clutter_margin_copy:
16249 * @margin_: a #ClutterMargin
16251 * Creates a new #ClutterMargin and copies the contents of @margin_ into
16252 * the newly created structure.
16254 * Return value: (transfer full): a copy of the #ClutterMargin.
16259 clutter_margin_copy (const ClutterMargin *margin_)
16261 if (G_LIKELY (margin_ != NULL))
16262 return g_slice_dup (ClutterMargin, margin_);
16268 * clutter_margin_free:
16269 * @margin_: a #ClutterMargin
16271 * Frees the resources allocated by clutter_margin_new() and
16272 * clutter_margin_copy().
16277 clutter_margin_free (ClutterMargin *margin_)
16279 if (G_LIKELY (margin_ != NULL))
16280 g_slice_free (ClutterMargin, margin_);
16283 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
16284 clutter_margin_copy,
16285 clutter_margin_free)
16288 * clutter_actor_set_margin:
16289 * @self: a #ClutterActor
16290 * @margin: a #ClutterMargin
16292 * Sets all the components of the margin of a #ClutterActor.
16297 clutter_actor_set_margin (ClutterActor *self,
16298 const ClutterMargin *margin)
16300 ClutterLayoutInfo *info;
16304 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16305 g_return_if_fail (margin != NULL);
16307 obj = G_OBJECT (self);
16310 g_object_freeze_notify (obj);
16312 info = _clutter_actor_get_layout_info (self);
16314 if (info->margin.top != margin->top)
16316 info->margin.top = margin->top;
16317 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
16321 if (info->margin.right != margin->right)
16323 info->margin.right = margin->right;
16324 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
16328 if (info->margin.bottom != margin->bottom)
16330 info->margin.bottom = margin->bottom;
16331 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
16335 if (info->margin.left != margin->left)
16337 info->margin.left = margin->left;
16338 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
16343 clutter_actor_queue_relayout (self);
16345 g_object_thaw_notify (obj);
16349 * clutter_actor_get_margin:
16350 * @self: a #ClutterActor
16351 * @margin: (out caller-allocates): return location for a #ClutterMargin
16353 * Retrieves all the components of the margin of a #ClutterActor.
16358 clutter_actor_get_margin (ClutterActor *self,
16359 ClutterMargin *margin)
16361 const ClutterLayoutInfo *info;
16363 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16364 g_return_if_fail (margin != NULL);
16366 info = _clutter_actor_get_layout_info_or_defaults (self);
16368 *margin = info->margin;
16372 * clutter_actor_set_margin_top:
16373 * @self: a #ClutterActor
16374 * @margin: the top margin
16376 * Sets the margin from the top of a #ClutterActor.
16381 clutter_actor_set_margin_top (ClutterActor *self,
16384 ClutterLayoutInfo *info;
16386 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16387 g_return_if_fail (margin >= 0.f);
16389 info = _clutter_actor_get_layout_info (self);
16391 if (info->margin.top == margin)
16394 info->margin.top = margin;
16396 clutter_actor_queue_relayout (self);
16398 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
16402 * clutter_actor_get_margin_top:
16403 * @self: a #ClutterActor
16405 * Retrieves the top margin of a #ClutterActor.
16407 * Return value: the top margin
16412 clutter_actor_get_margin_top (ClutterActor *self)
16414 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16416 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
16420 * clutter_actor_set_margin_bottom:
16421 * @self: a #ClutterActor
16422 * @margin: the bottom margin
16424 * Sets the margin from the bottom of a #ClutterActor.
16429 clutter_actor_set_margin_bottom (ClutterActor *self,
16432 ClutterLayoutInfo *info;
16434 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16435 g_return_if_fail (margin >= 0.f);
16437 info = _clutter_actor_get_layout_info (self);
16439 if (info->margin.bottom == margin)
16442 info->margin.bottom = margin;
16444 clutter_actor_queue_relayout (self);
16446 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
16450 * clutter_actor_get_margin_bottom:
16451 * @self: a #ClutterActor
16453 * Retrieves the bottom margin of a #ClutterActor.
16455 * Return value: the bottom margin
16460 clutter_actor_get_margin_bottom (ClutterActor *self)
16462 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16464 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
16468 * clutter_actor_set_margin_left:
16469 * @self: a #ClutterActor
16470 * @margin: the left margin
16472 * Sets the margin from the left of a #ClutterActor.
16477 clutter_actor_set_margin_left (ClutterActor *self,
16480 ClutterLayoutInfo *info;
16482 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16483 g_return_if_fail (margin >= 0.f);
16485 info = _clutter_actor_get_layout_info (self);
16487 if (info->margin.left == margin)
16490 info->margin.left = margin;
16492 clutter_actor_queue_relayout (self);
16494 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
16498 * clutter_actor_get_margin_left:
16499 * @self: a #ClutterActor
16501 * Retrieves the left margin of a #ClutterActor.
16503 * Return value: the left margin
16508 clutter_actor_get_margin_left (ClutterActor *self)
16510 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16512 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
16516 * clutter_actor_set_margin_right:
16517 * @self: a #ClutterActor
16518 * @margin: the right margin
16520 * Sets the margin from the right of a #ClutterActor.
16525 clutter_actor_set_margin_right (ClutterActor *self,
16528 ClutterLayoutInfo *info;
16530 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16531 g_return_if_fail (margin >= 0.f);
16533 info = _clutter_actor_get_layout_info (self);
16535 if (info->margin.right == margin)
16538 info->margin.right = margin;
16540 clutter_actor_queue_relayout (self);
16542 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
16546 * clutter_actor_get_margin_right:
16547 * @self: a #ClutterActor
16549 * Retrieves the right margin of a #ClutterActor.
