4 * An OpenGL based 'interactive canvas' library.
6 * Authored By Matthew Allum <mallum@openedhand.com>
8 * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
9 * Copyright (C) 2009, 2010 Intel Corp
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library. If not, see <http://www.gnu.org/licenses/>.
26 * SECTION:clutter-actor
27 * @short_description: Base abstract class for all visual stage actors.
29 * The ClutterActor class is the basic element of the scene graph in Clutter,
30 * and it encapsulates the position, size, and transformations of a node in
33 * <refsect2 id="ClutterActor-transformations">
34 * <title>Actor transformations</title>
35 * <para>Each actor can be transformed using methods like
36 * clutter_actor_set_scale() or clutter_actor_set_rotation(). The order
37 * in which the transformations are applied is decided by Clutter and it is
38 * the following:</para>
40 * <listitem><para>translation by the origin of the #ClutterActor:allocation;</para></listitem>
41 * <listitem><para>translation by the actor's #ClutterActor:depth;</para></listitem>
42 * <listitem><para>scaling by the #ClutterActor:scale-x and #ClutterActor:scale-y factors;</para></listitem>
43 * <listitem><para>rotation around the #ClutterActor:rotation-z-angle and #ClutterActor:rotation-z-center;</para></listitem>
44 * <listitem><para>rotation around the #ClutterActor:rotation-y-angle and #ClutterActor:rotation-y-center;</para></listitem>
45 * <listitem><para>rotation around the #ClutterActor:rotation-x-angle and #ClutterActor:rotation-x-center;</para></listitem>
46 * <listitem><para>negative translation by the #ClutterActor:anchor-x and #ClutterActor:anchor-y point.</para></listitem>
50 * <refsect2 id="ClutterActor-geometry">
51 * <title>Modifying an actor's geometry</title>
52 * <para>Each actor has a bounding box, called #ClutterActor:allocation
53 * which is either set by its parent or explicitly through the
54 * clutter_actor_set_position() and clutter_actor_set_size() methods.
55 * Each actor also has an implicit preferred size.</para>
56 * <para>An actor’s preferred size can be defined by any subclass by
57 * overriding the #ClutterActorClass.get_preferred_width() and the
58 * #ClutterActorClass.get_preferred_height() virtual functions, or it can
59 * be explicitly set by using clutter_actor_set_width() and
60 * clutter_actor_set_height().</para>
61 * <para>An actor’s position can be set explicitly by using
62 * clutter_actor_set_x() and clutter_actor_set_y(); the coordinates are
63 * relative to the origin of the actor’s parent.</para>
66 * <refsect2 id="ClutterActor-children">
67 * <title>Managing actor children</title>
68 * <para>Each actor can have multiple children, by calling
69 * clutter_actor_add_child() to add a new child actor, and
70 * clutter_actor_remove_child() to remove an existing child. #ClutterActor
71 * will hold a reference on each child actor, which will be released when
72 * the child is removed from its parent, or destroyed using
73 * clutter_actor_destroy().</para>
74 * <informalexample><programlisting>
75 * ClutterActor *actor = clutter_actor_new ();
77 * /* set the bounding box of the actor */
78 * clutter_actor_set_position (actor, 0, 0);
79 * clutter_actor_set_size (actor, 480, 640);
81 * /* set the background color of the actor */
82 * clutter_actor_set_background_color (actor, CLUTTER_COLOR_Orange);
84 * /* set the bounding box of the child, relative to the parent */
85 * ClutterActor *child = clutter_actor_new ();
86 * clutter_actor_set_position (child, 20, 20);
87 * clutter_actor_set_size (child, 80, 240);
89 * /* set the background color of the child */
90 * clutter_actor_set_background_color (child, CLUTTER_COLOR_Blue);
92 * /* add the child to the actor */
93 * clutter_actor_add_child (actor, child);
94 * </programlisting></informalexample>
95 * <para>Children can be inserted at a given index, or above and below
96 * another child actor. The order of insertion determines the order of the
97 * children when iterating over them. Iterating over children is performed
98 * by using clutter_actor_get_first_child(), clutter_actor_get_previous_sibling(),
99 * clutter_actor_get_next_sibling(), and clutter_actor_get_last_child(). It is
100 * also possible to retrieve a list of children by using
101 * clutter_actor_get_children(), as well as retrieving a specific child at a
102 * given index by using clutter_actor_get_child_at_index().</para>
103 * <para>If you need to track additions of children to a #ClutterActor, use
104 * the #ClutterContainer::actor-added signal; similarly, to track removals
105 * of children from a ClutterActor, use the #ClutterContainer::actor-removed
107 * <informalexample><programlisting>
108 * <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" parse="text" href="../../../../tests/interactive/test-actor.c">
109 * <xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback>
111 * </programlisting></informalexample>
112 * <figure id="bin-layout">
113 * <title>Actors</title>
114 * <graphic fileref="test-actor.png" format="PNG"/>
118 * <refsect2 id="ClutterActor-events">
119 * <title>Handling events on an actor</title>
120 * <para>A #ClutterActor can receive and handle input device events, for
121 * instance pointer events and key events, as long as its
122 * #ClutterActor:reactive property is set to %TRUE.</para>
123 * <para>Once an actor has been determined to be the source of an event,
124 * Clutter will traverse the scene graph from the top-level actor towards the
125 * event source, emitting the #ClutterActor::captured-event signal on each
126 * ancestor until it reaches the source; this phase is also called
127 * <emphasis>the capture phase</emphasis>. If the event propagation was not
128 * stopped, the graph is walked backwards, from the source actor to the
129 * top-level, and the #ClutterActor::event signal, along with other event
130 * signals if needed, is emitted; this phase is also called <emphasis>the
131 * bubble phase</emphasis>. At any point of the signal emission, signal
132 * handlers can stop the propagation through the scene graph by returning
133 * %CLUTTER_EVENT_STOP; otherwise, they can continue the propagation by
134 * returning %CLUTTER_EVENT_PROPAGATE.</para>
137 * <refsect2 id="ClutterActor-subclassing">
138 * <title>Implementing an actor</title>
139 * <para>Careful consideration should be given when deciding to implement
140 * a #ClutterActor sub-class. It is generally recommended to implement a
141 * sub-class of #ClutterActor only for actors that should be used as leaf
142 * nodes of a scene graph.</para>
143 * <para>If your actor should be painted in a custom way, you should
144 * override the #ClutterActor::paint signal class handler. You can either
145 * opt to chain up to the parent class implementation or decide to fully
146 * override the default paint implementation; Clutter will set up the
147 * transformations and clip regions prior to emitting the #ClutterActor::paint
149 * <para>By overriding the #ClutterActorClass.get_preferred_width() and
150 * #ClutterActorClass.get_preferred_height() virtual functions it is
151 * possible to change or provide the preferred size of an actor; similarly,
152 * by overriding the #ClutterActorClass.allocate() virtual function it is
153 * possible to control the layout of the children of an actor. Make sure to
154 * always chain up to the parent implementation of the
155 * #ClutterActorClass.allocate() virtual function.</para>
156 * <para>In general, it is strongly encouraged to use delegation and
157 * composition instead of direct subclassing.</para>
160 * <refsect2 id="ClutterActor-script">
161 * <title>ClutterActor custom properties for #ClutterScript</title>
162 * <para>#ClutterActor defines a custom "rotation" property which
163 * allows a short-hand description of the rotations to be applied
164 * to an actor.</para>
165 * <para>The syntax of the "rotation" property is the following:</para>
169 * { "<axis>" : [ <angle>, [ <center> ] ] }
173 * <para>where the <emphasis>axis</emphasis> is the name of an enumeration
174 * value of type #ClutterRotateAxis and <emphasis>angle</emphasis> is a
175 * floating point value representing the rotation angle on the given axis,
177 * <para>The <emphasis>center</emphasis> array is optional, and if present
178 * it must contain the center of rotation as described by two coordinates:
179 * Y and Z for "x-axis"; X and Z for "y-axis"; and X and Y for
181 * <para>#ClutterActor will also parse every positional and dimensional
182 * property defined as a string through clutter_units_from_string(); you
183 * should read the documentation for the #ClutterUnits parser format for
184 * the valid units and syntax.</para>
187 * <refsect2 id="ClutterActor-animating">
188 * <title>Custom animatable properties</title>
189 * <para>#ClutterActor allows accessing properties of #ClutterAction
190 * and #ClutterConstraint instances associated to an actor instance
191 * for animation purposes.</para>
192 * <para>In order to access a specific #ClutterAction or a #ClutterConstraint
193 * property it is necessary to set the #ClutterActorMeta:name property on the
194 * given action or constraint.</para>
195 * <para>The property can be accessed using the following syntax:</para>
198 * @<section>.<meta-name>.<property-name>
201 * <para>The initial <emphasis>@</emphasis> is mandatory.</para>
202 * <para>The <emphasis>section</emphasis> fragment can be one between
203 * "actions", "constraints" and "effects".</para>
204 * <para>The <emphasis>meta-name</emphasis> fragment is the name of the
205 * action or constraint, as specified by the #ClutterActorMeta:name
207 * <para>The <emphasis>property-name</emphasis> fragment is the name of the
208 * action or constraint property to be animated.</para>
209 * <para>The example below animates a #ClutterBindConstraint applied to an
210 * actor using clutter_actor_animate(). The <emphasis>rect</emphasis> has
211 * a binding constraint for the <emphasis>origin</emphasis> actor, and in
212 * its initial state is fully transparent and overlapping the actor to
213 * which is bound to. </para>
214 * <informalexample><programlisting>
215 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0);
216 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x");
217 * clutter_actor_add_constraint (rect, constraint);
219 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0);
220 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y");
221 * clutter_actor_add_constraint (rect, constraint);
223 * clutter_actor_set_reactive (rect, TRUE);
224 * clutter_actor_set_opacity (rect, 0);
226 * g_signal_connect (rect, "button-press-event",
227 * G_CALLBACK (on_button_press),
229 * </programlisting></informalexample>
230 * <para>On button press, the rectangle "slides" from behind the actor to
231 * which is bound to, using the #ClutterBindConstraint:offset property and
232 * the #ClutterActor:opacity property.</para>
233 * <informalexample><programlisting>
234 * float new_offset = clutter_actor_get_width (origin) + h_padding;
236 * clutter_actor_animate (rect, CLUTTER_EASE_OUT_CUBIC, 500,
238 * "@constraints.bind-x.offset", new_offset,
240 * </programlisting></informalexample>
245 * CLUTTER_ACTOR_IS_MAPPED:
246 * @a: a #ClutterActor
248 * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
250 * The mapped state is set when the actor is visible and all its parents up
251 * to a top-level (e.g. a #ClutterStage) are visible, realized, and mapped.
253 * This check can be used to see if an actor is going to be painted, as only
254 * actors with the %CLUTTER_ACTOR_MAPPED flag set are going to be painted.
256 * The %CLUTTER_ACTOR_MAPPED flag is managed by Clutter itself, and it should
257 * not be checked directly; instead, the recommended usage is to connect a
258 * handler on the #GObject::notify signal for the #ClutterActor:mapped
259 * property of #ClutterActor, and check the presence of
260 * the %CLUTTER_ACTOR_MAPPED flag on state changes.
262 * It is also important to note that Clutter may delay the changes of
263 * the %CLUTTER_ACTOR_MAPPED flag on top-levels due to backend-specific
264 * limitations, or during the reparenting of an actor, to optimize
265 * unnecessary (and potentially expensive) state changes.
271 * CLUTTER_ACTOR_IS_REALIZED:
272 * @a: a #ClutterActor
274 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
276 * The realized state has an actor-dependant interpretation. If an
277 * actor wants to delay allocating resources until it is attached to a
278 * stage, it may use the realize state to do so. However it is
279 * perfectly acceptable for an actor to allocate Cogl resources before
280 * being realized because there is only one drawing context used by Clutter
281 * so any resources will work on any stage. If an actor is mapped it
282 * must also be realized, but an actor can be realized and unmapped
283 * (this is so hiding an actor temporarily doesn't do an expensive
284 * unrealize/realize).
286 * To be realized an actor must be inside a stage, and all its parents
293 * CLUTTER_ACTOR_IS_VISIBLE:
294 * @a: a #ClutterActor
296 * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
297 * Equivalent to the ClutterActor::visible object property.
299 * Note that an actor is only painted onscreen if it's mapped, which
300 * means it's visible, and all its parents are visible, and one of the
301 * parents is a toplevel stage; see also %CLUTTER_ACTOR_IS_MAPPED.
307 * CLUTTER_ACTOR_IS_REACTIVE:
308 * @a: a #ClutterActor
310 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
312 * Only reactive actors will receive event-related signals.
323 #include "cogl/cogl.h"
325 #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
326 #define CLUTTER_ENABLE_EXPERIMENTAL_API
328 #include "clutter-actor-private.h"
330 #include "clutter-action.h"
331 #include "clutter-actor-meta-private.h"
332 #include "clutter-animatable.h"
333 #include "clutter-color-static.h"
334 #include "clutter-color.h"
335 #include "clutter-constraint.h"
336 #include "clutter-container.h"
337 #include "clutter-debug.h"
338 #include "clutter-effect-private.h"
339 #include "clutter-enum-types.h"
340 #include "clutter-fixed-layout.h"
341 #include "clutter-main.h"
342 #include "clutter-marshal.h"
343 #include "clutter-flatten-effect.h"
344 #include "clutter-paint-volume-private.h"
345 #include "clutter-private.h"
346 #include "clutter-profile.h"
347 #include "clutter-scriptable.h"
348 #include "clutter-script-private.h"
349 #include "clutter-stage-private.h"
350 #include "clutter-units.h"
352 #include "deprecated/clutter-behaviour.h"
353 #include "deprecated/clutter-container.h"
355 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
356 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
358 /* Internal enum used to control mapped state update. This is a hint
359 * which indicates when to do something other than just enforce
363 MAP_STATE_CHECK, /* just enforce invariants. */
364 MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
365 * used when about to unparent.
367 MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met;
368 * used to set mapped on toplevels.
370 MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped,
371 * used just before unmapping parent.
375 /* 3 entries should be a good compromise, few layout managers
376 * will ask for 3 different preferred size in each allocation cycle */
377 #define N_CACHED_SIZE_REQUESTS 3
379 struct _ClutterActorPrivate
382 ClutterRequestMode request_mode;
384 /* our cached size requests for different width / height */
385 SizeRequest width_requests[N_CACHED_SIZE_REQUESTS];
386 SizeRequest height_requests[N_CACHED_SIZE_REQUESTS];
388 /* An age of 0 means the entry is not set */
389 guint cached_height_age;
390 guint cached_width_age;
392 /* the bounding box of the actor, relative to the parent's
395 ClutterActorBox allocation;
396 ClutterAllocationFlags allocation_flags;
401 /* clip, in actor coordinates */
402 cairo_rectangle_t clip;
404 /* the cached transformation matrix; see apply_transform() */
405 CoglMatrix transform;
408 gint opacity_override;
410 ClutterOffscreenRedirect offscreen_redirect;
412 /* This is an internal effect used to implement the
413 offscreen-redirect property */
414 ClutterEffect *flatten_effect;
417 ClutterActor *parent;
418 ClutterActor *prev_sibling;
419 ClutterActor *next_sibling;
420 ClutterActor *first_child;
421 ClutterActor *last_child;
425 /* tracks whenever the children of an actor are changed; the
426 * age is incremented by 1 whenever an actor is added or
427 * removed. the age is not incremented when the first or the
428 * last child pointers are changed, or when grandchildren of
429 * an actor are changed.
433 gchar *name; /* a non-unique name, used for debugging */
434 guint32 id; /* unique id, used for backward compatibility */
436 gint32 pick_id; /* per-stage unique id, used for picking */
438 /* a back-pointer to the Pango context that we can use
439 * to create pre-configured PangoLayout
441 PangoContext *pango_context;
443 /* the text direction configured for this child - either by
444 * application code, or by the actor's parent
446 ClutterTextDirection text_direction;
448 /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
452 ClutterMetaGroup *actions;
453 ClutterMetaGroup *constraints;
454 ClutterMetaGroup *effects;
456 /* delegate object used to allocate the children of this actor */
457 ClutterLayoutManager *layout_manager;
459 /* used when painting, to update the paint volume */
460 ClutterEffect *current_effect;
462 /* This is used to store an effect which needs to be redrawn. A
463 redraw can be queued to start from a particular effect. This is
464 used by parametrised effects that can cache an image of the
465 actor. If a parameter of the effect changes then it only needs to
466 redraw the cached image, not the actual actor. The pointer is
467 only valid if is_dirty == TRUE. If the pointer is NULL then the
468 whole actor is dirty. */
469 ClutterEffect *effect_to_redraw;
471 /* This is used when painting effects to implement the
472 clutter_actor_continue_paint() function. It points to the node in
473 the list of effects that is next in the chain */
474 const GList *next_effect_to_paint;
476 ClutterPaintVolume paint_volume;
478 /* NB: This volume isn't relative to this actor, it is in eye
479 * coordinates so that it can remain valid after the actor changes.
481 ClutterPaintVolume last_paint_volume;
483 ClutterStageQueueRedrawEntry *queue_redraw_entry;
485 ClutterColor bg_color;
489 /* fixed position and sizes */
490 guint position_set : 1;
491 guint min_width_set : 1;
492 guint min_height_set : 1;
493 guint natural_width_set : 1;
494 guint natural_height_set : 1;
495 /* cached request is invalid (implies allocation is too) */
496 guint needs_width_request : 1;
497 /* cached request is invalid (implies allocation is too) */
498 guint needs_height_request : 1;
499 /* cached allocation is invalid (request has changed, probably) */
500 guint needs_allocation : 1;
501 guint show_on_set_parent : 1;
503 guint clip_to_allocation : 1;
504 guint enable_model_view_transform : 1;
505 guint enable_paint_unmapped : 1;
506 guint has_pointer : 1;
507 guint propagated_one_redraw : 1;
508 guint paint_volume_valid : 1;
509 guint last_paint_volume_valid : 1;
510 guint in_clone_paint : 1;
511 guint transform_valid : 1;
512 /* This is TRUE if anything has queued a redraw since we were last
513 painted. In this case effect_to_redraw will point to an effect
514 the redraw was queued from or it will be NULL if the redraw was
515 queued without an effect. */
517 guint bg_color_set : 1;
526 /* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
527 * when set they force a size request, when gotten they
528 * get the allocation if the allocation is valid, and the
536 /* Then the rest of these size-related properties are the "actual"
537 * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
542 PROP_FIXED_POSITION_SET,
551 PROP_NATURAL_WIDTH_SET,
554 PROP_NATURAL_HEIGHT_SET,
558 /* Allocation properties are read-only */
565 PROP_CLIP_TO_ALLOCATION,
569 PROP_OFFSCREEN_REDIRECT,
582 PROP_ROTATION_ANGLE_X,
583 PROP_ROTATION_ANGLE_Y,
584 PROP_ROTATION_ANGLE_Z,
585 PROP_ROTATION_CENTER_X,
586 PROP_ROTATION_CENTER_Y,
587 PROP_ROTATION_CENTER_Z,
588 /* This property only makes sense for the z rotation because the
589 others would depend on the actor having a size along the
591 PROP_ROTATION_CENTER_Z_GRAVITY,
597 PROP_SHOW_ON_SET_PARENT,
615 PROP_BACKGROUND_COLOR,
616 PROP_BACKGROUND_COLOR_SET,
624 static GParamSpec *obj_props[PROP_LAST];
643 BUTTON_RELEASE_EVENT,
655 static guint actor_signals[LAST_SIGNAL] = { 0, };
657 static void clutter_container_iface_init (ClutterContainerIface *iface);
658 static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
659 static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
660 static void atk_implementor_iface_init (AtkImplementorIface *iface);
662 /* These setters are all static for now, maybe they should be in the
663 * public API, but they are perhaps obscure enough to leave only as
666 static void clutter_actor_set_min_width (ClutterActor *self,
668 static void clutter_actor_set_min_height (ClutterActor *self,
670 static void clutter_actor_set_natural_width (ClutterActor *self,
671 gfloat natural_width);
672 static void clutter_actor_set_natural_height (ClutterActor *self,
673 gfloat natural_height);
674 static void clutter_actor_set_min_width_set (ClutterActor *self,
675 gboolean use_min_width);
676 static void clutter_actor_set_min_height_set (ClutterActor *self,
677 gboolean use_min_height);
678 static void clutter_actor_set_natural_width_set (ClutterActor *self,
679 gboolean use_natural_width);
680 static void clutter_actor_set_natural_height_set (ClutterActor *self,
681 gboolean use_natural_height);
682 static void clutter_actor_update_map_state (ClutterActor *self,
683 MapStateChange change);
684 static void clutter_actor_unrealize_not_hiding (ClutterActor *self);
686 /* Helper routines for managing anchor coords */
687 static void clutter_anchor_coord_get_units (ClutterActor *self,
688 const AnchorCoord *coord,
692 static void clutter_anchor_coord_set_units (AnchorCoord *coord,
697 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
698 static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
699 ClutterGravity gravity);
701 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
703 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
705 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
706 ClutterActor *ancestor,
709 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
711 static guint8 clutter_actor_get_paint_opacity_internal (ClutterActor *self);
713 static void on_layout_manager_changed (ClutterLayoutManager *manager,
716 /* Helper macro which translates by the anchor coord, applies the
717 given transformation and then translates back */
718 #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \
719 gfloat _tx, _ty, _tz; \
720 clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \
721 cogl_matrix_translate ((m), _tx, _ty, _tz); \
723 cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
725 static GQuark quark_shader_data = 0;
726 static GQuark quark_actor_layout_info = 0;
727 static GQuark quark_actor_transform_info = 0;
729 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
731 G_TYPE_INITIALLY_UNOWNED,
732 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
733 clutter_container_iface_init)
734 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
735 clutter_scriptable_iface_init)
736 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
737 clutter_animatable_iface_init)
738 G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR,
739 atk_implementor_iface_init));
742 * clutter_actor_get_debug_name:
743 * @actor: a #ClutterActor
745 * Retrieves a printable name of @actor for debugging messages
747 * Return value: a string with a printable name
750 _clutter_actor_get_debug_name (ClutterActor *actor)
752 return actor->priv->name != NULL ? actor->priv->name
753 : G_OBJECT_TYPE_NAME (actor);
756 #ifdef CLUTTER_ENABLE_DEBUG
757 /* XXX - this is for debugging only, remove once working (or leave
758 * in only in some debug mode). Should leave it for a little while
759 * until we're confident in the new map/realize/visible handling.
762 clutter_actor_verify_map_state (ClutterActor *self)
764 ClutterActorPrivate *priv = self->priv;
766 if (CLUTTER_ACTOR_IS_REALIZED (self))
768 /* all bets are off during reparent when we're potentially realized,
769 * but should not be according to invariants
771 if (!CLUTTER_ACTOR_IN_REPARENT (self))
773 if (priv->parent == NULL)
775 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
779 g_warning ("Realized non-toplevel actor '%s' should "
781 _clutter_actor_get_debug_name (self));
783 else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
785 g_warning ("Realized actor %s has an unrealized parent %s",
786 _clutter_actor_get_debug_name (self),
787 _clutter_actor_get_debug_name (priv->parent));
792 if (CLUTTER_ACTOR_IS_MAPPED (self))
794 if (!CLUTTER_ACTOR_IS_REALIZED (self))
795 g_warning ("Actor '%s' is mapped but not realized",
796 _clutter_actor_get_debug_name (self));
798 /* remaining bets are off during reparent when we're potentially
799 * mapped, but should not be according to invariants
801 if (!CLUTTER_ACTOR_IN_REPARENT (self))
803 if (priv->parent == NULL)
805 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
807 if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
808 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
810 g_warning ("Toplevel actor '%s' is mapped "
812 _clutter_actor_get_debug_name (self));
817 g_warning ("Mapped actor '%s' should have a parent",
818 _clutter_actor_get_debug_name (self));
823 ClutterActor *iter = self;
825 /* check for the enable_paint_unmapped flag on the actor
826 * and parents; if the flag is enabled at any point of this
827 * branch of the scene graph then all the later checks
832 if (iter->priv->enable_paint_unmapped)
835 iter = iter->priv->parent;
838 if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
840 g_warning ("Actor '%s' should not be mapped if parent '%s'"
842 _clutter_actor_get_debug_name (self),
843 _clutter_actor_get_debug_name (priv->parent));
846 if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
848 g_warning ("Actor '%s' should not be mapped if parent '%s'"
850 _clutter_actor_get_debug_name (self),
851 _clutter_actor_get_debug_name (priv->parent));
854 if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
856 if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent))
857 g_warning ("Actor '%s' is mapped but its non-toplevel "
858 "parent '%s' is not mapped",
859 _clutter_actor_get_debug_name (self),
860 _clutter_actor_get_debug_name (priv->parent));
867 #endif /* CLUTTER_ENABLE_DEBUG */
870 clutter_actor_set_mapped (ClutterActor *self,
873 if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
878 CLUTTER_ACTOR_GET_CLASS (self)->map (self);
879 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
883 CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
884 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
888 /* this function updates the mapped and realized states according to
889 * invariants, in the appropriate order.
892 clutter_actor_update_map_state (ClutterActor *self,
893 MapStateChange change)
897 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
899 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
901 /* the mapped flag on top-level actors must be set by the
902 * per-backend implementation because it might be asynchronous.
904 * That is, the MAPPED flag on toplevels currently tracks the X
905 * server mapped-ness of the window, while the expected behavior
906 * (if used to GTK) may be to track WM_STATE!=WithdrawnState.
907 * This creates some weird complexity by breaking the invariant
908 * that if we're visible and all ancestors shown then we are
909 * also mapped - instead, we are mapped if all ancestors
910 * _possibly excepting_ the stage are mapped. The stage
911 * will map/unmap for example when it is minimized or
912 * moved to another workspace.
914 * So, the only invariant on the stage is that if visible it
915 * should be realized, and that it has to be visible to be
918 if (CLUTTER_ACTOR_IS_VISIBLE (self))
919 clutter_actor_realize (self);
923 case MAP_STATE_CHECK:
926 case MAP_STATE_MAKE_MAPPED:
927 g_assert (!was_mapped);
928 clutter_actor_set_mapped (self, TRUE);
931 case MAP_STATE_MAKE_UNMAPPED:
932 g_assert (was_mapped);
933 clutter_actor_set_mapped (self, FALSE);
936 case MAP_STATE_MAKE_UNREALIZED:
937 /* we only use MAKE_UNREALIZED in unparent,
938 * and unparenting a stage isn't possible.
939 * If someone wants to just unrealize a stage
940 * then clutter_actor_unrealize() doesn't
941 * go through this codepath.
943 g_warning ("Trying to force unrealize stage is not allowed");
947 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
948 !CLUTTER_ACTOR_IS_VISIBLE (self) &&
949 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
951 g_warning ("Clutter toplevel of type '%s' is not visible, but "
952 "it is somehow still mapped",
953 _clutter_actor_get_debug_name (self));
958 ClutterActorPrivate *priv = self->priv;
959 ClutterActor *parent = priv->parent;
960 gboolean should_be_mapped;
961 gboolean may_be_realized;
962 gboolean must_be_realized;
964 should_be_mapped = FALSE;
965 may_be_realized = TRUE;
966 must_be_realized = FALSE;
968 if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
970 may_be_realized = FALSE;
974 /* Maintain invariant that if parent is mapped, and we are
975 * visible, then we are mapped ... unless parent is a
976 * stage, in which case we map regardless of parent's map
977 * state but do require stage to be visible and realized.
979 * If parent is realized, that does not force us to be
980 * realized; but if parent is unrealized, that does force
981 * us to be unrealized.
983 * The reason we don't force children to realize with
984 * parents is _clutter_actor_rerealize(); if we require that
985 * a realized parent means children are realized, then to
986 * unrealize an actor we would have to unrealize its
987 * parents, which would end up meaning unrealizing and
988 * hiding the entire stage. So we allow unrealizing a
989 * child (as long as that child is not mapped) while that
990 * child still has a realized parent.
992 * Also, if we unrealize from leaf nodes to root, and
993 * realize from root to leaf, the invariants are never
994 * violated if we allow children to be unrealized
995 * while parents are realized.
997 * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
998 * to force us to unmap, even though parent is still
999 * mapped. This is because we're unmapping from leaf nodes
1002 if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1003 change != MAP_STATE_MAKE_UNMAPPED)
1005 gboolean parent_is_visible_realized_toplevel;
1007 parent_is_visible_realized_toplevel =
1008 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1009 CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1010 CLUTTER_ACTOR_IS_REALIZED (parent));
1012 if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1013 parent_is_visible_realized_toplevel)
1015 must_be_realized = TRUE;
1016 should_be_mapped = TRUE;
1020 /* if the actor has been set to be painted even if unmapped
1021 * then we should map it and check for realization as well;
1022 * this is an override for the branch of the scene graph
1023 * which begins with this node
1025 if (priv->enable_paint_unmapped)
1027 if (priv->parent == NULL)
1028 g_warning ("Attempting to map an unparented actor '%s'",
1029 _clutter_actor_get_debug_name (self));
1031 should_be_mapped = TRUE;
1032 must_be_realized = TRUE;
1035 if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1036 may_be_realized = FALSE;
1039 if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1042 g_warning ("Attempting to map a child that does not "
1043 "meet the necessary invariants: the actor '%s' "
1045 _clutter_actor_get_debug_name (self));
1047 g_warning ("Attempting to map a child that does not "
1048 "meet the necessary invariants: the actor '%s' "
1049 "is parented to an unmapped actor '%s'",
1050 _clutter_actor_get_debug_name (self),
1051 _clutter_actor_get_debug_name (priv->parent));
1054 /* If in reparent, we temporarily suspend unmap and unrealize.
1056 * We want to go in the order "realize, map" and "unmap, unrealize"
1060 if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1061 clutter_actor_set_mapped (self, FALSE);
1064 if (must_be_realized)
1065 clutter_actor_realize (self);
1067 /* if we must be realized then we may be, presumably */
1068 g_assert (!(must_be_realized && !may_be_realized));
1071 if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1072 clutter_actor_unrealize_not_hiding (self);
1075 if (should_be_mapped)
1077 if (!must_be_realized)
1078 g_warning ("Somehow we think actor '%s' should be mapped but "
1079 "not realized, which isn't allowed",
1080 _clutter_actor_get_debug_name (self));
1082 /* realization is allowed to fail (though I don't know what
1083 * an app is supposed to do about that - shouldn't it just
1084 * be a g_error? anyway, we have to avoid mapping if this
1087 if (CLUTTER_ACTOR_IS_REALIZED (self))
1088 clutter_actor_set_mapped (self, TRUE);
1092 #ifdef CLUTTER_ENABLE_DEBUG
1093 /* check all invariants were kept */
1094 clutter_actor_verify_map_state (self);
1099 clutter_actor_real_map (ClutterActor *self)
1101 ClutterActorPrivate *priv = self->priv;
1102 ClutterActor *stage, *iter;
1104 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1106 CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1107 _clutter_actor_get_debug_name (self));
1109 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1111 stage = _clutter_actor_get_stage_internal (self);
1112 priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1114 CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1116 _clutter_actor_get_debug_name (self));
1118 /* notify on parent mapped before potentially mapping
1119 * children, so apps see a top-down notification.
1121 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1123 for (iter = self->priv->first_child;
1125 iter = iter->priv->next_sibling)
1127 clutter_actor_map (iter);
1132 * clutter_actor_map:
1133 * @self: A #ClutterActor
1135 * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
1136 * and realizes its children if they are visible. Does nothing if the
1137 * actor is not visible.
1139 * Calling this function is strongly disencouraged: the default
1140 * implementation of #ClutterActorClass.map() will map all the children
1141 * of an actor when mapping its parent.
1143 * When overriding map, it is mandatory to chain up to the parent
1149 clutter_actor_map (ClutterActor *self)
1151 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1153 if (CLUTTER_ACTOR_IS_MAPPED (self))
1156 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1159 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1163 clutter_actor_real_unmap (ClutterActor *self)
1165 ClutterActorPrivate *priv = self->priv;
1168 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1170 CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1171 _clutter_actor_get_debug_name (self));
1173 for (iter = self->priv->first_child;
1175 iter = iter->priv->next_sibling)
1177 clutter_actor_unmap (iter);
1180 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1182 /* clear the contents of the last paint volume, so that hiding + moving +
1183 * showing will not result in the wrong area being repainted
1185 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1186 priv->last_paint_volume_valid = TRUE;
1188 /* notify on parent mapped after potentially unmapping
1189 * children, so apps see a bottom-up notification.
1191 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1193 /* relinquish keyboard focus if we were unmapped while owning it */
1194 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1196 ClutterStage *stage;
1198 stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1201 _clutter_stage_release_pick_id (stage, priv->pick_id);
1205 if (stage != NULL &&
1206 clutter_stage_get_key_focus (stage) == self)
1208 clutter_stage_set_key_focus (stage, NULL);
1214 * clutter_actor_unmap:
1215 * @self: A #ClutterActor
1217 * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1218 * unmaps its children if they were mapped.
1220 * Calling this function is not encouraged: the default #ClutterActor
1221 * implementation of #ClutterActorClass.unmap() will also unmap any
1222 * eventual children by default when their parent is unmapped.
1224 * When overriding #ClutterActorClass.unmap(), it is mandatory to
1225 * chain up to the parent implementation.
1227 * <note>It is important to note that the implementation of the
1228 * #ClutterActorClass.unmap() virtual function may be called after
1229 * the #ClutterActorClass.destroy() or the #GObjectClass.dispose()
1230 * implementation, but it is guaranteed to be called before the
1231 * #GObjectClass.finalize() implementation.</note>
1236 clutter_actor_unmap (ClutterActor *self)
1238 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1240 if (!CLUTTER_ACTOR_IS_MAPPED (self))
1243 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1247 clutter_actor_real_show (ClutterActor *self)
1249 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1251 ClutterActorPrivate *priv = self->priv;
1253 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1255 /* we notify on the "visible" flag in the clutter_actor_show()
1256 * wrapper so the entire show signal emission completes first
1259 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1261 /* we queue a relayout unless the actor is inside a
1262 * container that explicitly told us not to
1264 if (priv->parent != NULL &&
1265 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1267 /* While an actor is hidden the parent may not have
1268 * allocated/requested so we need to start from scratch
1269 * and avoid the short-circuiting in
1270 * clutter_actor_queue_relayout().
1272 priv->needs_width_request = FALSE;
1273 priv->needs_height_request = FALSE;
1274 priv->needs_allocation = FALSE;
1275 clutter_actor_queue_relayout (self);
1281 set_show_on_set_parent (ClutterActor *self,
1284 ClutterActorPrivate *priv = self->priv;
1286 set_show = !!set_show;
1288 if (priv->show_on_set_parent == set_show)
1291 if (priv->parent == NULL)
1293 priv->show_on_set_parent = set_show;
1294 g_object_notify_by_pspec (G_OBJECT (self),
1295 obj_props[PROP_SHOW_ON_SET_PARENT]);
1300 * clutter_actor_show:
1301 * @self: A #ClutterActor
1303 * Flags an actor to be displayed. An actor that isn't shown will not
1304 * be rendered on the stage.
1306 * Actors are visible by default.
1308 * If this function is called on an actor without a parent, the
1309 * #ClutterActor:show-on-set-parent will be set to %TRUE as a side
1313 clutter_actor_show (ClutterActor *self)
1315 ClutterActorPrivate *priv;
1317 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1319 /* simple optimization */
1320 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1322 /* we still need to set the :show-on-set-parent property, in
1323 * case show() is called on an unparented actor
1325 set_show_on_set_parent (self, TRUE);
1329 #ifdef CLUTTER_ENABLE_DEBUG
1330 clutter_actor_verify_map_state (self);
1335 g_object_freeze_notify (G_OBJECT (self));
1337 set_show_on_set_parent (self, TRUE);
1339 g_signal_emit (self, actor_signals[SHOW], 0);
1340 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1342 if (priv->parent != NULL)
1343 clutter_actor_queue_redraw (priv->parent);
1345 g_object_thaw_notify (G_OBJECT (self));
1349 * clutter_actor_show_all:
1350 * @self: a #ClutterActor
1352 * Calls clutter_actor_show() on all children of an actor (if any).
1356 * Deprecated: 1.10: Actors are visible by default
1359 clutter_actor_show_all (ClutterActor *self)
1361 ClutterActorClass *klass;
1363 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1365 klass = CLUTTER_ACTOR_GET_CLASS (self);
1366 if (klass->show_all)
1367 klass->show_all (self);
1371 clutter_actor_real_hide (ClutterActor *self)
1373 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1375 ClutterActorPrivate *priv = self->priv;
1377 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1379 /* we notify on the "visible" flag in the clutter_actor_hide()
1380 * wrapper so the entire hide signal emission completes first
1383 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1385 /* we queue a relayout unless the actor is inside a
1386 * container that explicitly told us not to
1388 if (priv->parent != NULL &&
1389 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1390 clutter_actor_queue_relayout (priv->parent);
1395 * clutter_actor_hide:
1396 * @self: A #ClutterActor
1398 * Flags an actor to be hidden. A hidden actor will not be
1399 * rendered on the stage.
1401 * Actors are visible by default.
1403 * If this function is called on an actor without a parent, the
1404 * #ClutterActor:show-on-set-parent property will be set to %FALSE
1408 clutter_actor_hide (ClutterActor *self)
1410 ClutterActorPrivate *priv;
1412 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1414 /* simple optimization */
1415 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1417 /* we still need to set the :show-on-set-parent property, in
1418 * case hide() is called on an unparented actor
1420 set_show_on_set_parent (self, FALSE);
1424 #ifdef CLUTTER_ENABLE_DEBUG
1425 clutter_actor_verify_map_state (self);
1430 g_object_freeze_notify (G_OBJECT (self));
1432 set_show_on_set_parent (self, FALSE);
1434 g_signal_emit (self, actor_signals[HIDE], 0);
1435 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1437 if (priv->parent != NULL)
1438 clutter_actor_queue_redraw (priv->parent);
1440 g_object_thaw_notify (G_OBJECT (self));
1444 * clutter_actor_hide_all:
1445 * @self: a #ClutterActor
1447 * Calls clutter_actor_hide() on all child actors (if any).
1451 * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1452 * prevent its children from being painted as well.
1455 clutter_actor_hide_all (ClutterActor *self)
1457 ClutterActorClass *klass;
1459 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1461 klass = CLUTTER_ACTOR_GET_CLASS (self);
1462 if (klass->hide_all)
1463 klass->hide_all (self);
1467 * clutter_actor_realize:
1468 * @self: A #ClutterActor
1470 * Realization informs the actor that it is attached to a stage. It
1471 * can use this to allocate resources if it wanted to delay allocation
1472 * until it would be rendered. However it is perfectly acceptable for
1473 * an actor to create resources before being realized because Clutter
1474 * only ever has a single rendering context so that actor is free to
1475 * be moved from one stage to another.
1477 * This function does nothing if the actor is already realized.
1479 * Because a realized actor must have realized parent actors, calling
1480 * clutter_actor_realize() will also realize all parents of the actor.
1482 * This function does not realize child actors, except in the special
1483 * case that realizing the stage, when the stage is visible, will
1484 * suddenly map (and thus realize) the children of the stage.
1487 clutter_actor_realize (ClutterActor *self)
1489 ClutterActorPrivate *priv;
1491 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1495 #ifdef CLUTTER_ENABLE_DEBUG
1496 clutter_actor_verify_map_state (self);
1499 if (CLUTTER_ACTOR_IS_REALIZED (self))
1502 /* To be realized, our parent actors must be realized first.
1503 * This will only succeed if we're inside a toplevel.
1505 if (priv->parent != NULL)
1506 clutter_actor_realize (priv->parent);
1508 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1510 /* toplevels can be realized at any time */
1514 /* "Fail" the realization if parent is missing or unrealized;
1515 * this should really be a g_warning() not some kind of runtime
1516 * failure; how can an app possibly recover? Instead it's a bug
1517 * in the app and the app should get an explanatory warning so
1518 * someone can fix it. But for now it's too hard to fix this
1519 * because e.g. ClutterTexture needs reworking.
1521 if (priv->parent == NULL ||
1522 !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1526 CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1528 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1529 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1531 g_signal_emit (self, actor_signals[REALIZE], 0);
1533 /* Stage actor is allowed to unset the realized flag again in its
1534 * default signal handler, though that is a pathological situation.
1537 /* If realization "failed" we'll have to update child state. */
1538 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1542 clutter_actor_real_unrealize (ClutterActor *self)
1544 /* we must be unmapped (implying our children are also unmapped) */
1545 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1549 * clutter_actor_unrealize:
1550 * @self: A #ClutterActor
1552 * Unrealization informs the actor that it may be being destroyed or
1553 * moved to another stage. The actor may want to destroy any
1554 * underlying graphics resources at this point. However it is
1555 * perfectly acceptable for it to retain the resources until the actor
1556 * is destroyed because Clutter only ever uses a single rendering
1557 * context and all of the graphics resources are valid on any stage.
1559 * Because mapped actors must be realized, actors may not be
1560 * unrealized if they are mapped. This function hides the actor to be
1561 * sure it isn't mapped, an application-visible side effect that you
1562 * may not be expecting.
1564 * This function should not be called by application code.
1567 clutter_actor_unrealize (ClutterActor *self)
1569 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1570 g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1572 /* This function should not really be in the public API, because
1573 * there isn't a good reason to call it. ClutterActor will already
1574 * unrealize things for you when it's important to do so.
1576 * If you were using clutter_actor_unrealize() in a dispose
1577 * implementation, then don't, just chain up to ClutterActor's
1580 * If you were using clutter_actor_unrealize() to implement
1581 * unrealizing children of your container, then don't, ClutterActor
1582 * will already take care of that.
1584 * If you were using clutter_actor_unrealize() to re-realize to
1585 * create your resources in a different way, then use
1586 * _clutter_actor_rerealize() (inside Clutter) or just call your
1587 * code that recreates your resources directly (outside Clutter).
1590 #ifdef CLUTTER_ENABLE_DEBUG
1591 clutter_actor_verify_map_state (self);
1594 clutter_actor_hide (self);
1596 clutter_actor_unrealize_not_hiding (self);
1599 static ClutterActorTraverseVisitFlags
1600 unrealize_actor_before_children_cb (ClutterActor *self,
1604 /* If an actor is already unrealized we know its children have also
1605 * already been unrealized... */
1606 if (!CLUTTER_ACTOR_IS_REALIZED (self))
1607 return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN;
1609 g_signal_emit (self, actor_signals[UNREALIZE], 0);
1611 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1614 static ClutterActorTraverseVisitFlags
1615 unrealize_actor_after_children_cb (ClutterActor *self,
1619 /* We want to unset the realized flag only _after_
1620 * child actors are unrealized, to maintain invariants.
1622 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1623 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1624 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1628 * clutter_actor_unrealize_not_hiding:
1629 * @self: A #ClutterActor
1631 * Unrealization informs the actor that it may be being destroyed or
1632 * moved to another stage. The actor may want to destroy any
1633 * underlying graphics resources at this point. However it is
1634 * perfectly acceptable for it to retain the resources until the actor
1635 * is destroyed because Clutter only ever uses a single rendering
1636 * context and all of the graphics resources are valid on any stage.
1638 * Because mapped actors must be realized, actors may not be
1639 * unrealized if they are mapped. You must hide the actor or one of
1640 * its parents before attempting to unrealize.
1642 * This function is separate from clutter_actor_unrealize() because it
1643 * does not automatically hide the actor.
1644 * Actors need not be hidden to be unrealized, they just need to
1645 * be unmapped. In fact we don't want to mess up the application's
1646 * setting of the "visible" flag, so hiding is very undesirable.
1648 * clutter_actor_unrealize() does a clutter_actor_hide() just for
1649 * backward compatibility.
1652 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1654 _clutter_actor_traverse (self,
1655 CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1656 unrealize_actor_before_children_cb,
1657 unrealize_actor_after_children_cb,
1662 * _clutter_actor_rerealize:
1663 * @self: A #ClutterActor
1664 * @callback: Function to call while unrealized
1665 * @data: data for callback
1667 * If an actor is already unrealized, this just calls the callback.
1669 * If it is realized, it unrealizes temporarily, calls the callback,
1670 * and then re-realizes the actor.
1672 * As a side effect, leaves all children of the actor unrealized if
1673 * the actor was realized but not showing. This is because when we
1674 * unrealize the actor temporarily we must unrealize its children
1675 * (e.g. children of a stage can't be realized if stage window is
1676 * gone). And we aren't clever enough to save the realization state of
1677 * all children. In most cases this should not matter, because
1678 * the children will automatically realize when they next become mapped.
1681 _clutter_actor_rerealize (ClutterActor *self,
1682 ClutterCallback callback,
1685 gboolean was_mapped;
1686 gboolean was_showing;
1687 gboolean was_realized;
1689 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1691 #ifdef CLUTTER_ENABLE_DEBUG
1692 clutter_actor_verify_map_state (self);
1695 was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1696 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1697 was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1699 /* Must be unmapped to unrealize. Note we only have to hide this
1700 * actor if it was mapped (if all parents were showing). If actor
1701 * is merely visible (but not mapped), then that's fine, we can
1705 clutter_actor_hide (self);
1707 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1709 /* unrealize self and all children */
1710 clutter_actor_unrealize_not_hiding (self);
1712 if (callback != NULL)
1714 (* callback) (self, data);
1718 clutter_actor_show (self); /* will realize only if mapping implies it */
1719 else if (was_realized)
1720 clutter_actor_realize (self); /* realize self and all parents */
1724 clutter_actor_real_pick (ClutterActor *self,
1725 const ClutterColor *color)
1727 /* the default implementation is just to paint a rectangle
1728 * with the same size of the actor using the passed color
1730 if (clutter_actor_should_pick_paint (self))
1732 ClutterActorBox box = { 0, };
1733 float width, height;
1735 clutter_actor_get_allocation_box (self, &box);
1737 width = box.x2 - box.x1;
1738 height = box.y2 - box.y1;
1740 cogl_set_source_color4ub (color->red,
1745 cogl_rectangle (0, 0, width, height);
1748 /* XXX - this thoroughly sucks, but we need to maintain compatibility
1749 * with existing container classes that override the pick() virtual
1750 * and chain up to the default implementation - otherwise we'll end up
1751 * painting our children twice.
