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 if (!CLUTTER_ACTOR_IS_MAPPED (child))
5213 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
5214 if (child_volume == NULL)
5220 clutter_paint_volume_union (volume, child_volume);
5230 clutter_actor_real_get_paint_volume (ClutterActor *self,
5231 ClutterPaintVolume *volume)
5233 ClutterActorClass *klass;
5236 klass = CLUTTER_ACTOR_GET_CLASS (self);
5238 /* XXX - this thoroughly sucks, but we don't want to penalize users
5239 * who use ClutterActor as a "new ClutterGroup" by forcing a full-stage
5240 * redraw. This should go away in 2.0.
5242 if (klass->paint == clutter_actor_real_paint &&
5243 klass->get_paint_volume == clutter_actor_real_get_paint_volume)
5249 /* this is the default return value: we cannot know if a class
5250 * is going to paint outside its allocation, so we take the
5251 * conservative approach.
5256 if (clutter_actor_update_default_paint_volume (self, volume))
5263 * clutter_actor_get_default_paint_volume:
5264 * @self: a #ClutterActor
5266 * Retrieves the default paint volume for @self.
5268 * This function provides the same #ClutterPaintVolume that would be
5269 * computed by the default implementation inside #ClutterActor of the
5270 * #ClutterActorClass.get_paint_volume() virtual function.
5272 * This function should only be used by #ClutterActor subclasses that
5273 * cannot chain up to the parent implementation when computing their
5276 * Return value: (transfer none): a pointer to the default
5277 * #ClutterPaintVolume, relative to the #ClutterActor, or %NULL if
5278 * the actor could not compute a valid paint volume. The returned value
5279 * is not guaranteed to be stable across multiple frames, so if you
5280 * want to retain it, you will need to copy it using
5281 * clutter_paint_volume_copy().
5285 const ClutterPaintVolume *
5286 clutter_actor_get_default_paint_volume (ClutterActor *self)
5288 ClutterPaintVolume volume;
5289 ClutterPaintVolume *res;
5291 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
5294 _clutter_paint_volume_init_static (&volume, self);
5295 if (clutter_actor_update_default_paint_volume (self, &volume))
5297 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
5301 res = _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
5302 _clutter_paint_volume_copy_static (&volume, res);
5306 clutter_paint_volume_free (&volume);
5312 clutter_actor_real_has_overlaps (ClutterActor *self)
5314 /* By default we'll assume that all actors need an offscreen redirect to get
5315 * the correct opacity. Actors such as ClutterTexture that would never need
5316 * an offscreen redirect can override this to return FALSE. */
5321 clutter_actor_real_destroy (ClutterActor *actor)
5323 ClutterActorIter iter;
5325 g_object_freeze_notify (G_OBJECT (actor));
5327 clutter_actor_iter_init (&iter, actor);
5328 while (clutter_actor_iter_next (&iter, NULL))
5329 clutter_actor_iter_destroy (&iter);
5331 g_object_thaw_notify (G_OBJECT (actor));
5335 clutter_actor_constructor (GType gtype,
5337 GObjectConstructParam *props)
5339 GObjectClass *gobject_class;
5343 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
5344 retval = gobject_class->constructor (gtype, n_props, props);
5345 self = CLUTTER_ACTOR (retval);
5347 if (self->priv->layout_manager == NULL)
5349 ClutterLayoutManager *default_layout;
5351 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
5353 default_layout = clutter_fixed_layout_new ();
5354 clutter_actor_set_layout_manager (self, default_layout);
5361 clutter_actor_class_init (ClutterActorClass *klass)
5363 GObjectClass *object_class = G_OBJECT_CLASS (klass);
5365 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
5366 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
5367 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
5368 quark_actor_animation_info = g_quark_from_static_string ("-clutter-actor-animation-info");
5370 object_class->constructor = clutter_actor_constructor;
5371 object_class->set_property = clutter_actor_set_property;
5372 object_class->get_property = clutter_actor_get_property;
5373 object_class->dispose = clutter_actor_dispose;
5374 object_class->finalize = clutter_actor_finalize;
5376 klass->show = clutter_actor_real_show;
5377 klass->show_all = clutter_actor_show;
5378 klass->hide = clutter_actor_real_hide;
5379 klass->hide_all = clutter_actor_hide;
5380 klass->map = clutter_actor_real_map;
5381 klass->unmap = clutter_actor_real_unmap;
5382 klass->unrealize = clutter_actor_real_unrealize;
5383 klass->pick = clutter_actor_real_pick;
5384 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
5385 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
5386 klass->allocate = clutter_actor_real_allocate;
5387 klass->queue_redraw = clutter_actor_real_queue_redraw;
5388 klass->queue_relayout = clutter_actor_real_queue_relayout;
5389 klass->apply_transform = clutter_actor_real_apply_transform;
5390 klass->get_accessible = clutter_actor_real_get_accessible;
5391 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
5392 klass->has_overlaps = clutter_actor_real_has_overlaps;
5393 klass->paint = clutter_actor_real_paint;
5394 klass->destroy = clutter_actor_real_destroy;
5396 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
5401 * X coordinate of the actor in pixels. If written, forces a fixed
5402 * position for the actor. If read, returns the fixed position if any,
5403 * otherwise the allocation if available, otherwise 0.
5405 * The #ClutterActor:x property is animatable.
5408 g_param_spec_float ("x",
5410 P_("X coordinate of the actor"),
5411 -G_MAXFLOAT, G_MAXFLOAT,
5414 G_PARAM_STATIC_STRINGS |
5415 CLUTTER_PARAM_ANIMATABLE);
5420 * Y coordinate of the actor in pixels. If written, forces a fixed
5421 * position for the actor. If read, returns the fixed position if
5422 * any, otherwise the allocation if available, otherwise 0.
5424 * The #ClutterActor:y property is animatable.
5427 g_param_spec_float ("y",
5429 P_("Y coordinate of the actor"),
5430 -G_MAXFLOAT, G_MAXFLOAT,
5433 G_PARAM_STATIC_STRINGS |
5434 CLUTTER_PARAM_ANIMATABLE);
5437 * ClutterActor:width:
5439 * Width of the actor (in pixels). If written, forces the minimum and
5440 * natural size request of the actor to the given width. If read, returns
5441 * the allocated width if available, otherwise the width request.
5443 * The #ClutterActor:width property is animatable.
5445 obj_props[PROP_WIDTH] =
5446 g_param_spec_float ("width",
5448 P_("Width of the actor"),
5452 G_PARAM_STATIC_STRINGS |
5453 CLUTTER_PARAM_ANIMATABLE);
5456 * ClutterActor:height:
5458 * Height of the actor (in pixels). If written, forces the minimum and
5459 * natural size request of the actor to the given height. If read, returns
5460 * the allocated height if available, otherwise the height request.
5462 * The #ClutterActor:height property is animatable.
5464 obj_props[PROP_HEIGHT] =
5465 g_param_spec_float ("height",
5467 P_("Height of the actor"),
5471 G_PARAM_STATIC_STRINGS |
5472 CLUTTER_PARAM_ANIMATABLE);
5475 * ClutterActor:fixed-x:
5477 * The fixed X position of the actor in pixels.
5479 * Writing this property sets #ClutterActor:fixed-position-set
5480 * property as well, as a side effect
5484 obj_props[PROP_FIXED_X] =
5485 g_param_spec_float ("fixed-x",
5487 P_("Forced X position of the actor"),
5488 -G_MAXFLOAT, G_MAXFLOAT,
5490 CLUTTER_PARAM_READWRITE);
5493 * ClutterActor:fixed-y:
5495 * The fixed Y position of the actor in pixels.
5497 * Writing this property sets the #ClutterActor:fixed-position-set
5498 * property as well, as a side effect
5502 obj_props[PROP_FIXED_Y] =
5503 g_param_spec_float ("fixed-y",
5505 P_("Forced Y position of the actor"),
5506 -G_MAXFLOAT, G_MAXFLOAT,
5508 CLUTTER_PARAM_READWRITE);
5511 * ClutterActor:fixed-position-set:
5513 * This flag controls whether the #ClutterActor:fixed-x and
5514 * #ClutterActor:fixed-y properties are used
5518 obj_props[PROP_FIXED_POSITION_SET] =
5519 g_param_spec_boolean ("fixed-position-set",
5520 P_("Fixed position set"),
5521 P_("Whether to use fixed positioning for the actor"),
5523 CLUTTER_PARAM_READWRITE);
5526 * ClutterActor:min-width:
5528 * A forced minimum width request for the actor, in pixels
5530 * Writing this property sets the #ClutterActor:min-width-set property
5531 * as well, as a side effect.
5533 *This property overrides the usual width request of the actor.
5537 obj_props[PROP_MIN_WIDTH] =
5538 g_param_spec_float ("min-width",
5540 P_("Forced minimum width request for the actor"),
5543 CLUTTER_PARAM_READWRITE);
5546 * ClutterActor:min-height:
5548 * A forced minimum height request for the actor, in pixels
5550 * Writing this property sets the #ClutterActor:min-height-set property
5551 * as well, as a side effect. This property overrides the usual height
5552 * request of the actor.
5556 obj_props[PROP_MIN_HEIGHT] =
5557 g_param_spec_float ("min-height",
5559 P_("Forced minimum height request for the actor"),
5562 CLUTTER_PARAM_READWRITE);
5565 * ClutterActor:natural-width:
5567 * A forced natural width request for the actor, in pixels
5569 * Writing this property sets the #ClutterActor:natural-width-set
5570 * property as well, as a side effect. This property overrides the
5571 * usual width request of the actor
5575 obj_props[PROP_NATURAL_WIDTH] =
5576 g_param_spec_float ("natural-width",
5577 P_("Natural Width"),
5578 P_("Forced natural width request for the actor"),
5581 CLUTTER_PARAM_READWRITE);
5584 * ClutterActor:natural-height:
5586 * A forced natural height request for the actor, in pixels
5588 * Writing this property sets the #ClutterActor:natural-height-set
5589 * property as well, as a side effect. This property overrides the
5590 * usual height request of the actor
5594 obj_props[PROP_NATURAL_HEIGHT] =
5595 g_param_spec_float ("natural-height",
5596 P_("Natural Height"),
5597 P_("Forced natural height request for the actor"),
5600 CLUTTER_PARAM_READWRITE);
5603 * ClutterActor:min-width-set:
5605 * This flag controls whether the #ClutterActor:min-width property
5610 obj_props[PROP_MIN_WIDTH_SET] =
5611 g_param_spec_boolean ("min-width-set",
5612 P_("Minimum width set"),
5613 P_("Whether to use the min-width property"),
5615 CLUTTER_PARAM_READWRITE);
5618 * ClutterActor:min-height-set:
5620 * This flag controls whether the #ClutterActor:min-height property
5625 obj_props[PROP_MIN_HEIGHT_SET] =
5626 g_param_spec_boolean ("min-height-set",
5627 P_("Minimum height set"),
5628 P_("Whether to use the min-height property"),
5630 CLUTTER_PARAM_READWRITE);
5633 * ClutterActor:natural-width-set:
5635 * This flag controls whether the #ClutterActor:natural-width property
5640 obj_props[PROP_NATURAL_WIDTH_SET] =
5641 g_param_spec_boolean ("natural-width-set",
5642 P_("Natural width set"),
5643 P_("Whether to use the natural-width property"),
5645 CLUTTER_PARAM_READWRITE);
5648 * ClutterActor:natural-height-set:
5650 * This flag controls whether the #ClutterActor:natural-height property
5655 obj_props[PROP_NATURAL_HEIGHT_SET] =
5656 g_param_spec_boolean ("natural-height-set",
5657 P_("Natural height set"),
5658 P_("Whether to use the natural-height property"),
5660 CLUTTER_PARAM_READWRITE);
5663 * ClutterActor:allocation:
5665 * The allocation for the actor, in pixels
5667 * This is property is read-only, but you might monitor it to know when an
5668 * actor moves or resizes
5672 obj_props[PROP_ALLOCATION] =
5673 g_param_spec_boxed ("allocation",
5675 P_("The actor's allocation"),
5676 CLUTTER_TYPE_ACTOR_BOX,
5677 CLUTTER_PARAM_READABLE);
5680 * ClutterActor:request-mode:
5682 * Request mode for the #ClutterActor. The request mode determines the
5683 * type of geometry management used by the actor, either height for width
5684 * (the default) or width for height.
5686 * For actors implementing height for width, the parent container should get
5687 * the preferred width first, and then the preferred height for that width.
5689 * For actors implementing width for height, the parent container should get
5690 * the preferred height first, and then the preferred width for that height.
5695 * ClutterRequestMode mode;
5696 * gfloat natural_width, min_width;
5697 * gfloat natural_height, min_height;
5699 * mode = clutter_actor_get_request_mode (child);
5700 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5702 * clutter_actor_get_preferred_width (child, -1,
5704 * &natural_width);
5705 * clutter_actor_get_preferred_height (child, natural_width,
5707 * &natural_height);
5711 * clutter_actor_get_preferred_height (child, -1,
5713 * &natural_height);
5714 * clutter_actor_get_preferred_width (child, natural_height,
5716 * &natural_width);
5720 * will retrieve the minimum and natural width and height depending on the
5721 * preferred request mode of the #ClutterActor "child".
5723 * The clutter_actor_get_preferred_size() function will implement this
5728 obj_props[PROP_REQUEST_MODE] =
5729 g_param_spec_enum ("request-mode",
5731 P_("The actor's request mode"),
5732 CLUTTER_TYPE_REQUEST_MODE,
5733 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5734 CLUTTER_PARAM_READWRITE);
5737 * ClutterActor:depth:
5739 * The position of the actor on the Z axis.
5741 * The #ClutterActor:depth property is relative to the parent's
5744 * The #ClutterActor:depth property is animatable.
5748 obj_props[PROP_DEPTH] =
5749 g_param_spec_float ("depth",
5751 P_("Position on the Z axis"),
5752 -G_MAXFLOAT, G_MAXFLOAT,
5755 G_PARAM_STATIC_STRINGS |
5756 CLUTTER_PARAM_ANIMATABLE);
5759 * ClutterActor:opacity:
5761 * Opacity of an actor, between 0 (fully transparent) and
5762 * 255 (fully opaque)
5764 * The #ClutterActor:opacity property is animatable.
5766 obj_props[PROP_OPACITY] =
5767 g_param_spec_uint ("opacity",
5769 P_("Opacity of an actor"),
5773 G_PARAM_STATIC_STRINGS |
5774 CLUTTER_PARAM_ANIMATABLE);
5777 * ClutterActor:offscreen-redirect:
5779 * Determines the conditions in which the actor will be redirected
5780 * to an offscreen framebuffer while being painted. For example this
5781 * can be used to cache an actor in a framebuffer or for improved
5782 * handling of transparent actors. See
5783 * clutter_actor_set_offscreen_redirect() for details.
5787 obj_props[PROP_OFFSCREEN_REDIRECT] =
5788 g_param_spec_flags ("offscreen-redirect",
5789 P_("Offscreen redirect"),
5790 P_("Flags controlling when to flatten the actor into a single image"),
5791 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5793 CLUTTER_PARAM_READWRITE);
5796 * ClutterActor:visible:
5798 * Whether the actor is set to be visible or not
5800 * See also #ClutterActor:mapped
5802 obj_props[PROP_VISIBLE] =
5803 g_param_spec_boolean ("visible",
5805 P_("Whether the actor is visible or not"),
5807 CLUTTER_PARAM_READWRITE);
5810 * ClutterActor:mapped:
5812 * Whether the actor is mapped (will be painted when the stage
5813 * to which it belongs is mapped)
5817 obj_props[PROP_MAPPED] =
5818 g_param_spec_boolean ("mapped",
5820 P_("Whether the actor will be painted"),
5822 CLUTTER_PARAM_READABLE);
5825 * ClutterActor:realized:
5827 * Whether the actor has been realized
5831 obj_props[PROP_REALIZED] =
5832 g_param_spec_boolean ("realized",
5834 P_("Whether the actor has been realized"),
5836 CLUTTER_PARAM_READABLE);
5839 * ClutterActor:reactive:
5841 * Whether the actor is reactive to events or not
5843 * Only reactive actors will emit event-related signals
5847 obj_props[PROP_REACTIVE] =
5848 g_param_spec_boolean ("reactive",
5850 P_("Whether the actor is reactive to events"),
5852 CLUTTER_PARAM_READWRITE);
5855 * ClutterActor:has-clip:
5857 * Whether the actor has the #ClutterActor:clip property set or not
5859 obj_props[PROP_HAS_CLIP] =
5860 g_param_spec_boolean ("has-clip",
5862 P_("Whether the actor has a clip set"),
5864 CLUTTER_PARAM_READABLE);
5867 * ClutterActor:clip:
5869 * The clip region for the actor, in actor-relative coordinates
5871 * Every part of the actor outside the clip region will not be
5874 obj_props[PROP_CLIP] =
5875 g_param_spec_boxed ("clip",
5877 P_("The clip region for the actor"),
5878 CLUTTER_TYPE_GEOMETRY,
5879 CLUTTER_PARAM_READWRITE);
5882 * ClutterActor:name:
5884 * The name of the actor
5888 obj_props[PROP_NAME] =
5889 g_param_spec_string ("name",
5891 P_("Name of the actor"),
5893 CLUTTER_PARAM_READWRITE);
5896 * ClutterActor:scale-x:
5898 * The horizontal scale of the actor.
5900 * The #ClutterActor:scale-x property is animatable.
5904 obj_props[PROP_SCALE_X] =
5905 g_param_spec_double ("scale-x",
5907 P_("Scale factor on the X axis"),
5911 G_PARAM_STATIC_STRINGS |
5912 CLUTTER_PARAM_ANIMATABLE);
5915 * ClutterActor:scale-y:
5917 * The vertical scale of the actor.
5919 * The #ClutterActor:scale-y property is animatable.
5923 obj_props[PROP_SCALE_Y] =
5924 g_param_spec_double ("scale-y",
5926 P_("Scale factor on the Y axis"),
5930 G_PARAM_STATIC_STRINGS |
5931 CLUTTER_PARAM_ANIMATABLE);
5934 * ClutterActor:scale-center-x:
5936 * The horizontal center point for scaling
5940 obj_props[PROP_SCALE_CENTER_X] =
5941 g_param_spec_float ("scale-center-x",
5942 P_("Scale Center X"),
5943 P_("Horizontal scale center"),
5944 -G_MAXFLOAT, G_MAXFLOAT,
5946 CLUTTER_PARAM_READWRITE);
5949 * ClutterActor:scale-center-y:
5951 * The vertical center point for scaling
5955 obj_props[PROP_SCALE_CENTER_Y] =
5956 g_param_spec_float ("scale-center-y",
5957 P_("Scale Center Y"),
5958 P_("Vertical scale center"),
5959 -G_MAXFLOAT, G_MAXFLOAT,
5961 CLUTTER_PARAM_READWRITE);
5964 * ClutterActor:scale-gravity:
5966 * The center point for scaling expressed as a #ClutterGravity
5970 obj_props[PROP_SCALE_GRAVITY] =
5971 g_param_spec_enum ("scale-gravity",
5972 P_("Scale Gravity"),
5973 P_("The center of scaling"),
5974 CLUTTER_TYPE_GRAVITY,
5975 CLUTTER_GRAVITY_NONE,
5976 CLUTTER_PARAM_READWRITE);
5979 * ClutterActor:rotation-angle-x:
5981 * The rotation angle on the X axis.
5983 * The #ClutterActor:rotation-angle-x property is animatable.
5987 obj_props[PROP_ROTATION_ANGLE_X] =
5988 g_param_spec_double ("rotation-angle-x",
5989 P_("Rotation Angle X"),
5990 P_("The rotation angle on the X axis"),
5991 -G_MAXDOUBLE, G_MAXDOUBLE,
5994 G_PARAM_STATIC_STRINGS |
5995 CLUTTER_PARAM_ANIMATABLE);
5998 * ClutterActor:rotation-angle-y:
6000 * The rotation angle on the Y axis
6002 * The #ClutterActor:rotation-angle-y property is animatable.
6006 obj_props[PROP_ROTATION_ANGLE_Y] =
6007 g_param_spec_double ("rotation-angle-y",
6008 P_("Rotation Angle Y"),
6009 P_("The rotation angle on the Y axis"),
6010 -G_MAXDOUBLE, G_MAXDOUBLE,
6013 G_PARAM_STATIC_STRINGS |
6014 CLUTTER_PARAM_ANIMATABLE);
6017 * ClutterActor:rotation-angle-z:
6019 * The rotation angle on the Z axis
6021 * The #ClutterActor:rotation-angle-z property is animatable.
6025 obj_props[PROP_ROTATION_ANGLE_Z] =
6026 g_param_spec_double ("rotation-angle-z",
6027 P_("Rotation Angle Z"),
6028 P_("The rotation angle on the Z axis"),
6029 -G_MAXDOUBLE, G_MAXDOUBLE,
6032 G_PARAM_STATIC_STRINGS |
6033 CLUTTER_PARAM_ANIMATABLE);
6036 * ClutterActor:rotation-center-x:
6038 * The rotation center on the X axis.
6042 obj_props[PROP_ROTATION_CENTER_X] =
6043 g_param_spec_boxed ("rotation-center-x",
6044 P_("Rotation Center X"),
6045 P_("The rotation center on the X axis"),
6046 CLUTTER_TYPE_VERTEX,
6047 CLUTTER_PARAM_READWRITE);
6050 * ClutterActor:rotation-center-y:
6052 * The rotation center on the Y axis.
6056 obj_props[PROP_ROTATION_CENTER_Y] =
6057 g_param_spec_boxed ("rotation-center-y",
6058 P_("Rotation Center Y"),
6059 P_("The rotation center on the Y axis"),
6060 CLUTTER_TYPE_VERTEX,
6061 CLUTTER_PARAM_READWRITE);
6064 * ClutterActor:rotation-center-z:
6066 * The rotation center on the Z axis.
6070 obj_props[PROP_ROTATION_CENTER_Z] =
6071 g_param_spec_boxed ("rotation-center-z",
6072 P_("Rotation Center Z"),
6073 P_("The rotation center on the Z axis"),
6074 CLUTTER_TYPE_VERTEX,
6075 CLUTTER_PARAM_READWRITE);
6078 * ClutterActor:rotation-center-z-gravity:
6080 * The rotation center on the Z axis expressed as a #ClutterGravity.
6084 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
6085 g_param_spec_enum ("rotation-center-z-gravity",
6086 P_("Rotation Center Z Gravity"),
6087 P_("Center point for rotation around the Z axis"),
6088 CLUTTER_TYPE_GRAVITY,
6089 CLUTTER_GRAVITY_NONE,
6090 CLUTTER_PARAM_READWRITE);
6093 * ClutterActor:anchor-x:
6095 * The X coordinate of an actor's anchor point, relative to
6096 * the actor coordinate space, in pixels
6100 obj_props[PROP_ANCHOR_X] =
6101 g_param_spec_float ("anchor-x",
6103 P_("X coordinate of the anchor point"),
6104 -G_MAXFLOAT, G_MAXFLOAT,
6106 CLUTTER_PARAM_READWRITE);
6109 * ClutterActor:anchor-y:
6111 * The Y coordinate of an actor's anchor point, relative to
6112 * the actor coordinate space, in pixels
6116 obj_props[PROP_ANCHOR_Y] =
6117 g_param_spec_float ("anchor-y",
6119 P_("Y coordinate of the anchor point"),
6120 -G_MAXFLOAT, G_MAXFLOAT,
6122 CLUTTER_PARAM_READWRITE);
6125 * ClutterActor:anchor-gravity:
6127 * The anchor point expressed as a #ClutterGravity
6131 obj_props[PROP_ANCHOR_GRAVITY] =
6132 g_param_spec_enum ("anchor-gravity",
6133 P_("Anchor Gravity"),
6134 P_("The anchor point as a ClutterGravity"),
6135 CLUTTER_TYPE_GRAVITY,
6136 CLUTTER_GRAVITY_NONE,
6137 CLUTTER_PARAM_READWRITE);
6140 * ClutterActor:show-on-set-parent:
6142 * If %TRUE, the actor is automatically shown when parented.
6144 * Calling clutter_actor_hide() on an actor which has not been
6145 * parented will set this property to %FALSE as a side effect.
6149 obj_props[PROP_SHOW_ON_SET_PARENT] =
6150 g_param_spec_boolean ("show-on-set-parent",
6151 P_("Show on set parent"),
6152 P_("Whether the actor is shown when parented"),
6154 CLUTTER_PARAM_READWRITE);
6157 * ClutterActor:clip-to-allocation:
6159 * Whether the clip region should track the allocated area
6162 * This property is ignored if a clip area has been explicitly
6163 * set using clutter_actor_set_clip().
6167 obj_props[PROP_CLIP_TO_ALLOCATION] =
6168 g_param_spec_boolean ("clip-to-allocation",
6169 P_("Clip to Allocation"),
6170 P_("Sets the clip region to track the actor's allocation"),
6172 CLUTTER_PARAM_READWRITE);
6175 * ClutterActor:text-direction:
6177 * The direction of the text inside a #ClutterActor.
6181 obj_props[PROP_TEXT_DIRECTION] =
6182 g_param_spec_enum ("text-direction",
6183 P_("Text Direction"),
6184 P_("Direction of the text"),
6185 CLUTTER_TYPE_TEXT_DIRECTION,
6186 CLUTTER_TEXT_DIRECTION_LTR,
6187 CLUTTER_PARAM_READWRITE);
6190 * ClutterActor:has-pointer:
6192 * Whether the actor contains the pointer of a #ClutterInputDevice
6197 obj_props[PROP_HAS_POINTER] =
6198 g_param_spec_boolean ("has-pointer",
6200 P_("Whether the actor contains the pointer of an input device"),
6202 CLUTTER_PARAM_READABLE);
6205 * ClutterActor:actions:
6207 * Adds a #ClutterAction to the actor
6211 obj_props[PROP_ACTIONS] =
6212 g_param_spec_object ("actions",
6214 P_("Adds an action to the actor"),
6215 CLUTTER_TYPE_ACTION,
6216 CLUTTER_PARAM_WRITABLE);
6219 * ClutterActor:constraints:
6221 * Adds a #ClutterConstraint to the actor
6225 obj_props[PROP_CONSTRAINTS] =
6226 g_param_spec_object ("constraints",
6228 P_("Adds a constraint to the actor"),
6229 CLUTTER_TYPE_CONSTRAINT,
6230 CLUTTER_PARAM_WRITABLE);
6233 * ClutterActor:effect:
6235 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
6239 obj_props[PROP_EFFECT] =
6240 g_param_spec_object ("effect",
6242 P_("Add an effect to be applied on the actor"),
6243 CLUTTER_TYPE_EFFECT,
6244 CLUTTER_PARAM_WRITABLE);
6247 * ClutterActor:layout-manager:
6249 * A delegate object for controlling the layout of the children of
6254 obj_props[PROP_LAYOUT_MANAGER] =
6255 g_param_spec_object ("layout-manager",
6256 P_("Layout Manager"),
6257 P_("The object controlling the layout of an actor's children"),
6258 CLUTTER_TYPE_LAYOUT_MANAGER,
6259 CLUTTER_PARAM_READWRITE);
6263 * ClutterActor:x-align:
6265 * The alignment of an actor on the X axis, if the actor has been given
6266 * extra space for its allocation.
6270 obj_props[PROP_X_ALIGN] =
6271 g_param_spec_enum ("x-align",
6273 P_("The alignment of the actor on the X axis within its allocation"),
6274 CLUTTER_TYPE_ACTOR_ALIGN,
6275 CLUTTER_ACTOR_ALIGN_FILL,
6276 CLUTTER_PARAM_READWRITE);
6279 * ClutterActor:y-align:
6281 * The alignment of an actor on the Y axis, if the actor has been given
6282 * extra space for its allocation.
6286 obj_props[PROP_Y_ALIGN] =
6287 g_param_spec_enum ("y-align",
6289 P_("The alignment of the actor on the Y axis within its allocation"),
6290 CLUTTER_TYPE_ACTOR_ALIGN,
6291 CLUTTER_ACTOR_ALIGN_FILL,
6292 CLUTTER_PARAM_READWRITE);
6295 * ClutterActor:margin-top:
6297 * The margin (in pixels) from the top of the actor.
6299 * This property adds a margin to the actor's preferred size; the margin
6300 * will be automatically taken into account when allocating the actor.
6304 obj_props[PROP_MARGIN_TOP] =
6305 g_param_spec_float ("margin-top",
6307 P_("Extra space at the top"),
6310 CLUTTER_PARAM_READWRITE);
6313 * ClutterActor:margin-bottom:
6315 * The margin (in pixels) from the bottom of the actor.
6317 * This property adds a margin to the actor's preferred size; the margin
6318 * will be automatically taken into account when allocating the actor.
6322 obj_props[PROP_MARGIN_BOTTOM] =
6323 g_param_spec_float ("margin-bottom",
6324 P_("Margin Bottom"),
6325 P_("Extra space at the bottom"),
6328 CLUTTER_PARAM_READWRITE);
6331 * ClutterActor:margin-left:
6333 * The margin (in pixels) from the left of the actor.
6335 * This property adds a margin to the actor's preferred size; the margin
6336 * will be automatically taken into account when allocating the actor.
6340 obj_props[PROP_MARGIN_LEFT] =
6341 g_param_spec_float ("margin-left",
6343 P_("Extra space at the left"),
6346 CLUTTER_PARAM_READWRITE);
6349 * ClutterActor:margin-right:
6351 * The margin (in pixels) from the right of the actor.
6353 * This property adds a margin to the actor's preferred size; the margin
6354 * will be automatically taken into account when allocating the actor.
6358 obj_props[PROP_MARGIN_RIGHT] =
6359 g_param_spec_float ("margin-right",
6361 P_("Extra space at the right"),
6364 CLUTTER_PARAM_READWRITE);
6367 * ClutterActor:background-color-set:
6369 * Whether the #ClutterActor:background-color property has been set.
6373 obj_props[PROP_BACKGROUND_COLOR_SET] =
6374 g_param_spec_boolean ("background-color-set",
6375 P_("Background Color Set"),
6376 P_("Whether the background color is set"),
6378 CLUTTER_PARAM_READABLE);
6381 * ClutterActor:background-color:
6383 * Paints a solid fill of the actor's allocation using the specified
6386 * The #ClutterActor:background-color property is animatable.
6390 obj_props[PROP_BACKGROUND_COLOR] =
6391 clutter_param_spec_color ("background-color",
6392 P_("Background color"),
6393 P_("The actor's background color"),
6394 CLUTTER_COLOR_Transparent,
6396 G_PARAM_STATIC_STRINGS |
6397 CLUTTER_PARAM_ANIMATABLE);
6400 * ClutterActor:first-child:
6402 * The actor's first child.
6406 obj_props[PROP_FIRST_CHILD] =
6407 g_param_spec_object ("first-child",
6409 P_("The actor's first child"),
6411 CLUTTER_PARAM_READABLE);
6414 * ClutterActor:last-child:
6416 * The actor's last child.
6420 obj_props[PROP_LAST_CHILD] =
6421 g_param_spec_object ("last-child",
6423 P_("The actor's last child"),
6425 CLUTTER_PARAM_READABLE);
6428 * ClutterActor:content:
6430 * The #ClutterContent implementation that controls the content
6435 obj_props[PROP_CONTENT] =
6436 g_param_spec_object ("content",
6438 P_("Delegate object for painting the actor's content"),
6439 CLUTTER_TYPE_CONTENT,
6440 CLUTTER_PARAM_READWRITE);
6443 * ClutterActor:content-gravity:
6445 * The alignment that should be honoured by the #ClutterContent
6446 * set with the #ClutterActor:content property.
6448 * Changing the value of this property will change the bounding box of
6449 * the content; you can use the #ClutterActor:content-box property to
6450 * get the position and size of the content within the actor's
6453 * This property is meaningful only for #ClutterContent implementations
6454 * that have a preferred size, and if the preferred size is smaller than
6455 * the actor's allocation.
6457 * The #ClutterActor:content-gravity property is animatable.
6461 obj_props[PROP_CONTENT_GRAVITY] =
6462 g_param_spec_enum ("content-gravity",
6463 P_("Content Gravity"),
6464 P_("Alignment of the actor's content"),
6465 CLUTTER_TYPE_CONTENT_GRAVITY,
6466 CLUTTER_CONTENT_GRAVITY_RESIZE_FILL,
6467 CLUTTER_PARAM_READWRITE);
6470 * ClutterActor:content-box:
6472 * The bounding box for the #ClutterContent used by the actor.
6474 * The value of this property is controlled by the #ClutterActor:allocation
6475 * and #ClutterActor:content-gravity properties of #ClutterActor.
6477 * The bounding box for the content is guaranteed to never exceed the
6478 * allocation's of the actor.
6482 obj_props[PROP_CONTENT_BOX] =
6483 g_param_spec_boxed ("content-box",
6485 P_("The bounding box of the actor's content"),
6486 CLUTTER_TYPE_ACTOR_BOX,
6488 G_PARAM_STATIC_STRINGS |
6489 CLUTTER_PARAM_ANIMATABLE);
6491 obj_props[PROP_MINIFICATION_FILTER] =
6492 g_param_spec_enum ("minification-filter",
6493 P_("Minification Filter"),
6494 P_("The filter used when reducing the size of the content"),
6495 CLUTTER_TYPE_SCALING_FILTER,
6496 CLUTTER_SCALING_FILTER_LINEAR,
6497 CLUTTER_PARAM_READWRITE);
6499 obj_props[PROP_MAGNIFICATION_FILTER] =
6500 g_param_spec_enum ("magnification-filter",
6501 P_("Magnification Filter"),
6502 P_("The filter used when increasing the size of the content"),
6503 CLUTTER_TYPE_SCALING_FILTER,
6504 CLUTTER_SCALING_FILTER_LINEAR,
6505 CLUTTER_PARAM_READWRITE);
6507 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
6510 * ClutterActor::destroy:
6511 * @actor: the #ClutterActor which emitted the signal
6513 * The ::destroy signal notifies that all references held on the
6514 * actor which emitted it should be released.
6516 * The ::destroy signal should be used by all holders of a reference
6519 * This signal might result in the finalization of the #ClutterActor
6520 * if all references are released.
6522 * Composite actors and actors implementing the #ClutterContainer
6523 * interface should override the default implementation of the
6524 * class handler of this signal and call clutter_actor_destroy() on
6525 * their children. When overriding the default class handler, it is
6526 * required to chain up to the parent's implementation.
6530 actor_signals[DESTROY] =
6531 g_signal_new (I_("destroy"),
6532 G_TYPE_FROM_CLASS (object_class),
6533 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
6534 G_STRUCT_OFFSET (ClutterActorClass, destroy),
6536 _clutter_marshal_VOID__VOID,
6539 * ClutterActor::show:
6540 * @actor: the object which received the signal
6542 * The ::show signal is emitted when an actor is visible and
6543 * rendered on the stage.
6547 actor_signals[SHOW] =
6548 g_signal_new (I_("show"),
6549 G_TYPE_FROM_CLASS (object_class),
6551 G_STRUCT_OFFSET (ClutterActorClass, show),
6553 _clutter_marshal_VOID__VOID,
6556 * ClutterActor::hide:
6557 * @actor: the object which received the signal
6559 * The ::hide signal is emitted when an actor is no longer rendered
6564 actor_signals[HIDE] =
6565 g_signal_new (I_("hide"),
6566 G_TYPE_FROM_CLASS (object_class),
6568 G_STRUCT_OFFSET (ClutterActorClass, hide),
6570 _clutter_marshal_VOID__VOID,
6573 * ClutterActor::parent-set:
6574 * @actor: the object which received the signal
6575 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
6577 * This signal is emitted when the parent of the actor changes.
6581 actor_signals[PARENT_SET] =
6582 g_signal_new (I_("parent-set"),
6583 G_TYPE_FROM_CLASS (object_class),
6585 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
6587 _clutter_marshal_VOID__OBJECT,
6589 CLUTTER_TYPE_ACTOR);
6592 * ClutterActor::queue-redraw:
6593 * @actor: the actor we're bubbling the redraw request through
6594 * @origin: the actor which initiated the redraw request
6596 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
6597 * is called on @origin.
6599 * The default implementation for #ClutterActor chains up to the
6600 * parent actor and queues a redraw on the parent, thus "bubbling"
6601 * the redraw queue up through the actor graph. The default
6602 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
6603 * in a main loop idle handler.
6605 * Note that the @origin actor may be the stage, or a container; it
6606 * does not have to be a leaf node in the actor graph.
6608 * Toolkits embedding a #ClutterStage which require a redraw and
6609 * relayout cycle can stop the emission of this signal using the
6610 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
6615 * on_redraw_complete (gpointer data)
6617 * ClutterStage *stage = data;
6619 * /* execute the Clutter drawing pipeline */
6620 * clutter_stage_ensure_redraw (stage);
6624 * on_stage_queue_redraw (ClutterStage *stage)
6626 * /* this prevents the default handler to run */
6627 * g_signal_stop_emission_by_name (stage, "queue-redraw");
6629 * /* queue a redraw with the host toolkit and call
6630 * * a function when the redraw has been completed
6632 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
6636 * <note><para>This signal is emitted before the Clutter paint
6637 * pipeline is executed. If you want to know when the pipeline has
6638 * been completed you should connect to the ::paint signal on the
6639 * Stage with g_signal_connect_after().</para></note>
6643 actor_signals[QUEUE_REDRAW] =
6644 g_signal_new (I_("queue-redraw"),
6645 G_TYPE_FROM_CLASS (object_class),
6648 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
6650 _clutter_marshal_VOID__OBJECT,
6652 CLUTTER_TYPE_ACTOR);
6655 * ClutterActor::queue-relayout:
6656 * @actor: the actor being queued for relayout
6658 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
6659 * is called on an actor.
6661 * The default implementation for #ClutterActor chains up to the
6662 * parent actor and queues a relayout on the parent, thus "bubbling"
6663 * the relayout queue up through the actor graph.
