Updates use of Cogl in line with api changes
[profile/ivi/clutter.git] / clutter / clutter-actor.c
1 /*
2  * Clutter.
3  *
4  * An OpenGL based 'interactive canvas' library.
5  *
6  * Authored By Matthew Allum  <mallum@openedhand.com>
7  *
8  * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
9  * Copyright (C) 2009, 2010 Intel Corp
10  *
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.
15  *
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.
20  *
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/>.
23  */
24
25 /**
26  * SECTION:clutter-actor
27  * @short_description: Base abstract class for all visual stage actors.
28  *
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
31  * the graph.
32  *
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>
39  *   <orderedlist>
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>
47  *   </orderedlist>
48  * </refsect2>
49  *
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>
64  * </refsect2>
65  *
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 ();
76  *
77  *  /&ast; set the bounding box of the actor &ast;/
78  *  clutter_actor_set_position (actor, 0, 0);
79  *  clutter_actor_set_size (actor, 480, 640);
80  *
81  *  /&ast; set the background color of the actor &ast;/
82  *  clutter_actor_set_background_color (actor, CLUTTER_COLOR_Orange);
83  *
84  *  /&ast; set the bounding box of the child, relative to the parent &ast;/
85  *  ClutterActor *child = clutter_actor_new ();
86  *  clutter_actor_set_position (child, 20, 20);
87  *  clutter_actor_set_size (child, 80, 240);
88  *
89  *  /&ast; set the background color of the child &ast;/
90  *  clutter_actor_set_background_color (child, CLUTTER_COLOR_Blue);
91  *
92  *  /&ast; add the child to the actor &ast;/
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
106  *   signal.</para>
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>
110  * </xi:include>
111  *   </programlisting></informalexample>
112  *   <figure id="bin-layout">
113  *     <title>Actors</title>
114  *     <graphic fileref="test-actor.png" format="PNG"/>
115  *   </figure>
116  * </refsect2>
117  *
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>
135  * </refsect2>
136  *
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
148  *   signal.</para>
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>
158  * </refsect2>
159  *
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>
166  *   <informalexample>
167  *     <programlisting>
168  * "rotation" : [
169  *   { "&lt;axis&gt;" : [ &lt;angle&gt;, [ &lt;center&gt; ] ] }
170  * ]
171  *     </programlisting>
172  *   </informalexample>
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,
176  *   in degrees.</para>
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
180  *   "z-axis".</para>
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>
185  * </refsect2>
186  *
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>
196  *   <informalexample>
197  *     <programlisting>
198  * @&lt;section&gt;.&lt;meta-name&gt;.&lt;property-name&gt;
199  *     </programlisting>
200  *   </informalexample>
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
206  *   property.</para>
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);
218  *
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);
222  *
223  * clutter_actor_set_reactive (rect, TRUE);
224  * clutter_actor_set_opacity (rect, 0);
225  *
226  * g_signal_connect (rect, "button-press-event",
227  *                   G_CALLBACK (on_button_press),
228  *                   NULL);
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;
235  *
236  * clutter_actor_animate (rect, CLUTTER_EASE_OUT_CUBIC, 500,
237  *                        "opacity", 255,
238  *                        "@constraints.bind-x.offset", new_offset,
239  *                        NULL);
240  *   </programlisting></informalexample>
241  * </refsect2>
242  */
243
244 /**
245  * CLUTTER_ACTOR_IS_MAPPED:
246  * @a: a #ClutterActor
247  *
248  * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
249  *
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.
252  *
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.
255  *
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.
261  *
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.
266  *
267  * Since: 0.2
268  */
269
270 /**
271  * CLUTTER_ACTOR_IS_REALIZED:
272  * @a: a #ClutterActor
273  *
274  * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
275  *
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).
285  *
286  * To be realized an actor must be inside a stage, and all its parents
287  * must be realized.
288  *
289  * Since: 0.2
290  */
291
292 /**
293  * CLUTTER_ACTOR_IS_VISIBLE:
294  * @a: a #ClutterActor
295  *
296  * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
297  * Equivalent to the ClutterActor::visible object property.
298  *
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.
302  *
303  * Since: 0.2
304  */
305
306 /**
307  * CLUTTER_ACTOR_IS_REACTIVE:
308  * @a: a #ClutterActor
309  *
310  * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
311  *
312  * Only reactive actors will receive event-related signals.
313  *
314  * Since: 0.6
315  */
316
317 #ifdef HAVE_CONFIG_H
318 #include "config.h"
319 #endif
320
321 #include <math.h>
322
323 #include "cogl/cogl.h"
324
325 #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
326 #define CLUTTER_ENABLE_EXPERIMENTAL_API
327
328 #include "clutter-actor-private.h"
329
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"
351
352 #include "deprecated/clutter-behaviour.h"
353 #include "deprecated/clutter-container.h"
354
355 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
356 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
357
358 /* Internal enum used to control mapped state update.  This is a hint
359  * which indicates when to do something other than just enforce
360  * invariants.
361  */
362 typedef enum {
363   MAP_STATE_CHECK,           /* just enforce invariants. */
364   MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
365                               * used when about to unparent.
366                               */
367   MAP_STATE_MAKE_MAPPED,     /* set mapped, error if invariants not met;
368                               * used to set mapped on toplevels.
369                               */
370   MAP_STATE_MAKE_UNMAPPED    /* set unmapped, even if parent is mapped,
371                               * used just before unmapping parent.
372                               */
373 } MapStateChange;
374
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
378
379 struct _ClutterActorPrivate
380 {
381   /* request mode */
382   ClutterRequestMode request_mode;
383
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];
387
388   /* An age of 0 means the entry is not set */
389   guint cached_height_age;
390   guint cached_width_age;
391
392   /* the bounding box of the actor, relative to the parent's
393    * allocation
394    */
395   ClutterActorBox allocation;
396   ClutterAllocationFlags allocation_flags;
397
398   /* depth */
399   gfloat z;
400
401   /* clip, in actor coordinates */
402   cairo_rectangle_t clip;
403
404   /* the cached transformation matrix; see apply_transform() */
405   CoglMatrix transform;
406
407   guint8 opacity;
408   gint opacity_override;
409
410   ClutterOffscreenRedirect offscreen_redirect;
411
412   /* This is an internal effect used to implement the
413      offscreen-redirect property */
414   ClutterEffect *flatten_effect;
415
416   /* scene graph */
417   ClutterActor *parent;
418   ClutterActor *prev_sibling;
419   ClutterActor *next_sibling;
420   ClutterActor *first_child;
421   ClutterActor *last_child;
422
423   gint n_children;
424
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.
430    */
431   gint age;
432
433   gchar *name; /* a non-unique name, used for debugging */
434   guint32 id; /* unique id, used for backward compatibility */
435
436   gint32 pick_id; /* per-stage unique id, used for picking */
437
438   /* a back-pointer to the Pango context that we can use
439    * to create pre-configured PangoLayout
440    */
441   PangoContext *pango_context;
442
443   /* the text direction configured for this child - either by
444    * application code, or by the actor's parent
445    */
446   ClutterTextDirection text_direction;
447
448   /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
449   gint internal_child;
450
451   /* meta classes */
452   ClutterMetaGroup *actions;
453   ClutterMetaGroup *constraints;
454   ClutterMetaGroup *effects;
455
456   /* delegate object used to allocate the children of this actor */
457   ClutterLayoutManager *layout_manager;
458
459   /* used when painting, to update the paint volume */
460   ClutterEffect *current_effect;
461
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;
470
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;
475
476   ClutterPaintVolume paint_volume;
477
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.
480    */
481   ClutterPaintVolume last_paint_volume;
482
483   ClutterStageQueueRedrawEntry *queue_redraw_entry;
484
485   ClutterColor bg_color;
486
487   /* bitfields */
488
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;
502   guint has_clip                    : 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. */
516   guint is_dirty                    : 1;
517   guint bg_color_set                : 1;
518 };
519
520 enum
521 {
522   PROP_0,
523
524   PROP_NAME,
525
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
529    * request otherwise
530    */
531   PROP_X,
532   PROP_Y,
533   PROP_WIDTH,
534   PROP_HEIGHT,
535
536   /* Then the rest of these size-related properties are the "actual"
537    * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
538    */
539   PROP_FIXED_X,
540   PROP_FIXED_Y,
541
542   PROP_FIXED_POSITION_SET,
543
544   PROP_MIN_WIDTH,
545   PROP_MIN_WIDTH_SET,
546
547   PROP_MIN_HEIGHT,
548   PROP_MIN_HEIGHT_SET,
549
550   PROP_NATURAL_WIDTH,
551   PROP_NATURAL_WIDTH_SET,
552
553   PROP_NATURAL_HEIGHT,
554   PROP_NATURAL_HEIGHT_SET,
555
556   PROP_REQUEST_MODE,
557
558   /* Allocation properties are read-only */
559   PROP_ALLOCATION,
560
561   PROP_DEPTH,
562
563   PROP_CLIP,
564   PROP_HAS_CLIP,
565   PROP_CLIP_TO_ALLOCATION,
566
567   PROP_OPACITY,
568
569   PROP_OFFSCREEN_REDIRECT,
570
571   PROP_VISIBLE,
572   PROP_MAPPED,
573   PROP_REALIZED,
574   PROP_REACTIVE,
575
576   PROP_SCALE_X,
577   PROP_SCALE_Y,
578   PROP_SCALE_CENTER_X,
579   PROP_SCALE_CENTER_Y,
580   PROP_SCALE_GRAVITY,
581
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
590      z-axis */
591   PROP_ROTATION_CENTER_Z_GRAVITY,
592
593   PROP_ANCHOR_X,
594   PROP_ANCHOR_Y,
595   PROP_ANCHOR_GRAVITY,
596
597   PROP_SHOW_ON_SET_PARENT,
598
599   PROP_TEXT_DIRECTION,
600   PROP_HAS_POINTER,
601
602   PROP_ACTIONS,
603   PROP_CONSTRAINTS,
604   PROP_EFFECT,
605
606   PROP_LAYOUT_MANAGER,
607
608   PROP_X_ALIGN,
609   PROP_Y_ALIGN,
610   PROP_MARGIN_TOP,
611   PROP_MARGIN_BOTTOM,
612   PROP_MARGIN_LEFT,
613   PROP_MARGIN_RIGHT,
614
615   PROP_BACKGROUND_COLOR,
616   PROP_BACKGROUND_COLOR_SET,
617
618   PROP_FIRST_CHILD,
619   PROP_LAST_CHILD,
620
621   PROP_LAST
622 };
623
624 static GParamSpec *obj_props[PROP_LAST];
625
626 enum
627 {
628   SHOW,
629   HIDE,
630   DESTROY,
631   PARENT_SET,
632   KEY_FOCUS_IN,
633   KEY_FOCUS_OUT,
634   PAINT,
635   PICK,
636   REALIZE,
637   UNREALIZE,
638   QUEUE_REDRAW,
639   QUEUE_RELAYOUT,
640   EVENT,
641   CAPTURED_EVENT,
642   BUTTON_PRESS_EVENT,
643   BUTTON_RELEASE_EVENT,
644   SCROLL_EVENT,
645   KEY_PRESS_EVENT,
646   KEY_RELEASE_EVENT,
647   MOTION_EVENT,
648   ENTER_EVENT,
649   LEAVE_EVENT,
650   ALLOCATION_CHANGED,
651
652   LAST_SIGNAL
653 };
654
655 static guint actor_signals[LAST_SIGNAL] = { 0, };
656
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);
661
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
664  * properties
665  */
666 static void clutter_actor_set_min_width          (ClutterActor *self,
667                                                   gfloat        min_width);
668 static void clutter_actor_set_min_height         (ClutterActor *self,
669                                                   gfloat        min_height);
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);
685
686 /* Helper routines for managing anchor coords */
687 static void clutter_anchor_coord_get_units (ClutterActor      *self,
688                                             const AnchorCoord *coord,
689                                             gfloat            *x,
690                                             gfloat            *y,
691                                             gfloat            *z);
692 static void clutter_anchor_coord_set_units (AnchorCoord       *coord,
693                                             gfloat             x,
694                                             gfloat             y,
695                                             gfloat             z);
696
697 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
698 static void           clutter_anchor_coord_set_gravity (AnchorCoord       *coord,
699                                                         ClutterGravity     gravity);
700
701 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
702
703 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
704
705 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
706                                                                ClutterActor *ancestor,
707                                                                CoglMatrix *matrix);
708
709 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
710
711 static guint8   clutter_actor_get_paint_opacity_internal        (ClutterActor *self);
712
713 static void on_layout_manager_changed (ClutterLayoutManager *manager,
714                                        ClutterActor         *self);
715
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);                          \
722   { _transform; }                                                      \
723   cogl_matrix_translate ((m), -_tx, -_ty, -_tz);        } G_STMT_END
724
725 static GQuark quark_shader_data = 0;
726 static GQuark quark_actor_layout_info = 0;
727 static GQuark quark_actor_transform_info = 0;
728
729 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
730                          clutter_actor,
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));
740
741 /*< private >
742  * clutter_actor_get_debug_name:
743  * @actor: a #ClutterActor
744  *
745  * Retrieves a printable name of @actor for debugging messages
746  *
747  * Return value: a string with a printable name
748  */
749 const gchar *
750 _clutter_actor_get_debug_name (ClutterActor *actor)
751 {
752   return actor->priv->name != NULL ? actor->priv->name
753                                    : G_OBJECT_TYPE_NAME (actor);
754 }
755
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.