16551 * Return value: the right margin
16556 clutter_actor_get_margin_right (ClutterActor *self)
16558 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16560 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
16564 clutter_actor_set_background_color_internal (ClutterActor *self,
16565 const ClutterColor *color)
16567 ClutterActorPrivate *priv = self->priv;
16570 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
16573 obj = G_OBJECT (self);
16575 priv->bg_color = *color;
16576 priv->bg_color_set = TRUE;
16578 clutter_actor_queue_redraw (self);
16580 g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR_SET]);
16581 g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR]);
16585 * clutter_actor_set_background_color:
16586 * @self: a #ClutterActor
16587 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
16590 * Sets the background color of a #ClutterActor.
16592 * The background color will be used to cover the whole allocation of the
16593 * actor. The default background color of an actor is transparent.
16595 * To check whether an actor has a background color, you can use the
16596 * #ClutterActor:background-color-set actor property.
16598 * The #ClutterActor:background-color property is animatable.
16603 clutter_actor_set_background_color (ClutterActor *self,
16604 const ClutterColor *color)
16606 ClutterActorPrivate *priv;
16608 GParamSpec *bg_color_pspec;
16610 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16612 obj = G_OBJECT (self);
16618 priv->bg_color_set = FALSE;
16619 g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR_SET]);
16620 clutter_actor_queue_redraw (self);
16624 bg_color_pspec = obj_props[PROP_BACKGROUND_COLOR];
16625 if (_clutter_actor_get_transition (self, bg_color_pspec) == NULL)
16627 _clutter_actor_create_transition (self, bg_color_pspec,
16632 _clutter_actor_update_transition (self, bg_color_pspec, color);
16634 clutter_actor_queue_redraw (self);
16638 * clutter_actor_get_background_color:
16639 * @self: a #ClutterActor
16640 * @color: (out caller-allocates): return location for a #ClutterColor
16642 * Retrieves the color set using clutter_actor_set_background_color().
16647 clutter_actor_get_background_color (ClutterActor *self,
16648 ClutterColor *color)
16650 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16651 g_return_if_fail (color != NULL);
16653 *color = self->priv->bg_color;
16657 * clutter_actor_get_previous_sibling:
16658 * @self: a #ClutterActor
16660 * Retrieves the sibling of @self that comes before it in the list
16661 * of children of @self's parent.
16663 * The returned pointer is only valid until the scene graph changes; it
16664 * is not safe to modify the list of children of @self while iterating
16667 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16672 clutter_actor_get_previous_sibling (ClutterActor *self)
16674 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16676 return self->priv->prev_sibling;
16680 * clutter_actor_get_next_sibling:
16681 * @self: a #ClutterActor
16683 * Retrieves the sibling of @self that comes after it in the list
16684 * of children of @self's parent.
16686 * The returned pointer is only valid until the scene graph changes; it
16687 * is not safe to modify the list of children of @self while iterating
16690 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16695 clutter_actor_get_next_sibling (ClutterActor *self)
16697 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16699 return self->priv->next_sibling;
16703 * clutter_actor_get_first_child:
16704 * @self: a #ClutterActor
16706 * Retrieves the first child of @self.
16708 * The returned pointer is only valid until the scene graph changes; it
16709 * is not safe to modify the list of children of @self while iterating
16712 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16717 clutter_actor_get_first_child (ClutterActor *self)
16719 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16721 return self->priv->first_child;
16725 * clutter_actor_get_last_child:
16726 * @self: a #ClutterActor
16728 * Retrieves the last child of @self.
16730 * The returned pointer is only valid until the scene graph changes; it
16731 * is not safe to modify the list of children of @self while iterating
16734 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16739 clutter_actor_get_last_child (ClutterActor *self)
16741 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16743 return self->priv->last_child;
16746 /* easy way to have properly named fields instead of the dummy ones
16747 * we use in the public structure
16749 typedef struct _RealActorIter
16751 ClutterActor *root; /* dummy1 */
16752 ClutterActor *current; /* dummy2 */
16753 gpointer padding_1; /* dummy3 */
16754 gint age; /* dummy4 */
16755 gpointer padding_2; /* dummy5 */
16759 * clutter_actor_iter_init:
16760 * @iter: a #ClutterActorIter
16761 * @root: a #ClutterActor
16763 * Initializes a #ClutterActorIter, which can then be used to iterate
16764 * efficiently over a section of the scene graph, and associates it
16767 * Modifying the scene graph section that contains @root will invalidate
16771 * ClutterActorIter iter;
16772 * ClutterActor *child;
16774 * clutter_actor_iter_init (&iter, container);
16775 * while (clutter_actor_iter_next (&iter, &child))
16777 * /* do something with child */
16784 clutter_actor_iter_init (ClutterActorIter *iter,
16785 ClutterActor *root)
16787 RealActorIter *ri = (RealActorIter *) iter;
16789 g_return_if_fail (iter != NULL);
16790 g_return_if_fail (CLUTTER_IS_ACTOR (root));
16793 ri->current = NULL;
16794 ri->age = root->priv->age;
16798 * clutter_actor_iter_next:
16799 * @iter: a #ClutterActorIter
16800 * @child: (out): return location for a #ClutterActor
16802 * Advances the @iter and retrieves the next child of the root #ClutterActor
16803 * that was used to initialize the #ClutterActorIterator.
16805 * If the iterator can advance, this function returns %TRUE and sets the
16808 * If the iterator cannot advance, this function returns %FALSE, and
16809 * the contents of @child are undefined.