6665 * The main purpose of this signal is to allow relayout to be propagated
6666 * properly in the procense of #ClutterClone actors. Applications will
6667 * not normally need to connect to this signal.
6671 actor_signals[QUEUE_RELAYOUT] =
6672 g_signal_new (I_("queue-relayout"),
6673 G_TYPE_FROM_CLASS (object_class),
6676 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
6678 _clutter_marshal_VOID__VOID,
6682 * ClutterActor::event:
6683 * @actor: the actor which received the event
6684 * @event: a #ClutterEvent
6686 * The ::event signal is emitted each time an event is received
6687 * by the @actor. This signal will be emitted on every actor,
6688 * following the hierarchy chain, until it reaches the top-level
6689 * container (the #ClutterStage).
6691 * Return value: %TRUE if the event has been handled by the actor,
6692 * or %FALSE to continue the emission.
6696 actor_signals[EVENT] =
6697 g_signal_new (I_("event"),
6698 G_TYPE_FROM_CLASS (object_class),
6700 G_STRUCT_OFFSET (ClutterActorClass, event),
6701 _clutter_boolean_handled_accumulator, NULL,
6702 _clutter_marshal_BOOLEAN__BOXED,
6704 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6706 * ClutterActor::button-press-event:
6707 * @actor: the actor which received the event
6708 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6710 * The ::button-press-event signal is emitted each time a mouse button
6711 * is pressed on @actor.
6713 * Return value: %TRUE if the event has been handled by the actor,
6714 * or %FALSE to continue the emission.
6718 actor_signals[BUTTON_PRESS_EVENT] =
6719 g_signal_new (I_("button-press-event"),
6720 G_TYPE_FROM_CLASS (object_class),
6722 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6723 _clutter_boolean_handled_accumulator, NULL,
6724 _clutter_marshal_BOOLEAN__BOXED,
6726 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6728 * ClutterActor::button-release-event:
6729 * @actor: the actor which received the event
6730 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6732 * The ::button-release-event signal is emitted each time a mouse button
6733 * is released on @actor.
6735 * Return value: %TRUE if the event has been handled by the actor,
6736 * or %FALSE to continue the emission.
6740 actor_signals[BUTTON_RELEASE_EVENT] =
6741 g_signal_new (I_("button-release-event"),
6742 G_TYPE_FROM_CLASS (object_class),
6744 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6745 _clutter_boolean_handled_accumulator, NULL,
6746 _clutter_marshal_BOOLEAN__BOXED,
6748 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6750 * ClutterActor::scroll-event:
6751 * @actor: the actor which received the event
6752 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6754 * The ::scroll-event signal is emitted each time the mouse is
6755 * scrolled on @actor
6757 * Return value: %TRUE if the event has been handled by the actor,
6758 * or %FALSE to continue the emission.
6762 actor_signals[SCROLL_EVENT] =
6763 g_signal_new (I_("scroll-event"),
6764 G_TYPE_FROM_CLASS (object_class),
6766 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6767 _clutter_boolean_handled_accumulator, NULL,
6768 _clutter_marshal_BOOLEAN__BOXED,
6770 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6772 * ClutterActor::key-press-event:
6773 * @actor: the actor which received the event
6774 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6776 * The ::key-press-event signal is emitted each time a keyboard button
6777 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6779 * Return value: %TRUE if the event has been handled by the actor,
6780 * or %FALSE to continue the emission.
6784 actor_signals[KEY_PRESS_EVENT] =
6785 g_signal_new (I_("key-press-event"),
6786 G_TYPE_FROM_CLASS (object_class),
6788 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6789 _clutter_boolean_handled_accumulator, NULL,
6790 _clutter_marshal_BOOLEAN__BOXED,
6792 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6794 * ClutterActor::key-release-event:
6795 * @actor: the actor which received the event
6796 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6798 * The ::key-release-event signal is emitted each time a keyboard button
6799 * is released while @actor has key focus (see
6800 * clutter_stage_set_key_focus()).
6802 * Return value: %TRUE if the event has been handled by the actor,
6803 * or %FALSE to continue the emission.
6807 actor_signals[KEY_RELEASE_EVENT] =
6808 g_signal_new (I_("key-release-event"),
6809 G_TYPE_FROM_CLASS (object_class),
6811 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6812 _clutter_boolean_handled_accumulator, NULL,
6813 _clutter_marshal_BOOLEAN__BOXED,
6815 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6817 * ClutterActor::motion-event:
6818 * @actor: the actor which received the event
6819 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6821 * The ::motion-event signal is emitted each time the mouse pointer is
6822 * moved over @actor.
6824 * Return value: %TRUE if the event has been handled by the actor,
6825 * or %FALSE to continue the emission.
6829 actor_signals[MOTION_EVENT] =
6830 g_signal_new (I_("motion-event"),
6831 G_TYPE_FROM_CLASS (object_class),
6833 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6834 _clutter_boolean_handled_accumulator, NULL,
6835 _clutter_marshal_BOOLEAN__BOXED,
6837 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6840 * ClutterActor::key-focus-in:
6841 * @actor: the actor which now has key focus
6843 * The ::key-focus-in signal is emitted when @actor receives key focus.
6847 actor_signals[KEY_FOCUS_IN] =
6848 g_signal_new (I_("key-focus-in"),
6849 G_TYPE_FROM_CLASS (object_class),
6851 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6853 _clutter_marshal_VOID__VOID,
6857 * ClutterActor::key-focus-out:
6858 * @actor: the actor which now has key focus
6860 * The ::key-focus-out signal is emitted when @actor loses key focus.
6864 actor_signals[KEY_FOCUS_OUT] =
6865 g_signal_new (I_("key-focus-out"),
6866 G_TYPE_FROM_CLASS (object_class),
6868 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6870 _clutter_marshal_VOID__VOID,
6874 * ClutterActor::enter-event:
6875 * @actor: the actor which the pointer has entered.
6876 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6878 * The ::enter-event signal is emitted when the pointer enters the @actor
6880 * Return value: %TRUE if the event has been handled by the actor,
6881 * or %FALSE to continue the emission.
6885 actor_signals[ENTER_EVENT] =
6886 g_signal_new (I_("enter-event"),
6887 G_TYPE_FROM_CLASS (object_class),
6889 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6890 _clutter_boolean_handled_accumulator, NULL,
6891 _clutter_marshal_BOOLEAN__BOXED,
6893 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6896 * ClutterActor::leave-event:
6897 * @actor: the actor which the pointer has left
6898 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6900 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6902 * Return value: %TRUE if the event has been handled by the actor,
6903 * or %FALSE to continue the emission.
6907 actor_signals[LEAVE_EVENT] =
6908 g_signal_new (I_("leave-event"),
6909 G_TYPE_FROM_CLASS (object_class),
6911 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6912 _clutter_boolean_handled_accumulator, NULL,
6913 _clutter_marshal_BOOLEAN__BOXED,
6915 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6918 * ClutterActor::captured-event:
6919 * @actor: the actor which received the signal
6920 * @event: a #ClutterEvent
6922 * The ::captured-event signal is emitted when an event is captured
6923 * by Clutter. This signal will be emitted starting from the top-level
6924 * container (the #ClutterStage) to the actor which received the event
6925 * going down the hierarchy. This signal can be used to intercept every
6926 * event before the specialized events (like
6927 * ClutterActor::button-press-event or ::key-released-event) are
6930 * Return value: %TRUE if the event has been handled by the actor,
6931 * or %FALSE to continue the emission.
6935 actor_signals[CAPTURED_EVENT] =
6936 g_signal_new (I_("captured-event"),
6937 G_TYPE_FROM_CLASS (object_class),
6939 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6940 _clutter_boolean_handled_accumulator, NULL,
6941 _clutter_marshal_BOOLEAN__BOXED,
6943 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6946 * ClutterActor::paint:
6947 * @actor: the #ClutterActor that received the signal
6949 * The ::paint signal is emitted each time an actor is being painted.
6951 * Subclasses of #ClutterActor should override the class signal handler
6952 * and paint themselves in that function.
6954 * It is possible to connect a handler to the ::paint signal in order
6955 * to set up some custom aspect of a paint.
6959 actor_signals[PAINT] =
6960 g_signal_new (I_("paint"),
6961 G_TYPE_FROM_CLASS (object_class),
6964 G_STRUCT_OFFSET (ClutterActorClass, paint),
6966 _clutter_marshal_VOID__VOID,
6969 * ClutterActor::realize:
6970 * @actor: the #ClutterActor that received the signal
6972 * The ::realize signal is emitted each time an actor is being
6977 actor_signals[REALIZE] =
6978 g_signal_new (I_("realize"),
6979 G_TYPE_FROM_CLASS (object_class),
6981 G_STRUCT_OFFSET (ClutterActorClass, realize),
6983 _clutter_marshal_VOID__VOID,
6986 * ClutterActor::unrealize:
6987 * @actor: the #ClutterActor that received the signal
6989 * The ::unrealize signal is emitted each time an actor is being
6994 actor_signals[UNREALIZE] =
6995 g_signal_new (I_("unrealize"),
6996 G_TYPE_FROM_CLASS (object_class),
6998 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
7000 _clutter_marshal_VOID__VOID,
7004 * ClutterActor::pick:
7005 * @actor: the #ClutterActor that received the signal
7006 * @color: the #ClutterColor to be used when picking
7008 * The ::pick signal is emitted each time an actor is being painted
7009 * in "pick mode". The pick mode is used to identify the actor during
7010 * the event handling phase, or by clutter_stage_get_actor_at_pos().
7011 * The actor should paint its shape using the passed @pick_color.
7013 * Subclasses of #ClutterActor should override the class signal handler
7014 * and paint themselves in that function.
7016 * It is possible to connect a handler to the ::pick signal in order
7017 * to set up some custom aspect of a paint in pick mode.
7021 actor_signals[PICK] =
7022 g_signal_new (I_("pick"),
7023 G_TYPE_FROM_CLASS (object_class),
7025 G_STRUCT_OFFSET (ClutterActorClass, pick),
7027 _clutter_marshal_VOID__BOXED,
7029 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
7032 * ClutterActor::allocation-changed:
7033 * @actor: the #ClutterActor that emitted the signal
7034 * @box: a #ClutterActorBox with the new allocation
7035 * @flags: #ClutterAllocationFlags for the allocation
7037 * The ::allocation-changed signal is emitted when the
7038 * #ClutterActor:allocation property changes. Usually, application
7039 * code should just use the notifications for the :allocation property
7040 * but if you want to track the allocation flags as well, for instance
7041 * to know whether the absolute origin of @actor changed, then you might
7042 * want use this signal instead.
7046 actor_signals[ALLOCATION_CHANGED] =
7047 g_signal_new (I_("allocation-changed"),
7048 G_TYPE_FROM_CLASS (object_class),
7052 _clutter_marshal_VOID__BOXED_FLAGS,
7054 CLUTTER_TYPE_ACTOR_BOX | G_SIGNAL_TYPE_STATIC_SCOPE,
7055 CLUTTER_TYPE_ALLOCATION_FLAGS);
7058 * ClutterActor::transitions-completed:
7059 * @actor: a #ClutterActor
7061 * The ::transitions-completed signal is emitted once all transitions
7062 * involving @actor are complete.
7066 actor_signals[TRANSITIONS_COMPLETED] =
7067 g_signal_new (I_("transitions-completed"),
7068 G_TYPE_FROM_CLASS (object_class),
7072 _clutter_marshal_VOID__VOID,
7077 clutter_actor_init (ClutterActor *self)
7079 ClutterActorPrivate *priv;
7081 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
7083 priv->id = _clutter_context_acquire_id (self);
7086 priv->opacity = 0xff;
7087 priv->show_on_set_parent = TRUE;
7089 priv->needs_width_request = TRUE;
7090 priv->needs_height_request = TRUE;
7091 priv->needs_allocation = TRUE;
7093 priv->cached_width_age = 1;
7094 priv->cached_height_age = 1;
7096 priv->opacity_override = -1;
7097 priv->enable_model_view_transform = TRUE;
7099 /* Initialize an empty paint volume to start with */
7100 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
7101 priv->last_paint_volume_valid = TRUE;
7103 priv->transform_valid = FALSE;
7105 /* the default is to stretch the content, to match the
7106 * current behaviour of basically all actors. also, it's
7107 * the easiest thing to compute.
7109 priv->content_gravity = CLUTTER_CONTENT_GRAVITY_RESIZE_FILL;
7110 priv->min_filter = CLUTTER_SCALING_FILTER_LINEAR;
7111 priv->mag_filter = CLUTTER_SCALING_FILTER_LINEAR;
7115 * clutter_actor_new:
7117 * Creates a new #ClutterActor.
7119 * A newly created actor has a floating reference, which will be sunk
7120 * when it is added to another actor.
7122 * Return value: (transfer full): the newly created #ClutterActor
7127 clutter_actor_new (void)
7129 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
7133 * clutter_actor_destroy:
7134 * @self: a #ClutterActor
7136 * Destroys an actor. When an actor is destroyed, it will break any
7137 * references it holds to other objects. If the actor is inside a
7138 * container, the actor will be removed.
7140 * When you destroy a container, its children will be destroyed as well.
7142 * Note: you cannot destroy the #ClutterStage returned by
7143 * clutter_stage_get_default().
7146 clutter_actor_destroy (ClutterActor *self)
7148 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7150 g_object_ref (self);
7152 /* avoid recursion while destroying */
7153 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
7155 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
7157 g_object_run_dispose (G_OBJECT (self));
7159 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
7162 g_object_unref (self);
7166 _clutter_actor_finish_queue_redraw (ClutterActor *self,
7167 ClutterPaintVolume *clip)
7169 ClutterActorPrivate *priv = self->priv;
7170 ClutterPaintVolume *pv;
7173 /* Remove queue entry early in the process, otherwise a new
7174 queue_redraw() during signal handling could put back this
7175 object in the stage redraw list (but the entry is freed as
7176 soon as we return from this function, causing a segfault
7179 priv->queue_redraw_entry = NULL;
7181 /* If we've been explicitly passed a clip volume then there's
7182 * nothing more to calculate, but otherwise the only thing we know
7183 * is that the change is constrained to the given actor.
7185 * The idea is that if we know the paint volume for where the actor
7186 * was last drawn (in eye coordinates) and we also have the paint
7187 * volume for where it will be drawn next (in actor coordinates)
7188 * then if we queue a redraw for both these volumes that will cover
7189 * everything that needs to be redrawn to clear the old view and
7190 * show the latest view of the actor.
7192 * Don't clip this redraw if we don't know what position we had for
7193 * the previous redraw since we don't know where to set the clip so
7194 * it will clear the actor as it is currently.
7198 _clutter_actor_set_queue_redraw_clip (self, clip);
7201 else if (G_LIKELY (priv->last_paint_volume_valid))
7203 pv = _clutter_actor_get_paint_volume_mutable (self);
7206 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7208 /* make sure we redraw the actors old position... */
7209 _clutter_actor_set_queue_redraw_clip (stage,
7210 &priv->last_paint_volume);
7211 _clutter_actor_signal_queue_redraw (stage, stage);
7212 _clutter_actor_set_queue_redraw_clip (stage, NULL);
7214 /* XXX: Ideally the redraw signal would take a clip volume
7215 * argument, but that would be an ABI break. Until we can
7216 * break the ABI we pass the argument out-of-band
7219 /* setup the clip for the actors new position... */
7220 _clutter_actor_set_queue_redraw_clip (self, pv);
7229 _clutter_actor_signal_queue_redraw (self, self);
7231 /* Just in case anyone is manually firing redraw signals without
7232 * using the public queue_redraw() API we are careful to ensure that
7233 * our out-of-band clip member is cleared before returning...
7235 * Note: A NULL clip denotes a full-stage, un-clipped redraw
7237 if (G_LIKELY (clipped))
7238 _clutter_actor_set_queue_redraw_clip (self, NULL);
7242 _clutter_actor_get_allocation_clip (ClutterActor *self,
7243 ClutterActorBox *clip)
7245 ClutterActorBox allocation;
7247 /* XXX: we don't care if we get an out of date allocation here
7248 * because clutter_actor_queue_redraw_with_clip knows to ignore
7249 * the clip if the actor's allocation is invalid.
7251 * This is noted because clutter_actor_get_allocation_box does some
7252 * unnecessary work to support buggy code with a comment suggesting
7253 * that it could be changed later which would be good for this use
7256 clutter_actor_get_allocation_box (self, &allocation);
7258 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
7259 * actor's own coordinate space but the allocation is in parent
7263 clip->x2 = allocation.x2 - allocation.x1;
7264 clip->y2 = allocation.y2 - allocation.y1;
7268 _clutter_actor_queue_redraw_full (ClutterActor *self,
7269 ClutterRedrawFlags flags,
7270 ClutterPaintVolume *volume,
7271 ClutterEffect *effect)
7273 ClutterActorPrivate *priv = self->priv;
7274 ClutterPaintVolume allocation_pv;
7275 ClutterPaintVolume *pv;
7276 gboolean should_free_pv;
7277 ClutterActor *stage;
7279 /* Here's an outline of the actor queue redraw mechanism:
7281 * The process starts in one of the following two functions which
7282 * are wrappers for this function:
7283 * clutter_actor_queue_redraw
7284 * _clutter_actor_queue_redraw_with_clip
7286 * additionally, an effect can queue a redraw by wrapping this
7287 * function in clutter_effect_queue_rerun
7289 * This functions queues an entry in a list associated with the
7290 * stage which is a list of actors that queued a redraw while
7291 * updating the timelines, performing layouting and processing other
7292 * mainloop sources before the next paint starts.
7294 * We aim to minimize the processing done at this point because
7295 * there is a good chance other events will happen while updating
7296 * the scenegraph that would invalidate any expensive work we might
7297 * otherwise try to do here. For example we don't try and resolve
7298 * the screen space bounding box of an actor at this stage so as to
7299 * minimize how much of the screen redraw because it's possible
7300 * something else will happen which will force a full redraw anyway.
7302 * When all updates are complete and we come to paint the stage then
7303 * we iterate this list and actually emit the "queue-redraw" signals
7304 * for each of the listed actors which will bubble up to the stage
7305 * for each actor and at that point we will transform the actors
7306 * paint volume into screen coordinates to determine the clip region
7307 * for what needs to be redrawn in the next paint.
7309 * Besides minimizing redundant work another reason for this
7310 * deferred design is that it's more likely we will be able to
7311 * determine the paint volume of an actor once we've finished
7312 * updating the scenegraph because its allocation should be up to
7313 * date. NB: If we can't determine an actors paint volume then we
7314 * can't automatically queue a clipped redraw which can make a big
7315 * difference to performance.
7317 * So the control flow goes like this:
7318 * One of clutter_actor_queue_redraw,
7319 * _clutter_actor_queue_redraw_with_clip
7320 * or clutter_effect_queue_rerun
7322 * then control moves to:
7323 * _clutter_stage_queue_actor_redraw
7325 * later during _clutter_stage_do_update, once relayouting is done
7326 * and the scenegraph has been updated we will call:
7327 * _clutter_stage_finish_queue_redraws
7329 * _clutter_stage_finish_queue_redraws will call
7330 * _clutter_actor_finish_queue_redraw for each listed actor.
7331 * Note: actors *are* allowed to queue further redraws during this
7332 * process (considering clone actors or texture_new_from_actor which
7333 * respond to their source queueing a redraw by queuing a redraw
7334 * themselves). We repeat the process until the list is empty.
7336 * This will result in the "queue-redraw" signal being fired for
7337 * each actor which will pass control to the default signal handler:
7338 * clutter_actor_real_queue_redraw
7340 * This will bubble up to the stages handler:
7341 * clutter_stage_real_queue_redraw
7343 * clutter_stage_real_queue_redraw will transform the actors paint
7344 * volume into screen space and add it as a clip region for the next
7348 /* ignore queueing a redraw for actors being destroyed */
7349 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
7352 stage = _clutter_actor_get_stage_internal (self);
7354 /* Ignore queueing a redraw for actors not descended from a stage */
7358 /* ignore queueing a redraw on stages that are being destroyed */
7359 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
7362 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
7364 ClutterActorBox allocation_clip;
7365 ClutterVertex origin;
7367 /* If the actor doesn't have a valid allocation then we will
7368 * queue a full stage redraw. */
7369 if (priv->needs_allocation)
7371 /* NB: NULL denotes an undefined clip which will result in a
7373 _clutter_actor_set_queue_redraw_clip (self, NULL);
7374 _clutter_actor_signal_queue_redraw (self, self);
7378 _clutter_paint_volume_init_static (&allocation_pv, self);
7379 pv = &allocation_pv;
7381 _clutter_actor_get_allocation_clip (self, &allocation_clip);
7383 origin.x = allocation_clip.x1;
7384 origin.y = allocation_clip.y1;
7386 clutter_paint_volume_set_origin (pv, &origin);
7387 clutter_paint_volume_set_width (pv,
7388 allocation_clip.x2 - allocation_clip.x1);
7389 clutter_paint_volume_set_height (pv,
7390 allocation_clip.y2 -
7391 allocation_clip.y1);
7392 should_free_pv = TRUE;
7397 should_free_pv = FALSE;
7400 self->priv->queue_redraw_entry =
7401 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
7402 priv->queue_redraw_entry,
7407 clutter_paint_volume_free (pv);
7409 /* If this is the first redraw queued then we can directly use the
7411 if (!priv->is_dirty)
7412 priv->effect_to_redraw = effect;
7413 /* Otherwise we need to merge it with the existing effect parameter */
7414 else if (effect != NULL)
7416 /* If there's already an effect then we need to use whichever is
7417 later in the chain of actors. Otherwise a full redraw has
7418 already been queued on the actor so we need to ignore the
7420 if (priv->effect_to_redraw != NULL)
7422 if (priv->effects == NULL)
7423 g_warning ("Redraw queued with an effect that is "
7424 "not applied to the actor");
7429 for (l = _clutter_meta_group_peek_metas (priv->effects);
7433 if (l->data == priv->effect_to_redraw ||
7435 priv->effect_to_redraw = l->data;
7442 /* If no effect is specified then we need to redraw the whole
7444 priv->effect_to_redraw = NULL;
7447 priv->is_dirty = TRUE;
7451 * clutter_actor_queue_redraw:
7452 * @self: A #ClutterActor
7454 * Queues up a redraw of an actor and any children. The redraw occurs
7455 * once the main loop becomes idle (after the current batch of events
7456 * has been processed, roughly).
7458 * Applications rarely need to call this, as redraws are handled
7459 * automatically by modification functions.
7461 * This function will not do anything if @self is not visible, or
7462 * if the actor is inside an invisible part of the scenegraph.
7464 * Also be aware that painting is a NOP for actors with an opacity of
7467 * When you are implementing a custom actor you must queue a redraw
7468 * whenever some private state changes that will affect painting or
7469 * picking of your actor.
7472 clutter_actor_queue_redraw (ClutterActor *self)
7474 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7476 _clutter_actor_queue_redraw_full (self,
7478 NULL, /* clip volume */
7483 * _clutter_actor_queue_redraw_with_clip:
7484 * @self: A #ClutterActor
7485 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
7486 * this queue redraw.
7487 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
7488 * redrawn or %NULL if you are just using a @flag to state your
7491 * Queues up a clipped redraw of an actor and any children. The redraw
7492 * occurs once the main loop becomes idle (after the current batch of
7493 * events has been processed, roughly).
7495 * If no flags are given the clip volume is defined by @volume
7496 * specified in actor coordinates and tells Clutter that only content
7497 * within this volume has been changed so Clutter can optionally
7498 * optimize the redraw.
7500 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
7501 * should be %NULL and this tells Clutter to use the actor's current
7502 * allocation as a clip box. This flag can only be used for 2D actors,
7503 * because any actor with depth may be projected outside its
7506 * Applications rarely need to call this, as redraws are handled
7507 * automatically by modification functions.
7509 * This function will not do anything if @self is not visible, or if
7510 * the actor is inside an invisible part of the scenegraph.
7512 * Also be aware that painting is a NOP for actors with an opacity of
7515 * When you are implementing a custom actor you must queue a redraw
7516 * whenever some private state changes that will affect painting or
7517 * picking of your actor.
7520 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
7521 ClutterRedrawFlags flags,
7522 ClutterPaintVolume *volume)
7524 _clutter_actor_queue_redraw_full (self,
7526 volume, /* clip volume */
7531 _clutter_actor_queue_only_relayout (ClutterActor *self)
7533 ClutterActorPrivate *priv = self->priv;
7535 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
7538 if (priv->needs_width_request &&
7539 priv->needs_height_request &&
7540 priv->needs_allocation)
7541 return; /* save some cpu cycles */
7543 #if CLUTTER_ENABLE_DEBUG
7544 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
7546 g_warning ("The actor '%s' is currently inside an allocation "
7547 "cycle; calling clutter_actor_queue_relayout() is "
7549 _clutter_actor_get_debug_name (self));
7551 #endif /* CLUTTER_ENABLE_DEBUG */
7553 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
7557 * clutter_actor_queue_redraw_with_clip:
7558 * @self: a #ClutterActor
7559 * @clip: (allow-none): a rectangular clip region, or %NULL
7561 * Queues a redraw on @self limited to a specific, actor-relative
7564 * If @clip is %NULL this function is equivalent to
7565 * clutter_actor_queue_redraw().
7570 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
7571 const cairo_rectangle_int_t *clip)
7573 ClutterPaintVolume volume;
7574 ClutterVertex origin;
7576 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7580 clutter_actor_queue_redraw (self);
7584 _clutter_paint_volume_init_static (&volume, self);
7590 clutter_paint_volume_set_origin (&volume, &origin);
7591 clutter_paint_volume_set_width (&volume, clip->width);
7592 clutter_paint_volume_set_height (&volume, clip->height);
7594 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
7596 clutter_paint_volume_free (&volume);
7600 * clutter_actor_queue_relayout:
7601 * @self: A #ClutterActor
7603 * Indicates that the actor's size request or other layout-affecting
7604 * properties may have changed. This function is used inside #ClutterActor
7605 * subclass implementations, not by applications directly.
7607 * Queueing a new layout automatically queues a redraw as well.
7612 clutter_actor_queue_relayout (ClutterActor *self)
7614 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7616 _clutter_actor_queue_only_relayout (self);
7617 clutter_actor_queue_redraw (self);
7621 * clutter_actor_get_preferred_size:
7622 * @self: a #ClutterActor
7623 * @min_width_p: (out) (allow-none): return location for the minimum
7625 * @min_height_p: (out) (allow-none): return location for the minimum
7627 * @natural_width_p: (out) (allow-none): return location for the natural
7629 * @natural_height_p: (out) (allow-none): return location for the natural
7632 * Computes the preferred minimum and natural size of an actor, taking into
7633 * account the actor's geometry management (either height-for-width
7634 * or width-for-height).
7636 * The width and height used to compute the preferred height and preferred
7637 * width are the actor's natural ones.
7639 * If you need to control the height for the preferred width, or the width for
7640 * the preferred height, you should use clutter_actor_get_preferred_width()
7641 * and clutter_actor_get_preferred_height(), and check the actor's preferred
7642 * geometry management using the #ClutterActor:request-mode property.
7647 clutter_actor_get_preferred_size (ClutterActor *self,
7648 gfloat *min_width_p,
7649 gfloat *min_height_p,
7650 gfloat *natural_width_p,
7651 gfloat *natural_height_p)
7653 ClutterActorPrivate *priv;
7654 gfloat min_width, min_height;
7655 gfloat natural_width, natural_height;
7657 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7661 min_width = min_height = 0;
7662 natural_width = natural_height = 0;
7664 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7666 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
7667 clutter_actor_get_preferred_width (self, -1,
7670 clutter_actor_get_preferred_height (self, natural_width,
7676 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
7677 clutter_actor_get_preferred_height (self, -1,
7680 clutter_actor_get_preferred_width (self, natural_height,
7686 *min_width_p = min_width;
7689 *min_height_p = min_height;
7691 if (natural_width_p)
7692 *natural_width_p = natural_width;
7694 if (natural_height_p)
7695 *natural_height_p = natural_height;
7700 * @align: a #ClutterActorAlign
7701 * @direction: a #ClutterTextDirection
7703 * Retrieves the correct alignment depending on the text direction
7705 * Return value: the effective alignment
7707 static ClutterActorAlign
7708 effective_align (ClutterActorAlign align,
7709 ClutterTextDirection direction)
7711 ClutterActorAlign res;
7715 case CLUTTER_ACTOR_ALIGN_START:
7716 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7717 ? CLUTTER_ACTOR_ALIGN_END
7718 : CLUTTER_ACTOR_ALIGN_START;
7721 case CLUTTER_ACTOR_ALIGN_END:
7722 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7723 ? CLUTTER_ACTOR_ALIGN_START
7724 : CLUTTER_ACTOR_ALIGN_END;
7736 adjust_for_margin (float margin_start,
7738 float *minimum_size,
7739 float *natural_size,
7740 float *allocated_start,
7741 float *allocated_end)
7743 *minimum_size -= (margin_start + margin_end);
7744 *natural_size -= (margin_start + margin_end);
7745 *allocated_start += margin_start;
7746 *allocated_end -= margin_end;
7750 adjust_for_alignment (ClutterActorAlign alignment,
7752 float *allocated_start,
7753 float *allocated_end)
7755 float allocated_size = *allocated_end - *allocated_start;
7759 case CLUTTER_ACTOR_ALIGN_FILL:
7763 case CLUTTER_ACTOR_ALIGN_START:
7765 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7768 case CLUTTER_ACTOR_ALIGN_END:
7769 if (allocated_size > natural_size)
7771 *allocated_start += (allocated_size - natural_size);
7772 *allocated_end = *allocated_start + natural_size;
7776 case CLUTTER_ACTOR_ALIGN_CENTER:
7777 if (allocated_size > natural_size)
7779 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7780 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7787 * clutter_actor_adjust_width:
7788 * @self: a #ClutterActor
7789 * @minimum_width: (inout): the actor's preferred minimum width, which
7790 * will be adjusted depending on the margin
7791 * @natural_width: (inout): the actor's preferred natural width, which
7792 * will be adjusted depending on the margin
7793 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7794 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7796 * Adjusts the preferred and allocated position and size of an actor,
7797 * depending on the margin and alignment properties.
7800 clutter_actor_adjust_width (ClutterActor *self,
7801 gfloat *minimum_width,
7802 gfloat *natural_width,
7803 gfloat *adjusted_x1,
7804 gfloat *adjusted_x2)
7806 ClutterTextDirection text_dir;
7807 const ClutterLayoutInfo *info;
7809 info = _clutter_actor_get_layout_info_or_defaults (self);
7810 text_dir = clutter_actor_get_text_direction (self);
7812 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7814 /* this will tweak natural_width to remove the margin, so that
7815 * adjust_for_alignment() will use the correct size
7817 adjust_for_margin (info->margin.left, info->margin.right,
7818 minimum_width, natural_width,
7819 adjusted_x1, adjusted_x2);
7821 adjust_for_alignment (effective_align (info->x_align, text_dir),
7823 adjusted_x1, adjusted_x2);
7827 * clutter_actor_adjust_height:
7828 * @self: a #ClutterActor
7829 * @minimum_height: (inout): the actor's preferred minimum height, which
7830 * will be adjusted depending on the margin
7831 * @natural_height: (inout): the actor's preferred natural height, which
7832 * will be adjusted depending on the margin
7833 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7834 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7836 * Adjusts the preferred and allocated position and size of an actor,
7837 * depending on the margin and alignment properties.
7840 clutter_actor_adjust_height (ClutterActor *self,
7841 gfloat *minimum_height,
7842 gfloat *natural_height,
7843 gfloat *adjusted_y1,
7844 gfloat *adjusted_y2)
7846 const ClutterLayoutInfo *info;
7848 info = _clutter_actor_get_layout_info_or_defaults (self);
7850 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7852 /* this will tweak natural_height to remove the margin, so that
7853 * adjust_for_alignment() will use the correct size
7855 adjust_for_margin (info->margin.top, info->margin.bottom,
7856 minimum_height, natural_height,
7860 /* we don't use effective_align() here, because text direction
7861 * only affects the horizontal axis
7863 adjust_for_alignment (info->y_align,
7870 /* looks for a cached size request for this for_size. If not
7871 * found, returns the oldest entry so it can be overwritten */
7873 _clutter_actor_get_cached_size_request (gfloat for_size,
7874 SizeRequest *cached_size_requests,
7875 SizeRequest **result)
7879 *result = &cached_size_requests[0];
7881 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7885 sr = &cached_size_requests[i];
7888 sr->for_size == for_size)
7890 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7894 else if (sr->age < (*result)->age)
7900 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7906 * clutter_actor_get_preferred_width:
7907 * @self: A #ClutterActor
7908 * @for_height: available height when computing the preferred width,
7909 * or a negative value to indicate that no height is defined
7910 * @min_width_p: (out) (allow-none): return location for minimum width,
7912 * @natural_width_p: (out) (allow-none): return location for the natural
7915 * Computes the requested minimum and natural widths for an actor,
7916 * optionally depending on the specified height, or if they are
7917 * already computed, returns the cached values.
7919 * An actor may not get its request - depending on the layout
7920 * manager that's in effect.
7922 * A request should not incorporate the actor's scale or anchor point;
7923 * those transformations do not affect layout, only rendering.
7928 clutter_actor_get_preferred_width (ClutterActor *self,
7930 gfloat *min_width_p,
7931 gfloat *natural_width_p)
7933 float request_min_width, request_natural_width;
7934 SizeRequest *cached_size_request;
7935 const ClutterLayoutInfo *info;
7936 ClutterActorPrivate *priv;
7937 gboolean found_in_cache;
7939 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7943 info = _clutter_actor_get_layout_info_or_defaults (self);
7945 /* we shortcircuit the case of a fixed size set using set_width() */
7946 if (priv->min_width_set && priv->natural_width_set)
7948 if (min_width_p != NULL)
7949 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7951 if (natural_width_p != NULL)
7952 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7957 /* the remaining cases are:
7959 * - either min_width or natural_width have been set
7960 * - neither min_width or natural_width have been set
7962 * in both cases, we go through the cache (and through the actor in case
7963 * of cache misses) and determine the authoritative value depending on
7967 if (!priv->needs_width_request)
7970 _clutter_actor_get_cached_size_request (for_height,
7971 priv->width_requests,
7972 &cached_size_request);
7976 /* if the actor needs a width request we use the first slot */
7977 found_in_cache = FALSE;
7978 cached_size_request = &priv->width_requests[0];
7981 if (!found_in_cache)
7983 gfloat minimum_width, natural_width;
7984 ClutterActorClass *klass;
7986 minimum_width = natural_width = 0;
7988 /* adjust for the margin */
7989 if (for_height >= 0)
7991 for_height -= (info->margin.top + info->margin.bottom);
7996 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7998 klass = CLUTTER_ACTOR_GET_CLASS (self);
7999 klass->get_preferred_width (self, for_height,
8003 /* adjust for the margin */
8004 minimum_width += (info->margin.left + info->margin.right);
8005 natural_width += (info->margin.left + info->margin.right);
8007 /* Due to accumulated float errors, it's better not to warn
8008 * on this, but just fix it.
8010 if (natural_width < minimum_width)
8011 natural_width = minimum_width;
8013 cached_size_request->min_size = minimum_width;
8014 cached_size_request->natural_size = natural_width;
8015 cached_size_request->for_size = for_height;
8016 cached_size_request->age = priv->cached_width_age;
8018 priv->cached_width_age += 1;
8019 priv->needs_width_request = FALSE;
8022 if (!priv->min_width_set)
8023 request_min_width = cached_size_request->min_size;
8025 request_min_width = info->min_width;
8027 if (!priv->natural_width_set)
8028 request_natural_width = cached_size_request->natural_size;
8030 request_natural_width = info->natural_width;
8033 *min_width_p = request_min_width;
8035 if (natural_width_p)
8036 *natural_width_p = request_natural_width;
8040 * clutter_actor_get_preferred_height:
8041 * @self: A #ClutterActor
8042 * @for_width: available width to assume in computing desired height,
8043 * or a negative value to indicate that no width is defined
8044 * @min_height_p: (out) (allow-none): return location for minimum height,
8046 * @natural_height_p: (out) (allow-none): return location for natural
8049 * Computes the requested minimum and natural heights for an actor,
8050 * or if they are already computed, returns the cached values.
8052 * An actor may not get its request - depending on the layout
8053 * manager that's in effect.
8055 * A request should not incorporate the actor's scale or anchor point;
8056 * those transformations do not affect layout, only rendering.
8061 clutter_actor_get_preferred_height (ClutterActor *self,
8063 gfloat *min_height_p,
8064 gfloat *natural_height_p)
8066 float request_min_height, request_natural_height;
8067 SizeRequest *cached_size_request;
8068 const ClutterLayoutInfo *info;
8069 ClutterActorPrivate *priv;
8070 gboolean found_in_cache;
8072 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8076 info = _clutter_actor_get_layout_info_or_defaults (self);
8078 /* we shortcircuit the case of a fixed size set using set_height() */
8079 if (priv->min_height_set && priv->natural_height_set)
8081 if (min_height_p != NULL)
8082 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
8084 if (natural_height_p != NULL)
8085 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
8090 /* the remaining cases are:
8092 * - either min_height or natural_height have been set
8093 * - neither min_height or natural_height have been set
8095 * in both cases, we go through the cache (and through the actor in case
8096 * of cache misses) and determine the authoritative value depending on
8100 if (!priv->needs_height_request)
8103 _clutter_actor_get_cached_size_request (for_width,
8104 priv->height_requests,
8105 &cached_size_request);
8109 found_in_cache = FALSE;
8110 cached_size_request = &priv->height_requests[0];
8113 if (!found_in_cache)
8115 gfloat minimum_height, natural_height;
8116 ClutterActorClass *klass;
8118 minimum_height = natural_height = 0;
8120 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
8122 /* adjust for margin */
8125 for_width -= (info->margin.left + info->margin.right);
8130 klass = CLUTTER_ACTOR_GET_CLASS (self);
8131 klass->get_preferred_height (self, for_width,
8135 /* adjust for margin */
8136 minimum_height += (info->margin.top + info->margin.bottom);
8137 natural_height += (info->margin.top + info->margin.bottom);
8139 /* Due to accumulated float errors, it's better not to warn
8140 * on this, but just fix it.