1753 * this has to go away for 2.0; hopefully along the pick() itself.
1755 if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
1759 for (iter = self->priv->first_child;
1761 iter = iter->priv->next_sibling)
1762 clutter_actor_paint (iter);
1767 * clutter_actor_should_pick_paint:
1768 * @self: A #ClutterActor
1770 * Should be called inside the implementation of the
1771 * #ClutterActor::pick virtual function in order to check whether
1772 * the actor should paint itself in pick mode or not.
1774 * This function should never be called directly by applications.
1776 * Return value: %TRUE if the actor should paint its silhouette,
1780 clutter_actor_should_pick_paint (ClutterActor *self)
1782 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
1784 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1785 (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
1786 CLUTTER_ACTOR_IS_REACTIVE (self)))
1793 clutter_actor_real_get_preferred_width (ClutterActor *self,
1795 gfloat *min_width_p,
1796 gfloat *natural_width_p)
1798 ClutterActorPrivate *priv = self->priv;
1800 if (priv->n_children != 0 &&
1801 priv->layout_manager != NULL)
1803 ClutterContainer *container = CLUTTER_CONTAINER (self);
1805 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1806 "for the preferred width",
1807 G_OBJECT_TYPE_NAME (priv->layout_manager),
1808 priv->layout_manager);
1810 clutter_layout_manager_get_preferred_width (priv->layout_manager,
1819 /* Default implementation is always 0x0, usually an actor
1820 * using this default is relying on someone to set the
1823 CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
1828 if (natural_width_p)
1829 *natural_width_p = 0;
1833 clutter_actor_real_get_preferred_height (ClutterActor *self,
1835 gfloat *min_height_p,
1836 gfloat *natural_height_p)
1838 ClutterActorPrivate *priv = self->priv;
1840 if (priv->n_children != 0 &&
1841 priv->layout_manager != NULL)
1843 ClutterContainer *container = CLUTTER_CONTAINER (self);
1845 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1846 "for the preferred height",
1847 G_OBJECT_TYPE_NAME (priv->layout_manager),
1848 priv->layout_manager);
1850 clutter_layout_manager_get_preferred_height (priv->layout_manager,
1858 /* Default implementation is always 0x0, usually an actor
1859 * using this default is relying on someone to set the
1862 CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
1867 if (natural_height_p)
1868 *natural_height_p = 0;
1872 clutter_actor_store_old_geometry (ClutterActor *self,
1873 ClutterActorBox *box)
1875 *box = self->priv->allocation;
1879 clutter_actor_notify_if_geometry_changed (ClutterActor *self,
1880 const ClutterActorBox *old)
1882 ClutterActorPrivate *priv = self->priv;
1883 GObject *obj = G_OBJECT (self);
1885 g_object_freeze_notify (obj);
1887 /* to avoid excessive requisition or allocation cycles we
1888 * use the cached values.
1890 * - if we don't have an allocation we assume that we need
1892 * - if we don't have a width or a height request we notify
1894 * - if we have a valid allocation then we check the old
1895 * bounding box with the current allocation and we notify
1898 if (priv->needs_allocation)
1900 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1901 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1902 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1903 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1905 else if (priv->needs_width_request || priv->needs_height_request)
1907 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1908 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1913 gfloat widthu, heightu;
1915 xu = priv->allocation.x1;
1916 yu = priv->allocation.y1;
1917 widthu = priv->allocation.x2 - priv->allocation.x1;
1918 heightu = priv->allocation.y2 - priv->allocation.y1;
1921 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1924 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1926 if (widthu != (old->x2 - old->x1))
1927 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1929 if (heightu != (old->y2 - old->y1))
1930 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1933 g_object_thaw_notify (obj);
1937 * clutter_actor_set_allocation_internal:
1938 * @self: a #ClutterActor
1939 * @box: a #ClutterActorBox
1940 * @flags: allocation flags
1942 * Stores the allocation of @self.
1944 * This function only performs basic storage and property notification.
1946 * This function should be called by clutter_actor_set_allocation()
1947 * and by the default implementation of #ClutterActorClass.allocate().
1949 * Return value: %TRUE if the allocation of the #ClutterActor has been
1950 * changed, and %FALSE otherwise
1952 static inline gboolean
1953 clutter_actor_set_allocation_internal (ClutterActor *self,
1954 const ClutterActorBox *box,
1955 ClutterAllocationFlags flags)
1957 ClutterActorPrivate *priv = self->priv;
1959 gboolean x1_changed, y1_changed, x2_changed, y2_changed;
1960 gboolean flags_changed;
1962 ClutterActorBox old_alloc = { 0, };
1964 obj = G_OBJECT (self);
1966 g_object_freeze_notify (obj);
1968 clutter_actor_store_old_geometry (self, &old_alloc);
1970 x1_changed = priv->allocation.x1 != box->x1;
1971 y1_changed = priv->allocation.y1 != box->y1;
1972 x2_changed = priv->allocation.x2 != box->x2;
1973 y2_changed = priv->allocation.y2 != box->y2;
1975 flags_changed = priv->allocation_flags != flags;
1977 priv->allocation = *box;
1978 priv->allocation_flags = flags;
1980 /* allocation is authoritative */
1981 priv->needs_width_request = FALSE;
1982 priv->needs_height_request = FALSE;
1983 priv->needs_allocation = FALSE;
1985 if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed)
1987 CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
1988 _clutter_actor_get_debug_name (self));
1990 priv->transform_valid = FALSE;
1992 g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
1999 clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2001 g_object_thaw_notify (obj);
2006 static void clutter_actor_real_allocate (ClutterActor *self,
2007 const ClutterActorBox *box,
2008 ClutterAllocationFlags flags);
2011 clutter_actor_maybe_layout_children (ClutterActor *self,
2012 const ClutterActorBox *allocation,
2013 ClutterAllocationFlags flags)
2015 ClutterActorPrivate *priv = self->priv;
2017 /* this is going to be a bit hard to follow, so let's put an explanation
2020 * we want ClutterActor to have a default layout manager if the actor was
2021 * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2023 * we also want any subclass of ClutterActor that does not override the
2024 * ::allocate() virtual function to delegate to a layout manager.
2026 * finally, we want to allow people subclassing ClutterActor and overriding
2027 * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2029 * on the other hand, we want existing actor subclasses overriding the
2030 * ::allocate() virtual function and chaining up to the parent's
2031 * implementation to continue working without allocating their children
2032 * twice, or without entering an allocation loop.
2034 * for the first two points, we check if the class of the actor is
2035 * overridding the ::allocate() virtual function; if it isn't, then we
2036 * follow through with checking whether we have children and a layout
2037 * manager, and eventually calling clutter_layout_manager_allocate().
2039 * for the third point, we check the CLUTTER_DELEGATE_LAYOUT flag in the
2040 * allocation flags that we got passed, and if it is present, we continue
2041 * with the check above.
2043 * if neither of these two checks yields a positive result, we just
2044 * assume that the ::allocate() virtual function that resulted in this
2045 * function being called will also allocate the children of the actor.
2048 if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2051 if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2057 if (priv->n_children != 0 &&
2058 priv->layout_manager != NULL)
2060 ClutterContainer *container = CLUTTER_CONTAINER (self);
2061 ClutterAllocationFlags children_flags;
2062 ClutterActorBox children_box;
2064 /* normalize the box passed to the layout manager */
2065 children_box.x1 = children_box.y1 = 0.f;
2066 children_box.x2 = (allocation->x2 - allocation->x1);
2067 children_box.y2 = (allocation->y2 - allocation->y1);
2069 /* remove the DELEGATE_LAYOUT flag; this won't be passed to
2070 * the actor's children, since it refers only to the current
2071 * actor's allocation.
2073 children_flags = flags;
2074 children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2076 CLUTTER_NOTE (LAYOUT,
2077 "Allocating %d children of %s "
2078 "at { %.2f, %.2f - %.2f x %.2f } "
2081 _clutter_actor_get_debug_name (self),
2084 (allocation->x2 - allocation->x1),
2085 (allocation->y2 - allocation->y1),
2086 G_OBJECT_TYPE_NAME (priv->layout_manager));
2088 clutter_layout_manager_allocate (priv->layout_manager,
2096 clutter_actor_real_allocate (ClutterActor *self,
2097 const ClutterActorBox *box,
2098 ClutterAllocationFlags flags)
2100 ClutterActorPrivate *priv = self->priv;
2103 g_object_freeze_notify (G_OBJECT (self));
2105 changed = clutter_actor_set_allocation_internal (self, box, flags);
2107 /* we allocate our children before we notify changes in our geometry,
2108 * so that people connecting to properties will be able to get valid
2109 * data out of the sub-tree of the scene graph that has this actor at
2112 clutter_actor_maybe_layout_children (self, box, flags);
2115 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2117 priv->allocation_flags);
2119 g_object_thaw_notify (G_OBJECT (self));
2123 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2124 ClutterActor *origin)
2126 /* no point in queuing a redraw on a destroyed actor */
2127 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2130 /* NB: We can't bail out early here if the actor is hidden in case
2131 * the actor bas been cloned. In this case the clone will need to
2132 * receive the signal so it can queue its own redraw.
2135 /* calls klass->queue_redraw in default handler */
2136 g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2140 clutter_actor_real_queue_redraw (ClutterActor *self,
2141 ClutterActor *origin)
2143 ClutterActor *parent;
2145 CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
2146 _clutter_actor_get_debug_name (self),
2147 origin != NULL ? _clutter_actor_get_debug_name (origin)
2150 /* no point in queuing a redraw on a destroyed actor */
2151 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2154 /* If the queue redraw is coming from a child then the actor has
2155 become dirty and any queued effect is no longer valid */
2158 self->priv->is_dirty = TRUE;
2159 self->priv->effect_to_redraw = NULL;
2162 /* If the actor isn't visible, we still had to emit the signal
2163 * to allow for a ClutterClone, but the appearance of the parent
2164 * won't change so we don't have to propagate up the hierarchy.
2166 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2169 /* Although we could determine here that a full stage redraw
2170 * has already been queued and immediately bail out, we actually
2171 * guarantee that we will propagate a queue-redraw signal to our
2172 * parent at least once so that it's possible to implement a
2173 * container that tracks which of its children have queued a
2176 if (self->priv->propagated_one_redraw)
2178 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2179 if (stage != NULL &&
2180 _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2184 self->priv->propagated_one_redraw = TRUE;
2186 /* notify parents, if they are all visible eventually we'll
2187 * queue redraw on the stage, which queues the redraw idle.
2189 parent = clutter_actor_get_parent (self);
2192 /* this will go up recursively */
2193 _clutter_actor_signal_queue_redraw (parent, origin);
2198 clutter_actor_real_queue_relayout (ClutterActor *self)
2200 ClutterActorPrivate *priv = self->priv;
2202 /* no point in queueing a redraw on a destroyed actor */
2203 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2206 priv->needs_width_request = TRUE;
2207 priv->needs_height_request = TRUE;
2208 priv->needs_allocation = TRUE;
2210 /* reset the cached size requests */
2211 memset (priv->width_requests, 0,
2212 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2213 memset (priv->height_requests, 0,
2214 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2216 /* We need to go all the way up the hierarchy */
2217 if (priv->parent != NULL)
2218 _clutter_actor_queue_only_relayout (priv->parent);
2222 * clutter_actor_apply_relative_transform_to_point:
2223 * @self: A #ClutterActor
2224 * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
2225 * default #ClutterStage
2226 * @point: A point as #ClutterVertex
2227 * @vertex: (out caller-allocates): The translated #ClutterVertex
2229 * Transforms @point in coordinates relative to the actor into
2230 * ancestor-relative coordinates using the relevant transform
2231 * stack (i.e. scale, rotation, etc).
2233 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2234 * this case, the coordinates returned will be the coordinates on
2235 * the stage before the projection is applied. This is different from
2236 * the behaviour of clutter_actor_apply_transform_to_point().
2241 clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
2242 ClutterActor *ancestor,
2243 const ClutterVertex *point,
2244 ClutterVertex *vertex)
2249 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2250 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2251 g_return_if_fail (point != NULL);
2252 g_return_if_fail (vertex != NULL);
2257 if (ancestor == NULL)
2258 ancestor = _clutter_actor_get_stage_internal (self);
2260 if (ancestor == NULL)
2266 _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2267 cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2271 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2272 const ClutterVertex *vertices_in,
2273 ClutterVertex *vertices_out,
2276 ClutterActor *stage;
2277 CoglMatrix modelview;
2278 CoglMatrix projection;
2281 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2283 stage = _clutter_actor_get_stage_internal (self);
2285 /* We really can't do anything meaningful in this case so don't try
2286 * to do any transform */
2290 /* Note: we pass NULL as the ancestor because we don't just want the modelview
2291 * that gets us to stage coordinates, we want to go all the way to eye
2293 _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2295 /* Fetch the projection and viewport */
2296 _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2297 _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2303 _clutter_util_fully_transform_vertices (&modelview,
2314 * clutter_actor_apply_transform_to_point:
2315 * @self: A #ClutterActor
2316 * @point: A point as #ClutterVertex
2317 * @vertex: (out caller-allocates): The translated #ClutterVertex
2319 * Transforms @point in coordinates relative to the actor
2320 * into screen-relative coordinates with the current actor
2321 * transformation (i.e. scale, rotation, etc)
2326 clutter_actor_apply_transform_to_point (ClutterActor *self,
2327 const ClutterVertex *point,
2328 ClutterVertex *vertex)
2330 g_return_if_fail (point != NULL);
2331 g_return_if_fail (vertex != NULL);
2332 _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2336 * _clutter_actor_get_relative_transformation_matrix:
2337 * @self: The actor whose coordinate space you want to transform from.
2338 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2339 * or %NULL if you want to transform all the way to eye coordinates.
2340 * @matrix: A #CoglMatrix to store the transformation
2342 * This gets a transformation @matrix that will transform coordinates from the
2343 * coordinate space of @self into the coordinate space of @ancestor.
2345 * For example if you need a matrix that can transform the local actor
2346 * coordinates of @self into stage coordinates you would pass the actor's stage
2347 * pointer as the @ancestor.
2349 * If you pass %NULL then the transformation will take you all the way through
2350 * to eye coordinates. This can be useful if you want to extract the entire
2351 * modelview transform that Clutter applies before applying the projection
2352 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2353 * using cogl_set_modelview_matrix() for example then you would want a matrix
2354 * that transforms into eye coordinates.
2356 * <note><para>This function explicitly initializes the given @matrix. If you just
2357 * want clutter to multiply a relative transformation with an existing matrix
2358 * you can use clutter_actor_apply_relative_transformation_matrix()
2359 * instead.</para></note>
2362 /* XXX: We should consider caching the stage relative modelview along with
2363 * the actor itself */
2365 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2366 ClutterActor *ancestor,
2369 cogl_matrix_init_identity (matrix);
2371 _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2374 /* Project the given @box into stage window coordinates, writing the
2375 * transformed vertices to @verts[]. */
2377 _clutter_actor_transform_and_project_box (ClutterActor *self,
2378 const ClutterActorBox *box,
2379 ClutterVertex verts[])
2381 ClutterVertex box_vertices[4];
2383 box_vertices[0].x = box->x1;
2384 box_vertices[0].y = box->y1;
2385 box_vertices[0].z = 0;
2386 box_vertices[1].x = box->x2;
2387 box_vertices[1].y = box->y1;
2388 box_vertices[1].z = 0;
2389 box_vertices[2].x = box->x1;
2390 box_vertices[2].y = box->y2;
2391 box_vertices[2].z = 0;
2392 box_vertices[3].x = box->x2;
2393 box_vertices[3].y = box->y2;
2394 box_vertices[3].z = 0;
2397 _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2401 * clutter_actor_get_allocation_vertices:
2402 * @self: A #ClutterActor
2403 * @ancestor: (allow-none): A #ClutterActor to calculate the vertices
2404 * against, or %NULL to use the #ClutterStage
2405 * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return
2406 * location for an array of 4 #ClutterVertex in which to store the result
2408 * Calculates the transformed coordinates of the four corners of the
2409 * actor in the plane of @ancestor. The returned vertices relate to
2410 * the #ClutterActorBox coordinates as follows:
2412 * <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
2413 * <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
2414 * <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
2415 * <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
2418 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2419 * this case, the coordinates returned will be the coordinates on
2420 * the stage before the projection is applied. This is different from
2421 * the behaviour of clutter_actor_get_abs_allocation_vertices().
2426 clutter_actor_get_allocation_vertices (ClutterActor *self,
2427 ClutterActor *ancestor,
2428 ClutterVertex verts[])
2430 ClutterActorPrivate *priv;
2431 ClutterActorBox box;
2432 ClutterVertex vertices[4];
2433 CoglMatrix modelview;
2435 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2436 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2438 if (ancestor == NULL)
2439 ancestor = _clutter_actor_get_stage_internal (self);
2441 /* Fallback to a NOP transform if the actor isn't parented under a
2443 if (ancestor == NULL)
2448 /* if the actor needs to be allocated we force a relayout, so that
2449 * we will have valid values to use in the transformations */
2450 if (priv->needs_allocation)
2452 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2454 _clutter_stage_maybe_relayout (stage);
2457 box.x1 = box.y1 = 0;
2458 /* The result isn't really meaningful in this case but at
2459 * least try to do something *vaguely* reasonable... */
2460 clutter_actor_get_size (self, &box.x2, &box.y2);
2464 clutter_actor_get_allocation_box (self, &box);
2466 vertices[0].x = box.x1;
2467 vertices[0].y = box.y1;
2469 vertices[1].x = box.x2;
2470 vertices[1].y = box.y1;
2472 vertices[2].x = box.x1;
2473 vertices[2].y = box.y2;
2475 vertices[3].x = box.x2;
2476 vertices[3].y = box.y2;
2479 _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2482 cogl_matrix_transform_points (&modelview,
2484 sizeof (ClutterVertex),
2486 sizeof (ClutterVertex),
2492 * clutter_actor_get_abs_allocation_vertices:
2493 * @self: A #ClutterActor
2494 * @verts: (out) (array fixed-size=4): Pointer to a location of an array
2495 * of 4 #ClutterVertex where to store the result.
2497 * Calculates the transformed screen coordinates of the four corners of
2498 * the actor; the returned vertices relate to the #ClutterActorBox
2499 * coordinates as follows:
2501 * <listitem><para>v[0] contains (x1, y1)</para></listitem>
2502 * <listitem><para>v[1] contains (x2, y1)</para></listitem>
2503 * <listitem><para>v[2] contains (x1, y2)</para></listitem>
2504 * <listitem><para>v[3] contains (x2, y2)</para></listitem>
2510 clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
2511 ClutterVertex verts[])
2513 ClutterActorPrivate *priv;
2514 ClutterActorBox actor_space_allocation;
2516 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2520 /* if the actor needs to be allocated we force a relayout, so that
2521 * the actor allocation box will be valid for
2522 * _clutter_actor_transform_and_project_box()
2524 if (priv->needs_allocation)
2526 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2527 /* There's nothing meaningful we can do now */
2531 _clutter_stage_maybe_relayout (stage);
2534 /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's
2535 * own coordinate space... */
2536 actor_space_allocation.x1 = 0;
2537 actor_space_allocation.y1 = 0;
2538 actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1;
2539 actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1;
2540 _clutter_actor_transform_and_project_box (self,
2541 &actor_space_allocation,
2546 clutter_actor_real_apply_transform (ClutterActor *self,
2549 ClutterActorPrivate *priv = self->priv;
2551 if (!priv->transform_valid)
2553 CoglMatrix *transform = &priv->transform;
2554 const ClutterTransformInfo *info;
2556 info = _clutter_actor_get_transform_info_or_defaults (self);
2558 cogl_matrix_init_identity (transform);
2560 cogl_matrix_translate (transform,
2561 priv->allocation.x1,
2562 priv->allocation.y1,
2566 cogl_matrix_translate (transform, 0, 0, priv->z);
2569 * because the rotation involves translations, we must scale
2570 * before applying the rotations (if we apply the scale after
2571 * the rotations, the translations included in the rotation are
2572 * not scaled and so the entire object will move on the screen
2573 * as a result of rotating it).
2575 if (info->scale_x != 1.0 || info->scale_y != 1.0)
2577 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2578 &info->scale_center,
2579 cogl_matrix_scale (transform,
2586 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2588 cogl_matrix_rotate (transform,
2593 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2595 cogl_matrix_rotate (transform,
2600 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2602 cogl_matrix_rotate (transform,
2606 if (!clutter_anchor_coord_is_zero (&info->anchor))
2610 clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2611 cogl_matrix_translate (transform, -x, -y, -z);
2614 priv->transform_valid = TRUE;
2617 cogl_matrix_multiply (matrix, matrix, &priv->transform);
2620 /* Applies the transforms associated with this actor to the given
2623 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2626 CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2630 * clutter_actor_apply_relative_transformation_matrix:
2631 * @self: The actor whose coordinate space you want to transform from.
2632 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2633 * or %NULL if you want to transform all the way to eye coordinates.
2634 * @matrix: A #CoglMatrix to apply the transformation too.
2636 * This multiplies a transform with @matrix that will transform coordinates
2637 * from the coordinate space of @self into the coordinate space of @ancestor.
2639 * For example if you need a matrix that can transform the local actor
2640 * coordinates of @self into stage coordinates you would pass the actor's stage
2641 * pointer as the @ancestor.
2643 * If you pass %NULL then the transformation will take you all the way through
2644 * to eye coordinates. This can be useful if you want to extract the entire
2645 * modelview transform that Clutter applies before applying the projection
2646 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2647 * using cogl_set_modelview_matrix() for example then you would want a matrix
2648 * that transforms into eye coordinates.
2650 * <note>This function doesn't initialize the given @matrix, it simply
2651 * multiplies the requested transformation matrix with the existing contents of
2652 * @matrix. You can use cogl_matrix_init_identity() to initialize the @matrix
2653 * before calling this function, or you can use
2654 * clutter_actor_get_relative_transformation_matrix() instead.</note>
2657 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2658 ClutterActor *ancestor,
2661 ClutterActor *parent;
2663 /* Note we terminate before ever calling stage->apply_transform()
2664 * since that would conceptually be relative to the underlying
2665 * window OpenGL coordinates so we'd need a special @ancestor
2666 * value to represent the fake parent of the stage. */
2667 if (self == ancestor)
2670 parent = clutter_actor_get_parent (self);
2673 _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2676 _clutter_actor_apply_modelview_transform (self, matrix);
2680 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2681 ClutterPaintVolume *pv,
2683 const CoglColor *color)
2685 static CoglPipeline *outline = NULL;
2686 CoglPrimitive *prim;
2687 ClutterVertex line_ends[12 * 2];
2690 clutter_backend_get_cogl_context (clutter_get_default_backend ());
2691 /* XXX: at some point we'll query this from the stage but we can't
2692 * do that until the osx backend uses Cogl natively. */
2693 CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
2695 if (outline == NULL)
2696 outline = cogl_pipeline_new ();
2698 _clutter_paint_volume_complete (pv);
2700 n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2703 line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2704 line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2705 line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2706 line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2711 line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2712 line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2713 line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2714 line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2716 /* Lines connecting front face to back face */
2717 line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2718 line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2719 line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
2720 line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
2723 prim = cogl_primitive_new_p3 (ctx, COGL_VERTICES_MODE_LINES, n_vertices,
2724 (CoglVertexP3 *)line_ends);
2726 cogl_pipeline_set_color (outline, color);
2727 cogl_framebuffer_draw_primitive (fb, outline, prim);
2728 cogl_object_unref (prim);
2732 PangoLayout *layout;
2733 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2734 pango_layout_set_text (layout, label, -1);
2735 cogl_pango_render_layout (layout,
2740 g_object_unref (layout);
2745 _clutter_actor_draw_paint_volume (ClutterActor *self)
2747 ClutterPaintVolume *pv;
2750 pv = _clutter_actor_get_paint_volume_mutable (self);
2753 gfloat width, height;
2754 ClutterPaintVolume fake_pv;
2756 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2757 _clutter_paint_volume_init_static (&fake_pv, stage);
2759 clutter_actor_get_size (self, &width, &height);
2760 clutter_paint_volume_set_width (&fake_pv, width);
2761 clutter_paint_volume_set_height (&fake_pv, height);
2763 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2764 _clutter_actor_draw_paint_volume_full (self, &fake_pv,
2765 _clutter_actor_get_debug_name (self),
2768 clutter_paint_volume_free (&fake_pv);
2772 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2773 _clutter_actor_draw_paint_volume_full (self, pv,
2774 _clutter_actor_get_debug_name (self),
2780 _clutter_actor_paint_cull_result (ClutterActor *self,
2782 ClutterCullResult result)
2784 ClutterPaintVolume *pv;
2789 if (result == CLUTTER_CULL_RESULT_IN)
2790 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2791 else if (result == CLUTTER_CULL_RESULT_OUT)
2792 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2794 cogl_color_init_from_4f (&color, 0, 1, 1, 1);
2797 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2799 if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
2800 _clutter_actor_draw_paint_volume_full (self, pv,
2801 _clutter_actor_get_debug_name (self),
2805 PangoLayout *layout;
2807 g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
2808 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2809 cogl_set_source_color (&color);
2811 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2812 pango_layout_set_text (layout, label, -1);
2813 cogl_pango_render_layout (layout,
2819 g_object_unref (layout);
2823 static int clone_paint_level = 0;
2826 _clutter_actor_push_clone_paint (void)
2828 clone_paint_level++;
2832 _clutter_actor_pop_clone_paint (void)
2834 clone_paint_level--;
2838 in_clone_paint (void)
2840 return clone_paint_level > 0;
2843 /* Returns TRUE if the actor can be ignored */
2844 /* FIXME: we should return a ClutterCullResult, and
2845 * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
2846 * means there's no point in trying to cull descendants of the current
2849 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
2851 ClutterActorPrivate *priv = self->priv;
2852 ClutterActor *stage;
2853 const ClutterPlane *stage_clip;
2855 if (!priv->last_paint_volume_valid)
2857 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2858 "->last_paint_volume_valid == FALSE",
2859 _clutter_actor_get_debug_name (self));
2863 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
2866 stage = _clutter_actor_get_stage_internal (self);
2867 stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
2868 if (G_UNLIKELY (!stage_clip))
2870 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2871 "No stage clip set",
2872 _clutter_actor_get_debug_name (self));
2876 if (cogl_get_draw_framebuffer () !=
2877 _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
2879 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2880 "Current framebuffer doesn't correspond to stage",
2881 _clutter_actor_get_debug_name (self));
2886 _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
2891 _clutter_actor_update_last_paint_volume (ClutterActor *self)
2893 ClutterActorPrivate *priv = self->priv;
2894 const ClutterPaintVolume *pv;
2896 if (priv->last_paint_volume_valid)
2898 clutter_paint_volume_free (&priv->last_paint_volume);
2899 priv->last_paint_volume_valid = FALSE;
2902 pv = clutter_actor_get_paint_volume (self);
2905 CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
2906 "Actor failed to report a paint volume",
2907 _clutter_actor_get_debug_name (self));
2911 _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
2913 _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
2914 NULL); /* eye coordinates */
2916 priv->last_paint_volume_valid = TRUE;
2919 static inline gboolean
2920 actor_has_shader_data (ClutterActor *self)
2922 return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
2926 _clutter_actor_get_pick_id (ClutterActor *self)
2928 if (self->priv->pick_id < 0)
2931 return self->priv->pick_id;
2934 /* This is the same as clutter_actor_add_effect except that it doesn't
2935 queue a redraw and it doesn't notify on the effect property */
2937 _clutter_actor_add_effect_internal (ClutterActor *self,
2938 ClutterEffect *effect)
2940 ClutterActorPrivate *priv = self->priv;
2942 if (priv->effects == NULL)
2944 priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
2945 priv->effects->actor = self;
2948 _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2951 /* This is the same as clutter_actor_remove_effect except that it doesn't
2952 queue a redraw and it doesn't notify on the effect property */
2954 _clutter_actor_remove_effect_internal (ClutterActor *self,
2955 ClutterEffect *effect)
2957 ClutterActorPrivate *priv = self->priv;
2959 if (priv->effects == NULL)
2962 _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2966 needs_flatten_effect (ClutterActor *self)
2968 ClutterActorPrivate *priv = self->priv;
2970 if (G_UNLIKELY (clutter_paint_debug_flags &
2971 CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
2974 if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
2976 else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
2978 if (clutter_actor_get_paint_opacity (self) < 255 &&
2979 clutter_actor_has_overlaps (self))
2987 add_or_remove_flatten_effect (ClutterActor *self)
2989 ClutterActorPrivate *priv = self->priv;
2991 /* Add or remove the flatten effect depending on the
2992 offscreen-redirect property. */
2993 if (needs_flatten_effect (self))
2995 if (priv->flatten_effect == NULL)
2997 ClutterActorMeta *actor_meta;
3000 priv->flatten_effect = _clutter_flatten_effect_new ();
3001 /* Keep a reference to the effect so that we can queue
3003 g_object_ref_sink (priv->flatten_effect);
3005 /* Set the priority of the effect to high so that it will
3006 always be applied to the actor first. It uses an internal
3007 priority so that it won't be visible to applications */
3008 actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3009 priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3010 _clutter_actor_meta_set_priority (actor_meta, priority);
3012 /* This will add the effect without queueing a redraw */
3013 _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3018 if (priv->flatten_effect != NULL)
3020 /* Destroy the effect so that it will lose its fbo cache of
3022 _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3023 g_object_unref (priv->flatten_effect);
3024 priv->flatten_effect = NULL;
3030 clutter_actor_real_paint (ClutterActor *actor)
3032 ClutterActorPrivate *priv = actor->priv;
3035 /* paint the background color, if set */
3036 if (priv->bg_color_set)
3038 float width, height;
3041 clutter_actor_box_get_size (&priv->allocation, &width, &height);
3043 real_alpha = clutter_actor_get_paint_opacity_internal (actor)
3044 * priv->bg_color.alpha
3047 cogl_set_source_color4ub (priv->bg_color.red,
3048 priv->bg_color.green,
3049 priv->bg_color.blue,
3052 cogl_rectangle (0, 0, width, height);
3055 for (iter = priv->first_child;
3057 iter = iter->priv->next_sibling)
3059 CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3060 _clutter_actor_get_debug_name (iter),
3061 _clutter_actor_get_debug_name (actor),
3062 iter->priv->allocation.x1,
3063 iter->priv->allocation.y1,
3064 iter->priv->allocation.x2 - iter->priv->allocation.x1,
3065 iter->priv->allocation.y2 - iter->priv->allocation.y1);
3067 clutter_actor_paint (iter);
3072 * clutter_actor_paint:
3073 * @self: A #ClutterActor
3075 * Renders the actor to display.
3077 * This function should not be called directly by applications.
3078 * Call clutter_actor_queue_redraw() to queue paints, instead.
3080 * This function is context-aware, and will either cause a
3081 * regular paint or a pick paint.
3083 * This function will emit the #ClutterActor::paint signal or
3084 * the #ClutterActor::pick signal, depending on the context.
3086 * This function does not paint the actor if the actor is set to 0,
3087 * unless it is performing a pick paint.
3090 clutter_actor_paint (ClutterActor *self)
3092 ClutterActorPrivate *priv;
3093 ClutterPickMode pick_mode;
3094 gboolean clip_set = FALSE;
3095 gboolean shader_applied = FALSE;
3097 CLUTTER_STATIC_COUNTER (actor_paint_counter,
3098 "Actor real-paint counter",
3099 "Increments each time any actor is painted",
3100 0 /* no application private data */);
3101 CLUTTER_STATIC_COUNTER (actor_pick_counter,
3102 "Actor pick-paint counter",
3103 "Increments each time any actor is painted "
3105 0 /* no application private data */);
3107 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3109 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3114 pick_mode = _clutter_context_get_pick_mode ();
3116 if (pick_mode == CLUTTER_PICK_NONE)
3117 priv->propagated_one_redraw = FALSE;
3119 /* It's an important optimization that we consider painting of
3120 * actors with 0 opacity to be a NOP... */
3121 if (pick_mode == CLUTTER_PICK_NONE &&
3122 /* ignore top-levels, since they might be transparent */
3123 !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3124 /* Use the override opacity if its been set */
3125 ((priv->opacity_override >= 0) ?
3126 priv->opacity_override : priv->opacity) == 0)
3129 /* if we aren't paintable (not in a toplevel with all
3130 * parents paintable) then do nothing.
3132 if (!CLUTTER_ACTOR_IS_MAPPED (self))
3135 /* mark that we are in the paint process */
3136 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3140 if (priv->enable_model_view_transform)
3144 /* XXX: It could be better to cache the modelview with the actor
3145 * instead of progressively building up the transformations on
3146 * the matrix stack every time we paint. */
3147 cogl_get_modelview_matrix (&matrix);
3148 _clutter_actor_apply_modelview_transform (self, &matrix);
3150 #ifdef CLUTTER_ENABLE_DEBUG
3151 /* Catch when out-of-band transforms have been made by actors not as part
3152 * of an apply_transform vfunc... */
3153 if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3155 CoglMatrix expected_matrix;
3157 _clutter_actor_get_relative_transformation_matrix (self, NULL,
3160 if (!cogl_matrix_equal (&matrix, &expected_matrix))
3162 GString *buf = g_string_sized_new (1024);
3163 ClutterActor *parent;
3166 while (parent != NULL)
3168 g_string_append (buf, _clutter_actor_get_debug_name (parent));
3170 if (parent->priv->parent != NULL)
3171 g_string_append (buf, "->");
3173 parent = parent->priv->parent;
3176 g_warning ("Unexpected transform found when painting actor "
3177 "\"%s\". This will be caused by one of the actor's "
3178 "ancestors (%s) using the Cogl API directly to transform "
3179 "children instead of using ::apply_transform().",
3180 _clutter_actor_get_debug_name (self),
3183 g_string_free (buf, TRUE);
3186 #endif /* CLUTTER_ENABLE_DEBUG */
3188 cogl_set_modelview_matrix (&matrix);
3193 cogl_clip_push_rectangle (priv->clip.x,
3195 priv->clip.x + priv->clip.width,
3196 priv->clip.y + priv->clip.height);
3199 else if (priv->clip_to_allocation)
3201 gfloat width, height;
3203 width = priv->allocation.x2 - priv->allocation.x1;
3204 height = priv->allocation.y2 - priv->allocation.y1;
3206 cogl_clip_push_rectangle (0, 0, width, height);
3210 if (pick_mode == CLUTTER_PICK_NONE)
3212 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3214 /* We check whether we need to add the flatten effect before
3215 each paint so that we can avoid having a mechanism for
3216 applications to notify when the value of the
3217 has_overlaps virtual changes. */
3218 add_or_remove_flatten_effect (self);
3221 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3223 /* We save the current paint volume so that the next time the
3224 * actor queues a redraw we can constrain the redraw to just
3225 * cover the union of the new bounding box and the old.
3227 * We also fetch the current paint volume to perform culling so
3228 * we can avoid painting actors outside the current clip region.
3230 * If we are painting inside a clone, we should neither update
3231 * the paint volume or use it to cull painting, since the paint
3232 * box represents the location of the source actor on the
3235 * XXX: We are starting to do a lot of vertex transforms on
3236 * the CPU in a typical paint, so at some point we should
3237 * audit these and consider caching some things.
3239 * NB: We don't perform culling while picking at this point because
3240 * clutter-stage.c doesn't setup the clipping planes appropriately.
3242 * NB: We don't want to update the last-paint-volume during picking
3243 * because the last-paint-volume is used to determine the old screen
3244 * space location of an actor that has moved so we can know the
3245 * minimal region to redraw to clear an old view of the actor. If we
3246 * update this during picking then by the time we come around to
3247 * paint then the last-paint-volume would likely represent the new
3248 * actor position not the old.
3250 if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3253 /* annoyingly gcc warns if uninitialized even though
3254 * the initialization is redundant :-( */
3255 ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3257 if (G_LIKELY ((clutter_paint_debug_flags &
3258 (CLUTTER_DEBUG_DISABLE_CULLING |
3259 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3260 (CLUTTER_DEBUG_DISABLE_CULLING |
3261 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3262 _clutter_actor_update_last_paint_volume (self);
3264 success = cull_actor (self, &result);
3266 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3267 _clutter_actor_paint_cull_result (self, success, result);
3268 else if (result == CLUTTER_CULL_RESULT_OUT && success)
3272 if (priv->effects == NULL)
3274 if (pick_mode == CLUTTER_PICK_NONE &&
3275 actor_has_shader_data (self))
3277 _clutter_actor_shader_pre_paint (self, FALSE);
3278 shader_applied = TRUE;
3281 priv->next_effect_to_paint = NULL;
3284 priv->next_effect_to_paint =
3285 _clutter_meta_group_peek_metas (priv->effects);
3287 clutter_actor_continue_paint (self);
3290 _clutter_actor_shader_post_paint (self);
3292 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3293 pick_mode == CLUTTER_PICK_NONE))
3294 _clutter_actor_draw_paint_volume (self);
3297 /* If we make it here then the actor has run through a complete
3298 paint run including all the effects so it's no longer dirty */
3299 if (pick_mode == CLUTTER_PICK_NONE)
3300 priv->is_dirty = FALSE;
3307 /* paint sequence complete */
3308 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3312 * clutter_actor_continue_paint:
3313 * @self: A #ClutterActor
3315 * Run the next stage of the paint sequence. This function should only
3316 * be called within the implementation of the ‘run’ virtual of a
3317 * #ClutterEffect. It will cause the run method of the next effect to
3318 * be applied, or it will paint the actual actor if the current effect
3319 * is the last effect in the chain.
3324 clutter_actor_continue_paint (ClutterActor *self)
3326 ClutterActorPrivate *priv;
3328 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3329 /* This should only be called from with in the ‘run’ implementation
3330 of a ClutterEffect */
3331 g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3335 /* Skip any effects that are disabled */
3336 while (priv->next_effect_to_paint &&
3337 !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3338 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3340 /* If this has come from the last effect then we'll just paint the
3342 if (priv->next_effect_to_paint == NULL)
3344 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3346 g_signal_emit (self, actor_signals[PAINT], 0);
3350 ClutterColor col = { 0, };
3352 _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3354 /* Actor will then paint silhouette of itself in supplied
3355 * color. See clutter_stage_get_actor_at_pos() for where
3356 * picking is enabled.
3358 g_signal_emit (self, actor_signals[PICK], 0, &col);
3363 ClutterEffect *old_current_effect;
3364 ClutterEffectPaintFlags run_flags = 0;
3366 /* Cache the current effect so that we can put it back before
3368 old_current_effect = priv->current_effect;
3370 priv->current_effect = priv->next_effect_to_paint->data;
3371 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3373 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3377 /* If there's an effect queued with this redraw then all
3378 effects up to that one will be considered dirty. It
3379 is expected the queued effect will paint the cached
3380 image and not call clutter_actor_continue_paint again
3381 (although it should work ok if it does) */
3382 if (priv->effect_to_redraw == NULL ||
3383 priv->current_effect != priv->effect_to_redraw)
3384 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3387 _clutter_effect_paint (priv->current_effect, run_flags);
3391 /* We can't determine when an actor has been modified since
3392 its last pick so lets just assume it has always been
3394 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3396 _clutter_effect_pick (priv->current_effect, run_flags);
3399 priv->current_effect = old_current_effect;
3403 static ClutterActorTraverseVisitFlags
3404 invalidate_queue_redraw_entry (ClutterActor *self,
3408 ClutterActorPrivate *priv = self->priv;
3410 if (priv->queue_redraw_entry != NULL)
3412 _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3413 priv->queue_redraw_entry = NULL;
3416 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3420 remove_child (ClutterActor *self,
3421 ClutterActor *child)
3423 ClutterActor *prev_sibling, *next_sibling;
3425 prev_sibling = child->priv->prev_sibling;
3426 next_sibling = child->priv->next_sibling;
3428 if (prev_sibling != NULL)
3429 prev_sibling->priv->next_sibling = next_sibling;
3431 if (next_sibling != NULL)
3432 next_sibling->priv->prev_sibling = prev_sibling;
3434 if (self->priv->first_child == child)
3435 self->priv->first_child = next_sibling;
3437 if (self->priv->last_child == child)
3438 self->priv->last_child = prev_sibling;
3440 child->priv->parent = NULL;
3441 child->priv->prev_sibling = NULL;
3442 child->priv->next_sibling = NULL;
3446 REMOVE_CHILD_DESTROY_META = 1 << 0,
3447 REMOVE_CHILD_EMIT_PARENT_SET = 1 << 1,
3448 REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3449 REMOVE_CHILD_CHECK_STATE = 1 << 3,
3450 REMOVE_CHILD_FLUSH_QUEUE = 1 << 4,
3451 REMOVE_CHILD_NOTIFY_FIRST_LAST = 1 << 5,
3453 /* default flags for public API */
3454 REMOVE_CHILD_DEFAULT_FLAGS = REMOVE_CHILD_DESTROY_META |
3455 REMOVE_CHILD_EMIT_PARENT_SET |
3456 REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3457 REMOVE_CHILD_CHECK_STATE |
3458 REMOVE_CHILD_FLUSH_QUEUE |
3459 REMOVE_CHILD_NOTIFY_FIRST_LAST,
3461 /* flags for legacy/deprecated API */
3462 REMOVE_CHILD_LEGACY_FLAGS = REMOVE_CHILD_CHECK_STATE |
3463 REMOVE_CHILD_FLUSH_QUEUE |
3464 REMOVE_CHILD_EMIT_PARENT_SET |
3465 REMOVE_CHILD_NOTIFY_FIRST_LAST
3466 } ClutterActorRemoveChildFlags;
3469 * clutter_actor_remove_child_internal:
3470 * @self: a #ClutterActor
3471 * @child: the child of @self that has to be removed
3472 * @flags: control the removal operations
3474 * Removes @child from the list of children of @self.
3477 clutter_actor_remove_child_internal (ClutterActor *self,
3478 ClutterActor *child,
3479 ClutterActorRemoveChildFlags flags)
3481 ClutterActor *old_first, *old_last;
3482 gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3483 gboolean flush_queue;
3484 gboolean notify_first_last;
3485 gboolean was_mapped;
3487 destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3488 emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3489 emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3490 check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3491 flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3492 notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3495 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3499 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3501 /* we need to unrealize *before* we set parent_actor to NULL,
3502 * because in an unrealize method actors are dissociating from the
3503 * stage, which means they need to be able to
3504 * clutter_actor_get_stage().
3506 * yhis should unmap and unrealize, unless we're reparenting.
3508 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3515 /* We take this opportunity to invalidate any queue redraw entry
3516 * associated with the actor and descendants since we won't be able to
3517 * determine the appropriate stage after this.
3519 * we do this after we updated the mapped state because actors might
3520 * end up queueing redraws inside their mapped/unmapped virtual
3521 * functions, and if we invalidate the redraw entry we could end up
3522 * with an inconsistent state and weird memory corruption. see
3525 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3526 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3528 _clutter_actor_traverse (child,
3530 invalidate_queue_redraw_entry,
3535 old_first = self->priv->first_child;
3536 old_last = self->priv->last_child;
3538 remove_child (self, child);
3540 self->priv->n_children -= 1;
3542 self->priv->age += 1;
3544 /* clutter_actor_reparent() will emit ::parent-set for us */
3545 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3546 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3548 /* if the child was mapped then we need to relayout ourselves to account
3549 * for the removed child
3552 clutter_actor_queue_relayout (self);
3554 /* we need to emit the signal before dropping the reference */
3555 if (emit_actor_removed)
3556 g_signal_emit_by_name (self, "actor-removed", child);
3558 if (notify_first_last)
3560 if (old_first != self->priv->first_child)
3561 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3563 if (old_last != self->priv->last_child)
3564 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3567 /* remove the reference we acquired in clutter_actor_add_child() */
3568 g_object_unref (child);
3571 static const ClutterTransformInfo default_transform_info = {
3572 0.0, { 0, }, /* rotation-x */
3573 0.0, { 0, }, /* rotation-y */
3574 0.0, { 0, }, /* rotation-z */
3576 1.0, 1.0, { 0, }, /* scale */
3578 { 0, }, /* anchor */
3582 * _clutter_actor_get_transform_info_or_defaults:
3583 * @self: a #ClutterActor
3585 * Retrieves the ClutterTransformInfo structure associated to an actor.
3587 * If the actor does not have a ClutterTransformInfo structure associated
3588 * to it, then the default structure will be returned.
3590 * This function should only be used for getters.
3592 * Return value: a const pointer to the ClutterTransformInfo structure
3594 const ClutterTransformInfo *
3595 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3597 ClutterTransformInfo *info;
3599 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3603 return &default_transform_info;
3607 clutter_transform_info_free (gpointer data)
3610 g_slice_free (ClutterTransformInfo, data);
3614 * _clutter_actor_get_transform_info:
3615 * @self: a #ClutterActor
3617 * Retrieves a pointer to the ClutterTransformInfo structure.
3619 * If the actor does not have a ClutterTransformInfo associated to it, one
3620 * will be created and initialized to the default values.
3622 * This function should be used for setters.
3624 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3627 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3630 ClutterTransformInfo *
3631 _clutter_actor_get_transform_info (ClutterActor *self)
3633 ClutterTransformInfo *info;
3635 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3638 info = g_slice_new (ClutterTransformInfo);
3640 *info = default_transform_info;
3642 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3644 clutter_transform_info_free);
3651 * clutter_actor_set_rotation_angle_internal:
3652 * @self: a #ClutterActor
3653 * @axis: the axis of the angle to change
3654 * @angle: the angle of rotation
3656 * Sets the rotation angle on the given axis without affecting the
3657 * rotation center point.