16811 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
16816 clutter_actor_iter_next (ClutterActorIter *iter,
16817 ClutterActor **child)
16819 RealActorIter *ri = (RealActorIter *) iter;
16821 g_return_val_if_fail (iter != NULL, FALSE);
16822 g_return_val_if_fail (ri->root != NULL, FALSE);
16823 #ifndef G_DISABLE_ASSERT
16824 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
16827 if (ri->current == NULL)
16828 ri->current = ri->root->priv->first_child;
16830 ri->current = ri->current->priv->next_sibling;
16833 *child = ri->current;
16835 return ri->current != NULL;
16839 * clutter_actor_iter_prev:
16840 * @iter: a #ClutterActorIter
16841 * @child: (out): return location for a #ClutterActor
16843 * Advances the @iter and retrieves the previous child of the root
16844 * #ClutterActor that was used to initialize the #ClutterActorIterator.
16846 * If the iterator can advance, this function returns %TRUE and sets the
16849 * If the iterator cannot advance, this function returns %FALSE, and
16850 * the contents of @child are undefined.
16852 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
16857 clutter_actor_iter_prev (ClutterActorIter *iter,
16858 ClutterActor **child)
16860 RealActorIter *ri = (RealActorIter *) iter;
16862 g_return_val_if_fail (iter != NULL, FALSE);
16863 g_return_val_if_fail (ri->root != NULL, FALSE);
16864 #ifndef G_DISABLE_ASSERT
16865 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
16868 if (ri->current == NULL)
16869 ri->current = ri->root->priv->last_child;
16871 ri->current = ri->current->priv->prev_sibling;
16874 *child = ri->current;
16876 return ri->current != NULL;
16880 * clutter_actor_iter_remove:
16881 * @iter: a #ClutterActorIter
16883 * Safely removes the #ClutterActor currently pointer to by the iterator
16886 * This function can only be called after clutter_actor_iter_next() or
16887 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
16888 * than once for the same actor.
16890 * This function will call clutter_actor_remove_child() internally.
16895 clutter_actor_iter_remove (ClutterActorIter *iter)
16897 RealActorIter *ri = (RealActorIter *) iter;
16900 g_return_if_fail (iter != NULL);
16901 g_return_if_fail (ri->root != NULL);
16902 #ifndef G_DISABLE_ASSERT
16903 g_return_if_fail (ri->age == ri->root->priv->age);
16905 g_return_if_fail (ri->current != NULL);
16911 ri->current = cur->priv->prev_sibling;
16913 clutter_actor_remove_child_internal (ri->root, cur,
16914 REMOVE_CHILD_DEFAULT_FLAGS);
16921 * clutter_actor_iter_destroy:
16922 * @iter: a #ClutterActorIter
16924 * Safely destroys the #ClutterActor currently pointer to by the iterator
16927 * This function can only be called after clutter_actor_iter_next() or
16928 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
16929 * than once for the same actor.
16931 * This function will call clutter_actor_destroy() internally.
16936 clutter_actor_iter_destroy (ClutterActorIter *iter)
16938 RealActorIter *ri = (RealActorIter *) iter;
16941 g_return_if_fail (iter != NULL);
16942 g_return_if_fail (ri->root != NULL);
16943 #ifndef G_DISABLE_ASSERT
16944 g_return_if_fail (ri->age == ri->root->priv->age);
16946 g_return_if_fail (ri->current != NULL);
16952 ri->current = cur->priv->prev_sibling;
16954 clutter_actor_destroy (cur);
16960 static const ClutterAnimationInfo default_animation_info = {
16961 NULL, /* transitions */
16963 NULL, /* cur_state */
16967 clutter_animation_info_free (gpointer data)
16971 ClutterAnimationInfo *info = data;
16973 if (info->transitions != NULL)
16974 g_hash_table_unref (info->transitions);
16976 if (info->states != NULL)
16977 g_array_unref (info->states);
16979 g_slice_free (ClutterAnimationInfo, info);
16983 const ClutterAnimationInfo *
16984 _clutter_actor_get_animation_info_or_defaults (ClutterActor *self)
16986 const ClutterAnimationInfo *res;
16987 GObject *obj = G_OBJECT (self);
16989 res = g_object_get_qdata (obj, quark_actor_animation_info);
16993 return &default_animation_info;
16996 ClutterAnimationInfo *
16997 _clutter_actor_get_animation_info (ClutterActor *self)
16999 GObject *obj = G_OBJECT (self);
17000 ClutterAnimationInfo *res;
17002 res = g_object_get_qdata (obj, quark_actor_animation_info);
17005 res = g_slice_new (ClutterAnimationInfo);
17007 *res = default_animation_info;
17009 g_object_set_qdata_full (obj, quark_actor_animation_info,
17011 clutter_animation_info_free);
17017 ClutterTransition *
17018 _clutter_actor_get_transition (ClutterActor *actor,
17021 const ClutterAnimationInfo *info;
17023 info = _clutter_actor_get_animation_info_or_defaults (actor);
17025 if (info->transitions == NULL)
17028 return g_hash_table_lookup (info->transitions, pspec->name);
17031 typedef struct _TransitionClosure
17033 ClutterActor *actor;
17034 ClutterTransition *transition;
17036 gulong completed_id;
17037 } TransitionClosure;
17040 transition_closure_free (gpointer data)
17042 if (G_LIKELY (data != NULL))
17044 TransitionClosure *clos = data;
17045 ClutterTimeline *timeline;
17047 timeline = CLUTTER_TIMELINE (clos->transition);
17049 if (clutter_timeline_is_playing (timeline))
17050 clutter_timeline_stop (timeline);
17052 g_signal_handler_disconnect (clos->transition, clos->completed_id);
17054 g_object_unref (clos->transition);
17055 g_free (clos->name);
17057 g_slice_free (TransitionClosure, clos);
17062 on_transition_completed (ClutterTransition *transition,
17063 TransitionClosure *clos)
17065 ClutterTimeline *timeline = CLUTTER_TIMELINE (transition);
17066 ClutterActor *actor = clos->actor;
17067 ClutterAnimationInfo *info;
17068 gint n_repeats, cur_repeat;
17070 info = _clutter_actor_get_animation_info (actor);
17072 /* reset the caches used by animations */
17073 clutter_actor_store_content_box (actor, NULL);
17075 /* ensure that we remove the transition only at the end
17076 * of its run; we emit ::completed for every repeat
17078 n_repeats = clutter_timeline_get_repeat_count (timeline);
17079 cur_repeat = clutter_timeline_get_current_repeat (timeline);
17081 if (cur_repeat == n_repeats)
17083 if (clutter_transition_get_remove_on_complete (transition))
17085 /* we take a reference here because removing the closure
17086 * will release the reference on the transition, and we
17087 * want the transition to survive the signal emission;
17088 * the master clock will release the last reference at
17089 * the end of the frame processing.