8142 if (natural_height < minimum_height)
8143 natural_height = minimum_height;
8145 cached_size_request->min_size = minimum_height;
8146 cached_size_request->natural_size = natural_height;
8147 cached_size_request->for_size = for_width;
8148 cached_size_request->age = priv->cached_height_age;
8150 priv->cached_height_age += 1;
8151 priv->needs_height_request = FALSE;
8154 if (!priv->min_height_set)
8155 request_min_height = cached_size_request->min_size;
8157 request_min_height = info->min_height;
8159 if (!priv->natural_height_set)
8160 request_natural_height = cached_size_request->natural_size;
8162 request_natural_height = info->natural_height;
8165 *min_height_p = request_min_height;
8167 if (natural_height_p)
8168 *natural_height_p = request_natural_height;
8172 * clutter_actor_get_allocation_box:
8173 * @self: A #ClutterActor
8174 * @box: (out): the function fills this in with the actor's allocation
8176 * Gets the layout box an actor has been assigned. The allocation can
8177 * only be assumed valid inside a paint() method; anywhere else, it
8178 * may be out-of-date.
8180 * An allocation does not incorporate the actor's scale or anchor point;
8181 * those transformations do not affect layout, only rendering.
8183 * <note>Do not call any of the clutter_actor_get_allocation_*() family
8184 * of functions inside the implementation of the get_preferred_width()
8185 * or get_preferred_height() virtual functions.</note>
8190 clutter_actor_get_allocation_box (ClutterActor *self,
8191 ClutterActorBox *box)
8193 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8195 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
8196 * which limits calling get_allocation to inside paint() basically; or
8197 * we can 2) force a layout, which could be expensive if someone calls
8198 * get_allocation somewhere silly; or we can 3) just return the latest
8199 * value, allowing it to be out-of-date, and assume people know what
8202 * The least-surprises approach that keeps existing code working is
8203 * likely to be 2). People can end up doing some inefficient things,
8204 * though, and in general code that requires 2) is probably broken.
8207 /* this implements 2) */
8208 if (G_UNLIKELY (self->priv->needs_allocation))
8210 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
8212 /* do not queue a relayout on an unparented actor */
8214 _clutter_stage_maybe_relayout (stage);
8217 /* commenting out the code above and just keeping this assigment
8220 *box = self->priv->allocation;
8224 * clutter_actor_get_allocation_geometry:
8225 * @self: A #ClutterActor
8226 * @geom: (out): allocation geometry in pixels
8228 * Gets the layout box an actor has been assigned. The allocation can
8229 * only be assumed valid inside a paint() method; anywhere else, it
8230 * may be out-of-date.
8232 * An allocation does not incorporate the actor's scale or anchor point;
8233 * those transformations do not affect layout, only rendering.
8235 * The returned rectangle is in pixels.
8240 clutter_actor_get_allocation_geometry (ClutterActor *self,
8241 ClutterGeometry *geom)
8243 ClutterActorBox box;
8245 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8246 g_return_if_fail (geom != NULL);
8248 clutter_actor_get_allocation_box (self, &box);
8250 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
8251 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
8252 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
8253 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
8257 clutter_actor_update_constraints (ClutterActor *self,
8258 ClutterActorBox *allocation)
8260 ClutterActorPrivate *priv = self->priv;
8261 const GList *constraints, *l;
8263 if (priv->constraints == NULL)
8266 constraints = _clutter_meta_group_peek_metas (priv->constraints);
8267 for (l = constraints; l != NULL; l = l->next)
8269 ClutterConstraint *constraint = l->data;
8270 ClutterActorMeta *meta = l->data;
8272 if (clutter_actor_meta_get_enabled (meta))
8274 _clutter_constraint_update_allocation (constraint,
8278 CLUTTER_NOTE (LAYOUT,
8279 "Allocation of '%s' after constraint '%s': "
8280 "{ %.2f, %.2f, %.2f, %.2f }",
8281 _clutter_actor_get_debug_name (self),
8282 _clutter_actor_meta_get_debug_name (meta),
8292 * clutter_actor_adjust_allocation:
8293 * @self: a #ClutterActor
8294 * @allocation: (inout): the allocation to adjust
8296 * Adjusts the passed allocation box taking into account the actor's
8297 * layout information, like alignment, expansion, and margin.
8300 clutter_actor_adjust_allocation (ClutterActor *self,
8301 ClutterActorBox *allocation)
8303 ClutterActorBox adj_allocation;
8304 float alloc_width, alloc_height;
8305 float min_width, min_height;
8306 float nat_width, nat_height;
8307 ClutterRequestMode req_mode;
8309 adj_allocation = *allocation;
8311 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
8313 /* we want to hit the cache, so we use the public API */
8314 req_mode = clutter_actor_get_request_mode (self);
8316 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8318 clutter_actor_get_preferred_width (self, -1,
8321 clutter_actor_get_preferred_height (self, alloc_width,
8325 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
8327 clutter_actor_get_preferred_height (self, -1,
8330 clutter_actor_get_preferred_height (self, alloc_height,
8335 #ifdef CLUTTER_ENABLE_DEBUG
8336 /* warn about underallocations */
8337 if (_clutter_diagnostic_enabled () &&
8338 (floorf (min_width - alloc_width) > 0 ||
8339 floorf (min_height - alloc_height) > 0))
8341 ClutterActor *parent = clutter_actor_get_parent (self);
8343 /* the only actors that are allowed to be underallocated are the Stage,
8344 * as it doesn't have an implicit size, and Actors that specifically
8345 * told us that they want to opt-out from layout control mechanisms
8346 * through the NO_LAYOUT escape hatch.
8348 if (parent != NULL &&
8349 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
8351 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
8352 "of %.2f x %.2f from its parent actor '%s', but its "
8353 "requested minimum size is of %.2f x %.2f",
8354 _clutter_actor_get_debug_name (self),
8355 alloc_width, alloc_height,
8356 _clutter_actor_get_debug_name (parent),
8357 min_width, min_height);
8362 clutter_actor_adjust_width (self,
8366 &adj_allocation.x2);
8368 clutter_actor_adjust_height (self,
8372 &adj_allocation.y2);
8374 /* we maintain the invariant that an allocation cannot be adjusted
8375 * to be outside the parent-given box
8377 if (adj_allocation.x1 < allocation->x1 ||
8378 adj_allocation.y1 < allocation->y1 ||
8379 adj_allocation.x2 > allocation->x2 ||
8380 adj_allocation.y2 > allocation->y2)
8382 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
8383 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
8384 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
8385 _clutter_actor_get_debug_name (self),
8386 adj_allocation.x1, adj_allocation.y1,
8387 adj_allocation.x2 - adj_allocation.x1,
8388 adj_allocation.y2 - adj_allocation.y1,
8389 allocation->x1, allocation->y1,
8390 allocation->x2 - allocation->x1,
8391 allocation->y2 - allocation->y1);
8395 *allocation = adj_allocation;
8399 * clutter_actor_allocate:
8400 * @self: A #ClutterActor
8401 * @box: new allocation of the actor, in parent-relative coordinates
8402 * @flags: flags that control the allocation
8404 * Called by the parent of an actor to assign the actor its size.
8405 * Should never be called by applications (except when implementing
8406 * a container or layout manager).
8408 * Actors can know from their allocation box whether they have moved
8409 * with respect to their parent actor. The @flags parameter describes
8410 * additional information about the allocation, for instance whether
8411 * the parent has moved with respect to the stage, for example because
8412 * a grandparent's origin has moved.
8417 clutter_actor_allocate (ClutterActor *self,
8418 const ClutterActorBox *box,
8419 ClutterAllocationFlags flags)
8421 ClutterActorPrivate *priv;
8422 ClutterActorClass *klass;
8423 ClutterActorBox old_allocation, real_allocation;
8424 gboolean origin_changed, child_moved, size_changed;
8425 gboolean stage_allocation_changed;
8427 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8428 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
8430 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
8431 "which isn't a descendent of the stage!\n",
8432 self, _clutter_actor_get_debug_name (self));
8438 old_allocation = priv->allocation;
8439 real_allocation = *box;
8441 /* constraints are allowed to modify the allocation only here; we do
8442 * this prior to all the other checks so that we can bail out if the
8443 * allocation did not change
8445 clutter_actor_update_constraints (self, &real_allocation);
8447 /* adjust the allocation depending on the align/margin properties */
8448 clutter_actor_adjust_allocation (self, &real_allocation);
8450 if (real_allocation.x2 < real_allocation.x1 ||
8451 real_allocation.y2 < real_allocation.y1)
8453 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
8454 _clutter_actor_get_debug_name (self),
8455 real_allocation.x2 - real_allocation.x1,
8456 real_allocation.y2 - real_allocation.y1);
8459 /* we allow 0-sized actors, but not negative-sized ones */
8460 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
8461 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
8463 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
8465 child_moved = (real_allocation.x1 != old_allocation.x1 ||
8466 real_allocation.y1 != old_allocation.y1);
8468 size_changed = (real_allocation.x2 != old_allocation.x2 ||
8469 real_allocation.y2 != old_allocation.y2);
8471 if (origin_changed || child_moved || size_changed)
8472 stage_allocation_changed = TRUE;
8474 stage_allocation_changed = FALSE;
8476 /* If we get an allocation "out of the blue"
8477 * (we did not queue relayout), then we want to
8478 * ignore it. But if we have needs_allocation set,
8479 * we want to guarantee that allocate() virtual
8480 * method is always called, i.e. that queue_relayout()
8481 * always results in an allocate() invocation on
8484 * The optimization here is to avoid re-allocating
8485 * actors that did not queue relayout and were
8488 if (!priv->needs_allocation && !stage_allocation_changed)
8490 CLUTTER_NOTE (LAYOUT, "No allocation needed");
8494 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
8495 * clutter_actor_allocate(), it indicates whether the parent has its
8496 * absolute origin moved; when passed in to ClutterActor::allocate()
8497 * virtual method though, it indicates whether the child has its
8498 * absolute origin moved. So we set it when child_moved is TRUE
8501 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
8503 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
8505 CLUTTER_NOTE (LAYOUT, "Calling %s::allocate()",
8506 _clutter_actor_get_debug_name (self));
8508 klass = CLUTTER_ACTOR_GET_CLASS (self);
8509 klass->allocate (self, &real_allocation, flags);
8511 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
8513 if (stage_allocation_changed)
8514 clutter_actor_queue_redraw (self);
8518 * clutter_actor_set_allocation:
8519 * @self: a #ClutterActor
8520 * @box: a #ClutterActorBox
8521 * @flags: allocation flags
8523 * Stores the allocation of @self as defined by @box.
8525 * This function can only be called from within the implementation of
8526 * the #ClutterActorClass.allocate() virtual function.
8528 * The allocation should have been adjusted to take into account constraints,
8529 * alignment, and margin properties. If you are implementing a #ClutterActor
8530 * subclass that provides its own layout management policy for its children
8531 * instead of using a #ClutterLayoutManager delegate, you should not call
8532 * this function on the children of @self; instead, you should call
8533 * clutter_actor_allocate(), which will adjust the allocation box for
8536 * This function should only be used by subclasses of #ClutterActor
8537 * that wish to store their allocation but cannot chain up to the
8538 * parent's implementation; the default implementation of the
8539 * #ClutterActorClass.allocate() virtual function will call this
8542 * It is important to note that, while chaining up was the recommended
8543 * behaviour for #ClutterActor subclasses prior to the introduction of
8544 * this function, it is recommended to call clutter_actor_set_allocation()
8547 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
8548 * to handle the allocation of its children, this function will call
8549 * the clutter_layout_manager_allocate() function only if the
8550 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
8551 * expected that the subclass will call clutter_layout_manager_allocate()
8552 * by itself. For instance, the following code:
8556 * my_actor_allocate (ClutterActor *actor,
8557 * const ClutterActorBox *allocation,
8558 * ClutterAllocationFlags flags)
8560 * ClutterActorBox new_alloc;
8561 * ClutterAllocationFlags new_flags;
8563 * adjust_allocation (allocation, &new_alloc);
8565 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
8567 * /* this will use the layout manager set on the actor */
8568 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
8572 * is equivalent to this:
8576 * my_actor_allocate (ClutterActor *actor,
8577 * const ClutterActorBox *allocation,
8578 * ClutterAllocationFlags flags)
8580 * ClutterLayoutManager *layout;
8581 * ClutterActorBox new_alloc;
8583 * adjust_allocation (allocation, &new_alloc);
8585 * clutter_actor_set_allocation (actor, &new_alloc, flags);
8587 * layout = clutter_actor_get_layout_manager (actor);
8588 * clutter_layout_manager_allocate (layout,
8589 * CLUTTER_CONTAINER (actor),
8598 clutter_actor_set_allocation (ClutterActor *self,
8599 const ClutterActorBox *box,
8600 ClutterAllocationFlags flags)
8602 ClutterActorPrivate *priv;
8605 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8606 g_return_if_fail (box != NULL);
8608 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
8610 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
8611 "can only be called from within the implementation of "
8612 "the ClutterActor::allocate() virtual function.");
8618 g_object_freeze_notify (G_OBJECT (self));
8620 changed = clutter_actor_set_allocation_internal (self, box, flags);
8622 /* we allocate our children before we notify changes in our geometry,
8623 * so that people connecting to properties will be able to get valid
8624 * data out of the sub-tree of the scene graph that has this actor at
8627 clutter_actor_maybe_layout_children (self, box, flags);
8631 ClutterActorBox signal_box = priv->allocation;
8632 ClutterAllocationFlags signal_flags = priv->allocation_flags;
8634 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
8639 g_object_thaw_notify (G_OBJECT (self));
8643 * clutter_actor_set_geometry:
8644 * @self: A #ClutterActor
8645 * @geometry: A #ClutterGeometry
8647 * Sets the actor's fixed position and forces its minimum and natural
8648 * size, in pixels. This means the untransformed actor will have the
8649 * given geometry. This is the same as calling clutter_actor_set_position()
8650 * and clutter_actor_set_size().
8652 * Deprecated: 1.10: Use clutter_actor_set_position() and
8653 * clutter_actor_set_size() instead.
8656 clutter_actor_set_geometry (ClutterActor *self,
8657 const ClutterGeometry *geometry)
8659 g_object_freeze_notify (G_OBJECT (self));
8661 clutter_actor_set_position (self, geometry->x, geometry->y);
8662 clutter_actor_set_size (self, geometry->width, geometry->height);
8664 g_object_thaw_notify (G_OBJECT (self));
8668 * clutter_actor_get_geometry:
8669 * @self: A #ClutterActor
8670 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
8672 * Gets the size and position of an actor relative to its parent
8673 * actor. This is the same as calling clutter_actor_get_position() and
8674 * clutter_actor_get_size(). It tries to "do what you mean" and get the
8675 * requested size and position if the actor's allocation is invalid.
8677 * Deprecated: 1.10: Use clutter_actor_get_position() and
8678 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
8682 clutter_actor_get_geometry (ClutterActor *self,
8683 ClutterGeometry *geometry)
8685 gfloat x, y, width, height;
8687 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8688 g_return_if_fail (geometry != NULL);
8690 clutter_actor_get_position (self, &x, &y);
8691 clutter_actor_get_size (self, &width, &height);
8693 geometry->x = (int) x;
8694 geometry->y = (int) y;
8695 geometry->width = (int) width;
8696 geometry->height = (int) height;
8700 * clutter_actor_set_position:
8701 * @self: A #ClutterActor
8702 * @x: New left position of actor in pixels.
8703 * @y: New top position of actor in pixels.
8705 * Sets the actor's fixed position in pixels relative to any parent
8708 * If a layout manager is in use, this position will override the
8709 * layout manager and force a fixed position.
8712 clutter_actor_set_position (ClutterActor *self,
8716 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8718 g_object_freeze_notify (G_OBJECT (self));
8720 clutter_actor_set_x (self, x);
8721 clutter_actor_set_y (self, y);
8723 g_object_thaw_notify (G_OBJECT (self));
8727 * clutter_actor_get_fixed_position_set:
8728 * @self: A #ClutterActor
8730 * Checks whether an actor has a fixed position set (and will thus be
8731 * unaffected by any layout manager).
8733 * Return value: %TRUE if the fixed position is set on the actor
8738 clutter_actor_get_fixed_position_set (ClutterActor *self)
8740 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
8742 return self->priv->position_set;
8746 * clutter_actor_set_fixed_position_set:
8747 * @self: A #ClutterActor
8748 * @is_set: whether to use fixed position
8750 * Sets whether an actor has a fixed position set (and will thus be
8751 * unaffected by any layout manager).
8756 clutter_actor_set_fixed_position_set (ClutterActor *self,
8759 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8761 if (self->priv->position_set == (is_set != FALSE))
8764 self->priv->position_set = is_set != FALSE;
8765 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8767 clutter_actor_queue_relayout (self);
8771 * clutter_actor_move_by:
8772 * @self: A #ClutterActor
8773 * @dx: Distance to move Actor on X axis.
8774 * @dy: Distance to move Actor on Y axis.
8776 * Moves an actor by the specified distance relative to its current
8777 * position in pixels.
8779 * This function modifies the fixed position of an actor and thus removes
8780 * it from any layout management. Another way to move an actor is with an
8781 * anchor point, see clutter_actor_set_anchor_point().
8786 clutter_actor_move_by (ClutterActor *self,
8790 const ClutterLayoutInfo *info;
8793 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8795 info = _clutter_actor_get_layout_info_or_defaults (self);
8799 clutter_actor_set_position (self, x + dx, y + dy);
8803 clutter_actor_set_min_width (ClutterActor *self,
8806 ClutterActorPrivate *priv = self->priv;
8807 ClutterActorBox old = { 0, };
8808 ClutterLayoutInfo *info;
8810 /* if we are setting the size on a top-level actor and the
8811 * backend only supports static top-levels (e.g. framebuffers)
8812 * then we ignore the passed value and we override it with
8813 * the stage implementation's preferred size.
8815 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8816 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8819 info = _clutter_actor_get_layout_info (self);
8821 if (priv->min_width_set && min_width == info->min_width)
8824 g_object_freeze_notify (G_OBJECT (self));
8826 clutter_actor_store_old_geometry (self, &old);
8828 info->min_width = min_width;
8829 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8830 clutter_actor_set_min_width_set (self, TRUE);
8832 clutter_actor_notify_if_geometry_changed (self, &old);
8834 g_object_thaw_notify (G_OBJECT (self));
8836 clutter_actor_queue_relayout (self);
8840 clutter_actor_set_min_height (ClutterActor *self,
8844 ClutterActorPrivate *priv = self->priv;
8845 ClutterActorBox old = { 0, };
8846 ClutterLayoutInfo *info;
8848 /* if we are setting the size on a top-level actor and the
8849 * backend only supports static top-levels (e.g. framebuffers)
8850 * then we ignore the passed value and we override it with
8851 * the stage implementation's preferred size.
8853 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8854 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8857 info = _clutter_actor_get_layout_info (self);
8859 if (priv->min_height_set && min_height == info->min_height)
8862 g_object_freeze_notify (G_OBJECT (self));
8864 clutter_actor_store_old_geometry (self, &old);
8866 info->min_height = min_height;
8867 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8868 clutter_actor_set_min_height_set (self, TRUE);
8870 clutter_actor_notify_if_geometry_changed (self, &old);
8872 g_object_thaw_notify (G_OBJECT (self));
8874 clutter_actor_queue_relayout (self);
8878 clutter_actor_set_natural_width (ClutterActor *self,
8879 gfloat natural_width)
8881 ClutterActorPrivate *priv = self->priv;
8882 ClutterActorBox old = { 0, };
8883 ClutterLayoutInfo *info;
8885 /* if we are setting the size on a top-level actor and the
8886 * backend only supports static top-levels (e.g. framebuffers)
8887 * then we ignore the passed value and we override it with
8888 * the stage implementation's preferred size.
8890 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8891 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8894 info = _clutter_actor_get_layout_info (self);
8896 if (priv->natural_width_set && natural_width == info->natural_width)
8899 g_object_freeze_notify (G_OBJECT (self));
8901 clutter_actor_store_old_geometry (self, &old);
8903 info->natural_width = natural_width;
8904 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8905 clutter_actor_set_natural_width_set (self, TRUE);
8907 clutter_actor_notify_if_geometry_changed (self, &old);
8909 g_object_thaw_notify (G_OBJECT (self));
8911 clutter_actor_queue_relayout (self);
8915 clutter_actor_set_natural_height (ClutterActor *self,
8916 gfloat natural_height)
8918 ClutterActorPrivate *priv = self->priv;
8919 ClutterActorBox old = { 0, };
8920 ClutterLayoutInfo *info;
8922 /* if we are setting the size on a top-level actor and the
8923 * backend only supports static top-levels (e.g. framebuffers)
8924 * then we ignore the passed value and we override it with
8925 * the stage implementation's preferred size.
8927 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8928 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8931 info = _clutter_actor_get_layout_info (self);
8933 if (priv->natural_height_set && natural_height == info->natural_height)
8936 g_object_freeze_notify (G_OBJECT (self));
8938 clutter_actor_store_old_geometry (self, &old);
8940 info->natural_height = natural_height;
8941 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8942 clutter_actor_set_natural_height_set (self, TRUE);
8944 clutter_actor_notify_if_geometry_changed (self, &old);
8946 g_object_thaw_notify (G_OBJECT (self));
8948 clutter_actor_queue_relayout (self);
8952 clutter_actor_set_min_width_set (ClutterActor *self,
8953 gboolean use_min_width)
8955 ClutterActorPrivate *priv = self->priv;
8956 ClutterActorBox old = { 0, };
8958 if (priv->min_width_set == (use_min_width != FALSE))
8961 clutter_actor_store_old_geometry (self, &old);
8963 priv->min_width_set = use_min_width != FALSE;
8964 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8966 clutter_actor_notify_if_geometry_changed (self, &old);
8968 clutter_actor_queue_relayout (self);
8972 clutter_actor_set_min_height_set (ClutterActor *self,
8973 gboolean use_min_height)
8975 ClutterActorPrivate *priv = self->priv;
8976 ClutterActorBox old = { 0, };
8978 if (priv->min_height_set == (use_min_height != FALSE))
8981 clutter_actor_store_old_geometry (self, &old);
8983 priv->min_height_set = use_min_height != FALSE;
8984 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8986 clutter_actor_notify_if_geometry_changed (self, &old);
8988 clutter_actor_queue_relayout (self);
8992 clutter_actor_set_natural_width_set (ClutterActor *self,
8993 gboolean use_natural_width)
8995 ClutterActorPrivate *priv = self->priv;
8996 ClutterActorBox old = { 0, };
8998 if (priv->natural_width_set == (use_natural_width != FALSE))
9001 clutter_actor_store_old_geometry (self, &old);
9003 priv->natural_width_set = use_natural_width != FALSE;
9004 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
9006 clutter_actor_notify_if_geometry_changed (self, &old);
9008 clutter_actor_queue_relayout (self);
9012 clutter_actor_set_natural_height_set (ClutterActor *self,
9013 gboolean use_natural_height)
9015 ClutterActorPrivate *priv = self->priv;
9016 ClutterActorBox old = { 0, };
9018 if (priv->natural_height_set == (use_natural_height != FALSE))
9021 clutter_actor_store_old_geometry (self, &old);
9023 priv->natural_height_set = use_natural_height != FALSE;
9024 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
9026 clutter_actor_notify_if_geometry_changed (self, &old);
9028 clutter_actor_queue_relayout (self);
9032 * clutter_actor_set_request_mode:
9033 * @self: a #ClutterActor
9034 * @mode: the request mode
9036 * Sets the geometry request mode of @self.
9038 * The @mode determines the order for invoking
9039 * clutter_actor_get_preferred_width() and
9040 * clutter_actor_get_preferred_height()
9045 clutter_actor_set_request_mode (ClutterActor *self,
9046 ClutterRequestMode mode)
9048 ClutterActorPrivate *priv;
9050 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9054 if (priv->request_mode == mode)
9057 priv->request_mode = mode;
9059 priv->needs_width_request = TRUE;
9060 priv->needs_height_request = TRUE;
9062 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
9064 clutter_actor_queue_relayout (self);
9068 * clutter_actor_get_request_mode:
9069 * @self: a #ClutterActor
9071 * Retrieves the geometry request mode of @self
9073 * Return value: the request mode for the actor
9078 clutter_actor_get_request_mode (ClutterActor *self)
9080 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
9081 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
9083 return self->priv->request_mode;
9086 /* variant of set_width() without checks and without notification
9087 * freeze+thaw, for internal usage only
9090 clutter_actor_set_width_internal (ClutterActor *self,
9095 /* the Stage will use the :min-width to control the minimum
9096 * width to be resized to, so we should not be setting it
9097 * along with the :natural-width
9099 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9100 clutter_actor_set_min_width (self, width);
9102 clutter_actor_set_natural_width (self, width);
9106 /* we only unset the :natural-width for the Stage */
9107 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9108 clutter_actor_set_min_width_set (self, FALSE);
9110 clutter_actor_set_natural_width_set (self, FALSE);
9114 /* variant of set_height() without checks and without notification
9115 * freeze+thaw, for internal usage only
9118 clutter_actor_set_height_internal (ClutterActor *self,
9123 /* see the comment above in set_width_internal() */
9124 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9125 clutter_actor_set_min_height (self, height);
9127 clutter_actor_set_natural_height (self, height);
9131 /* see the comment above in set_width_internal() */
9132 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
9133 clutter_actor_set_min_height_set (self, FALSE);
9135 clutter_actor_set_natural_height_set (self, FALSE);
9140 * clutter_actor_set_size:
9141 * @self: A #ClutterActor
9142 * @width: New width of actor in pixels, or -1
9143 * @height: New height of actor in pixels, or -1
9145 * Sets the actor's size request in pixels. This overrides any
9146 * "normal" size request the actor would have. For example
9147 * a text actor might normally request the size of the text;
9148 * this function would force a specific size instead.
9150 * If @width and/or @height are -1 the actor will use its
9151 * "normal" size request instead of overriding it, i.e.
9152 * you can "unset" the size with -1.
9154 * This function sets or unsets both the minimum and natural size.
9157 clutter_actor_set_size (ClutterActor *self,
9161 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9163 g_object_freeze_notify (G_OBJECT (self));
9165 clutter_actor_set_width (self, width);
9166 clutter_actor_set_height (self, height);
9168 g_object_thaw_notify (G_OBJECT (self));
9172 * clutter_actor_get_size:
9173 * @self: A #ClutterActor
9174 * @width: (out) (allow-none): return location for the width, or %NULL.
9175 * @height: (out) (allow-none): return location for the height, or %NULL.
9177 * This function tries to "do what you mean" and return
9178 * the size an actor will have. If the actor has a valid
9179 * allocation, the allocation will be returned; otherwise,
9180 * the actors natural size request will be returned.
9182 * If you care whether you get the request vs. the allocation, you
9183 * should probably call a different function like
9184 * clutter_actor_get_allocation_box() or
9185 * clutter_actor_get_preferred_width().
9190 clutter_actor_get_size (ClutterActor *self,
9194 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9197 *width = clutter_actor_get_width (self);
9200 *height = clutter_actor_get_height (self);
9204 * clutter_actor_get_position:
9205 * @self: a #ClutterActor
9206 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
9207 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
9209 * This function tries to "do what you mean" and tell you where the
9210 * actor is, prior to any transformations. Retrieves the fixed
9211 * position of an actor in pixels, if one has been set; otherwise, if
9212 * the allocation is valid, returns the actor's allocated position;
9213 * otherwise, returns 0,0.
9215 * The returned position is in pixels.
9220 clutter_actor_get_position (ClutterActor *self,
9224 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9227 *x = clutter_actor_get_x (self);
9230 *y = clutter_actor_get_y (self);
9234 * clutter_actor_get_transformed_position:
9235 * @self: A #ClutterActor
9236 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
9237 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
9239 * Gets the absolute position of an actor, in pixels relative to the stage.
9244 clutter_actor_get_transformed_position (ClutterActor *self,
9251 v1.x = v1.y = v1.z = 0;
9252 clutter_actor_apply_transform_to_point (self, &v1, &v2);
9262 * clutter_actor_get_transformed_size:
9263 * @self: A #ClutterActor
9264 * @width: (out) (allow-none): return location for the width, or %NULL
9265 * @height: (out) (allow-none): return location for the height, or %NULL
9267 * Gets the absolute size of an actor in pixels, taking into account the
9270 * If the actor has a valid allocation, the allocated size will be used.
9271 * If the actor has not a valid allocation then the preferred size will
9272 * be transformed and returned.
9274 * If you want the transformed allocation, see
9275 * clutter_actor_get_abs_allocation_vertices() instead.
9277 * <note>When the actor (or one of its ancestors) is rotated around the
9278 * X or Y axis, it no longer appears as on the stage as a rectangle, but
9279 * as a generic quadrangle; in that case this function returns the size
9280 * of the smallest rectangle that encapsulates the entire quad. Please
9281 * note that in this case no assumptions can be made about the relative
9282 * position of this envelope to the absolute position of the actor, as
9283 * returned by clutter_actor_get_transformed_position(); if you need this
9284 * information, you need to use clutter_actor_get_abs_allocation_vertices()
9285 * to get the coords of the actual quadrangle.</note>
9290 clutter_actor_get_transformed_size (ClutterActor *self,
9294 ClutterActorPrivate *priv;
9296 gfloat x_min, x_max, y_min, y_max;
9299 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9303 /* if the actor hasn't been allocated yet, get the preferred
9304 * size and transform that
9306 if (priv->needs_allocation)
9308 gfloat natural_width, natural_height;
9309 ClutterActorBox box;
9311 /* Make a fake allocation to transform.
9313 * NB: _clutter_actor_transform_and_project_box expects a box in
9314 * the actor's coordinate space... */
9319 natural_width = natural_height = 0;
9320 clutter_actor_get_preferred_size (self, NULL, NULL,
9324 box.x2 = natural_width;
9325 box.y2 = natural_height;
9327 _clutter_actor_transform_and_project_box (self, &box, v);
9330 clutter_actor_get_abs_allocation_vertices (self, v);
9332 x_min = x_max = v[0].x;
9333 y_min = y_max = v[0].y;
9335 for (i = 1; i < G_N_ELEMENTS (v); ++i)
9351 *width = x_max - x_min;
9354 *height = y_max - y_min;
9358 * clutter_actor_get_width:
9359 * @self: A #ClutterActor
9361 * Retrieves the width of a #ClutterActor.
9363 * If the actor has a valid allocation, this function will return the
9364 * width of the allocated area given to the actor.
9366 * If the actor does not have a valid allocation, this function will
9367 * return the actor's natural width, that is the preferred width of
9370 * If you care whether you get the preferred width or the width that
9371 * has been assigned to the actor, you should probably call a different
9372 * function like clutter_actor_get_allocation_box() to retrieve the
9373 * allocated size or clutter_actor_get_preferred_width() to retrieve the
9376 * If an actor has a fixed width, for instance a width that has been
9377 * assigned using clutter_actor_set_width(), the width returned will
9378 * be the same value.
9380 * Return value: the width of the actor, in pixels
9383 clutter_actor_get_width (ClutterActor *self)
9385 ClutterActorPrivate *priv;
9387 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9391 if (priv->needs_allocation)
9393 gfloat natural_width = 0;
9395 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
9396 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
9399 gfloat natural_height = 0;
9401 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
9402 clutter_actor_get_preferred_width (self, natural_height,
9407 return natural_width;
9410 return priv->allocation.x2 - priv->allocation.x1;
9414 * clutter_actor_get_height:
9415 * @self: A #ClutterActor
9417 * Retrieves the height of a #ClutterActor.
9419 * If the actor has a valid allocation, this function will return the
9420 * height of the allocated area given to the actor.
9422 * If the actor does not have a valid allocation, this function will
9423 * return the actor's natural height, that is the preferred height of
9426 * If you care whether you get the preferred height or the height that
9427 * has been assigned to the actor, you should probably call a different
9428 * function like clutter_actor_get_allocation_box() to retrieve the
9429 * allocated size or clutter_actor_get_preferred_height() to retrieve the
9432 * If an actor has a fixed height, for instance a height that has been
9433 * assigned using clutter_actor_set_height(), the height returned will
9434 * be the same value.
9436 * Return value: the height of the actor, in pixels
9439 clutter_actor_get_height (ClutterActor *self)
9441 ClutterActorPrivate *priv;
9443 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9447 if (priv->needs_allocation)
9449 gfloat natural_height = 0;
9451 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
9453 gfloat natural_width = 0;
9455 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
9456 clutter_actor_get_preferred_height (self, natural_width,
9457 NULL, &natural_height);
9460 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
9462 return natural_height;
9465 return priv->allocation.y2 - priv->allocation.y1;
9469 * clutter_actor_set_width:
9470 * @self: A #ClutterActor
9471 * @width: Requested new width for the actor, in pixels, or -1
9473 * Forces a width on an actor, causing the actor's preferred width
9474 * and height (if any) to be ignored.
9476 * If @width is -1 the actor will use its preferred width request
9477 * instead of overriding it, i.e. you can "unset" the width with -1.
9479 * This function sets both the minimum and natural size of the actor.
9484 clutter_actor_set_width (ClutterActor *self,
9487 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9489 if (_clutter_actor_get_transition (self, obj_props[PROP_WIDTH]) == NULL)
9493 /* minor optimization: if we don't have a duration
9494 * then we can skip the get_width() below, to avoid
9495 * the chance of going through get_preferred_width()
9496 * just to jump to a new desired width.
9498 if (clutter_actor_get_easing_duration (self) == 0)
9500 g_object_freeze_notify (G_OBJECT (self));
9502 clutter_actor_set_width_internal (self, width);
9504 g_object_thaw_notify (G_OBJECT (self));
9509 cur_size = clutter_actor_get_width (self);
9511 _clutter_actor_create_transition (self,
9512 obj_props[PROP_WIDTH],
9517 _clutter_actor_update_transition (self, obj_props[PROP_WIDTH], width);
9521 * clutter_actor_set_height:
9522 * @self: A #ClutterActor
9523 * @height: Requested new height for the actor, in pixels, or -1
9525 * Forces a height on an actor, causing the actor's preferred width
9526 * and height (if any) to be ignored.
9528 * If @height is -1 the actor will use its preferred height instead of
9529 * overriding it, i.e. you can "unset" the height with -1.
9531 * This function sets both the minimum and natural size of the actor.
9536 clutter_actor_set_height (ClutterActor *self,
9539 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9541 if (_clutter_actor_get_transition (self, obj_props[PROP_HEIGHT]) == NULL)
9545 /* see the comment in clutter_actor_set_width() above */
9546 if (clutter_actor_get_easing_duration (self) == 0)
9548 g_object_freeze_notify (G_OBJECT (self));
9550 clutter_actor_set_height_internal (self, height);
9552 g_object_thaw_notify (G_OBJECT (self));
9557 cur_size = clutter_actor_get_height (self);
9559 _clutter_actor_create_transition (self,
9560 obj_props[PROP_HEIGHT],
9565 _clutter_actor_update_transition (self, obj_props[PROP_HEIGHT], height);
9569 clutter_actor_set_x_internal (ClutterActor *self,
9572 ClutterActorPrivate *priv = self->priv;
9573 ClutterLayoutInfo *linfo;
9574 ClutterActorBox old = { 0, };
9576 linfo = _clutter_actor_get_layout_info (self);
9578 if (priv->position_set && linfo->fixed_x == x)
9581 clutter_actor_store_old_geometry (self, &old);
9584 clutter_actor_set_fixed_position_set (self, TRUE);
9586 clutter_actor_notify_if_geometry_changed (self, &old);
9588 clutter_actor_queue_relayout (self);
9592 clutter_actor_set_y_internal (ClutterActor *self,
9595 ClutterActorPrivate *priv = self->priv;
9596 ClutterLayoutInfo *linfo;
9597 ClutterActorBox old = { 0, };
9599 linfo = _clutter_actor_get_layout_info (self);
9601 if (priv->position_set && linfo->fixed_y == y)
9604 clutter_actor_store_old_geometry (self, &old);
9607 clutter_actor_set_fixed_position_set (self, TRUE);
9609 clutter_actor_notify_if_geometry_changed (self, &old);
9611 clutter_actor_queue_relayout (self);
9615 * clutter_actor_set_x:
9616 * @self: a #ClutterActor
9617 * @x: the actor's position on the X axis
9619 * Sets the actor's X coordinate, relative to its parent, in pixels.
9621 * Overrides any layout manager and forces a fixed position for
9624 * The #ClutterActor:x property is animatable.
9629 clutter_actor_set_x (ClutterActor *self,
9632 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9634 if (_clutter_actor_get_transition (self, obj_props[PROP_X]) == NULL)
9636 float cur_position = clutter_actor_get_x (self);
9638 _clutter_actor_create_transition (self, obj_props[PROP_X],
9643 _clutter_actor_update_transition (self, obj_props[PROP_X], x);
9647 * clutter_actor_set_y:
9648 * @self: a #ClutterActor
9649 * @y: the actor's position on the Y axis
9651 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
9653 * Overrides any layout manager and forces a fixed position for
9656 * The #ClutterActor:y property is animatable.
9661 clutter_actor_set_y (ClutterActor *self,
9664 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9666 if (_clutter_actor_get_transition (self, obj_props[PROP_Y]) == NULL)
9668 float cur_position = clutter_actor_get_y (self);
9670 _clutter_actor_create_transition (self, obj_props[PROP_Y],
9675 _clutter_actor_update_transition (self, obj_props[PROP_Y], y);
9679 * clutter_actor_get_x:
9680 * @self: A #ClutterActor
9682 * Retrieves the X coordinate of a #ClutterActor.