3660 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
3661 ClutterRotateAxis axis,
3664 GObject *obj = G_OBJECT (self);
3665 ClutterTransformInfo *info;
3667 info = _clutter_actor_get_transform_info (self);
3669 g_object_freeze_notify (obj);
3673 case CLUTTER_X_AXIS:
3674 info->rx_angle = angle;
3675 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3678 case CLUTTER_Y_AXIS:
3679 info->ry_angle = angle;
3680 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3683 case CLUTTER_Z_AXIS:
3684 info->rz_angle = angle;
3685 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3689 self->priv->transform_valid = FALSE;
3691 g_object_thaw_notify (obj);
3693 clutter_actor_queue_redraw (self);
3697 * clutter_actor_set_rotation_center_internal:
3698 * @self: a #ClutterActor
3699 * @axis: the axis of the center to change
3700 * @center: the coordinates of the rotation center
3702 * Sets the rotation center on the given axis without affecting the
3706 clutter_actor_set_rotation_center_internal (ClutterActor *self,
3707 ClutterRotateAxis axis,
3708 const ClutterVertex *center)
3710 GObject *obj = G_OBJECT (self);
3711 ClutterTransformInfo *info;
3712 ClutterVertex v = { 0, 0, 0 };
3714 info = _clutter_actor_get_transform_info (self);
3719 g_object_freeze_notify (obj);
3723 case CLUTTER_X_AXIS:
3724 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
3725 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
3728 case CLUTTER_Y_AXIS:
3729 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
3730 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
3733 case CLUTTER_Z_AXIS:
3734 /* if the previously set rotation center was fractional, then
3735 * setting explicit coordinates will have to notify the
3736 * :rotation-center-z-gravity property as well
3738 if (info->rz_center.is_fractional)
3739 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
3741 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
3742 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
3746 self->priv->transform_valid = FALSE;
3748 g_object_thaw_notify (obj);
3750 clutter_actor_queue_redraw (self);
3754 clutter_actor_set_scale_factor (ClutterActor *self,
3755 ClutterRotateAxis axis,
3758 GObject *obj = G_OBJECT (self);
3759 ClutterTransformInfo *info;
3761 info = _clutter_actor_get_transform_info (self);
3763 g_object_freeze_notify (obj);
3767 case CLUTTER_X_AXIS:
3768 info->scale_x = factor;
3769 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
3772 case CLUTTER_Y_AXIS:
3773 info->scale_y = factor;
3774 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
3778 g_assert_not_reached ();
3781 self->priv->transform_valid = FALSE;
3783 clutter_actor_queue_redraw (self);
3785 g_object_thaw_notify (obj);
3789 clutter_actor_set_scale_center (ClutterActor *self,
3790 ClutterRotateAxis axis,
3793 GObject *obj = G_OBJECT (self);
3794 ClutterTransformInfo *info;
3795 gfloat center_x, center_y;
3797 info = _clutter_actor_get_transform_info (self);
3799 g_object_freeze_notify (obj);
3801 /* get the current scale center coordinates */
3802 clutter_anchor_coord_get_units (self, &info->scale_center,
3807 /* we need to notify this too, because setting explicit coordinates will
3808 * change the gravity as a side effect
3810 if (info->scale_center.is_fractional)
3811 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
3815 case CLUTTER_X_AXIS:
3816 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
3817 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
3820 case CLUTTER_Y_AXIS:
3821 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
3822 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
3826 g_assert_not_reached ();
3829 self->priv->transform_valid = FALSE;
3831 clutter_actor_queue_redraw (self);
3833 g_object_thaw_notify (obj);
3837 clutter_actor_set_anchor_coord (ClutterActor *self,
3838 ClutterRotateAxis axis,
3841 GObject *obj = G_OBJECT (self);
3842 ClutterTransformInfo *info;
3843 gfloat anchor_x, anchor_y;
3845 info = _clutter_actor_get_transform_info (self);
3847 g_object_freeze_notify (obj);
3849 clutter_anchor_coord_get_units (self, &info->anchor,
3854 if (info->anchor.is_fractional)
3855 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
3859 case CLUTTER_X_AXIS:
3860 clutter_anchor_coord_set_units (&info->anchor,
3864 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
3867 case CLUTTER_Y_AXIS:
3868 clutter_anchor_coord_set_units (&info->anchor,
3872 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
3876 g_assert_not_reached ();
3879 self->priv->transform_valid = FALSE;
3881 clutter_actor_queue_redraw (self);
3883 g_object_thaw_notify (obj);
3887 clutter_actor_set_property (GObject *object,
3889 const GValue *value,
3892 ClutterActor *actor = CLUTTER_ACTOR (object);
3893 ClutterActorPrivate *priv = actor->priv;
3898 clutter_actor_set_x (actor, g_value_get_float (value));
3902 clutter_actor_set_y (actor, g_value_get_float (value));
3906 clutter_actor_set_width (actor, g_value_get_float (value));
3910 clutter_actor_set_height (actor, g_value_get_float (value));
3914 clutter_actor_set_x (actor, g_value_get_float (value));
3918 clutter_actor_set_y (actor, g_value_get_float (value));
3921 case PROP_FIXED_POSITION_SET:
3922 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
3925 case PROP_MIN_WIDTH:
3926 clutter_actor_set_min_width (actor, g_value_get_float (value));
3929 case PROP_MIN_HEIGHT:
3930 clutter_actor_set_min_height (actor, g_value_get_float (value));
3933 case PROP_NATURAL_WIDTH:
3934 clutter_actor_set_natural_width (actor, g_value_get_float (value));
3937 case PROP_NATURAL_HEIGHT:
3938 clutter_actor_set_natural_height (actor, g_value_get_float (value));
3941 case PROP_MIN_WIDTH_SET:
3942 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
3945 case PROP_MIN_HEIGHT_SET:
3946 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
3949 case PROP_NATURAL_WIDTH_SET:
3950 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
3953 case PROP_NATURAL_HEIGHT_SET:
3954 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
3957 case PROP_REQUEST_MODE:
3958 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
3962 clutter_actor_set_depth (actor, g_value_get_float (value));
3966 clutter_actor_set_opacity (actor, g_value_get_uint (value));
3969 case PROP_OFFSCREEN_REDIRECT:
3970 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
3974 clutter_actor_set_name (actor, g_value_get_string (value));
3978 if (g_value_get_boolean (value) == TRUE)
3979 clutter_actor_show (actor);
3981 clutter_actor_hide (actor);
3985 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
3986 g_value_get_double (value));
3990 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
3991 g_value_get_double (value));
3994 case PROP_SCALE_CENTER_X:
3995 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
3996 g_value_get_float (value));
3999 case PROP_SCALE_CENTER_Y:
4000 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4001 g_value_get_float (value));
4004 case PROP_SCALE_GRAVITY:
4006 const ClutterTransformInfo *info;
4007 ClutterGravity gravity;
4009 info = _clutter_actor_get_transform_info_or_defaults (actor);
4010 gravity = g_value_get_enum (value);
4012 clutter_actor_set_scale_with_gravity (actor,
4021 const ClutterGeometry *geom = g_value_get_boxed (value);
4023 clutter_actor_set_clip (actor,
4025 geom->width, geom->height);
4029 case PROP_CLIP_TO_ALLOCATION:
4030 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4034 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4037 case PROP_ROTATION_ANGLE_X:
4038 clutter_actor_set_rotation_angle_internal (actor,
4040 g_value_get_double (value));
4043 case PROP_ROTATION_ANGLE_Y:
4044 clutter_actor_set_rotation_angle_internal (actor,
4046 g_value_get_double (value));
4049 case PROP_ROTATION_ANGLE_Z:
4050 clutter_actor_set_rotation_angle_internal (actor,
4052 g_value_get_double (value));
4055 case PROP_ROTATION_CENTER_X:
4056 clutter_actor_set_rotation_center_internal (actor,
4058 g_value_get_boxed (value));
4061 case PROP_ROTATION_CENTER_Y:
4062 clutter_actor_set_rotation_center_internal (actor,
4064 g_value_get_boxed (value));
4067 case PROP_ROTATION_CENTER_Z:
4068 clutter_actor_set_rotation_center_internal (actor,
4070 g_value_get_boxed (value));
4073 case PROP_ROTATION_CENTER_Z_GRAVITY:
4075 const ClutterTransformInfo *info;
4077 info = _clutter_actor_get_transform_info_or_defaults (actor);
4078 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4079 g_value_get_enum (value));
4084 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4085 g_value_get_float (value));
4089 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4090 g_value_get_float (value));
4093 case PROP_ANCHOR_GRAVITY:
4094 clutter_actor_set_anchor_point_from_gravity (actor,
4095 g_value_get_enum (value));
4098 case PROP_SHOW_ON_SET_PARENT:
4099 priv->show_on_set_parent = g_value_get_boolean (value);
4102 case PROP_TEXT_DIRECTION:
4103 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4107 clutter_actor_add_action (actor, g_value_get_object (value));
4110 case PROP_CONSTRAINTS:
4111 clutter_actor_add_constraint (actor, g_value_get_object (value));
4115 clutter_actor_add_effect (actor, g_value_get_object (value));
4118 case PROP_LAYOUT_MANAGER:
4119 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4123 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4127 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4130 case PROP_MARGIN_TOP:
4131 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4134 case PROP_MARGIN_BOTTOM:
4135 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4138 case PROP_MARGIN_LEFT:
4139 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4142 case PROP_MARGIN_RIGHT:
4143 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4146 case PROP_BACKGROUND_COLOR:
4147 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4151 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4157 clutter_actor_get_property (GObject *object,
4162 ClutterActor *actor = CLUTTER_ACTOR (object);
4163 ClutterActorPrivate *priv = actor->priv;
4168 g_value_set_float (value, clutter_actor_get_x (actor));
4172 g_value_set_float (value, clutter_actor_get_y (actor));
4176 g_value_set_float (value, clutter_actor_get_width (actor));
4180 g_value_set_float (value, clutter_actor_get_height (actor));
4185 const ClutterLayoutInfo *info;
4187 info = _clutter_actor_get_layout_info_or_defaults (actor);
4188 g_value_set_float (value, info->fixed_x);
4194 const ClutterLayoutInfo *info;
4196 info = _clutter_actor_get_layout_info_or_defaults (actor);
4197 g_value_set_float (value, info->fixed_y);
4201 case PROP_FIXED_POSITION_SET:
4202 g_value_set_boolean (value, priv->position_set);
4205 case PROP_MIN_WIDTH:
4207 const ClutterLayoutInfo *info;
4209 info = _clutter_actor_get_layout_info_or_defaults (actor);
4210 g_value_set_float (value, info->min_width);
4214 case PROP_MIN_HEIGHT:
4216 const ClutterLayoutInfo *info;
4218 info = _clutter_actor_get_layout_info_or_defaults (actor);
4219 g_value_set_float (value, info->min_height);
4223 case PROP_NATURAL_WIDTH:
4225 const ClutterLayoutInfo *info;
4227 info = _clutter_actor_get_layout_info_or_defaults (actor);
4228 g_value_set_float (value, info->natural_width);
4232 case PROP_NATURAL_HEIGHT:
4234 const ClutterLayoutInfo *info;
4236 info = _clutter_actor_get_layout_info_or_defaults (actor);
4237 g_value_set_float (value, info->natural_height);
4241 case PROP_MIN_WIDTH_SET:
4242 g_value_set_boolean (value, priv->min_width_set);
4245 case PROP_MIN_HEIGHT_SET:
4246 g_value_set_boolean (value, priv->min_height_set);
4249 case PROP_NATURAL_WIDTH_SET:
4250 g_value_set_boolean (value, priv->natural_width_set);
4253 case PROP_NATURAL_HEIGHT_SET:
4254 g_value_set_boolean (value, priv->natural_height_set);
4257 case PROP_REQUEST_MODE:
4258 g_value_set_enum (value, priv->request_mode);
4261 case PROP_ALLOCATION:
4262 g_value_set_boxed (value, &priv->allocation);
4266 g_value_set_float (value, clutter_actor_get_depth (actor));
4270 g_value_set_uint (value, priv->opacity);
4273 case PROP_OFFSCREEN_REDIRECT:
4274 g_value_set_enum (value, priv->offscreen_redirect);
4278 g_value_set_string (value, priv->name);
4282 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4286 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4290 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4294 g_value_set_boolean (value, priv->has_clip);
4299 ClutterGeometry clip;
4301 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4302 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4303 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4304 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4306 g_value_set_boxed (value, &clip);
4310 case PROP_CLIP_TO_ALLOCATION:
4311 g_value_set_boolean (value, priv->clip_to_allocation);
4316 const ClutterTransformInfo *info;
4318 info = _clutter_actor_get_transform_info_or_defaults (actor);
4319 g_value_set_double (value, info->scale_x);
4325 const ClutterTransformInfo *info;
4327 info = _clutter_actor_get_transform_info_or_defaults (actor);
4328 g_value_set_double (value, info->scale_y);
4332 case PROP_SCALE_CENTER_X:
4336 clutter_actor_get_scale_center (actor, ¢er, NULL);
4338 g_value_set_float (value, center);
4342 case PROP_SCALE_CENTER_Y:
4346 clutter_actor_get_scale_center (actor, NULL, ¢er);
4348 g_value_set_float (value, center);
4352 case PROP_SCALE_GRAVITY:
4353 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4357 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4360 case PROP_ROTATION_ANGLE_X:
4362 const ClutterTransformInfo *info;
4364 info = _clutter_actor_get_transform_info_or_defaults (actor);
4365 g_value_set_double (value, info->rx_angle);
4369 case PROP_ROTATION_ANGLE_Y:
4371 const ClutterTransformInfo *info;
4373 info = _clutter_actor_get_transform_info_or_defaults (actor);
4374 g_value_set_double (value, info->ry_angle);
4378 case PROP_ROTATION_ANGLE_Z:
4380 const ClutterTransformInfo *info;
4382 info = _clutter_actor_get_transform_info_or_defaults (actor);
4383 g_value_set_double (value, info->rz_angle);
4387 case PROP_ROTATION_CENTER_X:
4389 ClutterVertex center;
4391 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4396 g_value_set_boxed (value, ¢er);
4400 case PROP_ROTATION_CENTER_Y:
4402 ClutterVertex center;
4404 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4409 g_value_set_boxed (value, ¢er);
4413 case PROP_ROTATION_CENTER_Z:
4415 ClutterVertex center;
4417 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4422 g_value_set_boxed (value, ¢er);
4426 case PROP_ROTATION_CENTER_Z_GRAVITY:
4427 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4432 const ClutterTransformInfo *info;
4435 info = _clutter_actor_get_transform_info_or_defaults (actor);
4436 clutter_anchor_coord_get_units (actor, &info->anchor,
4440 g_value_set_float (value, anchor_x);
4446 const ClutterTransformInfo *info;
4449 info = _clutter_actor_get_transform_info_or_defaults (actor);
4450 clutter_anchor_coord_get_units (actor, &info->anchor,
4454 g_value_set_float (value, anchor_y);
4458 case PROP_ANCHOR_GRAVITY:
4459 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4462 case PROP_SHOW_ON_SET_PARENT:
4463 g_value_set_boolean (value, priv->show_on_set_parent);
4466 case PROP_TEXT_DIRECTION:
4467 g_value_set_enum (value, priv->text_direction);
4470 case PROP_HAS_POINTER:
4471 g_value_set_boolean (value, priv->has_pointer);
4474 case PROP_LAYOUT_MANAGER:
4475 g_value_set_object (value, priv->layout_manager);
4480 const ClutterLayoutInfo *info;
4482 info = _clutter_actor_get_layout_info_or_defaults (actor);
4483 g_value_set_enum (value, info->x_align);
4489 const ClutterLayoutInfo *info;
4491 info = _clutter_actor_get_layout_info_or_defaults (actor);
4492 g_value_set_enum (value, info->y_align);
4496 case PROP_MARGIN_TOP:
4498 const ClutterLayoutInfo *info;
4500 info = _clutter_actor_get_layout_info_or_defaults (actor);
4501 g_value_set_float (value, info->margin.top);
4505 case PROP_MARGIN_BOTTOM:
4507 const ClutterLayoutInfo *info;
4509 info = _clutter_actor_get_layout_info_or_defaults (actor);
4510 g_value_set_float (value, info->margin.bottom);
4514 case PROP_MARGIN_LEFT:
4516 const ClutterLayoutInfo *info;
4518 info = _clutter_actor_get_layout_info_or_defaults (actor);
4519 g_value_set_float (value, info->margin.left);
4523 case PROP_MARGIN_RIGHT:
4525 const ClutterLayoutInfo *info;
4527 info = _clutter_actor_get_layout_info_or_defaults (actor);
4528 g_value_set_float (value, info->margin.right);
4532 case PROP_BACKGROUND_COLOR_SET:
4533 g_value_set_boolean (value, priv->bg_color_set);
4536 case PROP_BACKGROUND_COLOR:
4537 g_value_set_boxed (value, &priv->bg_color);
4540 case PROP_FIRST_CHILD:
4541 g_value_set_object (value, priv->first_child);
4544 case PROP_LAST_CHILD:
4545 g_value_set_object (value, priv->last_child);
4549 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4555 clutter_actor_dispose (GObject *object)
4557 ClutterActor *self = CLUTTER_ACTOR (object);
4558 ClutterActorPrivate *priv = self->priv;
4560 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4562 g_type_name (G_OBJECT_TYPE (self)),
4565 g_signal_emit (self, actor_signals[DESTROY], 0);
4567 /* avoid recursing when called from clutter_actor_destroy() */
4568 if (priv->parent != NULL)
4570 ClutterActor *parent = priv->parent;
4572 /* go through the Container implementation unless this
4573 * is an internal child and has been marked as such.
4575 * removing the actor from its parent will reset the
4576 * realized and mapped states.
4578 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4579 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4581 clutter_actor_remove_child_internal (parent, self,
4582 REMOVE_CHILD_LEGACY_FLAGS);
4585 /* parent must be gone at this point */
4586 g_assert (priv->parent == NULL);
4588 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4590 /* can't be mapped or realized with no parent */
4591 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4592 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4595 g_clear_object (&priv->pango_context);
4596 g_clear_object (&priv->actions);
4597 g_clear_object (&priv->constraints);
4598 g_clear_object (&priv->effects);
4599 g_clear_object (&priv->flatten_effect);
4601 if (priv->layout_manager != NULL)
4603 clutter_layout_manager_set_container (priv->layout_manager, NULL);
4604 g_object_unref (priv->layout_manager);
4605 priv->layout_manager = NULL;
4608 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4612 clutter_actor_finalize (GObject *object)
4614 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4616 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4617 priv->name != NULL ? priv->name : "<none>",
4619 g_type_name (G_OBJECT_TYPE (object)));
4621 _clutter_context_release_id (priv->id);
4623 g_free (priv->name);
4625 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
4630 * clutter_actor_get_accessible:
4631 * @self: a #ClutterActor
4633 * Returns the accessible object that describes the actor to an
4634 * assistive technology.
4636 * If no class-specific #AtkObject implementation is available for the
4637 * actor instance in question, it will inherit an #AtkObject
4638 * implementation from the first ancestor class for which such an
4639 * implementation is defined.
4641 * The documentation of the <ulink
4642 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
4643 * library contains more information about accessible objects and
4646 * Returns: (transfer none): the #AtkObject associated with @actor
4649 clutter_actor_get_accessible (ClutterActor *self)
4651 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4653 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
4657 clutter_actor_real_get_accessible (ClutterActor *actor)
4659 return atk_gobject_accessible_for_object (G_OBJECT (actor));
4663 _clutter_actor_ref_accessible (AtkImplementor *implementor)
4665 AtkObject *accessible;
4667 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
4668 if (accessible != NULL)
4669 g_object_ref (accessible);
4675 atk_implementor_iface_init (AtkImplementorIface *iface)
4677 iface->ref_accessible = _clutter_actor_ref_accessible;
4681 clutter_actor_real_get_paint_volume (ClutterActor *self,
4682 ClutterPaintVolume *volume)
4684 ClutterActorPrivate *priv = self->priv;
4685 ClutterActor *child;
4688 /* this is the default return value: we cannot know if a class
4689 * is going to paint outside its allocation, so we take the
4690 * conservative approach.
4694 /* we start from the allocation */
4695 clutter_paint_volume_set_from_allocation (volume, self);
4697 /* if the actor has a clip set then we have a pretty definite
4698 * size for the paint volume: the actor cannot possibly paint
4699 * outside the clip region.
4701 if (priv->clip_to_allocation)
4703 /* the allocation has already been set, so we just flip the
4708 else if (priv->has_clip &&
4709 priv->clip.width >= 0 &&
4710 priv->clip.height >= 0)
4712 ClutterVertex origin;
4714 origin.x = priv->clip.x;
4715 origin.y = priv->clip.y;
4718 clutter_paint_volume_set_origin (volume, &origin);
4719 clutter_paint_volume_set_width (volume, priv->clip.width);
4720 clutter_paint_volume_set_height (volume, priv->clip.height);
4725 /* if we don't have children we just bail out here... */
4726 if (priv->n_children == 0)
4729 /* ...but if we have children then we ask for their paint volume in
4730 * our coordinates. if any of our children replies that it doesn't
4731 * have a paint volume, we bail out
4733 for (child = priv->first_child;
4735 child = child->priv->next_sibling)
4737 const ClutterPaintVolume *child_volume;
4739 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
4740 if (child_volume == NULL)
4746 clutter_paint_volume_union (volume, child_volume);
4754 clutter_actor_real_has_overlaps (ClutterActor *self)
4756 /* By default we'll assume that all actors need an offscreen redirect to get
4757 * the correct opacity. Actors such as ClutterTexture that would never need
4758 * an offscreen redirect can override this to return FALSE. */
4763 clutter_actor_real_destroy (ClutterActor *actor)
4765 ClutterActorIter iter;
4767 clutter_actor_iter_init (&iter, actor);
4768 while (clutter_actor_iter_next (&iter, NULL))
4769 clutter_actor_iter_destroy (&iter);
4773 clutter_actor_constructor (GType gtype,
4775 GObjectConstructParam *props)
4777 GObjectClass *gobject_class;
4781 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
4782 retval = gobject_class->constructor (gtype, n_props, props);
4783 self = CLUTTER_ACTOR (retval);
4785 if (self->priv->layout_manager == NULL)
4787 ClutterLayoutManager *default_layout;
4789 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
4791 default_layout = clutter_fixed_layout_new ();
4792 clutter_actor_set_layout_manager (self, default_layout);
4799 clutter_actor_class_init (ClutterActorClass *klass)
4801 GObjectClass *object_class = G_OBJECT_CLASS (klass);
4803 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
4804 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
4805 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
4807 object_class->constructor = clutter_actor_constructor;
4808 object_class->set_property = clutter_actor_set_property;
4809 object_class->get_property = clutter_actor_get_property;
4810 object_class->dispose = clutter_actor_dispose;
4811 object_class->finalize = clutter_actor_finalize;
4813 klass->show = clutter_actor_real_show;
4814 klass->show_all = clutter_actor_show;
4815 klass->hide = clutter_actor_real_hide;
4816 klass->hide_all = clutter_actor_hide;
4817 klass->map = clutter_actor_real_map;
4818 klass->unmap = clutter_actor_real_unmap;
4819 klass->unrealize = clutter_actor_real_unrealize;
4820 klass->pick = clutter_actor_real_pick;
4821 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
4822 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
4823 klass->allocate = clutter_actor_real_allocate;
4824 klass->queue_redraw = clutter_actor_real_queue_redraw;
4825 klass->queue_relayout = clutter_actor_real_queue_relayout;
4826 klass->apply_transform = clutter_actor_real_apply_transform;
4827 klass->get_accessible = clutter_actor_real_get_accessible;
4828 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
4829 klass->has_overlaps = clutter_actor_real_has_overlaps;
4830 klass->paint = clutter_actor_real_paint;
4831 klass->destroy = clutter_actor_real_destroy;
4833 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
4838 * X coordinate of the actor in pixels. If written, forces a fixed
4839 * position for the actor. If read, returns the fixed position if any,
4840 * otherwise the allocation if available, otherwise 0.
4843 g_param_spec_float ("x",
4845 P_("X coordinate of the actor"),
4846 -G_MAXFLOAT, G_MAXFLOAT,
4848 CLUTTER_PARAM_READWRITE);
4853 * Y coordinate of the actor in pixels. If written, forces a fixed
4854 * position for the actor. If read, returns the fixed position if
4855 * any, otherwise the allocation if available, otherwise 0.
4858 g_param_spec_float ("y",
4860 P_("Y coordinate of the actor"),
4861 -G_MAXFLOAT, G_MAXFLOAT,
4863 CLUTTER_PARAM_READWRITE);
4866 * ClutterActor:width:
4868 * Width of the actor (in pixels). If written, forces the minimum and
4869 * natural size request of the actor to the given width. If read, returns
4870 * the allocated width if available, otherwise the width request.
4872 obj_props[PROP_WIDTH] =
4873 g_param_spec_float ("width",
4875 P_("Width of the actor"),
4878 CLUTTER_PARAM_READWRITE);
4881 * ClutterActor:height:
4883 * Height of the actor (in pixels). If written, forces the minimum and
4884 * natural size request of the actor to the given height. If read, returns
4885 * the allocated height if available, otherwise the height request.
4887 obj_props[PROP_HEIGHT] =
4888 g_param_spec_float ("height",
4890 P_("Height of the actor"),
4893 CLUTTER_PARAM_READWRITE);
4896 * ClutterActor:fixed-x:
4898 * The fixed X position of the actor in pixels.
4900 * Writing this property sets #ClutterActor:fixed-position-set
4901 * property as well, as a side effect
4905 obj_props[PROP_FIXED_X] =
4906 g_param_spec_float ("fixed-x",
4908 P_("Forced X position of the actor"),
4909 -G_MAXFLOAT, G_MAXFLOAT,
4911 CLUTTER_PARAM_READWRITE);
4914 * ClutterActor:fixed-y:
4916 * The fixed Y position of the actor in pixels.
4918 * Writing this property sets the #ClutterActor:fixed-position-set
4919 * property as well, as a side effect
4923 obj_props[PROP_FIXED_Y] =
4924 g_param_spec_float ("fixed-y",
4926 P_("Forced Y position of the actor"),
4927 -G_MAXFLOAT, G_MAXFLOAT,
4929 CLUTTER_PARAM_READWRITE);
4932 * ClutterActor:fixed-position-set:
4934 * This flag controls whether the #ClutterActor:fixed-x and
4935 * #ClutterActor:fixed-y properties are used
4939 obj_props[PROP_FIXED_POSITION_SET] =
4940 g_param_spec_boolean ("fixed-position-set",
4941 P_("Fixed position set"),
4942 P_("Whether to use fixed positioning for the actor"),
4944 CLUTTER_PARAM_READWRITE);
4947 * ClutterActor:min-width:
4949 * A forced minimum width request for the actor, in pixels
4951 * Writing this property sets the #ClutterActor:min-width-set property
4952 * as well, as a side effect.
4954 *This property overrides the usual width request of the actor.
4958 obj_props[PROP_MIN_WIDTH] =
4959 g_param_spec_float ("min-width",
4961 P_("Forced minimum width request for the actor"),
4964 CLUTTER_PARAM_READWRITE);
4967 * ClutterActor:min-height:
4969 * A forced minimum height request for the actor, in pixels
4971 * Writing this property sets the #ClutterActor:min-height-set property
4972 * as well, as a side effect. This property overrides the usual height
4973 * request of the actor.
4977 obj_props[PROP_MIN_HEIGHT] =
4978 g_param_spec_float ("min-height",
4980 P_("Forced minimum height request for the actor"),
4983 CLUTTER_PARAM_READWRITE);
4986 * ClutterActor:natural-width:
4988 * A forced natural width request for the actor, in pixels
4990 * Writing this property sets the #ClutterActor:natural-width-set
4991 * property as well, as a side effect. This property overrides the
4992 * usual width request of the actor
4996 obj_props[PROP_NATURAL_WIDTH] =
4997 g_param_spec_float ("natural-width",
4998 P_("Natural Width"),
4999 P_("Forced natural width request for the actor"),
5002 CLUTTER_PARAM_READWRITE);
5005 * ClutterActor:natural-height:
5007 * A forced natural height request for the actor, in pixels
5009 * Writing this property sets the #ClutterActor:natural-height-set
5010 * property as well, as a side effect. This property overrides the
5011 * usual height request of the actor
5015 obj_props[PROP_NATURAL_HEIGHT] =
5016 g_param_spec_float ("natural-height",
5017 P_("Natural Height"),
5018 P_("Forced natural height request for the actor"),
5021 CLUTTER_PARAM_READWRITE);
5024 * ClutterActor:min-width-set:
5026 * This flag controls whether the #ClutterActor:min-width property
5031 obj_props[PROP_MIN_WIDTH_SET] =
5032 g_param_spec_boolean ("min-width-set",
5033 P_("Minimum width set"),
5034 P_("Whether to use the min-width property"),
5036 CLUTTER_PARAM_READWRITE);
5039 * ClutterActor:min-height-set:
5041 * This flag controls whether the #ClutterActor:min-height property
5046 obj_props[PROP_MIN_HEIGHT_SET] =
5047 g_param_spec_boolean ("min-height-set",
5048 P_("Minimum height set"),
5049 P_("Whether to use the min-height property"),
5051 CLUTTER_PARAM_READWRITE);
5054 * ClutterActor:natural-width-set:
5056 * This flag controls whether the #ClutterActor:natural-width property
5061 obj_props[PROP_NATURAL_WIDTH_SET] =
5062 g_param_spec_boolean ("natural-width-set",
5063 P_("Natural width set"),
5064 P_("Whether to use the natural-width property"),
5066 CLUTTER_PARAM_READWRITE);
5069 * ClutterActor:natural-height-set:
5071 * This flag controls whether the #ClutterActor:natural-height property
5076 obj_props[PROP_NATURAL_HEIGHT_SET] =
5077 g_param_spec_boolean ("natural-height-set",
5078 P_("Natural height set"),
5079 P_("Whether to use the natural-height property"),
5081 CLUTTER_PARAM_READWRITE);
5084 * ClutterActor:allocation:
5086 * The allocation for the actor, in pixels
5088 * This is property is read-only, but you might monitor it to know when an
5089 * actor moves or resizes
5093 obj_props[PROP_ALLOCATION] =
5094 g_param_spec_boxed ("allocation",
5096 P_("The actor's allocation"),
5097 CLUTTER_TYPE_ACTOR_BOX,
5098 CLUTTER_PARAM_READABLE);
5101 * ClutterActor:request-mode:
5103 * Request mode for the #ClutterActor. The request mode determines the
5104 * type of geometry management used by the actor, either height for width
5105 * (the default) or width for height.
5107 * For actors implementing height for width, the parent container should get
5108 * the preferred width first, and then the preferred height for that width.
5110 * For actors implementing width for height, the parent container should get
5111 * the preferred height first, and then the preferred width for that height.
5116 * ClutterRequestMode mode;
5117 * gfloat natural_width, min_width;
5118 * gfloat natural_height, min_height;
5120 * mode = clutter_actor_get_request_mode (child);
5121 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5123 * clutter_actor_get_preferred_width (child, -1,
5125 * &natural_width);
5126 * clutter_actor_get_preferred_height (child, natural_width,
5128 * &natural_height);
5132 * clutter_actor_get_preferred_height (child, -1,
5134 * &natural_height);
5135 * clutter_actor_get_preferred_width (child, natural_height,
5137 * &natural_width);
5141 * will retrieve the minimum and natural width and height depending on the
5142 * preferred request mode of the #ClutterActor "child".
5144 * The clutter_actor_get_preferred_size() function will implement this
5149 obj_props[PROP_REQUEST_MODE] =
5150 g_param_spec_enum ("request-mode",
5152 P_("The actor's request mode"),
5153 CLUTTER_TYPE_REQUEST_MODE,
5154 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5155 CLUTTER_PARAM_READWRITE);
5158 * ClutterActor:depth:
5160 * The position of the actor on the Z axis
5164 obj_props[PROP_DEPTH] =
5165 g_param_spec_float ("depth",
5167 P_("Position on the Z axis"),
5168 -G_MAXFLOAT, G_MAXFLOAT,
5170 CLUTTER_PARAM_READWRITE);
5173 * ClutterActor:opacity:
5175 * Opacity of an actor, between 0 (fully transparent) and
5176 * 255 (fully opaque)
5178 obj_props[PROP_OPACITY] =
5179 g_param_spec_uint ("opacity",
5181 P_("Opacity of an actor"),
5184 CLUTTER_PARAM_READWRITE);
5187 * ClutterActor:offscreen-redirect:
5189 * Determines the conditions in which the actor will be redirected
5190 * to an offscreen framebuffer while being painted. For example this
5191 * can be used to cache an actor in a framebuffer or for improved
5192 * handling of transparent actors. See
5193 * clutter_actor_set_offscreen_redirect() for details.
5197 obj_props[PROP_OFFSCREEN_REDIRECT] =
5198 g_param_spec_flags ("offscreen-redirect",
5199 P_("Offscreen redirect"),
5200 P_("Flags controlling when to flatten the actor into a single image"),
5201 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5203 CLUTTER_PARAM_READWRITE);
5206 * ClutterActor:visible:
5208 * Whether the actor is set to be visible or not
5210 * See also #ClutterActor:mapped
5212 obj_props[PROP_VISIBLE] =
5213 g_param_spec_boolean ("visible",
5215 P_("Whether the actor is visible or not"),
5217 CLUTTER_PARAM_READWRITE);
5220 * ClutterActor:mapped:
5222 * Whether the actor is mapped (will be painted when the stage
5223 * to which it belongs is mapped)
5227 obj_props[PROP_MAPPED] =
5228 g_param_spec_boolean ("mapped",
5230 P_("Whether the actor will be painted"),
5232 CLUTTER_PARAM_READABLE);
5235 * ClutterActor:realized:
5237 * Whether the actor has been realized
5241 obj_props[PROP_REALIZED] =
5242 g_param_spec_boolean ("realized",
5244 P_("Whether the actor has been realized"),
5246 CLUTTER_PARAM_READABLE);
5249 * ClutterActor:reactive:
5251 * Whether the actor is reactive to events or not
5253 * Only reactive actors will emit event-related signals
5257 obj_props[PROP_REACTIVE] =
5258 g_param_spec_boolean ("reactive",
5260 P_("Whether the actor is reactive to events"),
5262 CLUTTER_PARAM_READWRITE);
5265 * ClutterActor:has-clip:
5267 * Whether the actor has the #ClutterActor:clip property set or not
5269 obj_props[PROP_HAS_CLIP] =
5270 g_param_spec_boolean ("has-clip",
5272 P_("Whether the actor has a clip set"),
5274 CLUTTER_PARAM_READABLE);
5277 * ClutterActor:clip:
5279 * The clip region for the actor, in actor-relative coordinates
5281 * Every part of the actor outside the clip region will not be
5284 obj_props[PROP_CLIP] =
5285 g_param_spec_boxed ("clip",
5287 P_("The clip region for the actor"),
5288 CLUTTER_TYPE_GEOMETRY,
5289 CLUTTER_PARAM_READWRITE);
5292 * ClutterActor:name:
5294 * The name of the actor
5298 obj_props[PROP_NAME] =
5299 g_param_spec_string ("name",
5301 P_("Name of the actor"),
5303 CLUTTER_PARAM_READWRITE);
5306 * ClutterActor:scale-x:
5308 * The horizontal scale of the actor
5312 obj_props[PROP_SCALE_X] =
5313 g_param_spec_double ("scale-x",
5315 P_("Scale factor on the X axis"),
5318 CLUTTER_PARAM_READWRITE);
5321 * ClutterActor:scale-y:
5323 * The vertical scale of the actor
5327 obj_props[PROP_SCALE_Y] =
5328 g_param_spec_double ("scale-y",
5330 P_("Scale factor on the Y axis"),
5333 CLUTTER_PARAM_READWRITE);
5336 * ClutterActor:scale-center-x:
5338 * The horizontal center point for scaling
5342 obj_props[PROP_SCALE_CENTER_X] =
5343 g_param_spec_float ("scale-center-x",
5344 P_("Scale Center X"),
5345 P_("Horizontal scale center"),
5346 -G_MAXFLOAT, G_MAXFLOAT,
5348 CLUTTER_PARAM_READWRITE);
5351 * ClutterActor:scale-center-y:
5353 * The vertical center point for scaling
5357 obj_props[PROP_SCALE_CENTER_Y] =
5358 g_param_spec_float ("scale-center-y",
5359 P_("Scale Center Y"),
5360 P_("Vertical scale center"),
5361 -G_MAXFLOAT, G_MAXFLOAT,
5363 CLUTTER_PARAM_READWRITE);
5366 * ClutterActor:scale-gravity:
5368 * The center point for scaling expressed as a #ClutterGravity
5372 obj_props[PROP_SCALE_GRAVITY] =
5373 g_param_spec_enum ("scale-gravity",
5374 P_("Scale Gravity"),
5375 P_("The center of scaling"),
5376 CLUTTER_TYPE_GRAVITY,
5377 CLUTTER_GRAVITY_NONE,
5378 CLUTTER_PARAM_READWRITE);
5381 * ClutterActor:rotation-angle-x:
5383 * The rotation angle on the X axis
5387 obj_props[PROP_ROTATION_ANGLE_X] =
5388 g_param_spec_double ("rotation-angle-x",
5389 P_("Rotation Angle X"),
5390 P_("The rotation angle on the X axis"),
5391 -G_MAXDOUBLE, G_MAXDOUBLE,
5393 CLUTTER_PARAM_READWRITE);
5396 * ClutterActor:rotation-angle-y:
5398 * The rotation angle on the Y axis
5402 obj_props[PROP_ROTATION_ANGLE_Y] =
5403 g_param_spec_double ("rotation-angle-y",
5404 P_("Rotation Angle Y"),
5405 P_("The rotation angle on the Y axis"),
5406 -G_MAXDOUBLE, G_MAXDOUBLE,
5408 CLUTTER_PARAM_READWRITE);
5411 * ClutterActor:rotation-angle-z:
5413 * The rotation angle on the Z axis
5417 obj_props[PROP_ROTATION_ANGLE_Z] =
5418 g_param_spec_double ("rotation-angle-z",
5419 P_("Rotation Angle Z"),
5420 P_("The rotation angle on the Z axis"),
5421 -G_MAXDOUBLE, G_MAXDOUBLE,
5423 CLUTTER_PARAM_READWRITE);
5426 * ClutterActor:rotation-center-x:
5428 * The rotation center on the X axis.
5432 obj_props[PROP_ROTATION_CENTER_X] =
5433 g_param_spec_boxed ("rotation-center-x",
5434 P_("Rotation Center X"),
5435 P_("The rotation center on the X axis"),
5436 CLUTTER_TYPE_VERTEX,
5437 CLUTTER_PARAM_READWRITE);
5440 * ClutterActor:rotation-center-y:
5442 * The rotation center on the Y axis.
5446 obj_props[PROP_ROTATION_CENTER_Y] =
5447 g_param_spec_boxed ("rotation-center-y",
5448 P_("Rotation Center Y"),
5449 P_("The rotation center on the Y axis"),
5450 CLUTTER_TYPE_VERTEX,
5451 CLUTTER_PARAM_READWRITE);
5454 * ClutterActor:rotation-center-z:
5456 * The rotation center on the Z axis.
5460 obj_props[PROP_ROTATION_CENTER_Z] =
5461 g_param_spec_boxed ("rotation-center-z",
5462 P_("Rotation Center Z"),
5463 P_("The rotation center on the Z axis"),
5464 CLUTTER_TYPE_VERTEX,
5465 CLUTTER_PARAM_READWRITE);
5468 * ClutterActor:rotation-center-z-gravity:
5470 * The rotation center on the Z axis expressed as a #ClutterGravity.
5474 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5475 g_param_spec_enum ("rotation-center-z-gravity",
5476 P_("Rotation Center Z Gravity"),
5477 P_("Center point for rotation around the Z axis"),
5478 CLUTTER_TYPE_GRAVITY,
5479 CLUTTER_GRAVITY_NONE,
5480 CLUTTER_PARAM_READWRITE);
5483 * ClutterActor:anchor-x:
5485 * The X coordinate of an actor's anchor point, relative to
5486 * the actor coordinate space, in pixels
5490 obj_props[PROP_ANCHOR_X] =
5491 g_param_spec_float ("anchor-x",
5493 P_("X coordinate of the anchor point"),
5494 -G_MAXFLOAT, G_MAXFLOAT,
5496 CLUTTER_PARAM_READWRITE);
5499 * ClutterActor:anchor-y:
5501 * The Y coordinate of an actor's anchor point, relative to
5502 * the actor coordinate space, in pixels
5506 obj_props[PROP_ANCHOR_Y] =
5507 g_param_spec_float ("anchor-y",
5509 P_("Y coordinate of the anchor point"),
5510 -G_MAXFLOAT, G_MAXFLOAT,
5512 CLUTTER_PARAM_READWRITE);
5515 * ClutterActor:anchor-gravity:
5517 * The anchor point expressed as a #ClutterGravity
5521 obj_props[PROP_ANCHOR_GRAVITY] =
5522 g_param_spec_enum ("anchor-gravity",
5523 P_("Anchor Gravity"),
5524 P_("The anchor point as a ClutterGravity"),
5525 CLUTTER_TYPE_GRAVITY,
5526 CLUTTER_GRAVITY_NONE,
5527 CLUTTER_PARAM_READWRITE);
5530 * ClutterActor:show-on-set-parent:
5532 * If %TRUE, the actor is automatically shown when parented.
5534 * Calling clutter_actor_hide() on an actor which has not been
5535 * parented will set this property to %FALSE as a side effect.
5539 obj_props[PROP_SHOW_ON_SET_PARENT] =
5540 g_param_spec_boolean ("show-on-set-parent",
5541 P_("Show on set parent"),
5542 P_("Whether the actor is shown when parented"),
5544 CLUTTER_PARAM_READWRITE);
5547 * ClutterActor:clip-to-allocation:
5549 * Whether the clip region should track the allocated area
5552 * This property is ignored if a clip area has been explicitly
5553 * set using clutter_actor_set_clip().
5557 obj_props[PROP_CLIP_TO_ALLOCATION] =
5558 g_param_spec_boolean ("clip-to-allocation",
5559 P_("Clip to Allocation"),
5560 P_("Sets the clip region to track the actor's allocation"),
5562 CLUTTER_PARAM_READWRITE);
5565 * ClutterActor:text-direction:
5567 * The direction of the text inside a #ClutterActor.
5571 obj_props[PROP_TEXT_DIRECTION] =
5572 g_param_spec_enum ("text-direction",
5573 P_("Text Direction"),
5574 P_("Direction of the text"),
5575 CLUTTER_TYPE_TEXT_DIRECTION,
5576 CLUTTER_TEXT_DIRECTION_LTR,
5577 CLUTTER_PARAM_READWRITE);
5580 * ClutterActor:has-pointer:
5582 * Whether the actor contains the pointer of a #ClutterInputDevice
5587 obj_props[PROP_HAS_POINTER] =
5588 g_param_spec_boolean ("has-pointer",
5590 P_("Whether the actor contains the pointer of an input device"),
5592 CLUTTER_PARAM_READABLE);
5595 * ClutterActor:actions:
5597 * Adds a #ClutterAction to the actor
5601 obj_props[PROP_ACTIONS] =
5602 g_param_spec_object ("actions",
5604 P_("Adds an action to the actor"),
5605 CLUTTER_TYPE_ACTION,
5606 CLUTTER_PARAM_WRITABLE);
5609 * ClutterActor:constraints:
5611 * Adds a #ClutterConstraint to the actor
5615 obj_props[PROP_CONSTRAINTS] =
5616 g_param_spec_object ("constraints",
5618 P_("Adds a constraint to the actor"),
5619 CLUTTER_TYPE_CONSTRAINT,
5620 CLUTTER_PARAM_WRITABLE);
5623 * ClutterActor:effect:
5625 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
5629 obj_props[PROP_EFFECT] =
5630 g_param_spec_object ("effect",
5632 P_("Add an effect to be applied on the actor"),
5633 CLUTTER_TYPE_EFFECT,
5634 CLUTTER_PARAM_WRITABLE);
5637 * ClutterActor:layout-manager:
5639 * A delegate object for controlling the layout of the children of
5644 obj_props[PROP_LAYOUT_MANAGER] =
5645 g_param_spec_object ("layout-manager",
5646 P_("Layout Manager"),
5647 P_("The object controlling the layout of an actor's children"),
5648 CLUTTER_TYPE_LAYOUT_MANAGER,
5649 CLUTTER_PARAM_READWRITE);
5653 * ClutterActor:x-align:
5655 * The alignment of an actor on the X axis, if the actor has been given
5656 * extra space for its allocation.
5660 obj_props[PROP_X_ALIGN] =
5661 g_param_spec_enum ("x-align",
5663 P_("The alignment of the actor on the X axis within its allocation"),
5664 CLUTTER_TYPE_ACTOR_ALIGN,
5665 CLUTTER_ACTOR_ALIGN_FILL,
5666 CLUTTER_PARAM_READWRITE);
5669 * ClutterActor:y-align:
5671 * The alignment of an actor on the Y axis, if the actor has been given
5672 * extra space for its allocation.
5676 obj_props[PROP_Y_ALIGN] =
5677 g_param_spec_enum ("y-align",
5679 P_("The alignment of the actor on the Y axis within its allocation"),
5680 CLUTTER_TYPE_ACTOR_ALIGN,
5681 CLUTTER_ACTOR_ALIGN_FILL,
5682 CLUTTER_PARAM_READWRITE);
5685 * ClutterActor:margin-top:
5687 * The margin (in pixels) from the top of the actor.