17091 g_object_ref (transition);
17092 g_hash_table_remove (info->transitions, clos->name);
17096 /* if it's the last transition then we clean up */
17097 if (g_hash_table_size (info->transitions) == 0)
17099 g_hash_table_unref (info->transitions);
17100 info->transitions = NULL;
17102 CLUTTER_NOTE (ANIMATION, "Transitions for '%s' completed",
17103 _clutter_actor_get_debug_name (actor));
17105 g_signal_emit (actor, actor_signals[TRANSITIONS_COMPLETED], 0);
17110 _clutter_actor_update_transition (ClutterActor *actor,
17114 TransitionClosure *clos;
17115 ClutterTimeline *timeline;
17116 ClutterInterval *interval;
17117 const ClutterAnimationInfo *info;
17120 GValue initial = G_VALUE_INIT;
17121 GValue final = G_VALUE_INIT;
17122 char *error = NULL;
17124 info = _clutter_actor_get_animation_info_or_defaults (actor);
17126 if (info->transitions == NULL)
17129 clos = g_hash_table_lookup (info->transitions, pspec->name);
17133 timeline = CLUTTER_TIMELINE (clos->transition);
17135 va_start (var_args, pspec);
17137 ptype = G_PARAM_SPEC_VALUE_TYPE (pspec);
17139 g_value_init (&initial, ptype);
17140 clutter_animatable_get_initial_state (CLUTTER_ANIMATABLE (actor),
17144 G_VALUE_COLLECT_INIT (&final, ptype, var_args, 0, &error);
17147 g_critical ("%s: %s", G_STRLOC, error);
17152 interval = clutter_transition_get_interval (clos->transition);
17153 clutter_interval_set_initial_value (interval, &initial);
17154 clutter_interval_set_final_value (interval, &final);
17156 /* if we're updating with an easing duration of zero milliseconds,
17157 * we just jump the timeline to the end and let it run its course
17159 if (info->cur_state != NULL &&
17160 info->cur_state->easing_duration != 0)
17162 guint cur_duration = clutter_timeline_get_duration (timeline);
17163 ClutterAnimationMode cur_mode =
17164 clutter_timeline_get_progress_mode (timeline);
17166 if (cur_duration != info->cur_state->easing_duration)
17167 clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
17169 if (cur_mode != info->cur_state->easing_mode)
17170 clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
17172 clutter_timeline_rewind (timeline);
17176 guint duration = clutter_timeline_get_duration (timeline);
17178 clutter_timeline_advance (timeline, duration);
17182 g_value_unset (&initial);
17183 g_value_unset (&final);
17189 * _clutter_actor_create_transition:
17190 * @actor: a #ClutterActor
17191 * @pspec: the property used for the transition
17192 * @...: initial and final state
17194 * Creates a #ClutterTransition for the property represented by @pspec.
17196 * Return value: a #ClutterTransition
17198 ClutterTransition *
17199 _clutter_actor_create_transition (ClutterActor *actor,
17203 ClutterAnimationInfo *info;
17204 ClutterTransition *res = NULL;
17205 gboolean call_restore = FALSE;
17206 TransitionClosure *clos;
17209 info = _clutter_actor_get_animation_info (actor);
17211 /* XXX - this will go away in 2.0
17213 * if no state has been pushed, we assume that the easing state is
17214 * in "compatibility mode": all transitions have a duration of 0
17215 * msecs, which means that they happen immediately. in Clutter 2.0
17216 * this will turn into a g_assert(info->states != NULL), as every
17217 * actor will start with a predefined easing state
17219 if (info->states == NULL)
17221 clutter_actor_save_easing_state (actor);
17222 clutter_actor_set_easing_duration (actor, 0);
17223 call_restore = TRUE;
17226 if (info->transitions == NULL)
17227 info->transitions = g_hash_table_new_full (g_str_hash, g_str_equal,
17229 transition_closure_free);
17231 va_start (var_args, pspec);
17233 clos = g_hash_table_lookup (info->transitions, pspec->name);
17236 ClutterInterval *interval;
17237 GValue initial = G_VALUE_INIT;
17238 GValue final = G_VALUE_INIT;
17242 ptype = G_PARAM_SPEC_VALUE_TYPE (pspec);
17244 G_VALUE_COLLECT_INIT (&initial, ptype,
17249 g_critical ("%s: %s", G_STRLOC, error);
17254 G_VALUE_COLLECT_INIT (&final, ptype,
17260 g_critical ("%s: %s", G_STRLOC, error);
17261 g_value_unset (&initial);
17266 /* if the current easing state has a duration of 0, then we don't
17267 * bother to create the transition, and we just set the final value
17268 * directly on the actor; we don't go through the Animatable
17269 * interface because we know we got here through an animatable
17272 if (info->cur_state->easing_duration == 0)
17274 clutter_actor_set_animatable_property (actor,
17278 g_value_unset (&initial);
17279 g_value_unset (&final);
17284 interval = clutter_interval_new_with_values (ptype, &initial, &final);
17286 g_value_unset (&initial);
17287 g_value_unset (&final);
17289 res = clutter_property_transition_new (pspec->name);
17291 clutter_transition_set_interval (res, interval);
17292 clutter_transition_set_remove_on_complete (res, TRUE);
17294 /* this will start the transition as well */
17295 clutter_actor_add_transition (actor, pspec->name, res);
17297 /* the actor now owns the transition */
17298 g_object_unref (res);
17301 res = clos->transition;
17305 clutter_actor_restore_easing_state (actor);
17313 * clutter_actor_add_transition:
17314 * @self: a #ClutterActor
17315 * @name: the name of the transition to add
17316 * @transition: the #ClutterTransition to add
17318 * Adds a @transition to the #ClutterActor's list of animations.