9684 * This function tries to "do what you mean", by returning the
9685 * correct value depending on the actor's state.
9687 * If the actor has a valid allocation, this function will return
9688 * the X coordinate of the origin of the allocation box.
9690 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
9691 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
9692 * function will return that coordinate.
9694 * If both the allocation and a fixed position are missing, this function
9697 * Return value: the X coordinate, in pixels, ignoring any
9698 * transformation (i.e. scaling, rotation)
9701 clutter_actor_get_x (ClutterActor *self)
9703 ClutterActorPrivate *priv;
9705 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9709 if (priv->needs_allocation)
9711 if (priv->position_set)
9713 const ClutterLayoutInfo *info;
9715 info = _clutter_actor_get_layout_info_or_defaults (self);
9717 return info->fixed_x;
9723 return priv->allocation.x1;
9727 * clutter_actor_get_y:
9728 * @self: A #ClutterActor
9730 * Retrieves the Y coordinate of a #ClutterActor.
9732 * This function tries to "do what you mean", by returning the
9733 * correct value depending on the actor's state.
9735 * If the actor has a valid allocation, this function will return
9736 * the Y coordinate of the origin of the allocation box.
9738 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
9739 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
9740 * function will return that coordinate.
9742 * If both the allocation and a fixed position are missing, this function
9745 * Return value: the Y coordinate, in pixels, ignoring any
9746 * transformation (i.e. scaling, rotation)
9749 clutter_actor_get_y (ClutterActor *self)
9751 ClutterActorPrivate *priv;
9753 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9757 if (priv->needs_allocation)
9759 if (priv->position_set)
9761 const ClutterLayoutInfo *info;
9763 info = _clutter_actor_get_layout_info_or_defaults (self);
9765 return info->fixed_y;
9771 return priv->allocation.y1;
9775 * clutter_actor_set_scale:
9776 * @self: A #ClutterActor
9777 * @scale_x: double factor to scale actor by horizontally.
9778 * @scale_y: double factor to scale actor by vertically.
9780 * Scales an actor with the given factors. The scaling is relative to
9781 * the scale center and the anchor point. The scale center is
9782 * unchanged by this function and defaults to 0,0.
9784 * The #ClutterActor:scale-x and #ClutterActor:scale-y properties are
9790 clutter_actor_set_scale (ClutterActor *self,
9794 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9796 g_object_freeze_notify (G_OBJECT (self));
9798 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9799 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9801 g_object_thaw_notify (G_OBJECT (self));
9805 * clutter_actor_set_scale_full:
9806 * @self: A #ClutterActor
9807 * @scale_x: double factor to scale actor by horizontally.
9808 * @scale_y: double factor to scale actor by vertically.
9809 * @center_x: X coordinate of the center of the scale.
9810 * @center_y: Y coordinate of the center of the scale
9812 * Scales an actor with the given factors around the given center
9813 * point. The center point is specified in pixels relative to the
9814 * anchor point (usually the top left corner of the actor).
9816 * The #ClutterActor:scale-x and #ClutterActor:scale-y properties
9822 clutter_actor_set_scale_full (ClutterActor *self,
9828 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9830 g_object_freeze_notify (G_OBJECT (self));
9832 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9833 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9834 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9835 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9837 g_object_thaw_notify (G_OBJECT (self));
9841 * clutter_actor_set_scale_with_gravity:
9842 * @self: A #ClutterActor
9843 * @scale_x: double factor to scale actor by horizontally.
9844 * @scale_y: double factor to scale actor by vertically.
9845 * @gravity: the location of the scale center expressed as a compass
9848 * Scales an actor with the given factors around the given
9849 * center point. The center point is specified as one of the compass
9850 * directions in #ClutterGravity. For example, setting it to north
9851 * will cause the top of the actor to remain unchanged and the rest of
9852 * the actor to expand left, right and downwards.
9854 * The #ClutterActor:scale-x and #ClutterActor:scale-y properties are
9860 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9863 ClutterGravity gravity)
9865 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9867 g_object_freeze_notify (G_OBJECT (self));
9869 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9870 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9871 clutter_actor_set_scale_gravity (self, gravity);
9873 g_object_thaw_notify (G_OBJECT (self));
9877 * clutter_actor_get_scale:
9878 * @self: A #ClutterActor
9879 * @scale_x: (out) (allow-none): Location to store horizonal
9880 * scale factor, or %NULL.
9881 * @scale_y: (out) (allow-none): Location to store vertical
9882 * scale factor, or %NULL.
9884 * Retrieves an actors scale factors.
9889 clutter_actor_get_scale (ClutterActor *self,
9893 const ClutterTransformInfo *info;
9895 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9897 info = _clutter_actor_get_transform_info_or_defaults (self);
9900 *scale_x = info->scale_x;
9903 *scale_y = info->scale_y;
9907 * clutter_actor_get_scale_center:
9908 * @self: A #ClutterActor
9909 * @center_x: (out) (allow-none): Location to store the X position
9910 * of the scale center, or %NULL.
9911 * @center_y: (out) (allow-none): Location to store the Y position
9912 * of the scale center, or %NULL.
9914 * Retrieves the scale center coordinate in pixels relative to the top
9915 * left corner of the actor. If the scale center was specified using a
9916 * #ClutterGravity this will calculate the pixel offset using the
9917 * current size of the actor.
9922 clutter_actor_get_scale_center (ClutterActor *self,
9926 const ClutterTransformInfo *info;
9928 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9930 info = _clutter_actor_get_transform_info_or_defaults (self);
9932 clutter_anchor_coord_get_units (self, &info->scale_center,
9939 * clutter_actor_get_scale_gravity:
9940 * @self: A #ClutterActor
9942 * Retrieves the scale center as a compass direction. If the scale
9943 * center was specified in pixels or units this will return
9944 * %CLUTTER_GRAVITY_NONE.
9946 * Return value: the scale gravity
9951 clutter_actor_get_scale_gravity (ClutterActor *self)
9953 const ClutterTransformInfo *info;
9955 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9957 info = _clutter_actor_get_transform_info_or_defaults (self);
9959 return clutter_anchor_coord_get_gravity (&info->scale_center);
9963 clutter_actor_set_opacity_internal (ClutterActor *self,
9966 ClutterActorPrivate *priv = self->priv;
9968 if (priv->opacity != opacity)
9970 priv->opacity = opacity;
9972 /* Queue a redraw from the flatten effect so that it can use
9973 its cached image if available instead of having to redraw the
9974 actual actor. If it doesn't end up using the FBO then the
9975 effect is still able to continue the paint anyway. If there
9976 is no flatten effect yet then this is equivalent to queueing
9978 _clutter_actor_queue_redraw_full (self,
9981 priv->flatten_effect);
9983 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9988 * clutter_actor_set_opacity:
9989 * @self: A #ClutterActor
9990 * @opacity: New opacity value for the actor.
9992 * Sets the actor's opacity, with zero being completely transparent and
9993 * 255 (0xff) being fully opaque.
9995 * The #ClutterActor:opacity property is animatable.
9998 clutter_actor_set_opacity (ClutterActor *self,
10001 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10003 if (_clutter_actor_get_transition (self, obj_props[PROP_OPACITY]) == NULL)
10005 _clutter_actor_create_transition (self, obj_props[PROP_OPACITY],
10006 self->priv->opacity,
10010 _clutter_actor_update_transition (self, obj_props[PROP_OPACITY], opacity);
10014 * clutter_actor_get_paint_opacity_internal:
10015 * @self: a #ClutterActor
10017 * Retrieves the absolute opacity of the actor, as it appears on the stage
10019 * This function does not do type checks
10021 * Return value: the absolute opacity of the actor
10024 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
10026 ClutterActorPrivate *priv = self->priv;
10027 ClutterActor *parent;
10029 /* override the top-level opacity to always be 255; even in
10030 * case of ClutterStage:use-alpha being TRUE we want the rest
10031 * of the scene to be painted
10033 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10036 if (priv->opacity_override >= 0)
10037 return priv->opacity_override;
10039 parent = priv->parent;
10041 /* Factor in the actual actors opacity with parents */
10042 if (parent != NULL)
10044 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
10046 if (opacity != 0xff)
10047 return (opacity * priv->opacity) / 0xff;
10050 return priv->opacity;
10055 * clutter_actor_get_paint_opacity:
10056 * @self: A #ClutterActor
10058 * Retrieves the absolute opacity of the actor, as it appears on the stage.
10060 * This function traverses the hierarchy chain and composites the opacity of
10061 * the actor with that of its parents.
10063 * This function is intended for subclasses to use in the paint virtual
10064 * function, to paint themselves with the correct opacity.
10066 * Return value: The actor opacity value.
10071 clutter_actor_get_paint_opacity (ClutterActor *self)
10073 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10075 return clutter_actor_get_paint_opacity_internal (self);
10079 * clutter_actor_get_opacity:
10080 * @self: a #ClutterActor
10082 * Retrieves the opacity value of an actor, as set by
10083 * clutter_actor_set_opacity().
10085 * For retrieving the absolute opacity of the actor inside a paint
10086 * virtual function, see clutter_actor_get_paint_opacity().
10088 * Return value: the opacity of the actor
10091 clutter_actor_get_opacity (ClutterActor *self)
10093 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10095 return self->priv->opacity;
10099 * clutter_actor_set_offscreen_redirect:
10100 * @self: A #ClutterActor
10101 * @redirect: New offscreen redirect flags for the actor.
10103 * Defines the circumstances where the actor should be redirected into
10104 * an offscreen image. The offscreen image is used to flatten the
10105 * actor into a single image while painting for two main reasons.
10106 * Firstly, when the actor is painted a second time without any of its
10107 * contents changing it can simply repaint the cached image without
10108 * descending further down the actor hierarchy. Secondly, it will make
10109 * the opacity look correct even if there are overlapping primitives
10112 * Caching the actor could in some cases be a performance win and in
10113 * some cases be a performance lose so it is important to determine
10114 * which value is right for an actor before modifying this value. For
10115 * example, there is never any reason to flatten an actor that is just
10116 * a single texture (such as a #ClutterTexture) because it is
10117 * effectively already cached in an image so the offscreen would be
10118 * redundant. Also if the actor contains primitives that are far apart
10119 * with a large transparent area in the middle (such as a large
10120 * CluterGroup with a small actor in the top left and a small actor in
10121 * the bottom right) then the cached image will contain the entire
10122 * image of the large area and the paint will waste time blending all
10123 * of the transparent pixels in the middle.
10125 * The default method of implementing opacity on a container simply
10126 * forwards on the opacity to all of the children. If the children are
10127 * overlapping then it will appear as if they are two separate glassy
10128 * objects and there will be a break in the color where they
10129 * overlap. By redirecting to an offscreen buffer it will be as if the
10130 * two opaque objects are combined into one and then made transparent
10131 * which is usually what is expected.
10133 * The image below demonstrates the difference between redirecting and
10134 * not. The image shows two Clutter groups, each containing a red and
10135 * a green rectangle which overlap. The opacity on the group is set to
10136 * 128 (which is 50%). When the offscreen redirect is not used, the
10137 * red rectangle can be seen through the blue rectangle as if the two
10138 * rectangles were separately transparent. When the redirect is used
10139 * the group as a whole is transparent instead so the red rectangle is
10140 * not visible where they overlap.
10142 * <figure id="offscreen-redirect">
10143 * <title>Sample of using an offscreen redirect for transparency</title>
10144 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
10147 * The default value for this property is 0, so we effectively will
10148 * never redirect an actor offscreen by default. This means that there
10149 * are times that transparent actors may look glassy as described
10150 * above. The reason this is the default is because there is a
10151 * performance trade off between quality and performance here. In many
10152 * cases the default form of glassy opacity looks good enough, but if
10153 * it's not you will need to set the
10154 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
10155 * redirection for opacity.
10157 * Custom actors that don't contain any overlapping primitives are
10158 * recommended to override the has_overlaps() virtual to return %FALSE
10159 * for maximum efficiency.
10164 clutter_actor_set_offscreen_redirect (ClutterActor *self,
10165 ClutterOffscreenRedirect redirect)
10167 ClutterActorPrivate *priv;
10169 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10173 if (priv->offscreen_redirect != redirect)
10175 priv->offscreen_redirect = redirect;
10177 /* Queue a redraw from the effect so that it can use its cached
10178 image if available instead of having to redraw the actual
10179 actor. If it doesn't end up using the FBO then the effect is
10180 still able to continue the paint anyway. If there is no
10181 effect then this is equivalent to queuing a full redraw */
10182 _clutter_actor_queue_redraw_full (self,
10185 priv->flatten_effect);
10187 g_object_notify_by_pspec (G_OBJECT (self),
10188 obj_props[PROP_OFFSCREEN_REDIRECT]);
10193 * clutter_actor_get_offscreen_redirect:
10194 * @self: a #ClutterActor
10196 * Retrieves whether to redirect the actor to an offscreen buffer, as
10197 * set by clutter_actor_set_offscreen_redirect().
10199 * Return value: the value of the offscreen-redirect property of the actor
10203 ClutterOffscreenRedirect
10204 clutter_actor_get_offscreen_redirect (ClutterActor *self)
10206 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10208 return self->priv->offscreen_redirect;
10212 * clutter_actor_set_name:
10213 * @self: A #ClutterActor
10214 * @name: Textual tag to apply to actor
10216 * Sets the given name to @self. The name can be used to identify
10220 clutter_actor_set_name (ClutterActor *self,
10223 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10225 g_free (self->priv->name);
10226 self->priv->name = g_strdup (name);
10228 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
10232 * clutter_actor_get_name:
10233 * @self: A #ClutterActor
10235 * Retrieves the name of @self.
10237 * Return value: the name of the actor, or %NULL. The returned string is
10238 * owned by the actor and should not be modified or freed.
10241 clutter_actor_get_name (ClutterActor *self)
10243 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10245 return self->priv->name;
10249 * clutter_actor_get_gid:
10250 * @self: A #ClutterActor
10252 * Retrieves the unique id for @self.
10254 * Return value: Globally unique value for this object instance.
10258 * Deprecated: 1.8: The id is not used any longer.
10261 clutter_actor_get_gid (ClutterActor *self)
10263 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10265 return self->priv->id;
10269 clutter_actor_set_depth_internal (ClutterActor *self,
10272 ClutterTransformInfo *info;
10274 info = _clutter_actor_get_transform_info (self);
10276 if (info->depth != depth)
10278 /* Sets Z value - XXX 2.0: should we invert? */
10279 info->depth = depth;
10281 self->priv->transform_valid = FALSE;
10283 /* FIXME - remove this crap; sadly, there are still containers
10284 * in Clutter that depend on this utter brain damage
10286 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
10288 clutter_actor_queue_redraw (self);
10290 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
10295 * clutter_actor_set_depth:
10296 * @self: a #ClutterActor
10299 * Sets the Z coordinate of @self to @depth.
10301 * The unit used by @depth is dependant on the perspective setup. See
10302 * also clutter_stage_set_perspective().
10305 clutter_actor_set_depth (ClutterActor *self,
10308 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10310 if (_clutter_actor_get_transition (self, obj_props[PROP_DEPTH]) == NULL)
10312 const ClutterTransformInfo *info;
10314 info = _clutter_actor_get_transform_info_or_defaults (self);
10316 _clutter_actor_create_transition (self, obj_props[PROP_DEPTH],
10321 _clutter_actor_update_transition (self, obj_props[PROP_DEPTH], depth);
10323 clutter_actor_queue_redraw (self);
10327 * clutter_actor_get_depth:
10328 * @self: a #ClutterActor
10330 * Retrieves the depth of @self.
10332 * Return value: the depth of the actor
10335 clutter_actor_get_depth (ClutterActor *self)
10337 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
10339 return _clutter_actor_get_transform_info_or_defaults (self)->depth;
10343 * clutter_actor_set_rotation:
10344 * @self: a #ClutterActor
10345 * @axis: the axis of rotation
10346 * @angle: the angle of rotation
10347 * @x: X coordinate of the rotation center
10348 * @y: Y coordinate of the rotation center
10349 * @z: Z coordinate of the rotation center
10351 * Sets the rotation angle of @self around the given axis.
10353 * The rotation center coordinates used depend on the value of @axis:
10355 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
10356 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
10357 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
10360 * The rotation coordinates are relative to the anchor point of the
10361 * actor, set using clutter_actor_set_anchor_point(). If no anchor
10362 * point is set, the upper left corner is assumed as the origin.
10367 clutter_actor_set_rotation (ClutterActor *self,
10368 ClutterRotateAxis axis,
10376 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10382 g_object_freeze_notify (G_OBJECT (self));
10384 clutter_actor_set_rotation_angle (self, axis, angle);
10385 clutter_actor_set_rotation_center_internal (self, axis, &v);
10387 g_object_thaw_notify (G_OBJECT (self));
10391 * clutter_actor_set_z_rotation_from_gravity:
10392 * @self: a #ClutterActor
10393 * @angle: the angle of rotation
10394 * @gravity: the center point of the rotation
10396 * Sets the rotation angle of @self around the Z axis using the center
10397 * point specified as a compass point. For example to rotate such that
10398 * the center of the actor remains static you can use
10399 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
10400 * will move accordingly.
10405 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
10407 ClutterGravity gravity)
10409 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10411 if (gravity == CLUTTER_GRAVITY_NONE)
10412 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
10415 GObject *obj = G_OBJECT (self);
10416 ClutterTransformInfo *info;
10418 info = _clutter_actor_get_transform_info (self);
10420 g_object_freeze_notify (obj);
10422 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
10424 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
10425 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
10426 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
10428 g_object_thaw_notify (obj);
10433 * clutter_actor_get_rotation:
10434 * @self: a #ClutterActor
10435 * @axis: the axis of rotation
10436 * @x: (out): return value for the X coordinate of the center of rotation
10437 * @y: (out): return value for the Y coordinate of the center of rotation
10438 * @z: (out): return value for the Z coordinate of the center of rotation
10440 * Retrieves the angle and center of rotation on the given axis,
10441 * set using clutter_actor_set_rotation().
10443 * Return value: the angle of rotation
10448 clutter_actor_get_rotation (ClutterActor *self,
10449 ClutterRotateAxis axis,
10454 const ClutterTransformInfo *info;
10455 const AnchorCoord *anchor_coord;
10456 gdouble retval = 0;
10458 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
10460 info = _clutter_actor_get_transform_info_or_defaults (self);
10464 case CLUTTER_X_AXIS:
10465 anchor_coord = &info->rx_center;
10466 retval = info->rx_angle;
10469 case CLUTTER_Y_AXIS:
10470 anchor_coord = &info->ry_center;
10471 retval = info->ry_angle;
10474 case CLUTTER_Z_AXIS:
10475 anchor_coord = &info->rz_center;
10476 retval = info->rz_angle;
10480 anchor_coord = NULL;
10485 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
10491 * clutter_actor_get_z_rotation_gravity:
10492 * @self: A #ClutterActor
10494 * Retrieves the center for the rotation around the Z axis as a
10495 * compass direction. If the center was specified in pixels or units
10496 * this will return %CLUTTER_GRAVITY_NONE.
10498 * Return value: the Z rotation center
10503 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
10505 const ClutterTransformInfo *info;
10507 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
10509 info = _clutter_actor_get_transform_info_or_defaults (self);
10511 return clutter_anchor_coord_get_gravity (&info->rz_center);
10515 * clutter_actor_set_clip:
10516 * @self: A #ClutterActor
10517 * @xoff: X offset of the clip rectangle
10518 * @yoff: Y offset of the clip rectangle
10519 * @width: Width of the clip rectangle
10520 * @height: Height of the clip rectangle
10522 * Sets clip area for @self. The clip area is always computed from the
10523 * upper left corner of the actor, even if the anchor point is set
10529 clutter_actor_set_clip (ClutterActor *self,
10535 ClutterActorPrivate *priv;
10537 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10541 if (priv->has_clip &&
10542 priv->clip.x == xoff &&
10543 priv->clip.y == yoff &&
10544 priv->clip.width == width &&
10545 priv->clip.height == height)
10548 priv->clip.x = xoff;
10549 priv->clip.y = yoff;
10550 priv->clip.width = width;
10551 priv->clip.height = height;
10553 priv->has_clip = TRUE;
10555 clutter_actor_queue_redraw (self);
10557 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
10558 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
10562 * clutter_actor_remove_clip:
10563 * @self: A #ClutterActor
10565 * Removes clip area from @self.
10568 clutter_actor_remove_clip (ClutterActor *self)
10570 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10572 if (!self->priv->has_clip)
10575 self->priv->has_clip = FALSE;
10577 clutter_actor_queue_redraw (self);
10579 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
10583 * clutter_actor_has_clip:
10584 * @self: a #ClutterActor
10586 * Determines whether the actor has a clip area set or not.
10588 * Return value: %TRUE if the actor has a clip area set.
10593 clutter_actor_has_clip (ClutterActor *self)
10595 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10597 return self->priv->has_clip;
10601 * clutter_actor_get_clip:
10602 * @self: a #ClutterActor
10603 * @xoff: (out) (allow-none): return location for the X offset of
10604 * the clip rectangle, or %NULL
10605 * @yoff: (out) (allow-none): return location for the Y offset of
10606 * the clip rectangle, or %NULL
10607 * @width: (out) (allow-none): return location for the width of
10608 * the clip rectangle, or %NULL
10609 * @height: (out) (allow-none): return location for the height of
10610 * the clip rectangle, or %NULL
10612 * Gets the clip area for @self, if any is set
10617 clutter_actor_get_clip (ClutterActor *self,
10623 ClutterActorPrivate *priv;
10625 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10629 if (!priv->has_clip)
10633 *xoff = priv->clip.x;
10636 *yoff = priv->clip.y;
10639 *width = priv->clip.width;
10641 if (height != NULL)
10642 *height = priv->clip.height;
10646 * clutter_actor_get_children:
10647 * @self: a #ClutterActor
10649 * Retrieves the list of children of @self.
10651 * Return value: (transfer container) (element-type ClutterActor): A newly
10652 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
10658 clutter_actor_get_children (ClutterActor *self)
10660 ClutterActor *iter;
10663 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10665 /* we walk the list backward so that we can use prepend(),
10668 for (iter = self->priv->last_child, res = NULL;
10670 iter = iter->priv->prev_sibling)
10672 res = g_list_prepend (res, iter);
10679 * insert_child_at_depth:
10680 * @self: a #ClutterActor
10681 * @child: a #ClutterActor
10683 * Inserts @child inside the list of children held by @self, using
10684 * the depth as the insertion criteria.
10686 * This sadly makes the insertion not O(1), but we can keep the
10687 * list sorted so that the painters algorithm we use for painting
10688 * the children will work correctly.
10691 insert_child_at_depth (ClutterActor *self,
10692 ClutterActor *child,
10693 gpointer dummy G_GNUC_UNUSED)
10695 ClutterActor *iter;
10698 child->priv->parent = self;
10701 _clutter_actor_get_transform_info_or_defaults (child)->depth;
10703 /* special-case the first child */
10704 if (self->priv->n_children == 0)
10706 self->priv->first_child = child;
10707 self->priv->last_child = child;
10709 child->priv->next_sibling = NULL;
10710 child->priv->prev_sibling = NULL;
10715 /* Find the right place to insert the child so that it will still be
10716 sorted and the child will be after all of the actors at the same
10718 for (iter = self->priv->first_child;
10720 iter = iter->priv->next_sibling)
10725 _clutter_actor_get_transform_info_or_defaults (iter)->depth;
10727 if (iter_depth > child_depth)
10733 ClutterActor *tmp = iter->priv->prev_sibling;
10736 tmp->priv->next_sibling = child;
10738 /* Insert the node before the found one */
10739 child->priv->prev_sibling = iter->priv->prev_sibling;
10740 child->priv->next_sibling = iter;
10741 iter->priv->prev_sibling = child;
10745 ClutterActor *tmp = self->priv->last_child;
10748 tmp->priv->next_sibling = child;
10750 /* insert the node at the end of the list */
10751 child->priv->prev_sibling = self->priv->last_child;
10752 child->priv->next_sibling = NULL;
10755 if (child->priv->prev_sibling == NULL)
10756 self->priv->first_child = child;
10758 if (child->priv->next_sibling == NULL)
10759 self->priv->last_child = child;
10763 insert_child_at_index (ClutterActor *self,
10764 ClutterActor *child,
10767 gint index_ = GPOINTER_TO_INT (data_);
10769 child->priv->parent = self;
10773 ClutterActor *tmp = self->priv->first_child;
10776 tmp->priv->prev_sibling = child;
10778 child->priv->prev_sibling = NULL;
10779 child->priv->next_sibling = tmp;
10781 else if (index_ < 0 || index_ >= self->priv->n_children)
10783 ClutterActor *tmp = self->priv->last_child;
10786 tmp->priv->next_sibling = child;
10788 child->priv->prev_sibling = tmp;
10789 child->priv->next_sibling = NULL;
10793 ClutterActor *iter;
10796 for (iter = self->priv->first_child, i = 0;
10798 iter = iter->priv->next_sibling, i += 1)
10802 ClutterActor *tmp = iter->priv->prev_sibling;
10804 child->priv->prev_sibling = tmp;
10805 child->priv->next_sibling = iter;
10807 iter->priv->prev_sibling = child;
10810 tmp->priv->next_sibling = child;
10817 if (child->priv->prev_sibling == NULL)
10818 self->priv->first_child = child;
10820 if (child->priv->next_sibling == NULL)
10821 self->priv->last_child = child;
10825 insert_child_above (ClutterActor *self,
10826 ClutterActor *child,
10829 ClutterActor *sibling = data;
10831 child->priv->parent = self;
10833 if (sibling == NULL)
10834 sibling = self->priv->last_child;
10836 child->priv->prev_sibling = sibling;
10838 if (sibling != NULL)
10840 ClutterActor *tmp = sibling->priv->next_sibling;
10842 child->priv->next_sibling = tmp;
10845 tmp->priv->prev_sibling = child;
10847 sibling->priv->next_sibling = child;
10850 child->priv->next_sibling = NULL;
10852 if (child->priv->prev_sibling == NULL)
10853 self->priv->first_child = child;
10855 if (child->priv->next_sibling == NULL)
10856 self->priv->last_child = child;
10860 insert_child_below (ClutterActor *self,
10861 ClutterActor *child,
10864 ClutterActor *sibling = data;
10866 child->priv->parent = self;
10868 if (sibling == NULL)
10869 sibling = self->priv->first_child;
10871 child->priv->next_sibling = sibling;
10873 if (sibling != NULL)
10875 ClutterActor *tmp = sibling->priv->prev_sibling;
10877 child->priv->prev_sibling = tmp;
10880 tmp->priv->next_sibling = child;
10882 sibling->priv->prev_sibling = child;
10885 child->priv->prev_sibling = NULL;
10887 if (child->priv->prev_sibling == NULL)
10888 self->priv->first_child = child;
10890 if (child->priv->next_sibling == NULL)
10891 self->priv->last_child = child;
10894 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10895 ClutterActor *child,
10899 ADD_CHILD_CREATE_META = 1 << 0,
10900 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10901 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10902 ADD_CHILD_CHECK_STATE = 1 << 3,
10903 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10904 ADD_CHILD_SHOW_ON_SET_PARENT = 1 << 5,
10906 /* default flags for public API */
10907 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10908 ADD_CHILD_EMIT_PARENT_SET |
10909 ADD_CHILD_EMIT_ACTOR_ADDED |
10910 ADD_CHILD_CHECK_STATE |
10911 ADD_CHILD_NOTIFY_FIRST_LAST |
10912 ADD_CHILD_SHOW_ON_SET_PARENT,
10914 /* flags for legacy/deprecated API */
10915 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10916 ADD_CHILD_CHECK_STATE |
10917 ADD_CHILD_NOTIFY_FIRST_LAST |
10918 ADD_CHILD_SHOW_ON_SET_PARENT
10919 } ClutterActorAddChildFlags;
10922 * clutter_actor_add_child_internal:
10923 * @self: a #ClutterActor
10924 * @child: a #ClutterActor
10925 * @flags: control flags for actions
10926 * @add_func: delegate function
10927 * @data: (closure): data to pass to @add_func
10929 * Adds @child to the list of children of @self.
10931 * The actual insertion inside the list is delegated to @add_func: this
10932 * function will just set up the state, perform basic checks, and emit
10935 * The @flags argument is used to perform additional operations.
10938 clutter_actor_add_child_internal (ClutterActor *self,
10939 ClutterActor *child,
10940 ClutterActorAddChildFlags flags,
10941 ClutterActorAddChildFunc add_func,
10944 ClutterTextDirection text_dir;
10945 gboolean create_meta;
10946 gboolean emit_parent_set, emit_actor_added;
10947 gboolean check_state;
10948 gboolean notify_first_last;
10949 gboolean show_on_set_parent;
10950 ClutterActor *old_first_child, *old_last_child;
10952 if (child->priv->parent != NULL)
10954 g_warning ("The actor '%s' already has a parent, '%s'. You must "
10955 "use clutter_actor_remove_child() first.",
10956 _clutter_actor_get_debug_name (child),
10957 _clutter_actor_get_debug_name (child->priv->parent));
10961 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10963 g_warning ("The actor '%s' is a top-level actor, and cannot be "
10964 "a child of another actor.",
10965 _clutter_actor_get_debug_name (child));
10970 /* XXX - this check disallows calling methods that change the stacking
10971 * order within the destruction sequence, by triggering a critical
10972 * warning first, and leaving the actor in an undefined state, which
10973 * then ends up being caught by an assertion.
10975 * the reproducible sequence is:
10977 * - actor gets destroyed;
10978 * - another actor, linked to the first, will try to change the
10979 * stacking order of the first actor;
10980 * - changing the stacking order is a composite operation composed
10981 * by the following steps:
10982 * 1. ref() the child;
10983 * 2. remove_child_internal(), which removes the reference;
10984 * 3. add_child_internal(), which adds a reference;
10985 * - the state of the actor is not changed between (2) and (3), as
10986 * it could be an expensive recomputation;
10987 * - if (3) bails out, then the actor is in an undefined state, but
10989 * - the destruction sequence terminates, but the actor is unparented
10990 * while its state indicates being parented instead.
10991 * - assertion failure.
10993 * the obvious fix would be to decompose each set_child_*_sibling()
10994 * method into proper remove_child()/add_child(), with state validation;
10995 * this may cause excessive work, though, and trigger a cascade of other
10996 * bugs in code that assumes that a change in the stacking order is an
10997 * atomic operation.
10999 * another potential fix is to just remove this check here, and let
11000 * code doing stacking order changes inside the destruction sequence
11001 * of an actor continue doing the work.
11003 * the third fix is to silently bail out early from every
11004 * set_child_*_sibling() and set_child_at_index() method, and avoid
11007 * I have a preference for the second solution, since it involves the
11008 * least amount of work, and the least amount of code duplication.
11010 * see bug: https://bugzilla.gnome.org/show_bug.cgi?id=670647
11012 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
11014 g_warning ("The actor '%s' is currently being destroyed, and "
11015 "cannot be added as a child of another actor.",
11016 _clutter_actor_get_debug_name (child));
11021 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
11022 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
11023 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
11024 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
11025 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
11026 show_on_set_parent = (flags & ADD_CHILD_SHOW_ON_SET_PARENT) != 0;
11028 old_first_child = self->priv->first_child;
11029 old_last_child = self->priv->last_child;
11031 g_object_freeze_notify (G_OBJECT (self));
11034 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
11036 g_object_ref_sink (child);
11037 child->priv->parent = NULL;
11038 child->priv->next_sibling = NULL;
11039 child->priv->prev_sibling = NULL;
11041 /* delegate the actual insertion */
11042 add_func (self, child, data);
11044 g_assert (child->priv->parent == self);
11046 self->priv->n_children += 1;
11048 self->priv->age += 1;
11050 /* if push_internal() has been called then we automatically set
11051 * the flag on the actor
11053 if (self->priv->internal_child)
11054 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
11056 /* clutter_actor_reparent() will emit ::parent-set for us */
11057 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
11058 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
11062 /* If parent is mapped or realized, we need to also be mapped or
11063 * realized once we're inside the parent.
11065 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
11067 /* propagate the parent's text direction to the child */
11068 text_dir = clutter_actor_get_text_direction (self);
11069 clutter_actor_set_text_direction (child, text_dir);
11072 if (show_on_set_parent && child->priv->show_on_set_parent)
11073 clutter_actor_show (child);
11075 if (CLUTTER_ACTOR_IS_MAPPED (child))
11076 clutter_actor_queue_redraw (child);
11078 /* maintain the invariant that if an actor needs layout,
11079 * its parents do as well
11081 if (child->priv->needs_width_request ||
11082 child->priv->needs_height_request ||
11083 child->priv->needs_allocation)
11085 /* we work around the short-circuiting we do
11086 * in clutter_actor_queue_relayout() since we
11087 * want to force a relayout
11089 child->priv->needs_width_request = TRUE;
11090 child->priv->needs_height_request = TRUE;
11091 child->priv->needs_allocation = TRUE;
11093 clutter_actor_queue_relayout (child->priv->parent);
11096 if (emit_actor_added)
11097 g_signal_emit_by_name (self, "actor-added", child);
11099 if (notify_first_last)
11101 if (old_first_child != self->priv->first_child)
11102 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
11104 if (old_last_child != self->priv->last_child)
11105 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
11108 g_object_thaw_notify (G_OBJECT (self));
11112 * clutter_actor_add_child:
11113 * @self: a #ClutterActor
11114 * @child: a #ClutterActor
11116 * Adds @child to the children of @self.
11118 * This function will acquire a reference on @child that will only
11119 * be released when calling clutter_actor_remove_child().
11121 * This function will take into consideration the #ClutterActor:depth
11122 * of @child, and will keep the list of children sorted.
11124 * This function will emit the #ClutterContainer::actor-added signal
11130 clutter_actor_add_child (ClutterActor *self,
11131 ClutterActor *child)
11133 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11134 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11135 g_return_if_fail (self != child);
11136 g_return_if_fail (child->priv->parent == NULL);
11138 clutter_actor_add_child_internal (self, child,
11139 ADD_CHILD_DEFAULT_FLAGS,
11140 insert_child_at_depth,
11145 * clutter_actor_insert_child_at_index:
11146 * @self: a #ClutterActor
11147 * @child: a #ClutterActor
11148 * @index_: the index
11150 * Inserts @child into the list of children of @self, using the
11151 * given @index_. If @index_ is greater than the number of children
11152 * in @self, or is less than 0, then the new child is added at the end.
11154 * This function will acquire a reference on @child that will only
11155 * be released when calling clutter_actor_remove_child().
11157 * This function will not take into consideration the #ClutterActor:depth
11160 * This function will emit the #ClutterContainer::actor-added signal
11166 clutter_actor_insert_child_at_index (ClutterActor *self,
11167 ClutterActor *child,
11170 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11171 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11172 g_return_if_fail (self != child);
11173 g_return_if_fail (child->priv->parent == NULL);
11175 clutter_actor_add_child_internal (self, child,
11176 ADD_CHILD_DEFAULT_FLAGS,
11177 insert_child_at_index,
11178 GINT_TO_POINTER (index_));
11182 * clutter_actor_insert_child_above:
11183 * @self: a #ClutterActor
11184 * @child: a #ClutterActor
11185 * @sibling: (allow-none): a child of @self, or %NULL
11187 * Inserts @child into the list of children of @self, above another
11188 * child of @self or, if @sibling is %NULL, above all the children
11191 * This function will acquire a reference on @child that will only
11192 * be released when calling clutter_actor_remove_child().
11194 * This function will not take into consideration the #ClutterActor:depth
11197 * This function will emit the #ClutterContainer::actor-added signal
11203 clutter_actor_insert_child_above (ClutterActor *self,
11204 ClutterActor *child,
11205 ClutterActor *sibling)
11207 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11208 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11209 g_return_if_fail (self != child);
11210 g_return_if_fail (child != sibling);
11211 g_return_if_fail (child->priv->parent == NULL);
11212 g_return_if_fail (sibling == NULL ||
11213 (CLUTTER_IS_ACTOR (sibling) &&
11214 sibling->priv->parent == self));
11216 clutter_actor_add_child_internal (self, child,
11217 ADD_CHILD_DEFAULT_FLAGS,
11218 insert_child_above,
11223 * clutter_actor_insert_child_below:
11224 * @self: a #ClutterActor
11225 * @child: a #ClutterActor
11226 * @sibling: (allow-none): a child of @self, or %NULL
11228 * Inserts @child into the list of children of @self, below another
11229 * child of @self or, if @sibling is %NULL, below all the children
11232 * This function will acquire a reference on @child that will only
11233 * be released when calling clutter_actor_remove_child().
11235 * This function will not take into consideration the #ClutterActor:depth
11238 * This function will emit the #ClutterContainer::actor-added signal
11244 clutter_actor_insert_child_below (ClutterActor *self,
11245 ClutterActor *child,
11246 ClutterActor *sibling)
11248 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11249 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11250 g_return_if_fail (self != child);
11251 g_return_if_fail (child != sibling);
11252 g_return_if_fail (child->priv->parent == NULL);
11253 g_return_if_fail (sibling == NULL ||
11254 (CLUTTER_IS_ACTOR (sibling) &&
11255 sibling->priv->parent == self));
11257 clutter_actor_add_child_internal (self, child,
11258 ADD_CHILD_DEFAULT_FLAGS,
11259 insert_child_below,
11264 * clutter_actor_set_parent:
11265 * @self: A #ClutterActor
11266 * @parent: A new #ClutterActor parent
11268 * Sets the parent of @self to @parent.
11270 * This function will result in @parent acquiring a reference on @self,
11271 * eventually by sinking its floating reference first. The reference
11272 * will be released by clutter_actor_unparent().
11274 * This function should only be called by legacy #ClutterActor<!-- -->s
11275 * implementing the #ClutterContainer interface.