5689 * This property adds a margin to the actor's preferred size; the margin
5690 * will be automatically taken into account when allocating the actor.
5694 obj_props[PROP_MARGIN_TOP] =
5695 g_param_spec_float ("margin-top",
5697 P_("Extra space at the top"),
5700 CLUTTER_PARAM_READWRITE);
5703 * ClutterActor:margin-bottom:
5705 * The margin (in pixels) from the bottom of the actor.
5707 * This property adds a margin to the actor's preferred size; the margin
5708 * will be automatically taken into account when allocating the actor.
5712 obj_props[PROP_MARGIN_BOTTOM] =
5713 g_param_spec_float ("margin-bottom",
5714 P_("Margin Bottom"),
5715 P_("Extra space at the bottom"),
5718 CLUTTER_PARAM_READWRITE);
5721 * ClutterActor:margin-left:
5723 * The margin (in pixels) from the left of the actor.
5725 * This property adds a margin to the actor's preferred size; the margin
5726 * will be automatically taken into account when allocating the actor.
5730 obj_props[PROP_MARGIN_LEFT] =
5731 g_param_spec_float ("margin-left",
5733 P_("Extra space at the left"),
5736 CLUTTER_PARAM_READWRITE);
5739 * ClutterActor:margin-right:
5741 * The margin (in pixels) from the right of the actor.
5743 * This property adds a margin to the actor's preferred size; the margin
5744 * will be automatically taken into account when allocating the actor.
5748 obj_props[PROP_MARGIN_RIGHT] =
5749 g_param_spec_float ("margin-right",
5751 P_("Extra space at the right"),
5754 CLUTTER_PARAM_READWRITE);
5757 * ClutterActor:background-color-set:
5759 * Whether the #ClutterActor:background-color property has been set.
5763 obj_props[PROP_BACKGROUND_COLOR_SET] =
5764 g_param_spec_boolean ("background-color-set",
5765 P_("Background Color Set"),
5766 P_("Whether the background color is set"),
5768 CLUTTER_PARAM_READABLE);
5771 * ClutterActor:background-color:
5773 * Paints a solid fill of the actor's allocation using the specified
5778 obj_props[PROP_BACKGROUND_COLOR] =
5779 clutter_param_spec_color ("background-color",
5780 P_("Background color"),
5781 P_("The actor's background color"),
5782 CLUTTER_COLOR_Transparent,
5783 CLUTTER_PARAM_READWRITE);
5786 * ClutterActor:first-child:
5788 * The actor's first child.
5792 obj_props[PROP_FIRST_CHILD] =
5793 g_param_spec_object ("first-child",
5795 P_("The actor's first child"),
5797 CLUTTER_PARAM_READABLE);
5800 * ClutterActor:last-child:
5802 * The actor's last child.
5806 obj_props[PROP_LAST_CHILD] =
5807 g_param_spec_object ("last-child",
5809 P_("The actor's last child"),
5811 CLUTTER_PARAM_READABLE);
5813 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
5816 * ClutterActor::destroy:
5817 * @actor: the #ClutterActor which emitted the signal
5819 * The ::destroy signal notifies that all references held on the
5820 * actor which emitted it should be released.
5822 * The ::destroy signal should be used by all holders of a reference
5825 * This signal might result in the finalization of the #ClutterActor
5826 * if all references are released.
5828 * Composite actors and actors implementing the #ClutterContainer
5829 * interface should override the default implementation of the
5830 * class handler of this signal and call clutter_actor_destroy() on
5831 * their children. When overriding the default class handler, it is
5832 * required to chain up to the parent's implementation.
5836 actor_signals[DESTROY] =
5837 g_signal_new (I_("destroy"),
5838 G_TYPE_FROM_CLASS (object_class),
5839 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
5840 G_STRUCT_OFFSET (ClutterActorClass, destroy),
5842 _clutter_marshal_VOID__VOID,
5845 * ClutterActor::show:
5846 * @actor: the object which received the signal
5848 * The ::show signal is emitted when an actor is visible and
5849 * rendered on the stage.
5853 actor_signals[SHOW] =
5854 g_signal_new (I_("show"),
5855 G_TYPE_FROM_CLASS (object_class),
5857 G_STRUCT_OFFSET (ClutterActorClass, show),
5859 _clutter_marshal_VOID__VOID,
5862 * ClutterActor::hide:
5863 * @actor: the object which received the signal
5865 * The ::hide signal is emitted when an actor is no longer rendered
5870 actor_signals[HIDE] =
5871 g_signal_new (I_("hide"),
5872 G_TYPE_FROM_CLASS (object_class),
5874 G_STRUCT_OFFSET (ClutterActorClass, hide),
5876 _clutter_marshal_VOID__VOID,
5879 * ClutterActor::parent-set:
5880 * @actor: the object which received the signal
5881 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
5883 * This signal is emitted when the parent of the actor changes.
5887 actor_signals[PARENT_SET] =
5888 g_signal_new (I_("parent-set"),
5889 G_TYPE_FROM_CLASS (object_class),
5891 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
5893 _clutter_marshal_VOID__OBJECT,
5895 CLUTTER_TYPE_ACTOR);
5898 * ClutterActor::queue-redraw:
5899 * @actor: the actor we're bubbling the redraw request through
5900 * @origin: the actor which initiated the redraw request
5902 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
5903 * is called on @origin.
5905 * The default implementation for #ClutterActor chains up to the
5906 * parent actor and queues a redraw on the parent, thus "bubbling"
5907 * the redraw queue up through the actor graph. The default
5908 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
5909 * in a main loop idle handler.
5911 * Note that the @origin actor may be the stage, or a container; it
5912 * does not have to be a leaf node in the actor graph.
5914 * Toolkits embedding a #ClutterStage which require a redraw and
5915 * relayout cycle can stop the emission of this signal using the
5916 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
5921 * on_redraw_complete (gpointer data)
5923 * ClutterStage *stage = data;
5925 * /* execute the Clutter drawing pipeline */
5926 * clutter_stage_ensure_redraw (stage);
5930 * on_stage_queue_redraw (ClutterStage *stage)
5932 * /* this prevents the default handler to run */
5933 * g_signal_stop_emission_by_name (stage, "queue-redraw");
5935 * /* queue a redraw with the host toolkit and call
5936 * * a function when the redraw has been completed
5938 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
5942 * <note><para>This signal is emitted before the Clutter paint
5943 * pipeline is executed. If you want to know when the pipeline has
5944 * been completed you should connect to the ::paint signal on the
5945 * Stage with g_signal_connect_after().</para></note>
5949 actor_signals[QUEUE_REDRAW] =
5950 g_signal_new (I_("queue-redraw"),
5951 G_TYPE_FROM_CLASS (object_class),
5953 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
5955 _clutter_marshal_VOID__OBJECT,
5957 CLUTTER_TYPE_ACTOR);
5960 * ClutterActor::queue-relayout
5961 * @actor: the actor being queued for relayout
5963 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
5964 * is called on an actor.
5966 * The default implementation for #ClutterActor chains up to the
5967 * parent actor and queues a relayout on the parent, thus "bubbling"
5968 * the relayout queue up through the actor graph.
5970 * The main purpose of this signal is to allow relayout to be propagated
5971 * properly in the procense of #ClutterClone actors. Applications will
5972 * not normally need to connect to this signal.
5976 actor_signals[QUEUE_RELAYOUT] =
5977 g_signal_new (I_("queue-relayout"),
5978 G_TYPE_FROM_CLASS (object_class),
5980 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
5982 _clutter_marshal_VOID__VOID,
5986 * ClutterActor::event:
5987 * @actor: the actor which received the event
5988 * @event: a #ClutterEvent
5990 * The ::event signal is emitted each time an event is received
5991 * by the @actor. This signal will be emitted on every actor,
5992 * following the hierarchy chain, until it reaches the top-level
5993 * container (the #ClutterStage).
5995 * Return value: %TRUE if the event has been handled by the actor,
5996 * or %FALSE to continue the emission.
6000 actor_signals[EVENT] =
6001 g_signal_new (I_("event"),
6002 G_TYPE_FROM_CLASS (object_class),
6004 G_STRUCT_OFFSET (ClutterActorClass, event),
6005 _clutter_boolean_handled_accumulator, NULL,
6006 _clutter_marshal_BOOLEAN__BOXED,
6008 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6010 * ClutterActor::button-press-event:
6011 * @actor: the actor which received the event
6012 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6014 * The ::button-press-event signal is emitted each time a mouse button
6015 * is pressed on @actor.
6017 * Return value: %TRUE if the event has been handled by the actor,
6018 * or %FALSE to continue the emission.
6022 actor_signals[BUTTON_PRESS_EVENT] =
6023 g_signal_new (I_("button-press-event"),
6024 G_TYPE_FROM_CLASS (object_class),
6026 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6027 _clutter_boolean_handled_accumulator, NULL,
6028 _clutter_marshal_BOOLEAN__BOXED,
6030 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6032 * ClutterActor::button-release-event:
6033 * @actor: the actor which received the event
6034 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6036 * The ::button-release-event signal is emitted each time a mouse button
6037 * is released on @actor.
6039 * Return value: %TRUE if the event has been handled by the actor,
6040 * or %FALSE to continue the emission.
6044 actor_signals[BUTTON_RELEASE_EVENT] =
6045 g_signal_new (I_("button-release-event"),
6046 G_TYPE_FROM_CLASS (object_class),
6048 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6049 _clutter_boolean_handled_accumulator, NULL,
6050 _clutter_marshal_BOOLEAN__BOXED,
6052 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6054 * ClutterActor::scroll-event:
6055 * @actor: the actor which received the event
6056 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6058 * The ::scroll-event signal is emitted each time the mouse is
6059 * scrolled on @actor
6061 * Return value: %TRUE if the event has been handled by the actor,
6062 * or %FALSE to continue the emission.
6066 actor_signals[SCROLL_EVENT] =
6067 g_signal_new (I_("scroll-event"),
6068 G_TYPE_FROM_CLASS (object_class),
6070 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6071 _clutter_boolean_handled_accumulator, NULL,
6072 _clutter_marshal_BOOLEAN__BOXED,
6074 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6076 * ClutterActor::key-press-event:
6077 * @actor: the actor which received the event
6078 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6080 * The ::key-press-event signal is emitted each time a keyboard button
6081 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6083 * Return value: %TRUE if the event has been handled by the actor,
6084 * or %FALSE to continue the emission.
6088 actor_signals[KEY_PRESS_EVENT] =
6089 g_signal_new (I_("key-press-event"),
6090 G_TYPE_FROM_CLASS (object_class),
6092 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6093 _clutter_boolean_handled_accumulator, NULL,
6094 _clutter_marshal_BOOLEAN__BOXED,
6096 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6098 * ClutterActor::key-release-event:
6099 * @actor: the actor which received the event
6100 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6102 * The ::key-release-event signal is emitted each time a keyboard button
6103 * is released while @actor has key focus (see
6104 * clutter_stage_set_key_focus()).
6106 * Return value: %TRUE if the event has been handled by the actor,
6107 * or %FALSE to continue the emission.
6111 actor_signals[KEY_RELEASE_EVENT] =
6112 g_signal_new (I_("key-release-event"),
6113 G_TYPE_FROM_CLASS (object_class),
6115 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6116 _clutter_boolean_handled_accumulator, NULL,
6117 _clutter_marshal_BOOLEAN__BOXED,
6119 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6121 * ClutterActor::motion-event:
6122 * @actor: the actor which received the event
6123 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6125 * The ::motion-event signal is emitted each time the mouse pointer is
6126 * moved over @actor.
6128 * Return value: %TRUE if the event has been handled by the actor,
6129 * or %FALSE to continue the emission.
6133 actor_signals[MOTION_EVENT] =
6134 g_signal_new (I_("motion-event"),
6135 G_TYPE_FROM_CLASS (object_class),
6137 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6138 _clutter_boolean_handled_accumulator, NULL,
6139 _clutter_marshal_BOOLEAN__BOXED,
6141 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6144 * ClutterActor::key-focus-in:
6145 * @actor: the actor which now has key focus
6147 * The ::key-focus-in signal is emitted when @actor receives key focus.
6151 actor_signals[KEY_FOCUS_IN] =
6152 g_signal_new (I_("key-focus-in"),
6153 G_TYPE_FROM_CLASS (object_class),
6155 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6157 _clutter_marshal_VOID__VOID,
6161 * ClutterActor::key-focus-out:
6162 * @actor: the actor which now has key focus
6164 * The ::key-focus-out signal is emitted when @actor loses key focus.
6168 actor_signals[KEY_FOCUS_OUT] =
6169 g_signal_new (I_("key-focus-out"),
6170 G_TYPE_FROM_CLASS (object_class),
6172 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6174 _clutter_marshal_VOID__VOID,
6178 * ClutterActor::enter-event:
6179 * @actor: the actor which the pointer has entered.
6180 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6182 * The ::enter-event signal is emitted when the pointer enters the @actor
6184 * Return value: %TRUE if the event has been handled by the actor,
6185 * or %FALSE to continue the emission.
6189 actor_signals[ENTER_EVENT] =
6190 g_signal_new (I_("enter-event"),
6191 G_TYPE_FROM_CLASS (object_class),
6193 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6194 _clutter_boolean_handled_accumulator, NULL,
6195 _clutter_marshal_BOOLEAN__BOXED,
6197 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6200 * ClutterActor::leave-event:
6201 * @actor: the actor which the pointer has left
6202 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6204 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6206 * Return value: %TRUE if the event has been handled by the actor,
6207 * or %FALSE to continue the emission.
6211 actor_signals[LEAVE_EVENT] =
6212 g_signal_new (I_("leave-event"),
6213 G_TYPE_FROM_CLASS (object_class),
6215 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6216 _clutter_boolean_handled_accumulator, NULL,
6217 _clutter_marshal_BOOLEAN__BOXED,
6219 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6222 * ClutterActor::captured-event:
6223 * @actor: the actor which received the signal
6224 * @event: a #ClutterEvent
6226 * The ::captured-event signal is emitted when an event is captured
6227 * by Clutter. This signal will be emitted starting from the top-level
6228 * container (the #ClutterStage) to the actor which received the event
6229 * going down the hierarchy. This signal can be used to intercept every
6230 * event before the specialized events (like
6231 * ClutterActor::button-press-event or ::key-released-event) are
6234 * Return value: %TRUE if the event has been handled by the actor,
6235 * or %FALSE to continue the emission.
6239 actor_signals[CAPTURED_EVENT] =
6240 g_signal_new (I_("captured-event"),
6241 G_TYPE_FROM_CLASS (object_class),
6243 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6244 _clutter_boolean_handled_accumulator, NULL,
6245 _clutter_marshal_BOOLEAN__BOXED,
6247 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6250 * ClutterActor::paint:
6251 * @actor: the #ClutterActor that received the signal
6253 * The ::paint signal is emitted each time an actor is being painted.
6255 * Subclasses of #ClutterActor should override the class signal handler
6256 * and paint themselves in that function.
6258 * It is possible to connect a handler to the ::paint signal in order
6259 * to set up some custom aspect of a paint.
6263 actor_signals[PAINT] =
6264 g_signal_new (I_("paint"),
6265 G_TYPE_FROM_CLASS (object_class),
6267 G_STRUCT_OFFSET (ClutterActorClass, paint),
6269 _clutter_marshal_VOID__VOID,
6272 * ClutterActor::realize:
6273 * @actor: the #ClutterActor that received the signal
6275 * The ::realize signal is emitted each time an actor is being
6280 actor_signals[REALIZE] =
6281 g_signal_new (I_("realize"),
6282 G_TYPE_FROM_CLASS (object_class),
6284 G_STRUCT_OFFSET (ClutterActorClass, realize),
6286 _clutter_marshal_VOID__VOID,
6289 * ClutterActor::unrealize:
6290 * @actor: the #ClutterActor that received the signal
6292 * The ::unrealize signal is emitted each time an actor is being
6297 actor_signals[UNREALIZE] =
6298 g_signal_new (I_("unrealize"),
6299 G_TYPE_FROM_CLASS (object_class),
6301 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6303 _clutter_marshal_VOID__VOID,
6307 * ClutterActor::pick:
6308 * @actor: the #ClutterActor that received the signal
6309 * @color: the #ClutterColor to be used when picking
6311 * The ::pick signal is emitted each time an actor is being painted
6312 * in "pick mode". The pick mode is used to identify the actor during
6313 * the event handling phase, or by clutter_stage_get_actor_at_pos().
6314 * The actor should paint its shape using the passed @pick_color.
6316 * Subclasses of #ClutterActor should override the class signal handler
6317 * and paint themselves in that function.
6319 * It is possible to connect a handler to the ::pick signal in order
6320 * to set up some custom aspect of a paint in pick mode.
6324 actor_signals[PICK] =
6325 g_signal_new (I_("pick"),
6326 G_TYPE_FROM_CLASS (object_class),
6328 G_STRUCT_OFFSET (ClutterActorClass, pick),
6330 _clutter_marshal_VOID__BOXED,
6332 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6335 * ClutterActor::allocation-changed:
6336 * @actor: the #ClutterActor that emitted the signal
6337 * @box: a #ClutterActorBox with the new allocation
6338 * @flags: #ClutterAllocationFlags for the allocation
6340 * The ::allocation-changed signal is emitted when the
6341 * #ClutterActor:allocation property changes. Usually, application
6342 * code should just use the notifications for the :allocation property
6343 * but if you want to track the allocation flags as well, for instance
6344 * to know whether the absolute origin of @actor changed, then you might
6345 * want use this signal instead.
6349 actor_signals[ALLOCATION_CHANGED] =
6350 g_signal_new (I_("allocation-changed"),
6351 G_TYPE_FROM_CLASS (object_class),
6355 _clutter_marshal_VOID__BOXED_FLAGS,
6357 CLUTTER_TYPE_ACTOR_BOX,
6358 CLUTTER_TYPE_ALLOCATION_FLAGS);
6362 clutter_actor_init (ClutterActor *self)
6364 ClutterActorPrivate *priv;
6366 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6368 priv->id = _clutter_context_acquire_id (self);
6371 priv->opacity = 0xff;
6372 priv->show_on_set_parent = TRUE;
6374 priv->needs_width_request = TRUE;
6375 priv->needs_height_request = TRUE;
6376 priv->needs_allocation = TRUE;
6378 priv->cached_width_age = 1;
6379 priv->cached_height_age = 1;
6381 priv->opacity_override = -1;
6382 priv->enable_model_view_transform = TRUE;
6384 /* Initialize an empty paint volume to start with */
6385 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6386 priv->last_paint_volume_valid = TRUE;
6388 priv->transform_valid = FALSE;
6392 * clutter_actor_new:
6394 * Creates a new #ClutterActor.
6396 * A newly created actor has a floating reference, which will be sunk
6397 * when it is added to another actor.
6399 * Return value: (transfer full): the newly created #ClutterActor
6404 clutter_actor_new (void)
6406 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
6410 * clutter_actor_destroy:
6411 * @self: a #ClutterActor
6413 * Destroys an actor. When an actor is destroyed, it will break any
6414 * references it holds to other objects. If the actor is inside a
6415 * container, the actor will be removed.
6417 * When you destroy a container, its children will be destroyed as well.
6419 * Note: you cannot destroy the #ClutterStage returned by
6420 * clutter_stage_get_default().
6423 clutter_actor_destroy (ClutterActor *self)
6425 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6427 g_object_ref (self);
6429 /* avoid recursion while destroying */
6430 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
6432 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6434 g_object_run_dispose (G_OBJECT (self));
6436 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6439 g_object_unref (self);
6443 _clutter_actor_finish_queue_redraw (ClutterActor *self,
6444 ClutterPaintVolume *clip)
6446 ClutterActorPrivate *priv = self->priv;
6447 ClutterPaintVolume *pv;
6450 /* If we've been explicitly passed a clip volume then there's
6451 * nothing more to calculate, but otherwise the only thing we know
6452 * is that the change is constrained to the given actor.
6454 * The idea is that if we know the paint volume for where the actor
6455 * was last drawn (in eye coordinates) and we also have the paint
6456 * volume for where it will be drawn next (in actor coordinates)
6457 * then if we queue a redraw for both these volumes that will cover
6458 * everything that needs to be redrawn to clear the old view and
6459 * show the latest view of the actor.
6461 * Don't clip this redraw if we don't know what position we had for
6462 * the previous redraw since we don't know where to set the clip so
6463 * it will clear the actor as it is currently.
6467 _clutter_actor_set_queue_redraw_clip (self, clip);
6470 else if (G_LIKELY (priv->last_paint_volume_valid))
6472 pv = _clutter_actor_get_paint_volume_mutable (self);
6475 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
6477 /* make sure we redraw the actors old position... */
6478 _clutter_actor_set_queue_redraw_clip (stage,
6479 &priv->last_paint_volume);
6480 _clutter_actor_signal_queue_redraw (stage, stage);
6481 _clutter_actor_set_queue_redraw_clip (stage, NULL);
6483 /* XXX: Ideally the redraw signal would take a clip volume
6484 * argument, but that would be an ABI break. Until we can
6485 * break the ABI we pass the argument out-of-band
6488 /* setup the clip for the actors new position... */
6489 _clutter_actor_set_queue_redraw_clip (self, pv);
6498 _clutter_actor_signal_queue_redraw (self, self);
6500 /* Just in case anyone is manually firing redraw signals without
6501 * using the public queue_redraw() API we are careful to ensure that
6502 * our out-of-band clip member is cleared before returning...
6504 * Note: A NULL clip denotes a full-stage, un-clipped redraw
6506 if (G_LIKELY (clipped))
6507 _clutter_actor_set_queue_redraw_clip (self, NULL);
6509 priv->queue_redraw_entry = NULL;
6513 _clutter_actor_get_allocation_clip (ClutterActor *self,
6514 ClutterActorBox *clip)
6516 ClutterActorBox allocation;
6518 /* XXX: we don't care if we get an out of date allocation here
6519 * because clutter_actor_queue_redraw_with_clip knows to ignore
6520 * the clip if the actor's allocation is invalid.
6522 * This is noted because clutter_actor_get_allocation_box does some
6523 * unnecessary work to support buggy code with a comment suggesting
6524 * that it could be changed later which would be good for this use
6527 clutter_actor_get_allocation_box (self, &allocation);
6529 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
6530 * actor's own coordinate space but the allocation is in parent
6534 clip->x2 = allocation.x2 - allocation.x1;
6535 clip->y2 = allocation.y2 - allocation.y1;
6539 _clutter_actor_queue_redraw_full (ClutterActor *self,
6540 ClutterRedrawFlags flags,
6541 ClutterPaintVolume *volume,
6542 ClutterEffect *effect)
6544 ClutterActorPrivate *priv = self->priv;
6545 ClutterPaintVolume allocation_pv;
6546 ClutterPaintVolume *pv;
6547 gboolean should_free_pv;
6548 ClutterActor *stage;
6550 /* Here's an outline of the actor queue redraw mechanism:
6552 * The process starts in one of the following two functions which
6553 * are wrappers for this function:
6554 * clutter_actor_queue_redraw
6555 * _clutter_actor_queue_redraw_with_clip
6557 * additionally, an effect can queue a redraw by wrapping this
6558 * function in clutter_effect_queue_rerun
6560 * This functions queues an entry in a list associated with the
6561 * stage which is a list of actors that queued a redraw while
6562 * updating the timelines, performing layouting and processing other
6563 * mainloop sources before the next paint starts.
6565 * We aim to minimize the processing done at this point because
6566 * there is a good chance other events will happen while updating
6567 * the scenegraph that would invalidate any expensive work we might
6568 * otherwise try to do here. For example we don't try and resolve
6569 * the screen space bounding box of an actor at this stage so as to
6570 * minimize how much of the screen redraw because it's possible
6571 * something else will happen which will force a full redraw anyway.
6573 * When all updates are complete and we come to paint the stage then
6574 * we iterate this list and actually emit the "queue-redraw" signals
6575 * for each of the listed actors which will bubble up to the stage
6576 * for each actor and at that point we will transform the actors
6577 * paint volume into screen coordinates to determine the clip region
6578 * for what needs to be redrawn in the next paint.
6580 * Besides minimizing redundant work another reason for this
6581 * deferred design is that it's more likely we will be able to
6582 * determine the paint volume of an actor once we've finished
6583 * updating the scenegraph because its allocation should be up to
6584 * date. NB: If we can't determine an actors paint volume then we
6585 * can't automatically queue a clipped redraw which can make a big
6586 * difference to performance.
6588 * So the control flow goes like this:
6589 * One of clutter_actor_queue_redraw,
6590 * _clutter_actor_queue_redraw_with_clip
6591 * or clutter_effect_queue_rerun
6593 * then control moves to:
6594 * _clutter_stage_queue_actor_redraw
6596 * later during _clutter_stage_do_update, once relayouting is done
6597 * and the scenegraph has been updated we will call:
6598 * _clutter_stage_finish_queue_redraws
6600 * _clutter_stage_finish_queue_redraws will call
6601 * _clutter_actor_finish_queue_redraw for each listed actor.
6602 * Note: actors *are* allowed to queue further redraws during this
6603 * process (considering clone actors or texture_new_from_actor which
6604 * respond to their source queueing a redraw by queuing a redraw
6605 * themselves). We repeat the process until the list is empty.
6607 * This will result in the "queue-redraw" signal being fired for
6608 * each actor which will pass control to the default signal handler:
6609 * clutter_actor_real_queue_redraw
6611 * This will bubble up to the stages handler:
6612 * clutter_stage_real_queue_redraw
6614 * clutter_stage_real_queue_redraw will transform the actors paint
6615 * volume into screen space and add it as a clip region for the next
6619 /* ignore queueing a redraw for actors being destroyed */
6620 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6623 stage = _clutter_actor_get_stage_internal (self);
6625 /* Ignore queueing a redraw for actors not descended from a stage */
6629 /* ignore queueing a redraw on stages that are being destroyed */
6630 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
6633 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
6635 ClutterActorBox allocation_clip;
6636 ClutterVertex origin;
6638 /* If the actor doesn't have a valid allocation then we will
6639 * queue a full stage redraw. */
6640 if (priv->needs_allocation)
6642 /* NB: NULL denotes an undefined clip which will result in a
6644 _clutter_actor_set_queue_redraw_clip (self, NULL);
6645 _clutter_actor_signal_queue_redraw (self, self);
6649 _clutter_paint_volume_init_static (&allocation_pv, self);
6650 pv = &allocation_pv;
6652 _clutter_actor_get_allocation_clip (self, &allocation_clip);
6654 origin.x = allocation_clip.x1;
6655 origin.y = allocation_clip.y1;
6657 clutter_paint_volume_set_origin (pv, &origin);
6658 clutter_paint_volume_set_width (pv,
6659 allocation_clip.x2 - allocation_clip.x1);
6660 clutter_paint_volume_set_height (pv,
6661 allocation_clip.y2 -
6662 allocation_clip.y1);
6663 should_free_pv = TRUE;
6668 should_free_pv = FALSE;
6671 self->priv->queue_redraw_entry =
6672 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
6673 priv->queue_redraw_entry,
6678 clutter_paint_volume_free (pv);
6680 /* If this is the first redraw queued then we can directly use the
6682 if (!priv->is_dirty)
6683 priv->effect_to_redraw = effect;
6684 /* Otherwise we need to merge it with the existing effect parameter */
6685 else if (effect != NULL)
6687 /* If there's already an effect then we need to use whichever is
6688 later in the chain of actors. Otherwise a full redraw has
6689 already been queued on the actor so we need to ignore the
6691 if (priv->effect_to_redraw != NULL)
6693 if (priv->effects == NULL)
6694 g_warning ("Redraw queued with an effect that is "
6695 "not applied to the actor");
6700 for (l = _clutter_meta_group_peek_metas (priv->effects);
6704 if (l->data == priv->effect_to_redraw ||
6706 priv->effect_to_redraw = l->data;
6713 /* If no effect is specified then we need to redraw the whole
6715 priv->effect_to_redraw = NULL;
6718 priv->is_dirty = TRUE;
6722 * clutter_actor_queue_redraw:
6723 * @self: A #ClutterActor
6725 * Queues up a redraw of an actor and any children. The redraw occurs
6726 * once the main loop becomes idle (after the current batch of events
6727 * has been processed, roughly).
6729 * Applications rarely need to call this, as redraws are handled
6730 * automatically by modification functions.
6732 * This function will not do anything if @self is not visible, or
6733 * if the actor is inside an invisible part of the scenegraph.
6735 * Also be aware that painting is a NOP for actors with an opacity of
6738 * When you are implementing a custom actor you must queue a redraw
6739 * whenever some private state changes that will affect painting or
6740 * picking of your actor.
6743 clutter_actor_queue_redraw (ClutterActor *self)
6745 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6747 _clutter_actor_queue_redraw_full (self,
6749 NULL, /* clip volume */
6754 * _clutter_actor_queue_redraw_with_clip:
6755 * @self: A #ClutterActor
6756 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
6757 * this queue redraw.
6758 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
6759 * redrawn or %NULL if you are just using a @flag to state your
6762 * Queues up a clipped redraw of an actor and any children. The redraw
6763 * occurs once the main loop becomes idle (after the current batch of
6764 * events has been processed, roughly).
6766 * If no flags are given the clip volume is defined by @volume
6767 * specified in actor coordinates and tells Clutter that only content
6768 * within this volume has been changed so Clutter can optionally
6769 * optimize the redraw.
6771 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
6772 * should be %NULL and this tells Clutter to use the actor's current
6773 * allocation as a clip box. This flag can only be used for 2D actors,
6774 * because any actor with depth may be projected outside its
6777 * Applications rarely need to call this, as redraws are handled
6778 * automatically by modification functions.
6780 * This function will not do anything if @self is not visible, or if
6781 * the actor is inside an invisible part of the scenegraph.
6783 * Also be aware that painting is a NOP for actors with an opacity of
6786 * When you are implementing a custom actor you must queue a redraw
6787 * whenever some private state changes that will affect painting or
6788 * picking of your actor.
6791 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6792 ClutterRedrawFlags flags,
6793 ClutterPaintVolume *volume)
6795 _clutter_actor_queue_redraw_full (self,
6797 volume, /* clip volume */
6802 _clutter_actor_queue_only_relayout (ClutterActor *self)
6804 ClutterActorPrivate *priv = self->priv;
6806 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6809 if (priv->needs_width_request &&
6810 priv->needs_height_request &&
6811 priv->needs_allocation)
6812 return; /* save some cpu cycles */
6814 #if CLUTTER_ENABLE_DEBUG
6815 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
6817 g_warning ("The actor '%s' is currently inside an allocation "
6818 "cycle; calling clutter_actor_queue_relayout() is "
6820 _clutter_actor_get_debug_name (self));
6822 #endif /* CLUTTER_ENABLE_DEBUG */
6824 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
6828 * clutter_actor_queue_redraw_with_clip:
6829 * @self: a #ClutterActor
6830 * @clip: (allow-none): a rectangular clip region, or %NULL
6832 * Queues a redraw on @self limited to a specific, actor-relative
6835 * If @clip is %NULL this function is equivalent to
6836 * clutter_actor_queue_redraw().
6841 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6842 const cairo_rectangle_int_t *clip)
6844 ClutterPaintVolume volume;
6845 ClutterVertex origin;
6847 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6851 clutter_actor_queue_redraw (self);
6855 _clutter_paint_volume_init_static (&volume, self);
6861 clutter_paint_volume_set_origin (&volume, &origin);
6862 clutter_paint_volume_set_width (&volume, clip->width);
6863 clutter_paint_volume_set_height (&volume, clip->height);
6865 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
6867 clutter_paint_volume_free (&volume);
6871 * clutter_actor_queue_relayout:
6872 * @self: A #ClutterActor
6874 * Indicates that the actor's size request or other layout-affecting
6875 * properties may have changed. This function is used inside #ClutterActor
6876 * subclass implementations, not by applications directly.
6878 * Queueing a new layout automatically queues a redraw as well.
6883 clutter_actor_queue_relayout (ClutterActor *self)
6885 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6887 _clutter_actor_queue_only_relayout (self);
6888 clutter_actor_queue_redraw (self);
6892 * clutter_actor_get_preferred_size:
6893 * @self: a #ClutterActor
6894 * @min_width_p: (out) (allow-none): return location for the minimum
6896 * @min_height_p: (out) (allow-none): return location for the minimum
6898 * @natural_width_p: (out) (allow-none): return location for the natural
6900 * @natural_height_p: (out) (allow-none): return location for the natural
6903 * Computes the preferred minimum and natural size of an actor, taking into
6904 * account the actor's geometry management (either height-for-width
6905 * or width-for-height).
6907 * The width and height used to compute the preferred height and preferred
6908 * width are the actor's natural ones.
6910 * If you need to control the height for the preferred width, or the width for
6911 * the preferred height, you should use clutter_actor_get_preferred_width()
6912 * and clutter_actor_get_preferred_height(), and check the actor's preferred
6913 * geometry management using the #ClutterActor:request-mode property.
6918 clutter_actor_get_preferred_size (ClutterActor *self,
6919 gfloat *min_width_p,
6920 gfloat *min_height_p,
6921 gfloat *natural_width_p,
6922 gfloat *natural_height_p)
6924 ClutterActorPrivate *priv;
6925 gfloat min_width, min_height;
6926 gfloat natural_width, natural_height;
6928 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6932 min_width = min_height = 0;
6933 natural_width = natural_height = 0;
6935 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
6937 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
6938 clutter_actor_get_preferred_width (self, -1,
6941 clutter_actor_get_preferred_height (self, natural_width,
6947 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
6948 clutter_actor_get_preferred_height (self, -1,
6951 clutter_actor_get_preferred_width (self, natural_height,
6957 *min_width_p = min_width;
6960 *min_height_p = min_height;
6962 if (natural_width_p)
6963 *natural_width_p = natural_width;
6965 if (natural_height_p)
6966 *natural_height_p = natural_height;
6971 * @align: a #ClutterActorAlign
6972 * @direction: a #ClutterTextDirection
6974 * Retrieves the correct alignment depending on the text direction
6976 * Return value: the effective alignment
6978 static ClutterActorAlign
6979 effective_align (ClutterActorAlign align,
6980 ClutterTextDirection direction)
6982 ClutterActorAlign res;
6986 case CLUTTER_ACTOR_ALIGN_START:
6987 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6988 ? CLUTTER_ACTOR_ALIGN_END
6989 : CLUTTER_ACTOR_ALIGN_START;
6992 case CLUTTER_ACTOR_ALIGN_END:
6993 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6994 ? CLUTTER_ACTOR_ALIGN_START
6995 : CLUTTER_ACTOR_ALIGN_END;
7007 adjust_for_margin (float margin_start,
7009 float *minimum_size,
7010 float *natural_size,
7011 float *allocated_start,
7012 float *allocated_end)
7014 *minimum_size -= (margin_start + margin_end);
7015 *natural_size -= (margin_start + margin_end);
7016 *allocated_start += margin_start;
7017 *allocated_end -= margin_end;
7021 adjust_for_alignment (ClutterActorAlign alignment,
7023 float *allocated_start,
7024 float *allocated_end)
7026 float allocated_size = *allocated_end - *allocated_start;
7030 case CLUTTER_ACTOR_ALIGN_FILL:
7034 case CLUTTER_ACTOR_ALIGN_START:
7036 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7039 case CLUTTER_ACTOR_ALIGN_END:
7040 if (allocated_size > natural_size)
7042 *allocated_start += (allocated_size - natural_size);
7043 *allocated_end = *allocated_start + natural_size;
7047 case CLUTTER_ACTOR_ALIGN_CENTER:
7048 if (allocated_size > natural_size)
7050 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7051 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7058 * clutter_actor_adjust_width:
7059 * @self: a #ClutterActor
7060 * @minimum_width: (inout): the actor's preferred minimum width, which
7061 * will be adjusted depending on the margin
7062 * @natural_width: (inout): the actor's preferred natural width, which
7063 * will be adjusted depending on the margin
7064 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7065 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7067 * Adjusts the preferred and allocated position and size of an actor,
7068 * depending on the margin and alignment properties.
7071 clutter_actor_adjust_width (ClutterActor *self,
7072 gfloat *minimum_width,
7073 gfloat *natural_width,
7074 gfloat *adjusted_x1,
7075 gfloat *adjusted_x2)
7077 ClutterTextDirection text_dir;
7078 const ClutterLayoutInfo *info;
7080 info = _clutter_actor_get_layout_info_or_defaults (self);
7081 text_dir = clutter_actor_get_text_direction (self);
7083 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7085 /* this will tweak natural_width to remove the margin, so that
7086 * adjust_for_alignment() will use the correct size
7088 adjust_for_margin (info->margin.left, info->margin.right,
7089 minimum_width, natural_width,
7090 adjusted_x1, adjusted_x2);
7092 adjust_for_alignment (effective_align (info->x_align, text_dir),
7094 adjusted_x1, adjusted_x2);
7098 * clutter_actor_adjust_height:
7099 * @self: a #ClutterActor
7100 * @minimum_height: (inout): the actor's preferred minimum height, which
7101 * will be adjusted depending on the margin
7102 * @natural_height: (inout): the actor's preferred natural height, which
7103 * will be adjusted depending on the margin
7104 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7105 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7107 * Adjusts the preferred and allocated position and size of an actor,
7108 * depending on the margin and alignment properties.
7111 clutter_actor_adjust_height (ClutterActor *self,
7112 gfloat *minimum_height,
7113 gfloat *natural_height,
7114 gfloat *adjusted_y1,
7115 gfloat *adjusted_y2)
7117 const ClutterLayoutInfo *info;
7119 info = _clutter_actor_get_layout_info_or_defaults (self);
7121 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7123 /* this will tweak natural_height to remove the margin, so that
7124 * adjust_for_alignment() will use the correct size
7126 adjust_for_margin (info->margin.top, info->margin.bottom,
7127 minimum_height, natural_height,
7131 /* we don't use effective_align() here, because text direction
7132 * only affects the horizontal axis
7134 adjust_for_alignment (info->y_align,
7141 /* looks for a cached size request for this for_size. If not
7142 * found, returns the oldest entry so it can be overwritten */
7144 _clutter_actor_get_cached_size_request (gfloat for_size,
7145 SizeRequest *cached_size_requests,
7146 SizeRequest **result)
7150 *result = &cached_size_requests[0];
7152 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7156 sr = &cached_size_requests[i];
7159 sr->for_size == for_size)
7161 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7165 else if (sr->age < (*result)->age)
7171 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7177 * clutter_actor_get_preferred_width:
7178 * @self: A #ClutterActor
7179 * @for_height: available height when computing the preferred width,
7180 * or a negative value to indicate that no height is defined
7181 * @min_width_p: (out) (allow-none): return location for minimum width,
7183 * @natural_width_p: (out) (allow-none): return location for the natural
7186 * Computes the requested minimum and natural widths for an actor,
7187 * optionally depending on the specified height, or if they are
7188 * already computed, returns the cached values.
7190 * An actor may not get its request - depending on the layout
7191 * manager that's in effect.
7193 * A request should not incorporate the actor's scale or anchor point;
7194 * those transformations do not affect layout, only rendering.
7199 clutter_actor_get_preferred_width (ClutterActor *self,
7201 gfloat *min_width_p,
7202 gfloat *natural_width_p)
7204 float request_min_width, request_natural_width;
7205 SizeRequest *cached_size_request;
7206 const ClutterLayoutInfo *info;
7207 ClutterActorPrivate *priv;
7208 gboolean found_in_cache;
7210 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7214 info = _clutter_actor_get_layout_info_or_defaults (self);
7216 /* we shortcircuit the case of a fixed size set using set_width() */
7217 if (priv->min_width_set && priv->natural_width_set)
7219 if (min_width_p != NULL)
7220 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7222 if (natural_width_p != NULL)
7223 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7228 /* the remaining cases are:
7230 * - either min_width or natural_width have been set
7231 * - neither min_width or natural_width have been set
7233 * in both cases, we go through the cache (and through the actor in case
7234 * of cache misses) and determine the authoritative value depending on
7238 if (!priv->needs_width_request)
7241 _clutter_actor_get_cached_size_request (for_height,
7242 priv->width_requests,
7243 &cached_size_request);
7247 /* if the actor needs a width request we use the first slot */
7248 found_in_cache = FALSE;
7249 cached_size_request = &priv->width_requests[0];
7252 if (!found_in_cache)
7254 gfloat minimum_width, natural_width;
7255 ClutterActorClass *klass;
7257 minimum_width = natural_width = 0;
7259 /* adjust for the margin */
7260 if (for_height >= 0)
7262 for_height -= (info->margin.top + info->margin.bottom);
7267 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7269 klass = CLUTTER_ACTOR_GET_CLASS (self);
7270 klass->get_preferred_width (self, for_height,
7274 /* adjust for the margin */
7275 minimum_width += (info->margin.left + info->margin.right);
7276 natural_width += (info->margin.left + info->margin.right);
7278 /* Due to accumulated float errors, it's better not to warn
7279 * on this, but just fix it.
7281 if (natural_width < minimum_width)
7282 natural_width = minimum_width;
7284 cached_size_request->min_size = minimum_width;
7285 cached_size_request->natural_size = natural_width;
7286 cached_size_request->for_size = for_height;
7287 cached_size_request->age = priv->cached_width_age;
7289 priv->cached_width_age += 1;
7290 priv->needs_width_request = FALSE;
7293 if (!priv->min_width_set)
7294 request_min_width = cached_size_request->min_size;
7296 request_min_width = info->min_width;
7298 if (!priv->natural_width_set)
7299 request_natural_width = cached_size_request->natural_size;
7301 request_natural_width = info->natural_width;
7304 *min_width_p = request_min_width;
7306 if (natural_width_p)
7307 *natural_width_p = request_natural_width;
7311 * clutter_actor_get_preferred_height:
7312 * @self: A #ClutterActor
7313 * @for_width: available width to assume in computing desired height,
7314 * or a negative value to indicate that no width is defined
7315 * @min_height_p: (out) (allow-none): return location for minimum height,
7317 * @natural_height_p: (out) (allow-none): return location for natural
7320 * Computes the requested minimum and natural heights for an actor,
7321 * or if they are already computed, returns the cached values.
7323 * An actor may not get its request - depending on the layout
7324 * manager that's in effect.
7326 * A request should not incorporate the actor's scale or anchor point;
7327 * those transformations do not affect layout, only rendering.
7332 clutter_actor_get_preferred_height (ClutterActor *self,
7334 gfloat *min_height_p,
7335 gfloat *natural_height_p)
7337 float request_min_height, request_natural_height;
7338 SizeRequest *cached_size_request;
7339 const ClutterLayoutInfo *info;
7340 ClutterActorPrivate *priv;
7341 gboolean found_in_cache;
7343 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7347 info = _clutter_actor_get_layout_info_or_defaults (self);
7349 /* we shortcircuit the case of a fixed size set using set_height() */
7350 if (priv->min_height_set && priv->natural_height_set)
7352 if (min_height_p != NULL)
7353 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7355 if (natural_height_p != NULL)
7356 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7361 /* the remaining cases are:
7363 * - either min_height or natural_height have been set
7364 * - neither min_height or natural_height have been set
7366 * in both cases, we go through the cache (and through the actor in case
7367 * of cache misses) and determine the authoritative value depending on
7371 if (!priv->needs_height_request)
7374 _clutter_actor_get_cached_size_request (for_width,
7375 priv->height_requests,
7376 &cached_size_request);
7380 found_in_cache = FALSE;
7381 cached_size_request = &priv->height_requests[0];
7384 if (!found_in_cache)
7386 gfloat minimum_height, natural_height;
7387 ClutterActorClass *klass;
7389 minimum_height = natural_height = 0;
7391 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
7393 /* adjust for margin */
7396 for_width -= (info->margin.left + info->margin.right);
7401 klass = CLUTTER_ACTOR_GET_CLASS (self);
7402 klass->get_preferred_height (self, for_width,
7406 /* adjust for margin */
7407 minimum_height += (info->margin.top + info->margin.bottom);
7408 natural_height += (info->margin.top + info->margin.bottom);
7410 /* Due to accumulated float errors, it's better not to warn
7411 * on this, but just fix it.
7413 if (natural_height < minimum_height)
7414 natural_height = minimum_height;
7416 cached_size_request->min_size = minimum_height;
7417 cached_size_request->natural_size = natural_height;
7418 cached_size_request->for_size = for_width;
7419 cached_size_request->age = priv->cached_height_age;
7421 priv->cached_height_age += 1;
7422 priv->needs_height_request = FALSE;
7425 if (!priv->min_height_set)
7426 request_min_height = cached_size_request->min_size;
7428 request_min_height = info->min_height;
7430 if (!priv->natural_height_set)
7431 request_natural_height = cached_size_request->natural_size;
7433 request_natural_height = info->natural_height;
7436 *min_height_p = request_min_height;
7438 if (natural_height_p)
7439 *natural_height_p = request_natural_height;
7443 * clutter_actor_get_allocation_box:
7444 * @self: A #ClutterActor
7445 * @box: (out): the function fills this in with the actor's allocation
7447 * Gets the layout box an actor has been assigned. The allocation can
7448 * only be assumed valid inside a paint() method; anywhere else, it
7449 * may be out-of-date.
7451 * An allocation does not incorporate the actor's scale or anchor point;
7452 * those transformations do not affect layout, only rendering.
7454 * <note>Do not call any of the clutter_actor_get_allocation_*() family
7455 * of functions inside the implementation of the get_preferred_width()
7456 * or get_preferred_height() virtual functions.</note>
7461 clutter_actor_get_allocation_box (ClutterActor *self,
7462 ClutterActorBox *box)
7464 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7466 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
7467 * which limits calling get_allocation to inside paint() basically; or
7468 * we can 2) force a layout, which could be expensive if someone calls
7469 * get_allocation somewhere silly; or we can 3) just return the latest
7470 * value, allowing it to be out-of-date, and assume people know what
7473 * The least-surprises approach that keeps existing code working is
7474 * likely to be 2). People can end up doing some inefficient things,
7475 * though, and in general code that requires 2) is probably broken.