17320 * The @name string is a per-actor unique identifier of the @transition: only
17321 * one #ClutterTransition can be associated to the specified @name.
17323 * The @transition will be given the easing duration, mode, and delay
17324 * associated to the actor's current easing state; it is possible to modify
17325 * these values after calling clutter_actor_add_transition().
17327 * The @transition will be started once added.
17329 * This function will take a reference on the @transition.
17331 * This function is usually called implicitly when modifying an animatable
17337 clutter_actor_add_transition (ClutterActor *self,
17339 ClutterTransition *transition)
17341 ClutterTimeline *timeline;
17342 TransitionClosure *clos;
17343 ClutterAnimationInfo *info;
17345 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17346 g_return_if_fail (name != NULL);
17347 g_return_if_fail (CLUTTER_IS_TRANSITION (transition));
17349 info = _clutter_actor_get_animation_info (self);
17351 if (info->cur_state == NULL)
17353 g_warning ("No easing state is defined for the actor '%s'; you "
17354 "must call clutter_actor_save_easing_state() before "
17355 "calling clutter_actor_add_transition().",
17356 _clutter_actor_get_debug_name (self));
17360 if (info->transitions == NULL)
17361 info->transitions = g_hash_table_new_full (g_str_hash, g_str_equal,
17363 transition_closure_free);
17365 if (g_hash_table_lookup (info->transitions, name) != NULL)
17367 g_warning ("A transition with name '%s' already exists for "
17370 _clutter_actor_get_debug_name (self));
17374 clutter_transition_set_animatable (transition, CLUTTER_ANIMATABLE (self));
17376 timeline = CLUTTER_TIMELINE (transition);
17378 clutter_timeline_set_delay (timeline, info->cur_state->easing_delay);
17379 clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
17380 clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
17382 clos = g_slice_new (TransitionClosure);
17383 clos->actor = self;
17384 clos->transition = g_object_ref (transition);
17385 clos->name = g_strdup (name);
17386 clos->completed_id = g_signal_connect (timeline, "completed",
17387 G_CALLBACK (on_transition_completed),
17390 CLUTTER_NOTE (ANIMATION,
17391 "Adding transition '%s' [%p] to actor '%s'",
17394 _clutter_actor_get_debug_name (self));
17396 g_hash_table_insert (info->transitions, clos->name, clos);
17397 clutter_timeline_start (timeline);
17401 * clutter_actor_remove_transition:
17402 * @self: a #ClutterActor
17403 * @name: the name of the transition to remove
17405 * Removes the transition stored inside a #ClutterActor using @name
17408 * If the transition is currently in progress, it will be stopped.
17410 * This function releases the reference acquired when the transition
17411 * was added to the #ClutterActor.
17416 clutter_actor_remove_transition (ClutterActor *self,
17419 const ClutterAnimationInfo *info;
17421 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17422 g_return_if_fail (name != NULL);
17424 info = _clutter_actor_get_animation_info_or_defaults (self);
17426 if (info->transitions == NULL)
17429 g_hash_table_remove (info->transitions, name);
17433 * clutter_actor_remove_all_transitions:
17434 * @self: a #ClutterActor
17436 * Removes all transitions associated to @self.
17441 clutter_actor_remove_all_transitions (ClutterActor *self)
17443 const ClutterAnimationInfo *info;
17445 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17447 info = _clutter_actor_get_animation_info_or_defaults (self);
17448 if (info->transitions == NULL)
17451 g_hash_table_remove_all (info->transitions);
17455 * clutter_actor_set_easing_duration:
17456 * @self: a #ClutterActor
17457 * @msecs: the duration of the easing, or %NULL
17459 * Sets the duration of the tweening for animatable properties
17460 * of @self for the current easing state.
17465 clutter_actor_set_easing_duration (ClutterActor *self,
17468 ClutterAnimationInfo *info;
17470 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17472 info = _clutter_actor_get_animation_info (self);
17474 if (info->cur_state == NULL)
17476 g_warning ("You must call clutter_actor_save_easing_state() prior "
17477 "to calling clutter_actor_set_easing_duration().");
17481 if (info->cur_state->easing_duration != msecs)
17482 info->cur_state->easing_duration = msecs;
17486 * clutter_actor_get_easing_duration:
17487 * @self: a #ClutterActor
17489 * Retrieves the duration of the tweening for animatable
17490 * properties of @self for the current easing state.