11277 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
11280 clutter_actor_set_parent (ClutterActor *self,
11281 ClutterActor *parent)
11283 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11284 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
11285 g_return_if_fail (self != parent);
11286 g_return_if_fail (self->priv->parent == NULL);
11288 /* as this function will be called inside ClutterContainer::add
11289 * implementations or when building up a composite actor, we have
11290 * to preserve the old behaviour, and not create child meta or
11291 * emit the ::actor-added signal, to avoid recursion or double
11294 clutter_actor_add_child_internal (parent, self,
11295 ADD_CHILD_LEGACY_FLAGS,
11296 insert_child_at_depth,
11301 * clutter_actor_get_parent:
11302 * @self: A #ClutterActor
11304 * Retrieves the parent of @self.
11306 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
11307 * if no parent is set
11310 clutter_actor_get_parent (ClutterActor *self)
11312 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
11314 return self->priv->parent;
11318 * clutter_actor_get_paint_visibility:
11319 * @self: A #ClutterActor
11321 * Retrieves the 'paint' visibility of an actor recursively checking for non
11324 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
11326 * Return Value: %TRUE if the actor is visibile and will be painted.
11331 clutter_actor_get_paint_visibility (ClutterActor *actor)
11333 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11335 return CLUTTER_ACTOR_IS_MAPPED (actor);
11339 * clutter_actor_remove_child:
11340 * @self: a #ClutterActor
11341 * @child: a #ClutterActor
11343 * Removes @child from the children of @self.
11345 * This function will release the reference added by
11346 * clutter_actor_add_child(), so if you want to keep using @child
11347 * you will have to acquire a referenced on it before calling this
11350 * This function will emit the #ClutterContainer::actor-removed
11356 clutter_actor_remove_child (ClutterActor *self,
11357 ClutterActor *child)
11359 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11360 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11361 g_return_if_fail (self != child);
11362 g_return_if_fail (child->priv->parent != NULL);
11363 g_return_if_fail (child->priv->parent == self);
11365 clutter_actor_remove_child_internal (self, child,
11366 REMOVE_CHILD_DEFAULT_FLAGS);
11370 * clutter_actor_remove_all_children:
11371 * @self: a #ClutterActor
11373 * Removes all children of @self.
11375 * This function releases the reference added by inserting a child actor
11376 * in the list of children of @self.
11378 * If the reference count of a child drops to zero, the child will be
11379 * destroyed. If you want to ensure the destruction of all the children
11380 * of @self, use clutter_actor_destroy_all_children().
11385 clutter_actor_remove_all_children (ClutterActor *self)
11387 ClutterActorIter iter;
11389 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11391 if (self->priv->n_children == 0)
11394 g_object_freeze_notify (G_OBJECT (self));
11396 clutter_actor_iter_init (&iter, self);
11397 while (clutter_actor_iter_next (&iter, NULL))
11398 clutter_actor_iter_remove (&iter);
11400 g_object_thaw_notify (G_OBJECT (self));
11403 g_assert (self->priv->first_child == NULL);
11404 g_assert (self->priv->last_child == NULL);
11405 g_assert (self->priv->n_children == 0);
11409 * clutter_actor_destroy_all_children:
11410 * @self: a #ClutterActor
11412 * Destroys all children of @self.
11414 * This function releases the reference added by inserting a child
11415 * actor in the list of children of @self, and ensures that the
11416 * #ClutterActor::destroy signal is emitted on each child of the
11419 * By default, #ClutterActor will emit the #ClutterActor::destroy signal
11420 * when its reference count drops to 0; the default handler of the
11421 * #ClutterActor::destroy signal will destroy all the children of an
11422 * actor. This function ensures that all children are destroyed, instead
11423 * of just removed from @self, unlike clutter_actor_remove_all_children()
11424 * which will merely release the reference and remove each child.
11426 * Unless you acquired an additional reference on each child of @self
11427 * prior to calling clutter_actor_remove_all_children() and want to reuse
11428 * the actors, you should use clutter_actor_destroy_all_children() in
11429 * order to make sure that children are destroyed and signal handlers
11430 * are disconnected even in cases where circular references prevent this
11431 * from automatically happening through reference counting alone.
11436 clutter_actor_destroy_all_children (ClutterActor *self)
11438 ClutterActorIter iter;
11440 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11442 if (self->priv->n_children == 0)
11445 g_object_freeze_notify (G_OBJECT (self));
11447 clutter_actor_iter_init (&iter, self);
11448 while (clutter_actor_iter_next (&iter, NULL))
11449 clutter_actor_iter_destroy (&iter);
11451 g_object_thaw_notify (G_OBJECT (self));
11454 g_assert (self->priv->first_child == NULL);
11455 g_assert (self->priv->last_child == NULL);
11456 g_assert (self->priv->n_children == 0);
11459 typedef struct _InsertBetweenData {
11460 ClutterActor *prev_sibling;
11461 ClutterActor *next_sibling;
11462 } InsertBetweenData;
11465 insert_child_between (ClutterActor *self,
11466 ClutterActor *child,
11469 InsertBetweenData *data = data_;
11470 ClutterActor *prev_sibling = data->prev_sibling;
11471 ClutterActor *next_sibling = data->next_sibling;
11473 child->priv->parent = self;
11474 child->priv->prev_sibling = prev_sibling;
11475 child->priv->next_sibling = next_sibling;
11477 if (prev_sibling != NULL)
11478 prev_sibling->priv->next_sibling = child;
11480 if (next_sibling != NULL)
11481 next_sibling->priv->prev_sibling = child;
11483 if (child->priv->prev_sibling == NULL)
11484 self->priv->first_child = child;
11486 if (child->priv->next_sibling == NULL)
11487 self->priv->last_child = child;
11491 * clutter_actor_replace_child:
11492 * @self: a #ClutterActor
11493 * @old_child: the child of @self to replace
11494 * @new_child: the #ClutterActor to replace @old_child
11496 * Replaces @old_child with @new_child in the list of children of @self.
11501 clutter_actor_replace_child (ClutterActor *self,
11502 ClutterActor *old_child,
11503 ClutterActor *new_child)
11505 ClutterActor *prev_sibling, *next_sibling;
11506 InsertBetweenData clos;
11508 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11509 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
11510 g_return_if_fail (old_child->priv->parent == self);
11511 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
11512 g_return_if_fail (old_child != new_child);
11513 g_return_if_fail (new_child != self);
11514 g_return_if_fail (new_child->priv->parent == NULL);
11516 prev_sibling = old_child->priv->prev_sibling;
11517 next_sibling = old_child->priv->next_sibling;
11518 clutter_actor_remove_child_internal (self, old_child,
11519 REMOVE_CHILD_DEFAULT_FLAGS);
11521 clos.prev_sibling = prev_sibling;
11522 clos.next_sibling = next_sibling;
11523 clutter_actor_add_child_internal (self, new_child,
11524 ADD_CHILD_DEFAULT_FLAGS,
11525 insert_child_between,
11530 * clutter_actor_unparent:
11531 * @self: a #ClutterActor
11533 * Removes the parent of @self.
11535 * This will cause the parent of @self to release the reference
11536 * acquired when calling clutter_actor_set_parent(), so if you
11537 * want to keep @self you will have to acquire a reference of
11538 * your own, through g_object_ref().
11540 * This function should only be called by legacy #ClutterActor<!-- -->s
11541 * implementing the #ClutterContainer interface.
11545 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
11548 clutter_actor_unparent (ClutterActor *self)
11550 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11552 if (self->priv->parent == NULL)
11555 clutter_actor_remove_child_internal (self->priv->parent, self,
11556 REMOVE_CHILD_LEGACY_FLAGS);
11560 * clutter_actor_reparent:
11561 * @self: a #ClutterActor
11562 * @new_parent: the new #ClutterActor parent
11564 * Resets the parent actor of @self.
11566 * This function is logically equivalent to calling clutter_actor_unparent()
11567 * and clutter_actor_set_parent(), but more efficiently implemented, as it
11568 * ensures the child is not finalized when unparented, and emits the
11569 * #ClutterActor::parent-set signal only once.
11571 * In reality, calling this function is less useful than it sounds, as some
11572 * application code may rely on changes in the intermediate state between
11573 * removal and addition of the actor from its old parent to the @new_parent.
11574 * Thus, it is strongly encouraged to avoid using this function in application
11579 * Deprecated: 1.10: Use clutter_actor_remove_child() and
11580 * clutter_actor_add_child() instead; remember to take a reference on
11581 * the actor being removed before calling clutter_actor_remove_child()
11582 * to avoid the reference count dropping to zero and the actor being
11586 clutter_actor_reparent (ClutterActor *self,
11587 ClutterActor *new_parent)
11589 ClutterActorPrivate *priv;
11591 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11592 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
11593 g_return_if_fail (self != new_parent);
11595 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
11597 g_warning ("Cannot set a parent on a toplevel actor");
11601 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
11603 g_warning ("Cannot set a parent currently being destroyed");
11609 if (priv->parent != new_parent)
11611 ClutterActor *old_parent;
11613 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
11615 old_parent = priv->parent;
11617 g_object_ref (self);
11619 if (old_parent != NULL)
11621 /* go through the Container implementation if this is a regular
11622 * child and not an internal one
11624 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
11626 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
11628 /* this will have to call unparent() */
11629 clutter_container_remove_actor (parent, self);
11632 clutter_actor_remove_child_internal (old_parent, self,
11633 REMOVE_CHILD_LEGACY_FLAGS);
11636 /* Note, will call set_parent() */
11637 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
11638 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
11640 clutter_actor_add_child_internal (new_parent, self,
11641 ADD_CHILD_LEGACY_FLAGS,
11642 insert_child_at_depth,
11645 /* we emit the ::parent-set signal once */
11646 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
11648 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
11650 /* the IN_REPARENT flag suspends state updates */
11651 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
11653 g_object_unref (self);
11658 * clutter_actor_contains:
11659 * @self: A #ClutterActor
11660 * @descendant: A #ClutterActor, possibly contained in @self
11662 * Determines if @descendant is contained inside @self (either as an
11663 * immediate child, or as a deeper descendant). If @self and
11664 * @descendant point to the same actor then it will also return %TRUE.
11666 * Return value: whether @descendent is contained within @self
11671 clutter_actor_contains (ClutterActor *self,
11672 ClutterActor *descendant)
11674 ClutterActor *actor;
11676 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
11677 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
11679 for (actor = descendant; actor; actor = actor->priv->parent)
11687 * clutter_actor_set_child_above_sibling:
11688 * @self: a #ClutterActor
11689 * @child: a #ClutterActor child of @self
11690 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
11692 * Sets @child to be above @sibling in the list of children of @self.
11694 * If @sibling is %NULL, @child will be the new last child of @self.
11696 * This function is logically equivalent to removing @child and using
11697 * clutter_actor_insert_child_above(), but it will not emit signals
11698 * or change state on @child.
11703 clutter_actor_set_child_above_sibling (ClutterActor *self,
11704 ClutterActor *child,
11705 ClutterActor *sibling)
11707 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11708 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11709 g_return_if_fail (child->priv->parent == self);
11710 g_return_if_fail (child != sibling);
11711 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
11713 if (sibling != NULL)
11714 g_return_if_fail (sibling->priv->parent == self);
11716 /* we don't want to change the state of child, or emit signals, or
11717 * regenerate ChildMeta instances here, but we still want to follow
11718 * the correct sequence of steps encoded in remove_child() and
11719 * add_child(), so that correctness is ensured, and we only go
11720 * through one known code path.
11722 g_object_ref (child);
11723 clutter_actor_remove_child_internal (self, child, 0);
11724 clutter_actor_add_child_internal (self, child,
11725 ADD_CHILD_NOTIFY_FIRST_LAST,
11726 insert_child_above,
11729 clutter_actor_queue_relayout (self);
11733 * clutter_actor_set_child_below_sibling:
11734 * @self: a #ClutterActor
11735 * @child: a #ClutterActor child of @self
11736 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
11738 * Sets @child to be below @sibling in the list of children of @self.
11740 * If @sibling is %NULL, @child will be the new first child of @self.
11742 * This function is logically equivalent to removing @self and using
11743 * clutter_actor_insert_child_below(), but it will not emit signals
11744 * or change state on @child.
11749 clutter_actor_set_child_below_sibling (ClutterActor *self,
11750 ClutterActor *child,
11751 ClutterActor *sibling)
11753 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11754 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11755 g_return_if_fail (child->priv->parent == self);
11756 g_return_if_fail (child != sibling);
11757 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
11759 if (sibling != NULL)
11760 g_return_if_fail (sibling->priv->parent == self);
11762 /* see the comment in set_child_above_sibling() */
11763 g_object_ref (child);
11764 clutter_actor_remove_child_internal (self, child, 0);
11765 clutter_actor_add_child_internal (self, child,
11766 ADD_CHILD_NOTIFY_FIRST_LAST,
11767 insert_child_below,
11770 clutter_actor_queue_relayout (self);
11774 * clutter_actor_set_child_at_index:
11775 * @self: a #ClutterActor
11776 * @child: a #ClutterActor child of @self
11777 * @index_: the new index for @child
11779 * Changes the index of @child in the list of children of @self.
11781 * This function is logically equivalent to removing @child and
11782 * calling clutter_actor_insert_child_at_index(), but it will not
11783 * emit signals or change state on @child.
11788 clutter_actor_set_child_at_index (ClutterActor *self,
11789 ClutterActor *child,
11792 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11793 g_return_if_fail (CLUTTER_IS_ACTOR (child));
11794 g_return_if_fail (child->priv->parent == self);
11795 g_return_if_fail (index_ <= self->priv->n_children);
11797 g_object_ref (child);
11798 clutter_actor_remove_child_internal (self, child, 0);
11799 clutter_actor_add_child_internal (self, child,
11800 ADD_CHILD_NOTIFY_FIRST_LAST,
11801 insert_child_at_index,
11802 GINT_TO_POINTER (index_));
11804 clutter_actor_queue_relayout (self);
11808 * clutter_actor_raise:
11809 * @self: A #ClutterActor
11810 * @below: (allow-none): A #ClutterActor to raise above.
11812 * Puts @self above @below.
11814 * Both actors must have the same parent, and the parent must implement
11815 * the #ClutterContainer interface
11817 * This function calls clutter_container_raise_child() internally.
11819 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
11822 clutter_actor_raise (ClutterActor *self,
11823 ClutterActor *below)
11825 ClutterActor *parent;
11827 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11829 parent = clutter_actor_get_parent (self);
11830 if (parent == NULL)
11832 g_warning ("%s: Actor '%s' is not inside a container",
11834 _clutter_actor_get_debug_name (self));
11840 if (parent != clutter_actor_get_parent (below))
11842 g_warning ("%s Actor '%s' is not in the same container as "
11845 _clutter_actor_get_debug_name (self),
11846 _clutter_actor_get_debug_name (below));
11851 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
11855 * clutter_actor_lower:
11856 * @self: A #ClutterActor
11857 * @above: (allow-none): A #ClutterActor to lower below
11859 * Puts @self below @above.
11861 * Both actors must have the same parent, and the parent must implement
11862 * the #ClutterContainer interface.
11864 * This function calls clutter_container_lower_child() internally.
11866 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
11869 clutter_actor_lower (ClutterActor *self,
11870 ClutterActor *above)
11872 ClutterActor *parent;
11874 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11876 parent = clutter_actor_get_parent (self);
11877 if (parent == NULL)
11879 g_warning ("%s: Actor of type %s is not inside a container",
11881 _clutter_actor_get_debug_name (self));
11887 if (parent != clutter_actor_get_parent (above))
11889 g_warning ("%s: Actor '%s' is not in the same container as "
11892 _clutter_actor_get_debug_name (self),
11893 _clutter_actor_get_debug_name (above));
11898 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
11902 * clutter_actor_raise_top:
11903 * @self: A #ClutterActor
11905 * Raises @self to the top.
11907 * This function calls clutter_actor_raise() internally.
11909 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
11910 * a %NULL sibling, instead.
11913 clutter_actor_raise_top (ClutterActor *self)
11915 clutter_actor_raise (self, NULL);
11919 * clutter_actor_lower_bottom:
11920 * @self: A #ClutterActor
11922 * Lowers @self to the bottom.
11924 * This function calls clutter_actor_lower() internally.
11926 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11927 * a %NULL sibling, instead.
11930 clutter_actor_lower_bottom (ClutterActor *self)
11932 clutter_actor_lower (self, NULL);
11940 * clutter_actor_event:
11941 * @actor: a #ClutterActor
11942 * @event: a #ClutterEvent
11943 * @capture: TRUE if event in in capture phase, FALSE otherwise.
11945 * This function is used to emit an event on the main stage.
11946 * You should rarely need to use this function, except for
11947 * synthetising events.
11949 * Return value: the return value from the signal emission: %TRUE
11950 * if the actor handled the event, or %FALSE if the event was
11956 clutter_actor_event (ClutterActor *actor,
11957 ClutterEvent *event,
11960 gboolean retval = FALSE;
11961 gint signal_num = -1;
11963 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11964 g_return_val_if_fail (event != NULL, FALSE);
11966 g_object_ref (actor);
11970 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11976 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11980 switch (event->type)
11982 case CLUTTER_NOTHING:
11984 case CLUTTER_BUTTON_PRESS:
11985 signal_num = BUTTON_PRESS_EVENT;
11987 case CLUTTER_BUTTON_RELEASE:
11988 signal_num = BUTTON_RELEASE_EVENT;
11990 case CLUTTER_SCROLL:
11991 signal_num = SCROLL_EVENT;
11993 case CLUTTER_KEY_PRESS:
11994 signal_num = KEY_PRESS_EVENT;
11996 case CLUTTER_KEY_RELEASE:
11997 signal_num = KEY_RELEASE_EVENT;
11999 case CLUTTER_MOTION:
12000 signal_num = MOTION_EVENT;
12002 case CLUTTER_ENTER:
12003 signal_num = ENTER_EVENT;
12005 case CLUTTER_LEAVE:
12006 signal_num = LEAVE_EVENT;
12008 case CLUTTER_DELETE:
12009 case CLUTTER_DESTROY_NOTIFY:
12010 case CLUTTER_CLIENT_MESSAGE:
12016 if (signal_num != -1)
12017 g_signal_emit (actor, actor_signals[signal_num], 0,
12022 g_object_unref (actor);
12028 * clutter_actor_set_reactive:
12029 * @actor: a #ClutterActor
12030 * @reactive: whether the actor should be reactive to events
12032 * Sets @actor as reactive. Reactive actors will receive events.
12037 clutter_actor_set_reactive (ClutterActor *actor,
12040 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
12042 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
12046 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
12048 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
12050 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
12054 * clutter_actor_get_reactive:
12055 * @actor: a #ClutterActor
12057 * Checks whether @actor is marked as reactive.
12059 * Return value: %TRUE if the actor is reactive
12064 clutter_actor_get_reactive (ClutterActor *actor)
12066 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
12068 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
12072 * clutter_actor_get_anchor_point:
12073 * @self: a #ClutterActor
12074 * @anchor_x: (out): return location for the X coordinate of the anchor point
12075 * @anchor_y: (out): return location for the Y coordinate of the anchor point
12077 * Gets the current anchor point of the @actor in pixels.
12082 clutter_actor_get_anchor_point (ClutterActor *self,
12086 const ClutterTransformInfo *info;
12088 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12090 info = _clutter_actor_get_transform_info_or_defaults (self);
12091 clutter_anchor_coord_get_units (self, &info->anchor,
12098 * clutter_actor_set_anchor_point:
12099 * @self: a #ClutterActor
12100 * @anchor_x: X coordinate of the anchor point
12101 * @anchor_y: Y coordinate of the anchor point
12103 * Sets an anchor point for @self. The anchor point is a point in the
12104 * coordinate space of an actor to which the actor position within its
12105 * parent is relative; the default is (0, 0), i.e. the top-left corner
12111 clutter_actor_set_anchor_point (ClutterActor *self,
12115 ClutterTransformInfo *info;
12116 ClutterActorPrivate *priv;
12117 gboolean changed = FALSE;
12118 gfloat old_anchor_x, old_anchor_y;
12121 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12123 obj = G_OBJECT (self);
12125 info = _clutter_actor_get_transform_info (self);
12127 g_object_freeze_notify (obj);
12129 clutter_anchor_coord_get_units (self, &info->anchor,
12134 if (info->anchor.is_fractional)
12135 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
12137 if (old_anchor_x != anchor_x)
12139 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
12143 if (old_anchor_y != anchor_y)
12145 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
12149 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
12153 priv->transform_valid = FALSE;
12154 clutter_actor_queue_redraw (self);
12157 g_object_thaw_notify (obj);
12161 * clutter_actor_get_anchor_point_gravity:
12162 * @self: a #ClutterActor
12164 * Retrieves the anchor position expressed as a #ClutterGravity. If
12165 * the anchor point was specified using pixels or units this will
12166 * return %CLUTTER_GRAVITY_NONE.
12168 * Return value: the #ClutterGravity used by the anchor point
12173 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
12175 const ClutterTransformInfo *info;
12177 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
12179 info = _clutter_actor_get_transform_info_or_defaults (self);
12181 return clutter_anchor_coord_get_gravity (&info->anchor);
12185 * clutter_actor_move_anchor_point:
12186 * @self: a #ClutterActor
12187 * @anchor_x: X coordinate of the anchor point
12188 * @anchor_y: Y coordinate of the anchor point
12190 * Sets an anchor point for the actor, and adjusts the actor postion so that
12191 * the relative position of the actor toward its parent remains the same.
12196 clutter_actor_move_anchor_point (ClutterActor *self,
12200 gfloat old_anchor_x, old_anchor_y;
12201 const ClutterTransformInfo *info;
12203 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12205 info = _clutter_actor_get_transform_info (self);
12206 clutter_anchor_coord_get_units (self, &info->anchor,
12211 g_object_freeze_notify (G_OBJECT (self));
12213 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
12215 if (self->priv->position_set)
12216 clutter_actor_move_by (self,
12217 anchor_x - old_anchor_x,
12218 anchor_y - old_anchor_y);
12220 g_object_thaw_notify (G_OBJECT (self));
12224 * clutter_actor_move_anchor_point_from_gravity:
12225 * @self: a #ClutterActor
12226 * @gravity: #ClutterGravity.
12228 * Sets an anchor point on the actor based on the given gravity, adjusting the
12229 * actor postion so that its relative position within its parent remains
12232 * Since version 1.0 the anchor point will be stored as a gravity so
12233 * that if the actor changes size then the anchor point will move. For
12234 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
12235 * and later double the size of the actor, the anchor point will move
12236 * to the bottom right.
12241 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
12242 ClutterGravity gravity)
12244 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
12245 const ClutterTransformInfo *info;
12246 ClutterActorPrivate *priv;
12248 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12251 info = _clutter_actor_get_transform_info (self);
12253 g_object_freeze_notify (G_OBJECT (self));
12255 clutter_anchor_coord_get_units (self, &info->anchor,
12259 clutter_actor_set_anchor_point_from_gravity (self, gravity);
12260 clutter_anchor_coord_get_units (self, &info->anchor,
12265 if (priv->position_set)
12266 clutter_actor_move_by (self,
12267 new_anchor_x - old_anchor_x,
12268 new_anchor_y - old_anchor_y);
12270 g_object_thaw_notify (G_OBJECT (self));
12274 * clutter_actor_set_anchor_point_from_gravity:
12275 * @self: a #ClutterActor
12276 * @gravity: #ClutterGravity.
12278 * Sets an anchor point on the actor, based on the given gravity (this is a
12279 * convenience function wrapping clutter_actor_set_anchor_point()).
12281 * Since version 1.0 the anchor point will be stored as a gravity so
12282 * that if the actor changes size then the anchor point will move. For
12283 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
12284 * and later double the size of the actor, the anchor point will move
12285 * to the bottom right.
12290 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
12291 ClutterGravity gravity)
12293 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12295 if (gravity == CLUTTER_GRAVITY_NONE)
12296 clutter_actor_set_anchor_point (self, 0, 0);
12299 GObject *obj = G_OBJECT (self);
12300 ClutterTransformInfo *info;
12302 g_object_freeze_notify (obj);
12304 info = _clutter_actor_get_transform_info (self);
12305 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
12307 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
12308 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
12309 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
12311 self->priv->transform_valid = FALSE;
12313 clutter_actor_queue_redraw (self);
12315 g_object_thaw_notify (obj);
12320 clutter_actor_store_content_box (ClutterActor *self,
12321 const ClutterActorBox *box)
12325 self->priv->content_box = *box;
12326 self->priv->content_box_valid = TRUE;
12329 self->priv->content_box_valid = FALSE;
12331 clutter_actor_queue_redraw (self);
12333 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_BOX]);
12337 clutter_container_iface_init (ClutterContainerIface *iface)
12339 /* we don't override anything, as ClutterContainer already has a default
12340 * implementation that we can use, and which calls into our own API.
12355 parse_units (ClutterActor *self,
12356 ParseDimension dimension,
12359 GValue value = G_VALUE_INIT;
12362 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
12365 json_node_get_value (node, &value);
12367 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
12369 retval = (gfloat) g_value_get_int64 (&value);
12371 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
12373 retval = g_value_get_double (&value);
12375 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
12377 ClutterUnits units;
12380 res = clutter_units_from_string (&units, g_value_get_string (&value));
12382 retval = clutter_units_to_pixels (&units);
12385 g_warning ("Invalid value '%s': integers, strings or floating point "
12386 "values can be used for the x, y, width and height "
12387 "properties. Valid modifiers for strings are 'px', 'mm', "
12389 g_value_get_string (&value));
12395 g_warning ("Invalid value of type '%s': integers, strings of floating "
12396 "point values can be used for the x, y, width, height "
12397 "anchor-x and anchor-y properties.",
12398 g_type_name (G_VALUE_TYPE (&value)));
12401 g_value_unset (&value);
12407 ClutterRotateAxis axis;
12416 static inline gboolean
12417 parse_rotation_array (ClutterActor *actor,
12419 RotationInfo *info)
12423 if (json_array_get_length (array) != 2)
12427 element = json_array_get_element (array, 0);
12428 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
12429 info->angle = json_node_get_double (element);
12434 element = json_array_get_element (array, 1);
12435 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
12437 JsonArray *center = json_node_get_array (element);
12439 if (json_array_get_length (center) != 2)
12442 switch (info->axis)
12444 case CLUTTER_X_AXIS:
12445 info->center_y = parse_units (actor, PARSE_Y,
12446 json_array_get_element (center, 0));
12447 info->center_z = parse_units (actor, PARSE_Y,
12448 json_array_get_element (center, 1));
12451 case CLUTTER_Y_AXIS:
12452 info->center_x = parse_units (actor, PARSE_X,
12453 json_array_get_element (center, 0));
12454 info->center_z = parse_units (actor, PARSE_X,
12455 json_array_get_element (center, 1));
12458 case CLUTTER_Z_AXIS:
12459 info->center_x = parse_units (actor, PARSE_X,
12460 json_array_get_element (center, 0));
12461 info->center_y = parse_units (actor, PARSE_Y,
12462 json_array_get_element (center, 1));
12471 parse_rotation (ClutterActor *actor,
12473 RotationInfo *info)
12477 gboolean retval = FALSE;
12479 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
12481 g_warning ("Invalid node of type '%s' found, expecting an array",
12482 json_node_type_name (node));
12486 array = json_node_get_array (node);
12487 len = json_array_get_length (array);
12489 for (i = 0; i < len; i++)
12491 JsonNode *element = json_array_get_element (array, i);
12492 JsonObject *object;
12495 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
12497 g_warning ("Invalid node of type '%s' found, expecting an object",
12498 json_node_type_name (element));
12502 object = json_node_get_object (element);
12504 if (json_object_has_member (object, "x-axis"))
12506 member = json_object_get_member (object, "x-axis");
12508 info->axis = CLUTTER_X_AXIS;
12510 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12512 info->angle = json_node_get_double (member);
12515 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12516 retval = parse_rotation_array (actor,
12517 json_node_get_array (member),
12522 else if (json_object_has_member (object, "y-axis"))
12524 member = json_object_get_member (object, "y-axis");
12526 info->axis = CLUTTER_Y_AXIS;
12528 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12530 info->angle = json_node_get_double (member);
12533 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12534 retval = parse_rotation_array (actor,
12535 json_node_get_array (member),
12540 else if (json_object_has_member (object, "z-axis"))
12542 member = json_object_get_member (object, "z-axis");
12544 info->axis = CLUTTER_Z_AXIS;
12546 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
12548 info->angle = json_node_get_double (member);
12551 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
12552 retval = parse_rotation_array (actor,
12553 json_node_get_array (member),
12564 parse_actor_metas (ClutterScript *script,
12565 ClutterActor *actor,
12568 GList *elements, *l;
12569 GSList *retval = NULL;
12571 if (!JSON_NODE_HOLDS_ARRAY (node))
12574 elements = json_array_get_elements (json_node_get_array (node));
12576 for (l = elements; l != NULL; l = l->next)
12578 JsonNode *element = l->data;
12579 const gchar *id_ = _clutter_script_get_id_from_node (element);
12582 if (id_ == NULL || *id_ == '\0')
12585 meta = clutter_script_get_object (script, id_);
12589 retval = g_slist_prepend (retval, meta);
12592 g_list_free (elements);
12594 return g_slist_reverse (retval);
12598 parse_behaviours (ClutterScript *script,
12599 ClutterActor *actor,
12602 GList *elements, *l;
12603 GSList *retval = NULL;
12605 if (!JSON_NODE_HOLDS_ARRAY (node))
12608 elements = json_array_get_elements (json_node_get_array (node));
12610 for (l = elements; l != NULL; l = l->next)
12612 JsonNode *element = l->data;
12613 const gchar *id_ = _clutter_script_get_id_from_node (element);
12614 GObject *behaviour;
12616 if (id_ == NULL || *id_ == '\0')
12619 behaviour = clutter_script_get_object (script, id_);
12620 if (behaviour == NULL)
12623 retval = g_slist_prepend (retval, behaviour);
12626 g_list_free (elements);
12628 return g_slist_reverse (retval);
12632 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
12633 ClutterScript *script,
12638 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
12639 gboolean retval = FALSE;
12641 if ((name[0] == 'x' && name[1] == '\0') ||
12642 (name[0] == 'y' && name[1] == '\0') ||
12643 (strcmp (name, "width") == 0) ||
12644 (strcmp (name, "height") == 0) ||
12645 (strcmp (name, "anchor_x") == 0) ||
12646 (strcmp (name, "anchor_y") == 0))
12648 ParseDimension dimension;
12651 if (name[0] == 'x')
12652 dimension = PARSE_X;
12653 else if (name[0] == 'y')
12654 dimension = PARSE_Y;
12655 else if (name[0] == 'w')
12656 dimension = PARSE_WIDTH;
12657 else if (name[0] == 'h')
12658 dimension = PARSE_HEIGHT;
12659 else if (name[0] == 'a' && name[7] == 'x')
12660 dimension = PARSE_ANCHOR_X;
12661 else if (name[0] == 'a' && name[7] == 'y')
12662 dimension = PARSE_ANCHOR_Y;
12666 units = parse_units (actor, dimension, node);
12668 /* convert back to pixels: all properties are pixel-based */
12669 g_value_init (value, G_TYPE_FLOAT);
12670 g_value_set_float (value, units);
12674 else if (strcmp (name, "rotation") == 0)
12676 RotationInfo *info;
12678 info = g_slice_new0 (RotationInfo);
12679 retval = parse_rotation (actor, node, info);
12683 g_value_init (value, G_TYPE_POINTER);
12684 g_value_set_pointer (value, info);
12687 g_slice_free (RotationInfo, info);
12689 else if (strcmp (name, "behaviours") == 0)
12693 #ifdef CLUTTER_ENABLE_DEBUG
12694 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
12695 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
12696 "and it should not be used in newly "
12697 "written ClutterScript definitions.");
12700 l = parse_behaviours (script, actor, node);
12702 g_value_init (value, G_TYPE_POINTER);
12703 g_value_set_pointer (value, l);
12707 else if (strcmp (name, "actions") == 0 ||
12708 strcmp (name, "constraints") == 0 ||
12709 strcmp (name, "effects") == 0)
12713 l = parse_actor_metas (script, actor, node);
12715 g_value_init (value, G_TYPE_POINTER);
12716 g_value_set_pointer (value, l);
12725 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
12726 ClutterScript *script,
12728 const GValue *value)
12730 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
12732 #ifdef CLUTTER_ENABLE_DEBUG
12733 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
12735 gchar *tmp = g_strdup_value_contents (value);
12737 CLUTTER_NOTE (SCRIPT,
12738 "in ClutterActor::set_custom_property('%s') = %s",
12744 #endif /* CLUTTER_ENABLE_DEBUG */
12746 if (strcmp (name, "rotation") == 0)
12748 RotationInfo *info;
12750 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12753 info = g_value_get_pointer (value);
12755 clutter_actor_set_rotation (actor,
12756 info->axis, info->angle,
12761 g_slice_free (RotationInfo, info);
12766 if (strcmp (name, "behaviours") == 0)
12768 GSList *behaviours, *l;
12770 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12773 behaviours = g_value_get_pointer (value);
12774 for (l = behaviours; l != NULL; l = l->next)
12776 ClutterBehaviour *behaviour = l->data;
12778 clutter_behaviour_apply (behaviour, actor);
12781 g_slist_free (behaviours);
12786 if (strcmp (name, "actions") == 0 ||
12787 strcmp (name, "constraints") == 0 ||
12788 strcmp (name, "effects") == 0)
12792 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
12795 metas = g_value_get_pointer (value);
12796 for (l = metas; l != NULL; l = l->next)
12798 if (name[0] == 'a')
12799 clutter_actor_add_action (actor, l->data);
12801 if (name[0] == 'c')
12802 clutter_actor_add_constraint (actor, l->data);
12804 if (name[0] == 'e')
12805 clutter_actor_add_effect (actor, l->data);
12808 g_slist_free (metas);
12813 g_object_set_property (G_OBJECT (scriptable), name, value);
12817 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
12819 iface->parse_custom_node = clutter_actor_parse_custom_node;
12820 iface->set_custom_property = clutter_actor_set_custom_property;
12823 static ClutterActorMeta *
12824 get_meta_from_animation_property (ClutterActor *actor,
12828 ClutterActorPrivate *priv = actor->priv;
12829 ClutterActorMeta *meta = NULL;
12832 /* if this is not a special property, fall through */
12833 if (name[0] != '@')
12836 /* detect the properties named using the following spec:
12838 * @<section>.<meta-name>.<property-name>
12840 * where <section> can be one of the following:
12846 * and <meta-name> is the name set on a specific ActorMeta
12849 tokens = g_strsplit (name + 1, ".", -1);
12850 if (tokens == NULL || g_strv_length (tokens) != 3)
12852 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
12854 g_strfreev (tokens);
12858 if (strcmp (tokens[0], "actions") == 0)
12859 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
12861 if (strcmp (tokens[0], "constraints") == 0)
12862 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
12864 if (strcmp (tokens[0], "effects") == 0)
12865 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
12867 if (name_p != NULL)
12868 *name_p = g_strdup (tokens[2]);
12870 CLUTTER_NOTE (ANIMATION,
12871 "Looking for property '%s' of object '%s' in section '%s'",
12876 g_strfreev (tokens);
12881 static GParamSpec *
12882 clutter_actor_find_property (ClutterAnimatable *animatable,
12883 const gchar *property_name)
12885 ClutterActorMeta *meta = NULL;
12886 GObjectClass *klass = NULL;
12887 GParamSpec *pspec = NULL;
12888 gchar *p_name = NULL;
12890 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12896 klass = G_OBJECT_GET_CLASS (meta);
12898 pspec = g_object_class_find_property (klass, p_name);
12902 klass = G_OBJECT_GET_CLASS (animatable);
12904 pspec = g_object_class_find_property (klass, property_name);
12913 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
12914 const gchar *property_name,
12917 ClutterActorMeta *meta = NULL;
12918 gchar *p_name = NULL;
12920 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12925 g_object_get_property (G_OBJECT (meta), p_name, initial);
12927 g_object_get_property (G_OBJECT (animatable), property_name, initial);
12933 * clutter_actor_set_animatable_property:
12934 * @actor: a #ClutterActor
12935 * @prop_id: the paramspec id
12936 * @value: the value to set
12937 * @pspec: the paramspec
12939 * Sets values of animatable properties.
12941 * This is a variant of clutter_actor_set_property() that gets called
12942 * by the #ClutterAnimatable implementation of #ClutterActor for the
12943 * properties with the %CLUTTER_PARAM_ANIMATABLE flag set on their
12946 * Unlike the implementation of #GObjectClass.set_property(), this
12947 * function will not update the interval if a transition involving an
12948 * animatable property is in progress - this avoids cycles with the
12949 * transition API calling the public API.