7478 /* this implements 2) */
7479 if (G_UNLIKELY (self->priv->needs_allocation))
7481 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7483 /* do not queue a relayout on an unparented actor */
7485 _clutter_stage_maybe_relayout (stage);
7488 /* commenting out the code above and just keeping this assigment
7491 *box = self->priv->allocation;
7495 * clutter_actor_get_allocation_geometry:
7496 * @self: A #ClutterActor
7497 * @geom: (out): allocation geometry in pixels
7499 * Gets the layout box an actor has been assigned. The allocation can
7500 * only be assumed valid inside a paint() method; anywhere else, it
7501 * may be out-of-date.
7503 * An allocation does not incorporate the actor's scale or anchor point;
7504 * those transformations do not affect layout, only rendering.
7506 * The returned rectangle is in pixels.
7511 clutter_actor_get_allocation_geometry (ClutterActor *self,
7512 ClutterGeometry *geom)
7514 ClutterActorBox box;
7516 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7517 g_return_if_fail (geom != NULL);
7519 clutter_actor_get_allocation_box (self, &box);
7521 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
7522 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
7523 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
7524 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
7528 clutter_actor_update_constraints (ClutterActor *self,
7529 ClutterActorBox *allocation)
7531 ClutterActorPrivate *priv = self->priv;
7532 const GList *constraints, *l;
7534 if (priv->constraints == NULL)
7537 constraints = _clutter_meta_group_peek_metas (priv->constraints);
7538 for (l = constraints; l != NULL; l = l->next)
7540 ClutterConstraint *constraint = l->data;
7541 ClutterActorMeta *meta = l->data;
7543 if (clutter_actor_meta_get_enabled (meta))
7545 _clutter_constraint_update_allocation (constraint,
7553 * clutter_actor_adjust_allocation:
7554 * @self: a #ClutterActor
7555 * @allocation: (inout): the allocation to adjust
7557 * Adjusts the passed allocation box taking into account the actor's
7558 * layout information, like alignment, expansion, and margin.
7561 clutter_actor_adjust_allocation (ClutterActor *self,
7562 ClutterActorBox *allocation)
7564 ClutterActorBox adj_allocation;
7565 float alloc_width, alloc_height;
7566 float min_width, min_height;
7567 float nat_width, nat_height;
7568 ClutterRequestMode req_mode;
7570 adj_allocation = *allocation;
7572 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
7574 /* we want to hit the cache, so we use the public API */
7575 req_mode = clutter_actor_get_request_mode (self);
7577 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7579 clutter_actor_get_preferred_width (self, -1,
7582 clutter_actor_get_preferred_height (self, alloc_width,
7586 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
7588 clutter_actor_get_preferred_height (self, -1,
7591 clutter_actor_get_preferred_height (self, alloc_height,
7596 #ifdef CLUTTER_ENABLE_DEBUG
7597 /* warn about underallocations */
7598 if (_clutter_diagnostic_enabled () &&
7599 (floorf (min_width - alloc_width) > 0 ||
7600 floorf (min_height - alloc_height) > 0))
7602 ClutterActor *parent = clutter_actor_get_parent (self);
7604 /* the only actors that are allowed to be underallocated are the Stage,
7605 * as it doesn't have an implicit size, and Actors that specifically
7606 * told us that they want to opt-out from layout control mechanisms
7607 * through the NO_LAYOUT escape hatch.
7609 if (parent != NULL &&
7610 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
7612 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
7613 "of %.2f x %.2f from its parent actor '%s', but its "
7614 "requested minimum size is of %.2f x %.2f",
7615 _clutter_actor_get_debug_name (self),
7616 alloc_width, alloc_height,
7617 _clutter_actor_get_debug_name (parent),
7618 min_width, min_height);
7623 clutter_actor_adjust_width (self,
7627 &adj_allocation.x2);
7629 clutter_actor_adjust_height (self,
7633 &adj_allocation.y2);
7635 /* we maintain the invariant that an allocation cannot be adjusted
7636 * to be outside the parent-given box
7638 if (adj_allocation.x1 < allocation->x1 ||
7639 adj_allocation.y1 < allocation->y1 ||
7640 adj_allocation.x2 > allocation->x2 ||
7641 adj_allocation.y2 > allocation->y2)
7643 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
7644 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
7645 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
7646 _clutter_actor_get_debug_name (self),
7647 adj_allocation.x1, adj_allocation.y1,
7648 adj_allocation.x2 - adj_allocation.x1,
7649 adj_allocation.y2 - adj_allocation.y1,
7650 allocation->x1, allocation->y1,
7651 allocation->x2 - allocation->x1,
7652 allocation->y2 - allocation->y1);
7656 *allocation = adj_allocation;
7660 * clutter_actor_allocate:
7661 * @self: A #ClutterActor
7662 * @box: new allocation of the actor, in parent-relative coordinates
7663 * @flags: flags that control the allocation
7665 * Called by the parent of an actor to assign the actor its size.
7666 * Should never be called by applications (except when implementing
7667 * a container or layout manager).
7669 * Actors can know from their allocation box whether they have moved
7670 * with respect to their parent actor. The @flags parameter describes
7671 * additional information about the allocation, for instance whether
7672 * the parent has moved with respect to the stage, for example because
7673 * a grandparent's origin has moved.
7678 clutter_actor_allocate (ClutterActor *self,
7679 const ClutterActorBox *box,
7680 ClutterAllocationFlags flags)
7682 ClutterActorPrivate *priv;
7683 ClutterActorClass *klass;
7684 ClutterActorBox old_allocation, real_allocation;
7685 gboolean origin_changed, child_moved, size_changed;
7686 gboolean stage_allocation_changed;
7688 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7689 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
7691 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
7692 "which isn't a descendent of the stage!\n",
7693 self, _clutter_actor_get_debug_name (self));
7699 old_allocation = priv->allocation;
7700 real_allocation = *box;
7702 /* constraints are allowed to modify the allocation only here; we do
7703 * this prior to all the other checks so that we can bail out if the
7704 * allocation did not change
7706 clutter_actor_update_constraints (self, &real_allocation);
7708 /* adjust the allocation depending on the align/margin properties */
7709 clutter_actor_adjust_allocation (self, &real_allocation);
7711 if (real_allocation.x2 < real_allocation.x1 ||
7712 real_allocation.y2 < real_allocation.y1)
7714 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
7715 _clutter_actor_get_debug_name (self),
7716 real_allocation.x2 - real_allocation.x1,
7717 real_allocation.y2 - real_allocation.y1);
7720 /* we allow 0-sized actors, but not negative-sized ones */
7721 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
7722 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
7724 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
7726 child_moved = (real_allocation.x1 != old_allocation.x1 ||
7727 real_allocation.y1 != old_allocation.y1);
7729 size_changed = (real_allocation.x2 != old_allocation.x2 ||
7730 real_allocation.y2 != old_allocation.y2);
7732 if (origin_changed || child_moved || size_changed)
7733 stage_allocation_changed = TRUE;
7735 stage_allocation_changed = FALSE;
7737 /* If we get an allocation "out of the blue"
7738 * (we did not queue relayout), then we want to
7739 * ignore it. But if we have needs_allocation set,
7740 * we want to guarantee that allocate() virtual
7741 * method is always called, i.e. that queue_relayout()
7742 * always results in an allocate() invocation on
7745 * The optimization here is to avoid re-allocating
7746 * actors that did not queue relayout and were
7749 if (!priv->needs_allocation && !stage_allocation_changed)
7751 CLUTTER_NOTE (LAYOUT, "No allocation needed");
7755 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
7756 * clutter_actor_allocate(), it indicates whether the parent has its
7757 * absolute origin moved; when passed in to ClutterActor::allocate()
7758 * virtual method though, it indicates whether the child has its
7759 * absolute origin moved. So we set it when child_moved is TRUE
7762 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
7764 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7766 klass = CLUTTER_ACTOR_GET_CLASS (self);
7767 klass->allocate (self, &real_allocation, flags);
7769 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7771 if (stage_allocation_changed)
7772 clutter_actor_queue_redraw (self);
7776 * clutter_actor_set_allocation:
7777 * @self: a #ClutterActor
7778 * @box: a #ClutterActorBox
7779 * @flags: allocation flags
7781 * Stores the allocation of @self as defined by @box.
7783 * This function can only be called from within the implementation of
7784 * the #ClutterActorClass.allocate() virtual function.
7786 * The allocation should have been adjusted to take into account constraints,
7787 * alignment, and margin properties. If you are implementing a #ClutterActor
7788 * subclass that provides its own layout management policy for its children
7789 * instead of using a #ClutterLayoutManager delegate, you should not call
7790 * this function on the children of @self; instead, you should call
7791 * clutter_actor_allocate(), which will adjust the allocation box for
7794 * This function should only be used by subclasses of #ClutterActor
7795 * that wish to store their allocation but cannot chain up to the
7796 * parent's implementation; the default implementation of the
7797 * #ClutterActorClass.allocate() virtual function will call this
7800 * It is important to note that, while chaining up was the recommended
7801 * behaviour for #ClutterActor subclasses prior to the introduction of
7802 * this function, it is recommended to call clutter_actor_set_allocation()
7805 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
7806 * to handle the allocation of its children, this function will call
7807 * the clutter_layout_manager_allocate() function only if the
7808 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
7809 * expected that the subclass will call clutter_layout_manager_allocate()
7810 * by itself. For instance, the following code:
7814 * my_actor_allocate (ClutterActor *actor,
7815 * const ClutterActorBox *allocation,
7816 * ClutterAllocationFlags flags)
7818 * ClutterActorBox new_alloc;
7819 * ClutterAllocationFlags new_flags;
7821 * adjust_allocation (allocation, &new_alloc);
7823 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
7825 * /* this will use the layout manager set on the actor */
7826 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
7830 * is equivalent to this:
7834 * my_actor_allocate (ClutterActor *actor,
7835 * const ClutterActorBox *allocation,
7836 * ClutterAllocationFlags flags)
7838 * ClutterLayoutManager *layout;
7839 * ClutterActorBox new_alloc;
7841 * adjust_allocation (allocation, &new_alloc);
7843 * clutter_actor_set_allocation (actor, &new_alloc, flags);
7845 * layout = clutter_actor_get_layout_manager (actor);
7846 * clutter_layout_manager_allocate (layout,
7847 * CLUTTER_CONTAINER (actor),
7856 clutter_actor_set_allocation (ClutterActor *self,
7857 const ClutterActorBox *box,
7858 ClutterAllocationFlags flags)
7860 ClutterActorPrivate *priv;
7863 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7864 g_return_if_fail (box != NULL);
7866 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
7868 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
7869 "can only be called from within the implementation of "
7870 "the ClutterActor::allocate() virtual function.");
7876 g_object_freeze_notify (G_OBJECT (self));
7878 changed = clutter_actor_set_allocation_internal (self, box, flags);
7880 /* we allocate our children before we notify changes in our geometry,
7881 * so that people connecting to properties will be able to get valid
7882 * data out of the sub-tree of the scene graph that has this actor at
7885 clutter_actor_maybe_layout_children (self, box, flags);
7888 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
7890 priv->allocation_flags);
7892 g_object_thaw_notify (G_OBJECT (self));
7896 * clutter_actor_set_geometry:
7897 * @self: A #ClutterActor
7898 * @geometry: A #ClutterGeometry
7900 * Sets the actor's fixed position and forces its minimum and natural
7901 * size, in pixels. This means the untransformed actor will have the
7902 * given geometry. This is the same as calling clutter_actor_set_position()
7903 * and clutter_actor_set_size().
7905 * Deprecated: 1.10: Use clutter_actor_set_position() and
7906 * clutter_actor_set_size() instead.
7909 clutter_actor_set_geometry (ClutterActor *self,
7910 const ClutterGeometry *geometry)
7912 g_object_freeze_notify (G_OBJECT (self));
7914 clutter_actor_set_position (self, geometry->x, geometry->y);
7915 clutter_actor_set_size (self, geometry->width, geometry->height);
7917 g_object_thaw_notify (G_OBJECT (self));
7921 * clutter_actor_get_geometry:
7922 * @self: A #ClutterActor
7923 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
7925 * Gets the size and position of an actor relative to its parent
7926 * actor. This is the same as calling clutter_actor_get_position() and
7927 * clutter_actor_get_size(). It tries to "do what you mean" and get the
7928 * requested size and position if the actor's allocation is invalid.
7930 * Deprecated: 1.10: Use clutter_actor_get_position() and
7931 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
7935 clutter_actor_get_geometry (ClutterActor *self,
7936 ClutterGeometry *geometry)
7938 gfloat x, y, width, height;
7940 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7941 g_return_if_fail (geometry != NULL);
7943 clutter_actor_get_position (self, &x, &y);
7944 clutter_actor_get_size (self, &width, &height);
7946 geometry->x = (int) x;
7947 geometry->y = (int) y;
7948 geometry->width = (int) width;
7949 geometry->height = (int) height;
7953 * clutter_actor_set_position:
7954 * @self: A #ClutterActor
7955 * @x: New left position of actor in pixels.
7956 * @y: New top position of actor in pixels.
7958 * Sets the actor's fixed position in pixels relative to any parent
7961 * If a layout manager is in use, this position will override the
7962 * layout manager and force a fixed position.
7965 clutter_actor_set_position (ClutterActor *self,
7969 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7971 g_object_freeze_notify (G_OBJECT (self));
7973 clutter_actor_set_x (self, x);
7974 clutter_actor_set_y (self, y);
7976 g_object_thaw_notify (G_OBJECT (self));
7980 * clutter_actor_get_fixed_position_set:
7981 * @self: A #ClutterActor
7983 * Checks whether an actor has a fixed position set (and will thus be
7984 * unaffected by any layout manager).
7986 * Return value: %TRUE if the fixed position is set on the actor
7991 clutter_actor_get_fixed_position_set (ClutterActor *self)
7993 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
7995 return self->priv->position_set;
7999 * clutter_actor_set_fixed_position_set:
8000 * @self: A #ClutterActor
8001 * @is_set: whether to use fixed position
8003 * Sets whether an actor has a fixed position set (and will thus be
8004 * unaffected by any layout manager).
8009 clutter_actor_set_fixed_position_set (ClutterActor *self,
8012 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8014 if (self->priv->position_set == (is_set != FALSE))
8017 self->priv->position_set = is_set != FALSE;
8018 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8020 clutter_actor_queue_relayout (self);
8024 * clutter_actor_move_by:
8025 * @self: A #ClutterActor
8026 * @dx: Distance to move Actor on X axis.
8027 * @dy: Distance to move Actor on Y axis.
8029 * Moves an actor by the specified distance relative to its current
8030 * position in pixels.
8032 * This function modifies the fixed position of an actor and thus removes
8033 * it from any layout management. Another way to move an actor is with an
8034 * anchor point, see clutter_actor_set_anchor_point().
8039 clutter_actor_move_by (ClutterActor *self,
8043 const ClutterLayoutInfo *info;
8046 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8048 info = _clutter_actor_get_layout_info_or_defaults (self);
8052 clutter_actor_set_position (self, x + dx, y + dy);
8056 clutter_actor_set_min_width (ClutterActor *self,
8059 ClutterActorPrivate *priv = self->priv;
8060 ClutterActorBox old = { 0, };
8061 ClutterLayoutInfo *info;
8063 /* if we are setting the size on a top-level actor and the
8064 * backend only supports static top-levels (e.g. framebuffers)
8065 * then we ignore the passed value and we override it with
8066 * the stage implementation's preferred size.
8068 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8069 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8072 info = _clutter_actor_get_layout_info (self);
8074 if (priv->min_width_set && min_width == info->min_width)
8077 g_object_freeze_notify (G_OBJECT (self));
8079 clutter_actor_store_old_geometry (self, &old);
8081 info->min_width = min_width;
8082 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8083 clutter_actor_set_min_width_set (self, TRUE);
8085 clutter_actor_notify_if_geometry_changed (self, &old);
8087 g_object_thaw_notify (G_OBJECT (self));
8089 clutter_actor_queue_relayout (self);
8093 clutter_actor_set_min_height (ClutterActor *self,
8097 ClutterActorPrivate *priv = self->priv;
8098 ClutterActorBox old = { 0, };
8099 ClutterLayoutInfo *info;
8101 /* if we are setting the size on a top-level actor and the
8102 * backend only supports static top-levels (e.g. framebuffers)
8103 * then we ignore the passed value and we override it with
8104 * the stage implementation's preferred size.
8106 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8107 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8110 info = _clutter_actor_get_layout_info (self);
8112 if (priv->min_height_set && min_height == info->min_height)
8115 g_object_freeze_notify (G_OBJECT (self));
8117 clutter_actor_store_old_geometry (self, &old);
8119 info->min_height = min_height;
8120 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8121 clutter_actor_set_min_height_set (self, TRUE);
8123 clutter_actor_notify_if_geometry_changed (self, &old);
8125 g_object_thaw_notify (G_OBJECT (self));
8127 clutter_actor_queue_relayout (self);
8131 clutter_actor_set_natural_width (ClutterActor *self,
8132 gfloat natural_width)
8134 ClutterActorPrivate *priv = self->priv;
8135 ClutterActorBox old = { 0, };
8136 ClutterLayoutInfo *info;
8138 /* if we are setting the size on a top-level actor and the
8139 * backend only supports static top-levels (e.g. framebuffers)
8140 * then we ignore the passed value and we override it with
8141 * the stage implementation's preferred size.
8143 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8144 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8147 info = _clutter_actor_get_layout_info (self);
8149 if (priv->natural_width_set && natural_width == info->natural_width)
8152 g_object_freeze_notify (G_OBJECT (self));
8154 clutter_actor_store_old_geometry (self, &old);
8156 info->natural_width = natural_width;
8157 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8158 clutter_actor_set_natural_width_set (self, TRUE);
8160 clutter_actor_notify_if_geometry_changed (self, &old);
8162 g_object_thaw_notify (G_OBJECT (self));
8164 clutter_actor_queue_relayout (self);
8168 clutter_actor_set_natural_height (ClutterActor *self,
8169 gfloat natural_height)
8171 ClutterActorPrivate *priv = self->priv;
8172 ClutterActorBox old = { 0, };
8173 ClutterLayoutInfo *info;
8175 /* if we are setting the size on a top-level actor and the
8176 * backend only supports static top-levels (e.g. framebuffers)
8177 * then we ignore the passed value and we override it with
8178 * the stage implementation's preferred size.
8180 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8181 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8184 info = _clutter_actor_get_layout_info (self);
8186 if (priv->natural_height_set && natural_height == info->natural_height)
8189 g_object_freeze_notify (G_OBJECT (self));
8191 clutter_actor_store_old_geometry (self, &old);
8193 info->natural_height = natural_height;
8194 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8195 clutter_actor_set_natural_height_set (self, TRUE);
8197 clutter_actor_notify_if_geometry_changed (self, &old);
8199 g_object_thaw_notify (G_OBJECT (self));
8201 clutter_actor_queue_relayout (self);
8205 clutter_actor_set_min_width_set (ClutterActor *self,
8206 gboolean use_min_width)
8208 ClutterActorPrivate *priv = self->priv;
8209 ClutterActorBox old = { 0, };
8211 if (priv->min_width_set == (use_min_width != FALSE))
8214 clutter_actor_store_old_geometry (self, &old);
8216 priv->min_width_set = use_min_width != FALSE;
8217 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8219 clutter_actor_notify_if_geometry_changed (self, &old);
8221 clutter_actor_queue_relayout (self);
8225 clutter_actor_set_min_height_set (ClutterActor *self,
8226 gboolean use_min_height)
8228 ClutterActorPrivate *priv = self->priv;
8229 ClutterActorBox old = { 0, };
8231 if (priv->min_height_set == (use_min_height != FALSE))
8234 clutter_actor_store_old_geometry (self, &old);
8236 priv->min_height_set = use_min_height != FALSE;
8237 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8239 clutter_actor_notify_if_geometry_changed (self, &old);
8241 clutter_actor_queue_relayout (self);
8245 clutter_actor_set_natural_width_set (ClutterActor *self,
8246 gboolean use_natural_width)
8248 ClutterActorPrivate *priv = self->priv;
8249 ClutterActorBox old = { 0, };
8251 if (priv->natural_width_set == (use_natural_width != FALSE))
8254 clutter_actor_store_old_geometry (self, &old);
8256 priv->natural_width_set = use_natural_width != FALSE;
8257 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8259 clutter_actor_notify_if_geometry_changed (self, &old);
8261 clutter_actor_queue_relayout (self);
8265 clutter_actor_set_natural_height_set (ClutterActor *self,
8266 gboolean use_natural_height)
8268 ClutterActorPrivate *priv = self->priv;
8269 ClutterActorBox old = { 0, };
8271 if (priv->natural_height_set == (use_natural_height != FALSE))
8274 clutter_actor_store_old_geometry (self, &old);
8276 priv->natural_height_set = use_natural_height != FALSE;
8277 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8279 clutter_actor_notify_if_geometry_changed (self, &old);
8281 clutter_actor_queue_relayout (self);
8285 * clutter_actor_set_request_mode:
8286 * @self: a #ClutterActor
8287 * @mode: the request mode
8289 * Sets the geometry request mode of @self.
8291 * The @mode determines the order for invoking
8292 * clutter_actor_get_preferred_width() and
8293 * clutter_actor_get_preferred_height()
8298 clutter_actor_set_request_mode (ClutterActor *self,
8299 ClutterRequestMode mode)
8301 ClutterActorPrivate *priv;
8303 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8307 if (priv->request_mode == mode)
8310 priv->request_mode = mode;
8312 priv->needs_width_request = TRUE;
8313 priv->needs_height_request = TRUE;
8315 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8317 clutter_actor_queue_relayout (self);
8321 * clutter_actor_get_request_mode:
8322 * @self: a #ClutterActor
8324 * Retrieves the geometry request mode of @self
8326 * Return value: the request mode for the actor
8331 clutter_actor_get_request_mode (ClutterActor *self)
8333 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8334 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8336 return self->priv->request_mode;
8339 /* variant of set_width() without checks and without notification
8340 * freeze+thaw, for internal usage only
8343 clutter_actor_set_width_internal (ClutterActor *self,
8348 /* the Stage will use the :min-width to control the minimum
8349 * width to be resized to, so we should not be setting it
8350 * along with the :natural-width
8352 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8353 clutter_actor_set_min_width (self, width);
8355 clutter_actor_set_natural_width (self, width);
8359 /* we only unset the :natural-width for the Stage */
8360 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8361 clutter_actor_set_min_width_set (self, FALSE);
8363 clutter_actor_set_natural_width_set (self, FALSE);
8367 /* variant of set_height() without checks and without notification
8368 * freeze+thaw, for internal usage only
8371 clutter_actor_set_height_internal (ClutterActor *self,
8376 /* see the comment above in set_width_internal() */
8377 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8378 clutter_actor_set_min_height (self, height);
8380 clutter_actor_set_natural_height (self, height);
8384 /* see the comment above in set_width_internal() */
8385 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8386 clutter_actor_set_min_height_set (self, FALSE);
8388 clutter_actor_set_natural_height_set (self, FALSE);
8393 * clutter_actor_set_size:
8394 * @self: A #ClutterActor
8395 * @width: New width of actor in pixels, or -1
8396 * @height: New height of actor in pixels, or -1
8398 * Sets the actor's size request in pixels. This overrides any
8399 * "normal" size request the actor would have. For example
8400 * a text actor might normally request the size of the text;
8401 * this function would force a specific size instead.
8403 * If @width and/or @height are -1 the actor will use its
8404 * "normal" size request instead of overriding it, i.e.
8405 * you can "unset" the size with -1.
8407 * This function sets or unsets both the minimum and natural size.
8410 clutter_actor_set_size (ClutterActor *self,
8414 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8416 g_object_freeze_notify (G_OBJECT (self));
8418 clutter_actor_set_width_internal (self, width);
8419 clutter_actor_set_height_internal (self, height);
8421 g_object_thaw_notify (G_OBJECT (self));
8425 * clutter_actor_get_size:
8426 * @self: A #ClutterActor
8427 * @width: (out) (allow-none): return location for the width, or %NULL.
8428 * @height: (out) (allow-none): return location for the height, or %NULL.
8430 * This function tries to "do what you mean" and return
8431 * the size an actor will have. If the actor has a valid
8432 * allocation, the allocation will be returned; otherwise,
8433 * the actors natural size request will be returned.
8435 * If you care whether you get the request vs. the allocation, you
8436 * should probably call a different function like
8437 * clutter_actor_get_allocation_box() or
8438 * clutter_actor_get_preferred_width().
8443 clutter_actor_get_size (ClutterActor *self,
8447 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8450 *width = clutter_actor_get_width (self);
8453 *height = clutter_actor_get_height (self);
8457 * clutter_actor_get_position:
8458 * @self: a #ClutterActor
8459 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8460 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8462 * This function tries to "do what you mean" and tell you where the
8463 * actor is, prior to any transformations. Retrieves the fixed
8464 * position of an actor in pixels, if one has been set; otherwise, if
8465 * the allocation is valid, returns the actor's allocated position;
8466 * otherwise, returns 0,0.
8468 * The returned position is in pixels.
8473 clutter_actor_get_position (ClutterActor *self,
8477 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8480 *x = clutter_actor_get_x (self);
8483 *y = clutter_actor_get_y (self);
8487 * clutter_actor_get_transformed_position:
8488 * @self: A #ClutterActor
8489 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8490 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8492 * Gets the absolute position of an actor, in pixels relative to the stage.
8497 clutter_actor_get_transformed_position (ClutterActor *self,
8504 v1.x = v1.y = v1.z = 0;
8505 clutter_actor_apply_transform_to_point (self, &v1, &v2);
8515 * clutter_actor_get_transformed_size:
8516 * @self: A #ClutterActor
8517 * @width: (out) (allow-none): return location for the width, or %NULL
8518 * @height: (out) (allow-none): return location for the height, or %NULL
8520 * Gets the absolute size of an actor in pixels, taking into account the
8523 * If the actor has a valid allocation, the allocated size will be used.
8524 * If the actor has not a valid allocation then the preferred size will
8525 * be transformed and returned.
8527 * If you want the transformed allocation, see
8528 * clutter_actor_get_abs_allocation_vertices() instead.
8530 * <note>When the actor (or one of its ancestors) is rotated around the
8531 * X or Y axis, it no longer appears as on the stage as a rectangle, but
8532 * as a generic quadrangle; in that case this function returns the size
8533 * of the smallest rectangle that encapsulates the entire quad. Please
8534 * note that in this case no assumptions can be made about the relative
8535 * position of this envelope to the absolute position of the actor, as
8536 * returned by clutter_actor_get_transformed_position(); if you need this
8537 * information, you need to use clutter_actor_get_abs_allocation_vertices()
8538 * to get the coords of the actual quadrangle.</note>
8543 clutter_actor_get_transformed_size (ClutterActor *self,
8547 ClutterActorPrivate *priv;
8549 gfloat x_min, x_max, y_min, y_max;
8552 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8556 /* if the actor hasn't been allocated yet, get the preferred
8557 * size and transform that
8559 if (priv->needs_allocation)
8561 gfloat natural_width, natural_height;
8562 ClutterActorBox box;
8564 /* Make a fake allocation to transform.
8566 * NB: _clutter_actor_transform_and_project_box expects a box in
8567 * the actor's coordinate space... */
8572 natural_width = natural_height = 0;
8573 clutter_actor_get_preferred_size (self, NULL, NULL,
8577 box.x2 = natural_width;
8578 box.y2 = natural_height;
8580 _clutter_actor_transform_and_project_box (self, &box, v);
8583 clutter_actor_get_abs_allocation_vertices (self, v);
8585 x_min = x_max = v[0].x;
8586 y_min = y_max = v[0].y;
8588 for (i = 1; i < G_N_ELEMENTS (v); ++i)
8604 *width = x_max - x_min;
8607 *height = y_max - y_min;
8611 * clutter_actor_get_width:
8612 * @self: A #ClutterActor
8614 * Retrieves the width of a #ClutterActor.
8616 * If the actor has a valid allocation, this function will return the
8617 * width of the allocated area given to the actor.
8619 * If the actor does not have a valid allocation, this function will
8620 * return the actor's natural width, that is the preferred width of
8623 * If you care whether you get the preferred width or the width that
8624 * has been assigned to the actor, you should probably call a different
8625 * function like clutter_actor_get_allocation_box() to retrieve the
8626 * allocated size or clutter_actor_get_preferred_width() to retrieve the
8629 * If an actor has a fixed width, for instance a width that has been
8630 * assigned using clutter_actor_set_width(), the width returned will
8631 * be the same value.
8633 * Return value: the width of the actor, in pixels
8636 clutter_actor_get_width (ClutterActor *self)
8638 ClutterActorPrivate *priv;
8640 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8644 if (priv->needs_allocation)
8646 gfloat natural_width = 0;
8648 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8649 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8652 gfloat natural_height = 0;
8654 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8655 clutter_actor_get_preferred_width (self, natural_height,
8660 return natural_width;
8663 return priv->allocation.x2 - priv->allocation.x1;
8667 * clutter_actor_get_height:
8668 * @self: A #ClutterActor
8670 * Retrieves the height of a #ClutterActor.
8672 * If the actor has a valid allocation, this function will return the
8673 * height of the allocated area given to the actor.
8675 * If the actor does not have a valid allocation, this function will
8676 * return the actor's natural height, that is the preferred height of
8679 * If you care whether you get the preferred height or the height that
8680 * has been assigned to the actor, you should probably call a different
8681 * function like clutter_actor_get_allocation_box() to retrieve the
8682 * allocated size or clutter_actor_get_preferred_height() to retrieve the
8685 * If an actor has a fixed height, for instance a height that has been
8686 * assigned using clutter_actor_set_height(), the height returned will
8687 * be the same value.
8689 * Return value: the height of the actor, in pixels
8692 clutter_actor_get_height (ClutterActor *self)
8694 ClutterActorPrivate *priv;
8696 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8700 if (priv->needs_allocation)
8702 gfloat natural_height = 0;
8704 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8706 gfloat natural_width = 0;
8708 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8709 clutter_actor_get_preferred_height (self, natural_width,
8710 NULL, &natural_height);
8713 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8715 return natural_height;
8718 return priv->allocation.y2 - priv->allocation.y1;
8722 * clutter_actor_set_width:
8723 * @self: A #ClutterActor
8724 * @width: Requested new width for the actor, in pixels, or -1
8726 * Forces a width on an actor, causing the actor's preferred width
8727 * and height (if any) to be ignored.
8729 * If @width is -1 the actor will use its preferred width request
8730 * instead of overriding it, i.e. you can "unset" the width with -1.
8732 * This function sets both the minimum and natural size of the actor.
8737 clutter_actor_set_width (ClutterActor *self,
8740 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8742 g_object_freeze_notify (G_OBJECT (self));
8744 clutter_actor_set_width_internal (self, width);
8746 g_object_thaw_notify (G_OBJECT (self));
8750 * clutter_actor_set_height:
8751 * @self: A #ClutterActor
8752 * @height: Requested new height for the actor, in pixels, or -1
8754 * Forces a height on an actor, causing the actor's preferred width
8755 * and height (if any) to be ignored.
8757 * If @height is -1 the actor will use its preferred height instead of
8758 * overriding it, i.e. you can "unset" the height with -1.
8760 * This function sets both the minimum and natural size of the actor.
8765 clutter_actor_set_height (ClutterActor *self,
8768 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8770 g_object_freeze_notify (G_OBJECT (self));
8772 clutter_actor_set_height_internal (self, height);
8774 g_object_thaw_notify (G_OBJECT (self));
8778 * clutter_actor_set_x:
8779 * @self: a #ClutterActor
8780 * @x: the actor's position on the X axis
8782 * Sets the actor's X coordinate, relative to its parent, in pixels.
8784 * Overrides any layout manager and forces a fixed position for
8790 clutter_actor_set_x (ClutterActor *self,
8793 ClutterActorBox old = { 0, };
8794 ClutterActorPrivate *priv;
8795 ClutterLayoutInfo *info;
8797 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8801 info = _clutter_actor_get_layout_info (self);
8803 if (priv->position_set && info->fixed_x == x)
8806 clutter_actor_store_old_geometry (self, &old);
8809 clutter_actor_set_fixed_position_set (self, TRUE);
8811 clutter_actor_notify_if_geometry_changed (self, &old);
8813 clutter_actor_queue_relayout (self);
8817 * clutter_actor_set_y:
8818 * @self: a #ClutterActor
8819 * @y: the actor's position on the Y axis
8821 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
8823 * Overrides any layout manager and forces a fixed position for
8829 clutter_actor_set_y (ClutterActor *self,
8832 ClutterActorBox old = { 0, };
8833 ClutterActorPrivate *priv;
8834 ClutterLayoutInfo *info;
8836 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8840 info = _clutter_actor_get_layout_info (self);
8842 if (priv->position_set && info->fixed_y == y)
8845 clutter_actor_store_old_geometry (self, &old);
8848 clutter_actor_set_fixed_position_set (self, TRUE);
8850 clutter_actor_notify_if_geometry_changed (self, &old);
8852 clutter_actor_queue_relayout (self);
8856 * clutter_actor_get_x:
8857 * @self: A #ClutterActor
8859 * Retrieves the X coordinate of a #ClutterActor.
8861 * This function tries to "do what you mean", by returning the
8862 * correct value depending on the actor's state.
8864 * If the actor has a valid allocation, this function will return
8865 * the X coordinate of the origin of the allocation box.
8867 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
8868 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8869 * function will return that coordinate.
8871 * If both the allocation and a fixed position are missing, this function
8874 * Return value: the X coordinate, in pixels, ignoring any
8875 * transformation (i.e. scaling, rotation)
8878 clutter_actor_get_x (ClutterActor *self)
8880 ClutterActorPrivate *priv;
8882 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8886 if (priv->needs_allocation)
8888 if (priv->position_set)
8890 const ClutterLayoutInfo *info;
8892 info = _clutter_actor_get_layout_info_or_defaults (self);
8894 return info->fixed_x;
8900 return priv->allocation.x1;
8904 * clutter_actor_get_y:
8905 * @self: A #ClutterActor
8907 * Retrieves the Y coordinate of a #ClutterActor.
8909 * This function tries to "do what you mean", by returning the
8910 * correct value depending on the actor's state.
8912 * If the actor has a valid allocation, this function will return
8913 * the Y coordinate of the origin of the allocation box.
8915 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
8916 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8917 * function will return that coordinate.
8919 * If both the allocation and a fixed position are missing, this function
8922 * Return value: the Y coordinate, in pixels, ignoring any
8923 * transformation (i.e. scaling, rotation)
8926 clutter_actor_get_y (ClutterActor *self)
8928 ClutterActorPrivate *priv;
8930 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8934 if (priv->needs_allocation)
8936 if (priv->position_set)
8938 const ClutterLayoutInfo *info;
8940 info = _clutter_actor_get_layout_info_or_defaults (self);
8942 return info->fixed_y;
8948 return priv->allocation.y1;
8952 * clutter_actor_set_scale:
8953 * @self: A #ClutterActor
8954 * @scale_x: double factor to scale actor by horizontally.
8955 * @scale_y: double factor to scale actor by vertically.
8957 * Scales an actor with the given factors. The scaling is relative to
8958 * the scale center and the anchor point. The scale center is
8959 * unchanged by this function and defaults to 0,0.
8964 clutter_actor_set_scale (ClutterActor *self,
8968 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8970 g_object_freeze_notify (G_OBJECT (self));
8972 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
8973 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
8975 g_object_thaw_notify (G_OBJECT (self));
8979 * clutter_actor_set_scale_full:
8980 * @self: A #ClutterActor
8981 * @scale_x: double factor to scale actor by horizontally.
8982 * @scale_y: double factor to scale actor by vertically.
8983 * @center_x: X coordinate of the center of the scale.
8984 * @center_y: Y coordinate of the center of the scale
8986 * Scales an actor with the given factors around the given center
8987 * point. The center point is specified in pixels relative to the
8988 * anchor point (usually the top left corner of the actor).
8993 clutter_actor_set_scale_full (ClutterActor *self,
8999 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9001 g_object_freeze_notify (G_OBJECT (self));
9003 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9004 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9005 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9006 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9008 g_object_thaw_notify (G_OBJECT (self));
9012 * clutter_actor_set_scale_with_gravity:
9013 * @self: A #ClutterActor
9014 * @scale_x: double factor to scale actor by horizontally.
9015 * @scale_y: double factor to scale actor by vertically.
9016 * @gravity: the location of the scale center expressed as a compass
9019 * Scales an actor with the given factors around the given
9020 * center point. The center point is specified as one of the compass
9021 * directions in #ClutterGravity. For example, setting it to north
9022 * will cause the top of the actor to remain unchanged and the rest of
9023 * the actor to expand left, right and downwards.
9028 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9031 ClutterGravity gravity)
9033 ClutterTransformInfo *info;
9036 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9038 obj = G_OBJECT (self);
9040 g_object_freeze_notify (obj);
9042 info = _clutter_actor_get_transform_info (self);
9043 info->scale_x = scale_x;
9044 info->scale_y = scale_y;
9046 if (gravity == CLUTTER_GRAVITY_NONE)
9047 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9049 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9051 self->priv->transform_valid = FALSE;
9053 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9054 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9055 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9056 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9057 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9059 clutter_actor_queue_redraw (self);
9061 g_object_thaw_notify (obj);
9065 * clutter_actor_get_scale:
9066 * @self: A #ClutterActor
9067 * @scale_x: (out) (allow-none): Location to store horizonal
9068 * scale factor, or %NULL.
9069 * @scale_y: (out) (allow-none): Location to store vertical
9070 * scale factor, or %NULL.
9072 * Retrieves an actors scale factors.
9077 clutter_actor_get_scale (ClutterActor *self,
9081 const ClutterTransformInfo *info;
9083 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9085 info = _clutter_actor_get_transform_info_or_defaults (self);
9088 *scale_x = info->scale_x;
9091 *scale_y = info->scale_y;
9095 * clutter_actor_get_scale_center:
9096 * @self: A #ClutterActor
9097 * @center_x: (out) (allow-none): Location to store the X position
9098 * of the scale center, or %NULL.
9099 * @center_y: (out) (allow-none): Location to store the Y position
9100 * of the scale center, or %NULL.
9102 * Retrieves the scale center coordinate in pixels relative to the top
9103 * left corner of the actor. If the scale center was specified using a
9104 * #ClutterGravity this will calculate the pixel offset using the
9105 * current size of the actor.
9110 clutter_actor_get_scale_center (ClutterActor *self,
9114 const ClutterTransformInfo *info;
9116 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9118 info = _clutter_actor_get_transform_info_or_defaults (self);
9120 clutter_anchor_coord_get_units (self, &info->scale_center,
9127 * clutter_actor_get_scale_gravity:
9128 * @self: A #ClutterActor
9130 * Retrieves the scale center as a compass direction. If the scale
9131 * center was specified in pixels or units this will return
9132 * %CLUTTER_GRAVITY_NONE.
9134 * Return value: the scale gravity
9139 clutter_actor_get_scale_gravity (ClutterActor *self)
9141 const ClutterTransformInfo *info;
9143 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9145 info = _clutter_actor_get_transform_info_or_defaults (self);
9147 return clutter_anchor_coord_get_gravity (&info->scale_center);
9151 * clutter_actor_set_opacity:
9152 * @self: A #ClutterActor
9153 * @opacity: New opacity value for the actor.
9155 * Sets the actor's opacity, with zero being completely transparent and
9156 * 255 (0xff) being fully opaque.
9159 clutter_actor_set_opacity (ClutterActor *self,
9162 ClutterActorPrivate *priv;
9164 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9168 if (priv->opacity != opacity)
9170 priv->opacity = opacity;
9172 /* Queue a redraw from the flatten effect so that it can use
9173 its cached image if available instead of having to redraw the
9174 actual actor. If it doesn't end up using the FBO then the
9175 effect is still able to continue the paint anyway. If there
9176 is no flatten effect yet then this is equivalent to queueing
9178 _clutter_actor_queue_redraw_full (self,
9181 priv->flatten_effect);
9183 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9188 * clutter_actor_get_paint_opacity_internal:
9189 * @self: a #ClutterActor
9191 * Retrieves the absolute opacity of the actor, as it appears on the stage
9193 * This function does not do type checks
9195 * Return value: the absolute opacity of the actor
9198 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9200 ClutterActorPrivate *priv = self->priv;
9201 ClutterActor *parent;
9203 /* override the top-level opacity to always be 255; even in
9204 * case of ClutterStage:use-alpha being TRUE we want the rest
9205 * of the scene to be painted
9207 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9210 if (priv->opacity_override >= 0)
9211 return priv->opacity_override;
9213 parent = priv->parent;
9215 /* Factor in the actual actors opacity with parents */
9218 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9220 if (opacity != 0xff)
9221 return (opacity * priv->opacity) / 0xff;
9224 return priv->opacity;
9229 * clutter_actor_get_paint_opacity:
9230 * @self: A #ClutterActor
9232 * Retrieves the absolute opacity of the actor, as it appears on the stage.
9234 * This function traverses the hierarchy chain and composites the opacity of
9235 * the actor with that of its parents.
9237 * This function is intended for subclasses to use in the paint virtual
9238 * function, to paint themselves with the correct opacity.
9240 * Return value: The actor opacity value.
9245 clutter_actor_get_paint_opacity (ClutterActor *self)
9247 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9249 return clutter_actor_get_paint_opacity_internal (self);
9253 * clutter_actor_get_opacity:
9254 * @self: a #ClutterActor
9256 * Retrieves the opacity value of an actor, as set by
9257 * clutter_actor_set_opacity().
9259 * For retrieving the absolute opacity of the actor inside a paint
9260 * virtual function, see clutter_actor_get_paint_opacity().
9262 * Return value: the opacity of the actor
9265 clutter_actor_get_opacity (ClutterActor *self)
9267 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9269 return self->priv->opacity;
9273 * clutter_actor_set_offscreen_redirect:
9274 * @self: A #ClutterActor
9275 * @redirect: New offscreen redirect flags for the actor.
9277 * Defines the circumstances where the actor should be redirected into
9278 * an offscreen image. The offscreen image is used to flatten the
9279 * actor into a single image while painting for two main reasons.
9280 * Firstly, when the actor is painted a second time without any of its
9281 * contents changing it can simply repaint the cached image without
9282 * descending further down the actor hierarchy. Secondly, it will make
9283 * the opacity look correct even if there are overlapping primitives
9286 * Caching the actor could in some cases be a performance win and in
9287 * some cases be a performance lose so it is important to determine
9288 * which value is right for an actor before modifying this value. For
9289 * example, there is never any reason to flatten an actor that is just
9290 * a single texture (such as a #ClutterTexture) because it is
9291 * effectively already cached in an image so the offscreen would be
9292 * redundant. Also if the actor contains primitives that are far apart
9293 * with a large transparent area in the middle (such as a large
9294 * CluterGroup with a small actor in the top left and a small actor in
9295 * the bottom right) then the cached image will contain the entire
9296 * image of the large area and the paint will waste time blending all
9297 * of the transparent pixels in the middle.
9299 * The default method of implementing opacity on a container simply
9300 * forwards on the opacity to all of the children. If the children are
9301 * overlapping then it will appear as if they are two separate glassy
9302 * objects and there will be a break in the color where they
9303 * overlap. By redirecting to an offscreen buffer it will be as if the
9304 * two opaque objects are combined into one and then made transparent
9305 * which is usually what is expected.
9307 * The image below demonstrates the difference between redirecting and
9308 * not. The image shows two Clutter groups, each containing a red and
9309 * a green rectangle which overlap. The opacity on the group is set to
9310 * 128 (which is 50%). When the offscreen redirect is not used, the
9311 * red rectangle can be seen through the blue rectangle as if the two
9312 * rectangles were separately transparent. When the redirect is used
9313 * the group as a whole is transparent instead so the red rectangle is
9314 * not visible where they overlap.
9316 * <figure id="offscreen-redirect">
9317 * <title>Sample of using an offscreen redirect for transparency</title>
9318 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
9321 * The default value for this property is 0, so we effectively will
9322 * never redirect an actor offscreen by default. This means that there
9323 * are times that transparent actors may look glassy as described
9324 * above. The reason this is the default is because there is a
9325 * performance trade off between quality and performance here. In many
9326 * cases the default form of glassy opacity looks good enough, but if
9327 * it's not you will need to set the
9328 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
9329 * redirection for opacity.
9331 * Custom actors that don't contain any overlapping primitives are
9332 * recommended to override the has_overlaps() virtual to return %FALSE
9333 * for maximum efficiency.
9338 clutter_actor_set_offscreen_redirect (ClutterActor *self,
9339 ClutterOffscreenRedirect redirect)
9341 ClutterActorPrivate *priv;
9343 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9347 if (priv->offscreen_redirect != redirect)
9349 priv->offscreen_redirect = redirect;
9351 /* Queue a redraw from the effect so that it can use its cached
9352 image if available instead of having to redraw the actual
9353 actor. If it doesn't end up using the FBO then the effect is
9354 still able to continue the paint anyway. If there is no
9355 effect then this is equivalent to queuing a full redraw */
9356 _clutter_actor_queue_redraw_full (self,
9359 priv->flatten_effect);
9361 g_object_notify_by_pspec (G_OBJECT (self),
9362 obj_props[PROP_OFFSCREEN_REDIRECT]);
9367 * clutter_actor_get_offscreen_redirect:
9368 * @self: a #ClutterActor
9370 * Retrieves whether to redirect the actor to an offscreen buffer, as
9371 * set by clutter_actor_set_offscreen_redirect().