760  */
761 static inline void
762 clutter_actor_verify_map_state (ClutterActor *self)
763 {
764   ClutterActorPrivate *priv = self->priv;
765
766   if (CLUTTER_ACTOR_IS_REALIZED (self))
767     {
768       /* all bets are off during reparent when we're potentially realized,
769        * but should not be according to invariants
770        */
771       if (!CLUTTER_ACTOR_IN_REPARENT (self))
772         {
773           if (priv->parent == NULL)
774             {
775               if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
776                 {
777                 }
778               else
779                 g_warning ("Realized non-toplevel actor '%s' should "
780                            "have a parent",
781                            _clutter_actor_get_debug_name (self));
782             }
783           else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
784             {
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));
788             }
789         }
790     }
791
792   if (CLUTTER_ACTOR_IS_MAPPED (self))
793     {
794       if (!CLUTTER_ACTOR_IS_REALIZED (self))
795         g_warning ("Actor '%s' is mapped but not realized",
796                    _clutter_actor_get_debug_name (self));
797
798       /* remaining bets are off during reparent when we're potentially
799        * mapped, but should not be according to invariants
800        */
801       if (!CLUTTER_ACTOR_IN_REPARENT (self))
802         {
803           if (priv->parent == NULL)
804             {
805               if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
806                 {
807                   if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
808                       !CLUTTER_ACTOR_IN_DESTRUCTION (self))
809                     {
810                       g_warning ("Toplevel actor '%s' is mapped "
811                                  "but not visible",
812                                  _clutter_actor_get_debug_name (self));
813                     }
814                 }
815               else
816                 {
817                   g_warning ("Mapped actor '%s' should have a parent",
818                              _clutter_actor_get_debug_name (self));
819                 }
820             }
821           else
822             {
823               ClutterActor *iter = self;
824
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
828                * become pointless
829                */
830               while (iter != NULL)
831                 {
832                   if (iter->priv->enable_paint_unmapped)
833                     return;
834
835                   iter = iter->priv->parent;
836                 }
837
838               if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
839                 {
840                   g_warning ("Actor '%s' should not be mapped if parent '%s'"
841                              "is not visible",
842                              _clutter_actor_get_debug_name (self),
843                              _clutter_actor_get_debug_name (priv->parent));
844                 }
845
846               if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
847                 {
848                   g_warning ("Actor '%s' should not be mapped if parent '%s'"
849                              "is not realized",
850                              _clutter_actor_get_debug_name (self),
851                              _clutter_actor_get_debug_name (priv->parent));
852                 }
853
854               if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
855                 {
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));
861                 }
862             }
863         }
864     }
865 }
866
867 #endif /* CLUTTER_ENABLE_DEBUG */
868
869 static void
870 clutter_actor_set_mapped (ClutterActor *self,
871                           gboolean      mapped)
872 {
873   if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
874     return;
875
876   if (mapped)
877     {
878       CLUTTER_ACTOR_GET_CLASS (self)->map (self);
879       g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
880     }
881   else
882     {
883       CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
884       g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
885     }
886 }
887
888 /* this function updates the mapped and realized states according to
889  * invariants, in the appropriate order.
890  */
891 static void
892 clutter_actor_update_map_state (ClutterActor  *self,
893                                 MapStateChange change)
894 {
895   gboolean was_mapped;
896
897   was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
898
899   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
900     {
901       /* the mapped flag on top-level actors must be set by the
902        * per-backend implementation because it might be asynchronous.
903        *
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.
913        *
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
916        * mapped.
917        */
918       if (CLUTTER_ACTOR_IS_VISIBLE (self))
919         clutter_actor_realize (self);
920
921       switch (change)
922         {
923         case MAP_STATE_CHECK:
924           break;
925
926         case MAP_STATE_MAKE_MAPPED:
927           g_assert (!was_mapped);
928           clutter_actor_set_mapped (self, TRUE);
929           break;
930
931         case MAP_STATE_MAKE_UNMAPPED:
932           g_assert (was_mapped);
933           clutter_actor_set_mapped (self, FALSE);
934           break;
935
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.
942            */
943           g_warning ("Trying to force unrealize stage is not allowed");
944           break;
945         }
946
947       if (CLUTTER_ACTOR_IS_MAPPED (self) &&
948           !CLUTTER_ACTOR_IS_VISIBLE (self) &&
949           !CLUTTER_ACTOR_IN_DESTRUCTION (self))
950         {
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));
954         }
955     }
956   else
957     {
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;
963
964       should_be_mapped = FALSE;
965       may_be_realized = TRUE;
966       must_be_realized = FALSE;
967
968       if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
969         {
970           may_be_realized = FALSE;
971         }
972       else
973         {
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.
978            *
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.
982            *
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.
991            *
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.
996            *
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
1000            * up to root nodes.
1001            */
1002           if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1003               change != MAP_STATE_MAKE_UNMAPPED)
1004             {
1005               gboolean parent_is_visible_realized_toplevel;
1006
1007               parent_is_visible_realized_toplevel =
1008                 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1009                  CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1010                  CLUTTER_ACTOR_IS_REALIZED (parent));
1011
1012               if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1013                   parent_is_visible_realized_toplevel)
1014                 {
1015                   must_be_realized = TRUE;
1016                   should_be_mapped = TRUE;
1017                 }
1018             }
1019
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
1024            */
1025           if (priv->enable_paint_unmapped)
1026             {
1027               if (priv->parent == NULL)
1028                 g_warning ("Attempting to map an unparented actor '%s'",
1029                            _clutter_actor_get_debug_name (self));
1030
1031               should_be_mapped = TRUE;
1032               must_be_realized = TRUE;
1033             }
1034
1035           if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1036             may_be_realized = FALSE;
1037         }
1038
1039       if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1040         {
1041           if (parent == NULL)
1042             g_warning ("Attempting to map a child that does not "
1043                        "meet the necessary invariants: the actor '%s' "
1044                        "has no parent",
1045                        _clutter_actor_get_debug_name (self));
1046           else
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));
1052         }
1053
1054       /* If in reparent, we temporarily suspend unmap and unrealize.
1055        *
1056        * We want to go in the order "realize, map" and "unmap, unrealize"
1057        */
1058
1059       /* Unmap */
1060       if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1061         clutter_actor_set_mapped (self, FALSE);
1062
1063       /* Realize */
1064       if (must_be_realized)
1065         clutter_actor_realize (self);
1066
1067       /* if we must be realized then we may be, presumably */
1068       g_assert (!(must_be_realized && !may_be_realized));
1069
1070       /* Unrealize */
1071       if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1072         clutter_actor_unrealize_not_hiding (self);
1073
1074       /* Map */
1075       if (should_be_mapped)
1076         {
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));
1081
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
1085            * happens)
1086            */
1087           if (CLUTTER_ACTOR_IS_REALIZED (self))
1088             clutter_actor_set_mapped (self, TRUE);
1089         }
1090     }
1091
1092 #ifdef CLUTTER_ENABLE_DEBUG
1093   /* check all invariants were kept */
1094   clutter_actor_verify_map_state (self);
1095 #endif
1096 }
1097
1098 static void
1099 clutter_actor_real_map (ClutterActor *self)
1100 {
1101   ClutterActorPrivate *priv = self->priv;
1102   ClutterActor *stage, *iter;
1103
1104   g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1105
1106   CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1107                 _clutter_actor_get_debug_name (self));
1108
1109   CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1110
1111   stage = _clutter_actor_get_stage_internal (self);
1112   priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1113
1114   CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1115                 priv->pick_id,
1116                 _clutter_actor_get_debug_name (self));
1117
1118   /* notify on parent mapped before potentially mapping
1119    * children, so apps see a top-down notification.
1120    */
1121   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1122
1123   for (iter = self->priv->first_child;
1124        iter != NULL;
1125        iter = iter->priv->next_sibling)
1126     {
1127       clutter_actor_map (iter);
1128     }
1129 }
1130
1131 /**
1132  * clutter_actor_map:
1133  * @self: A #ClutterActor
1134  *
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.
1138  *
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.
1142  *
1143  * When overriding map, it is mandatory to chain up to the parent
1144  * implementation.
1145  *
1146  * Since: 1.0
1147  */
1148 void
1149 clutter_actor_map (ClutterActor *self)
1150 {
1151   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1152
1153   if (CLUTTER_ACTOR_IS_MAPPED (self))
1154     return;
1155
1156   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1157     return;
1158
1159   clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1160 }
1161
1162 static void
1163 clutter_actor_real_unmap (ClutterActor *self)
1164 {
1165   ClutterActorPrivate *priv = self->priv;
1166   ClutterActor *iter;
1167
1168   g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1169
1170   CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1171                 _clutter_actor_get_debug_name (self));
1172
1173   for (iter = self->priv->first_child;
1174        iter != NULL;
1175        iter = iter->priv->next_sibling)
1176     {
1177       clutter_actor_unmap (iter);
1178     }
1179
1180   CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1181
1182   /* clear the contents of the last paint volume, so that hiding + moving +
1183    * showing will not result in the wrong area being repainted
1184    */
1185   _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1186   priv->last_paint_volume_valid = TRUE;
1187
1188   /* notify on parent mapped after potentially unmapping
1189    * children, so apps see a bottom-up notification.
1190    */
1191   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1192
1193   /* relinquish keyboard focus if we were unmapped while owning it */
1194   if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1195     {
1196       ClutterStage *stage;
1197
1198       stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1199
1200       if (stage != NULL)
1201         _clutter_stage_release_pick_id (stage, priv->pick_id);
1202
1203       priv->pick_id = -1;
1204
1205       if (stage != NULL &&
1206           clutter_stage_get_key_focus (stage) == self)
1207         {
1208           clutter_stage_set_key_focus (stage, NULL);
1209         }
1210     }
1211 }
1212
1213 /**
1214  * clutter_actor_unmap:
1215  * @self: A #ClutterActor
1216  *
1217  * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1218  * unmaps its children if they were mapped.
1219  *
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.
1223  *
1224  * When overriding #ClutterActorClass.unmap(), it is mandatory to
1225  * chain up to the parent implementation.
1226  *
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>
1232  *
1233  * Since: 1.0
1234  */
1235 void
1236 clutter_actor_unmap (ClutterActor *self)
1237 {
1238   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1239
1240   if (!CLUTTER_ACTOR_IS_MAPPED (self))
1241     return;
1242
1243   clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1244 }
1245
1246 static void
1247 clutter_actor_real_show (ClutterActor *self)
1248 {
1249   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1250     {
1251       ClutterActorPrivate *priv = self->priv;
1252
1253       CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1254
1255       /* we notify on the "visible" flag in the clutter_actor_show()
1256        * wrapper so the entire show signal emission completes first
1257        * (?)
1258        */
1259       clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1260
1261       /* we queue a relayout unless the actor is inside a
1262        * container that explicitly told us not to
1263        */
1264       if (priv->parent != NULL &&
1265           (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1266         {
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().
1271            */
1272           priv->needs_width_request  = FALSE;
1273           priv->needs_height_request = FALSE;
1274           priv->needs_allocation     = FALSE;
1275           clutter_actor_queue_relayout (self);
1276         }
1277     }
1278 }
1279
1280 static inline void
1281 set_show_on_set_parent (ClutterActor *self,
1282                         gboolean      set_show)
1283 {
1284   ClutterActorPrivate *priv = self->priv;
1285
1286   set_show = !!set_show;
1287
1288   if (priv->show_on_set_parent == set_show)
1289     return;
1290
1291   if (priv->parent == NULL)
1292     {
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]);
1296     }
1297 }
1298
1299 /**
1300  * clutter_actor_show:
1301  * @self: A #ClutterActor
1302  *
1303  * Flags an actor to be displayed. An actor that isn't shown will not
1304  * be rendered on the stage.
1305  *
1306  * Actors are visible by default.
1307  *
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
1310  * effect.
1311  */
1312 void
1313 clutter_actor_show (ClutterActor *self)
1314 {
1315   ClutterActorPrivate *priv;
1316
1317   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1318
1319   /* simple optimization */
1320   if (CLUTTER_ACTOR_IS_VISIBLE (self))
1321     {
1322       /* we still need to set the :show-on-set-parent property, in
1323        * case show() is called on an unparented actor
1324        */
1325       set_show_on_set_parent (self, TRUE);
1326       return;
1327     }
1328
1329 #ifdef CLUTTER_ENABLE_DEBUG
1330   clutter_actor_verify_map_state (self);
1331 #endif
1332
1333   priv = self->priv;
1334
1335   g_object_freeze_notify (G_OBJECT (self));
1336
1337   set_show_on_set_parent (self, TRUE);
1338
1339   g_signal_emit (self, actor_signals[SHOW], 0);
1340   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1341
1342   if (priv->parent != NULL)
1343     clutter_actor_queue_redraw (priv->parent);
1344
1345   g_object_thaw_notify (G_OBJECT (self));
1346 }
1347
1348 /**
1349  * clutter_actor_show_all:
1350  * @self: a #ClutterActor
1351  *
1352  * Calls clutter_actor_show() on all children of an actor (if any).
1353  *
1354  * Since: 0.2
1355  *
1356  * Deprecated: 1.10: Actors are visible by default
1357  */
1358 void
1359 clutter_actor_show_all (ClutterActor *self)
1360 {
1361   ClutterActorClass *klass;
1362
1363   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1364
1365   klass = CLUTTER_ACTOR_GET_CLASS (self);
1366   if (klass->show_all)
1367     klass->show_all (self);
1368 }
1369
1370 void
1371 clutter_actor_real_hide (ClutterActor *self)
1372 {
1373   if (CLUTTER_ACTOR_IS_VISIBLE (self))
1374     {
1375       ClutterActorPrivate *priv = self->priv;
1376
1377       CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1378
1379       /* we notify on the "visible" flag in the clutter_actor_hide()
1380        * wrapper so the entire hide signal emission completes first
1381        * (?)
1382        */
1383       clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1384
1385       /* we queue a relayout unless the actor is inside a
1386        * container that explicitly told us not to
1387        */
1388       if (priv->parent != NULL &&
1389           (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1390         clutter_actor_queue_relayout (priv->parent);
1391     }
1392 }
1393
1394 /**
1395  * clutter_actor_hide:
1396  * @self: A #ClutterActor
1397  *
1398  * Flags an actor to be hidden. A hidden actor will not be
1399  * rendered on the stage.
1400  *
1401  * Actors are visible by default.
1402  *
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
1405  * as a side-effect.