17492 * Return value: the duration of the tweening, in milliseconds
17497 clutter_actor_get_easing_duration (ClutterActor *self)
17499 const ClutterAnimationInfo *info;
17501 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
17503 info = _clutter_actor_get_animation_info_or_defaults (self);
17505 if (info->cur_state != NULL)
17506 return info->cur_state->easing_duration;
17512 * clutter_actor_set_easing_mode:
17513 * @self: a #ClutterActor
17514 * @mode: an easing mode, excluding %CLUTTER_CUSTOM_MODE
17516 * Sets the easing mode for the tweening of animatable properties
17522 clutter_actor_set_easing_mode (ClutterActor *self,
17523 ClutterAnimationMode mode)
17525 ClutterAnimationInfo *info;
17527 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17528 g_return_if_fail (mode != CLUTTER_CUSTOM_MODE);
17529 g_return_if_fail (mode < CLUTTER_ANIMATION_LAST);
17531 info = _clutter_actor_get_animation_info (self);
17533 if (info->cur_state == NULL)
17535 g_warning ("You must call clutter_actor_save_easing_state() prior "
17536 "to calling clutter_actor_set_easing_mode().");
17540 if (info->cur_state->easing_mode != mode)
17541 info->cur_state->easing_mode = mode;
17545 * clutter_actor_get_easing_mode:
17546 * @self: a #ClutterActor
17548 * Retrieves the easing mode for the tweening of animatable properties
17549 * of @self for the current easing state.
17551 * Return value: an easing mode
17555 ClutterAnimationMode
17556 clutter_actor_get_easing_mode (ClutterActor *self)
17558 const ClutterAnimationInfo *info;
17560 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_EASE_OUT_CUBIC);
17562 info = _clutter_actor_get_animation_info_or_defaults (self);
17564 if (info->cur_state != NULL)
17565 return info->cur_state->easing_mode;
17567 return CLUTTER_EASE_OUT_CUBIC;
17571 * clutter_actor_set_easing_delay:
17572 * @self: a #ClutterActor
17573 * @msecs: the delay before the start of the tweening, in milliseconds
17575 * Sets the delay that should be applied before tweening animatable
17581 clutter_actor_set_easing_delay (ClutterActor *self,
17584 ClutterAnimationInfo *info;
17586 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17588 info = _clutter_actor_get_animation_info (self);
17590 if (info->cur_state == NULL)
17592 g_warning ("You must call clutter_actor_save_easing_state() prior "
17593 "to calling clutter_actor_set_easing_delay().");
17597 if (info->cur_state->easing_delay != msecs)
17598 info->cur_state->easing_delay = msecs;
17602 * clutter_actor_get_easing_delay:
17603 * @self: a #ClutterActor
17605 * Retrieves the delay that should be applied when tweening animatable
17608 * Return value: a delay, in milliseconds
17613 clutter_actor_get_easing_delay (ClutterActor *self)
17615 const ClutterAnimationInfo *info;
17617 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
17619 info = _clutter_actor_get_animation_info_or_defaults (self);
17621 if (info->cur_state != NULL)
17622 return info->cur_state->easing_delay;
17628 * clutter_actor_get_transition:
17629 * @self: a #ClutterActor
17630 * @name: the name of the transition
17632 * Retrieves the #ClutterTransition of a #ClutterActor by using the
17633 * transition @name.
17635 * Transitions created for animatable properties use the name of the
17636 * property itself, for instance the code below:
17639 * clutter_actor_set_easing_duration (actor, 1000);
17640 * clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 360.0, x, y, z);
17642 * transition = clutter_actor_get_transition (actor, "rotation-angle-y");
17643 * g_signal_connect (transition, "completed",
17644 * G_CALLBACK (on_transition_complete),
17648 * will call the <function>on_transition_complete</function> callback when
17649 * the transition is complete.
17651 * Return value: (transfer none): a #ClutterTransition, or %NULL is none
17652 * was found to match the passed name; the returned instance is owned
17653 * by Clutter and it should not be freed
17657 ClutterTransition *
17658 clutter_actor_get_transition (ClutterActor *self,
17661 TransitionClosure *clos;
17662 const ClutterAnimationInfo *info;
17664 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
17665 g_return_val_if_fail (name != NULL, NULL);
17667 info = _clutter_actor_get_animation_info_or_defaults (self);
17668 if (info->transitions == NULL)
17671 clos = g_hash_table_lookup (info->transitions, name);
17675 return clos->transition;
17679 * clutter_actor_save_easing_state:
17680 * @self: a #ClutterActor
17682 * Saves the current easing state for animatable properties, and creates
17683 * a new state with the default values for easing mode and duration.
17688 clutter_actor_save_easing_state (ClutterActor *self)
17690 ClutterAnimationInfo *info;
17693 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17695 info = _clutter_actor_get_animation_info (self);
17697 if (info->states == NULL)
17698 info->states = g_array_new (FALSE, FALSE, sizeof (AState));
17700 new_state.easing_mode = CLUTTER_EASE_OUT_CUBIC;
17701 new_state.easing_duration = 250;
17702 new_state.easing_delay = 0;
17704 g_array_append_val (info->states, new_state);
17706 info->cur_state = &g_array_index (info->states, AState, info->states->len - 1);
17710 * clutter_actor_restore_easing_state:
17711 * @self: a #ClutterActor
17713 * Restores the easing state as it was prior to a call to
17714 * clutter_actor_save_easing_state().
17719 clutter_actor_restore_easing_state (ClutterActor *self)
17721 ClutterAnimationInfo *info;
17723 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17725 info = _clutter_actor_get_animation_info (self);
17727 if (info->states == NULL)
17729 g_critical ("The function clutter_actor_restore_easing_state() has "
17730 "called without a previous call to "
17731 "clutter_actor_save_easing_state().");
17735 g_array_remove_index (info->states, info->states->len - 1);
17737 if (info->states->len > 0)
17738 info->cur_state = &g_array_index (info->states, AState, info->states->len - 1);
17741 g_array_unref (info->states);
17742 info->states = NULL;
17743 info->cur_state = NULL;
17748 * clutter_actor_set_content:
17749 * @self: a #ClutterActor
17750 * @content: (allow-none): a #ClutterContent, or %NULL
17752 * Sets the contents of a #ClutterActor.