9373 * Return value: the value of the offscreen-redirect property of the actor
9377 ClutterOffscreenRedirect
9378 clutter_actor_get_offscreen_redirect (ClutterActor *self)
9380 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9382 return self->priv->offscreen_redirect;
9386 * clutter_actor_set_name:
9387 * @self: A #ClutterActor
9388 * @name: Textual tag to apply to actor
9390 * Sets the given name to @self. The name can be used to identify
9394 clutter_actor_set_name (ClutterActor *self,
9397 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9399 g_free (self->priv->name);
9400 self->priv->name = g_strdup (name);
9402 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
9406 * clutter_actor_get_name:
9407 * @self: A #ClutterActor
9409 * Retrieves the name of @self.
9411 * Return value: the name of the actor, or %NULL. The returned string is
9412 * owned by the actor and should not be modified or freed.
9415 clutter_actor_get_name (ClutterActor *self)
9417 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9419 return self->priv->name;
9423 * clutter_actor_get_gid:
9424 * @self: A #ClutterActor
9426 * Retrieves the unique id for @self.
9428 * Return value: Globally unique value for this object instance.
9432 * Deprecated: 1.8: The id is not used any longer.
9435 clutter_actor_get_gid (ClutterActor *self)
9437 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9439 return self->priv->id;
9443 * clutter_actor_set_depth:
9444 * @self: a #ClutterActor
9447 * Sets the Z coordinate of @self to @depth.
9449 * The unit used by @depth is dependant on the perspective setup. See
9450 * also clutter_stage_set_perspective().
9453 clutter_actor_set_depth (ClutterActor *self,
9456 ClutterActorPrivate *priv;
9458 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9462 if (priv->z != depth)
9464 /* Sets Z value - XXX 2.0: should we invert? */
9467 priv->transform_valid = FALSE;
9469 /* FIXME - remove this crap; sadly, there are still containers
9470 * in Clutter that depend on this utter brain damage
9472 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
9474 clutter_actor_queue_redraw (self);
9476 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
9481 * clutter_actor_get_depth:
9482 * @self: a #ClutterActor
9484 * Retrieves the depth of @self.
9486 * Return value: the depth of the actor
9489 clutter_actor_get_depth (ClutterActor *self)
9491 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
9493 return self->priv->z;
9497 * clutter_actor_set_rotation:
9498 * @self: a #ClutterActor
9499 * @axis: the axis of rotation
9500 * @angle: the angle of rotation
9501 * @x: X coordinate of the rotation center
9502 * @y: Y coordinate of the rotation center
9503 * @z: Z coordinate of the rotation center
9505 * Sets the rotation angle of @self around the given axis.
9507 * The rotation center coordinates used depend on the value of @axis:
9509 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
9510 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
9511 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
9514 * The rotation coordinates are relative to the anchor point of the
9515 * actor, set using clutter_actor_set_anchor_point(). If no anchor
9516 * point is set, the upper left corner is assumed as the origin.
9521 clutter_actor_set_rotation (ClutterActor *self,
9522 ClutterRotateAxis axis,
9530 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9536 g_object_freeze_notify (G_OBJECT (self));
9538 clutter_actor_set_rotation_angle_internal (self, axis, angle);
9539 clutter_actor_set_rotation_center_internal (self, axis, &v);
9541 g_object_thaw_notify (G_OBJECT (self));
9545 * clutter_actor_set_z_rotation_from_gravity:
9546 * @self: a #ClutterActor
9547 * @angle: the angle of rotation
9548 * @gravity: the center point of the rotation
9550 * Sets the rotation angle of @self around the Z axis using the center
9551 * point specified as a compass point. For example to rotate such that
9552 * the center of the actor remains static you can use
9553 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
9554 * will move accordingly.
9559 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
9561 ClutterGravity gravity)
9563 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9565 if (gravity == CLUTTER_GRAVITY_NONE)
9566 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
9569 GObject *obj = G_OBJECT (self);
9570 ClutterTransformInfo *info;
9572 info = _clutter_actor_get_transform_info (self);
9574 g_object_freeze_notify (obj);
9576 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
9578 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
9579 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
9580 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
9582 g_object_thaw_notify (obj);
9587 * clutter_actor_get_rotation:
9588 * @self: a #ClutterActor
9589 * @axis: the axis of rotation
9590 * @x: (out): return value for the X coordinate of the center of rotation
9591 * @y: (out): return value for the Y coordinate of the center of rotation
9592 * @z: (out): return value for the Z coordinate of the center of rotation
9594 * Retrieves the angle and center of rotation on the given axis,
9595 * set using clutter_actor_set_rotation().
9597 * Return value: the angle of rotation
9602 clutter_actor_get_rotation (ClutterActor *self,
9603 ClutterRotateAxis axis,
9608 const ClutterTransformInfo *info;
9609 const AnchorCoord *anchor_coord;
9612 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9614 info = _clutter_actor_get_transform_info_or_defaults (self);
9618 case CLUTTER_X_AXIS:
9619 anchor_coord = &info->rx_center;
9620 retval = info->rx_angle;
9623 case CLUTTER_Y_AXIS:
9624 anchor_coord = &info->ry_center;
9625 retval = info->ry_angle;
9628 case CLUTTER_Z_AXIS:
9629 anchor_coord = &info->rz_center;
9630 retval = info->rz_angle;
9634 anchor_coord = NULL;
9639 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
9645 * clutter_actor_get_z_rotation_gravity:
9646 * @self: A #ClutterActor
9648 * Retrieves the center for the rotation around the Z axis as a
9649 * compass direction. If the center was specified in pixels or units
9650 * this will return %CLUTTER_GRAVITY_NONE.
9652 * Return value: the Z rotation center
9657 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
9659 const ClutterTransformInfo *info;
9661 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
9663 info = _clutter_actor_get_transform_info_or_defaults (self);
9665 return clutter_anchor_coord_get_gravity (&info->rz_center);
9669 * clutter_actor_set_clip:
9670 * @self: A #ClutterActor
9671 * @xoff: X offset of the clip rectangle
9672 * @yoff: Y offset of the clip rectangle
9673 * @width: Width of the clip rectangle
9674 * @height: Height of the clip rectangle
9676 * Sets clip area for @self. The clip area is always computed from the
9677 * upper left corner of the actor, even if the anchor point is set
9683 clutter_actor_set_clip (ClutterActor *self,
9689 ClutterActorPrivate *priv;
9691 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9695 if (priv->has_clip &&
9696 priv->clip.x == xoff &&
9697 priv->clip.y == yoff &&
9698 priv->clip.width == width &&
9699 priv->clip.height == height)
9702 priv->clip.x = xoff;
9703 priv->clip.y = yoff;
9704 priv->clip.width = width;
9705 priv->clip.height = height;
9707 priv->has_clip = TRUE;
9709 clutter_actor_queue_redraw (self);
9711 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9712 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
9716 * clutter_actor_remove_clip:
9717 * @self: A #ClutterActor
9719 * Removes clip area from @self.
9722 clutter_actor_remove_clip (ClutterActor *self)
9724 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9726 if (!self->priv->has_clip)
9729 self->priv->has_clip = FALSE;
9731 clutter_actor_queue_redraw (self);
9733 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9737 * clutter_actor_has_clip:
9738 * @self: a #ClutterActor
9740 * Determines whether the actor has a clip area set or not.
9742 * Return value: %TRUE if the actor has a clip area set.
9747 clutter_actor_has_clip (ClutterActor *self)
9749 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
9751 return self->priv->has_clip;
9755 * clutter_actor_get_clip:
9756 * @self: a #ClutterActor
9757 * @xoff: (out) (allow-none): return location for the X offset of
9758 * the clip rectangle, or %NULL
9759 * @yoff: (out) (allow-none): return location for the Y offset of
9760 * the clip rectangle, or %NULL
9761 * @width: (out) (allow-none): return location for the width of
9762 * the clip rectangle, or %NULL
9763 * @height: (out) (allow-none): return location for the height of
9764 * the clip rectangle, or %NULL
9766 * Gets the clip area for @self, if any is set
9771 clutter_actor_get_clip (ClutterActor *self,
9777 ClutterActorPrivate *priv;
9779 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9783 if (!priv->has_clip)
9787 *xoff = priv->clip.x;
9790 *yoff = priv->clip.y;
9793 *width = priv->clip.width;
9796 *height = priv->clip.height;
9800 * clutter_actor_get_children:
9801 * @self: a #ClutterActor
9803 * Retrieves the list of children of @self.
9805 * Return value: (transfer container) (element-type ClutterActor): A newly
9806 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
9812 clutter_actor_get_children (ClutterActor *self)
9817 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9819 /* we walk the list backward so that we can use prepend(),
9822 for (iter = self->priv->last_child, res = NULL;
9824 iter = iter->priv->prev_sibling)
9826 res = g_list_prepend (res, iter);
9833 * insert_child_at_depth:
9834 * @self: a #ClutterActor
9835 * @child: a #ClutterActor
9837 * Inserts @child inside the list of children held by @self, using
9838 * the depth as the insertion criteria.
9840 * This sadly makes the insertion not O(1), but we can keep the
9841 * list sorted so that the painters algorithm we use for painting
9842 * the children will work correctly.
9845 insert_child_at_depth (ClutterActor *self,
9846 ClutterActor *child,
9847 gpointer dummy G_GNUC_UNUSED)
9851 child->priv->parent = self;
9853 /* special-case the first child */
9854 if (self->priv->n_children == 0)
9856 self->priv->first_child = child;
9857 self->priv->last_child = child;
9859 child->priv->next_sibling = NULL;
9860 child->priv->prev_sibling = NULL;
9865 /* Find the right place to insert the child so that it will still be
9866 sorted and the child will be after all of the actors at the same
9868 for (iter = self->priv->first_child;
9870 iter = iter->priv->next_sibling)
9872 if (iter->priv->z > child->priv->z)
9878 ClutterActor *tmp = iter->priv->prev_sibling;
9881 tmp->priv->next_sibling = child;
9883 /* Insert the node before the found one */
9884 child->priv->prev_sibling = iter->priv->prev_sibling;
9885 child->priv->next_sibling = iter;
9886 iter->priv->prev_sibling = child;
9890 ClutterActor *tmp = self->priv->last_child;
9893 tmp->priv->next_sibling = child;
9895 /* insert the node at the end of the list */
9896 child->priv->prev_sibling = self->priv->last_child;
9897 child->priv->next_sibling = NULL;
9900 if (child->priv->prev_sibling == NULL)
9901 self->priv->first_child = child;
9903 if (child->priv->next_sibling == NULL)
9904 self->priv->last_child = child;
9908 insert_child_at_index (ClutterActor *self,
9909 ClutterActor *child,
9912 gint index_ = GPOINTER_TO_INT (data_);
9914 child->priv->parent = self;
9918 ClutterActor *tmp = self->priv->first_child;
9921 tmp->priv->prev_sibling = child;
9923 child->priv->prev_sibling = NULL;
9924 child->priv->next_sibling = tmp;
9926 else if (index_ < 0)
9928 ClutterActor *tmp = self->priv->last_child;
9931 tmp->priv->next_sibling = child;
9933 child->priv->prev_sibling = tmp;
9934 child->priv->next_sibling = NULL;
9941 for (iter = self->priv->first_child, i = 0;
9943 iter = iter->priv->next_sibling, i += 1)
9947 ClutterActor *tmp = iter->priv->prev_sibling;
9949 child->priv->prev_sibling = tmp;
9950 child->priv->next_sibling = iter;
9952 iter->priv->prev_sibling = child;
9955 tmp->priv->next_sibling = child;
9962 if (child->priv->prev_sibling == NULL)
9963 self->priv->first_child = child;
9965 if (child->priv->next_sibling == NULL)
9966 self->priv->last_child = child;
9970 insert_child_above (ClutterActor *self,
9971 ClutterActor *child,
9974 ClutterActor *sibling = data;
9976 child->priv->parent = self;
9978 if (sibling == NULL)
9979 sibling = self->priv->last_child;
9981 child->priv->prev_sibling = sibling;
9983 if (sibling != NULL)
9985 ClutterActor *tmp = sibling->priv->next_sibling;
9987 child->priv->next_sibling = tmp;
9990 tmp->priv->prev_sibling = child;
9992 sibling->priv->next_sibling = child;
9995 child->priv->next_sibling = NULL;
9997 if (child->priv->prev_sibling == NULL)
9998 self->priv->first_child = child;
10000 if (child->priv->next_sibling == NULL)
10001 self->priv->last_child = child;
10005 insert_child_below (ClutterActor *self,
10006 ClutterActor *child,
10009 ClutterActor *sibling = data;
10011 child->priv->parent = self;
10013 if (sibling == NULL)
10014 sibling = self->priv->first_child;
10016 child->priv->next_sibling = sibling;
10018 if (sibling != NULL)
10020 ClutterActor *tmp = sibling->priv->prev_sibling;
10022 child->priv->prev_sibling = tmp;
10025 tmp->priv->next_sibling = child;
10027 sibling->priv->prev_sibling = child;
10030 child->priv->prev_sibling = NULL;
10032 if (child->priv->prev_sibling == NULL)
10033 self->priv->first_child = child;
10035 if (child->priv->next_sibling == NULL)
10036 self->priv->last_child = child;
10039 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10040 ClutterActor *child,
10044 ADD_CHILD_CREATE_META = 1 << 0,
10045 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10046 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10047 ADD_CHILD_CHECK_STATE = 1 << 3,
10048 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10050 /* default flags for public API */
10051 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10052 ADD_CHILD_EMIT_PARENT_SET |
10053 ADD_CHILD_EMIT_ACTOR_ADDED |
10054 ADD_CHILD_CHECK_STATE |
10055 ADD_CHILD_NOTIFY_FIRST_LAST,
10057 /* flags for legacy/deprecated API */
10058 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10059 ADD_CHILD_CHECK_STATE |
10060 ADD_CHILD_NOTIFY_FIRST_LAST
10061 } ClutterActorAddChildFlags;
10064 * clutter_actor_add_child_internal:
10065 * @self: a #ClutterActor
10066 * @child: a #ClutterActor
10067 * @flags: control flags for actions
10068 * @add_func: delegate function
10069 * @data: (closure): data to pass to @add_func
10071 * Adds @child to the list of children of @self.
10073 * The actual insertion inside the list is delegated to @add_func: this
10074 * function will just set up the state, perform basic checks, and emit
10077 * The @flags argument is used to perform additional operations.
10080 clutter_actor_add_child_internal (ClutterActor *self,
10081 ClutterActor *child,
10082 ClutterActorAddChildFlags flags,
10083 ClutterActorAddChildFunc add_func,
10086 ClutterTextDirection text_dir;
10087 gboolean create_meta;
10088 gboolean emit_parent_set, emit_actor_added;
10089 gboolean check_state;
10090 gboolean notify_first_last;
10091 ClutterActor *old_first_child, *old_last_child;
10093 if (child->priv->parent != NULL)
10095 g_warning ("Cannot set a parent on an actor which has a parent. "
10096 "You must use clutter_actor_remove_child() first.");
10100 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10102 g_warning ("Cannot set a parent on a toplevel actor\n");
10106 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10108 g_warning ("Cannot set a parent currently being destroyed");
10112 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10113 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10114 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10115 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10116 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10118 old_first_child = self->priv->first_child;
10119 old_last_child = self->priv->last_child;
10122 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10124 g_object_ref_sink (child);
10125 child->priv->parent = NULL;
10126 child->priv->next_sibling = NULL;
10127 child->priv->prev_sibling = NULL;
10129 /* delegate the actual insertion */
10130 add_func (self, child, data);
10132 g_assert (child->priv->parent == self);
10134 self->priv->n_children += 1;
10136 self->priv->age += 1;
10138 /* if push_internal() has been called then we automatically set
10139 * the flag on the actor
10141 if (self->priv->internal_child)
10142 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10144 /* clutter_actor_reparent() will emit ::parent-set for us */
10145 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10146 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
10150 /* If parent is mapped or realized, we need to also be mapped or
10151 * realized once we're inside the parent.
10153 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
10155 /* propagate the parent's text direction to the child */
10156 text_dir = clutter_actor_get_text_direction (self);
10157 clutter_actor_set_text_direction (child, text_dir);
10160 if (child->priv->show_on_set_parent)
10161 clutter_actor_show (child);
10163 if (CLUTTER_ACTOR_IS_MAPPED (child))
10164 clutter_actor_queue_redraw (child);
10166 /* maintain the invariant that if an actor needs layout,
10167 * its parents do as well
10169 if (child->priv->needs_width_request ||
10170 child->priv->needs_height_request ||
10171 child->priv->needs_allocation)
10173 /* we work around the short-circuiting we do
10174 * in clutter_actor_queue_relayout() since we
10175 * want to force a relayout
10177 child->priv->needs_width_request = TRUE;
10178 child->priv->needs_height_request = TRUE;
10179 child->priv->needs_allocation = TRUE;
10181 clutter_actor_queue_relayout (child->priv->parent);
10184 if (emit_actor_added)
10185 g_signal_emit_by_name (self, "actor-added", child);
10187 if (notify_first_last)
10189 if (old_first_child != self->priv->first_child)
10190 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
10192 if (old_last_child != self->priv->last_child)
10193 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
10198 * clutter_actor_add_child:
10199 * @self: a #ClutterActor
10200 * @child: a #ClutterActor
10202 * Adds @child to the children of @self.
10204 * This function will acquire a reference on @child that will only
10205 * be released when calling clutter_actor_remove_child().
10207 * This function will take into consideration the #ClutterActor:depth
10208 * of @child, and will keep the list of children sorted.
10210 * This function will emit the #ClutterContainer::actor-added signal
10216 clutter_actor_add_child (ClutterActor *self,
10217 ClutterActor *child)
10219 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10220 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10221 g_return_if_fail (self != child);
10222 g_return_if_fail (child->priv->parent == NULL);
10224 clutter_actor_add_child_internal (self, child,
10225 ADD_CHILD_DEFAULT_FLAGS,
10226 insert_child_at_depth,
10231 * clutter_actor_insert_child_at_index:
10232 * @self: a #ClutterActor
10233 * @child: a #ClutterActor
10234 * @index_: the index
10236 * Inserts @child into the list of children of @self, using the
10239 * This function will acquire a reference on @child that will only
10240 * be released when calling clutter_actor_remove_child().
10242 * This function will not take into consideration the #ClutterActor:depth
10245 * This function will emit the #ClutterContainer::actor-added signal
10251 clutter_actor_insert_child_at_index (ClutterActor *self,
10252 ClutterActor *child,
10255 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10256 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10257 g_return_if_fail (self != child);
10258 g_return_if_fail (child->priv->parent == NULL);
10260 clutter_actor_add_child_internal (self, child,
10261 ADD_CHILD_DEFAULT_FLAGS,
10262 insert_child_at_index,
10263 GINT_TO_POINTER (index_));
10267 * clutter_actor_insert_child_above:
10268 * @self: a #ClutterActor
10269 * @child: a #ClutterActor
10270 * @sibling: (allow-none): a child of @self, or %NULL
10272 * Inserts @child into the list of children of @self, above another
10273 * child of @self or, if @sibling is %NULL, above all the children
10276 * This function will acquire a reference on @child that will only
10277 * be released when calling clutter_actor_remove_child().
10279 * This function will not take into consideration the #ClutterActor:depth
10282 * This function will emit the #ClutterContainer::actor-added signal
10288 clutter_actor_insert_child_above (ClutterActor *self,
10289 ClutterActor *child,
10290 ClutterActor *sibling)
10292 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10293 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10294 g_return_if_fail (self != child);
10295 g_return_if_fail (child != sibling);
10296 g_return_if_fail (child->priv->parent == NULL);
10297 g_return_if_fail (sibling == NULL ||
10298 (CLUTTER_IS_ACTOR (sibling) &&
10299 sibling->priv->parent == self));
10301 clutter_actor_add_child_internal (self, child,
10302 ADD_CHILD_DEFAULT_FLAGS,
10303 insert_child_above,
10308 * clutter_actor_insert_child_below:
10309 * @self: a #ClutterActor
10310 * @child: a #ClutterActor
10311 * @sibling: (allow-none): a child of @self, or %NULL
10313 * Inserts @child into the list of children of @self, below another
10314 * child of @self or, if @sibling is %NULL, below all the children
10317 * This function will acquire a reference on @child that will only
10318 * be released when calling clutter_actor_remove_child().
10320 * This function will not take into consideration the #ClutterActor:depth
10323 * This function will emit the #ClutterContainer::actor-added signal
10329 clutter_actor_insert_child_below (ClutterActor *self,
10330 ClutterActor *child,
10331 ClutterActor *sibling)
10333 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10334 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10335 g_return_if_fail (self != child);
10336 g_return_if_fail (child != sibling);
10337 g_return_if_fail (child->priv->parent == NULL);
10338 g_return_if_fail (sibling == NULL ||
10339 (CLUTTER_IS_ACTOR (sibling) &&
10340 sibling->priv->parent == self));
10342 clutter_actor_add_child_internal (self, child,
10343 ADD_CHILD_DEFAULT_FLAGS,
10344 insert_child_below,
10349 * clutter_actor_set_parent:
10350 * @self: A #ClutterActor
10351 * @parent: A new #ClutterActor parent
10353 * Sets the parent of @self to @parent.
10355 * This function will result in @parent acquiring a reference on @self,
10356 * eventually by sinking its floating reference first. The reference
10357 * will be released by clutter_actor_unparent().
10359 * This function should only be called by legacy #ClutterActor<!-- -->s
10360 * implementing the #ClutterContainer interface.
10362 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
10365 clutter_actor_set_parent (ClutterActor *self,
10366 ClutterActor *parent)
10368 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10369 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
10370 g_return_if_fail (self != parent);
10371 g_return_if_fail (self->priv->parent == NULL);
10373 /* as this function will be called inside ClutterContainer::add
10374 * implementations or when building up a composite actor, we have
10375 * to preserve the old behaviour, and not create child meta or
10376 * emit the ::actor-added signal, to avoid recursion or double
10379 clutter_actor_add_child_internal (parent, self,
10380 ADD_CHILD_LEGACY_FLAGS,
10381 insert_child_at_depth,
10386 * clutter_actor_get_parent:
10387 * @self: A #ClutterActor
10389 * Retrieves the parent of @self.
10391 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
10392 * if no parent is set
10395 clutter_actor_get_parent (ClutterActor *self)
10397 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10399 return self->priv->parent;
10403 * clutter_actor_get_paint_visibility:
10404 * @self: A #ClutterActor
10406 * Retrieves the 'paint' visibility of an actor recursively checking for non
10409 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
10411 * Return Value: %TRUE if the actor is visibile and will be painted.
10416 clutter_actor_get_paint_visibility (ClutterActor *actor)
10418 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10420 return CLUTTER_ACTOR_IS_MAPPED (actor);
10424 * clutter_actor_remove_child:
10425 * @self: a #ClutterActor
10426 * @child: a #ClutterActor
10428 * Removes @child from the children of @self.
10430 * This function will release the reference added by
10431 * clutter_actor_add_child(), so if you want to keep using @child
10432 * you will have to acquire a referenced on it before calling this
10435 * This function will emit the #ClutterContainer::actor-removed
10441 clutter_actor_remove_child (ClutterActor *self,
10442 ClutterActor *child)
10444 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10445 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10446 g_return_if_fail (self != child);
10447 g_return_if_fail (child->priv->parent != NULL);
10448 g_return_if_fail (child->priv->parent == self);
10450 clutter_actor_remove_child_internal (self, child,
10451 REMOVE_CHILD_DEFAULT_FLAGS);
10455 * clutter_actor_remove_all_children:
10456 * @self: a #ClutterActor
10458 * Removes all children of @self.
10460 * This function releases the reference added by inserting a child actor
10461 * in the list of children of @self.
10463 * If the reference count of a child drops to zero, the child will be
10464 * destroyed. If you want to ensure the destruction of all the children
10465 * of @self, use clutter_actor_destroy_all_children().
10470 clutter_actor_remove_all_children (ClutterActor *self)
10472 ClutterActorIter iter;
10474 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10476 if (self->priv->n_children == 0)
10479 clutter_actor_iter_init (&iter, self);
10480 while (clutter_actor_iter_next (&iter, NULL))
10481 clutter_actor_iter_remove (&iter);
10484 g_assert (self->priv->first_child == NULL);
10485 g_assert (self->priv->last_child == NULL);
10486 g_assert (self->priv->n_children == 0);
10490 * clutter_actor_destroy_all_children:
10491 * @self: a #ClutterActor
10493 * Destroys all children of @self.
10495 * This function releases the reference added by inserting a child
10496 * actor in the list of children of @self, and ensures that the
10497 * #ClutterActor::destroy signal is emitted on each child of the
10500 * By default, #ClutterActor will emit the #ClutterActor::destroy signal
10501 * when its reference count drops to 0; the default handler of the
10502 * #ClutterActor::destroy signal will destroy all the children of an
10503 * actor. This function ensures that all children are destroyed, instead
10504 * of just removed from @self, unlike clutter_actor_remove_all_children()
10505 * which will merely release the reference and remove each child.
10507 * Unless you acquired an additional reference on each child of @self
10508 * prior to calling clutter_actor_remove_all_children() and want to reuse
10509 * the actors, you should use clutter_actor_destroy_all_children() in
10510 * order to make sure that children are destroyed and signal handlers
10511 * are disconnected even in cases where circular references prevent this
10512 * from automatically happening through reference counting alone.
10517 clutter_actor_destroy_all_children (ClutterActor *self)
10519 ClutterActorIter iter;
10521 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10523 if (self->priv->n_children == 0)
10526 clutter_actor_iter_init (&iter, self);
10527 while (clutter_actor_iter_next (&iter, NULL))
10528 clutter_actor_iter_destroy (&iter);
10531 g_assert (self->priv->first_child == NULL);
10532 g_assert (self->priv->last_child == NULL);
10533 g_assert (self->priv->n_children == 0);
10536 typedef struct _InsertBetweenData {
10537 ClutterActor *prev_sibling;
10538 ClutterActor *next_sibling;
10539 } InsertBetweenData;
10542 insert_child_between (ClutterActor *self,
10543 ClutterActor *child,
10546 InsertBetweenData *data = data_;
10547 ClutterActor *prev_sibling = data->prev_sibling;
10548 ClutterActor *next_sibling = data->next_sibling;
10550 child->priv->parent = self;
10551 child->priv->prev_sibling = prev_sibling;
10552 child->priv->next_sibling = next_sibling;
10554 if (prev_sibling != NULL)
10555 prev_sibling->priv->next_sibling = child;
10557 if (next_sibling != NULL)
10558 next_sibling->priv->prev_sibling = child;
10560 if (child->priv->prev_sibling == NULL)
10561 self->priv->first_child = child;
10563 if (child->priv->next_sibling == NULL)
10564 self->priv->last_child = child;
10568 * clutter_actor_replace_child:
10569 * @self: a #ClutterActor
10570 * @old_child: the child of @self to replace
10571 * @new_child: the #ClutterActor to replace @old_child
10573 * Replaces @old_child with @new_child in the list of children of @self.
10578 clutter_actor_replace_child (ClutterActor *self,
10579 ClutterActor *old_child,
10580 ClutterActor *new_child)
10582 ClutterActor *prev_sibling, *next_sibling;
10583 InsertBetweenData clos;
10585 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10586 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
10587 g_return_if_fail (old_child->priv->parent == self);
10588 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
10589 g_return_if_fail (old_child != new_child);
10590 g_return_if_fail (new_child != self);
10591 g_return_if_fail (new_child->priv->parent == NULL);
10593 prev_sibling = old_child->priv->prev_sibling;
10594 next_sibling = old_child->priv->next_sibling;
10595 clutter_actor_remove_child_internal (self, old_child,
10596 REMOVE_CHILD_DEFAULT_FLAGS);
10598 clos.prev_sibling = prev_sibling;
10599 clos.next_sibling = next_sibling;
10600 clutter_actor_add_child_internal (self, new_child,
10601 ADD_CHILD_DEFAULT_FLAGS,
10602 insert_child_between,
10607 * clutter_actor_unparent:
10608 * @self: a #ClutterActor
10610 * Removes the parent of @self.
10612 * This will cause the parent of @self to release the reference
10613 * acquired when calling clutter_actor_set_parent(), so if you
10614 * want to keep @self you will have to acquire a reference of
10615 * your own, through g_object_ref().
10617 * This function should only be called by legacy #ClutterActor<!-- -->s
10618 * implementing the #ClutterContainer interface.
10622 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
10625 clutter_actor_unparent (ClutterActor *self)
10627 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10629 if (self->priv->parent == NULL)
10632 clutter_actor_remove_child_internal (self->priv->parent, self,
10633 REMOVE_CHILD_LEGACY_FLAGS);
10637 * clutter_actor_reparent:
10638 * @self: a #ClutterActor
10639 * @new_parent: the new #ClutterActor parent
10641 * Resets the parent actor of @self.
10643 * This function is logically equivalent to calling clutter_actor_unparent()
10644 * and clutter_actor_set_parent(), but more efficiently implemented, as it
10645 * ensures the child is not finalized when unparented, and emits the
10646 * #ClutterActor::parent-set signal only once.
10648 * In reality, calling this function is less useful than it sounds, as some
10649 * application code may rely on changes in the intermediate state between
10650 * removal and addition of the actor from its old parent to the @new_parent.
10651 * Thus, it is strongly encouraged to avoid using this function in application
10656 * Deprecated: 1.10: Use clutter_actor_remove_child() and
10657 * clutter_actor_add_child() instead; remember to take a reference on
10658 * the actor being removed before calling clutter_actor_remove_child()
10659 * to avoid the reference count dropping to zero and the actor being
10663 clutter_actor_reparent (ClutterActor *self,
10664 ClutterActor *new_parent)
10666 ClutterActorPrivate *priv;
10668 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10669 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
10670 g_return_if_fail (self != new_parent);
10672 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10674 g_warning ("Cannot set a parent on a toplevel actor");
10678 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
10680 g_warning ("Cannot set a parent currently being destroyed");
10686 if (priv->parent != new_parent)
10688 ClutterActor *old_parent;
10690 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10692 old_parent = priv->parent;
10694 g_object_ref (self);
10696 if (old_parent != NULL)
10698 /* go through the Container implementation if this is a regular
10699 * child and not an internal one
10701 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10703 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
10705 /* this will have to call unparent() */
10706 clutter_container_remove_actor (parent, self);
10709 clutter_actor_remove_child_internal (old_parent, self,
10710 REMOVE_CHILD_LEGACY_FLAGS);
10713 /* Note, will call set_parent() */
10714 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10715 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
10717 clutter_actor_add_child_internal (new_parent, self,
10718 ADD_CHILD_LEGACY_FLAGS,
10719 insert_child_at_depth,
10722 /* we emit the ::parent-set signal once */
10723 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
10725 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10727 /* the IN_REPARENT flag suspends state updates */
10728 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
10730 g_object_unref (self);
10735 * clutter_actor_contains:
10736 * @self: A #ClutterActor
10737 * @descendant: A #ClutterActor, possibly contained in @self
10739 * Determines if @descendant is contained inside @self (either as an
10740 * immediate child, or as a deeper descendant). If @self and
10741 * @descendant point to the same actor then it will also return %TRUE.
10743 * Return value: whether @descendent is contained within @self
10748 clutter_actor_contains (ClutterActor *self,
10749 ClutterActor *descendant)
10751 ClutterActor *actor;
10753 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10754 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
10756 for (actor = descendant; actor; actor = actor->priv->parent)
10764 * clutter_actor_set_child_above_sibling:
10765 * @self: a #ClutterActor
10766 * @child: a #ClutterActor child of @self
10767 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10769 * Sets @child to be above @sibling in the list of children of @self.
10771 * If @sibling is %NULL, @child will be the new last child of @self.
10773 * This function is logically equivalent to removing @child and using
10774 * clutter_actor_insert_child_above(), but it will not emit signals
10775 * or change state on @child.
10780 clutter_actor_set_child_above_sibling (ClutterActor *self,
10781 ClutterActor *child,
10782 ClutterActor *sibling)
10784 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10785 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10786 g_return_if_fail (child->priv->parent == self);
10787 g_return_if_fail (child != sibling);
10788 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10790 if (sibling != NULL)
10791 g_return_if_fail (sibling->priv->parent == self);
10793 /* we don't want to change the state of child, or emit signals, or
10794 * regenerate ChildMeta instances here, but we still want to follow
10795 * the correct sequence of steps encoded in remove_child() and
10796 * add_child(), so that correctness is ensured, and we only go
10797 * through one known code path.
10799 g_object_ref (child);
10800 clutter_actor_remove_child_internal (self, child, 0);
10801 clutter_actor_add_child_internal (self, child,
10802 ADD_CHILD_NOTIFY_FIRST_LAST,
10803 insert_child_above,
10806 clutter_actor_queue_relayout (self);
10810 * clutter_actor_set_child_below_sibling:
10811 * @self: a #ClutterActor
10812 * @child: a #ClutterActor child of @self
10813 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10815 * Sets @child to be below @sibling in the list of children of @self.
10817 * If @sibling is %NULL, @child will be the new first child of @self.
10819 * This function is logically equivalent to removing @self and using
10820 * clutter_actor_insert_child_below(), but it will not emit signals
10821 * or change state on @child.
10826 clutter_actor_set_child_below_sibling (ClutterActor *self,
10827 ClutterActor *child,
10828 ClutterActor *sibling)
10830 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10831 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10832 g_return_if_fail (child->priv->parent == self);
10833 g_return_if_fail (child != sibling);
10834 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10836 if (sibling != NULL)
10837 g_return_if_fail (sibling->priv->parent == self);
10839 /* see the comment in set_child_above_sibling() */
10840 g_object_ref (child);
10841 clutter_actor_remove_child_internal (self, child, 0);
10842 clutter_actor_add_child_internal (self, child,
10843 ADD_CHILD_NOTIFY_FIRST_LAST,
10844 insert_child_below,
10847 clutter_actor_queue_relayout (self);
10851 * clutter_actor_set_child_at_index:
10852 * @self: a #ClutterActor
10853 * @child: a #ClutterActor child of @self
10854 * @index_: the new index for @child
10856 * Changes the index of @child in the list of children of @self.
10858 * This function is logically equivalent to removing @child and
10859 * calling clutter_actor_insert_child_at_index(), but it will not
10860 * emit signals or change state on @child.
10865 clutter_actor_set_child_at_index (ClutterActor *self,
10866 ClutterActor *child,
10869 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10870 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10871 g_return_if_fail (child->priv->parent == self);
10872 g_return_if_fail (index_ <= self->priv->n_children);
10874 g_object_ref (child);
10875 clutter_actor_remove_child_internal (self, child, 0);
10876 clutter_actor_add_child_internal (self, child,
10877 ADD_CHILD_NOTIFY_FIRST_LAST,
10878 insert_child_at_index,
10879 GINT_TO_POINTER (index_));
10881 clutter_actor_queue_relayout (self);
10885 * clutter_actor_raise:
10886 * @self: A #ClutterActor
10887 * @below: (allow-none): A #ClutterActor to raise above.
10889 * Puts @self above @below.
10891 * Both actors must have the same parent, and the parent must implement
10892 * the #ClutterContainer interface
10894 * This function calls clutter_container_raise_child() internally.
10896 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
10899 clutter_actor_raise (ClutterActor *self,
10900 ClutterActor *below)
10902 ClutterActor *parent;
10904 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10906 parent = clutter_actor_get_parent (self);
10907 if (parent == NULL)
10909 g_warning ("%s: Actor '%s' is not inside a container",
10911 _clutter_actor_get_debug_name (self));
10917 if (parent != clutter_actor_get_parent (below))
10919 g_warning ("%s Actor '%s' is not in the same container as "
10922 _clutter_actor_get_debug_name (self),
10923 _clutter_actor_get_debug_name (below));
10928 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
10932 * clutter_actor_lower:
10933 * @self: A #ClutterActor
10934 * @above: (allow-none): A #ClutterActor to lower below
10936 * Puts @self below @above.
10938 * Both actors must have the same parent, and the parent must implement
10939 * the #ClutterContainer interface.
10941 * This function calls clutter_container_lower_child() internally.
10943 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
10946 clutter_actor_lower (ClutterActor *self,
10947 ClutterActor *above)
10949 ClutterActor *parent;
10951 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10953 parent = clutter_actor_get_parent (self);
10954 if (parent == NULL)
10956 g_warning ("%s: Actor of type %s is not inside a container",
10958 _clutter_actor_get_debug_name (self));
10964 if (parent != clutter_actor_get_parent (above))
10966 g_warning ("%s: Actor '%s' is not in the same container as "
10969 _clutter_actor_get_debug_name (self),
10970 _clutter_actor_get_debug_name (above));
10975 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
10979 * clutter_actor_raise_top:
10980 * @self: A #ClutterActor
10982 * Raises @self to the top.
10984 * This function calls clutter_actor_raise() internally.
10986 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
10987 * a %NULL sibling, instead.
10990 clutter_actor_raise_top (ClutterActor *self)
10992 clutter_actor_raise (self, NULL);
10996 * clutter_actor_lower_bottom:
10997 * @self: A #ClutterActor
10999 * Lowers @self to the bottom.
11001 * This function calls clutter_actor_lower() internally.
11003 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11004 * a %NULL sibling, instead.
11007 clutter_actor_lower_bottom (ClutterActor *self)
11009 clutter_actor_lower (self, NULL);
11017 * clutter_actor_event:
11018 * @actor: a #ClutterActor
11019 * @event: a #ClutterEvent
11020 * @capture: TRUE if event in in capture phase, FALSE otherwise.
11022 * This function is used to emit an event on the main stage.
11023 * You should rarely need to use this function, except for
11024 * synthetising events.
11026 * Return value: the return value from the signal emission: %TRUE
11027 * if the actor handled the event, or %FALSE if the event was
11033 clutter_actor_event (ClutterActor *actor,
11034 ClutterEvent *event,
11037 gboolean retval = FALSE;
11038 gint signal_num = -1;
11040 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11041 g_return_val_if_fail (event != NULL, FALSE);
11043 g_object_ref (actor);
11047 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11053 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11057 switch (event->type)
11059 case CLUTTER_NOTHING:
11061 case CLUTTER_BUTTON_PRESS:
11062 signal_num = BUTTON_PRESS_EVENT;
11064 case CLUTTER_BUTTON_RELEASE:
11065 signal_num = BUTTON_RELEASE_EVENT;
11067 case CLUTTER_SCROLL:
11068 signal_num = SCROLL_EVENT;
11070 case CLUTTER_KEY_PRESS:
11071 signal_num = KEY_PRESS_EVENT;
11073 case CLUTTER_KEY_RELEASE:
11074 signal_num = KEY_RELEASE_EVENT;
11076 case CLUTTER_MOTION:
11077 signal_num = MOTION_EVENT;
11079 case CLUTTER_ENTER:
11080 signal_num = ENTER_EVENT;
11082 case CLUTTER_LEAVE:
11083 signal_num = LEAVE_EVENT;
11085 case CLUTTER_DELETE:
11086 case CLUTTER_DESTROY_NOTIFY:
11087 case CLUTTER_CLIENT_MESSAGE:
11093 if (signal_num != -1)
11094 g_signal_emit (actor, actor_signals[signal_num], 0,
11099 g_object_unref (actor);
11105 * clutter_actor_set_reactive:
11106 * @actor: a #ClutterActor
11107 * @reactive: whether the actor should be reactive to events
11109 * Sets @actor as reactive. Reactive actors will receive events.
11114 clutter_actor_set_reactive (ClutterActor *actor,
11117 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11119 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11123 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11125 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11127 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11131 * clutter_actor_get_reactive:
11132 * @actor: a #ClutterActor
11134 * Checks whether @actor is marked as reactive.
11136 * Return value: %TRUE if the actor is reactive
11141 clutter_actor_get_reactive (ClutterActor *actor)
11143 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11145 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
11149 * clutter_actor_get_anchor_point:
11150 * @self: a #ClutterActor
11151 * @anchor_x: (out): return location for the X coordinate of the anchor point
11152 * @anchor_y: (out): return location for the Y coordinate of the anchor point
11154 * Gets the current anchor point of the @actor in pixels.
11159 clutter_actor_get_anchor_point (ClutterActor *self,
11163 const ClutterTransformInfo *info;
11165 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11167 info = _clutter_actor_get_transform_info_or_defaults (self);
11168 clutter_anchor_coord_get_units (self, &info->anchor,
11175 * clutter_actor_set_anchor_point:
11176 * @self: a #ClutterActor
11177 * @anchor_x: X coordinate of the anchor point
11178 * @anchor_y: Y coordinate of the anchor point
11180 * Sets an anchor point for @self. The anchor point is a point in the
11181 * coordinate space of an actor to which the actor position within its
11182 * parent is relative; the default is (0, 0), i.e. the top-left corner
11188 clutter_actor_set_anchor_point (ClutterActor *self,
11192 ClutterTransformInfo *info;
11193 ClutterActorPrivate *priv;
11194 gboolean changed = FALSE;
11195 gfloat old_anchor_x, old_anchor_y;
11198 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11200 obj = G_OBJECT (self);
11202 info = _clutter_actor_get_transform_info (self);
11204 g_object_freeze_notify (obj);
11206 clutter_anchor_coord_get_units (self, &info->anchor,
11211 if (info->anchor.is_fractional)
11212 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11214 if (old_anchor_x != anchor_x)
11216 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11220 if (old_anchor_y != anchor_y)
11222 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11226 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
11230 priv->transform_valid = FALSE;
11231 clutter_actor_queue_redraw (self);
11234 g_object_thaw_notify (obj);
11238 * clutter_actor_get_anchor_point_gravity:
11239 * @self: a #ClutterActor
11241 * Retrieves the anchor position expressed as a #ClutterGravity. If
11242 * the anchor point was specified using pixels or units this will
11243 * return %CLUTTER_GRAVITY_NONE.
11245 * Return value: the #ClutterGravity used by the anchor point
11250 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
11252 const ClutterTransformInfo *info;
11254 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
11256 info = _clutter_actor_get_transform_info_or_defaults (self);
11258 return clutter_anchor_coord_get_gravity (&info->anchor);
11262 * clutter_actor_move_anchor_point:
11263 * @self: a #ClutterActor
11264 * @anchor_x: X coordinate of the anchor point
11265 * @anchor_y: Y coordinate of the anchor point
11267 * Sets an anchor point for the actor, and adjusts the actor postion so that
11268 * the relative position of the actor toward its parent remains the same.
11273 clutter_actor_move_anchor_point (ClutterActor *self,
11277 gfloat old_anchor_x, old_anchor_y;
11278 const ClutterTransformInfo *info;
11280 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11282 info = _clutter_actor_get_transform_info (self);
11283 clutter_anchor_coord_get_units (self, &info->anchor,
11288 g_object_freeze_notify (G_OBJECT (self));
11290 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
11292 if (self->priv->position_set)
11293 clutter_actor_move_by (self,
11294 anchor_x - old_anchor_x,
11295 anchor_y - old_anchor_y);
11297 g_object_thaw_notify (G_OBJECT (self));
11301 * clutter_actor_move_anchor_point_from_gravity:
11302 * @self: a #ClutterActor
11303 * @gravity: #ClutterGravity.
11305 * Sets an anchor point on the actor based on the given gravity, adjusting the
11306 * actor postion so that its relative position within its parent remains
11309 * Since version 1.0 the anchor point will be stored as a gravity so
11310 * that if the actor changes size then the anchor point will move. For
11311 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11312 * and later double the size of the actor, the anchor point will move
11313 * to the bottom right.
11318 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
11319 ClutterGravity gravity)
11321 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
11322 const ClutterTransformInfo *info;
11323 ClutterActorPrivate *priv;
11325 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11328 info = _clutter_actor_get_transform_info (self);
11330 g_object_freeze_notify (G_OBJECT (self));
11332 clutter_anchor_coord_get_units (self, &info->anchor,
11336 clutter_actor_set_anchor_point_from_gravity (self, gravity);
11337 clutter_anchor_coord_get_units (self, &info->anchor,
11342 if (priv->position_set)
11343 clutter_actor_move_by (self,
11344 new_anchor_x - old_anchor_x,
11345 new_anchor_y - old_anchor_y);
11347 g_object_thaw_notify (G_OBJECT (self));
11351 * clutter_actor_set_anchor_point_from_gravity:
11352 * @self: a #ClutterActor
11353 * @gravity: #ClutterGravity.
11355 * Sets an anchor point on the actor, based on the given gravity (this is a
11356 * convenience function wrapping clutter_actor_set_anchor_point()).
11358 * Since version 1.0 the anchor point will be stored as a gravity so
11359 * that if the actor changes size then the anchor point will move. For
11360 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11361 * and later double the size of the actor, the anchor point will move
11362 * to the bottom right.
11367 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
11368 ClutterGravity gravity)
11370 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11372 if (gravity == CLUTTER_GRAVITY_NONE)
11373 clutter_actor_set_anchor_point (self, 0, 0);
11376 GObject *obj = G_OBJECT (self);
11377 ClutterTransformInfo *info;
11379 g_object_freeze_notify (obj);
11381 info = _clutter_actor_get_transform_info (self);
11382 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
11384 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11385 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11386 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11388 self->priv->transform_valid = FALSE;
11390 clutter_actor_queue_redraw (self);
11392 g_object_thaw_notify (obj);
11397 clutter_container_iface_init (ClutterContainerIface *iface)
11399 /* we don't override anything, as ClutterContainer already has a default
11400 * implementation that we can use, and which calls into our own API.