1406  */
1407 void
1408 clutter_actor_hide (ClutterActor *self)
1409 {
1410   ClutterActorPrivate *priv;
1411
1412   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1413
1414   /* simple optimization */
1415   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1416     {
1417       /* we still need to set the :show-on-set-parent property, in
1418        * case hide() is called on an unparented actor
1419        */
1420       set_show_on_set_parent (self, FALSE);
1421       return;
1422     }
1423
1424 #ifdef CLUTTER_ENABLE_DEBUG
1425   clutter_actor_verify_map_state (self);
1426 #endif
1427
1428   priv = self->priv;
1429
1430   g_object_freeze_notify (G_OBJECT (self));
1431
1432   set_show_on_set_parent (self, FALSE);
1433
1434   g_signal_emit (self, actor_signals[HIDE], 0);
1435   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1436
1437   if (priv->parent != NULL)
1438     clutter_actor_queue_redraw (priv->parent);
1439
1440   g_object_thaw_notify (G_OBJECT (self));
1441 }
1442
1443 /**
1444  * clutter_actor_hide_all:
1445  * @self: a #ClutterActor
1446  *
1447  * Calls clutter_actor_hide() on all child actors (if any).
1448  *
1449  * Since: 0.2
1450  *
1451  * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1452  *   prevent its children from being painted as well.
1453  */
1454 void
1455 clutter_actor_hide_all (ClutterActor *self)
1456 {
1457   ClutterActorClass *klass;
1458
1459   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1460
1461   klass = CLUTTER_ACTOR_GET_CLASS (self);
1462   if (klass->hide_all)
1463     klass->hide_all (self);
1464 }
1465
1466 /**
1467  * clutter_actor_realize:
1468  * @self: A #ClutterActor
1469  *
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.
1476  *
1477  * This function does nothing if the actor is already realized.
1478  *
1479  * Because a realized actor must have realized parent actors, calling
1480  * clutter_actor_realize() will also realize all parents of the actor.
1481  *
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.
1485  **/
1486 void
1487 clutter_actor_realize (ClutterActor *self)
1488 {
1489   ClutterActorPrivate *priv;
1490
1491   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1492
1493   priv = self->priv;
1494
1495 #ifdef CLUTTER_ENABLE_DEBUG
1496   clutter_actor_verify_map_state (self);
1497 #endif
1498
1499   if (CLUTTER_ACTOR_IS_REALIZED (self))
1500     return;
1501
1502   /* To be realized, our parent actors must be realized first.
1503    * This will only succeed if we're inside a toplevel.
1504    */
1505   if (priv->parent != NULL)
1506     clutter_actor_realize (priv->parent);
1507
1508   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1509     {
1510       /* toplevels can be realized at any time */
1511     }
1512   else
1513     {
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.
1520        */
1521       if (priv->parent == NULL ||
1522           !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1523         return;
1524     }
1525
1526   CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1527
1528   CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1529   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1530
1531   g_signal_emit (self, actor_signals[REALIZE], 0);
1532
1533   /* Stage actor is allowed to unset the realized flag again in its
1534    * default signal handler, though that is a pathological situation.
1535    */
1536
1537   /* If realization "failed" we'll have to update child state. */
1538   clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1539 }
1540
1541 void
1542 clutter_actor_real_unrealize (ClutterActor *self)
1543 {
1544   /* we must be unmapped (implying our children are also unmapped) */
1545   g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1546 }
1547
1548 /**
1549  * clutter_actor_unrealize:
1550  * @self: A #ClutterActor
1551  *
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.
1558  *
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.
1563  *
1564  * This function should not be called by application code.
1565  */
1566 void
1567 clutter_actor_unrealize (ClutterActor *self)
1568 {
1569   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1570   g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1571
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.
1575  *
1576  * If you were using clutter_actor_unrealize() in a dispose
1577  * implementation, then don't, just chain up to ClutterActor's
1578  * dispose.
1579  *
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.
1583  *
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).
1588  */
1589
1590 #ifdef CLUTTER_ENABLE_DEBUG
1591   clutter_actor_verify_map_state (self);
1592 #endif
1593
1594   clutter_actor_hide (self);
1595
1596   clutter_actor_unrealize_not_hiding (self);
1597 }
1598
1599 static ClutterActorTraverseVisitFlags
1600 unrealize_actor_before_children_cb (ClutterActor *self,
1601                                     int depth,
1602                                     void *user_data)
1603 {
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;
1608
1609   g_signal_emit (self, actor_signals[UNREALIZE], 0);
1610
1611   return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1612 }
1613
1614 static ClutterActorTraverseVisitFlags
1615 unrealize_actor_after_children_cb (ClutterActor *self,
1616                                    int depth,
1617                                    void *user_data)
1618 {
1619   /* We want to unset the realized flag only _after_
1620    * child actors are unrealized, to maintain invariants.
1621    */
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;
1625 }
1626
1627 /*
1628  * clutter_actor_unrealize_not_hiding:
1629  * @self: A #ClutterActor
1630  *
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.
1637  *
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.
1641  *
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.
1647  *
1648  * clutter_actor_unrealize() does a clutter_actor_hide() just for
1649  * backward compatibility.
1650  */
1651 static void
1652 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1653 {
1654   _clutter_actor_traverse (self,
1655                            CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1656                            unrealize_actor_before_children_cb,
1657                            unrealize_actor_after_children_cb,
1658                            NULL);
1659 }
1660
1661 /*
1662  * _clutter_actor_rerealize:
1663  * @self: A #ClutterActor
1664  * @callback: Function to call while unrealized
1665  * @data: data for callback
1666  *
1667  * If an actor is already unrealized, this just calls the callback.
1668  *
1669  * If it is realized, it unrealizes temporarily, calls the callback,
1670  * and then re-realizes the actor.
1671  *
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.
1679  */
1680 void
1681 _clutter_actor_rerealize (ClutterActor    *self,
1682                           ClutterCallback  callback,
1683                           void            *data)
1684 {
1685   gboolean was_mapped;
1686   gboolean was_showing;
1687   gboolean was_realized;
1688
1689   g_return_if_fail (CLUTTER_IS_ACTOR (self));
1690
1691 #ifdef CLUTTER_ENABLE_DEBUG
1692   clutter_actor_verify_map_state (self);
1693 #endif
1694
1695   was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1696   was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1697   was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1698
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
1702    * leave it visible.
1703    */
1704   if (was_mapped)
1705     clutter_actor_hide (self);
1706
1707   g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1708
1709   /* unrealize self and all children */
1710   clutter_actor_unrealize_not_hiding (self);
1711
1712   if (callback != NULL)
1713     {
1714       (* callback) (self, data);
1715     }
1716
1717   if (was_showing)
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 */
1721 }
1722
1723 static void
1724 clutter_actor_real_pick (ClutterActor       *self,
1725                          const ClutterColor *color)
1726 {
1727   /* the default implementation is just to paint a rectangle
1728    * with the same size of the actor using the passed color
1729    */
1730   if (clutter_actor_should_pick_paint (self))
1731     {
1732       ClutterActorBox box = { 0, };
1733       float width, height;
1734
1735       clutter_actor_get_allocation_box (self, &box);
1736
1737       width = box.x2 - box.x1;
1738       height = box.y2 - box.y1;
1739
1740       cogl_set_source_color4ub (color->red,
1741                                 color->green,
1742                                 color->blue,
1743                                 color->alpha);
1744
1745       cogl_rectangle (0, 0, width, height);
1746     }
1747
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.
1752    *
1753    * this has to go away for 2.0; hopefully along the pick() itself.
1754    */
1755   if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
1756     {
1757       ClutterActor *iter;
1758
1759       for (iter = self->priv->first_child;
1760            iter != NULL;
1761            iter = iter->priv->next_sibling)
1762         clutter_actor_paint (iter);
1763     }
1764 }
1765
1766 /**
1767  * clutter_actor_should_pick_paint:
1768  * @self: A #ClutterActor
1769  *
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.
1773  *
1774  * This function should never be called directly by applications.
1775  *
1776  * Return value: %TRUE if the actor should paint its silhouette,
1777  *   %FALSE otherwise
1778  */
1779 gboolean
1780 clutter_actor_should_pick_paint (ClutterActor *self)
1781 {
1782   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
1783
1784   if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1785       (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
1786        CLUTTER_ACTOR_IS_REACTIVE (self)))
1787     return TRUE;
1788
1789   return FALSE;
1790 }
1791
1792 static void
1793 clutter_actor_real_get_preferred_width (ClutterActor *self,
1794                                         gfloat        for_height,
1795                                         gfloat       *min_width_p,
1796                                         gfloat       *natural_width_p)
1797 {
1798   ClutterActorPrivate *priv = self->priv;
1799
1800   if (priv->n_children != 0 &&
1801       priv->layout_manager != NULL)
1802     {
1803       ClutterContainer *container = CLUTTER_CONTAINER (self);
1804
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);
1809
1810       clutter_layout_manager_get_preferred_width (priv->layout_manager,
1811                                                   container,
1812                                                   for_height,
1813                                                   min_width_p,
1814                                                   natural_width_p);
1815
1816       return;
1817     }
1818
1819   /* Default implementation is always 0x0, usually an actor
1820    * using this default is relying on someone to set the
1821    * request manually
1822    */
1823   CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
1824
1825   if (min_width_p)
1826     *min_width_p = 0;
1827
1828   if (natural_width_p)
1829     *natural_width_p = 0;
1830 }
1831
1832 static void
1833 clutter_actor_real_get_preferred_height (ClutterActor *self,
1834                                          gfloat        for_width,
1835                                          gfloat       *min_height_p,
1836                                          gfloat       *natural_height_p)
1837 {
1838   ClutterActorPrivate *priv = self->priv;
1839
1840   if (priv->n_children != 0 &&
1841       priv->layout_manager != NULL)
1842     {
1843       ClutterContainer *container = CLUTTER_CONTAINER (self);
1844
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);
1849
1850       clutter_layout_manager_get_preferred_height (priv->layout_manager,
1851                                                    container,
1852                                                    for_width,
1853                                                    min_height_p,
1854                                                    natural_height_p);
1855
1856       return;
1857     }
1858   /* Default implementation is always 0x0, usually an actor
1859    * using this default is relying on someone to set the
1860    * request manually
1861    */
1862   CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
1863
1864   if (min_height_p)
1865     *min_height_p = 0;
1866
1867   if (natural_height_p)
1868     *natural_height_p = 0;
1869 }
1870
1871 static void
1872 clutter_actor_store_old_geometry (ClutterActor    *self,
1873                                   ClutterActorBox *box)
1874 {
1875   *box = self->priv->allocation;
1876 }
1877
1878 static inline void
1879 clutter_actor_notify_if_geometry_changed (ClutterActor          *self,
1880                                           const ClutterActorBox *old)
1881 {
1882   ClutterActorPrivate *priv = self->priv;
1883   GObject *obj = G_OBJECT (self);
1884
1885   g_object_freeze_notify (obj);
1886
1887   /* to avoid excessive requisition or allocation cycles we
1888    * use the cached values.
1889    *
1890    * - if we don't have an allocation we assume that we need
1891    *   to notify anyway
1892    * - if we don't have a width or a height request we notify
1893    *   width and height
1894    * - if we have a valid allocation then we check the old
1895    *   bounding box with the current allocation and we notify
1896    *   the changes
1897    */
1898   if (priv->needs_allocation)
1899     {
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]);
1904     }
1905   else if (priv->needs_width_request || priv->needs_height_request)
1906     {
1907       g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1908       g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1909     }
1910   else
1911     {
1912       gfloat xu, yu;
1913       gfloat widthu, heightu;
1914
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;
1919
1920       if (xu != old->x1)
1921         g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1922
1923       if (yu != old->y1)
1924         g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1925
1926       if (widthu != (old->x2 - old->x1))
1927         g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1928
1929       if (heightu != (old->y2 - old->y1))
1930         g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1931     }
1932
1933   g_object_thaw_notify (obj);
1934 }
1935
1936 /*< private >
1937  * clutter_actor_set_allocation_internal:
1938  * @self: a #ClutterActor
1939  * @box: a #ClutterActorBox
1940  * @flags: allocation flags
1941  *
1942  * Stores the allocation of @self.
1943  *
1944  * This function only performs basic storage and property notification.
1945  *
1946  * This function should be called by clutter_actor_set_allocation()
1947  * and by the default implementation of #ClutterActorClass.allocate().
1948  *
1949  * Return value: %TRUE if the allocation of the #ClutterActor has been
1950  *   changed, and %FALSE otherwise
1951  */
1952 static inline gboolean
1953 clutter_actor_set_allocation_internal (ClutterActor           *self,
1954                                        const ClutterActorBox  *box,
1955                                        ClutterAllocationFlags  flags)
1956 {
1957   ClutterActorPrivate *priv = self->priv;
1958   GObject *obj;
1959   gboolean x1_changed, y1_changed, x2_changed, y2_changed;
1960   gboolean flags_changed;
1961   gboolean retval;
1962   ClutterActorBox old_alloc = { 0, };
1963
1964   obj = G_OBJECT (self);
1965
1966   g_object_freeze_notify (obj);
1967
1968   clutter_actor_store_old_geometry (self, &old_alloc);
1969
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;
1974
1975   flags_changed = priv->allocation_flags != flags;
1976
1977   priv->allocation = *box;
1978   priv->allocation_flags = flags;
1979
1980   /* allocation is authoritative */
1981   priv->needs_width_request = FALSE;
1982   priv->needs_height_request = FALSE;
1983   priv->needs_allocation = FALSE;
1984
1985   if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed)
1986     {
1987       CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
1988                     _clutter_actor_get_debug_name (self));
1989
1990       priv->transform_valid = FALSE;
1991
1992       g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
1993
1994       retval = TRUE;
1995     }
1996   else
1997     retval = FALSE;
1998
1999   clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2000
2001   g_object_thaw_notify (obj);
2002
2003   return retval;
2004 }
2005
2006 static void clutter_actor_real_allocate (ClutterActor           *self,
2007                                          const ClutterActorBox  *box,
2008                                          ClutterAllocationFlags  flags);
2009
2010 static inline void
2011 clutter_actor_maybe_layout_children (ClutterActor           *self,
2012                                      const ClutterActorBox  *allocation,
2013                                      ClutterAllocationFlags  flags)
2014 {
2015   ClutterActorPrivate *priv = self->priv;
2016
2017   /* this is going to be a bit hard to follow, so let's put an explanation
2018    * here.