17757 clutter_actor_set_content (ClutterActor *self,
17758 ClutterContent *content)
17760 ClutterActorPrivate *priv;
17762 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17763 g_return_if_fail (content == NULL || CLUTTER_IS_CONTENT (content));
17767 if (priv->content != NULL)
17769 _clutter_content_detached (priv->content, self);
17770 g_clear_object (&priv->content);
17773 priv->content = content;
17775 if (priv->content != NULL)
17777 g_object_ref (priv->content);
17778 _clutter_content_attached (priv->content, self);
17781 /* given that the content is always painted within the allocation,
17782 * we only need to queue a redraw here
17784 clutter_actor_queue_redraw (self);
17786 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT]);
17788 /* if the content gravity is not resize-fill, and the new content has a
17789 * different preferred size than the previous one, then the content box
17790 * may have been changed. since we compute that lazily, we just notify
17791 * here, and let whomever watches :content-box do whatever they need to
17794 if (priv->content_gravity != CLUTTER_CONTENT_GRAVITY_RESIZE_FILL)
17795 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_BOX]);
17799 * clutter_actor_get_content:
17800 * @self: a #ClutterActor
17802 * Retrieves the contents of @self.
17804 * Return value: (transfer none): a pointer to the #ClutterContent instance,
17805 * or %NULL if none was set
17810 clutter_actor_get_content (ClutterActor *self)
17812 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
17814 return self->priv->content;
17818 * clutter_actor_set_content_gravity:
17819 * @self: a #ClutterActor
17820 * @gravity: the #ClutterContentGravity
17822 * Sets the gravity of the #ClutterContent used by @self.
17824 * See the description of the #ClutterActor:content-gravity property for
17825 * more information.
17827 * The #ClutterActor:content-gravity property is animatable.
17832 clutter_actor_set_content_gravity (ClutterActor *self,
17833 ClutterContentGravity gravity)
17835 ClutterActorPrivate *priv;
17837 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17841 if (priv->content_gravity == gravity)
17844 priv->content_box_valid = FALSE;
17846 if (_clutter_actor_get_transition (self, obj_props[PROP_CONTENT_BOX]) == NULL)
17848 ClutterActorBox from_box, to_box;
17850 clutter_actor_get_content_box (self, &from_box);
17852 priv->content_gravity = gravity;
17854 clutter_actor_get_content_box (self, &to_box);
17856 _clutter_actor_create_transition (self, obj_props[PROP_CONTENT_BOX],
17862 ClutterActorBox to_box;
17864 priv->content_gravity = gravity;
17866 clutter_actor_get_content_box (self, &to_box);
17868 _clutter_actor_update_transition (self, obj_props[PROP_CONTENT_BOX],
17872 clutter_actor_queue_redraw (self);
17874 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_GRAVITY]);
17878 * clutter_actor_get_content_gravity:
17879 * @self: a #ClutterActor
17881 * Retrieves the content gravity as set using
17882 * clutter_actor_get_content_gravity().
17884 * Return value: the content gravity
17888 ClutterContentGravity
17889 clutter_actor_get_content_gravity (ClutterActor *self)
17891 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
17892 CLUTTER_CONTENT_GRAVITY_RESIZE_FILL);
17894 return self->priv->content_gravity;
17898 * clutter_actor_get_content_box:
17899 * @self: a #ClutterActor
17900 * @box: (out caller-allocates): the return location for the bounding
17901 * box for the #ClutterContent
17903 * Retrieves the bounding box for the #ClutterContent of @self.
17905 * The bounding box is relative to the actor's allocation.
17907 * If no #ClutterContent is set for @self, or if @self has not been
17908 * allocated yet, then the result is undefined.
17910 * The content box is guaranteed to be, at most, as big as the allocation
17911 * of the #ClutterActor.
17913 * If the #ClutterContent used by the actor has a preferred size, then
17914 * it is possible to modify the content box by using the
17915 * #ClutterActor:content-gravity property.