12952 clutter_actor_set_animatable_property (ClutterActor *actor,
12954 const GValue *value,
12957 GObject *obj = G_OBJECT (actor);
12959 g_object_freeze_notify (obj);
12964 clutter_actor_set_x_internal (actor, g_value_get_float (value));
12968 clutter_actor_set_y_internal (actor, g_value_get_float (value));
12972 clutter_actor_set_width_internal (actor, g_value_get_float (value));
12976 clutter_actor_set_height_internal (actor, g_value_get_float (value));
12980 clutter_actor_set_depth_internal (actor, g_value_get_float (value));
12984 clutter_actor_set_opacity_internal (actor, g_value_get_uint (value));
12987 case PROP_BACKGROUND_COLOR:
12988 clutter_actor_set_background_color_internal (actor, clutter_value_get_color (value));
12992 clutter_actor_set_scale_factor_internal (actor,
12993 g_value_get_double (value),
12998 clutter_actor_set_scale_factor_internal (actor,
12999 g_value_get_double (value),
13003 case PROP_ROTATION_ANGLE_X:
13004 clutter_actor_set_rotation_angle_internal (actor,
13006 g_value_get_double (value));
13009 case PROP_ROTATION_ANGLE_Y:
13010 clutter_actor_set_rotation_angle_internal (actor,
13012 g_value_get_double (value));
13015 case PROP_ROTATION_ANGLE_Z:
13016 clutter_actor_set_rotation_angle_internal (actor,
13018 g_value_get_double (value));
13021 case PROP_CONTENT_BOX:
13022 clutter_actor_store_content_box (actor, g_value_get_boxed (value));
13026 g_object_set_property (obj, pspec->name, value);
13030 g_object_thaw_notify (obj);
13034 clutter_actor_set_final_state (ClutterAnimatable *animatable,
13035 const gchar *property_name,
13036 const GValue *final)
13038 ClutterActor *actor = CLUTTER_ACTOR (animatable);
13039 ClutterActorMeta *meta = NULL;
13040 gchar *p_name = NULL;
13042 meta = get_meta_from_animation_property (actor,
13046 g_object_set_property (G_OBJECT (meta), p_name, final);
13049 GObjectClass *obj_class = G_OBJECT_GET_CLASS (animatable);
13052 pspec = g_object_class_find_property (obj_class, property_name);
13054 if ((pspec->flags & CLUTTER_PARAM_ANIMATABLE) != 0)
13056 /* XXX - I'm going to the special hell for this */
13057 clutter_actor_set_animatable_property (actor, pspec->param_id, final, pspec);
13060 g_object_set_property (G_OBJECT (animatable), pspec->name, final);
13067 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
13069 iface->find_property = clutter_actor_find_property;
13070 iface->get_initial_state = clutter_actor_get_initial_state;
13071 iface->set_final_state = clutter_actor_set_final_state;
13075 * clutter_actor_transform_stage_point:
13076 * @self: A #ClutterActor
13077 * @x: (in): x screen coordinate of the point to unproject
13078 * @y: (in): y screen coordinate of the point to unproject
13079 * @x_out: (out): return location for the unprojected x coordinance
13080 * @y_out: (out): return location for the unprojected y coordinance
13082 * This function translates screen coordinates (@x, @y) to
13083 * coordinates relative to the actor. For example, it can be used to translate
13084 * screen events from global screen coordinates into actor-local coordinates.
13086 * The conversion can fail, notably if the transform stack results in the
13087 * actor being projected on the screen as a mere line.
13089 * The conversion should not be expected to be pixel-perfect due to the
13090 * nature of the operation. In general the error grows when the skewing
13091 * of the actor rectangle on screen increases.
13093 * <note><para>This function can be computationally intensive.</para></note>
13095 * <note><para>This function only works when the allocation is up-to-date,
13096 * i.e. inside of paint().</para></note>
13098 * Return value: %TRUE if conversion was successful.
13103 clutter_actor_transform_stage_point (ClutterActor *self,
13109 ClutterVertex v[4];
13112 int du, dv, xi, yi;
13114 float xf, yf, wf, det;
13115 ClutterActorPrivate *priv;
13117 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13121 /* This implementation is based on the quad -> quad projection algorithm
13122 * described by Paul Heckbert in:
13124 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
13126 * and the sample implementation at:
13128 * http://www.cs.cmu.edu/~ph/src/texfund/
13130 * Our texture is a rectangle with origin [0, 0], so we are mapping from
13131 * quad to rectangle only, which significantly simplifies things; the
13132 * function calls have been unrolled, and most of the math is done in fixed
13136 clutter_actor_get_abs_allocation_vertices (self, v);
13138 /* Keeping these as ints simplifies the multiplication (no significant
13139 * loss of precision here).
13141 du = (int) (priv->allocation.x2 - priv->allocation.x1);
13142 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
13147 #define UX2FP(x) (x)
13148 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
13150 /* First, find mapping from unit uv square to xy quadrilateral; this
13151 * equivalent to the pmap_square_quad() functions in the sample
13152 * implementation, which we can simplify, since our target is always
13155 px = v[0].x - v[1].x + v[3].x - v[2].x;
13156 py = v[0].y - v[1].y + v[3].y - v[2].y;
13160 /* affine transform */
13161 RQ[0][0] = UX2FP (v[1].x - v[0].x);
13162 RQ[1][0] = UX2FP (v[3].x - v[1].x);
13163 RQ[2][0] = UX2FP (v[0].x);
13164 RQ[0][1] = UX2FP (v[1].y - v[0].y);
13165 RQ[1][1] = UX2FP (v[3].y - v[1].y);
13166 RQ[2][1] = UX2FP (v[0].y);
13173 /* projective transform */
13174 double dx1, dx2, dy1, dy2, del;
13176 dx1 = UX2FP (v[1].x - v[3].x);
13177 dx2 = UX2FP (v[2].x - v[3].x);
13178 dy1 = UX2FP (v[1].y - v[3].y);
13179 dy2 = UX2FP (v[2].y - v[3].y);
13181 del = DET2FP (dx1, dx2, dy1, dy2);
13186 * The division here needs to be done in floating point for
13187 * precisions reasons.
13189 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
13190 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
13191 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
13193 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
13194 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
13195 RQ[2][0] = UX2FP (v[0].x);
13196 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
13197 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
13198 RQ[2][1] = UX2FP (v[0].y);
13202 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
13203 * square. Since our rectangle is based at 0,0 we only need to scale.
13213 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
13216 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
13217 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
13218 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
13219 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
13220 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
13221 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
13222 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
13223 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
13224 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
13227 * Check the resulting matrix is OK.
13229 det = (RQ[0][0] * ST[0][0])
13230 + (RQ[0][1] * ST[0][1])
13231 + (RQ[0][2] * ST[0][2]);
13236 * Now transform our point with the ST matrix; the notional w
13237 * coordinate is 1, hence the last part is simply added.
13242 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
13243 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
13244 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
13262 static ClutterGeometry*
13263 clutter_geometry_copy (const ClutterGeometry *geometry)
13265 return g_slice_dup (ClutterGeometry, geometry);
13269 clutter_geometry_free (ClutterGeometry *geometry)
13271 if (G_LIKELY (geometry != NULL))
13272 g_slice_free (ClutterGeometry, geometry);
13276 * clutter_geometry_union:
13277 * @geometry_a: a #ClutterGeometry
13278 * @geometry_b: another #ClutterGeometry
13279 * @result: (out): location to store the result
13281 * Find the union of two rectangles represented as #ClutterGeometry.
13286 clutter_geometry_union (const ClutterGeometry *geometry_a,
13287 const ClutterGeometry *geometry_b,
13288 ClutterGeometry *result)
13290 /* We don't try to handle rectangles that can't be represented
13291 * as a signed integer box */
13292 gint x_1 = MIN (geometry_a->x, geometry_b->x);
13293 gint y_1 = MIN (geometry_a->y, geometry_b->y);
13294 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
13295 geometry_b->x + (gint)geometry_b->width);
13296 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
13297 geometry_b->y + (gint)geometry_b->height);
13300 result->width = x_2 - x_1;
13301 result->height = y_2 - y_1;
13305 * clutter_geometry_intersects:
13306 * @geometry0: The first geometry to test
13307 * @geometry1: The second geometry to test
13309 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
13310 * they do else %FALSE.
13312 * Return value: %TRUE of @geometry0 and geometry1 intersect else
13318 clutter_geometry_intersects (const ClutterGeometry *geometry0,
13319 const ClutterGeometry *geometry1)
13321 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
13322 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
13323 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
13324 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
13331 clutter_geometry_progress (const GValue *a,
13336 const ClutterGeometry *a_geom = g_value_get_boxed (a);
13337 const ClutterGeometry *b_geom = g_value_get_boxed (b);
13338 ClutterGeometry res = { 0, };
13339 gint a_width = a_geom->width;
13340 gint b_width = b_geom->width;
13341 gint a_height = a_geom->height;
13342 gint b_height = b_geom->height;
13344 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
13345 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
13347 res.width = a_width + (b_width - a_width) * progress;
13348 res.height = a_height + (b_height - a_height) * progress;
13350 g_value_set_boxed (retval, &res);
13355 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
13356 clutter_geometry_copy,
13357 clutter_geometry_free,
13358 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
13365 * clutter_vertex_new:
13370 * Creates a new #ClutterVertex for the point in 3D space
13371 * identified by the 3 coordinates @x, @y, @z
13373 * Return value: the newly allocate #ClutterVertex. Use
13374 * clutter_vertex_free() to free the resources
13379 clutter_vertex_new (gfloat x,
13383 ClutterVertex *vertex;
13385 vertex = g_slice_new (ClutterVertex);
13386 clutter_vertex_init (vertex, x, y, z);
13392 * clutter_vertex_init:
13393 * @vertex: a #ClutterVertex
13398 * Initializes @vertex with the given coordinates.
13403 clutter_vertex_init (ClutterVertex *vertex,
13408 g_return_if_fail (vertex != NULL);
13416 * clutter_vertex_copy:
13417 * @vertex: a #ClutterVertex
13421 * Return value: a newly allocated copy of #ClutterVertex. Use
13422 * clutter_vertex_free() to free the allocated resources
13427 clutter_vertex_copy (const ClutterVertex *vertex)
13429 if (G_LIKELY (vertex != NULL))
13430 return g_slice_dup (ClutterVertex, vertex);
13436 * clutter_vertex_free:
13437 * @vertex: a #ClutterVertex
13439 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
13444 clutter_vertex_free (ClutterVertex *vertex)
13446 if (G_UNLIKELY (vertex != NULL))
13447 g_slice_free (ClutterVertex, vertex);
13451 * clutter_vertex_equal:
13452 * @vertex_a: a #ClutterVertex
13453 * @vertex_b: a #ClutterVertex
13455 * Compares @vertex_a and @vertex_b for equality
13457 * Return value: %TRUE if the passed #ClutterVertex are equal
13462 clutter_vertex_equal (const ClutterVertex *vertex_a,
13463 const ClutterVertex *vertex_b)
13465 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
13467 if (vertex_a == vertex_b)
13470 return vertex_a->x == vertex_b->x &&
13471 vertex_a->y == vertex_b->y &&
13472 vertex_a->z == vertex_b->z;
13476 clutter_vertex_progress (const GValue *a,
13481 const ClutterVertex *av = g_value_get_boxed (a);
13482 const ClutterVertex *bv = g_value_get_boxed (b);
13483 ClutterVertex res = { 0, };
13485 res.x = av->x + (bv->x - av->x) * progress;
13486 res.y = av->y + (bv->y - av->y) * progress;
13487 res.z = av->z + (bv->z - av->z) * progress;
13489 g_value_set_boxed (retval, &res);
13494 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
13495 clutter_vertex_copy,
13496 clutter_vertex_free,
13497 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
13500 * clutter_actor_is_rotated:
13501 * @self: a #ClutterActor
13503 * Checks whether any rotation is applied to the actor.
13505 * Return value: %TRUE if the actor is rotated.
13510 clutter_actor_is_rotated (ClutterActor *self)
13512 const ClutterTransformInfo *info;
13514 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13516 info = _clutter_actor_get_transform_info_or_defaults (self);
13518 if (info->rx_angle || info->ry_angle || info->rz_angle)
13525 * clutter_actor_is_scaled:
13526 * @self: a #ClutterActor
13528 * Checks whether the actor is scaled in either dimension.
13530 * Return value: %TRUE if the actor is scaled.
13535 clutter_actor_is_scaled (ClutterActor *self)
13537 const ClutterTransformInfo *info;
13539 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13541 info = _clutter_actor_get_transform_info_or_defaults (self);
13543 if (info->scale_x != 1.0 || info->scale_y != 1.0)
13550 _clutter_actor_get_stage_internal (ClutterActor *actor)
13552 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
13553 actor = actor->priv->parent;
13559 * clutter_actor_get_stage:
13560 * @actor: a #ClutterActor
13562 * Retrieves the #ClutterStage where @actor is contained.
13564 * Return value: (transfer none) (type Clutter.Stage): the stage
13565 * containing the actor, or %NULL
13570 clutter_actor_get_stage (ClutterActor *actor)
13572 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
13574 return _clutter_actor_get_stage_internal (actor);
13578 * clutter_actor_allocate_available_size:
13579 * @self: a #ClutterActor
13580 * @x: the actor's X coordinate
13581 * @y: the actor's Y coordinate
13582 * @available_width: the maximum available width, or -1 to use the
13583 * actor's natural width
13584 * @available_height: the maximum available height, or -1 to use the
13585 * actor's natural height
13586 * @flags: flags controlling the allocation
13588 * Allocates @self taking into account the #ClutterActor<!-- -->'s
13589 * preferred size, but limiting it to the maximum available width
13590 * and height provided.
13592 * This function will do the right thing when dealing with the
13593 * actor's request mode.
13595 * The implementation of this function is equivalent to:
13598 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
13600 * clutter_actor_get_preferred_width (self, available_height,
13602 * &natural_width);
13603 * width = CLAMP (natural_width, min_width, available_width);
13605 * clutter_actor_get_preferred_height (self, width,
13607 * &natural_height);
13608 * height = CLAMP (natural_height, min_height, available_height);
13612 * clutter_actor_get_preferred_height (self, available_width,
13614 * &natural_height);
13615 * height = CLAMP (natural_height, min_height, available_height);
13617 * clutter_actor_get_preferred_width (self, height,
13619 * &natural_width);
13620 * width = CLAMP (natural_width, min_width, available_width);
13623 * box.x1 = x; box.y1 = y;
13624 * box.x2 = box.x1 + available_width;
13625 * box.y2 = box.y1 + available_height;
13626 * clutter_actor_allocate (self, &box, flags);
13629 * This function can be used by fluid layout managers to allocate
13630 * an actor's preferred size without making it bigger than the area
13631 * available for the container.
13636 clutter_actor_allocate_available_size (ClutterActor *self,
13639 gfloat available_width,
13640 gfloat available_height,
13641 ClutterAllocationFlags flags)
13643 ClutterActorPrivate *priv;
13644 gfloat width, height;
13645 gfloat min_width, min_height;
13646 gfloat natural_width, natural_height;
13647 ClutterActorBox box;
13649 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13653 width = height = 0.0;
13655 switch (priv->request_mode)
13657 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
13658 clutter_actor_get_preferred_width (self, available_height,
13661 width = CLAMP (natural_width, min_width, available_width);
13663 clutter_actor_get_preferred_height (self, width,
13666 height = CLAMP (natural_height, min_height, available_height);
13669 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
13670 clutter_actor_get_preferred_height (self, available_width,
13673 height = CLAMP (natural_height, min_height, available_height);
13675 clutter_actor_get_preferred_width (self, height,
13678 width = CLAMP (natural_width, min_width, available_width);
13685 box.x2 = box.x1 + width;
13686 box.y2 = box.y1 + height;
13687 clutter_actor_allocate (self, &box, flags);
13691 * clutter_actor_allocate_preferred_size:
13692 * @self: a #ClutterActor
13693 * @flags: flags controlling the allocation
13695 * Allocates the natural size of @self.
13697 * This function is a utility call for #ClutterActor implementations
13698 * that allocates the actor's preferred natural size. It can be used
13699 * by fixed layout managers (like #ClutterGroup or so called
13700 * 'composite actors') inside the ClutterActor::allocate
13701 * implementation to give each child exactly how much space it
13704 * This function is not meant to be used by applications. It is also
13705 * not meant to be used outside the implementation of the
13706 * ClutterActor::allocate virtual function.
13711 clutter_actor_allocate_preferred_size (ClutterActor *self,
13712 ClutterAllocationFlags flags)
13714 gfloat actor_x, actor_y;
13715 gfloat natural_width, natural_height;
13716 ClutterActorBox actor_box;
13718 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13720 actor_x = clutter_actor_get_x (self);
13721 actor_y = clutter_actor_get_y (self);
13723 clutter_actor_get_preferred_size (self,
13728 actor_box.x1 = actor_x;
13729 actor_box.y1 = actor_y;
13730 actor_box.x2 = actor_box.x1 + natural_width;
13731 actor_box.y2 = actor_box.y1 + natural_height;
13733 clutter_actor_allocate (self, &actor_box, flags);
13737 * clutter_actor_allocate_align_fill:
13738 * @self: a #ClutterActor
13739 * @box: a #ClutterActorBox, containing the available width and height
13740 * @x_align: the horizontal alignment, between 0 and 1
13741 * @y_align: the vertical alignment, between 0 and 1
13742 * @x_fill: whether the actor should fill horizontally
13743 * @y_fill: whether the actor should fill vertically
13744 * @flags: allocation flags to be passed to clutter_actor_allocate()
13746 * Allocates @self by taking into consideration the available allocation
13747 * area; an alignment factor on either axis; and whether the actor should
13748 * fill the allocation on either axis.
13750 * The @box should contain the available allocation width and height;
13751 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
13752 * allocation will be offset by their value.
13754 * This function takes into consideration the geometry request specified by
13755 * the #ClutterActor:request-mode property, and the text direction.
13757 * This function is useful for fluid layout managers, like #ClutterBinLayout
13758 * or #ClutterTableLayout
13763 clutter_actor_allocate_align_fill (ClutterActor *self,
13764 const ClutterActorBox *box,
13769 ClutterAllocationFlags flags)
13771 ClutterActorPrivate *priv;
13772 ClutterActorBox allocation = { 0, };
13773 gfloat x_offset, y_offset;
13774 gfloat available_width, available_height;
13775 gfloat child_width, child_height;
13777 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13778 g_return_if_fail (box != NULL);
13779 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
13780 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
13784 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
13785 clutter_actor_box_get_size (box, &available_width, &available_height);
13787 if (available_width < 0)
13788 available_width = 0;
13790 if (available_height < 0)
13791 available_height = 0;
13795 allocation.x1 = x_offset;
13796 allocation.x2 = allocation.x1 + available_width;
13801 allocation.y1 = y_offset;
13802 allocation.y2 = allocation.y1 + available_height;
13805 /* if we are filling horizontally and vertically then we're done */
13806 if (x_fill && y_fill)
13809 child_width = child_height = 0.0f;
13811 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
13813 gfloat min_width, natural_width;
13814 gfloat min_height, natural_height;
13816 clutter_actor_get_preferred_width (self, available_height,
13820 child_width = CLAMP (natural_width, min_width, available_width);
13824 clutter_actor_get_preferred_height (self, child_width,
13828 child_height = CLAMP (natural_height, min_height, available_height);
13833 gfloat min_width, natural_width;
13834 gfloat min_height, natural_height;
13836 clutter_actor_get_preferred_height (self, available_width,
13840 child_height = CLAMP (natural_height, min_height, available_height);
13844 clutter_actor_get_preferred_width (self, child_height,
13848 child_width = CLAMP (natural_width, min_width, available_width);
13852 /* invert the horizontal alignment for RTL languages */
13853 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
13854 x_align = 1.0 - x_align;
13858 allocation.x1 = x_offset
13859 + ((available_width - child_width) * x_align);
13860 allocation.x2 = allocation.x1 + child_width;
13865 allocation.y1 = y_offset
13866 + ((available_height - child_height) * y_align);
13867 allocation.y2 = allocation.y1 + child_height;
13871 clutter_actor_box_clamp_to_pixel (&allocation);
13872 clutter_actor_allocate (self, &allocation, flags);
13876 * clutter_actor_grab_key_focus:
13877 * @self: a #ClutterActor
13879 * Sets the key focus of the #ClutterStage including @self
13880 * to this #ClutterActor.
13885 clutter_actor_grab_key_focus (ClutterActor *self)
13887 ClutterActor *stage;
13889 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13891 stage = _clutter_actor_get_stage_internal (self);
13893 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
13897 * clutter_actor_get_pango_context:
13898 * @self: a #ClutterActor
13900 * Retrieves the #PangoContext for @self. The actor's #PangoContext
13901 * is already configured using the appropriate font map, resolution
13902 * and font options.
13904 * Unlike clutter_actor_create_pango_context(), this context is owend
13905 * by the #ClutterActor and it will be updated each time the options
13906 * stored by the #ClutterBackend change.
13908 * You can use the returned #PangoContext to create a #PangoLayout
13909 * and render text using cogl_pango_render_layout() to reuse the
13910 * glyphs cache also used by Clutter.
13912 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
13913 * The returned #PangoContext is owned by the actor and should not be
13914 * unreferenced by the application code
13919 clutter_actor_get_pango_context (ClutterActor *self)
13921 ClutterActorPrivate *priv;
13923 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13927 if (priv->pango_context != NULL)
13928 return priv->pango_context;
13930 priv->pango_context = _clutter_context_get_pango_context ();
13931 g_object_ref (priv->pango_context);
13933 return priv->pango_context;
13937 * clutter_actor_create_pango_context:
13938 * @self: a #ClutterActor
13940 * Creates a #PangoContext for the given actor. The #PangoContext
13941 * is already configured using the appropriate font map, resolution
13942 * and font options.
13944 * See also clutter_actor_get_pango_context().
13946 * Return value: (transfer full): the newly created #PangoContext.
13947 * Use g_object_unref() on the returned value to deallocate its
13953 clutter_actor_create_pango_context (ClutterActor *self)
13955 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13957 return _clutter_context_create_pango_context ();
13961 * clutter_actor_create_pango_layout:
13962 * @self: a #ClutterActor
13963 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
13965 * Creates a new #PangoLayout from the same #PangoContext used
13966 * by the #ClutterActor. The #PangoLayout is already configured
13967 * with the font map, resolution and font options, and the
13970 * If you want to keep around a #PangoLayout created by this
13971 * function you will have to connect to the #ClutterBackend::font-changed
13972 * and #ClutterBackend::resolution-changed signals, and call
13973 * pango_layout_context_changed() in response to them.
13975 * Return value: (transfer full): the newly created #PangoLayout.
13976 * Use g_object_unref() when done
13981 clutter_actor_create_pango_layout (ClutterActor *self,
13984 PangoContext *context;
13985 PangoLayout *layout;
13987 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13989 context = clutter_actor_get_pango_context (self);
13990 layout = pango_layout_new (context);
13993 pango_layout_set_text (layout, text, -1);
13998 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
13999 * ClutterOffscreenEffect.
14002 _clutter_actor_set_opacity_override (ClutterActor *self,
14005 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14007 self->priv->opacity_override = opacity;
14011 _clutter_actor_get_opacity_override (ClutterActor *self)
14013 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
14015 return self->priv->opacity_override;
14018 /* Allows you to disable applying the actors model view transform during
14019 * a paint. Used by ClutterClone. */
14021 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
14024 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14026 self->priv->enable_model_view_transform = enable;
14030 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
14033 ClutterActorPrivate *priv;
14035 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14039 priv->enable_paint_unmapped = enable;
14041 if (priv->enable_paint_unmapped)
14043 /* Make sure that the parents of the widget are realized first;
14044 * otherwise checks in clutter_actor_update_map_state() will
14047 clutter_actor_realize (self);
14049 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
14053 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
14058 clutter_anchor_coord_get_units (ClutterActor *self,
14059 const AnchorCoord *coord,
14064 if (coord->is_fractional)
14066 gfloat actor_width, actor_height;
14068 clutter_actor_get_size (self, &actor_width, &actor_height);
14071 *x = actor_width * coord->v.fraction.x;
14074 *y = actor_height * coord->v.fraction.y;
14082 *x = coord->v.units.x;
14085 *y = coord->v.units.y;
14088 *z = coord->v.units.z;
14093 clutter_anchor_coord_set_units (AnchorCoord *coord,
14098 coord->is_fractional = FALSE;
14099 coord->v.units.x = x;
14100 coord->v.units.y = y;
14101 coord->v.units.z = z;
14104 static ClutterGravity
14105 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
14107 if (coord->is_fractional)
14109 if (coord->v.fraction.x == 0.0)
14111 if (coord->v.fraction.y == 0.0)
14112 return CLUTTER_GRAVITY_NORTH_WEST;
14113 else if (coord->v.fraction.y == 0.5)
14114 return CLUTTER_GRAVITY_WEST;
14115 else if (coord->v.fraction.y == 1.0)
14116 return CLUTTER_GRAVITY_SOUTH_WEST;
14118 return CLUTTER_GRAVITY_NONE;
14120 else if (coord->v.fraction.x == 0.5)
14122 if (coord->v.fraction.y == 0.0)
14123 return CLUTTER_GRAVITY_NORTH;
14124 else if (coord->v.fraction.y == 0.5)
14125 return CLUTTER_GRAVITY_CENTER;
14126 else if (coord->v.fraction.y == 1.0)
14127 return CLUTTER_GRAVITY_SOUTH;
14129 return CLUTTER_GRAVITY_NONE;
14131 else if (coord->v.fraction.x == 1.0)
14133 if (coord->v.fraction.y == 0.0)
14134 return CLUTTER_GRAVITY_NORTH_EAST;
14135 else if (coord->v.fraction.y == 0.5)
14136 return CLUTTER_GRAVITY_EAST;
14137 else if (coord->v.fraction.y == 1.0)
14138 return CLUTTER_GRAVITY_SOUTH_EAST;
14140 return CLUTTER_GRAVITY_NONE;
14143 return CLUTTER_GRAVITY_NONE;
14146 return CLUTTER_GRAVITY_NONE;
14150 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
14151 ClutterGravity gravity)
14155 case CLUTTER_GRAVITY_NORTH:
14156 coord->v.fraction.x = 0.5;
14157 coord->v.fraction.y = 0.0;
14160 case CLUTTER_GRAVITY_NORTH_EAST:
14161 coord->v.fraction.x = 1.0;
14162 coord->v.fraction.y = 0.0;
14165 case CLUTTER_GRAVITY_EAST:
14166 coord->v.fraction.x = 1.0;
14167 coord->v.fraction.y = 0.5;
14170 case CLUTTER_GRAVITY_SOUTH_EAST:
14171 coord->v.fraction.x = 1.0;
14172 coord->v.fraction.y = 1.0;
14175 case CLUTTER_GRAVITY_SOUTH:
14176 coord->v.fraction.x = 0.5;
14177 coord->v.fraction.y = 1.0;
14180 case CLUTTER_GRAVITY_SOUTH_WEST:
14181 coord->v.fraction.x = 0.0;
14182 coord->v.fraction.y = 1.0;
14185 case CLUTTER_GRAVITY_WEST:
14186 coord->v.fraction.x = 0.0;
14187 coord->v.fraction.y = 0.5;
14190 case CLUTTER_GRAVITY_NORTH_WEST:
14191 coord->v.fraction.x = 0.0;
14192 coord->v.fraction.y = 0.0;
14195 case CLUTTER_GRAVITY_CENTER:
14196 coord->v.fraction.x = 0.5;
14197 coord->v.fraction.y = 0.5;
14201 coord->v.fraction.x = 0.0;
14202 coord->v.fraction.y = 0.0;
14206 coord->is_fractional = TRUE;
14210 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
14212 if (coord->is_fractional)
14213 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
14215 return (coord->v.units.x == 0.0
14216 && coord->v.units.y == 0.0
14217 && coord->v.units.z == 0.0);
14221 * clutter_actor_get_flags:
14222 * @self: a #ClutterActor
14224 * Retrieves the flags set on @self
14226 * Return value: a bitwise or of #ClutterActorFlags or 0
14231 clutter_actor_get_flags (ClutterActor *self)
14233 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14235 return self->flags;
14239 * clutter_actor_set_flags:
14240 * @self: a #ClutterActor
14241 * @flags: the flags to set
14243 * Sets @flags on @self
14245 * This function will emit notifications for the changed properties
14250 clutter_actor_set_flags (ClutterActor *self,
14251 ClutterActorFlags flags)
14253 ClutterActorFlags old_flags;
14255 gboolean was_reactive_set, reactive_set;
14256 gboolean was_realized_set, realized_set;
14257 gboolean was_mapped_set, mapped_set;
14258 gboolean was_visible_set, visible_set;
14260 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14262 if (self->flags == flags)
14265 obj = G_OBJECT (self);
14266 g_object_ref (obj);
14267 g_object_freeze_notify (obj);
14269 old_flags = self->flags;
14271 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
14272 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
14273 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
14274 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
14276 self->flags |= flags;
14278 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
14279 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
14280 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
14281 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
14283 if (reactive_set != was_reactive_set)
14284 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
14286 if (realized_set != was_realized_set)
14287 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
14289 if (mapped_set != was_mapped_set)
14290 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
14292 if (visible_set != was_visible_set)
14293 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
14295 g_object_thaw_notify (obj);
14296 g_object_unref (obj);
14300 * clutter_actor_unset_flags:
14301 * @self: a #ClutterActor
14302 * @flags: the flags to unset
14304 * Unsets @flags on @self
14306 * This function will emit notifications for the changed properties
14311 clutter_actor_unset_flags (ClutterActor *self,
14312 ClutterActorFlags flags)
14314 ClutterActorFlags old_flags;
14316 gboolean was_reactive_set, reactive_set;
14317 gboolean was_realized_set, realized_set;
14318 gboolean was_mapped_set, mapped_set;
14319 gboolean was_visible_set, visible_set;
14321 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14323 obj = G_OBJECT (self);
14324 g_object_freeze_notify (obj);
14326 old_flags = self->flags;
14328 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
14329 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
14330 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
14331 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
14333 self->flags &= ~flags;
14335 if (self->flags == old_flags)
14338 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
14339 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
14340 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
14341 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
14343 if (reactive_set != was_reactive_set)
14344 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
14346 if (realized_set != was_realized_set)
14347 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
14349 if (mapped_set != was_mapped_set)
14350 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
14352 if (visible_set != was_visible_set)
14353 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
14355 g_object_thaw_notify (obj);
14359 * clutter_actor_get_transformation_matrix:
14360 * @self: a #ClutterActor
14361 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
14363 * Retrieves the transformations applied to @self relative to its
14369 clutter_actor_get_transformation_matrix (ClutterActor *self,
14370 CoglMatrix *matrix)
14372 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14374 cogl_matrix_init_identity (matrix);
14376 _clutter_actor_apply_modelview_transform (self, matrix);
14380 _clutter_actor_set_in_clone_paint (ClutterActor *self,
14381 gboolean is_in_clone_paint)
14383 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14384 self->priv->in_clone_paint = is_in_clone_paint;
14388 * clutter_actor_is_in_clone_paint:
14389 * @self: a #ClutterActor
14391 * Checks whether @self is being currently painted by a #ClutterClone
14393 * This function is useful only inside the ::paint virtual function
14394 * implementations or within handlers for the #ClutterActor::paint
14397 * This function should not be used by applications
14399 * Return value: %TRUE if the #ClutterActor is currently being painted
14400 * by a #ClutterClone, and %FALSE otherwise
14405 clutter_actor_is_in_clone_paint (ClutterActor *self)
14407 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14409 return self->priv->in_clone_paint;
14413 set_direction_recursive (ClutterActor *actor,
14414 gpointer user_data)
14416 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
14418 clutter_actor_set_text_direction (actor, text_dir);
14424 * clutter_actor_set_text_direction:
14425 * @self: a #ClutterActor
14426 * @text_dir: the text direction for @self
14428 * Sets the #ClutterTextDirection for an actor
14430 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
14432 * If @self implements #ClutterContainer then this function will recurse
14433 * inside all the children of @self (including the internal ones).
14435 * Composite actors not implementing #ClutterContainer, or actors requiring
14436 * special handling when the text direction changes, should connect to
14437 * the #GObject::notify signal for the #ClutterActor:text-direction property
14442 clutter_actor_set_text_direction (ClutterActor *self,
14443 ClutterTextDirection text_dir)
14445 ClutterActorPrivate *priv;
14447 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14448 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
14452 if (priv->text_direction != text_dir)
14454 priv->text_direction = text_dir;
14456 /* we need to emit the notify::text-direction first, so that
14457 * the sub-classes can catch that and do specific handling of
14458 * the text direction; see clutter_text_direction_changed_cb()
14459 * inside clutter-text.c
14461 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
14463 _clutter_actor_foreach_child (self, set_direction_recursive,
14464 GINT_TO_POINTER (text_dir));
14466 clutter_actor_queue_relayout (self);
14471 _clutter_actor_set_has_pointer (ClutterActor *self,
14472 gboolean has_pointer)
14474 ClutterActorPrivate *priv = self->priv;
14476 if (priv->has_pointer != has_pointer)
14478 priv->has_pointer = has_pointer;
14480 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
14485 * clutter_actor_get_text_direction:
14486 * @self: a #ClutterActor
14488 * Retrieves the value set using clutter_actor_set_text_direction()
14490 * If no text direction has been previously set, the default text
14491 * direction, as returned by clutter_get_default_text_direction(), will
14492 * be returned instead
14494 * Return value: the #ClutterTextDirection for the actor
14498 ClutterTextDirection
14499 clutter_actor_get_text_direction (ClutterActor *self)
14501 ClutterActorPrivate *priv;
14503 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
14504 CLUTTER_TEXT_DIRECTION_LTR);
14508 /* if no direction has been set yet use the default */
14509 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
14510 priv->text_direction = clutter_get_default_text_direction ();
14512 return priv->text_direction;
14516 * clutter_actor_push_internal:
14517 * @self: a #ClutterActor
14519 * Should be used by actors implementing the #ClutterContainer and with
14520 * internal children added through clutter_actor_set_parent(), for instance:
14524 * my_actor_init (MyActor *self)
14526 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
14528 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
14530 * /* calling clutter_actor_set_parent() now will result in
14531 * * the internal flag being set on a child of MyActor
14534 * /* internal child - a background texture */
14535 * self->priv->background_tex = clutter_texture_new ();
14536 * clutter_actor_set_parent (self->priv->background_tex,
14537 * CLUTTER_ACTOR (self));
14539 * /* internal child - a label */
14540 * self->priv->label = clutter_text_new ();
14541 * clutter_actor_set_parent (self->priv->label,
14542 * CLUTTER_ACTOR (self));
14544 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
14546 * /* calling clutter_actor_set_parent() now will not result in
14547 * * the internal flag being set on a child of MyActor
14552 * This function will be used by Clutter to toggle an "internal child"
14553 * flag whenever clutter_actor_set_parent() is called; internal children
14554 * are handled differently by Clutter, specifically when destroying their
14557 * Call clutter_actor_pop_internal() when you finished adding internal
14560 * Nested calls to clutter_actor_push_internal() are allowed, but each
14561 * one must by followed by a clutter_actor_pop_internal() call.
14565 * Deprecated: 1.10: All children of an actor are accessible through
14566 * the #ClutterActor API, and #ClutterActor implements the
14567 * #ClutterContainer interface, so this function is only useful
14568 * for legacy containers overriding the default implementation.
14571 clutter_actor_push_internal (ClutterActor *self)
14573 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14575 self->priv->internal_child += 1;
14579 * clutter_actor_pop_internal:
14580 * @self: a #ClutterActor
14582 * Disables the effects of clutter_actor_push_internal().
14586 * Deprecated: 1.10: All children of an actor are accessible through
14587 * the #ClutterActor API. This function is only useful for legacy
14588 * containers overriding the default implementation of the
14589 * #ClutterContainer interface.
14592 clutter_actor_pop_internal (ClutterActor *self)
14594 ClutterActorPrivate *priv;
14596 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14600 if (priv->internal_child == 0)
14602 g_warning ("Mismatched %s: you need to call "
14603 "clutter_actor_push_composite() at least once before "
14604 "calling this function", G_STRFUNC);
14608 priv->internal_child -= 1;
14612 * clutter_actor_has_pointer:
14613 * @self: a #ClutterActor
14615 * Checks whether an actor contains the pointer of a
14616 * #ClutterInputDevice
14618 * Return value: %TRUE if the actor contains the pointer, and
14624 clutter_actor_has_pointer (ClutterActor *self)
14626 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14628 return self->priv->has_pointer;
14631 /* XXX: This is a workaround for not being able to break the ABI of
14632 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
14633 * clutter_actor_queue_clipped_redraw() for details.
14635 ClutterPaintVolume *
14636 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
14638 return g_object_get_data (G_OBJECT (self),
14639 "-clutter-actor-queue-redraw-clip");
14643 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
14644 ClutterPaintVolume *clip)
14646 g_object_set_data (G_OBJECT (self),
14647 "-clutter-actor-queue-redraw-clip",
14652 * clutter_actor_has_allocation:
14653 * @self: a #ClutterActor
14655 * Checks if the actor has an up-to-date allocation assigned to
14656 * it. This means that the actor should have an allocation: it's
14657 * visible and has a parent. It also means that there is no
14658 * outstanding relayout request in progress for the actor or its
14659 * children (There might be other outstanding layout requests in
14660 * progress that will cause the actor to get a new allocation
14661 * when the stage is laid out, however).
14663 * If this function returns %FALSE, then the actor will normally
14664 * be allocated before it is next drawn on the screen.