2019    *
2020    * we want ClutterActor to have a default layout manager if the actor was
2021    * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2022    *
2023    * we also want any subclass of ClutterActor that does not override the
2024    * ::allocate() virtual function to delegate to a layout manager.
2025    *
2026    * finally, we want to allow people subclassing ClutterActor and overriding
2027    * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2028    *
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.
2033    *
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().
2038    *
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.
2042    *
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.
2046    */
2047
2048   if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2049     goto check_layout;
2050
2051   if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2052     goto check_layout;
2053
2054   return;
2055
2056 check_layout:
2057   if (priv->n_children != 0 &&
2058       priv->layout_manager != NULL)
2059     {
2060       ClutterContainer *container = CLUTTER_CONTAINER (self);
2061       ClutterAllocationFlags children_flags;
2062       ClutterActorBox children_box;
2063
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);
2068
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.
2072        */
2073       children_flags = flags;
2074       children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2075
2076       CLUTTER_NOTE (LAYOUT,
2077                     "Allocating %d children of %s "
2078                     "at { %.2f, %.2f - %.2f x %.2f } "
2079                     "using %s",
2080                     priv->n_children,
2081                     _clutter_actor_get_debug_name (self),
2082                     allocation->x1,
2083                     allocation->y1,
2084                     (allocation->x2 - allocation->x1),
2085                     (allocation->y2 - allocation->y1),
2086                     G_OBJECT_TYPE_NAME (priv->layout_manager));
2087
2088       clutter_layout_manager_allocate (priv->layout_manager,
2089                                        container,
2090                                        &children_box,
2091                                        children_flags);
2092     }
2093 }
2094
2095 static void
2096 clutter_actor_real_allocate (ClutterActor           *self,
2097                              const ClutterActorBox  *box,
2098                              ClutterAllocationFlags  flags)
2099 {
2100   ClutterActorPrivate *priv = self->priv;
2101   gboolean changed;
2102
2103   g_object_freeze_notify (G_OBJECT (self));
2104
2105   changed = clutter_actor_set_allocation_internal (self, box, flags);
2106
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
2110    * the root.
2111    */
2112   clutter_actor_maybe_layout_children (self, box, flags);
2113
2114   if (changed)
2115     g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2116                    &priv->allocation,
2117                    priv->allocation_flags);
2118
2119   g_object_thaw_notify (G_OBJECT (self));
2120 }
2121
2122 static void
2123 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2124                                     ClutterActor *origin)
2125 {
2126   /* no point in queuing a redraw on a destroyed actor */
2127   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2128     return;
2129
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.
2133    */
2134
2135   /* calls klass->queue_redraw in default handler */
2136   g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2137 }
2138
2139 static void
2140 clutter_actor_real_queue_redraw (ClutterActor *self,
2141                                  ClutterActor *origin)
2142 {
2143   ClutterActor *parent;
2144
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)
2148                                : "same actor");
2149
2150   /* no point in queuing a redraw on a destroyed actor */
2151   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2152     return;
2153
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 */
2156   if (self != origin)
2157     {
2158       self->priv->is_dirty = TRUE;
2159       self->priv->effect_to_redraw = NULL;
2160     }
2161
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.
2165    */
2166   if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2167     return;
2168
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
2174    * redraw.
2175    */
2176   if (self->priv->propagated_one_redraw)
2177     {
2178       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2179       if (stage != NULL &&
2180           _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2181         return;
2182     }
2183
2184   self->priv->propagated_one_redraw = TRUE;
2185
2186   /* notify parents, if they are all visible eventually we'll
2187    * queue redraw on the stage, which queues the redraw idle.
2188    */
2189   parent = clutter_actor_get_parent (self);
2190   if (parent != NULL)
2191     {
2192       /* this will go up recursively */
2193       _clutter_actor_signal_queue_redraw (parent, origin);
2194     }
2195 }
2196
2197 void
2198 clutter_actor_real_queue_relayout (ClutterActor *self)
2199 {
2200   ClutterActorPrivate *priv = self->priv;
2201
2202   /* no point in queueing a redraw on a destroyed actor */
2203   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2204     return;
2205
2206   priv->needs_width_request  = TRUE;
2207   priv->needs_height_request = TRUE;
2208   priv->needs_allocation     = TRUE;
2209
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));
2215
2216   /* We need to go all the way up the hierarchy */
2217   if (priv->parent != NULL)
2218     _clutter_actor_queue_only_relayout (priv->parent);
2219 }
2220
2221 /**
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
2228  *
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).
2232  *
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().
2237  *
2238  * Since: 0.6
2239  */
2240 void
2241 clutter_actor_apply_relative_transform_to_point (ClutterActor        *self,
2242                                                  ClutterActor        *ancestor,
2243                                                  const ClutterVertex *point,
2244                                                  ClutterVertex       *vertex)
2245 {
2246   gfloat w;
2247   CoglMatrix matrix;
2248
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);
2253
2254   *vertex = *point;
2255   w = 1.0;
2256
2257   if (ancestor == NULL)
2258     ancestor = _clutter_actor_get_stage_internal (self);
2259
2260   if (ancestor == NULL)
2261     {
2262       *vertex = *point;
2263       return;
2264     }
2265
2266   _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2267   cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2268 }
2269
2270 static gboolean
2271 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2272                                          const ClutterVertex *vertices_in,
2273                                          ClutterVertex *vertices_out,
2274                                          int n_vertices)
2275 {
2276   ClutterActor *stage;
2277   CoglMatrix modelview;
2278   CoglMatrix projection;
2279   float viewport[4];
2280
2281   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2282
2283   stage = _clutter_actor_get_stage_internal (self);
2284
2285   /* We really can't do anything meaningful in this case so don't try
2286    * to do any transform */
2287   if (stage == NULL)
2288     return FALSE;
2289
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
2292    * coordinates */
2293   _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2294
2295   /* Fetch the projection and viewport */
2296   _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2297   _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2298                                &viewport[0],
2299                                &viewport[1],
2300                                &viewport[2],
2301                                &viewport[3]);
2302
2303   _clutter_util_fully_transform_vertices (&modelview,
2304                                           &projection,
2305                                           viewport,
2306                                           vertices_in,
2307                                           vertices_out,
2308                                           n_vertices);
2309
2310   return TRUE;
2311 }
2312
2313 /**
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
2318  *
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)
2322  *
2323  * Since: 0.4
2324  **/
2325 void
2326 clutter_actor_apply_transform_to_point (ClutterActor        *self,
2327                                         const ClutterVertex *point,
2328                                         ClutterVertex       *vertex)
2329 {
2330   g_return_if_fail (point != NULL);
2331   g_return_if_fail (vertex != NULL);
2332   _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2333 }
2334
2335 /*
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
2341  *
2342  * This gets a transformation @matrix that will transform coordinates from the
2343  * coordinate space of @self into the coordinate space of @ancestor.
2344  *
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.
2348  *
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.
2355  *
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>
2360  *
2361  */
2362 /* XXX: We should consider caching the stage relative modelview along with
2363  * the actor itself */
2364 static void
2365 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2366                                                    ClutterActor *ancestor,
2367                                                    CoglMatrix *matrix)
2368 {
2369   cogl_matrix_init_identity (matrix);
2370
2371   _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2372 }
2373
2374 /* Project the given @box into stage window coordinates, writing the
2375  * transformed vertices to @verts[]. */
2376 static gboolean
2377 _clutter_actor_transform_and_project_box (ClutterActor          *self,
2378                                           const ClutterActorBox *box,
2379                                           ClutterVertex          verts[])
2380 {
2381   ClutterVertex box_vertices[4];
2382
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;
2395
2396   return
2397     _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2398 }
2399
2400 /**
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
2407  *
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:
2411  * <itemizedlist>
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>
2416  * </itemizedlist>
2417  *
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().
2422  *
2423  * Since: 0.6
2424  */
2425 void
2426 clutter_actor_get_allocation_vertices (ClutterActor  *self,
2427                                        ClutterActor  *ancestor,
2428                                        ClutterVertex  verts[])
2429 {
2430   ClutterActorPrivate *priv;
2431   ClutterActorBox box;
2432   ClutterVertex vertices[4];
2433   CoglMatrix modelview;
2434
2435   g_return_if_fail (CLUTTER_IS_ACTOR (self));
2436   g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2437
2438   if (ancestor == NULL)
2439     ancestor = _clutter_actor_get_stage_internal (self);
2440
2441   /* Fallback to a NOP transform if the actor isn't parented under a
2442    * stage. */
2443   if (ancestor == NULL)
2444     ancestor = self;
2445
2446   priv = self->priv;
2447
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)
2451     {
2452       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2453       if (stage)
2454         _clutter_stage_maybe_relayout (stage);
2455       else
2456         {
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);
2461         }
2462     }
2463
2464   clutter_actor_get_allocation_box (self, &box);
2465
2466   vertices[0].x = box.x1;
2467   vertices[0].y = box.y1;
2468   vertices[0].z = 0;
2469   vertices[1].x = box.x2;
2470   vertices[1].y = box.y1;
2471   vertices[1].z = 0;
2472   vertices[2].x = box.x1;
2473   vertices[2].y = box.y2;
2474   vertices[2].z = 0;
2475   vertices[3].x = box.x2;
2476   vertices[3].y = box.y2;
2477   vertices[3].z = 0;
2478
2479   _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2480                                                      &modelview);
2481
2482   cogl_matrix_transform_points (&modelview,
2483                                 3,
2484                                 sizeof (ClutterVertex),
2485                                 vertices,
2486                                 sizeof (ClutterVertex),
2487                                 vertices,
2488                                 4);
2489 }
2490
2491 /**
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.
2496  *
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:
2500  * <itemizedlist>
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>
2505  * </itemizedlist>
2506  *
2507  * Since: 0.4
2508  */
2509 void
2510 clutter_actor_get_abs_allocation_vertices (ClutterActor  *self,
2511                                            ClutterVertex  verts[])
2512 {
2513   ClutterActorPrivate *priv;
2514   ClutterActorBox actor_space_allocation;
2515
2516   g_return_if_fail (CLUTTER_IS_ACTOR (self));
2517
2518   priv = self->priv;
2519
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()
2523    */
2524   if (priv->needs_allocation)
2525     {
2526       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2527       /* There's nothing meaningful we can do now */
2528       if (!stage)
2529         return;
2530
2531       _clutter_stage_maybe_relayout (stage);
2532     }
2533
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,
2542                                             verts);
2543 }
2544
2545 static void
2546 clutter_actor_real_apply_transform (ClutterActor *self,
2547                                     CoglMatrix   *matrix)
2548 {
2549   ClutterActorPrivate *priv = self->priv;
2550
2551   if (!priv->transform_valid)
2552     {
2553       CoglMatrix *transform = &priv->transform;
2554       const ClutterTransformInfo *info;
2555
2556       info = _clutter_actor_get_transform_info_or_defaults (self);
2557
2558       cogl_matrix_init_identity (transform);
2559
2560       cogl_matrix_translate (transform,
2561                              priv->allocation.x1,
2562                              priv->allocation.y1,
2563                              0.0);
2564
2565       if (priv->z)
2566         cogl_matrix_translate (transform, 0, 0, priv->z);
2567
2568       /*
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).
2574        */
2575       if (info->scale_x != 1.0 || info->scale_y != 1.0)
2576         {
2577           TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2578                                         &info->scale_center,
2579                                         cogl_matrix_scale (transform,
2580                                                            info->scale_x,
2581                                                            info->scale_y,
2582                                                            1.0));
2583         }
2584
2585       if (info->rz_angle)
2586         TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2587                                       &info->rz_center,
2588                                       cogl_matrix_rotate (transform,
2589                                                           info->rz_angle,
2590                                                           0, 0, 1.0));
2591
2592       if (info->ry_angle)
2593         TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2594                                       &info->ry_center,
2595                                       cogl_matrix_rotate (transform,
2596                                                           info->ry_angle,
2597                                                           0, 1.0, 0));
2598
2599       if (info->rx_angle)
2600         TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2601                                       &info->rx_center,
2602                                       cogl_matrix_rotate (transform,
2603                                                           info->rx_angle,
2604                                                           1.0, 0, 0));
2605
2606       if (!clutter_anchor_coord_is_zero (&info->anchor))
2607         {
2608           gfloat x, y, z;
2609
2610           clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2611           cogl_matrix_translate (transform, -x, -y, -z);
2612         }
2613
2614       priv->transform_valid = TRUE;
2615     }
2616
2617   cogl_matrix_multiply (matrix, matrix, &priv->transform);
2618 }
2619
2620 /* Applies the transforms associated with this actor to the given
2621  * matrix. */
2622 void
2623 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2624                                           CoglMatrix *matrix)
2625 {
2626   CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2627 }
2628
2629 /*
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.
2635  *
2636  * This multiplies a transform with @matrix that will transform coordinates
2637  * from the coordinate space of @self into the coordinate space of @ancestor.
2638  *
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.
2642  *
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.