11415 parse_units (ClutterActor *self,
11416 ParseDimension dimension,
11419 GValue value = { 0, };
11422 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
11425 json_node_get_value (node, &value);
11427 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
11429 retval = (gfloat) g_value_get_int64 (&value);
11431 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
11433 retval = g_value_get_double (&value);
11435 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
11437 ClutterUnits units;
11440 res = clutter_units_from_string (&units, g_value_get_string (&value));
11442 retval = clutter_units_to_pixels (&units);
11445 g_warning ("Invalid value '%s': integers, strings or floating point "
11446 "values can be used for the x, y, width and height "
11447 "properties. Valid modifiers for strings are 'px', 'mm', "
11449 g_value_get_string (&value));
11455 g_warning ("Invalid value of type '%s': integers, strings of floating "
11456 "point values can be used for the x, y, width, height "
11457 "anchor-x and anchor-y properties.",
11458 g_type_name (G_VALUE_TYPE (&value)));
11461 g_value_unset (&value);
11467 ClutterRotateAxis axis;
11476 static inline gboolean
11477 parse_rotation_array (ClutterActor *actor,
11479 RotationInfo *info)
11483 if (json_array_get_length (array) != 2)
11487 element = json_array_get_element (array, 0);
11488 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
11489 info->angle = json_node_get_double (element);
11494 element = json_array_get_element (array, 1);
11495 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
11497 JsonArray *center = json_node_get_array (element);
11499 if (json_array_get_length (center) != 2)
11502 switch (info->axis)
11504 case CLUTTER_X_AXIS:
11505 info->center_y = parse_units (actor, PARSE_Y,
11506 json_array_get_element (center, 0));
11507 info->center_z = parse_units (actor, PARSE_Y,
11508 json_array_get_element (center, 1));
11511 case CLUTTER_Y_AXIS:
11512 info->center_x = parse_units (actor, PARSE_X,
11513 json_array_get_element (center, 0));
11514 info->center_z = parse_units (actor, PARSE_X,
11515 json_array_get_element (center, 1));
11518 case CLUTTER_Z_AXIS:
11519 info->center_x = parse_units (actor, PARSE_X,
11520 json_array_get_element (center, 0));
11521 info->center_y = parse_units (actor, PARSE_Y,
11522 json_array_get_element (center, 1));
11531 parse_rotation (ClutterActor *actor,
11533 RotationInfo *info)
11537 gboolean retval = FALSE;
11539 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
11541 g_warning ("Invalid node of type '%s' found, expecting an array",
11542 json_node_type_name (node));
11546 array = json_node_get_array (node);
11547 len = json_array_get_length (array);
11549 for (i = 0; i < len; i++)
11551 JsonNode *element = json_array_get_element (array, i);
11552 JsonObject *object;
11555 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
11557 g_warning ("Invalid node of type '%s' found, expecting an object",
11558 json_node_type_name (element));
11562 object = json_node_get_object (element);
11564 if (json_object_has_member (object, "x-axis"))
11566 member = json_object_get_member (object, "x-axis");
11568 info->axis = CLUTTER_X_AXIS;
11570 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11572 info->angle = json_node_get_double (member);
11575 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11576 retval = parse_rotation_array (actor,
11577 json_node_get_array (member),
11582 else if (json_object_has_member (object, "y-axis"))
11584 member = json_object_get_member (object, "y-axis");
11586 info->axis = CLUTTER_Y_AXIS;
11588 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11590 info->angle = json_node_get_double (member);
11593 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11594 retval = parse_rotation_array (actor,
11595 json_node_get_array (member),
11600 else if (json_object_has_member (object, "z-axis"))
11602 member = json_object_get_member (object, "z-axis");
11604 info->axis = CLUTTER_Z_AXIS;
11606 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11608 info->angle = json_node_get_double (member);
11611 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11612 retval = parse_rotation_array (actor,
11613 json_node_get_array (member),
11624 parse_actor_metas (ClutterScript *script,
11625 ClutterActor *actor,
11628 GList *elements, *l;
11629 GSList *retval = NULL;
11631 if (!JSON_NODE_HOLDS_ARRAY (node))
11634 elements = json_array_get_elements (json_node_get_array (node));
11636 for (l = elements; l != NULL; l = l->next)
11638 JsonNode *element = l->data;
11639 const gchar *id_ = _clutter_script_get_id_from_node (element);
11642 if (id_ == NULL || *id_ == '\0')
11645 meta = clutter_script_get_object (script, id_);
11649 retval = g_slist_prepend (retval, meta);
11652 g_list_free (elements);
11654 return g_slist_reverse (retval);
11658 parse_behaviours (ClutterScript *script,
11659 ClutterActor *actor,
11662 GList *elements, *l;
11663 GSList *retval = NULL;
11665 if (!JSON_NODE_HOLDS_ARRAY (node))
11668 elements = json_array_get_elements (json_node_get_array (node));
11670 for (l = elements; l != NULL; l = l->next)
11672 JsonNode *element = l->data;
11673 const gchar *id_ = _clutter_script_get_id_from_node (element);
11674 GObject *behaviour;
11676 if (id_ == NULL || *id_ == '\0')
11679 behaviour = clutter_script_get_object (script, id_);
11680 if (behaviour == NULL)
11683 retval = g_slist_prepend (retval, behaviour);
11686 g_list_free (elements);
11688 return g_slist_reverse (retval);
11692 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
11693 ClutterScript *script,
11698 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11699 gboolean retval = FALSE;
11701 if ((name[0] == 'x' && name[1] == '\0') ||
11702 (name[0] == 'y' && name[1] == '\0') ||
11703 (strcmp (name, "width") == 0) ||
11704 (strcmp (name, "height") == 0) ||
11705 (strcmp (name, "anchor_x") == 0) ||
11706 (strcmp (name, "anchor_y") == 0))
11708 ParseDimension dimension;
11711 if (name[0] == 'x')
11712 dimension = PARSE_X;
11713 else if (name[0] == 'y')
11714 dimension = PARSE_Y;
11715 else if (name[0] == 'w')
11716 dimension = PARSE_WIDTH;
11717 else if (name[0] == 'h')
11718 dimension = PARSE_HEIGHT;
11719 else if (name[0] == 'a' && name[7] == 'x')
11720 dimension = PARSE_ANCHOR_X;
11721 else if (name[0] == 'a' && name[7] == 'y')
11722 dimension = PARSE_ANCHOR_Y;
11726 units = parse_units (actor, dimension, node);
11728 /* convert back to pixels: all properties are pixel-based */
11729 g_value_init (value, G_TYPE_FLOAT);
11730 g_value_set_float (value, units);
11734 else if (strcmp (name, "rotation") == 0)
11736 RotationInfo *info;
11738 info = g_slice_new0 (RotationInfo);
11739 retval = parse_rotation (actor, node, info);
11743 g_value_init (value, G_TYPE_POINTER);
11744 g_value_set_pointer (value, info);
11747 g_slice_free (RotationInfo, info);
11749 else if (strcmp (name, "behaviours") == 0)
11753 #ifdef CLUTTER_ENABLE_DEBUG
11754 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
11755 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
11756 "and it should not be used in newly "
11757 "written ClutterScript definitions.");
11760 l = parse_behaviours (script, actor, node);
11762 g_value_init (value, G_TYPE_POINTER);
11763 g_value_set_pointer (value, l);
11767 else if (strcmp (name, "actions") == 0 ||
11768 strcmp (name, "constraints") == 0 ||
11769 strcmp (name, "effects") == 0)
11773 l = parse_actor_metas (script, actor, node);
11775 g_value_init (value, G_TYPE_POINTER);
11776 g_value_set_pointer (value, l);
11785 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
11786 ClutterScript *script,
11788 const GValue *value)
11790 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11792 #ifdef CLUTTER_ENABLE_DEBUG
11793 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
11795 gchar *tmp = g_strdup_value_contents (value);
11797 CLUTTER_NOTE (SCRIPT,
11798 "in ClutterActor::set_custom_property('%s') = %s",
11804 #endif /* CLUTTER_ENABLE_DEBUG */
11806 if (strcmp (name, "rotation") == 0)
11808 RotationInfo *info;
11810 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11813 info = g_value_get_pointer (value);
11815 clutter_actor_set_rotation (actor,
11816 info->axis, info->angle,
11821 g_slice_free (RotationInfo, info);
11826 if (strcmp (name, "behaviours") == 0)
11828 GSList *behaviours, *l;
11830 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11833 behaviours = g_value_get_pointer (value);
11834 for (l = behaviours; l != NULL; l = l->next)
11836 ClutterBehaviour *behaviour = l->data;
11838 clutter_behaviour_apply (behaviour, actor);
11841 g_slist_free (behaviours);
11846 if (strcmp (name, "actions") == 0 ||
11847 strcmp (name, "constraints") == 0 ||
11848 strcmp (name, "effects") == 0)
11852 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11855 metas = g_value_get_pointer (value);
11856 for (l = metas; l != NULL; l = l->next)
11858 if (name[0] == 'a')
11859 clutter_actor_add_action (actor, l->data);
11861 if (name[0] == 'c')
11862 clutter_actor_add_constraint (actor, l->data);
11864 if (name[0] == 'e')
11865 clutter_actor_add_effect (actor, l->data);
11868 g_slist_free (metas);
11873 g_object_set_property (G_OBJECT (scriptable), name, value);
11877 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
11879 iface->parse_custom_node = clutter_actor_parse_custom_node;
11880 iface->set_custom_property = clutter_actor_set_custom_property;
11883 static ClutterActorMeta *
11884 get_meta_from_animation_property (ClutterActor *actor,
11888 ClutterActorPrivate *priv = actor->priv;
11889 ClutterActorMeta *meta = NULL;
11892 /* if this is not a special property, fall through */
11893 if (name[0] != '@')
11896 /* detect the properties named using the following spec:
11898 * @<section>.<meta-name>.<property-name>
11900 * where <section> can be one of the following:
11906 * and <meta-name> is the name set on a specific ActorMeta
11909 tokens = g_strsplit (name + 1, ".", -1);
11910 if (tokens == NULL || g_strv_length (tokens) != 3)
11912 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
11914 g_strfreev (tokens);
11918 if (strcmp (tokens[0], "actions") == 0)
11919 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
11921 if (strcmp (tokens[0], "constraints") == 0)
11922 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
11924 if (strcmp (tokens[0], "effects") == 0)
11925 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
11927 if (name_p != NULL)
11928 *name_p = g_strdup (tokens[2]);
11930 CLUTTER_NOTE (ANIMATION,
11931 "Looking for property '%s' of object '%s' in section '%s'",
11936 g_strfreev (tokens);
11941 static GParamSpec *
11942 clutter_actor_find_property (ClutterAnimatable *animatable,
11943 const gchar *property_name)
11945 ClutterActorMeta *meta = NULL;
11946 GObjectClass *klass = NULL;
11947 GParamSpec *pspec = NULL;
11948 gchar *p_name = NULL;
11950 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11956 klass = G_OBJECT_GET_CLASS (meta);
11958 pspec = g_object_class_find_property (klass, p_name);
11962 klass = G_OBJECT_GET_CLASS (animatable);
11964 pspec = g_object_class_find_property (klass, property_name);
11973 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
11974 const gchar *property_name,
11977 ClutterActorMeta *meta = NULL;
11978 gchar *p_name = NULL;
11980 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11985 g_object_get_property (G_OBJECT (meta), p_name, initial);
11987 g_object_get_property (G_OBJECT (animatable), property_name, initial);
11993 clutter_actor_set_final_state (ClutterAnimatable *animatable,
11994 const gchar *property_name,
11995 const GValue *final)
11997 ClutterActorMeta *meta = NULL;
11998 gchar *p_name = NULL;
12000 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12004 g_object_set_property (G_OBJECT (meta), p_name, final);
12006 g_object_set_property (G_OBJECT (animatable), property_name, final);
12012 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
12014 iface->find_property = clutter_actor_find_property;
12015 iface->get_initial_state = clutter_actor_get_initial_state;
12016 iface->set_final_state = clutter_actor_set_final_state;
12020 * clutter_actor_transform_stage_point:
12021 * @self: A #ClutterActor
12022 * @x: (in): x screen coordinate of the point to unproject
12023 * @y: (in): y screen coordinate of the point to unproject
12024 * @x_out: (out): return location for the unprojected x coordinance
12025 * @y_out: (out): return location for the unprojected y coordinance
12027 * This function translates screen coordinates (@x, @y) to
12028 * coordinates relative to the actor. For example, it can be used to translate
12029 * screen events from global screen coordinates into actor-local coordinates.
12031 * The conversion can fail, notably if the transform stack results in the
12032 * actor being projected on the screen as a mere line.
12034 * The conversion should not be expected to be pixel-perfect due to the
12035 * nature of the operation. In general the error grows when the skewing
12036 * of the actor rectangle on screen increases.
12038 * <note><para>This function can be computationally intensive.</para></note>
12040 * <note><para>This function only works when the allocation is up-to-date,
12041 * i.e. inside of paint().</para></note>
12043 * Return value: %TRUE if conversion was successful.
12048 clutter_actor_transform_stage_point (ClutterActor *self,
12054 ClutterVertex v[4];
12057 int du, dv, xi, yi;
12059 float xf, yf, wf, det;
12060 ClutterActorPrivate *priv;
12062 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12066 /* This implementation is based on the quad -> quad projection algorithm
12067 * described by Paul Heckbert in:
12069 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
12071 * and the sample implementation at:
12073 * http://www.cs.cmu.edu/~ph/src/texfund/
12075 * Our texture is a rectangle with origin [0, 0], so we are mapping from
12076 * quad to rectangle only, which significantly simplifies things; the
12077 * function calls have been unrolled, and most of the math is done in fixed
12081 clutter_actor_get_abs_allocation_vertices (self, v);
12083 /* Keeping these as ints simplifies the multiplication (no significant
12084 * loss of precision here).
12086 du = (int) (priv->allocation.x2 - priv->allocation.x1);
12087 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
12092 #define UX2FP(x) (x)
12093 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
12095 /* First, find mapping from unit uv square to xy quadrilateral; this
12096 * equivalent to the pmap_square_quad() functions in the sample
12097 * implementation, which we can simplify, since our target is always
12100 px = v[0].x - v[1].x + v[3].x - v[2].x;
12101 py = v[0].y - v[1].y + v[3].y - v[2].y;
12105 /* affine transform */
12106 RQ[0][0] = UX2FP (v[1].x - v[0].x);
12107 RQ[1][0] = UX2FP (v[3].x - v[1].x);
12108 RQ[2][0] = UX2FP (v[0].x);
12109 RQ[0][1] = UX2FP (v[1].y - v[0].y);
12110 RQ[1][1] = UX2FP (v[3].y - v[1].y);
12111 RQ[2][1] = UX2FP (v[0].y);
12118 /* projective transform */
12119 double dx1, dx2, dy1, dy2, del;
12121 dx1 = UX2FP (v[1].x - v[3].x);
12122 dx2 = UX2FP (v[2].x - v[3].x);
12123 dy1 = UX2FP (v[1].y - v[3].y);
12124 dy2 = UX2FP (v[2].y - v[3].y);
12126 del = DET2FP (dx1, dx2, dy1, dy2);
12131 * The division here needs to be done in floating point for
12132 * precisions reasons.
12134 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
12135 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12136 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12138 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
12139 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
12140 RQ[2][0] = UX2FP (v[0].x);
12141 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
12142 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
12143 RQ[2][1] = UX2FP (v[0].y);
12147 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
12148 * square. Since our rectangle is based at 0,0 we only need to scale.
12158 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
12161 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
12162 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
12163 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
12164 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
12165 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
12166 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
12167 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
12168 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
12169 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
12172 * Check the resulting matrix is OK.
12174 det = (RQ[0][0] * ST[0][0])
12175 + (RQ[0][1] * ST[0][1])
12176 + (RQ[0][2] * ST[0][2]);
12181 * Now transform our point with the ST matrix; the notional w
12182 * coordinate is 1, hence the last part is simply added.
12187 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
12188 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
12189 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
12207 static ClutterGeometry*
12208 clutter_geometry_copy (const ClutterGeometry *geometry)
12210 return g_slice_dup (ClutterGeometry, geometry);
12214 clutter_geometry_free (ClutterGeometry *geometry)
12216 if (G_LIKELY (geometry != NULL))
12217 g_slice_free (ClutterGeometry, geometry);
12221 * clutter_geometry_union:
12222 * @geometry_a: a #ClutterGeometry
12223 * @geometry_b: another #ClutterGeometry
12224 * @result: (out): location to store the result
12226 * Find the union of two rectangles represented as #ClutterGeometry.
12231 clutter_geometry_union (const ClutterGeometry *geometry_a,
12232 const ClutterGeometry *geometry_b,
12233 ClutterGeometry *result)
12235 /* We don't try to handle rectangles that can't be represented
12236 * as a signed integer box */
12237 gint x_1 = MIN (geometry_a->x, geometry_b->x);
12238 gint y_1 = MIN (geometry_a->y, geometry_b->y);
12239 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
12240 geometry_b->x + (gint)geometry_b->width);
12241 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
12242 geometry_b->y + (gint)geometry_b->height);
12245 result->width = x_2 - x_1;
12246 result->height = y_2 - y_1;
12250 * clutter_geometry_intersects:
12251 * @geometry0: The first geometry to test
12252 * @geometry1: The second geometry to test
12254 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
12255 * they do else %FALSE.
12257 * Return value: %TRUE of @geometry0 and geometry1 intersect else
12263 clutter_geometry_intersects (const ClutterGeometry *geometry0,
12264 const ClutterGeometry *geometry1)
12266 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
12267 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
12268 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
12269 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
12276 clutter_geometry_progress (const GValue *a,
12281 const ClutterGeometry *a_geom = g_value_get_boxed (a);
12282 const ClutterGeometry *b_geom = g_value_get_boxed (b);
12283 ClutterGeometry res = { 0, };
12284 gint a_width = a_geom->width;
12285 gint b_width = b_geom->width;
12286 gint a_height = a_geom->height;
12287 gint b_height = b_geom->height;
12289 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
12290 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
12292 res.width = a_width + (b_width - a_width) * progress;
12293 res.height = a_height + (b_height - a_height) * progress;
12295 g_value_set_boxed (retval, &res);
12300 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
12301 clutter_geometry_copy,
12302 clutter_geometry_free,
12303 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
12310 * clutter_vertex_new:
12315 * Creates a new #ClutterVertex for the point in 3D space
12316 * identified by the 3 coordinates @x, @y, @z
12318 * Return value: the newly allocate #ClutterVertex. Use
12319 * clutter_vertex_free() to free the resources
12324 clutter_vertex_new (gfloat x,
12328 ClutterVertex *vertex;
12330 vertex = g_slice_new (ClutterVertex);
12339 * clutter_vertex_copy:
12340 * @vertex: a #ClutterVertex
12344 * Return value: a newly allocated copy of #ClutterVertex. Use
12345 * clutter_vertex_free() to free the allocated resources
12350 clutter_vertex_copy (const ClutterVertex *vertex)
12352 if (G_LIKELY (vertex != NULL))
12353 return g_slice_dup (ClutterVertex, vertex);
12359 * clutter_vertex_free:
12360 * @vertex: a #ClutterVertex
12362 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
12367 clutter_vertex_free (ClutterVertex *vertex)
12369 if (G_UNLIKELY (vertex != NULL))
12370 g_slice_free (ClutterVertex, vertex);
12374 * clutter_vertex_equal:
12375 * @vertex_a: a #ClutterVertex
12376 * @vertex_b: a #ClutterVertex
12378 * Compares @vertex_a and @vertex_b for equality
12380 * Return value: %TRUE if the passed #ClutterVertex are equal
12385 clutter_vertex_equal (const ClutterVertex *vertex_a,
12386 const ClutterVertex *vertex_b)
12388 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
12390 if (vertex_a == vertex_b)
12393 return vertex_a->x == vertex_b->x &&
12394 vertex_a->y == vertex_b->y &&
12395 vertex_a->z == vertex_b->z;
12399 clutter_vertex_progress (const GValue *a,
12404 const ClutterVertex *av = g_value_get_boxed (a);
12405 const ClutterVertex *bv = g_value_get_boxed (b);
12406 ClutterVertex res = { 0, };
12408 res.x = av->x + (bv->x - av->x) * progress;
12409 res.y = av->y + (bv->y - av->y) * progress;
12410 res.z = av->z + (bv->z - av->z) * progress;
12412 g_value_set_boxed (retval, &res);
12417 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
12418 clutter_vertex_copy,
12419 clutter_vertex_free,
12420 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
12423 * clutter_actor_is_rotated:
12424 * @self: a #ClutterActor
12426 * Checks whether any rotation is applied to the actor.
12428 * Return value: %TRUE if the actor is rotated.
12433 clutter_actor_is_rotated (ClutterActor *self)
12435 const ClutterTransformInfo *info;
12437 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12439 info = _clutter_actor_get_transform_info_or_defaults (self);
12441 if (info->rx_angle || info->ry_angle || info->rz_angle)
12448 * clutter_actor_is_scaled:
12449 * @self: a #ClutterActor
12451 * Checks whether the actor is scaled in either dimension.
12453 * Return value: %TRUE if the actor is scaled.
12458 clutter_actor_is_scaled (ClutterActor *self)
12460 const ClutterTransformInfo *info;
12462 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12464 info = _clutter_actor_get_transform_info_or_defaults (self);
12466 if (info->scale_x != 1.0 || info->scale_y != 1.0)
12473 _clutter_actor_get_stage_internal (ClutterActor *actor)
12475 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
12476 actor = actor->priv->parent;
12482 * clutter_actor_get_stage:
12483 * @actor: a #ClutterActor
12485 * Retrieves the #ClutterStage where @actor is contained.
12487 * Return value: (transfer none) (type Clutter.Stage): the stage
12488 * containing the actor, or %NULL
12493 clutter_actor_get_stage (ClutterActor *actor)
12495 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
12497 return _clutter_actor_get_stage_internal (actor);
12501 * clutter_actor_allocate_available_size:
12502 * @self: a #ClutterActor
12503 * @x: the actor's X coordinate
12504 * @y: the actor's Y coordinate
12505 * @available_width: the maximum available width, or -1 to use the
12506 * actor's natural width
12507 * @available_height: the maximum available height, or -1 to use the
12508 * actor's natural height
12509 * @flags: flags controlling the allocation
12511 * Allocates @self taking into account the #ClutterActor<!-- -->'s
12512 * preferred size, but limiting it to the maximum available width
12513 * and height provided.
12515 * This function will do the right thing when dealing with the
12516 * actor's request mode.
12518 * The implementation of this function is equivalent to:
12521 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12523 * clutter_actor_get_preferred_width (self, available_height,
12525 * &natural_width);
12526 * width = CLAMP (natural_width, min_width, available_width);
12528 * clutter_actor_get_preferred_height (self, width,
12530 * &natural_height);
12531 * height = CLAMP (natural_height, min_height, available_height);
12535 * clutter_actor_get_preferred_height (self, available_width,
12537 * &natural_height);
12538 * height = CLAMP (natural_height, min_height, available_height);
12540 * clutter_actor_get_preferred_width (self, height,
12542 * &natural_width);
12543 * width = CLAMP (natural_width, min_width, available_width);
12546 * box.x1 = x; box.y1 = y;
12547 * box.x2 = box.x1 + available_width;
12548 * box.y2 = box.y1 + available_height;
12549 * clutter_actor_allocate (self, &box, flags);
12552 * This function can be used by fluid layout managers to allocate
12553 * an actor's preferred size without making it bigger than the area
12554 * available for the container.
12559 clutter_actor_allocate_available_size (ClutterActor *self,
12562 gfloat available_width,
12563 gfloat available_height,
12564 ClutterAllocationFlags flags)
12566 ClutterActorPrivate *priv;
12567 gfloat width, height;
12568 gfloat min_width, min_height;
12569 gfloat natural_width, natural_height;
12570 ClutterActorBox box;
12572 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12576 width = height = 0.0;
12578 switch (priv->request_mode)
12580 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
12581 clutter_actor_get_preferred_width (self, available_height,
12584 width = CLAMP (natural_width, min_width, available_width);
12586 clutter_actor_get_preferred_height (self, width,
12589 height = CLAMP (natural_height, min_height, available_height);
12592 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
12593 clutter_actor_get_preferred_height (self, available_width,
12596 height = CLAMP (natural_height, min_height, available_height);
12598 clutter_actor_get_preferred_width (self, height,
12601 width = CLAMP (natural_width, min_width, available_width);
12608 box.x2 = box.x1 + width;
12609 box.y2 = box.y1 + height;
12610 clutter_actor_allocate (self, &box, flags);
12614 * clutter_actor_allocate_preferred_size:
12615 * @self: a #ClutterActor
12616 * @flags: flags controlling the allocation
12618 * Allocates the natural size of @self.
12620 * This function is a utility call for #ClutterActor implementations
12621 * that allocates the actor's preferred natural size. It can be used
12622 * by fixed layout managers (like #ClutterGroup or so called
12623 * 'composite actors') inside the ClutterActor::allocate
12624 * implementation to give each child exactly how much space it
12627 * This function is not meant to be used by applications. It is also
12628 * not meant to be used outside the implementation of the
12629 * ClutterActor::allocate virtual function.
12634 clutter_actor_allocate_preferred_size (ClutterActor *self,
12635 ClutterAllocationFlags flags)
12637 gfloat actor_x, actor_y;
12638 gfloat natural_width, natural_height;
12639 ClutterActorBox actor_box;
12641 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12643 actor_x = clutter_actor_get_x (self);
12644 actor_y = clutter_actor_get_y (self);
12646 clutter_actor_get_preferred_size (self,
12651 actor_box.x1 = actor_x;
12652 actor_box.y1 = actor_y;
12653 actor_box.x2 = actor_box.x1 + natural_width;
12654 actor_box.y2 = actor_box.y1 + natural_height;
12656 clutter_actor_allocate (self, &actor_box, flags);
12660 * clutter_actor_allocate_align_fill:
12661 * @self: a #ClutterActor
12662 * @box: a #ClutterActorBox, containing the available width and height
12663 * @x_align: the horizontal alignment, between 0 and 1
12664 * @y_align: the vertical alignment, between 0 and 1
12665 * @x_fill: whether the actor should fill horizontally
12666 * @y_fill: whether the actor should fill vertically
12667 * @flags: allocation flags to be passed to clutter_actor_allocate()
12669 * Allocates @self by taking into consideration the available allocation
12670 * area; an alignment factor on either axis; and whether the actor should
12671 * fill the allocation on either axis.
12673 * The @box should contain the available allocation width and height;
12674 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
12675 * allocation will be offset by their value.
12677 * This function takes into consideration the geometry request specified by
12678 * the #ClutterActor:request-mode property, and the text direction.
12680 * This function is useful for fluid layout managers, like #ClutterBinLayout
12681 * or #ClutterTableLayout
12686 clutter_actor_allocate_align_fill (ClutterActor *self,
12687 const ClutterActorBox *box,
12692 ClutterAllocationFlags flags)
12694 ClutterActorPrivate *priv;
12695 ClutterActorBox allocation = { 0, };
12696 gfloat x_offset, y_offset;
12697 gfloat available_width, available_height;
12698 gfloat child_width, child_height;
12700 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12701 g_return_if_fail (box != NULL);
12702 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
12703 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
12707 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
12708 clutter_actor_box_get_size (box, &available_width, &available_height);
12710 if (available_width < 0)
12711 available_width = 0;
12713 if (available_height < 0)
12714 available_height = 0;
12718 allocation.x1 = x_offset;
12719 allocation.x2 = allocation.x1 + available_width;
12724 allocation.y1 = y_offset;
12725 allocation.y2 = allocation.y1 + available_height;
12728 /* if we are filling horizontally and vertically then we're done */
12729 if (x_fill && y_fill)
12732 child_width = child_height = 0.0f;
12734 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12736 gfloat min_width, natural_width;
12737 gfloat min_height, natural_height;
12739 clutter_actor_get_preferred_width (self, available_height,
12743 child_width = CLAMP (natural_width, min_width, available_width);
12747 clutter_actor_get_preferred_height (self, child_width,
12751 child_height = CLAMP (natural_height, min_height, available_height);
12756 gfloat min_width, natural_width;
12757 gfloat min_height, natural_height;
12759 clutter_actor_get_preferred_height (self, available_width,
12763 child_height = CLAMP (natural_height, min_height, available_height);
12767 clutter_actor_get_preferred_width (self, child_height,
12771 child_width = CLAMP (natural_width, min_width, available_width);
12775 /* invert the horizontal alignment for RTL languages */
12776 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
12777 x_align = 1.0 - x_align;
12781 allocation.x1 = x_offset
12782 + ((available_width - child_width) * x_align);
12783 allocation.x2 = allocation.x1 + child_width;
12788 allocation.y1 = y_offset
12789 + ((available_height - child_height) * y_align);
12790 allocation.y2 = allocation.y1 + child_height;
12794 clutter_actor_box_clamp_to_pixel (&allocation);
12795 clutter_actor_allocate (self, &allocation, flags);
12799 * clutter_actor_grab_key_focus:
12800 * @self: a #ClutterActor
12802 * Sets the key focus of the #ClutterStage including @self
12803 * to this #ClutterActor.
12808 clutter_actor_grab_key_focus (ClutterActor *self)
12810 ClutterActor *stage;
12812 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12814 stage = _clutter_actor_get_stage_internal (self);
12816 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
12820 * clutter_actor_get_pango_context:
12821 * @self: a #ClutterActor
12823 * Retrieves the #PangoContext for @self. The actor's #PangoContext
12824 * is already configured using the appropriate font map, resolution
12825 * and font options.
12827 * Unlike clutter_actor_create_pango_context(), this context is owend
12828 * by the #ClutterActor and it will be updated each time the options
12829 * stored by the #ClutterBackend change.
12831 * You can use the returned #PangoContext to create a #PangoLayout
12832 * and render text using cogl_pango_render_layout() to reuse the
12833 * glyphs cache also used by Clutter.
12835 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
12836 * The returned #PangoContext is owned by the actor and should not be
12837 * unreferenced by the application code
12842 clutter_actor_get_pango_context (ClutterActor *self)
12844 ClutterActorPrivate *priv;
12846 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12850 if (priv->pango_context != NULL)
12851 return priv->pango_context;
12853 priv->pango_context = _clutter_context_get_pango_context ();
12854 g_object_ref (priv->pango_context);
12856 return priv->pango_context;
12860 * clutter_actor_create_pango_context:
12861 * @self: a #ClutterActor
12863 * Creates a #PangoContext for the given actor. The #PangoContext
12864 * is already configured using the appropriate font map, resolution
12865 * and font options.
12867 * See also clutter_actor_get_pango_context().
12869 * Return value: (transfer full): the newly created #PangoContext.
12870 * Use g_object_unref() on the returned value to deallocate its
12876 clutter_actor_create_pango_context (ClutterActor *self)
12878 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12880 return _clutter_context_create_pango_context ();
12884 * clutter_actor_create_pango_layout:
12885 * @self: a #ClutterActor
12886 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
12888 * Creates a new #PangoLayout from the same #PangoContext used
12889 * by the #ClutterActor. The #PangoLayout is already configured
12890 * with the font map, resolution and font options, and the
12893 * If you want to keep around a #PangoLayout created by this
12894 * function you will have to connect to the #ClutterBackend::font-changed
12895 * and #ClutterBackend::resolution-changed signals, and call
12896 * pango_layout_context_changed() in response to them.
12898 * Return value: (transfer full): the newly created #PangoLayout.
12899 * Use g_object_unref() when done
12904 clutter_actor_create_pango_layout (ClutterActor *self,
12907 PangoContext *context;
12908 PangoLayout *layout;
12910 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12912 context = clutter_actor_get_pango_context (self);
12913 layout = pango_layout_new (context);
12916 pango_layout_set_text (layout, text, -1);
12921 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
12922 * ClutterOffscreenEffect.
12925 _clutter_actor_set_opacity_override (ClutterActor *self,
12928 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12930 self->priv->opacity_override = opacity;
12934 _clutter_actor_get_opacity_override (ClutterActor *self)
12936 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
12938 return self->priv->opacity_override;
12941 /* Allows you to disable applying the actors model view transform during
12942 * a paint. Used by ClutterClone. */
12944 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
12947 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12949 self->priv->enable_model_view_transform = enable;
12953 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
12956 ClutterActorPrivate *priv;
12958 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12962 priv->enable_paint_unmapped = enable;
12964 if (priv->enable_paint_unmapped)
12966 /* Make sure that the parents of the widget are realized first;
12967 * otherwise checks in clutter_actor_update_map_state() will
12970 clutter_actor_realize (self);
12972 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
12976 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
12981 clutter_anchor_coord_get_units (ClutterActor *self,
12982 const AnchorCoord *coord,
12987 if (coord->is_fractional)
12989 gfloat actor_width, actor_height;
12991 clutter_actor_get_size (self, &actor_width, &actor_height);
12994 *x = actor_width * coord->v.fraction.x;
12997 *y = actor_height * coord->v.fraction.y;
13005 *x = coord->v.units.x;
13008 *y = coord->v.units.y;
13011 *z = coord->v.units.z;
13016 clutter_anchor_coord_set_units (AnchorCoord *coord,
13021 coord->is_fractional = FALSE;
13022 coord->v.units.x = x;
13023 coord->v.units.y = y;
13024 coord->v.units.z = z;
13027 static ClutterGravity
13028 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
13030 if (coord->is_fractional)
13032 if (coord->v.fraction.x == 0.0)
13034 if (coord->v.fraction.y == 0.0)
13035 return CLUTTER_GRAVITY_NORTH_WEST;
13036 else if (coord->v.fraction.y == 0.5)
13037 return CLUTTER_GRAVITY_WEST;
13038 else if (coord->v.fraction.y == 1.0)
13039 return CLUTTER_GRAVITY_SOUTH_WEST;
13041 return CLUTTER_GRAVITY_NONE;
13043 else if (coord->v.fraction.x == 0.5)
13045 if (coord->v.fraction.y == 0.0)
13046 return CLUTTER_GRAVITY_NORTH;
13047 else if (coord->v.fraction.y == 0.5)
13048 return CLUTTER_GRAVITY_CENTER;
13049 else if (coord->v.fraction.y == 1.0)
13050 return CLUTTER_GRAVITY_SOUTH;
13052 return CLUTTER_GRAVITY_NONE;
13054 else if (coord->v.fraction.x == 1.0)
13056 if (coord->v.fraction.y == 0.0)
13057 return CLUTTER_GRAVITY_NORTH_EAST;
13058 else if (coord->v.fraction.y == 0.5)
13059 return CLUTTER_GRAVITY_EAST;
13060 else if (coord->v.fraction.y == 1.0)
13061 return CLUTTER_GRAVITY_SOUTH_EAST;
13063 return CLUTTER_GRAVITY_NONE;
13066 return CLUTTER_GRAVITY_NONE;
13069 return CLUTTER_GRAVITY_NONE;
13073 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
13074 ClutterGravity gravity)
13078 case CLUTTER_GRAVITY_NORTH:
13079 coord->v.fraction.x = 0.5;
13080 coord->v.fraction.y = 0.0;
13083 case CLUTTER_GRAVITY_NORTH_EAST:
13084 coord->v.fraction.x = 1.0;
13085 coord->v.fraction.y = 0.0;
13088 case CLUTTER_GRAVITY_EAST:
13089 coord->v.fraction.x = 1.0;
13090 coord->v.fraction.y = 0.5;
13093 case CLUTTER_GRAVITY_SOUTH_EAST:
13094 coord->v.fraction.x = 1.0;
13095 coord->v.fraction.y = 1.0;
13098 case CLUTTER_GRAVITY_SOUTH:
13099 coord->v.fraction.x = 0.5;
13100 coord->v.fraction.y = 1.0;
13103 case CLUTTER_GRAVITY_SOUTH_WEST:
13104 coord->v.fraction.x = 0.0;
13105 coord->v.fraction.y = 1.0;
13108 case CLUTTER_GRAVITY_WEST:
13109 coord->v.fraction.x = 0.0;
13110 coord->v.fraction.y = 0.5;
13113 case CLUTTER_GRAVITY_NORTH_WEST:
13114 coord->v.fraction.x = 0.0;
13115 coord->v.fraction.y = 0.0;
13118 case CLUTTER_GRAVITY_CENTER:
13119 coord->v.fraction.x = 0.5;
13120 coord->v.fraction.y = 0.5;
13124 coord->v.fraction.x = 0.0;
13125 coord->v.fraction.y = 0.0;
13129 coord->is_fractional = TRUE;
13133 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
13135 if (coord->is_fractional)
13136 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
13138 return (coord->v.units.x == 0.0
13139 && coord->v.units.y == 0.0
13140 && coord->v.units.z == 0.0);
13144 * clutter_actor_get_flags:
13145 * @self: a #ClutterActor
13147 * Retrieves the flags set on @self
13149 * Return value: a bitwise or of #ClutterActorFlags or 0
13154 clutter_actor_get_flags (ClutterActor *self)
13156 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
13158 return self->flags;
13162 * clutter_actor_set_flags:
13163 * @self: a #ClutterActor
13164 * @flags: the flags to set
13166 * Sets @flags on @self
13168 * This function will emit notifications for the changed properties
13173 clutter_actor_set_flags (ClutterActor *self,
13174 ClutterActorFlags flags)
13176 ClutterActorFlags old_flags;
13178 gboolean was_reactive_set, reactive_set;
13179 gboolean was_realized_set, realized_set;
13180 gboolean was_mapped_set, mapped_set;
13181 gboolean was_visible_set, visible_set;
13183 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13185 if (self->flags == flags)
13188 obj = G_OBJECT (self);
13189 g_object_ref (obj);
13190 g_object_freeze_notify (obj);
13192 old_flags = self->flags;
13194 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13195 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13196 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13197 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13199 self->flags |= flags;
13201 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13202 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13203 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13204 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13206 if (reactive_set != was_reactive_set)
13207 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13209 if (realized_set != was_realized_set)
13210 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13212 if (mapped_set != was_mapped_set)
13213 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13215 if (visible_set != was_visible_set)
13216 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13218 g_object_thaw_notify (obj);
13219 g_object_unref (obj);
13223 * clutter_actor_unset_flags:
13224 * @self: a #ClutterActor
13225 * @flags: the flags to unset
13227 * Unsets @flags on @self
13229 * This function will emit notifications for the changed properties
13234 clutter_actor_unset_flags (ClutterActor *self,
13235 ClutterActorFlags flags)
13237 ClutterActorFlags old_flags;
13239 gboolean was_reactive_set, reactive_set;
13240 gboolean was_realized_set, realized_set;
13241 gboolean was_mapped_set, mapped_set;
13242 gboolean was_visible_set, visible_set;
13244 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13246 obj = G_OBJECT (self);
13247 g_object_freeze_notify (obj);
13249 old_flags = self->flags;
13251 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13252 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13253 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13254 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13256 self->flags &= ~flags;
13258 if (self->flags == old_flags)
13261 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13262 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13263 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13264 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13266 if (reactive_set != was_reactive_set)
13267 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13269 if (realized_set != was_realized_set)
13270 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13272 if (mapped_set != was_mapped_set)
13273 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13275 if (visible_set != was_visible_set)
13276 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13278 g_object_thaw_notify (obj);
13282 * clutter_actor_get_transformation_matrix:
13283 * @self: a #ClutterActor
13284 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
13286 * Retrieves the transformations applied to @self relative to its
13292 clutter_actor_get_transformation_matrix (ClutterActor *self,
13293 CoglMatrix *matrix)
13295 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13297 cogl_matrix_init_identity (matrix);
13299 _clutter_actor_apply_modelview_transform (self, matrix);
13303 _clutter_actor_set_in_clone_paint (ClutterActor *self,
13304 gboolean is_in_clone_paint)
13306 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13307 self->priv->in_clone_paint = is_in_clone_paint;
13311 * clutter_actor_is_in_clone_paint:
13312 * @self: a #ClutterActor
13314 * Checks whether @self is being currently painted by a #ClutterClone
13316 * This function is useful only inside the ::paint virtual function
13317 * implementations or within handlers for the #ClutterActor::paint
13320 * This function should not be used by applications
13322 * Return value: %TRUE if the #ClutterActor is currently being painted
13323 * by a #ClutterClone, and %FALSE otherwise
13328 clutter_actor_is_in_clone_paint (ClutterActor *self)
13330 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13332 return self->priv->in_clone_paint;
13336 set_direction_recursive (ClutterActor *actor,
13337 gpointer user_data)
13339 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
13341 clutter_actor_set_text_direction (actor, text_dir);
13347 * clutter_actor_set_text_direction:
13348 * @self: a #ClutterActor
13349 * @text_dir: the text direction for @self
13351 * Sets the #ClutterTextDirection for an actor
13353 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
13355 * If @self implements #ClutterContainer then this function will recurse
13356 * inside all the children of @self (including the internal ones).
13358 * Composite actors not implementing #ClutterContainer, or actors requiring
13359 * special handling when the text direction changes, should connect to
13360 * the #GObject::notify signal for the #ClutterActor:text-direction property
13365 clutter_actor_set_text_direction (ClutterActor *self,
13366 ClutterTextDirection text_dir)
13368 ClutterActorPrivate *priv;
13370 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13371 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
13375 if (priv->text_direction != text_dir)
13377 priv->text_direction = text_dir;
13379 /* we need to emit the notify::text-direction first, so that
13380 * the sub-classes can catch that and do specific handling of
13381 * the text direction; see clutter_text_direction_changed_cb()
13382 * inside clutter-text.c
13384 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
13386 _clutter_actor_foreach_child (self, set_direction_recursive,
13387 GINT_TO_POINTER (text_dir));
13389 clutter_actor_queue_relayout (self);
13394 _clutter_actor_set_has_pointer (ClutterActor *self,
13395 gboolean has_pointer)
13397 ClutterActorPrivate *priv = self->priv;
13399 if (priv->has_pointer != has_pointer)
13401 priv->has_pointer = has_pointer;
13403 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
13408 * clutter_actor_get_text_direction:
13409 * @self: a #ClutterActor
13411 * Retrieves the value set using clutter_actor_set_text_direction()
13413 * If no text direction has been previously set, the default text
13414 * direction, as returned by clutter_get_default_text_direction(), will
13415 * be returned instead
13417 * Return value: the #ClutterTextDirection for the actor
13421 ClutterTextDirection
13422 clutter_actor_get_text_direction (ClutterActor *self)
13424 ClutterActorPrivate *priv;
13426 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
13427 CLUTTER_TEXT_DIRECTION_LTR);
13431 /* if no direction has been set yet use the default */
13432 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
13433 priv->text_direction = clutter_get_default_text_direction ();
13435 return priv->text_direction;
13439 * clutter_actor_push_internal:
13440 * @self: a #ClutterActor
13442 * Should be used by actors implementing the #ClutterContainer and with
13443 * internal children added through clutter_actor_set_parent(), for instance:
13447 * my_actor_init (MyActor *self)
13449 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
13451 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
13453 * /* calling clutter_actor_set_parent() now will result in
13454 * * the internal flag being set on a child of MyActor
13457 * /* internal child - a background texture */
13458 * self->priv->background_tex = clutter_texture_new ();
13459 * clutter_actor_set_parent (self->priv->background_tex,
13460 * CLUTTER_ACTOR (self));
13462 * /* internal child - a label */
13463 * self->priv->label = clutter_text_new ();
13464 * clutter_actor_set_parent (self->priv->label,
13465 * CLUTTER_ACTOR (self));
13467 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
13469 * /* calling clutter_actor_set_parent() now will not result in
13470 * * the internal flag being set on a child of MyActor
13475 * This function will be used by Clutter to toggle an "internal child"
13476 * flag whenever clutter_actor_set_parent() is called; internal children
13477 * are handled differently by Clutter, specifically when destroying their
13480 * Call clutter_actor_pop_internal() when you finished adding internal
13483 * Nested calls to clutter_actor_push_internal() are allowed, but each
13484 * one must by followed by a clutter_actor_pop_internal() call.
13488 * Deprecated: 1.10: All children of an actor are accessible through
13489 * the #ClutterActor API, and #ClutterActor implements the
13490 * #ClutterContainer interface, so this function is only useful
13491 * for legacy containers overriding the default implementation.
13494 clutter_actor_push_internal (ClutterActor *self)
13496 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13498 self->priv->internal_child += 1;
13502 * clutter_actor_pop_internal:
13503 * @self: a #ClutterActor
13505 * Disables the effects of clutter_actor_push_internal().
13509 * Deprecated: 1.10: All children of an actor are accessible through
13510 * the #ClutterActor API. This function is only useful for legacy
13511 * containers overriding the default implementation of the
13512 * #ClutterContainer interface.
13515 clutter_actor_pop_internal (ClutterActor *self)
13517 ClutterActorPrivate *priv;
13519 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13523 if (priv->internal_child == 0)
13525 g_warning ("Mismatched %s: you need to call "
13526 "clutter_actor_push_composite() at least once before "
13527 "calling this function", G_STRFUNC);
13531 priv->internal_child -= 1;
13535 * clutter_actor_has_pointer:
13536 * @self: a #ClutterActor
13538 * Checks whether an actor contains the pointer of a
13539 * #ClutterInputDevice
13541 * Return value: %TRUE if the actor contains the pointer, and
13547 clutter_actor_has_pointer (ClutterActor *self)
13549 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13551 return self->priv->has_pointer;
13554 /* XXX: This is a workaround for not being able to break the ABI of
13555 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
13556 * clutter_actor_queue_clipped_redraw() for details.
13558 ClutterPaintVolume *
13559 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
13561 return g_object_get_data (G_OBJECT (self),
13562 "-clutter-actor-queue-redraw-clip");
13566 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
13567 ClutterPaintVolume *clip)
13569 g_object_set_data (G_OBJECT (self),
13570 "-clutter-actor-queue-redraw-clip",
13575 * clutter_actor_has_allocation:
13576 * @self: a #ClutterActor
13578 * Checks if the actor has an up-to-date allocation assigned to
13579 * it. This means that the actor should have an allocation: it's
13580 * visible and has a parent. It also means that there is no
13581 * outstanding relayout request in progress for the actor or its
13582 * children (There might be other outstanding layout requests in
13583 * progress that will cause the actor to get a new allocation
13584 * when the stage is laid out, however).
13586 * If this function returns %FALSE, then the actor will normally
13587 * be allocated before it is next drawn on the screen.