17920 clutter_actor_get_content_box (ClutterActor *self,
17921 ClutterActorBox *box)
17923 ClutterActorPrivate *priv;
17924 gfloat content_w, content_h;
17925 gfloat alloc_w, alloc_h;
17927 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17928 g_return_if_fail (box != NULL);
17934 box->x2 = priv->allocation.x2 - priv->allocation.x1;
17935 box->y2 = priv->allocation.y2 - priv->allocation.y1;
17937 if (priv->content_box_valid)
17939 *box = priv->content_box;
17943 /* no need to do any more work */
17944 if (priv->content_gravity == CLUTTER_CONTENT_GRAVITY_RESIZE_FILL)
17947 if (priv->content == NULL)
17950 /* if the content does not have a preferred size then there is
17951 * no point in computing the content box
17953 if (!clutter_content_get_preferred_size (priv->content,
17961 switch (priv->content_gravity)
17963 case CLUTTER_CONTENT_GRAVITY_TOP_LEFT:
17964 box->x2 = box->x1 + MIN (content_w, alloc_w);
17965 box->y2 = box->y1 + MIN (content_h, alloc_h);
17968 case CLUTTER_CONTENT_GRAVITY_TOP:
17969 if (alloc_w > content_w)
17971 box->x1 += ceilf ((alloc_w - content_w) / 2.0);
17972 box->x2 = box->x1 + content_w;
17974 box->y2 = box->y1 + MIN (content_h, alloc_h);
17977 case CLUTTER_CONTENT_GRAVITY_TOP_RIGHT:
17978 if (alloc_w > content_w)
17980 box->x1 += (alloc_w - content_w);
17981 box->x2 = box->x1 + content_w;
17983 box->y2 = box->y1 + MIN (content_h, alloc_h);
17986 case CLUTTER_CONTENT_GRAVITY_LEFT:
17987 box->x2 = box->x1 + MIN (content_w, alloc_w);
17988 if (alloc_h > content_h)
17990 box->y1 += ceilf ((alloc_h - content_h) / 2.0);
17991 box->y2 = box->y1 + content_h;
17995 case CLUTTER_CONTENT_GRAVITY_CENTER:
17996 if (alloc_w > content_w)
17998 box->x1 += ceilf ((alloc_w - content_w) / 2.0);
17999 box->x2 = box->x1 + content_w;
18001 if (alloc_h > content_h)
18003 box->y1 += ceilf ((alloc_h - content_h) / 2.0);
18004 box->y2 = box->y1 + content_h;
18008 case CLUTTER_CONTENT_GRAVITY_RIGHT:
18009 if (alloc_w > content_w)
18011 box->x1 += (alloc_w - content_w);
18012 box->x2 = box->x1 + content_w;
18014 if (alloc_h > content_h)
18016 box->y1 += ceilf ((alloc_h - content_h) / 2.0);
18017 box->y2 = box->y1 + content_h;
18021 case CLUTTER_CONTENT_GRAVITY_BOTTOM_LEFT:
18022 box->x2 = box->x1 + MIN (content_w, alloc_w);
18023 if (alloc_h > content_h)
18025 box->y1 += (alloc_h - content_h);
18026 box->y2 = box->y1 + content_h;
18030 case CLUTTER_CONTENT_GRAVITY_BOTTOM:
18031 if (alloc_w > content_w)
18033 box->x1 += ceilf ((alloc_w - content_w) / 2.0);
18034 box->x2 = box->x1 + content_w;
18036 if (alloc_h > content_h)
18038 box->y1 += (alloc_h - content_h);
18039 box->y2 = box->y1 + content_h;
18043 case CLUTTER_CONTENT_GRAVITY_BOTTOM_RIGHT:
18044 if (alloc_w > content_w)
18046 box->x1 += (alloc_w - content_w);
18047 box->x2 = box->x1 + content_w;
18049 if (alloc_h > content_h)
18051 box->y1 += (alloc_h - content_h);
18052 box->y2 = box->y1 + content_h;
18056 case CLUTTER_CONTENT_GRAVITY_RESIZE_FILL:
18057 g_assert_not_reached ();
18060 case CLUTTER_CONTENT_GRAVITY_RESIZE_ASPECT:
18062 double r_c = content_w / content_h;
18063 double r_a = alloc_w / alloc_h;
18072 box->y1 = (alloc_h - (alloc_w * r_c)) / 2.0f;
18073 box->y2 = box->y1 + (alloc_w * r_c);
18080 box->x1 = (alloc_w - (alloc_h * r_c)) / 2.0f;
18081 box->x2 = box->x1 + (alloc_h * r_c);
18091 box->x1 = (alloc_w - (alloc_h * r_c)) / 2.0f;
18092 box->x2 = box->x1 + (alloc_h * r_c);
18099 box->y1 = (alloc_h - (alloc_w * r_c)) / 2.0f;
18100 box->y2 = box->y1 + (alloc_w * r_c);
18109 * clutter_actor_set_content_scaling_filters:
18110 * @self: a #ClutterActor
18111 * @min_filter: the minification filter for the content
18112 * @mag_filter: the magnification filter for the content
18114 * Sets the minification and magnification filter to be applied when
18115 * scaling the #ClutterActor:content of a #ClutterActor.
18117 * The #ClutterActor:minification-filter will be used when reducing
18118 * the size of the content; the #ClutterActor:magnification-filter
18119 * will be used when increasing the size of the content.
18124 clutter_actor_set_content_scaling_filters (ClutterActor *self,
18125 ClutterScalingFilter min_filter,
18126 ClutterScalingFilter mag_filter)
18128 ClutterActorPrivate *priv;
18132 g_return_if_fail (CLUTTER_IS_ACTOR (self));
18135 obj = G_OBJECT (self);
18137 g_object_freeze_notify (obj);
18141 if (priv->min_filter != min_filter)
18143 priv->min_filter = min_filter;
18146 g_object_notify_by_pspec (obj, obj_props[PROP_MINIFICATION_FILTER]);
18149 if (priv->mag_filter != mag_filter)
18151 priv->mag_filter = mag_filter;
18154 g_object_notify_by_pspec (obj, obj_props[PROP_MAGNIFICATION_FILTER]);
18158 clutter_actor_queue_redraw (self);
18160 g_object_thaw_notify (obj);
18164 * clutter_actor_get_content_scaling_filters:
18165 * @self: a #ClutterActor
18166 * @min_filter: (out) (allow-none): return location for the minification
18168 * @mag_filter: (out) (allow-none): return location for the magnification
18171 * Retrieves the values set using clutter_actor_set_content_scaling_filters().
18176 clutter_actor_get_content_scaling_filters (ClutterActor *self,
18177 ClutterScalingFilter *min_filter,
18178 ClutterScalingFilter *mag_filter)
18180 g_return_if_fail (CLUTTER_IS_ACTOR (self));
18182 if (min_filter != NULL)
18183 *min_filter = self->priv->min_filter;
18185 if (mag_filter != NULL)
18186 *mag_filter = self->priv->mag_filter;