2649  *
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>
2655  */
2656 void
2657 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2658                                                      ClutterActor *ancestor,
2659                                                      CoglMatrix *matrix)
2660 {
2661   ClutterActor *parent;
2662
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)
2668     return;
2669
2670   parent = clutter_actor_get_parent (self);
2671
2672   if (parent != NULL)
2673     _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2674                                                          matrix);
2675
2676   _clutter_actor_apply_modelview_transform (self, matrix);
2677 }
2678
2679 static void
2680 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2681                                        ClutterPaintVolume *pv,
2682                                        const char *label,
2683                                        const CoglColor *color)
2684 {
2685   static CoglPipeline *outline = NULL;
2686   CoglPrimitive *prim;
2687   ClutterVertex line_ends[12 * 2];
2688   int n_vertices;
2689   CoglContext *ctx =
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 ();
2694
2695   if (outline == NULL)
2696     outline = cogl_pipeline_new ();
2697
2698   _clutter_paint_volume_complete (pv);
2699
2700   n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2701
2702   /* Front face */
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];
2707
2708   if (!pv->is_2d)
2709     {
2710       /* Back face */
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];
2715
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];
2721     }
2722
2723   prim = cogl_primitive_new_p3 (ctx, COGL_VERTICES_MODE_LINES, n_vertices,
2724                                 (CoglVertexP3 *)line_ends);
2725
2726   cogl_pipeline_set_color (outline, color);
2727   cogl_framebuffer_draw_primitive (fb, outline, prim);
2728   cogl_object_unref (outline);
2729   cogl_object_unref (prim);
2730
2731   if (label)
2732     {
2733       PangoLayout *layout;
2734       layout = pango_layout_new (clutter_actor_get_pango_context (self));
2735       pango_layout_set_text (layout, label, -1);
2736       cogl_pango_render_layout (layout,
2737                                 pv->vertices[0].x,
2738                                 pv->vertices[0].y,
2739                                 color,
2740                                 0);
2741       g_object_unref (layout);
2742     }
2743 }
2744
2745 static void
2746 _clutter_actor_draw_paint_volume (ClutterActor *self)
2747 {
2748   ClutterPaintVolume *pv;
2749   CoglColor color;
2750
2751   pv = _clutter_actor_get_paint_volume_mutable (self);
2752   if (!pv)
2753     {
2754       gfloat width, height;
2755       ClutterPaintVolume fake_pv;
2756
2757       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2758       _clutter_paint_volume_init_static (&fake_pv, stage);
2759
2760       clutter_actor_get_size (self, &width, &height);
2761       clutter_paint_volume_set_width (&fake_pv, width);
2762       clutter_paint_volume_set_height (&fake_pv, height);
2763
2764       cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2765       _clutter_actor_draw_paint_volume_full (self, &fake_pv,
2766                                              _clutter_actor_get_debug_name (self),
2767                                              &color);
2768
2769       clutter_paint_volume_free (&fake_pv);
2770     }
2771   else
2772     {
2773       cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2774       _clutter_actor_draw_paint_volume_full (self, pv,
2775                                              _clutter_actor_get_debug_name (self),
2776                                              &color);
2777     }
2778 }
2779
2780 static void
2781 _clutter_actor_paint_cull_result (ClutterActor *self,
2782                                   gboolean success,
2783                                   ClutterCullResult result)
2784 {
2785   ClutterPaintVolume *pv;
2786   CoglColor color;
2787
2788   if (success)
2789     {
2790       if (result == CLUTTER_CULL_RESULT_IN)
2791         cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2792       else if (result == CLUTTER_CULL_RESULT_OUT)
2793         cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2794       else
2795         cogl_color_init_from_4f (&color, 0, 1, 1, 1);
2796     }
2797   else
2798     cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2799
2800   if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
2801     _clutter_actor_draw_paint_volume_full (self, pv,
2802                                            _clutter_actor_get_debug_name (self),
2803                                            &color);
2804   else
2805     {
2806       PangoLayout *layout;
2807       char *label =
2808         g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
2809       cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2810       cogl_set_source_color (&color);
2811
2812       layout = pango_layout_new (clutter_actor_get_pango_context (self));
2813       pango_layout_set_text (layout, label, -1);
2814       cogl_pango_render_layout (layout,
2815                                 0,
2816                                 0,
2817                                 &color,
2818                                 0);
2819       g_free (label);
2820       g_object_unref (layout);
2821     }
2822 }
2823
2824 static int clone_paint_level = 0;
2825
2826 void
2827 _clutter_actor_push_clone_paint (void)
2828 {
2829   clone_paint_level++;
2830 }
2831
2832 void
2833 _clutter_actor_pop_clone_paint (void)
2834 {
2835   clone_paint_level--;
2836 }
2837
2838 static gboolean
2839 in_clone_paint (void)
2840 {
2841   return clone_paint_level > 0;
2842 }
2843
2844 /* Returns TRUE if the actor can be ignored */
2845 /* FIXME: we should return a ClutterCullResult, and
2846  * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
2847  * means there's no point in trying to cull descendants of the current
2848  * node. */
2849 static gboolean
2850 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
2851 {
2852   ClutterActorPrivate *priv = self->priv;
2853   ClutterActor *stage;
2854   const ClutterPlane *stage_clip;
2855
2856   if (!priv->last_paint_volume_valid)
2857     {
2858       CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2859                     "->last_paint_volume_valid == FALSE",
2860                     _clutter_actor_get_debug_name (self));
2861       return FALSE;
2862     }
2863
2864   if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
2865     return FALSE;
2866
2867   stage = _clutter_actor_get_stage_internal (self);
2868   stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
2869   if (G_UNLIKELY (!stage_clip))
2870     {
2871       CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2872                     "No stage clip set",
2873                     _clutter_actor_get_debug_name (self));
2874       return FALSE;
2875     }
2876
2877   if (cogl_get_draw_framebuffer () !=
2878       _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
2879     {
2880       CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2881                     "Current framebuffer doesn't correspond to stage",
2882                     _clutter_actor_get_debug_name (self));
2883       return FALSE;
2884     }
2885
2886   *result_out =
2887     _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
2888   return TRUE;
2889 }
2890
2891 static void
2892 _clutter_actor_update_last_paint_volume (ClutterActor *self)
2893 {
2894   ClutterActorPrivate *priv = self->priv;
2895   const ClutterPaintVolume *pv;
2896
2897   if (priv->last_paint_volume_valid)
2898     {
2899       clutter_paint_volume_free (&priv->last_paint_volume);
2900       priv->last_paint_volume_valid = FALSE;
2901     }
2902
2903   pv = clutter_actor_get_paint_volume (self);
2904   if (!pv)
2905     {
2906       CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
2907                     "Actor failed to report a paint volume",
2908                     _clutter_actor_get_debug_name (self));
2909       return;
2910     }
2911
2912   _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
2913
2914   _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
2915                                             NULL); /* eye coordinates */
2916
2917   priv->last_paint_volume_valid = TRUE;
2918 }
2919
2920 static inline gboolean
2921 actor_has_shader_data (ClutterActor *self)
2922 {
2923   return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
2924 }
2925
2926 guint32
2927 _clutter_actor_get_pick_id (ClutterActor *self)
2928 {
2929   if (self->priv->pick_id < 0)
2930     return 0;
2931
2932   return self->priv->pick_id;
2933 }
2934
2935 /* This is the same as clutter_actor_add_effect except that it doesn't
2936    queue a redraw and it doesn't notify on the effect property */
2937 static void
2938 _clutter_actor_add_effect_internal (ClutterActor  *self,
2939                                     ClutterEffect *effect)
2940 {
2941   ClutterActorPrivate *priv = self->priv;
2942
2943   if (priv->effects == NULL)
2944     {
2945       priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
2946       priv->effects->actor = self;
2947     }
2948
2949   _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2950 }
2951
2952 /* This is the same as clutter_actor_remove_effect except that it doesn't
2953    queue a redraw and it doesn't notify on the effect property */
2954 static void
2955 _clutter_actor_remove_effect_internal (ClutterActor  *self,
2956                                        ClutterEffect *effect)
2957 {
2958   ClutterActorPrivate *priv = self->priv;
2959
2960   if (priv->effects == NULL)
2961     return;
2962
2963   _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2964 }
2965
2966 static gboolean
2967 needs_flatten_effect (ClutterActor *self)
2968 {
2969   ClutterActorPrivate *priv = self->priv;
2970
2971   if (G_UNLIKELY (clutter_paint_debug_flags &
2972                   CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
2973     return FALSE;
2974
2975   if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
2976     return TRUE;
2977   else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
2978     {
2979       if (clutter_actor_get_paint_opacity (self) < 255 &&
2980           clutter_actor_has_overlaps (self))
2981         return TRUE;
2982     }
2983
2984   return FALSE;
2985 }
2986
2987 static void
2988 add_or_remove_flatten_effect (ClutterActor *self)
2989 {
2990   ClutterActorPrivate *priv = self->priv;
2991
2992   /* Add or remove the flatten effect depending on the
2993      offscreen-redirect property. */
2994   if (needs_flatten_effect (self))
2995     {
2996       if (priv->flatten_effect == NULL)
2997         {
2998           ClutterActorMeta *actor_meta;
2999           gint priority;
3000
3001           priv->flatten_effect = _clutter_flatten_effect_new ();
3002           /* Keep a reference to the effect so that we can queue
3003              redraws from it */
3004           g_object_ref_sink (priv->flatten_effect);
3005
3006           /* Set the priority of the effect to high so that it will
3007              always be applied to the actor first. It uses an internal
3008              priority so that it won't be visible to applications */
3009           actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3010           priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3011           _clutter_actor_meta_set_priority (actor_meta, priority);
3012
3013           /* This will add the effect without queueing a redraw */
3014           _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3015         }
3016     }
3017   else
3018     {
3019       if (priv->flatten_effect != NULL)
3020         {
3021           /* Destroy the effect so that it will lose its fbo cache of
3022              the actor */
3023           _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3024           g_object_unref (priv->flatten_effect);
3025           priv->flatten_effect = NULL;
3026         }
3027     }
3028 }
3029
3030 static void
3031 clutter_actor_real_paint (ClutterActor *actor)
3032 {
3033   ClutterActorPrivate *priv = actor->priv;
3034   ClutterActor *iter;
3035
3036   /* paint the background color, if set */
3037   if (priv->bg_color_set)
3038     {
3039       float width, height;
3040       guint8 real_alpha;
3041
3042       clutter_actor_box_get_size (&priv->allocation, &width, &height);
3043
3044       real_alpha = clutter_actor_get_paint_opacity_internal (actor)
3045                  * priv->bg_color.alpha
3046                  / 255;
3047
3048       cogl_set_source_color4ub (priv->bg_color.red,
3049                                 priv->bg_color.green,
3050                                 priv->bg_color.blue,
3051                                 real_alpha);
3052
3053       cogl_rectangle (0, 0, width, height);
3054     }
3055
3056   for (iter = priv->first_child;
3057        iter != NULL;
3058        iter = iter->priv->next_sibling)
3059     {
3060       CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3061                     _clutter_actor_get_debug_name (iter),
3062                     _clutter_actor_get_debug_name (actor),
3063                     iter->priv->allocation.x1,
3064                     iter->priv->allocation.y1,
3065                     iter->priv->allocation.x2 - iter->priv->allocation.x1,
3066                     iter->priv->allocation.y2 - iter->priv->allocation.y1);
3067
3068       clutter_actor_paint (iter);
3069     }
3070 }
3071
3072 /**
3073  * clutter_actor_paint:
3074  * @self: A #ClutterActor
3075  *
3076  * Renders the actor to display.
3077  *
3078  * This function should not be called directly by applications.
3079  * Call clutter_actor_queue_redraw() to queue paints, instead.
3080  *
3081  * This function is context-aware, and will either cause a
3082  * regular paint or a pick paint.
3083  *
3084  * This function will emit the #ClutterActor::paint signal or
3085  * the #ClutterActor::pick signal, depending on the context.
3086  *
3087  * This function does not paint the actor if the actor is set to 0,
3088  * unless it is performing a pick paint.
3089  */
3090 void
3091 clutter_actor_paint (ClutterActor *self)
3092 {
3093   ClutterActorPrivate *priv;
3094   ClutterPickMode pick_mode;
3095   gboolean clip_set = FALSE;
3096   gboolean shader_applied = FALSE;
3097
3098   CLUTTER_STATIC_COUNTER (actor_paint_counter,
3099                           "Actor real-paint counter",
3100                           "Increments each time any actor is painted",
3101                           0 /* no application private data */);
3102   CLUTTER_STATIC_COUNTER (actor_pick_counter,
3103                           "Actor pick-paint counter",
3104                           "Increments each time any actor is painted "
3105                           "for picking",
3106                           0 /* no application private data */);
3107
3108   g_return_if_fail (CLUTTER_IS_ACTOR (self));
3109
3110   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3111     return;
3112
3113   priv = self->priv;
3114
3115   pick_mode = _clutter_context_get_pick_mode ();
3116
3117   if (pick_mode == CLUTTER_PICK_NONE)
3118     priv->propagated_one_redraw = FALSE;
3119
3120   /* It's an important optimization that we consider painting of
3121    * actors with 0 opacity to be a NOP... */
3122   if (pick_mode == CLUTTER_PICK_NONE &&
3123       /* ignore top-levels, since they might be transparent */
3124       !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3125       /* Use the override opacity if its been set */
3126       ((priv->opacity_override >= 0) ?
3127        priv->opacity_override : priv->opacity) == 0)
3128     return;
3129
3130   /* if we aren't paintable (not in a toplevel with all
3131    * parents paintable) then do nothing.