14666 * Return value: %TRUE if the actor has an up-to-date allocation
14671 clutter_actor_has_allocation (ClutterActor *self)
14673 ClutterActorPrivate *priv;
14675 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14679 return priv->parent != NULL &&
14680 CLUTTER_ACTOR_IS_VISIBLE (self) &&
14681 !priv->needs_allocation;
14685 * clutter_actor_add_action:
14686 * @self: a #ClutterActor
14687 * @action: a #ClutterAction
14689 * Adds @action to the list of actions applied to @self
14691 * A #ClutterAction can only belong to one actor at a time
14693 * The #ClutterActor will hold a reference on @action until either
14694 * clutter_actor_remove_action() or clutter_actor_clear_actions()
14700 clutter_actor_add_action (ClutterActor *self,
14701 ClutterAction *action)
14703 ClutterActorPrivate *priv;
14705 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14706 g_return_if_fail (CLUTTER_IS_ACTION (action));
14710 if (priv->actions == NULL)
14712 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
14713 priv->actions->actor = self;
14716 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
14718 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14722 * clutter_actor_add_action_with_name:
14723 * @self: a #ClutterActor
14724 * @name: the name to set on the action
14725 * @action: a #ClutterAction
14727 * A convenience function for setting the name of a #ClutterAction
14728 * while adding it to the list of actions applied to @self
14730 * This function is the logical equivalent of:
14733 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
14734 * clutter_actor_add_action (self, action);
14740 clutter_actor_add_action_with_name (ClutterActor *self,
14742 ClutterAction *action)
14744 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14745 g_return_if_fail (name != NULL);
14746 g_return_if_fail (CLUTTER_IS_ACTION (action));
14748 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
14749 clutter_actor_add_action (self, action);
14753 * clutter_actor_remove_action:
14754 * @self: a #ClutterActor
14755 * @action: a #ClutterAction
14757 * Removes @action from the list of actions applied to @self
14759 * The reference held by @self on the #ClutterAction will be released
14764 clutter_actor_remove_action (ClutterActor *self,
14765 ClutterAction *action)
14767 ClutterActorPrivate *priv;
14769 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14770 g_return_if_fail (CLUTTER_IS_ACTION (action));
14774 if (priv->actions == NULL)
14777 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
14779 if (_clutter_meta_group_peek_metas (priv->actions) == NULL)
14780 g_clear_object (&priv->actions);
14782 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14786 * clutter_actor_remove_action_by_name:
14787 * @self: a #ClutterActor
14788 * @name: the name of the action to remove
14790 * Removes the #ClutterAction with the given name from the list
14791 * of actions applied to @self
14796 clutter_actor_remove_action_by_name (ClutterActor *self,
14799 ClutterActorPrivate *priv;
14800 ClutterActorMeta *meta;
14802 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14803 g_return_if_fail (name != NULL);
14807 if (priv->actions == NULL)
14810 meta = _clutter_meta_group_get_meta (priv->actions, name);
14814 _clutter_meta_group_remove_meta (priv->actions, meta);
14816 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
14820 * clutter_actor_get_actions:
14821 * @self: a #ClutterActor
14823 * Retrieves the list of actions applied to @self
14825 * Return value: (transfer container) (element-type Clutter.Action): a copy
14826 * of the list of #ClutterAction<!-- -->s. The contents of the list are
14827 * owned by the #ClutterActor. Use g_list_free() to free the resources
14828 * allocated by the returned #GList
14833 clutter_actor_get_actions (ClutterActor *self)
14835 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14837 if (self->priv->actions == NULL)
14840 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
14844 * clutter_actor_get_action:
14845 * @self: a #ClutterActor
14846 * @name: the name of the action to retrieve
14848 * Retrieves the #ClutterAction with the given name in the list
14849 * of actions applied to @self
14851 * Return value: (transfer none): a #ClutterAction for the given
14852 * name, or %NULL. The returned #ClutterAction is owned by the
14853 * actor and it should not be unreferenced directly
14858 clutter_actor_get_action (ClutterActor *self,
14861 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14862 g_return_val_if_fail (name != NULL, NULL);
14864 if (self->priv->actions == NULL)
14867 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
14871 * clutter_actor_clear_actions:
14872 * @self: a #ClutterActor
14874 * Clears the list of actions applied to @self
14879 clutter_actor_clear_actions (ClutterActor *self)
14881 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14883 if (self->priv->actions == NULL)
14886 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
14890 * clutter_actor_add_constraint:
14891 * @self: a #ClutterActor
14892 * @constraint: a #ClutterConstraint
14894 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
14897 * The #ClutterActor will hold a reference on the @constraint until
14898 * either clutter_actor_remove_constraint() or
14899 * clutter_actor_clear_constraints() is called.
14904 clutter_actor_add_constraint (ClutterActor *self,
14905 ClutterConstraint *constraint)
14907 ClutterActorPrivate *priv;
14909 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14910 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14914 if (priv->constraints == NULL)
14916 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
14917 priv->constraints->actor = self;
14920 _clutter_meta_group_add_meta (priv->constraints,
14921 CLUTTER_ACTOR_META (constraint));
14922 clutter_actor_queue_relayout (self);
14924 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
14928 * clutter_actor_add_constraint_with_name:
14929 * @self: a #ClutterActor
14930 * @name: the name to set on the constraint
14931 * @constraint: a #ClutterConstraint
14933 * A convenience function for setting the name of a #ClutterConstraint
14934 * while adding it to the list of constraints applied to @self
14936 * This function is the logical equivalent of:
14939 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14940 * clutter_actor_add_constraint (self, constraint);
14946 clutter_actor_add_constraint_with_name (ClutterActor *self,
14948 ClutterConstraint *constraint)
14950 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14951 g_return_if_fail (name != NULL);
14952 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14954 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
14955 clutter_actor_add_constraint (self, constraint);
14959 * clutter_actor_remove_constraint:
14960 * @self: a #ClutterActor
14961 * @constraint: a #ClutterConstraint
14963 * Removes @constraint from the list of constraints applied to @self
14965 * The reference held by @self on the #ClutterConstraint will be released
14970 clutter_actor_remove_constraint (ClutterActor *self,
14971 ClutterConstraint *constraint)
14973 ClutterActorPrivate *priv;
14975 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14976 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
14980 if (priv->constraints == NULL)
14983 _clutter_meta_group_remove_meta (priv->constraints,
14984 CLUTTER_ACTOR_META (constraint));
14986 if (_clutter_meta_group_peek_metas (priv->constraints) == NULL)
14987 g_clear_object (&priv->constraints);
14989 clutter_actor_queue_relayout (self);
14991 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
14995 * clutter_actor_remove_constraint_by_name:
14996 * @self: a #ClutterActor
14997 * @name: the name of the constraint to remove
14999 * Removes the #ClutterConstraint with the given name from the list
15000 * of constraints applied to @self
15005 clutter_actor_remove_constraint_by_name (ClutterActor *self,
15008 ClutterActorPrivate *priv;
15009 ClutterActorMeta *meta;
15011 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15012 g_return_if_fail (name != NULL);
15016 if (priv->constraints == NULL)
15019 meta = _clutter_meta_group_get_meta (priv->constraints, name);
15023 _clutter_meta_group_remove_meta (priv->constraints, meta);
15024 clutter_actor_queue_relayout (self);
15028 * clutter_actor_get_constraints:
15029 * @self: a #ClutterActor
15031 * Retrieves the list of constraints applied to @self
15033 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
15034 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
15035 * owned by the #ClutterActor. Use g_list_free() to free the resources
15036 * allocated by the returned #GList
15041 clutter_actor_get_constraints (ClutterActor *self)
15043 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15045 if (self->priv->constraints == NULL)
15048 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
15052 * clutter_actor_get_constraint:
15053 * @self: a #ClutterActor
15054 * @name: the name of the constraint to retrieve
15056 * Retrieves the #ClutterConstraint with the given name in the list
15057 * of constraints applied to @self
15059 * Return value: (transfer none): a #ClutterConstraint for the given
15060 * name, or %NULL. The returned #ClutterConstraint is owned by the
15061 * actor and it should not be unreferenced directly
15065 ClutterConstraint *
15066 clutter_actor_get_constraint (ClutterActor *self,
15069 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15070 g_return_val_if_fail (name != NULL, NULL);
15072 if (self->priv->constraints == NULL)
15075 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
15079 * clutter_actor_clear_constraints:
15080 * @self: a #ClutterActor
15082 * Clears the list of constraints applied to @self
15087 clutter_actor_clear_constraints (ClutterActor *self)
15089 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15091 if (self->priv->constraints == NULL)
15094 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
15096 clutter_actor_queue_relayout (self);
15100 * clutter_actor_set_clip_to_allocation:
15101 * @self: a #ClutterActor
15102 * @clip_set: %TRUE to apply a clip tracking the allocation
15104 * Sets whether @self should be clipped to the same size as its
15110 clutter_actor_set_clip_to_allocation (ClutterActor *self,
15113 ClutterActorPrivate *priv;
15115 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15117 clip_set = !!clip_set;
15121 if (priv->clip_to_allocation != clip_set)
15123 priv->clip_to_allocation = clip_set;
15125 clutter_actor_queue_redraw (self);
15127 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
15132 * clutter_actor_get_clip_to_allocation:
15133 * @self: a #ClutterActor
15135 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
15137 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
15142 clutter_actor_get_clip_to_allocation (ClutterActor *self)
15144 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15146 return self->priv->clip_to_allocation;
15150 * clutter_actor_add_effect:
15151 * @self: a #ClutterActor
15152 * @effect: a #ClutterEffect
15154 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
15156 * The #ClutterActor will hold a reference on the @effect until either
15157 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
15163 clutter_actor_add_effect (ClutterActor *self,
15164 ClutterEffect *effect)
15166 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15167 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15169 _clutter_actor_add_effect_internal (self, effect);
15171 clutter_actor_queue_redraw (self);
15173 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
15177 * clutter_actor_add_effect_with_name:
15178 * @self: a #ClutterActor
15179 * @name: the name to set on the effect
15180 * @effect: a #ClutterEffect
15182 * A convenience function for setting the name of a #ClutterEffect
15183 * while adding it to the list of effectss applied to @self
15185 * This function is the logical equivalent of:
15188 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
15189 * clutter_actor_add_effect (self, effect);
15195 clutter_actor_add_effect_with_name (ClutterActor *self,
15197 ClutterEffect *effect)
15199 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15200 g_return_if_fail (name != NULL);
15201 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15203 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
15204 clutter_actor_add_effect (self, effect);
15208 * clutter_actor_remove_effect:
15209 * @self: a #ClutterActor
15210 * @effect: a #ClutterEffect
15212 * Removes @effect from the list of effects applied to @self
15214 * The reference held by @self on the #ClutterEffect will be released
15219 clutter_actor_remove_effect (ClutterActor *self,
15220 ClutterEffect *effect)
15222 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15223 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
15225 _clutter_actor_remove_effect_internal (self, effect);
15227 clutter_actor_queue_redraw (self);
15229 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
15233 * clutter_actor_remove_effect_by_name:
15234 * @self: a #ClutterActor
15235 * @name: the name of the effect to remove
15237 * Removes the #ClutterEffect with the given name from the list
15238 * of effects applied to @self
15243 clutter_actor_remove_effect_by_name (ClutterActor *self,
15246 ClutterActorPrivate *priv;
15247 ClutterActorMeta *meta;
15249 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15250 g_return_if_fail (name != NULL);
15254 if (priv->effects == NULL)
15257 meta = _clutter_meta_group_get_meta (priv->effects, name);
15261 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
15265 * clutter_actor_get_effects:
15266 * @self: a #ClutterActor
15268 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
15270 * Return value: (transfer container) (element-type Clutter.Effect): a list
15271 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
15272 * list are owned by Clutter and they should not be freed. You should
15273 * free the returned list using g_list_free() when done
15278 clutter_actor_get_effects (ClutterActor *self)
15280 ClutterActorPrivate *priv;
15282 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15286 if (priv->effects == NULL)
15289 return _clutter_meta_group_get_metas_no_internal (priv->effects);
15293 * clutter_actor_get_effect:
15294 * @self: a #ClutterActor
15295 * @name: the name of the effect to retrieve
15297 * Retrieves the #ClutterEffect with the given name in the list
15298 * of effects applied to @self
15300 * Return value: (transfer none): a #ClutterEffect for the given
15301 * name, or %NULL. The returned #ClutterEffect is owned by the
15302 * actor and it should not be unreferenced directly
15307 clutter_actor_get_effect (ClutterActor *self,
15310 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15311 g_return_val_if_fail (name != NULL, NULL);
15313 if (self->priv->effects == NULL)
15316 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
15320 * clutter_actor_clear_effects:
15321 * @self: a #ClutterActor
15323 * Clears the list of effects applied to @self
15328 clutter_actor_clear_effects (ClutterActor *self)
15330 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15332 if (self->priv->effects == NULL)
15335 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
15337 clutter_actor_queue_redraw (self);
15341 * clutter_actor_has_key_focus:
15342 * @self: a #ClutterActor
15344 * Checks whether @self is the #ClutterActor that has key focus
15346 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
15351 clutter_actor_has_key_focus (ClutterActor *self)
15353 ClutterActor *stage;
15355 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15357 stage = _clutter_actor_get_stage_internal (self);
15361 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
15365 _clutter_actor_get_paint_volume_real (ClutterActor *self,
15366 ClutterPaintVolume *pv)
15368 ClutterActorPrivate *priv = self->priv;
15370 /* Actors are only expected to report a valid paint volume
15371 * while they have a valid allocation. */
15372 if (G_UNLIKELY (priv->needs_allocation))
15374 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15375 "Actor needs allocation",
15376 _clutter_actor_get_debug_name (self));
15380 /* Check if there are any handlers connected to the paint
15381 * signal. If there are then all bets are off for what the paint
15382 * volume for this actor might possibly be!
15384 * XXX: It's expected that this is going to end up being quite a
15385 * costly check to have to do here, but we haven't come up with
15386 * another solution that can reliably catch paint signal handlers at
15387 * the right time to either avoid artefacts due to invalid stage
15388 * clipping or due to incorrect culling.
15390 * Previously we checked in clutter_actor_paint(), but at that time
15391 * we may already be using a stage clip that could be derived from
15392 * an invalid paint-volume. We used to try and handle that by
15393 * queuing a follow up, unclipped, redraw but still the previous
15394 * checking wasn't enough to catch invalid volumes involved in
15395 * culling (considering that containers may derive their volume from
15396 * children that haven't yet been painted)
15398 * Longer term, improved solutions could be:
15399 * - Disallow painting in the paint signal, only allow using it
15400 * for tracking when paints happen. We can add another API that
15401 * allows monkey patching the paint of arbitrary actors but in a
15402 * more controlled way and that also supports modifying the
15404 * - If we could be notified somehow when signal handlers are
15405 * connected we wouldn't have to poll for handlers like this.
15407 if (g_signal_has_handler_pending (self,
15408 actor_signals[PAINT],
15412 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15413 "Actor has \"paint\" signal handlers",
15414 _clutter_actor_get_debug_name (self));
15418 _clutter_paint_volume_init_static (pv, self);
15420 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
15422 clutter_paint_volume_free (pv);
15423 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15424 "Actor failed to report a volume",
15425 _clutter_actor_get_debug_name (self));
15429 /* since effects can modify the paint volume, we allow them to actually
15430 * do this by making get_paint_volume() "context sensitive"
15432 if (priv->effects != NULL)
15434 if (priv->current_effect != NULL)
15436 const GList *effects, *l;
15438 /* if we are being called from within the paint sequence of
15439 * an actor, get the paint volume up to the current effect
15441 effects = _clutter_meta_group_peek_metas (priv->effects);
15443 l != NULL || (l != NULL && l->data != priv->current_effect);
15446 if (!_clutter_effect_get_paint_volume (l->data, pv))
15448 clutter_paint_volume_free (pv);
15449 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15450 "Effect (%s) failed to report a volume",
15451 _clutter_actor_get_debug_name (self),
15452 _clutter_actor_meta_get_debug_name (l->data));
15459 const GList *effects, *l;
15461 /* otherwise, get the cumulative volume */
15462 effects = _clutter_meta_group_peek_metas (priv->effects);
15463 for (l = effects; l != NULL; l = l->next)
15464 if (!_clutter_effect_get_paint_volume (l->data, pv))
15466 clutter_paint_volume_free (pv);
15467 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
15468 "Effect (%s) failed to report a volume",
15469 _clutter_actor_get_debug_name (self),
15470 _clutter_actor_meta_get_debug_name (l->data));
15479 /* The public clutter_actor_get_paint_volume API returns a const
15480 * pointer since we return a pointer directly to the cached
15481 * PaintVolume associated with the actor and don't want the user to
15482 * inadvertently modify it, but for internal uses we sometimes need
15483 * access to the same PaintVolume but need to apply some book-keeping
15484 * modifications to it so we don't want a const pointer.
15486 static ClutterPaintVolume *
15487 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
15489 ClutterActorPrivate *priv;
15493 if (priv->paint_volume_valid)
15494 clutter_paint_volume_free (&priv->paint_volume);
15496 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
15498 priv->paint_volume_valid = TRUE;
15499 return &priv->paint_volume;
15503 priv->paint_volume_valid = FALSE;
15509 * clutter_actor_get_paint_volume:
15510 * @self: a #ClutterActor
15512 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
15513 * when a paint volume can't be determined.
15515 * The paint volume is defined as the 3D space occupied by an actor
15516 * when being painted.
15518 * This function will call the <function>get_paint_volume()</function>
15519 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
15520 * should not usually care about overriding the default implementation,
15521 * unless they are, for instance: painting outside their allocation, or
15522 * actors with a depth factor (not in terms of #ClutterActor:depth but real
15525 * <note>2D actors overriding <function>get_paint_volume()</function>
15526 * ensure their volume has a depth of 0. (This will be true so long as
15527 * you don't call clutter_paint_volume_set_depth().)</note>
15529 * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
15530 * or %NULL if no volume could be determined. The returned pointer
15531 * is not guaranteed to be valid across multiple frames; if you want
15532 * to keep it, you will need to copy it using clutter_paint_volume_copy().
15536 const ClutterPaintVolume *
15537 clutter_actor_get_paint_volume (ClutterActor *self)
15539 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15541 return _clutter_actor_get_paint_volume_mutable (self);
15545 * clutter_actor_get_transformed_paint_volume:
15546 * @self: a #ClutterActor
15547 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
15548 * (or %NULL for the stage)
15550 * Retrieves the 3D paint volume of an actor like
15551 * clutter_actor_get_paint_volume() does (Please refer to the
15552 * documentation of clutter_actor_get_paint_volume() for more
15553 * details.) and it additionally transforms the paint volume into the
15554 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
15555 * is passed for @relative_to_ancestor)
15557 * This can be used by containers that base their paint volume on
15558 * the volume of their children. Such containers can query the
15559 * transformed paint volume of all of its children and union them
15560 * together using clutter_paint_volume_union().
15562 * Return value: (transfer none): a pointer to a #ClutterPaintVolume,
15563 * or %NULL if no volume could be determined. The returned pointer is
15564 * not guaranteed to be valid across multiple frames; if you wish to
15565 * keep it, you will have to copy it using clutter_paint_volume_copy().
15569 const ClutterPaintVolume *
15570 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
15571 ClutterActor *relative_to_ancestor)
15573 const ClutterPaintVolume *volume;
15574 ClutterActor *stage;
15575 ClutterPaintVolume *transformed_volume;
15577 stage = _clutter_actor_get_stage_internal (self);
15578 if (G_UNLIKELY (stage == NULL))
15581 if (relative_to_ancestor == NULL)
15582 relative_to_ancestor = stage;
15584 volume = clutter_actor_get_paint_volume (self);
15585 if (volume == NULL)
15588 transformed_volume =
15589 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
15591 _clutter_paint_volume_copy_static (volume, transformed_volume);
15593 _clutter_paint_volume_transform_relative (transformed_volume,
15594 relative_to_ancestor);
15596 return transformed_volume;
15600 * clutter_actor_get_paint_box:
15601 * @self: a #ClutterActor
15602 * @box: (out): return location for a #ClutterActorBox
15604 * Retrieves the paint volume of the passed #ClutterActor, and
15605 * transforms it into a 2D bounding box in stage coordinates.
15607 * This function is useful to determine the on screen area occupied by
15608 * the actor. The box is only an approximation and may often be
15609 * considerably larger due to the optimizations used to calculate the
15610 * box. The box is never smaller though, so it can reliably be used
15613 * There are times when a 2D paint box can't be determined, e.g.
15614 * because the actor isn't yet parented under a stage or because
15615 * the actor is unable to determine a paint volume.
15617 * Return value: %TRUE if a 2D paint box could be determined, else
15623 clutter_actor_get_paint_box (ClutterActor *self,
15624 ClutterActorBox *box)
15626 ClutterActor *stage;
15627 ClutterPaintVolume *pv;
15629 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
15630 g_return_val_if_fail (box != NULL, FALSE);
15632 stage = _clutter_actor_get_stage_internal (self);
15633 if (G_UNLIKELY (!stage))
15636 pv = _clutter_actor_get_paint_volume_mutable (self);
15637 if (G_UNLIKELY (!pv))
15640 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
15646 * clutter_actor_has_overlaps:
15647 * @self: A #ClutterActor
15649 * Asks the actor's implementation whether it may contain overlapping
15652 * For example; Clutter may use this to determine whether the painting
15653 * should be redirected to an offscreen buffer to correctly implement
15654 * the opacity property.
15656 * Custom actors can override the default response by implementing the
15657 * #ClutterActor <function>has_overlaps</function> virtual function. See
15658 * clutter_actor_set_offscreen_redirect() for more information.
15660 * Return value: %TRUE if the actor may have overlapping primitives, and
15666 clutter_actor_has_overlaps (ClutterActor *self)
15668 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15670 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
15674 * clutter_actor_has_effects:
15675 * @self: A #ClutterActor
15677 * Returns whether the actor has any effects applied.
15679 * Return value: %TRUE if the actor has any effects,
15685 clutter_actor_has_effects (ClutterActor *self)
15687 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15689 if (self->priv->effects == NULL)
15692 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
15696 * clutter_actor_has_constraints:
15697 * @self: A #ClutterActor
15699 * Returns whether the actor has any constraints applied.
15701 * Return value: %TRUE if the actor has any constraints,
15707 clutter_actor_has_constraints (ClutterActor *self)
15709 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15711 return self->priv->constraints != NULL;
15715 * clutter_actor_has_actions:
15716 * @self: A #ClutterActor
15718 * Returns whether the actor has any actions applied.
15720 * Return value: %TRUE if the actor has any actions,
15726 clutter_actor_has_actions (ClutterActor *self)
15728 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
15730 return self->priv->actions != NULL;
15734 * clutter_actor_get_n_children:
15735 * @self: a #ClutterActor
15737 * Retrieves the number of children of @self.
15739 * Return value: the number of children of an actor
15744 clutter_actor_get_n_children (ClutterActor *self)
15746 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
15748 return self->priv->n_children;
15752 * clutter_actor_get_child_at_index:
15753 * @self: a #ClutterActor
15754 * @index_: the position in the list of children
15756 * Retrieves the actor at the given @index_ inside the list of
15757 * children of @self.
15759 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15764 clutter_actor_get_child_at_index (ClutterActor *self,
15767 ClutterActor *iter;
15770 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15771 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
15773 for (iter = self->priv->first_child, i = 0;
15774 iter != NULL && i < index_;
15775 iter = iter->priv->next_sibling, i += 1)
15782 * _clutter_actor_foreach_child:
15783 * @actor: The actor whos children you want to iterate
15784 * @callback: The function to call for each child
15785 * @user_data: Private data to pass to @callback
15787 * Calls a given @callback once for each child of the specified @actor and
15788 * passing the @user_data pointer each time.
15790 * Return value: returns %TRUE if all children were iterated, else
15791 * %FALSE if a callback broke out of iteration early.
15794 _clutter_actor_foreach_child (ClutterActor *self,
15795 ClutterForeachCallback callback,
15796 gpointer user_data)
15798 ClutterActor *iter;
15801 if (self->priv->first_child == NULL)
15805 iter = self->priv->first_child;
15807 /* we use this form so that it's safe to change the children
15808 * list while iterating it
15810 while (cont && iter != NULL)
15812 ClutterActor *next = iter->priv->next_sibling;
15814 cont = callback (iter, user_data);
15823 /* For debugging purposes this gives us a simple way to print out
15824 * the scenegraph e.g in gdb using:
15826 * _clutter_actor_traverse (stage,
15828 * clutter_debug_print_actor_cb,
15833 static ClutterActorTraverseVisitFlags
15834 clutter_debug_print_actor_cb (ClutterActor *actor,
15838 g_print ("%*s%s:%p\n",
15840 _clutter_actor_get_debug_name (actor),
15843 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
15848 _clutter_actor_traverse_breadth (ClutterActor *actor,
15849 ClutterTraverseCallback callback,
15850 gpointer user_data)
15852 GQueue *queue = g_queue_new ();
15853 ClutterActor dummy;
15854 int current_depth = 0;
15856 g_queue_push_tail (queue, actor);
15857 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
15859 while ((actor = g_queue_pop_head (queue)))
15861 ClutterActorTraverseVisitFlags flags;
15863 if (actor == &dummy)
15866 g_queue_push_tail (queue, &dummy);
15870 flags = callback (actor, current_depth, user_data);
15871 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15873 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
15875 ClutterActor *iter;
15877 for (iter = actor->priv->first_child;
15879 iter = iter->priv->next_sibling)
15881 g_queue_push_tail (queue, iter);
15886 g_queue_free (queue);
15889 static ClutterActorTraverseVisitFlags
15890 _clutter_actor_traverse_depth (ClutterActor *actor,
15891 ClutterTraverseCallback before_children_callback,
15892 ClutterTraverseCallback after_children_callback,
15894 gpointer user_data)
15896 ClutterActorTraverseVisitFlags flags;
15898 flags = before_children_callback (actor, current_depth, user_data);
15899 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15900 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
15902 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
15904 ClutterActor *iter;
15906 for (iter = actor->priv->first_child;
15908 iter = iter->priv->next_sibling)
15910 flags = _clutter_actor_traverse_depth (iter,
15911 before_children_callback,
15912 after_children_callback,
15916 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
15917 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
15921 if (after_children_callback)
15922 return after_children_callback (actor, current_depth, user_data);
15924 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
15927 /* _clutter_actor_traverse:
15928 * @actor: The actor to start traversing the graph from
15929 * @flags: These flags may affect how the traversal is done
15930 * @before_children_callback: A function to call before visiting the
15931 * children of the current actor.
15932 * @after_children_callback: A function to call after visiting the
15933 * children of the current actor. (Ignored if
15934 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
15935 * @user_data: The private data to pass to the callbacks
15937 * Traverses the scenegraph starting at the specified @actor and
15938 * descending through all its children and its children's children.
15939 * For each actor traversed @before_children_callback and
15940 * @after_children_callback are called with the specified
15941 * @user_data, before and after visiting that actor's children.
15943 * The callbacks can return flags that affect the ongoing traversal
15944 * such as by skipping over an actors children or bailing out of
15945 * any further traversing.
15948 _clutter_actor_traverse (ClutterActor *actor,
15949 ClutterActorTraverseFlags flags,
15950 ClutterTraverseCallback before_children_callback,
15951 ClutterTraverseCallback after_children_callback,
15952 gpointer user_data)
15954 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
15955 _clutter_actor_traverse_breadth (actor,
15956 before_children_callback,
15958 else /* DEPTH_FIRST */
15959 _clutter_actor_traverse_depth (actor,
15960 before_children_callback,
15961 after_children_callback,
15962 0, /* start depth */
15967 on_layout_manager_changed (ClutterLayoutManager *manager,
15968 ClutterActor *self)
15970 clutter_actor_queue_relayout (self);
15974 * clutter_actor_set_layout_manager:
15975 * @self: a #ClutterActor
15976 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
15978 * Sets the #ClutterLayoutManager delegate object that will be used to
15979 * lay out the children of @self.
15981 * The #ClutterActor will take a reference on the passed @manager which
15982 * will be released either when the layout manager is removed, or when
15983 * the actor is destroyed.
15988 clutter_actor_set_layout_manager (ClutterActor *self,
15989 ClutterLayoutManager *manager)
15991 ClutterActorPrivate *priv;
15993 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15994 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
15998 if (priv->layout_manager != NULL)
16000 g_signal_handlers_disconnect_by_func (priv->layout_manager,
16001 G_CALLBACK (on_layout_manager_changed),
16003 clutter_layout_manager_set_container (priv->layout_manager, NULL);
16004 g_clear_object (&priv->layout_manager);
16007 priv->layout_manager = manager;
16009 if (priv->layout_manager != NULL)
16011 g_object_ref_sink (priv->layout_manager);
16012 clutter_layout_manager_set_container (priv->layout_manager,
16013 CLUTTER_CONTAINER (self));
16014 g_signal_connect (priv->layout_manager, "layout-changed",
16015 G_CALLBACK (on_layout_manager_changed),
16019 clutter_actor_queue_relayout (self);
16021 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
16025 * clutter_actor_get_layout_manager:
16026 * @self: a #ClutterActor
16028 * Retrieves the #ClutterLayoutManager used by @self.
16030 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
16035 ClutterLayoutManager *
16036 clutter_actor_get_layout_manager (ClutterActor *self)
16038 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16040 return self->priv->layout_manager;
16043 static const ClutterLayoutInfo default_layout_info = {
16046 { 0, 0, 0, 0 }, /* margin */
16047 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
16048 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
16049 0.f, 0.f, /* min_width, natural_width */
16050 0.f, 0.f, /* natual_width, natural_height */
16054 layout_info_free (gpointer data)
16056 if (G_LIKELY (data != NULL))
16057 g_slice_free (ClutterLayoutInfo, data);
16061 * _clutter_actor_get_layout_info:
16062 * @self: a #ClutterActor
16064 * Retrieves a pointer to the ClutterLayoutInfo structure.
16066 * If the actor does not have a ClutterLayoutInfo associated to it, one
16067 * will be created and initialized to the default values.
16069 * This function should be used for setters.
16071 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
16074 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
16076 ClutterLayoutInfo *
16077 _clutter_actor_get_layout_info (ClutterActor *self)
16079 ClutterLayoutInfo *retval;
16081 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
16082 if (retval == NULL)
16084 retval = g_slice_new (ClutterLayoutInfo);
16086 *retval = default_layout_info;
16088 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
16097 * _clutter_actor_get_layout_info_or_defaults:
16098 * @self: a #ClutterActor
16100 * Retrieves the ClutterLayoutInfo structure associated to an actor.
16102 * If the actor does not have a ClutterLayoutInfo structure associated to it,
16103 * then the default structure will be returned.
16105 * This function should only be used for getters.
16107 * Return value: a const pointer to the ClutterLayoutInfo structure
16109 const ClutterLayoutInfo *
16110 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
16112 const ClutterLayoutInfo *info;
16114 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
16116 return &default_layout_info;
16122 * clutter_actor_set_x_align:
16123 * @self: a #ClutterActor
16124 * @x_align: the horizontal alignment policy
16126 * Sets the horizontal alignment policy of a #ClutterActor, in case the
16127 * actor received extra horizontal space.
16129 * See also the #ClutterActor:x-align property.
16134 clutter_actor_set_x_align (ClutterActor *self,
16135 ClutterActorAlign x_align)
16137 ClutterLayoutInfo *info;
16139 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16141 info = _clutter_actor_get_layout_info (self);
16143 if (info->x_align != x_align)
16145 info->x_align = x_align;
16147 clutter_actor_queue_relayout (self);
16149 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
16154 * clutter_actor_get_x_align:
16155 * @self: a #ClutterActor
16157 * Retrieves the horizontal alignment policy set using
16158 * clutter_actor_set_x_align().
16160 * Return value: the horizontal alignment policy.
16165 clutter_actor_get_x_align (ClutterActor *self)
16167 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
16169 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
16173 * clutter_actor_set_y_align:
16174 * @self: a #ClutterActor
16175 * @y_align: the vertical alignment policy
16177 * Sets the vertical alignment policy of a #ClutterActor, in case the
16178 * actor received extra vertical space.
16180 * See also the #ClutterActor:y-align property.
16185 clutter_actor_set_y_align (ClutterActor *self,
16186 ClutterActorAlign y_align)
16188 ClutterLayoutInfo *info;
16190 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16192 info = _clutter_actor_get_layout_info (self);
16194 if (info->y_align != y_align)
16196 info->y_align = y_align;
16198 clutter_actor_queue_relayout (self);
16200 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
16205 * clutter_actor_get_y_align:
16206 * @self: a #ClutterActor
16208 * Retrieves the vertical alignment policy set using
16209 * clutter_actor_set_y_align().
16211 * Return value: the vertical alignment policy.
16216 clutter_actor_get_y_align (ClutterActor *self)
16218 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
16220 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
16225 * clutter_margin_new:
16227 * Creates a new #ClutterMargin.
16229 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
16230 * clutter_margin_free() to free the resources associated with it when
16236 clutter_margin_new (void)
16238 return g_slice_new0 (ClutterMargin);
16242 * clutter_margin_copy:
16243 * @margin_: a #ClutterMargin
16245 * Creates a new #ClutterMargin and copies the contents of @margin_ into
16246 * the newly created structure.
16248 * Return value: (transfer full): a copy of the #ClutterMargin.
16253 clutter_margin_copy (const ClutterMargin *margin_)
16255 if (G_LIKELY (margin_ != NULL))
16256 return g_slice_dup (ClutterMargin, margin_);
16262 * clutter_margin_free:
16263 * @margin_: a #ClutterMargin
16265 * Frees the resources allocated by clutter_margin_new() and
16266 * clutter_margin_copy().
16271 clutter_margin_free (ClutterMargin *margin_)
16273 if (G_LIKELY (margin_ != NULL))
16274 g_slice_free (ClutterMargin, margin_);
16277 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
16278 clutter_margin_copy,
16279 clutter_margin_free)
16282 * clutter_actor_set_margin:
16283 * @self: a #ClutterActor
16284 * @margin: a #ClutterMargin
16286 * Sets all the components of the margin of a #ClutterActor.
16291 clutter_actor_set_margin (ClutterActor *self,
16292 const ClutterMargin *margin)
16294 ClutterLayoutInfo *info;
16298 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16299 g_return_if_fail (margin != NULL);
16301 obj = G_OBJECT (self);
16304 g_object_freeze_notify (obj);
16306 info = _clutter_actor_get_layout_info (self);
16308 if (info->margin.top != margin->top)
16310 info->margin.top = margin->top;
16311 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
16315 if (info->margin.right != margin->right)
16317 info->margin.right = margin->right;
16318 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
16322 if (info->margin.bottom != margin->bottom)
16324 info->margin.bottom = margin->bottom;
16325 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
16329 if (info->margin.left != margin->left)
16331 info->margin.left = margin->left;
16332 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
16337 clutter_actor_queue_relayout (self);
16339 g_object_thaw_notify (obj);
16343 * clutter_actor_get_margin:
16344 * @self: a #ClutterActor
16345 * @margin: (out caller-allocates): return location for a #ClutterMargin
16347 * Retrieves all the components of the margin of a #ClutterActor.
16352 clutter_actor_get_margin (ClutterActor *self,
16353 ClutterMargin *margin)
16355 const ClutterLayoutInfo *info;
16357 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16358 g_return_if_fail (margin != NULL);
16360 info = _clutter_actor_get_layout_info_or_defaults (self);
16362 *margin = info->margin;
16366 * clutter_actor_set_margin_top:
16367 * @self: a #ClutterActor
16368 * @margin: the top margin
16370 * Sets the margin from the top of a #ClutterActor.
16375 clutter_actor_set_margin_top (ClutterActor *self,
16378 ClutterLayoutInfo *info;
16380 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16381 g_return_if_fail (margin >= 0.f);
16383 info = _clutter_actor_get_layout_info (self);
16385 if (info->margin.top == margin)
16388 info->margin.top = margin;
16390 clutter_actor_queue_relayout (self);
16392 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
16396 * clutter_actor_get_margin_top:
16397 * @self: a #ClutterActor
16399 * Retrieves the top margin of a #ClutterActor.
16401 * Return value: the top margin
16406 clutter_actor_get_margin_top (ClutterActor *self)
16408 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16410 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
16414 * clutter_actor_set_margin_bottom:
16415 * @self: a #ClutterActor
16416 * @margin: the bottom margin
16418 * Sets the margin from the bottom of a #ClutterActor.
16423 clutter_actor_set_margin_bottom (ClutterActor *self,
16426 ClutterLayoutInfo *info;
16428 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16429 g_return_if_fail (margin >= 0.f);
16431 info = _clutter_actor_get_layout_info (self);
16433 if (info->margin.bottom == margin)
16436 info->margin.bottom = margin;
16438 clutter_actor_queue_relayout (self);
16440 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
16444 * clutter_actor_get_margin_bottom:
16445 * @self: a #ClutterActor
16447 * Retrieves the bottom margin of a #ClutterActor.
16449 * Return value: the bottom margin
16454 clutter_actor_get_margin_bottom (ClutterActor *self)
16456 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16458 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
16462 * clutter_actor_set_margin_left:
16463 * @self: a #ClutterActor
16464 * @margin: the left margin
16466 * Sets the margin from the left of a #ClutterActor.
16471 clutter_actor_set_margin_left (ClutterActor *self,
16474 ClutterLayoutInfo *info;
16476 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16477 g_return_if_fail (margin >= 0.f);
16479 info = _clutter_actor_get_layout_info (self);
16481 if (info->margin.left == margin)
16484 info->margin.left = margin;
16486 clutter_actor_queue_relayout (self);
16488 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
16492 * clutter_actor_get_margin_left:
16493 * @self: a #ClutterActor
16495 * Retrieves the left margin of a #ClutterActor.
16497 * Return value: the left margin
16502 clutter_actor_get_margin_left (ClutterActor *self)
16504 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16506 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
16510 * clutter_actor_set_margin_right:
16511 * @self: a #ClutterActor
16512 * @margin: the right margin
16514 * Sets the margin from the right of a #ClutterActor.
16519 clutter_actor_set_margin_right (ClutterActor *self,
16522 ClutterLayoutInfo *info;
16524 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16525 g_return_if_fail (margin >= 0.f);
16527 info = _clutter_actor_get_layout_info (self);
16529 if (info->margin.right == margin)
16532 info->margin.right = margin;
16534 clutter_actor_queue_relayout (self);
16536 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
16540 * clutter_actor_get_margin_right:
16541 * @self: a #ClutterActor
16543 * Retrieves the right margin of a #ClutterActor.
16545 * Return value: the right margin
16550 clutter_actor_get_margin_right (ClutterActor *self)
16552 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
16554 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
16558 clutter_actor_set_background_color_internal (ClutterActor *self,
16559 const ClutterColor *color)
16561 ClutterActorPrivate *priv = self->priv;
16564 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
16567 obj = G_OBJECT (self);
16569 priv->bg_color = *color;
16570 priv->bg_color_set = TRUE;
16572 clutter_actor_queue_redraw (self);
16574 g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR_SET]);
16575 g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR]);
16579 * clutter_actor_set_background_color:
16580 * @self: a #ClutterActor
16581 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
16584 * Sets the background color of a #ClutterActor.
16586 * The background color will be used to cover the whole allocation of the
16587 * actor. The default background color of an actor is transparent.