13589 * Return value: %TRUE if the actor has an up-to-date allocation
13594 clutter_actor_has_allocation (ClutterActor *self)
13596 ClutterActorPrivate *priv;
13598 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13602 return priv->parent != NULL &&
13603 CLUTTER_ACTOR_IS_VISIBLE (self) &&
13604 !priv->needs_allocation;
13608 * clutter_actor_add_action:
13609 * @self: a #ClutterActor
13610 * @action: a #ClutterAction
13612 * Adds @action to the list of actions applied to @self
13614 * A #ClutterAction can only belong to one actor at a time
13616 * The #ClutterActor will hold a reference on @action until either
13617 * clutter_actor_remove_action() or clutter_actor_clear_actions()
13623 clutter_actor_add_action (ClutterActor *self,
13624 ClutterAction *action)
13626 ClutterActorPrivate *priv;
13628 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13629 g_return_if_fail (CLUTTER_IS_ACTION (action));
13633 if (priv->actions == NULL)
13635 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13636 priv->actions->actor = self;
13639 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
13641 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13645 * clutter_actor_add_action_with_name:
13646 * @self: a #ClutterActor
13647 * @name: the name to set on the action
13648 * @action: a #ClutterAction
13650 * A convenience function for setting the name of a #ClutterAction
13651 * while adding it to the list of actions applied to @self
13653 * This function is the logical equivalent of:
13656 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13657 * clutter_actor_add_action (self, action);
13663 clutter_actor_add_action_with_name (ClutterActor *self,
13665 ClutterAction *action)
13667 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13668 g_return_if_fail (name != NULL);
13669 g_return_if_fail (CLUTTER_IS_ACTION (action));
13671 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13672 clutter_actor_add_action (self, action);
13676 * clutter_actor_remove_action:
13677 * @self: a #ClutterActor
13678 * @action: a #ClutterAction
13680 * Removes @action from the list of actions applied to @self
13682 * The reference held by @self on the #ClutterAction will be released
13687 clutter_actor_remove_action (ClutterActor *self,
13688 ClutterAction *action)
13690 ClutterActorPrivate *priv;
13692 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13693 g_return_if_fail (CLUTTER_IS_ACTION (action));
13697 if (priv->actions == NULL)
13700 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
13702 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13706 * clutter_actor_remove_action_by_name:
13707 * @self: a #ClutterActor
13708 * @name: the name of the action to remove
13710 * Removes the #ClutterAction with the given name from the list
13711 * of actions applied to @self
13716 clutter_actor_remove_action_by_name (ClutterActor *self,
13719 ClutterActorPrivate *priv;
13720 ClutterActorMeta *meta;
13722 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13723 g_return_if_fail (name != NULL);
13727 if (priv->actions == NULL)
13730 meta = _clutter_meta_group_get_meta (priv->actions, name);
13734 _clutter_meta_group_remove_meta (priv->actions, meta);
13736 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13740 * clutter_actor_get_actions:
13741 * @self: a #ClutterActor
13743 * Retrieves the list of actions applied to @self
13745 * Return value: (transfer container) (element-type Clutter.Action): a copy
13746 * of the list of #ClutterAction<!-- -->s. The contents of the list are
13747 * owned by the #ClutterActor. Use g_list_free() to free the resources
13748 * allocated by the returned #GList
13753 clutter_actor_get_actions (ClutterActor *self)
13755 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13757 if (self->priv->actions == NULL)
13760 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
13764 * clutter_actor_get_action:
13765 * @self: a #ClutterActor
13766 * @name: the name of the action to retrieve
13768 * Retrieves the #ClutterAction with the given name in the list
13769 * of actions applied to @self
13771 * Return value: (transfer none): a #ClutterAction for the given
13772 * name, or %NULL. The returned #ClutterAction is owned by the
13773 * actor and it should not be unreferenced directly
13778 clutter_actor_get_action (ClutterActor *self,
13781 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13782 g_return_val_if_fail (name != NULL, NULL);
13784 if (self->priv->actions == NULL)
13787 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
13791 * clutter_actor_clear_actions:
13792 * @self: a #ClutterActor
13794 * Clears the list of actions applied to @self
13799 clutter_actor_clear_actions (ClutterActor *self)
13801 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13803 if (self->priv->actions == NULL)
13806 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
13810 * clutter_actor_add_constraint:
13811 * @self: a #ClutterActor
13812 * @constraint: a #ClutterConstraint
13814 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
13817 * The #ClutterActor will hold a reference on the @constraint until
13818 * either clutter_actor_remove_constraint() or
13819 * clutter_actor_clear_constraints() is called.
13824 clutter_actor_add_constraint (ClutterActor *self,
13825 ClutterConstraint *constraint)
13827 ClutterActorPrivate *priv;
13829 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13830 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13834 if (priv->constraints == NULL)
13836 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13837 priv->constraints->actor = self;
13840 _clutter_meta_group_add_meta (priv->constraints,
13841 CLUTTER_ACTOR_META (constraint));
13842 clutter_actor_queue_relayout (self);
13844 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13848 * clutter_actor_add_constraint_with_name:
13849 * @self: a #ClutterActor
13850 * @name: the name to set on the constraint
13851 * @constraint: a #ClutterConstraint
13853 * A convenience function for setting the name of a #ClutterConstraint
13854 * while adding it to the list of constraints applied to @self
13856 * This function is the logical equivalent of:
13859 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13860 * clutter_actor_add_constraint (self, constraint);
13866 clutter_actor_add_constraint_with_name (ClutterActor *self,
13868 ClutterConstraint *constraint)
13870 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13871 g_return_if_fail (name != NULL);
13872 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13874 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13875 clutter_actor_add_constraint (self, constraint);
13879 * clutter_actor_remove_constraint:
13880 * @self: a #ClutterActor
13881 * @constraint: a #ClutterConstraint
13883 * Removes @constraint from the list of constraints applied to @self
13885 * The reference held by @self on the #ClutterConstraint will be released
13890 clutter_actor_remove_constraint (ClutterActor *self,
13891 ClutterConstraint *constraint)
13893 ClutterActorPrivate *priv;
13895 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13896 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13900 if (priv->constraints == NULL)
13903 _clutter_meta_group_remove_meta (priv->constraints,
13904 CLUTTER_ACTOR_META (constraint));
13905 clutter_actor_queue_relayout (self);
13907 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13911 * clutter_actor_remove_constraint_by_name:
13912 * @self: a #ClutterActor
13913 * @name: the name of the constraint to remove
13915 * Removes the #ClutterConstraint with the given name from the list
13916 * of constraints applied to @self
13921 clutter_actor_remove_constraint_by_name (ClutterActor *self,
13924 ClutterActorPrivate *priv;
13925 ClutterActorMeta *meta;
13927 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13928 g_return_if_fail (name != NULL);
13932 if (priv->constraints == NULL)
13935 meta = _clutter_meta_group_get_meta (priv->constraints, name);
13939 _clutter_meta_group_remove_meta (priv->constraints, meta);
13940 clutter_actor_queue_relayout (self);
13944 * clutter_actor_get_constraints:
13945 * @self: a #ClutterActor
13947 * Retrieves the list of constraints applied to @self
13949 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
13950 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
13951 * owned by the #ClutterActor. Use g_list_free() to free the resources
13952 * allocated by the returned #GList
13957 clutter_actor_get_constraints (ClutterActor *self)
13959 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13961 if (self->priv->constraints == NULL)
13964 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
13968 * clutter_actor_get_constraint:
13969 * @self: a #ClutterActor
13970 * @name: the name of the constraint to retrieve
13972 * Retrieves the #ClutterConstraint with the given name in the list
13973 * of constraints applied to @self
13975 * Return value: (transfer none): a #ClutterConstraint for the given
13976 * name, or %NULL. The returned #ClutterConstraint is owned by the
13977 * actor and it should not be unreferenced directly
13981 ClutterConstraint *
13982 clutter_actor_get_constraint (ClutterActor *self,
13985 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13986 g_return_val_if_fail (name != NULL, NULL);
13988 if (self->priv->constraints == NULL)
13991 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
13995 * clutter_actor_clear_constraints:
13996 * @self: a #ClutterActor
13998 * Clears the list of constraints applied to @self
14003 clutter_actor_clear_constraints (ClutterActor *self)
14005 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14007 if (self->priv->constraints == NULL)
14010 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
14012 clutter_actor_queue_relayout (self);
14016 * clutter_actor_set_clip_to_allocation:
14017 * @self: a #ClutterActor
14018 * @clip_set: %TRUE to apply a clip tracking the allocation
14020 * Sets whether @self should be clipped to the same size as its
14026 clutter_actor_set_clip_to_allocation (ClutterActor *self,
14029 ClutterActorPrivate *priv;
14031 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14033 clip_set = !!clip_set;
14037 if (priv->clip_to_allocation != clip_set)
14039 priv->clip_to_allocation = clip_set;
14041 clutter_actor_queue_redraw (self);
14043 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
14048 * clutter_actor_get_clip_to_allocation:
14049 * @self: a #ClutterActor
14051 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
14053 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
14058 clutter_actor_get_clip_to_allocation (ClutterActor *self)
14060 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14062 return self->priv->clip_to_allocation;
14066 * clutter_actor_add_effect:
14067 * @self: a #ClutterActor
14068 * @effect: a #ClutterEffect
14070 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
14072 * The #ClutterActor will hold a reference on the @effect until either
14073 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
14079 clutter_actor_add_effect (ClutterActor *self,
14080 ClutterEffect *effect)
14082 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14083 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14085 _clutter_actor_add_effect_internal (self, effect);
14087 clutter_actor_queue_redraw (self);
14089 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14093 * clutter_actor_add_effect_with_name:
14094 * @self: a #ClutterActor
14095 * @name: the name to set on the effect
14096 * @effect: a #ClutterEffect
14098 * A convenience function for setting the name of a #ClutterEffect
14099 * while adding it to the list of effectss applied to @self
14101 * This function is the logical equivalent of:
14104 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14105 * clutter_actor_add_effect (self, effect);
14111 clutter_actor_add_effect_with_name (ClutterActor *self,
14113 ClutterEffect *effect)
14115 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14116 g_return_if_fail (name != NULL);
14117 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14119 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14120 clutter_actor_add_effect (self, effect);
14124 * clutter_actor_remove_effect:
14125 * @self: a #ClutterActor
14126 * @effect: a #ClutterEffect
14128 * Removes @effect from the list of effects applied to @self
14130 * The reference held by @self on the #ClutterEffect will be released
14135 clutter_actor_remove_effect (ClutterActor *self,
14136 ClutterEffect *effect)
14138 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14139 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14141 _clutter_actor_remove_effect_internal (self, effect);
14143 clutter_actor_queue_redraw (self);
14145 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14149 * clutter_actor_remove_effect_by_name:
14150 * @self: a #ClutterActor
14151 * @name: the name of the effect to remove
14153 * Removes the #ClutterEffect with the given name from the list
14154 * of effects applied to @self
14159 clutter_actor_remove_effect_by_name (ClutterActor *self,
14162 ClutterActorPrivate *priv;
14163 ClutterActorMeta *meta;
14165 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14166 g_return_if_fail (name != NULL);
14170 if (priv->effects == NULL)
14173 meta = _clutter_meta_group_get_meta (priv->effects, name);
14177 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
14181 * clutter_actor_get_effects:
14182 * @self: a #ClutterActor
14184 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
14186 * Return value: (transfer container) (element-type Clutter.Effect): a list
14187 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
14188 * list are owned by Clutter and they should not be freed. You should
14189 * free the returned list using g_list_free() when done
14194 clutter_actor_get_effects (ClutterActor *self)
14196 ClutterActorPrivate *priv;
14198 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14202 if (priv->effects == NULL)
14205 return _clutter_meta_group_get_metas_no_internal (priv->effects);
14209 * clutter_actor_get_effect:
14210 * @self: a #ClutterActor
14211 * @name: the name of the effect to retrieve
14213 * Retrieves the #ClutterEffect with the given name in the list
14214 * of effects applied to @self
14216 * Return value: (transfer none): a #ClutterEffect for the given
14217 * name, or %NULL. The returned #ClutterEffect is owned by the
14218 * actor and it should not be unreferenced directly
14223 clutter_actor_get_effect (ClutterActor *self,
14226 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14227 g_return_val_if_fail (name != NULL, NULL);
14229 if (self->priv->effects == NULL)
14232 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
14236 * clutter_actor_clear_effects:
14237 * @self: a #ClutterActor
14239 * Clears the list of effects applied to @self
14244 clutter_actor_clear_effects (ClutterActor *self)
14246 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14248 if (self->priv->effects == NULL)
14251 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
14253 clutter_actor_queue_redraw (self);
14257 * clutter_actor_has_key_focus:
14258 * @self: a #ClutterActor
14260 * Checks whether @self is the #ClutterActor that has key focus
14262 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
14267 clutter_actor_has_key_focus (ClutterActor *self)
14269 ClutterActor *stage;
14271 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14273 stage = _clutter_actor_get_stage_internal (self);
14277 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
14281 _clutter_actor_get_paint_volume_real (ClutterActor *self,
14282 ClutterPaintVolume *pv)
14284 ClutterActorPrivate *priv = self->priv;
14286 /* Actors are only expected to report a valid paint volume
14287 * while they have a valid allocation. */
14288 if (G_UNLIKELY (priv->needs_allocation))
14290 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14291 "Actor needs allocation",
14292 _clutter_actor_get_debug_name (self));
14296 /* Check if there are any handlers connected to the paint
14297 * signal. If there are then all bets are off for what the paint
14298 * volume for this actor might possibly be!
14300 * XXX: It's expected that this is going to end up being quite a
14301 * costly check to have to do here, but we haven't come up with
14302 * another solution that can reliably catch paint signal handlers at
14303 * the right time to either avoid artefacts due to invalid stage
14304 * clipping or due to incorrect culling.
14306 * Previously we checked in clutter_actor_paint(), but at that time
14307 * we may already be using a stage clip that could be derived from
14308 * an invalid paint-volume. We used to try and handle that by
14309 * queuing a follow up, unclipped, redraw but still the previous
14310 * checking wasn't enough to catch invalid volumes involved in
14311 * culling (considering that containers may derive their volume from
14312 * children that haven't yet been painted)
14314 * Longer term, improved solutions could be:
14315 * - Disallow painting in the paint signal, only allow using it
14316 * for tracking when paints happen. We can add another API that
14317 * allows monkey patching the paint of arbitrary actors but in a
14318 * more controlled way and that also supports modifying the
14320 * - If we could be notified somehow when signal handlers are
14321 * connected we wouldn't have to poll for handlers like this.
14323 if (g_signal_has_handler_pending (self,
14324 actor_signals[PAINT],
14328 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14329 "Actor has \"paint\" signal handlers",
14330 _clutter_actor_get_debug_name (self));
14334 _clutter_paint_volume_init_static (pv, self);
14336 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
14338 clutter_paint_volume_free (pv);
14339 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14340 "Actor failed to report a volume",
14341 _clutter_actor_get_debug_name (self));
14345 /* since effects can modify the paint volume, we allow them to actually
14346 * do this by making get_paint_volume() "context sensitive"
14348 if (priv->effects != NULL)
14350 if (priv->current_effect != NULL)
14352 const GList *effects, *l;
14354 /* if we are being called from within the paint sequence of
14355 * an actor, get the paint volume up to the current effect
14357 effects = _clutter_meta_group_peek_metas (priv->effects);
14359 l != NULL || (l != NULL && l->data != priv->current_effect);
14362 if (!_clutter_effect_get_paint_volume (l->data, pv))
14364 clutter_paint_volume_free (pv);
14365 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14366 "Effect (%s) failed to report a volume",
14367 _clutter_actor_get_debug_name (self),
14368 _clutter_actor_meta_get_debug_name (l->data));
14375 const GList *effects, *l;
14377 /* otherwise, get the cumulative volume */
14378 effects = _clutter_meta_group_peek_metas (priv->effects);
14379 for (l = effects; l != NULL; l = l->next)
14380 if (!_clutter_effect_get_paint_volume (l->data, pv))
14382 clutter_paint_volume_free (pv);
14383 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14384 "Effect (%s) failed to report a volume",
14385 _clutter_actor_get_debug_name (self),
14386 _clutter_actor_meta_get_debug_name (l->data));
14395 /* The public clutter_actor_get_paint_volume API returns a const
14396 * pointer since we return a pointer directly to the cached
14397 * PaintVolume associated with the actor and don't want the user to
14398 * inadvertently modify it, but for internal uses we sometimes need
14399 * access to the same PaintVolume but need to apply some book-keeping
14400 * modifications to it so we don't want a const pointer.
14402 static ClutterPaintVolume *
14403 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
14405 ClutterActorPrivate *priv;
14409 if (priv->paint_volume_valid)
14410 clutter_paint_volume_free (&priv->paint_volume);
14412 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
14414 priv->paint_volume_valid = TRUE;
14415 return &priv->paint_volume;
14419 priv->paint_volume_valid = FALSE;
14425 * clutter_actor_get_paint_volume:
14426 * @self: a #ClutterActor
14428 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
14429 * when a paint volume can't be determined.
14431 * The paint volume is defined as the 3D space occupied by an actor
14432 * when being painted.
14434 * This function will call the <function>get_paint_volume()</function>
14435 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
14436 * should not usually care about overriding the default implementation,
14437 * unless they are, for instance: painting outside their allocation, or
14438 * actors with a depth factor (not in terms of #ClutterActor:depth but real
14441 * <note>2D actors overriding <function>get_paint_volume()</function>
14442 * ensure their volume has a depth of 0. (This will be true so long as
14443 * you don't call clutter_paint_volume_set_depth().)</note>
14445 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14446 * or %NULL if no volume could be determined.
14450 const ClutterPaintVolume *
14451 clutter_actor_get_paint_volume (ClutterActor *self)
14453 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14455 return _clutter_actor_get_paint_volume_mutable (self);
14459 * clutter_actor_get_transformed_paint_volume:
14460 * @self: a #ClutterActor
14461 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
14462 * (or %NULL for the stage)
14464 * Retrieves the 3D paint volume of an actor like
14465 * clutter_actor_get_paint_volume() does (Please refer to the
14466 * documentation of clutter_actor_get_paint_volume() for more
14467 * details.) and it additionally transforms the paint volume into the
14468 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
14469 * is passed for @relative_to_ancestor)
14471 * This can be used by containers that base their paint volume on
14472 * the volume of their children. Such containers can query the
14473 * transformed paint volume of all of its children and union them
14474 * together using clutter_paint_volume_union().
14476 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14477 * or %NULL if no volume could be determined.
14481 const ClutterPaintVolume *
14482 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
14483 ClutterActor *relative_to_ancestor)
14485 const ClutterPaintVolume *volume;
14486 ClutterActor *stage;
14487 ClutterPaintVolume *transformed_volume;
14489 stage = _clutter_actor_get_stage_internal (self);
14490 if (G_UNLIKELY (stage == NULL))
14493 if (relative_to_ancestor == NULL)
14494 relative_to_ancestor = stage;
14496 volume = clutter_actor_get_paint_volume (self);
14497 if (volume == NULL)
14500 transformed_volume =
14501 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
14503 _clutter_paint_volume_copy_static (volume, transformed_volume);
14505 _clutter_paint_volume_transform_relative (transformed_volume,
14506 relative_to_ancestor);
14508 return transformed_volume;
14512 * clutter_actor_get_paint_box:
14513 * @self: a #ClutterActor
14514 * @box: (out): return location for a #ClutterActorBox
14516 * Retrieves the paint volume of the passed #ClutterActor, and
14517 * transforms it into a 2D bounding box in stage coordinates.
14519 * This function is useful to determine the on screen area occupied by
14520 * the actor. The box is only an approximation and may often be
14521 * considerably larger due to the optimizations used to calculate the
14522 * box. The box is never smaller though, so it can reliably be used
14525 * There are times when a 2D paint box can't be determined, e.g.
14526 * because the actor isn't yet parented under a stage or because
14527 * the actor is unable to determine a paint volume.
14529 * Return value: %TRUE if a 2D paint box could be determined, else
14535 clutter_actor_get_paint_box (ClutterActor *self,
14536 ClutterActorBox *box)
14538 ClutterActor *stage;
14539 ClutterPaintVolume *pv;
14541 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14542 g_return_val_if_fail (box != NULL, FALSE);
14544 stage = _clutter_actor_get_stage_internal (self);
14545 if (G_UNLIKELY (!stage))
14548 pv = _clutter_actor_get_paint_volume_mutable (self);
14549 if (G_UNLIKELY (!pv))
14552 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
14558 * clutter_actor_has_overlaps:
14559 * @self: A #ClutterActor
14561 * Asks the actor's implementation whether it may contain overlapping
14564 * For example; Clutter may use this to determine whether the painting
14565 * should be redirected to an offscreen buffer to correctly implement
14566 * the opacity property.
14568 * Custom actors can override the default response by implementing the
14569 * #ClutterActor <function>has_overlaps</function> virtual function. See
14570 * clutter_actor_set_offscreen_redirect() for more information.
14572 * Return value: %TRUE if the actor may have overlapping primitives, and
14578 clutter_actor_has_overlaps (ClutterActor *self)
14580 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14582 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
14586 * clutter_actor_has_effects:
14587 * @self: A #ClutterActor
14589 * Returns whether the actor has any effects applied.
14591 * Return value: %TRUE if the actor has any effects,
14597 clutter_actor_has_effects (ClutterActor *self)
14599 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14601 if (self->priv->effects == NULL)
14604 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
14608 * clutter_actor_has_constraints:
14609 * @self: A #ClutterActor
14611 * Returns whether the actor has any constraints applied.
14613 * Return value: %TRUE if the actor has any constraints,
14619 clutter_actor_has_constraints (ClutterActor *self)
14621 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14623 return self->priv->constraints != NULL;
14627 * clutter_actor_has_actions:
14628 * @self: A #ClutterActor
14630 * Returns whether the actor has any actions applied.
14632 * Return value: %TRUE if the actor has any actions,
14638 clutter_actor_has_actions (ClutterActor *self)
14640 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14642 return self->priv->actions != NULL;
14646 * clutter_actor_get_n_children:
14647 * @self: a #ClutterActor
14649 * Retrieves the number of children of @self.
14651 * Return value: the number of children of an actor
14656 clutter_actor_get_n_children (ClutterActor *self)
14658 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14660 return self->priv->n_children;
14664 * clutter_actor_get_child_at_index:
14665 * @self: a #ClutterActor
14666 * @index_: the position in the list of children
14668 * Retrieves the actor at the given @index_ inside the list of
14669 * children of @self.
14671 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
14676 clutter_actor_get_child_at_index (ClutterActor *self,
14679 ClutterActor *iter;
14682 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14683 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
14685 for (iter = self->priv->first_child, i = 0;
14686 iter != NULL && i < index_;
14687 iter = iter->priv->next_sibling, i += 1)
14694 * _clutter_actor_foreach_child:
14695 * @actor: The actor whos children you want to iterate
14696 * @callback: The function to call for each child
14697 * @user_data: Private data to pass to @callback
14699 * Calls a given @callback once for each child of the specified @actor and
14700 * passing the @user_data pointer each time.
14702 * Return value: returns %TRUE if all children were iterated, else
14703 * %FALSE if a callback broke out of iteration early.
14706 _clutter_actor_foreach_child (ClutterActor *self,
14707 ClutterForeachCallback callback,
14708 gpointer user_data)
14710 ClutterActorPrivate *priv = self->priv;
14711 ClutterActor *iter;
14714 for (cont = TRUE, iter = priv->first_child;
14715 cont && iter != NULL;
14716 iter = iter->priv->next_sibling)
14718 cont = callback (iter, user_data);
14724 /* For debugging purposes this gives us a simple way to print out
14725 * the scenegraph e.g in gdb using:
14727 * _clutter_actor_traverse (stage,
14729 * _clutter_debug_print_actor_cb,
14734 ClutterActorTraverseVisitFlags
14735 _clutter_debug_print_actor_cb (ClutterActor *actor,
14739 g_print ("%*s%s:%p\n",
14741 _clutter_actor_get_debug_name (actor),
14744 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14748 _clutter_actor_traverse_breadth (ClutterActor *actor,
14749 ClutterTraverseCallback callback,
14750 gpointer user_data)
14752 GQueue *queue = g_queue_new ();
14753 ClutterActor dummy;
14754 int current_depth = 0;
14756 g_queue_push_tail (queue, actor);
14757 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
14759 while ((actor = g_queue_pop_head (queue)))
14761 ClutterActorTraverseVisitFlags flags;
14763 if (actor == &dummy)
14766 g_queue_push_tail (queue, &dummy);
14770 flags = callback (actor, current_depth, user_data);
14771 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14773 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14775 ClutterActor *iter;
14777 for (iter = actor->priv->first_child;
14779 iter = iter->priv->next_sibling)
14781 g_queue_push_tail (queue, iter);
14786 g_queue_free (queue);
14789 static ClutterActorTraverseVisitFlags
14790 _clutter_actor_traverse_depth (ClutterActor *actor,
14791 ClutterTraverseCallback before_children_callback,
14792 ClutterTraverseCallback after_children_callback,
14794 gpointer user_data)
14796 ClutterActorTraverseVisitFlags flags;
14798 flags = before_children_callback (actor, current_depth, user_data);
14799 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14800 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14802 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14804 ClutterActor *iter;
14806 for (iter = actor->priv->first_child;
14808 iter = iter->priv->next_sibling)
14810 flags = _clutter_actor_traverse_depth (iter,
14811 before_children_callback,
14812 after_children_callback,
14816 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14817 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14821 if (after_children_callback)
14822 return after_children_callback (actor, current_depth, user_data);
14824 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14827 /* _clutter_actor_traverse:
14828 * @actor: The actor to start traversing the graph from
14829 * @flags: These flags may affect how the traversal is done
14830 * @before_children_callback: A function to call before visiting the
14831 * children of the current actor.
14832 * @after_children_callback: A function to call after visiting the
14833 * children of the current actor. (Ignored if
14834 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
14835 * @user_data: The private data to pass to the callbacks
14837 * Traverses the scenegraph starting at the specified @actor and
14838 * descending through all its children and its children's children.
14839 * For each actor traversed @before_children_callback and
14840 * @after_children_callback are called with the specified
14841 * @user_data, before and after visiting that actor's children.
14843 * The callbacks can return flags that affect the ongoing traversal
14844 * such as by skipping over an actors children or bailing out of
14845 * any further traversing.
14848 _clutter_actor_traverse (ClutterActor *actor,
14849 ClutterActorTraverseFlags flags,
14850 ClutterTraverseCallback before_children_callback,
14851 ClutterTraverseCallback after_children_callback,
14852 gpointer user_data)
14854 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
14855 _clutter_actor_traverse_breadth (actor,
14856 before_children_callback,
14858 else /* DEPTH_FIRST */
14859 _clutter_actor_traverse_depth (actor,
14860 before_children_callback,
14861 after_children_callback,
14862 0, /* start depth */
14867 on_layout_manager_changed (ClutterLayoutManager *manager,
14868 ClutterActor *self)
14870 clutter_actor_queue_relayout (self);
14874 * clutter_actor_set_layout_manager:
14875 * @self: a #ClutterActor
14876 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
14878 * Sets the #ClutterLayoutManager delegate object that will be used to
14879 * lay out the children of @self.
14881 * The #ClutterActor will take a reference on the passed @manager which
14882 * will be released either when the layout manager is removed, or when
14883 * the actor is destroyed.
14888 clutter_actor_set_layout_manager (ClutterActor *self,
14889 ClutterLayoutManager *manager)
14891 ClutterActorPrivate *priv;
14893 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14894 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
14898 if (priv->layout_manager != NULL)
14900 g_signal_handlers_disconnect_by_func (priv->layout_manager,
14901 G_CALLBACK (on_layout_manager_changed),
14903 clutter_layout_manager_set_container (priv->layout_manager, NULL);
14904 g_object_unref (priv->layout_manager);
14907 priv->layout_manager = manager;
14909 if (priv->layout_manager != NULL)
14911 g_object_ref_sink (priv->layout_manager);
14912 clutter_layout_manager_set_container (priv->layout_manager,
14913 CLUTTER_CONTAINER (self));
14914 g_signal_connect (priv->layout_manager, "layout-changed",
14915 G_CALLBACK (on_layout_manager_changed),
14919 clutter_actor_queue_relayout (self);
14921 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
14925 * clutter_actor_get_layout_manager:
14926 * @self: a #ClutterActor
14928 * Retrieves the #ClutterLayoutManager used by @self.
14930 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
14935 ClutterLayoutManager *
14936 clutter_actor_get_layout_manager (ClutterActor *self)
14938 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14940 return self->priv->layout_manager;
14943 static const ClutterLayoutInfo default_layout_info = {
14946 { 0, 0, 0, 0 }, /* margin */
14947 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
14948 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
14949 0.f, 0.f, /* min_width, natural_width */
14950 0.f, 0.f, /* natual_width, natural_height */
14954 layout_info_free (gpointer data)
14956 if (G_LIKELY (data != NULL))
14957 g_slice_free (ClutterLayoutInfo, data);
14961 * _clutter_actor_get_layout_info:
14962 * @self: a #ClutterActor
14964 * Retrieves a pointer to the ClutterLayoutInfo structure.
14966 * If the actor does not have a ClutterLayoutInfo associated to it, one
14967 * will be created and initialized to the default values.
14969 * This function should be used for setters.
14971 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
14974 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
14976 ClutterLayoutInfo *
14977 _clutter_actor_get_layout_info (ClutterActor *self)
14979 ClutterLayoutInfo *retval;
14981 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
14982 if (retval == NULL)
14984 retval = g_slice_new (ClutterLayoutInfo);
14986 *retval = default_layout_info;
14988 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
14997 * _clutter_actor_get_layout_info_or_defaults:
14998 * @self: a #ClutterActor
15000 * Retrieves the ClutterLayoutInfo structure associated to an actor.
15002 * If the actor does not have a ClutterLayoutInfo structure associated to it,
15003 * then the default structure will be returned.
15005 * This function should only be used for getters.
15007 * Return value: a const pointer to the ClutterLayoutInfo structure
15009 const ClutterLayoutInfo *
15010 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
15012 const ClutterLayoutInfo *info;
15014 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15016 return &default_layout_info;
15022 * clutter_actor_set_x_align:
15023 * @self: a #ClutterActor
15024 * @x_align: the horizontal alignment policy
15026 * Sets the horizontal alignment policy of a #ClutterActor, in case the
15027 * actor received extra horizontal space.
15029 * See also the #ClutterActor:x-align property.
15034 clutter_actor_set_x_align (ClutterActor *self,
15035 ClutterActorAlign x_align)
15037 ClutterLayoutInfo *info;
15039 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15041 info = _clutter_actor_get_layout_info (self);
15043 if (info->x_align != x_align)
15045 info->x_align = x_align;
15047 clutter_actor_queue_relayout (self);
15049 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
15054 * clutter_actor_get_x_align:
15055 * @self: a #ClutterActor
15057 * Retrieves the horizontal alignment policy set using
15058 * clutter_actor_set_x_align().
15060 * Return value: the horizontal alignment policy.
15065 clutter_actor_get_x_align (ClutterActor *self)
15067 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15069 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
15073 * clutter_actor_set_y_align:
15074 * @self: a #ClutterActor
15075 * @y_align: the vertical alignment policy
15077 * Sets the vertical alignment policy of a #ClutterActor, in case the
15078 * actor received extra vertical space.
15080 * See also the #ClutterActor:y-align property.
15085 clutter_actor_set_y_align (ClutterActor *self,
15086 ClutterActorAlign y_align)
15088 ClutterLayoutInfo *info;
15090 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15092 info = _clutter_actor_get_layout_info (self);
15094 if (info->y_align != y_align)
15096 info->y_align = y_align;
15098 clutter_actor_queue_relayout (self);
15100 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
15105 * clutter_actor_get_y_align:
15106 * @self: a #ClutterActor
15108 * Retrieves the vertical alignment policy set using
15109 * clutter_actor_set_y_align().
15111 * Return value: the vertical alignment policy.
15116 clutter_actor_get_y_align (ClutterActor *self)
15118 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15120 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
15125 * clutter_margin_new:
15127 * Creates a new #ClutterMargin.
15129 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
15130 * clutter_margin_free() to free the resources associated with it when
15136 clutter_margin_new (void)
15138 return g_slice_new0 (ClutterMargin);
15142 * clutter_margin_copy:
15143 * @margin_: a #ClutterMargin
15145 * Creates a new #ClutterMargin and copies the contents of @margin_ into
15146 * the newly created structure.
15148 * Return value: (transfer full): a copy of the #ClutterMargin.
15153 clutter_margin_copy (const ClutterMargin *margin_)
15155 if (G_LIKELY (margin_ != NULL))
15156 return g_slice_dup (ClutterMargin, margin_);
15162 * clutter_margin_free:
15163 * @margin_: a #ClutterMargin
15165 * Frees the resources allocated by clutter_margin_new() and
15166 * clutter_margin_copy().
15171 clutter_margin_free (ClutterMargin *margin_)
15173 if (G_LIKELY (margin_ != NULL))
15174 g_slice_free (ClutterMargin, margin_);
15177 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
15178 clutter_margin_copy,
15179 clutter_margin_free)
15182 * clutter_actor_set_margin:
15183 * @self: a #ClutterActor
15184 * @margin: a #ClutterMargin
15186 * Sets all the components of the margin of a #ClutterActor.
15191 clutter_actor_set_margin (ClutterActor *self,
15192 const ClutterMargin *margin)
15194 ClutterLayoutInfo *info;
15198 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15199 g_return_if_fail (margin != NULL);
15201 obj = G_OBJECT (self);
15204 g_object_freeze_notify (obj);
15206 info = _clutter_actor_get_layout_info (self);
15208 if (info->margin.top != margin->top)
15210 info->margin.top = margin->top;
15211 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
15215 if (info->margin.right != margin->right)
15217 info->margin.right = margin->right;
15218 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
15222 if (info->margin.bottom != margin->bottom)
15224 info->margin.bottom = margin->bottom;
15225 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
15229 if (info->margin.left != margin->left)
15231 info->margin.left = margin->left;
15232 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
15237 clutter_actor_queue_relayout (self);
15239 g_object_thaw_notify (obj);
15243 * clutter_actor_get_margin:
15244 * @self: a #ClutterActor
15245 * @margin: (out caller-allocates): return location for a #ClutterMargin
15247 * Retrieves all the components of the margin of a #ClutterActor.
15252 clutter_actor_get_margin (ClutterActor *self,
15253 ClutterMargin *margin)
15255 const ClutterLayoutInfo *info;
15257 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15258 g_return_if_fail (margin != NULL);
15260 info = _clutter_actor_get_layout_info_or_defaults (self);
15262 *margin = info->margin;
15266 * clutter_actor_set_margin_top:
15267 * @self: a #ClutterActor
15268 * @margin: the top margin
15270 * Sets the margin from the top of a #ClutterActor.
15275 clutter_actor_set_margin_top (ClutterActor *self,
15278 ClutterLayoutInfo *info;
15280 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15281 g_return_if_fail (margin >= 0.f);
15283 info = _clutter_actor_get_layout_info (self);
15285 if (info->margin.top == margin)
15288 info->margin.top = margin;
15290 clutter_actor_queue_relayout (self);
15292 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
15296 * clutter_actor_get_margin_top:
15297 * @self: a #ClutterActor
15299 * Retrieves the top margin of a #ClutterActor.
15301 * Return value: the top margin
15306 clutter_actor_get_margin_top (ClutterActor *self)
15308 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15310 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
15314 * clutter_actor_set_margin_bottom:
15315 * @self: a #ClutterActor
15316 * @margin: the bottom margin
15318 * Sets the margin from the bottom of a #ClutterActor.
15323 clutter_actor_set_margin_bottom (ClutterActor *self,
15326 ClutterLayoutInfo *info;
15328 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15329 g_return_if_fail (margin >= 0.f);
15331 info = _clutter_actor_get_layout_info (self);
15333 if (info->margin.bottom == margin)
15336 info->margin.bottom = margin;
15338 clutter_actor_queue_relayout (self);
15340 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
15344 * clutter_actor_get_margin_bottom:
15345 * @self: a #ClutterActor
15347 * Retrieves the bottom margin of a #ClutterActor.
15349 * Return value: the bottom margin
15354 clutter_actor_get_margin_bottom (ClutterActor *self)
15356 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15358 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
15362 * clutter_actor_set_margin_left:
15363 * @self: a #ClutterActor
15364 * @margin: the left margin
15366 * Sets the margin from the left of a #ClutterActor.
15371 clutter_actor_set_margin_left (ClutterActor *self,
15374 ClutterLayoutInfo *info;
15376 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15377 g_return_if_fail (margin >= 0.f);
15379 info = _clutter_actor_get_layout_info (self);
15381 if (info->margin.left == margin)
15384 info->margin.left = margin;
15386 clutter_actor_queue_relayout (self);
15388 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
15392 * clutter_actor_get_margin_left:
15393 * @self: a #ClutterActor
15395 * Retrieves the left margin of a #ClutterActor.
15397 * Return value: the left margin
15402 clutter_actor_get_margin_left (ClutterActor *self)
15404 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15406 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
15410 * clutter_actor_set_margin_right:
15411 * @self: a #ClutterActor
15412 * @margin: the right margin
15414 * Sets the margin from the right of a #ClutterActor.
15419 clutter_actor_set_margin_right (ClutterActor *self,
15422 ClutterLayoutInfo *info;
15424 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15425 g_return_if_fail (margin >= 0.f);
15427 info = _clutter_actor_get_layout_info (self);
15429 if (info->margin.right == margin)
15432 info->margin.right = margin;
15434 clutter_actor_queue_relayout (self);
15436 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
15440 * clutter_actor_get_margin_right:
15441 * @self: a #ClutterActor
15443 * Retrieves the right margin of a #ClutterActor.
15445 * Return value: the right margin
15450 clutter_actor_get_margin_right (ClutterActor *self)
15452 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15454 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
15458 * clutter_actor_set_background_color:
15459 * @self: a #ClutterActor
15460 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
15463 * Sets the background color of a #ClutterActor.
15465 * The background color will be used to cover the whole allocation of the
15466 * actor. The default background color of an actor is transparent.
15468 * To check whether an actor has a background color, you can use the
15469 * #ClutterActor:background-color-set actor property.
15474 clutter_actor_set_background_color (ClutterActor *self,
15475 const ClutterColor *color)
15477 ClutterActorPrivate *priv;
15479 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15485 priv->bg_color_set = FALSE;
15486 g_object_notify_by_pspec (G_OBJECT (self),
15487 obj_props[PROP_BACKGROUND_COLOR_SET]);
15491 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
15494 priv->bg_color = *color;
15495 priv->bg_color_set = TRUE;
15497 clutter_actor_queue_redraw (self);
15499 g_object_notify_by_pspec (G_OBJECT (self),
15500 obj_props[PROP_BACKGROUND_COLOR_SET]);
15501 g_object_notify_by_pspec (G_OBJECT (self),
15502 obj_props[PROP_BACKGROUND_COLOR]);
15506 * clutter_actor_get_background_color:
15507 * @self: a #ClutterActor
15508 * @color: (out caller-allocates): return location for a #ClutterColor
15510 * Retrieves the color set using clutter_actor_set_background_color().
15515 clutter_actor_get_background_color (ClutterActor *self,
15516 ClutterColor *color)
15518 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15519 g_return_if_fail (color != NULL);
15521 *color = self->priv->bg_color;
15525 * clutter_actor_get_previous_sibling:
15526 * @self: a #ClutterActor
15528 * Retrieves the sibling of @self that comes before it in the list
15529 * of children of @self's parent.
15531 * The returned pointer is only valid until the scene graph changes; it
15532 * is not safe to modify the list of children of @self while iterating
15535 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15540 clutter_actor_get_previous_sibling (ClutterActor *self)
15542 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15544 return self->priv->prev_sibling;
15548 * clutter_actor_get_next_sibling:
15549 * @self: a #ClutterActor
15551 * Retrieves the sibling of @self that comes after it in the list
15552 * of children of @self's parent.
15554 * The returned pointer is only valid until the scene graph changes; it
15555 * is not safe to modify the list of children of @self while iterating
15558 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15563 clutter_actor_get_next_sibling (ClutterActor *self)
15565 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15567 return self->priv->next_sibling;
15571 * clutter_actor_get_first_child:
15572 * @self: a #ClutterActor
15574 * Retrieves the first child of @self.
15576 * The returned pointer is only valid until the scene graph changes; it
15577 * is not safe to modify the list of children of @self while iterating
15580 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15585 clutter_actor_get_first_child (ClutterActor *self)
15587 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15589 return self->priv->first_child;
15593 * clutter_actor_get_last_child:
15594 * @self: a #ClutterActor
15596 * Retrieves the last child of @self.
15598 * The returned pointer is only valid until the scene graph changes; it
15599 * is not safe to modify the list of children of @self while iterating
15602 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15607 clutter_actor_get_last_child (ClutterActor *self)
15609 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15611 return self->priv->last_child;
15614 /* easy way to have properly named fields instead of the dummy ones
15615 * we use in the public structure
15617 typedef struct _RealActorIter
15619 ClutterActor *root; /* dummy1 */
15620 ClutterActor *current; /* dummy2 */
15621 gpointer padding_1; /* dummy3 */
15622 gint age; /* dummy4 */
15623 gpointer padding_2; /* dummy5 */
15627 * clutter_actor_iter_init:
15628 * @iter: a #ClutterActorIter
15629 * @root: a #ClutterActor
15631 * Initializes a #ClutterActorIter, which can then be used to iterate
15632 * efficiently over a section of the scene graph, and associates it
15635 * Modifying the scene graph section that contains @root will invalidate
15639 * ClutterActorIter iter;
15640 * ClutterActor *child;
15642 * clutter_actor_iter_init (&iter, container);
15643 * while (clutter_actor_iter_next (&iter, &child))
15645 * /* do something with child */
15652 clutter_actor_iter_init (ClutterActorIter *iter,
15653 ClutterActor *root)
15655 RealActorIter *ri = (RealActorIter *) iter;
15657 g_return_if_fail (iter != NULL);
15658 g_return_if_fail (CLUTTER_IS_ACTOR (root));
15661 ri->current = NULL;
15662 ri->age = root->priv->age;
15666 * clutter_actor_iter_next:
15667 * @iter: a #ClutterActorIter
15668 * @child: (out): return location for a #ClutterActor
15670 * Advances the @iter and retrieves the next child of the root #ClutterActor
15671 * that was used to initialize the #ClutterActorIterator.
15673 * If the iterator can advance, this function returns %TRUE and sets the
15676 * If the iterator cannot advance, this function returns %FALSE, and
15677 * the contents of @child are undefined.
15679 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15684 clutter_actor_iter_next (ClutterActorIter *iter,
15685 ClutterActor **child)
15687 RealActorIter *ri = (RealActorIter *) iter;
15689 g_return_val_if_fail (iter != NULL, FALSE);
15690 g_return_val_if_fail (ri->root != NULL, FALSE);
15691 #ifndef G_DISABLE_ASSERT
15692 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15695 if (ri->current == NULL)
15696 ri->current = ri->root->priv->first_child;
15698 ri->current = ri->current->priv->next_sibling;
15701 *child = ri->current;
15703 return ri->current != NULL;
15707 * clutter_actor_iter_next:
15708 * @iter: a #ClutterActorIter
15709 * @child: (out): return location for a #ClutterActor
15711 * Advances the @iter and retrieves the previous child of the root
15712 * #ClutterActor that was used to initialize the #ClutterActorIterator.
15714 * If the iterator can advance, this function returns %TRUE and sets the
15717 * If the iterator cannot advance, this function returns %FALSE, and
15718 * the contents of @child are undefined.
15720 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15725 clutter_actor_iter_prev (ClutterActorIter *iter,
15726 ClutterActor **child)
15728 RealActorIter *ri = (RealActorIter *) iter;
15730 g_return_val_if_fail (iter != NULL, FALSE);
15731 g_return_val_if_fail (ri->root != NULL, FALSE);
15732 #ifndef G_DISABLE_ASSERT
15733 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15736 if (ri->current == NULL)
15737 ri->current = ri->root->priv->last_child;
15739 ri->current = ri->current->priv->prev_sibling;
15742 *child = ri->current;
15744 return ri->current != NULL;
15748 * clutter_actor_iter_remove:
15749 * @iter: a #ClutterActorIter
15751 * Safely removes the #ClutterActor currently pointer to by the iterator
15754 * This function can only be called after clutter_actor_iter_next() or
15755 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15756 * than once for the same actor.
15758 * This function will call clutter_actor_remove_child() internally.
15763 clutter_actor_iter_remove (ClutterActorIter *iter)
15765 RealActorIter *ri = (RealActorIter *) iter;
15768 g_return_if_fail (iter != NULL);
15769 g_return_if_fail (ri->root != NULL);
15770 #ifndef G_DISABLE_ASSERT
15771 g_return_if_fail (ri->age == ri->root->priv->age);
15773 g_return_if_fail (ri->current != NULL);
15779 ri->current = cur->priv->prev_sibling;
15781 clutter_actor_remove_child_internal (ri->root, cur,
15782 REMOVE_CHILD_DEFAULT_FLAGS);
15789 * clutter_actor_iter_destroy:
15790 * @iter: a #ClutterActorIter
15792 * Safely destroys the #ClutterActor currently pointer to by the iterator
15795 * This function can only be called after clutter_actor_iter_next() or
15796 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15797 * than once for the same actor.
15799 * This function will call clutter_actor_destroy() internally.
15804 clutter_actor_iter_destroy (ClutterActorIter *iter)
15806 RealActorIter *ri = (RealActorIter *) iter;
15809 g_return_if_fail (iter != NULL);
15810 g_return_if_fail (ri->root != NULL);
15811 #ifndef G_DISABLE_ASSERT
15812 g_return_if_fail (ri->age == ri->root->priv->age);
15814 g_return_if_fail (ri->current != NULL);
15820 ri->current = cur->priv->prev_sibling;
15822 clutter_actor_destroy (cur);