3132    */
3133   if (!CLUTTER_ACTOR_IS_MAPPED (self))
3134     return;
3135
3136   /* mark that we are in the paint process */
3137   CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3138
3139   cogl_push_matrix();
3140
3141   if (priv->enable_model_view_transform)
3142     {
3143       CoglMatrix matrix;
3144
3145       /* XXX: It could be better to cache the modelview with the actor
3146        * instead of progressively building up the transformations on
3147        * the matrix stack every time we paint. */
3148       cogl_get_modelview_matrix (&matrix);
3149       _clutter_actor_apply_modelview_transform (self, &matrix);
3150
3151 #ifdef CLUTTER_ENABLE_DEBUG
3152       /* Catch when out-of-band transforms have been made by actors not as part
3153        * of an apply_transform vfunc... */
3154       if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3155         {
3156           CoglMatrix expected_matrix;
3157
3158           _clutter_actor_get_relative_transformation_matrix (self, NULL,
3159                                                              &expected_matrix);
3160
3161           if (!cogl_matrix_equal (&matrix, &expected_matrix))
3162             {
3163               GString *buf = g_string_sized_new (1024);
3164               ClutterActor *parent;
3165
3166               parent = self;
3167               while (parent != NULL)
3168                 {
3169                   g_string_append (buf, _clutter_actor_get_debug_name (parent));
3170
3171                   if (parent->priv->parent != NULL)
3172                     g_string_append (buf, "->");
3173
3174                   parent = parent->priv->parent;
3175                 }
3176
3177               g_warning ("Unexpected transform found when painting actor "
3178                          "\"%s\". This will be caused by one of the actor's "
3179                          "ancestors (%s) using the Cogl API directly to transform "
3180                          "children instead of using ::apply_transform().",
3181                          _clutter_actor_get_debug_name (self),
3182                          buf->str);
3183
3184               g_string_free (buf, TRUE);
3185             }
3186         }
3187 #endif /* CLUTTER_ENABLE_DEBUG */
3188
3189       cogl_set_modelview_matrix (&matrix);
3190     }
3191
3192   if (priv->has_clip)
3193     {
3194       cogl_clip_push_rectangle (priv->clip.x,
3195                                 priv->clip.y,
3196                                 priv->clip.x + priv->clip.width,
3197                                 priv->clip.y + priv->clip.height);
3198       clip_set = TRUE;
3199     }
3200   else if (priv->clip_to_allocation)
3201     {
3202       gfloat width, height;
3203
3204       width  = priv->allocation.x2 - priv->allocation.x1;
3205       height = priv->allocation.y2 - priv->allocation.y1;
3206
3207       cogl_clip_push_rectangle (0, 0, width, height);
3208       clip_set = TRUE;
3209     }
3210
3211   if (pick_mode == CLUTTER_PICK_NONE)
3212     {
3213       CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3214
3215       /* We check whether we need to add the flatten effect before
3216          each paint so that we can avoid having a mechanism for
3217          applications to notify when the value of the
3218          has_overlaps virtual changes. */
3219       add_or_remove_flatten_effect (self);
3220     }
3221   else
3222     CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3223
3224   /* We save the current paint volume so that the next time the
3225    * actor queues a redraw we can constrain the redraw to just
3226    * cover the union of the new bounding box and the old.
3227    *
3228    * We also fetch the current paint volume to perform culling so
3229    * we can avoid painting actors outside the current clip region.
3230    *
3231    * If we are painting inside a clone, we should neither update
3232    * the paint volume or use it to cull painting, since the paint
3233    * box represents the location of the source actor on the
3234    * screen.
3235    *
3236    * XXX: We are starting to do a lot of vertex transforms on
3237    * the CPU in a typical paint, so at some point we should
3238    * audit these and consider caching some things.
3239    *
3240    * NB: We don't perform culling while picking at this point because
3241    * clutter-stage.c doesn't setup the clipping planes appropriately.
3242    *
3243    * NB: We don't want to update the last-paint-volume during picking
3244    * because the last-paint-volume is used to determine the old screen
3245    * space location of an actor that has moved so we can know the
3246    * minimal region to redraw to clear an old view of the actor. If we
3247    * update this during picking then by the time we come around to
3248    * paint then the last-paint-volume would likely represent the new
3249    * actor position not the old.
3250    */
3251   if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3252     {
3253       gboolean success;
3254       /* annoyingly gcc warns if uninitialized even though
3255        * the initialization is redundant :-( */
3256       ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3257
3258       if (G_LIKELY ((clutter_paint_debug_flags &
3259                      (CLUTTER_DEBUG_DISABLE_CULLING |
3260                       CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3261                     (CLUTTER_DEBUG_DISABLE_CULLING |
3262                      CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3263         _clutter_actor_update_last_paint_volume (self);
3264
3265       success = cull_actor (self, &result);
3266
3267       if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3268         _clutter_actor_paint_cull_result (self, success, result);
3269       else if (result == CLUTTER_CULL_RESULT_OUT && success)
3270         goto done;
3271     }
3272
3273   if (priv->effects == NULL)
3274     {
3275       if (pick_mode == CLUTTER_PICK_NONE &&
3276           actor_has_shader_data (self))
3277         {
3278           _clutter_actor_shader_pre_paint (self, FALSE);
3279           shader_applied = TRUE;
3280         }
3281
3282       priv->next_effect_to_paint = NULL;
3283     }
3284   else
3285     priv->next_effect_to_paint =
3286       _clutter_meta_group_peek_metas (priv->effects);
3287
3288   clutter_actor_continue_paint (self);
3289
3290   if (shader_applied)
3291     _clutter_actor_shader_post_paint (self);
3292
3293   if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3294                   pick_mode == CLUTTER_PICK_NONE))
3295     _clutter_actor_draw_paint_volume (self);
3296
3297 done:
3298   /* If we make it here then the actor has run through a complete
3299      paint run including all the effects so it's no longer dirty */
3300   if (pick_mode == CLUTTER_PICK_NONE)
3301     priv->is_dirty = FALSE;
3302
3303   if (clip_set)
3304     cogl_clip_pop();
3305
3306   cogl_pop_matrix();
3307
3308   /* paint sequence complete */
3309   CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3310 }
3311
3312 /**
3313  * clutter_actor_continue_paint:
3314  * @self: A #ClutterActor
3315  *
3316  * Run the next stage of the paint sequence. This function should only
3317  * be called within the implementation of the ‘run’ virtual of a
3318  * #ClutterEffect. It will cause the run method of the next effect to
3319  * be applied, or it will paint the actual actor if the current effect
3320  * is the last effect in the chain.
3321  *
3322  * Since: 1.8
3323  */
3324 void
3325 clutter_actor_continue_paint (ClutterActor *self)
3326 {
3327   ClutterActorPrivate *priv;
3328
3329   g_return_if_fail (CLUTTER_IS_ACTOR (self));
3330   /* This should only be called from with in the ‘run’ implementation
3331      of a ClutterEffect */
3332   g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3333
3334   priv = self->priv;
3335
3336   /* Skip any effects that are disabled */
3337   while (priv->next_effect_to_paint &&
3338          !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3339     priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3340
3341   /* If this has come from the last effect then we'll just paint the
3342      actual actor */
3343   if (priv->next_effect_to_paint == NULL)
3344     {
3345       if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3346         {
3347           g_signal_emit (self, actor_signals[PAINT], 0);
3348         }
3349       else
3350         {
3351           ClutterColor col = { 0, };
3352
3353           _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3354
3355           /* Actor will then paint silhouette of itself in supplied
3356            * color.  See clutter_stage_get_actor_at_pos() for where
3357            * picking is enabled.
3358            */
3359           g_signal_emit (self, actor_signals[PICK], 0, &col);
3360         }
3361     }
3362   else
3363     {
3364       ClutterEffect *old_current_effect;
3365       ClutterEffectPaintFlags run_flags = 0;
3366
3367       /* Cache the current effect so that we can put it back before
3368          returning */
3369       old_current_effect = priv->current_effect;
3370
3371       priv->current_effect = priv->next_effect_to_paint->data;
3372       priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3373
3374       if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3375         {
3376           if (priv->is_dirty)
3377             {
3378               /* If there's an effect queued with this redraw then all
3379                  effects up to that one will be considered dirty. It
3380                  is expected the queued effect will paint the cached
3381                  image and not call clutter_actor_continue_paint again
3382                  (although it should work ok if it does) */
3383               if (priv->effect_to_redraw == NULL ||
3384                   priv->current_effect != priv->effect_to_redraw)
3385                 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3386             }
3387
3388           _clutter_effect_paint (priv->current_effect, run_flags);
3389         }
3390       else
3391         {
3392           /* We can't determine when an actor has been modified since
3393              its last pick so lets just assume it has always been
3394              modified */
3395           run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3396
3397           _clutter_effect_pick (priv->current_effect, run_flags);
3398         }
3399
3400       priv->current_effect = old_current_effect;
3401     }
3402 }
3403
3404 static ClutterActorTraverseVisitFlags
3405 invalidate_queue_redraw_entry (ClutterActor *self,
3406                                int           depth,
3407                                gpointer      user_data)
3408 {
3409   ClutterActorPrivate *priv = self->priv;
3410
3411   if (priv->queue_redraw_entry != NULL)
3412     {
3413       _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3414       priv->queue_redraw_entry = NULL;
3415     }
3416
3417   return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3418 }
3419
3420 static inline void
3421 remove_child (ClutterActor *self,
3422               ClutterActor *child)
3423 {
3424   ClutterActor *prev_sibling, *next_sibling;
3425
3426   prev_sibling = child->priv->prev_sibling;
3427   next_sibling = child->priv->next_sibling;
3428
3429   if (prev_sibling != NULL)
3430     prev_sibling->priv->next_sibling = next_sibling;
3431
3432   if (next_sibling != NULL)
3433     next_sibling->priv->prev_sibling = prev_sibling;
3434
3435   if (self->priv->first_child == child)
3436     self->priv->first_child = next_sibling;
3437
3438   if (self->priv->last_child == child)
3439     self->priv->last_child = prev_sibling;
3440
3441   child->priv->parent = NULL;
3442   child->priv->prev_sibling = NULL;
3443   child->priv->next_sibling = NULL;
3444 }
3445
3446 typedef enum {
3447   REMOVE_CHILD_DESTROY_META       = 1 << 0,
3448   REMOVE_CHILD_EMIT_PARENT_SET    = 1 << 1,
3449   REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3450   REMOVE_CHILD_CHECK_STATE        = 1 << 3,
3451   REMOVE_CHILD_FLUSH_QUEUE        = 1 << 4,
3452   REMOVE_CHILD_NOTIFY_FIRST_LAST  = 1 << 5,
3453
3454   /* default flags for public API */
3455   REMOVE_CHILD_DEFAULT_FLAGS      = REMOVE_CHILD_DESTROY_META |
3456                                     REMOVE_CHILD_EMIT_PARENT_SET |
3457                                     REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3458                                     REMOVE_CHILD_CHECK_STATE |
3459                                     REMOVE_CHILD_FLUSH_QUEUE |
3460                                     REMOVE_CHILD_NOTIFY_FIRST_LAST,
3461
3462   /* flags for legacy/deprecated API */
3463   REMOVE_CHILD_LEGACY_FLAGS       = REMOVE_CHILD_CHECK_STATE |
3464                                     REMOVE_CHILD_FLUSH_QUEUE |
3465                                     REMOVE_CHILD_EMIT_PARENT_SET |
3466                                     REMOVE_CHILD_NOTIFY_FIRST_LAST
3467 } ClutterActorRemoveChildFlags;
3468
3469 /*< private >
3470  * clutter_actor_remove_child_internal:
3471  * @self: a #ClutterActor
3472  * @child: the child of @self that has to be removed
3473  * @flags: control the removal operations
3474  *
3475  * Removes @child from the list of children of @self.
3476  */
3477 static void
3478 clutter_actor_remove_child_internal (ClutterActor                 *self,
3479                                      ClutterActor                 *child,
3480                                      ClutterActorRemoveChildFlags  flags)
3481 {
3482   ClutterActor *old_first, *old_last;
3483   gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3484   gboolean flush_queue;
3485   gboolean notify_first_last;
3486   gboolean was_mapped;
3487
3488   destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3489   emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3490   emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3491   check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3492   flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3493   notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3494
3495   if (destroy_meta)
3496     clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3497
3498   if (check_state)
3499     {
3500       was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3501
3502       /* we need to unrealize *before* we set parent_actor to NULL,
3503        * because in an unrealize method actors are dissociating from the
3504        * stage, which means they need to be able to
3505        * clutter_actor_get_stage().
3506        *
3507        * yhis should unmap and unrealize, unless we're reparenting.
3508        */
3509       clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3510     }
3511   else
3512     was_mapped = FALSE;
3513
3514   if (flush_queue)
3515     {
3516       /* We take this opportunity to invalidate any queue redraw entry
3517        * associated with the actor and descendants since we won't be able to
3518        * determine the appropriate stage after this.
3519        *
3520        * we do this after we updated the mapped state because actors might
3521        * end up queueing redraws inside their mapped/unmapped virtual
3522        * functions, and if we invalidate the redraw entry we could end up
3523        * with an inconsistent state and weird memory corruption. see
3524        * bugs:
3525        *
3526        *   http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3527        *   https://bugzilla.gnome.org/show_bug.cgi?id=652036
3528        */
3529       _clutter_actor_traverse (child,
3530                                0,
3531                                invalidate_queue_redraw_entry,
3532                                NULL,
3533                                NULL);
3534     }
3535
3536   old_first = self->priv->first_child;
3537   old_last = self->priv->last_child;
3538
3539   remove_child (self, child);
3540
3541   self->priv->n_children -= 1;
3542
3543   self->priv->age += 1;
3544
3545   /* clutter_actor_reparent() will emit ::parent-set for us */
3546   if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3547     g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3548
3549   /* if the child was mapped then we need to relayout ourselves to account
3550    * for the removed child
3551    */
3552   if (was_mapped)
3553     clutter_actor_queue_relayout (self);
3554
3555   /* we need to emit the signal before dropping the reference */
3556   if (emit_actor_removed)
3557     g_signal_emit_by_name (self, "actor-removed", child);
3558
3559   if (notify_first_last)
3560     {
3561       if (old_first != self->priv->first_child)
3562         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3563
3564       if (old_last != self->priv->last_child)
3565         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3566     }
3567
3568   /* remove the reference we acquired in clutter_actor_add_child() */
3569   g_object_unref (child);
3570 }
3571
3572 static const ClutterTransformInfo default_transform_info = {
3573   0.0, { 0, },          /* rotation-x */
3574   0.0, { 0, },          /* rotation-y */
3575   0.0, { 0, },          /* rotation-z */
3576
3577   1.0, 1.0, { 0, },     /* scale */
3578
3579   { 0, },               /* anchor */
3580 };
3581
3582 /*< private >
3583  * _clutter_actor_get_transform_info_or_defaults:
3584  * @self: a #ClutterActor
3585  *
3586  * Retrieves the ClutterTransformInfo structure associated to an actor.
3587  *
3588  * If the actor does not have a ClutterTransformInfo structure associated
3589  * to it, then the default structure will be returned.