16589 * To check whether an actor has a background color, you can use the
16590 * #ClutterActor:background-color-set actor property.
16592 * The #ClutterActor:background-color property is animatable.
16597 clutter_actor_set_background_color (ClutterActor *self,
16598 const ClutterColor *color)
16600 ClutterActorPrivate *priv;
16602 GParamSpec *bg_color_pspec;
16604 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16606 obj = G_OBJECT (self);
16612 priv->bg_color_set = FALSE;
16613 g_object_notify_by_pspec (obj, obj_props[PROP_BACKGROUND_COLOR_SET]);
16614 clutter_actor_queue_redraw (self);
16618 bg_color_pspec = obj_props[PROP_BACKGROUND_COLOR];
16619 if (_clutter_actor_get_transition (self, bg_color_pspec) == NULL)
16621 _clutter_actor_create_transition (self, bg_color_pspec,
16626 _clutter_actor_update_transition (self, bg_color_pspec, color);
16628 clutter_actor_queue_redraw (self);
16632 * clutter_actor_get_background_color:
16633 * @self: a #ClutterActor
16634 * @color: (out caller-allocates): return location for a #ClutterColor
16636 * Retrieves the color set using clutter_actor_set_background_color().
16641 clutter_actor_get_background_color (ClutterActor *self,
16642 ClutterColor *color)
16644 g_return_if_fail (CLUTTER_IS_ACTOR (self));
16645 g_return_if_fail (color != NULL);
16647 *color = self->priv->bg_color;
16651 * clutter_actor_get_previous_sibling:
16652 * @self: a #ClutterActor
16654 * Retrieves the sibling of @self that comes before it in the list
16655 * of children of @self's parent.
16657 * The returned pointer is only valid until the scene graph changes; it
16658 * is not safe to modify the list of children of @self while iterating
16661 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16666 clutter_actor_get_previous_sibling (ClutterActor *self)
16668 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16670 return self->priv->prev_sibling;
16674 * clutter_actor_get_next_sibling:
16675 * @self: a #ClutterActor
16677 * Retrieves the sibling of @self that comes after it in the list
16678 * of children of @self's parent.
16680 * The returned pointer is only valid until the scene graph changes; it
16681 * is not safe to modify the list of children of @self while iterating
16684 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16689 clutter_actor_get_next_sibling (ClutterActor *self)
16691 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16693 return self->priv->next_sibling;
16697 * clutter_actor_get_first_child:
16698 * @self: a #ClutterActor
16700 * Retrieves the first child of @self.
16702 * The returned pointer is only valid until the scene graph changes; it
16703 * is not safe to modify the list of children of @self while iterating
16706 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16711 clutter_actor_get_first_child (ClutterActor *self)
16713 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16715 return self->priv->first_child;
16719 * clutter_actor_get_last_child:
16720 * @self: a #ClutterActor
16722 * Retrieves the last child of @self.
16724 * The returned pointer is only valid until the scene graph changes; it
16725 * is not safe to modify the list of children of @self while iterating
16728 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
16733 clutter_actor_get_last_child (ClutterActor *self)
16735 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
16737 return self->priv->last_child;
16740 /* easy way to have properly named fields instead of the dummy ones
16741 * we use in the public structure
16743 typedef struct _RealActorIter
16745 ClutterActor *root; /* dummy1 */
16746 ClutterActor *current; /* dummy2 */
16747 gpointer padding_1; /* dummy3 */
16748 gint age; /* dummy4 */
16749 gpointer padding_2; /* dummy5 */
16753 * clutter_actor_iter_init:
16754 * @iter: a #ClutterActorIter
16755 * @root: a #ClutterActor
16757 * Initializes a #ClutterActorIter, which can then be used to iterate
16758 * efficiently over a section of the scene graph, and associates it
16761 * Modifying the scene graph section that contains @root will invalidate
16765 * ClutterActorIter iter;
16766 * ClutterActor *child;
16768 * clutter_actor_iter_init (&iter, container);
16769 * while (clutter_actor_iter_next (&iter, &child))
16771 * /* do something with child */
16778 clutter_actor_iter_init (ClutterActorIter *iter,
16779 ClutterActor *root)
16781 RealActorIter *ri = (RealActorIter *) iter;
16783 g_return_if_fail (iter != NULL);
16784 g_return_if_fail (CLUTTER_IS_ACTOR (root));
16787 ri->current = NULL;
16788 ri->age = root->priv->age;
16792 * clutter_actor_iter_next:
16793 * @iter: a #ClutterActorIter
16794 * @child: (out): return location for a #ClutterActor
16796 * Advances the @iter and retrieves the next child of the root #ClutterActor
16797 * that was used to initialize the #ClutterActorIterator.
16799 * If the iterator can advance, this function returns %TRUE and sets the
16802 * If the iterator cannot advance, this function returns %FALSE, and
16803 * the contents of @child are undefined.
16805 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
16810 clutter_actor_iter_next (ClutterActorIter *iter,
16811 ClutterActor **child)
16813 RealActorIter *ri = (RealActorIter *) iter;
16815 g_return_val_if_fail (iter != NULL, FALSE);
16816 g_return_val_if_fail (ri->root != NULL, FALSE);
16817 #ifndef G_DISABLE_ASSERT
16818 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
16821 if (ri->current == NULL)
16822 ri->current = ri->root->priv->first_child;
16824 ri->current = ri->current->priv->next_sibling;
16827 *child = ri->current;
16829 return ri->current != NULL;
16833 * clutter_actor_iter_prev:
16834 * @iter: a #ClutterActorIter
16835 * @child: (out): return location for a #ClutterActor
16837 * Advances the @iter and retrieves the previous child of the root
16838 * #ClutterActor that was used to initialize the #ClutterActorIterator.
16840 * If the iterator can advance, this function returns %TRUE and sets the
16843 * If the iterator cannot advance, this function returns %FALSE, and
16844 * the contents of @child are undefined.
16846 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
16851 clutter_actor_iter_prev (ClutterActorIter *iter,
16852 ClutterActor **child)
16854 RealActorIter *ri = (RealActorIter *) iter;
16856 g_return_val_if_fail (iter != NULL, FALSE);
16857 g_return_val_if_fail (ri->root != NULL, FALSE);
16858 #ifndef G_DISABLE_ASSERT
16859 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
16862 if (ri->current == NULL)
16863 ri->current = ri->root->priv->last_child;
16865 ri->current = ri->current->priv->prev_sibling;
16868 *child = ri->current;
16870 return ri->current != NULL;
16874 * clutter_actor_iter_remove:
16875 * @iter: a #ClutterActorIter
16877 * Safely removes the #ClutterActor currently pointer to by the iterator
16880 * This function can only be called after clutter_actor_iter_next() or
16881 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
16882 * than once for the same actor.
16884 * This function will call clutter_actor_remove_child() internally.
16889 clutter_actor_iter_remove (ClutterActorIter *iter)
16891 RealActorIter *ri = (RealActorIter *) iter;
16894 g_return_if_fail (iter != NULL);
16895 g_return_if_fail (ri->root != NULL);
16896 #ifndef G_DISABLE_ASSERT
16897 g_return_if_fail (ri->age == ri->root->priv->age);
16899 g_return_if_fail (ri->current != NULL);
16905 ri->current = cur->priv->prev_sibling;
16907 clutter_actor_remove_child_internal (ri->root, cur,
16908 REMOVE_CHILD_DEFAULT_FLAGS);
16915 * clutter_actor_iter_destroy:
16916 * @iter: a #ClutterActorIter
16918 * Safely destroys the #ClutterActor currently pointer to by the iterator
16921 * This function can only be called after clutter_actor_iter_next() or
16922 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
16923 * than once for the same actor.
16925 * This function will call clutter_actor_destroy() internally.
16930 clutter_actor_iter_destroy (ClutterActorIter *iter)
16932 RealActorIter *ri = (RealActorIter *) iter;
16935 g_return_if_fail (iter != NULL);
16936 g_return_if_fail (ri->root != NULL);
16937 #ifndef G_DISABLE_ASSERT
16938 g_return_if_fail (ri->age == ri->root->priv->age);
16940 g_return_if_fail (ri->current != NULL);
16946 ri->current = cur->priv->prev_sibling;
16948 clutter_actor_destroy (cur);
16954 static const ClutterAnimationInfo default_animation_info = {
16955 NULL, /* transitions */
16957 NULL, /* cur_state */
16961 clutter_animation_info_free (gpointer data)
16965 ClutterAnimationInfo *info = data;
16967 if (info->transitions != NULL)
16968 g_hash_table_unref (info->transitions);
16970 if (info->states != NULL)
16971 g_array_unref (info->states);
16973 g_slice_free (ClutterAnimationInfo, info);
16977 const ClutterAnimationInfo *
16978 _clutter_actor_get_animation_info_or_defaults (ClutterActor *self)
16980 const ClutterAnimationInfo *res;
16981 GObject *obj = G_OBJECT (self);
16983 res = g_object_get_qdata (obj, quark_actor_animation_info);
16987 return &default_animation_info;
16990 ClutterAnimationInfo *
16991 _clutter_actor_get_animation_info (ClutterActor *self)
16993 GObject *obj = G_OBJECT (self);
16994 ClutterAnimationInfo *res;
16996 res = g_object_get_qdata (obj, quark_actor_animation_info);
16999 res = g_slice_new (ClutterAnimationInfo);
17001 *res = default_animation_info;
17003 g_object_set_qdata_full (obj, quark_actor_animation_info,
17005 clutter_animation_info_free);
17011 ClutterTransition *
17012 _clutter_actor_get_transition (ClutterActor *actor,
17015 const ClutterAnimationInfo *info;
17017 info = _clutter_actor_get_animation_info_or_defaults (actor);
17019 if (info->transitions == NULL)
17022 return g_hash_table_lookup (info->transitions, pspec->name);
17025 typedef struct _TransitionClosure
17027 ClutterActor *actor;
17028 ClutterTransition *transition;
17030 gulong completed_id;
17031 } TransitionClosure;
17034 transition_closure_free (gpointer data)
17036 if (G_LIKELY (data != NULL))
17038 TransitionClosure *clos = data;
17039 ClutterTimeline *timeline;
17041 timeline = CLUTTER_TIMELINE (clos->transition);
17043 if (clutter_timeline_is_playing (timeline))
17044 clutter_timeline_stop (timeline);
17046 g_signal_handler_disconnect (clos->transition, clos->completed_id);
17048 g_object_unref (clos->transition);
17049 g_free (clos->name);
17051 g_slice_free (TransitionClosure, clos);
17056 on_transition_completed (ClutterTransition *transition,
17057 TransitionClosure *clos)
17059 ClutterTimeline *timeline = CLUTTER_TIMELINE (transition);
17060 ClutterActor *actor = clos->actor;
17061 ClutterAnimationInfo *info;
17062 gint n_repeats, cur_repeat;
17064 info = _clutter_actor_get_animation_info (actor);
17066 /* reset the caches used by animations */
17067 clutter_actor_store_content_box (actor, NULL);
17069 /* ensure that we remove the transition only at the end
17070 * of its run; we emit ::completed for every repeat
17072 n_repeats = clutter_timeline_get_repeat_count (timeline);
17073 cur_repeat = clutter_timeline_get_current_repeat (timeline);
17075 if (cur_repeat == n_repeats)
17077 if (clutter_transition_get_remove_on_complete (transition))
17079 /* we take a reference here because removing the closure
17080 * will release the reference on the transition, and we
17081 * want the transition to survive the signal emission;
17082 * the master clock will release the last reference at
17083 * the end of the frame processing.
17085 g_object_ref (transition);
17086 g_hash_table_remove (info->transitions, clos->name);
17090 /* if it's the last transition then we clean up */
17091 if (g_hash_table_size (info->transitions) == 0)
17093 g_hash_table_unref (info->transitions);
17094 info->transitions = NULL;
17096 CLUTTER_NOTE (ANIMATION, "Transitions for '%s' completed",
17097 _clutter_actor_get_debug_name (actor));
17099 g_signal_emit (actor, actor_signals[TRANSITIONS_COMPLETED], 0);
17104 _clutter_actor_update_transition (ClutterActor *actor,
17108 TransitionClosure *clos;
17109 ClutterTimeline *timeline;
17110 ClutterInterval *interval;
17111 const ClutterAnimationInfo *info;
17114 GValue initial = G_VALUE_INIT;
17115 GValue final = G_VALUE_INIT;
17116 char *error = NULL;
17118 info = _clutter_actor_get_animation_info_or_defaults (actor);
17120 if (info->transitions == NULL)
17123 clos = g_hash_table_lookup (info->transitions, pspec->name);
17127 timeline = CLUTTER_TIMELINE (clos->transition);
17129 va_start (var_args, pspec);
17131 ptype = G_PARAM_SPEC_VALUE_TYPE (pspec);
17133 g_value_init (&initial, ptype);
17134 clutter_animatable_get_initial_state (CLUTTER_ANIMATABLE (actor),
17138 G_VALUE_COLLECT_INIT (&final, ptype, var_args, 0, &error);
17141 g_critical ("%s: %s", G_STRLOC, error);
17146 interval = clutter_transition_get_interval (clos->transition);
17147 clutter_interval_set_initial_value (interval, &initial);
17148 clutter_interval_set_final_value (interval, &final);
17150 /* if we're updating with an easing duration of zero milliseconds,
17151 * we just jump the timeline to the end and let it run its course
17153 if (info->cur_state != NULL &&
17154 info->cur_state->easing_duration != 0)
17156 guint cur_duration = clutter_timeline_get_duration (timeline);
17157 ClutterAnimationMode cur_mode =
17158 clutter_timeline_get_progress_mode (timeline);
17160 if (cur_duration != info->cur_state->easing_duration)
17161 clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
17163 if (cur_mode != info->cur_state->easing_mode)
17164 clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
17166 clutter_timeline_rewind (timeline);
17170 guint duration = clutter_timeline_get_duration (timeline);
17172 clutter_timeline_advance (timeline, duration);
17176 g_value_unset (&initial);
17177 g_value_unset (&final);
17183 * _clutter_actor_create_transition:
17184 * @actor: a #ClutterActor
17185 * @pspec: the property used for the transition
17186 * @...: initial and final state
17188 * Creates a #ClutterTransition for the property represented by @pspec.
17190 * Return value: a #ClutterTransition
17192 ClutterTransition *
17193 _clutter_actor_create_transition (ClutterActor *actor,
17197 ClutterAnimationInfo *info;
17198 ClutterTransition *res = NULL;
17199 gboolean call_restore = FALSE;
17200 TransitionClosure *clos;
17203 info = _clutter_actor_get_animation_info (actor);
17205 /* XXX - this will go away in 2.0
17207 * if no state has been pushed, we assume that the easing state is
17208 * in "compatibility mode": all transitions have a duration of 0
17209 * msecs, which means that they happen immediately. in Clutter 2.0
17210 * this will turn into a g_assert(info->states != NULL), as every
17211 * actor will start with a predefined easing state
17213 if (info->states == NULL)
17215 clutter_actor_save_easing_state (actor);
17216 clutter_actor_set_easing_duration (actor, 0);
17217 call_restore = TRUE;
17220 if (info->transitions == NULL)
17221 info->transitions = g_hash_table_new_full (g_str_hash, g_str_equal,
17223 transition_closure_free);
17225 va_start (var_args, pspec);
17227 clos = g_hash_table_lookup (info->transitions, pspec->name);
17230 ClutterInterval *interval;
17231 GValue initial = G_VALUE_INIT;
17232 GValue final = G_VALUE_INIT;
17236 ptype = G_PARAM_SPEC_VALUE_TYPE (pspec);
17238 G_VALUE_COLLECT_INIT (&initial, ptype,
17243 g_critical ("%s: %s", G_STRLOC, error);
17248 G_VALUE_COLLECT_INIT (&final, ptype,
17254 g_critical ("%s: %s", G_STRLOC, error);
17255 g_value_unset (&initial);
17260 /* if the current easing state has a duration of 0, then we don't
17261 * bother to create the transition, and we just set the final value
17262 * directly on the actor; we don't go through the Animatable
17263 * interface because we know we got here through an animatable
17266 if (info->cur_state->easing_duration == 0)
17268 clutter_actor_set_animatable_property (actor,
17272 g_value_unset (&initial);
17273 g_value_unset (&final);
17278 interval = clutter_interval_new_with_values (ptype, &initial, &final);
17280 g_value_unset (&initial);
17281 g_value_unset (&final);
17283 res = clutter_property_transition_new (pspec->name);
17285 clutter_transition_set_interval (res, interval);
17286 clutter_transition_set_remove_on_complete (res, TRUE);
17288 /* this will start the transition as well */
17289 clutter_actor_add_transition (actor, pspec->name, res);
17291 /* the actor now owns the transition */
17292 g_object_unref (res);
17295 res = clos->transition;
17299 clutter_actor_restore_easing_state (actor);
17307 * clutter_actor_add_transition:
17308 * @self: a #ClutterActor
17309 * @name: the name of the transition to add
17310 * @transition: the #ClutterTransition to add
17312 * Adds a @transition to the #ClutterActor's list of animations.
17314 * The @name string is a per-actor unique identifier of the @transition: only
17315 * one #ClutterTransition can be associated to the specified @name.
17317 * The @transition will be given the easing duration, mode, and delay
17318 * associated to the actor's current easing state; it is possible to modify
17319 * these values after calling clutter_actor_add_transition().
17321 * The @transition will be started once added.
17323 * This function will take a reference on the @transition.
17325 * This function is usually called implicitly when modifying an animatable
17331 clutter_actor_add_transition (ClutterActor *self,
17333 ClutterTransition *transition)
17335 ClutterTimeline *timeline;
17336 TransitionClosure *clos;
17337 ClutterAnimationInfo *info;
17339 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17340 g_return_if_fail (name != NULL);
17341 g_return_if_fail (CLUTTER_IS_TRANSITION (transition));
17343 info = _clutter_actor_get_animation_info (self);
17345 if (info->cur_state == NULL)
17347 g_warning ("No easing state is defined for the actor '%s'; you "
17348 "must call clutter_actor_save_easing_state() before "
17349 "calling clutter_actor_add_transition().",
17350 _clutter_actor_get_debug_name (self));
17354 if (info->transitions == NULL)
17355 info->transitions = g_hash_table_new_full (g_str_hash, g_str_equal,
17357 transition_closure_free);
17359 if (g_hash_table_lookup (info->transitions, name) != NULL)
17361 g_warning ("A transition with name '%s' already exists for "
17364 _clutter_actor_get_debug_name (self));
17368 clutter_transition_set_animatable (transition, CLUTTER_ANIMATABLE (self));
17370 timeline = CLUTTER_TIMELINE (transition);
17372 clutter_timeline_set_delay (timeline, info->cur_state->easing_delay);
17373 clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
17374 clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
17376 clos = g_slice_new (TransitionClosure);
17377 clos->actor = self;
17378 clos->transition = g_object_ref (transition);
17379 clos->name = g_strdup (name);
17380 clos->completed_id = g_signal_connect (timeline, "completed",
17381 G_CALLBACK (on_transition_completed),
17384 CLUTTER_NOTE (ANIMATION,
17385 "Adding transition '%s' [%p] to actor '%s'",
17388 _clutter_actor_get_debug_name (self));
17390 g_hash_table_insert (info->transitions, clos->name, clos);
17391 clutter_timeline_start (timeline);
17395 * clutter_actor_remove_transition:
17396 * @self: a #ClutterActor
17397 * @name: the name of the transition to remove
17399 * Removes the transition stored inside a #ClutterActor using @name
17402 * If the transition is currently in progress, it will be stopped.
17404 * This function releases the reference acquired when the transition
17405 * was added to the #ClutterActor.
17410 clutter_actor_remove_transition (ClutterActor *self,
17413 const ClutterAnimationInfo *info;
17415 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17416 g_return_if_fail (name != NULL);
17418 info = _clutter_actor_get_animation_info_or_defaults (self);
17420 if (info->transitions == NULL)
17423 g_hash_table_remove (info->transitions, name);
17427 * clutter_actor_remove_all_transitions:
17428 * @self: a #ClutterActor
17430 * Removes all transitions associated to @self.
17435 clutter_actor_remove_all_transitions (ClutterActor *self)
17437 const ClutterAnimationInfo *info;
17439 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17441 info = _clutter_actor_get_animation_info_or_defaults (self);
17442 if (info->transitions == NULL)
17445 g_hash_table_remove_all (info->transitions);
17449 * clutter_actor_set_easing_duration:
17450 * @self: a #ClutterActor
17451 * @msecs: the duration of the easing, or %NULL
17453 * Sets the duration of the tweening for animatable properties
17454 * of @self for the current easing state.
17459 clutter_actor_set_easing_duration (ClutterActor *self,
17462 ClutterAnimationInfo *info;
17464 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17466 info = _clutter_actor_get_animation_info (self);
17468 if (info->cur_state == NULL)
17470 g_warning ("You must call clutter_actor_save_easing_state() prior "
17471 "to calling clutter_actor_set_easing_duration().");
17475 if (info->cur_state->easing_duration != msecs)
17476 info->cur_state->easing_duration = msecs;
17480 * clutter_actor_get_easing_duration:
17481 * @self: a #ClutterActor
17483 * Retrieves the duration of the tweening for animatable
17484 * properties of @self for the current easing state.
17486 * Return value: the duration of the tweening, in milliseconds
17491 clutter_actor_get_easing_duration (ClutterActor *self)
17493 const ClutterAnimationInfo *info;
17495 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
17497 info = _clutter_actor_get_animation_info_or_defaults (self);
17499 if (info->cur_state != NULL)
17500 return info->cur_state->easing_duration;
17506 * clutter_actor_set_easing_mode:
17507 * @self: a #ClutterActor
17508 * @mode: an easing mode, excluding %CLUTTER_CUSTOM_MODE
17510 * Sets the easing mode for the tweening of animatable properties
17516 clutter_actor_set_easing_mode (ClutterActor *self,
17517 ClutterAnimationMode mode)
17519 ClutterAnimationInfo *info;
17521 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17522 g_return_if_fail (mode != CLUTTER_CUSTOM_MODE);
17523 g_return_if_fail (mode < CLUTTER_ANIMATION_LAST);
17525 info = _clutter_actor_get_animation_info (self);
17527 if (info->cur_state == NULL)
17529 g_warning ("You must call clutter_actor_save_easing_state() prior "
17530 "to calling clutter_actor_set_easing_mode().");
17534 if (info->cur_state->easing_mode != mode)
17535 info->cur_state->easing_mode = mode;
17539 * clutter_actor_get_easing_mode:
17540 * @self: a #ClutterActor
17542 * Retrieves the easing mode for the tweening of animatable properties
17543 * of @self for the current easing state.
17545 * Return value: an easing mode
17549 ClutterAnimationMode
17550 clutter_actor_get_easing_mode (ClutterActor *self)
17552 const ClutterAnimationInfo *info;
17554 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_EASE_OUT_CUBIC);
17556 info = _clutter_actor_get_animation_info_or_defaults (self);
17558 if (info->cur_state != NULL)
17559 return info->cur_state->easing_mode;
17561 return CLUTTER_EASE_OUT_CUBIC;
17565 * clutter_actor_set_easing_delay:
17566 * @self: a #ClutterActor
17567 * @msecs: the delay before the start of the tweening, in milliseconds
17569 * Sets the delay that should be applied before tweening animatable
17575 clutter_actor_set_easing_delay (ClutterActor *self,
17578 ClutterAnimationInfo *info;
17580 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17582 info = _clutter_actor_get_animation_info (self);
17584 if (info->cur_state == NULL)
17586 g_warning ("You must call clutter_actor_save_easing_state() prior "
17587 "to calling clutter_actor_set_easing_delay().");
17591 if (info->cur_state->easing_delay != msecs)
17592 info->cur_state->easing_delay = msecs;
17596 * clutter_actor_get_easing_delay:
17597 * @self: a #ClutterActor
17599 * Retrieves the delay that should be applied when tweening animatable
17602 * Return value: a delay, in milliseconds
17607 clutter_actor_get_easing_delay (ClutterActor *self)
17609 const ClutterAnimationInfo *info;
17611 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
17613 info = _clutter_actor_get_animation_info_or_defaults (self);
17615 if (info->cur_state != NULL)
17616 return info->cur_state->easing_delay;
17622 * clutter_actor_get_transition:
17623 * @self: a #ClutterActor
17624 * @name: the name of the transition
17626 * Retrieves the #ClutterTransition of a #ClutterActor by using the
17627 * transition @name.
17629 * Transitions created for animatable properties use the name of the
17630 * property itself, for instance the code below:
17633 * clutter_actor_set_easing_duration (actor, 1000);
17634 * clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 360.0, x, y, z);
17636 * transition = clutter_actor_get_transition (actor, "rotation-angle-y");
17637 * g_signal_connect (transition, "completed",
17638 * G_CALLBACK (on_transition_complete),
17642 * will call the <function>on_transition_complete</function> callback when
17643 * the transition is complete.
17645 * Return value: (transfer none): a #ClutterTransition, or %NULL is none
17646 * was found to match the passed name; the returned instance is owned
17647 * by Clutter and it should not be freed
17651 ClutterTransition *
17652 clutter_actor_get_transition (ClutterActor *self,
17655 TransitionClosure *clos;
17656 const ClutterAnimationInfo *info;
17658 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
17659 g_return_val_if_fail (name != NULL, NULL);
17661 info = _clutter_actor_get_animation_info_or_defaults (self);
17662 if (info->transitions == NULL)
17665 clos = g_hash_table_lookup (info->transitions, name);
17669 return clos->transition;
17673 * clutter_actor_save_easing_state:
17674 * @self: a #ClutterActor
17676 * Saves the current easing state for animatable properties, and creates
17677 * a new state with the default values for easing mode and duration.
17682 clutter_actor_save_easing_state (ClutterActor *self)
17684 ClutterAnimationInfo *info;
17687 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17689 info = _clutter_actor_get_animation_info (self);
17691 if (info->states == NULL)
17692 info->states = g_array_new (FALSE, FALSE, sizeof (AState));
17694 new_state.easing_mode = CLUTTER_EASE_OUT_CUBIC;
17695 new_state.easing_duration = 250;
17696 new_state.easing_delay = 0;
17698 g_array_append_val (info->states, new_state);
17700 info->cur_state = &g_array_index (info->states, AState, info->states->len - 1);
17704 * clutter_actor_restore_easing_state:
17705 * @self: a #ClutterActor
17707 * Restores the easing state as it was prior to a call to
17708 * clutter_actor_save_easing_state().
17713 clutter_actor_restore_easing_state (ClutterActor *self)
17715 ClutterAnimationInfo *info;
17717 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17719 info = _clutter_actor_get_animation_info (self);
17721 if (info->states == NULL)
17723 g_critical ("The function clutter_actor_restore_easing_state() has "
17724 "called without a previous call to "
17725 "clutter_actor_save_easing_state().");
17729 g_array_remove_index (info->states, info->states->len - 1);
17731 if (info->states->len > 0)
17732 info->cur_state = &g_array_index (info->states, AState, info->states->len - 1);
17735 g_array_unref (info->states);
17736 info->states = NULL;
17737 info->cur_state = NULL;
17742 * clutter_actor_set_content:
17743 * @self: a #ClutterActor
17744 * @content: (allow-none): a #ClutterContent, or %NULL
17746 * Sets the contents of a #ClutterActor.
17751 clutter_actor_set_content (ClutterActor *self,
17752 ClutterContent *content)
17754 ClutterActorPrivate *priv;
17756 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17757 g_return_if_fail (content == NULL || CLUTTER_IS_CONTENT (content));
17761 if (priv->content != NULL)
17763 _clutter_content_detached (priv->content, self);
17764 g_clear_object (&priv->content);
17767 priv->content = content;
17769 if (priv->content != NULL)
17771 g_object_ref (priv->content);
17772 _clutter_content_attached (priv->content, self);
17775 /* given that the content is always painted within the allocation,
17776 * we only need to queue a redraw here
17778 clutter_actor_queue_redraw (self);
17780 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT]);
17782 /* if the content gravity is not resize-fill, and the new content has a
17783 * different preferred size than the previous one, then the content box
17784 * may have been changed. since we compute that lazily, we just notify
17785 * here, and let whomever watches :content-box do whatever they need to
17788 if (priv->content_gravity != CLUTTER_CONTENT_GRAVITY_RESIZE_FILL)
17789 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_BOX]);
17793 * clutter_actor_get_content:
17794 * @self: a #ClutterActor
17796 * Retrieves the contents of @self.
17798 * Return value: (transfer none): a pointer to the #ClutterContent instance,
17799 * or %NULL if none was set
17804 clutter_actor_get_content (ClutterActor *self)
17806 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
17808 return self->priv->content;
17812 * clutter_actor_set_content_gravity:
17813 * @self: a #ClutterActor
17814 * @gravity: the #ClutterContentGravity
17816 * Sets the gravity of the #ClutterContent used by @self.
17818 * See the description of the #ClutterActor:content-gravity property for
17819 * more information.
17821 * The #ClutterActor:content-gravity property is animatable.
17826 clutter_actor_set_content_gravity (ClutterActor *self,
17827 ClutterContentGravity gravity)
17829 ClutterActorPrivate *priv;
17831 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17835 if (priv->content_gravity == gravity)
17838 priv->content_box_valid = FALSE;
17840 if (_clutter_actor_get_transition (self, obj_props[PROP_CONTENT_BOX]) == NULL)
17842 ClutterActorBox from_box, to_box;
17844 clutter_actor_get_content_box (self, &from_box);
17846 priv->content_gravity = gravity;
17848 clutter_actor_get_content_box (self, &to_box);
17850 _clutter_actor_create_transition (self, obj_props[PROP_CONTENT_BOX],
17856 ClutterActorBox to_box;
17858 priv->content_gravity = gravity;
17860 clutter_actor_get_content_box (self, &to_box);
17862 _clutter_actor_update_transition (self, obj_props[PROP_CONTENT_BOX],
17866 clutter_actor_queue_redraw (self);
17868 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONTENT_GRAVITY]);
17872 * clutter_actor_get_content_gravity:
17873 * @self: a #ClutterActor
17875 * Retrieves the content gravity as set using
17876 * clutter_actor_get_content_gravity().
17878 * Return value: the content gravity
17882 ClutterContentGravity
17883 clutter_actor_get_content_gravity (ClutterActor *self)
17885 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
17886 CLUTTER_CONTENT_GRAVITY_RESIZE_FILL);
17888 return self->priv->content_gravity;
17892 * clutter_actor_get_content_box:
17893 * @self: a #ClutterActor
17894 * @box: (out caller-allocates): the return location for the bounding
17895 * box for the #ClutterContent
17897 * Retrieves the bounding box for the #ClutterContent of @self.
17899 * The bounding box is relative to the actor's allocation.
17901 * If no #ClutterContent is set for @self, or if @self has not been
17902 * allocated yet, then the result is undefined.
17904 * The content box is guaranteed to be, at most, as big as the allocation
17905 * of the #ClutterActor.
17907 * If the #ClutterContent used by the actor has a preferred size, then
17908 * it is possible to modify the content box by using the
17909 * #ClutterActor:content-gravity property.
17914 clutter_actor_get_content_box (ClutterActor *self,
17915 ClutterActorBox *box)
17917 ClutterActorPrivate *priv;
17918 gfloat content_w, content_h;
17919 gfloat alloc_w, alloc_h;
17921 g_return_if_fail (CLUTTER_IS_ACTOR (self));
17922 g_return_if_fail (box != NULL);
17928 box->x2 = priv->allocation.x2 - priv->allocation.x1;
17929 box->y2 = priv->allocation.y2 - priv->allocation.y1;
17931 if (priv->content_box_valid)
17933 *box = priv->content_box;
17937 /* no need to do any more work */
17938 if (priv->content_gravity == CLUTTER_CONTENT_GRAVITY_RESIZE_FILL)
17941 if (priv->content == NULL)
17944 /* if the content does not have a preferred size then there is
17945 * no point in computing the content box
17947 if (!clutter_content_get_preferred_size (priv->content,
17955 switch (priv->content_gravity)
17957 case CLUTTER_CONTENT_GRAVITY_TOP_LEFT:
17958 box->x2 = box->x1 + MIN (content_w, alloc_w);
17959 box->y2 = box->y1 + MIN (content_h, alloc_h);
17962 case CLUTTER_CONTENT_GRAVITY_TOP:
17963 if (alloc_w > content_w)
17965 box->x1 += ceilf ((alloc_w - content_w) / 2.0);
17966 box->x2 = box->x1 + content_w;
17968 box->y2 = box->y1 + MIN (content_h, alloc_h);
17971 case CLUTTER_CONTENT_GRAVITY_TOP_RIGHT:
17972 if (alloc_w > content_w)
17974 box->x1 += (alloc_w - content_w);
17975 box->x2 = box->x1 + content_w;
17977 box->y2 = box->y1 + MIN (content_h, alloc_h);
17980 case CLUTTER_CONTENT_GRAVITY_LEFT:
17981 box->x2 = box->x1 + MIN (content_w, alloc_w);
17982 if (alloc_h > content_h)
17984 box->y1 += ceilf ((alloc_h - content_h) / 2.0);
17985 box->y2 = box->y1 + content_h;
17989 case CLUTTER_CONTENT_GRAVITY_CENTER:
17990 if (alloc_w > content_w)
17992 box->x1 += ceilf ((alloc_w - content_w) / 2.0);
17993 box->x2 = box->x1 + content_w;
17995 if (alloc_h > content_h)
17997 box->y1 += ceilf ((alloc_h - content_h) / 2.0);
17998 box->y2 = box->y1 + content_h;
18002 case CLUTTER_CONTENT_GRAVITY_RIGHT:
18003 if (alloc_w > content_w)
18005 box->x1 += (alloc_w - content_w);
18006 box->x2 = box->x1 + content_w;
18008 if (alloc_h > content_h)
18010 box->y1 += ceilf ((alloc_h - content_h) / 2.0);
18011 box->y2 = box->y1 + content_h;
18015 case CLUTTER_CONTENT_GRAVITY_BOTTOM_LEFT:
18016 box->x2 = box->x1 + MIN (content_w, alloc_w);
18017 if (alloc_h > content_h)
18019 box->y1 += (alloc_h - content_h);
18020 box->y2 = box->y1 + content_h;
18024 case CLUTTER_CONTENT_GRAVITY_BOTTOM:
18025 if (alloc_w > content_w)
18027 box->x1 += ceilf ((alloc_w - content_w) / 2.0);
18028 box->x2 = box->x1 + content_w;
18030 if (alloc_h > content_h)
18032 box->y1 += (alloc_h - content_h);
18033 box->y2 = box->y1 + content_h;
18037 case CLUTTER_CONTENT_GRAVITY_BOTTOM_RIGHT:
18038 if (alloc_w > content_w)
18040 box->x1 += (alloc_w - content_w);
18041 box->x2 = box->x1 + content_w;
18043 if (alloc_h > content_h)
18045 box->y1 += (alloc_h - content_h);
18046 box->y2 = box->y1 + content_h;
18050 case CLUTTER_CONTENT_GRAVITY_RESIZE_FILL:
18051 g_assert_not_reached ();
18054 case CLUTTER_CONTENT_GRAVITY_RESIZE_ASPECT:
18056 double r_c = content_w / content_h;
18057 double r_a = alloc_w / alloc_h;
18066 box->y1 = (alloc_h - (alloc_w * r_c)) / 2.0f;
18067 box->y2 = box->y1 + (alloc_w * r_c);
18074 box->x1 = (alloc_w - (alloc_h * r_c)) / 2.0f;
18075 box->x2 = box->x1 + (alloc_h * r_c);
18085 box->x1 = (alloc_w - (alloc_h * r_c)) / 2.0f;
18086 box->x2 = box->x1 + (alloc_h * r_c);
18093 box->y1 = (alloc_h - (alloc_w * r_c)) / 2.0f;
18094 box->y2 = box->y1 + (alloc_w * r_c);
18103 * clutter_actor_set_content_scaling_filters:
18104 * @self: a #ClutterActor
18105 * @min_filter: the minification filter for the content
18106 * @mag_filter: the magnification filter for the content
18108 * Sets the minification and magnification filter to be applied when
18109 * scaling the #ClutterActor:content of a #ClutterActor.
18111 * The #ClutterActor:minification-filter will be used when reducing
18112 * the size of the content; the #ClutterActor:magnification-filter
18113 * will be used when increasing the size of the content.
18118 clutter_actor_set_content_scaling_filters (ClutterActor *self,
18119 ClutterScalingFilter min_filter,
18120 ClutterScalingFilter mag_filter)
18122 ClutterActorPrivate *priv;
18126 g_return_if_fail (CLUTTER_IS_ACTOR (self));
18129 obj = G_OBJECT (self);
18131 g_object_freeze_notify (obj);
18135 if (priv->min_filter != min_filter)
18137 priv->min_filter = min_filter;
18140 g_object_notify_by_pspec (obj, obj_props[PROP_MINIFICATION_FILTER]);
18143 if (priv->mag_filter != mag_filter)
18145 priv->mag_filter = mag_filter;
18148 g_object_notify_by_pspec (obj, obj_props[PROP_MAGNIFICATION_FILTER]);
18152 clutter_actor_queue_redraw (self);
18154 g_object_thaw_notify (obj);
18158 * clutter_actor_get_content_scaling_filters:
18159 * @self: a #ClutterActor
18160 * @min_filter: (out) (allow-none): return location for the minification
18162 * @mag_filter: (out) (allow-none): return location for the magnification
18165 * Retrieves the values set using clutter_actor_set_content_scaling_filters().
18170 clutter_actor_get_content_scaling_filters (ClutterActor *self,
18171 ClutterScalingFilter *min_filter,
18172 ClutterScalingFilter *mag_filter)
18174 g_return_if_fail (CLUTTER_IS_ACTOR (self));
18176 if (min_filter != NULL)
18177 *min_filter = self->priv->min_filter;
18179 if (mag_filter != NULL)
18180 *mag_filter = self->priv->mag_filter;