3590  *
3591  * This function should only be used for getters.
3592  *
3593  * Return value: a const pointer to the ClutterTransformInfo structure
3594  */
3595 const ClutterTransformInfo *
3596 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3597 {
3598   ClutterTransformInfo *info;
3599
3600   info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3601   if (info != NULL)
3602     return info;
3603
3604   return &default_transform_info;
3605 }
3606
3607 static void
3608 clutter_transform_info_free (gpointer data)
3609 {
3610   if (data != NULL)
3611     g_slice_free (ClutterTransformInfo, data);
3612 }
3613
3614 /*< private >
3615  * _clutter_actor_get_transform_info:
3616  * @self: a #ClutterActor
3617  *
3618  * Retrieves a pointer to the ClutterTransformInfo structure.
3619  *
3620  * If the actor does not have a ClutterTransformInfo associated to it, one
3621  * will be created and initialized to the default values.
3622  *
3623  * This function should be used for setters.
3624  *
3625  * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3626  * instead.
3627  *
3628  * Return value: (transfer none): a pointer to the ClutterTransformInfo
3629  *   structure
3630  */
3631 ClutterTransformInfo *
3632 _clutter_actor_get_transform_info (ClutterActor *self)
3633 {
3634   ClutterTransformInfo *info;
3635
3636   info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3637   if (info == NULL)
3638     {
3639       info = g_slice_new (ClutterTransformInfo);
3640
3641       *info = default_transform_info;
3642
3643       g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3644                                info,
3645                                clutter_transform_info_free);
3646     }
3647
3648   return info;
3649 }
3650
3651 /*< private >
3652  * clutter_actor_set_rotation_angle_internal:
3653  * @self: a #ClutterActor
3654  * @axis: the axis of the angle to change
3655  * @angle: the angle of rotation
3656  *
3657  * Sets the rotation angle on the given axis without affecting the
3658  * rotation center point.
3659  */
3660 static inline void
3661 clutter_actor_set_rotation_angle_internal (ClutterActor      *self,
3662                                            ClutterRotateAxis  axis,
3663                                            gdouble            angle)
3664 {
3665   GObject *obj = G_OBJECT (self);
3666   ClutterTransformInfo *info;
3667
3668   info = _clutter_actor_get_transform_info (self);
3669
3670   g_object_freeze_notify (obj);
3671
3672   switch (axis)
3673     {
3674     case CLUTTER_X_AXIS:
3675       info->rx_angle = angle;
3676       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3677       break;
3678
3679     case CLUTTER_Y_AXIS:
3680       info->ry_angle = angle;
3681       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3682       break;
3683
3684     case CLUTTER_Z_AXIS:
3685       info->rz_angle = angle;
3686       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3687       break;
3688     }
3689
3690   self->priv->transform_valid = FALSE;
3691
3692   g_object_thaw_notify (obj);
3693
3694   clutter_actor_queue_redraw (self);
3695 }
3696
3697 /*< private >
3698  * clutter_actor_set_rotation_center_internal:
3699  * @self: a #ClutterActor
3700  * @axis: the axis of the center to change
3701  * @center: the coordinates of the rotation center
3702  *
3703  * Sets the rotation center on the given axis without affecting the
3704  * rotation angle.
3705  */
3706 static inline void
3707 clutter_actor_set_rotation_center_internal (ClutterActor        *self,
3708                                             ClutterRotateAxis    axis,
3709                                             const ClutterVertex *center)
3710 {
3711   GObject *obj = G_OBJECT (self);
3712   ClutterTransformInfo *info;
3713   ClutterVertex v = { 0, 0, 0 };
3714
3715   info = _clutter_actor_get_transform_info (self);
3716
3717   if (center != NULL)
3718     v = *center;
3719
3720   g_object_freeze_notify (obj);
3721
3722   switch (axis)
3723     {
3724     case CLUTTER_X_AXIS:
3725       clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
3726       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
3727       break;
3728
3729     case CLUTTER_Y_AXIS:
3730       clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
3731       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
3732       break;
3733
3734     case CLUTTER_Z_AXIS:
3735       /* if the previously set rotation center was fractional, then
3736        * setting explicit coordinates will have to notify the
3737        * :rotation-center-z-gravity property as well
3738        */
3739       if (info->rz_center.is_fractional)
3740         g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
3741
3742       clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
3743       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
3744       break;
3745     }
3746
3747   self->priv->transform_valid = FALSE;
3748
3749   g_object_thaw_notify (obj);
3750
3751   clutter_actor_queue_redraw (self);
3752 }
3753
3754 static inline void
3755 clutter_actor_set_scale_factor (ClutterActor      *self,
3756                                 ClutterRotateAxis  axis,
3757                                 gdouble            factor)
3758 {
3759   GObject *obj = G_OBJECT (self);
3760   ClutterTransformInfo *info;
3761
3762   info = _clutter_actor_get_transform_info (self);
3763
3764   g_object_freeze_notify (obj);
3765
3766   switch (axis)
3767     {
3768     case CLUTTER_X_AXIS:
3769       info->scale_x = factor;
3770       g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
3771       break;
3772
3773     case CLUTTER_Y_AXIS:
3774       info->scale_y = factor;
3775       g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
3776       break;
3777
3778     default:
3779       g_assert_not_reached ();
3780     }
3781
3782   self->priv->transform_valid = FALSE;
3783
3784   clutter_actor_queue_redraw (self);
3785
3786   g_object_thaw_notify (obj);
3787 }
3788
3789 static inline void
3790 clutter_actor_set_scale_center (ClutterActor      *self,
3791                                 ClutterRotateAxis  axis,
3792                                 gfloat             coord)
3793 {
3794   GObject *obj = G_OBJECT (self);
3795   ClutterTransformInfo *info;
3796   gfloat center_x, center_y;
3797
3798   info = _clutter_actor_get_transform_info (self);
3799
3800   g_object_freeze_notify (obj);
3801
3802   /* get the current scale center coordinates */
3803   clutter_anchor_coord_get_units (self, &info->scale_center,
3804                                   &center_x,
3805                                   &center_y,
3806                                   NULL);
3807
3808   /* we need to notify this too, because setting explicit coordinates will
3809    * change the gravity as a side effect
3810    */
3811   if (info->scale_center.is_fractional)
3812     g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
3813
3814   switch (axis)
3815     {
3816     case CLUTTER_X_AXIS:
3817       clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
3818       g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
3819       break;
3820
3821     case CLUTTER_Y_AXIS:
3822       clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
3823       g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
3824       break;
3825
3826     default:
3827       g_assert_not_reached ();
3828     }
3829
3830   self->priv->transform_valid = FALSE;
3831
3832   clutter_actor_queue_redraw (self);
3833
3834   g_object_thaw_notify (obj);
3835 }
3836
3837 static inline void
3838 clutter_actor_set_anchor_coord (ClutterActor      *self,
3839                                 ClutterRotateAxis  axis,
3840                                 gfloat             coord)
3841 {
3842   GObject *obj = G_OBJECT (self);
3843   ClutterTransformInfo *info;
3844   gfloat anchor_x, anchor_y;
3845
3846   info = _clutter_actor_get_transform_info (self);
3847
3848   g_object_freeze_notify (obj);
3849
3850   clutter_anchor_coord_get_units (self, &info->anchor,
3851                                   &anchor_x,
3852                                   &anchor_y,
3853                                   NULL);
3854
3855   if (info->anchor.is_fractional)
3856     g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
3857
3858   switch (axis)
3859     {
3860     case CLUTTER_X_AXIS:
3861       clutter_anchor_coord_set_units (&info->anchor,
3862                                       coord,
3863                                       anchor_y,
3864                                       0.0);
3865       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
3866       break;
3867
3868     case CLUTTER_Y_AXIS:
3869       clutter_anchor_coord_set_units (&info->anchor,
3870                                       anchor_x,
3871                                       coord,
3872                                       0.0);
3873       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
3874       break;
3875
3876     default:
3877       g_assert_not_reached ();
3878     }
3879
3880   self->priv->transform_valid = FALSE;
3881
3882   clutter_actor_queue_redraw (self);
3883
3884   g_object_thaw_notify (obj);
3885 }
3886
3887 static void
3888 clutter_actor_set_property (GObject      *object,
3889                             guint         prop_id,
3890                             const GValue *value,
3891                             GParamSpec   *pspec)
3892 {
3893   ClutterActor *actor = CLUTTER_ACTOR (object);
3894   ClutterActorPrivate *priv = actor->priv;
3895
3896   switch (prop_id)
3897     {
3898     case PROP_X:
3899       clutter_actor_set_x (actor, g_value_get_float (value));
3900       break;
3901
3902     case PROP_Y:
3903       clutter_actor_set_y (actor, g_value_get_float (value));
3904       break;
3905
3906     case PROP_WIDTH:
3907       clutter_actor_set_width (actor, g_value_get_float (value));
3908       break;
3909
3910     case PROP_HEIGHT:
3911       clutter_actor_set_height (actor, g_value_get_float (value));
3912       break;
3913
3914     case PROP_FIXED_X:
3915       clutter_actor_set_x (actor, g_value_get_float (value));
3916       break;
3917
3918     case PROP_FIXED_Y:
3919       clutter_actor_set_y (actor, g_value_get_float (value));
3920       break;
3921
3922     case PROP_FIXED_POSITION_SET:
3923       clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
3924       break;
3925
3926     case PROP_MIN_WIDTH:
3927       clutter_actor_set_min_width (actor, g_value_get_float (value));
3928       break;
3929
3930     case PROP_MIN_HEIGHT:
3931       clutter_actor_set_min_height (actor, g_value_get_float (value));
3932       break;
3933
3934     case PROP_NATURAL_WIDTH:
3935       clutter_actor_set_natural_width (actor, g_value_get_float (value));
3936       break;
3937
3938     case PROP_NATURAL_HEIGHT:
3939       clutter_actor_set_natural_height (actor, g_value_get_float (value));
3940       break;
3941
3942     case PROP_MIN_WIDTH_SET:
3943       clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
3944       break;
3945
3946     case PROP_MIN_HEIGHT_SET:
3947       clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
3948       break;
3949
3950     case PROP_NATURAL_WIDTH_SET:
3951       clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
3952       break;
3953
3954     case PROP_NATURAL_HEIGHT_SET:
3955       clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
3956       break;
3957
3958     case PROP_REQUEST_MODE:
3959       clutter_actor_set_request_mode (actor, g_value_get_enum (value));
3960       break;
3961
3962     case PROP_DEPTH:
3963       clutter_actor_set_depth (actor, g_value_get_float (value));
3964       break;
3965
3966     case PROP_OPACITY:
3967       clutter_actor_set_opacity (actor, g_value_get_uint (value));
3968       break;
3969
3970     case PROP_OFFSCREEN_REDIRECT:
3971       clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
3972       break;
3973
3974     case PROP_NAME:
3975       clutter_actor_set_name (actor, g_value_get_string (value));
3976       break;
3977
3978     case PROP_VISIBLE:
3979       if (g_value_get_boolean (value) == TRUE)
3980         clutter_actor_show (actor);
3981       else
3982         clutter_actor_hide (actor);
3983       break;
3984
3985     case PROP_SCALE_X:
3986       clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
3987                                       g_value_get_double (value));
3988       break;
3989
3990     case PROP_SCALE_Y:
3991       clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
3992                                       g_value_get_double (value));
3993       break;
3994
3995     case PROP_SCALE_CENTER_X:
3996       clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
3997                                       g_value_get_float (value));
3998       break;
3999
4000     case PROP_SCALE_CENTER_Y:
4001       clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4002                                       g_value_get_float (value));
4003       break;
4004
4005     case PROP_SCALE_GRAVITY:
4006       {
4007         const ClutterTransformInfo *info;
4008         ClutterGravity gravity;
4009
4010         info = _clutter_actor_get_transform_info_or_defaults (actor);
4011         gravity = g_value_get_enum (value);
4012
4013         clutter_actor_set_scale_with_gravity (actor,
4014                                               info->scale_x,
4015                                               info->scale_y,
4016                                               gravity);
4017       }
4018       break;
4019
4020     case PROP_CLIP:
4021       {
4022         const ClutterGeometry *geom = g_value_get_boxed (value);
4023
4024         clutter_actor_set_clip (actor,
4025                                 geom->x, geom->y,
4026                                 geom->width, geom->height);
4027       }
4028       break;
4029
4030     case PROP_CLIP_TO_ALLOCATION:
4031       clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4032       break;
4033
4034     case PROP_REACTIVE:
4035       clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4036       break;
4037
4038     case PROP_ROTATION_ANGLE_X:
4039       clutter_actor_set_rotation_angle_internal (actor,
4040                                                  CLUTTER_X_AXIS,
4041                                                  g_value_get_double (value));
4042       break;
4043
4044     case PROP_ROTATION_ANGLE_Y:
4045       clutter_actor_set_rotation_angle_internal (actor,
4046                                                  CLUTTER_Y_AXIS,
4047                                                  g_value_get_double (value));
4048       break;
4049
4050     case PROP_ROTATION_ANGLE_Z:
4051       clutter_actor_set_rotation_angle_internal (actor,
4052                                                  CLUTTER_Z_AXIS,
4053                                                  g_value_get_double (value));
4054       break;
4055
4056     case PROP_ROTATION_CENTER_X:
4057       clutter_actor_set_rotation_center_internal (actor,
4058                                                   CLUTTER_X_AXIS,
4059                                                   g_value_get_boxed (value));
4060       break;
4061
4062     case PROP_ROTATION_CENTER_Y:
4063       clutter_actor_set_rotation_center_internal (actor,
4064                                                   CLUTTER_Y_AXIS,
4065                                                   g_value_get_boxed (value));
4066       break;
4067
4068     case PROP_ROTATION_CENTER_Z:
4069       clutter_actor_set_rotation_center_internal (actor,
4070                                                   CLUTTER_Z_AXIS,
4071                                                   g_value_get_boxed (value));
4072       break;
4073
4074     case PROP_ROTATION_CENTER_Z_GRAVITY:
4075       {
4076         const ClutterTransformInfo *info;
4077
4078         info = _clutter_actor_get_transform_info_or_defaults (actor);
4079         clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4080                                                    g_value_get_enum (value));
4081       }
4082       break;
4083
4084     case PROP_ANCHOR_X:
4085       clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4086                                       g_value_get_float (value));
4087       break;
4088
4089     case PROP_ANCHOR_Y:
4090       clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4091                                       g_value_get_float (value));
4092       break;
4093
4094     case PROP_ANCHOR_GRAVITY:
4095       clutter_actor_set_anchor_point_from_gravity (actor,
4096                                                    g_value_get_enum (value));
4097       break;
4098
4099     case PROP_SHOW_ON_SET_PARENT:
4100       priv->show_on_set_parent = g_value_get_boolean (value);
4101       break;
4102
4103     case PROP_TEXT_DIRECTION:
4104       clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4105       break;
4106
4107     case PROP_ACTIONS:
4108       clutter_actor_add_action (actor, g_value_get_object (value));
4109       break;
4110
4111     case PROP_CONSTRAINTS:
4112       clutter_actor_add_constraint (actor, g_value_get_object (value));
4113       break;
4114
4115     case PROP_EFFECT:
4116       clutter_actor_add_effect (actor, g_value_get_object (value));
4117       break;
4118
4119     case PROP_LAYOUT_MANAGER:
4120       clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4121       break;
4122
4123     case PROP_X_ALIGN:
4124       clutter_actor_set_x_align (actor, g_value_get_enum (value));
4125       break;
4126
4127     case PROP_Y_ALIGN:
4128       clutter_actor_set_y_align (actor, g_value_get_enum (value));
4129       break;
4130
4131     case PROP_MARGIN_TOP:
4132       clutter_actor_set_margin_top (actor, g_value_get_float (value));
4133       break;
4134
4135     case PROP_MARGIN_BOTTOM:
4136       clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4137       break;
4138
4139     case PROP_MARGIN_LEFT:
4140       clutter_actor_set_margin_left (actor, g_value_get_float (value));
4141       break;
4142
4143     case PROP_MARGIN_RIGHT:
4144       clutter_actor_set_margin_right (actor, g_value_get_float (value));
4145       break;
4146
4147     case PROP_BACKGROUND_COLOR:
4148       clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4149       break;
4150
4151     default:
4152       G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4153       break;
4154     }
4155 }
4156
4157 static void
4158 clutter_actor_get_property (GObject    *object,
4159                             guint       prop_id,
4160                             GValue     *value,
4161                             GParamSpec *pspec)
4162 {
4163   ClutterActor *actor = CLUTTER_ACTOR (object);
4164   ClutterActorPrivate *priv = actor->priv;
4165
4166   switch (prop_id)
4167     {
4168     case PROP_X:
4169       g_value_set_float (value, clutter_actor_get_x (actor));
4170       break;
4171
4172     case PROP_Y:
4173       g_value_set_float (value, clutter_actor_get_y (actor));
4174       break;
4175
4176     case PROP_WIDTH:
4177       g_value_set_float (value, clutter_actor_get_width (actor));
4178       break;
4179
4180     case PROP_HEIGHT:
4181       g_value_set_float (value, clutter_actor_get_height (actor));
4182       break;
4183
4184     case PROP_FIXED_X:
4185       {
4186         const ClutterLayoutInfo *info;
4187
4188         info = _clutter_actor_get_layout_info_or_defaults (actor);
4189         g_value_set_float (value, info->fixed_x);
4190       }
4191       break;
4192
4193     case PROP_FIXED_Y:
4194       {
4195         const ClutterLayoutInfo *info;
4196
4197         info = _clutter_actor_get_layout_info_or_defaults (actor);
4198         g_value_set_float (value, info->fixed_y);
4199       }
4200       break;
4201
4202     case PROP_FIXED_POSITION_SET:
4203       g_value_set_boolean (value, priv->position_set);
4204       break;
4205
4206     case PROP_MIN_WIDTH:
4207       {
4208         const ClutterLayoutInfo *info;
4209
4210         info = _clutter_actor_get_layout_info_or_defaults (actor);
4211         g_value_set_float (value, info->min_width);
4212       }
4213       break;
4214
4215     case PROP_MIN_HEIGHT:
4216       {
4217         const ClutterLayoutInfo *info;
4218
4219         info = _clutter_actor_get_layout_info_or_defaults (actor);
4220         g_value_set_float (value, info->min_height);
4221       }
4222       break;
4223
4224     case PROP_NATURAL_WIDTH:
4225       {
4226         const ClutterLayoutInfo *info;
4227
4228         info = _clutter_actor_get_layout_info_or_defaults (actor);
4229         g_value_set_float (value, info->natural_width);
4230       }
4231       break;
4232
4233     case PROP_NATURAL_HEIGHT:
4234       {
4235         const ClutterLayoutInfo *info;
4236
4237         info = _clutter_actor_get_layout_info_or_defaults (actor);
4238         g_value_set_float (value, info->natural_height);
4239       }
4240       break;
4241
4242     case PROP_MIN_WIDTH_SET:
4243       g_value_set_boolean (value, priv->min_width_set);
4244       break;
4245
4246     case PROP_MIN_HEIGHT_SET:
4247       g_value_set_boolean (value, priv->min_height_set);
4248       break;
4249
4250     case PROP_NATURAL_WIDTH_SET:
4251       g_value_set_boolean (value, priv->natural_width_set);
4252       break;
4253
4254     case PROP_NATURAL_HEIGHT_SET:
4255       g_value_set_boolean (value, priv->natural_height_set);
4256       break;
4257
4258     case PROP_REQUEST_MODE:
4259       g_value_set_enum (value, priv->request_mode);
4260       break;
4261
4262     case PROP_ALLOCATION:
4263       g_value_set_boxed (value, &priv->allocation);
4264       break;
4265
4266     case PROP_DEPTH:
4267       g_value_set_float (value, clutter_actor_get_depth (actor));
4268       break;
4269
4270     case PROP_OPACITY:
4271       g_value_set_uint (value, priv->opacity);
4272       break;
4273
4274     case PROP_OFFSCREEN_REDIRECT:
4275       g_value_set_enum (value, priv->offscreen_redirect);
4276       break;
4277
4278     case PROP_NAME:
4279       g_value_set_string (value, priv->name);
4280       break;
4281
4282     case PROP_VISIBLE:
4283       g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4284       break;
4285
4286     case PROP_MAPPED:
4287       g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4288       break;
4289
4290     case PROP_REALIZED:
4291       g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4292       break;
4293
4294     case PROP_HAS_CLIP:
4295       g_value_set_boolean (value, priv->has_clip);
4296       break;
4297
4298     case PROP_CLIP:
4299       {
4300         ClutterGeometry clip;
4301
4302         clip.x      = CLUTTER_NEARBYINT (priv->clip.x);
4303         clip.y      = CLUTTER_NEARBYINT (priv->clip.y);
4304         clip.width  = CLUTTER_NEARBYINT (priv->clip.width);
4305         clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4306
4307         g_value_set_boxed (value, &clip);
4308       }
4309       break;
4310
4311     case PROP_CLIP_TO_ALLOCATION:
4312       g_value_set_boolean (value, priv->clip_to_allocation);
4313       break;
4314
4315     case PROP_SCALE_X:
4316       {
4317         const ClutterTransformInfo *info;
4318
4319         info = _clutter_actor_get_transform_info_or_defaults (actor);
4320         g_value_set_double (value, info->scale_x);
4321       }
4322       break;
4323
4324     case PROP_SCALE_Y:
4325       {
4326         const ClutterTransformInfo *info;
4327
4328         info = _clutter_actor_get_transform_info_or_defaults (actor);
4329         g_value_set_double (value, info->scale_y);
4330       }
4331       break;
4332
4333     case PROP_SCALE_CENTER_X:
4334       {
4335         gfloat center;
4336
4337         clutter_actor_get_scale_center (actor, &center, NULL);
4338
4339         g_value_set_float (value, center);
4340       }
4341       break;
4342
4343     case PROP_SCALE_CENTER_Y:
4344       {
4345         gfloat center;
4346
4347         clutter_actor_get_scale_center (actor, NULL, &center);
4348
4349         g_value_set_float (value, center);
4350       }
4351       break;
4352
4353     case PROP_SCALE_GRAVITY:
4354       g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4355       break;
4356
4357     case PROP_REACTIVE:
4358       g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4359       break;
4360
4361     case PROP_ROTATION_ANGLE_X:
4362       {
4363         const ClutterTransformInfo *info;
4364
4365         info = _clutter_actor_get_transform_info_or_defaults (actor);
4366         g_value_set_double (value, info->rx_angle);
4367       }
4368       break;
4369
4370     case PROP_ROTATION_ANGLE_Y:
4371       {
4372         const ClutterTransformInfo *info;
4373
4374         info = _clutter_actor_get_transform_info_or_defaults (actor);
4375         g_value_set_double (value, info->ry_angle);
4376       }
4377       break;
4378
4379     case PROP_ROTATION_ANGLE_Z:
4380       {
4381         const ClutterTransformInfo *info;
4382
4383         info = _clutter_actor_get_transform_info_or_defaults (actor);
4384         g_value_set_double (value, info->rz_angle);
4385       }
4386       break;
4387
4388     case PROP_ROTATION_CENTER_X:
4389       {
4390         ClutterVertex center;
4391
4392         clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4393                                     &center.x,
4394                                     &center.y,
4395                                     &center.z);
4396
4397         g_value_set_boxed (value, &center);
4398       }
4399       break;
4400
4401     case PROP_ROTATION_CENTER_Y:
4402       {
4403         ClutterVertex center;
4404
4405         clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4406                                     &center.x,
4407                                     &center.y,
4408                                     &center.z);
4409
4410         g_value_set_boxed (value, &center);
4411       }
4412       break;
4413
4414     case PROP_ROTATION_CENTER_Z:
4415       {
4416         ClutterVertex center;
4417
4418         clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4419                                     &center.x,
4420                                     &center.y,
4421                                     &center.z);
4422
4423         g_value_set_boxed (value, &center);
4424       }
4425       break;
4426
4427     case PROP_ROTATION_CENTER_Z_GRAVITY:
4428       g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4429       break;
4430
4431     case PROP_ANCHOR_X:
4432       {
4433         const ClutterTransformInfo *info;
4434         gfloat anchor_x;
4435
4436         info = _clutter_actor_get_transform_info_or_defaults (actor);
4437         clutter_anchor_coord_get_units (actor, &info->anchor,
4438                                         &anchor_x,
4439                                         NULL,
4440                                         NULL);
4441         g_value_set_float (value, anchor_x);
4442       }
4443       break;
4444
4445     case PROP_ANCHOR_Y:
4446       {
4447         const ClutterTransformInfo *info;
4448         gfloat anchor_y;
4449
4450         info = _clutter_actor_get_transform_info_or_defaults (actor);
4451         clutter_anchor_coord_get_units (actor, &info->anchor,
4452                                         NULL,
4453                                         &anchor_y,
4454                                         NULL);
4455         g_value_set_float (value, anchor_y);
4456       }
4457       break;
4458
4459     case PROP_ANCHOR_GRAVITY:
4460       g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4461       break;
4462
4463     case PROP_SHOW_ON_SET_PARENT:
4464       g_value_set_boolean (value, priv->show_on_set_parent);
4465       break;
4466
4467     case PROP_TEXT_DIRECTION:
4468       g_value_set_enum (value, priv->text_direction);
4469       break;
4470
4471     case PROP_HAS_POINTER:
4472       g_value_set_boolean (value, priv->has_pointer);
4473       break;
4474
4475     case PROP_LAYOUT_MANAGER:
4476       g_value_set_object (value, priv->layout_manager);
4477       break;
4478
4479     case PROP_X_ALIGN:
4480       {
4481         const ClutterLayoutInfo *info;
4482
4483         info = _clutter_actor_get_layout_info_or_defaults (actor);
4484         g_value_set_enum (value, info->x_align);
4485       }
4486       break;
4487
4488     case PROP_Y_ALIGN:
4489       {
4490         const ClutterLayoutInfo *info;
4491
4492         info = _clutter_actor_get_layout_info_or_defaults (actor);
4493         g_value_set_enum (value, info->y_align);
4494       }
4495       break;
4496
4497     case PROP_MARGIN_TOP:
4498       {
4499         const ClutterLayoutInfo *info;
4500
4501         info = _clutter_actor_get_layout_info_or_defaults (actor);
4502         g_value_set_float (value, info->margin.top);
4503       }
4504       break;
4505
4506     case PROP_MARGIN_BOTTOM:
4507       {
4508         const ClutterLayoutInfo *info;
4509
4510         info = _clutter_actor_get_layout_info_or_defaults (actor);
4511         g_value_set_float (value, info->margin.bottom);
4512       }
4513       break;
4514
4515     case PROP_MARGIN_LEFT:
4516       {
4517         const ClutterLayoutInfo *info;
4518
4519         info = _clutter_actor_get_layout_info_or_defaults (actor);
4520         g_value_set_float (value, info->margin.left);
4521       }
4522       break;
4523
4524     case PROP_MARGIN_RIGHT:
4525       {
4526         const ClutterLayoutInfo *info;
4527
4528         info = _clutter_actor_get_layout_info_or_defaults (actor);
4529         g_value_set_float (value, info->margin.right);
4530       }
4531       break;
4532
4533     case PROP_BACKGROUND_COLOR_SET:
4534       g_value_set_boolean (value, priv->bg_color_set);
4535       break;
4536
4537     case PROP_BACKGROUND_COLOR:
4538       g_value_set_boxed (value, &priv->bg_color);
4539       break;
4540
4541     case PROP_FIRST_CHILD:
4542       g_value_set_object (value, priv->first_child);
4543       break;
4544
4545     case PROP_LAST_CHILD:
4546       g_value_set_object (value, priv->last_child);
4547       break;
4548
4549     default:
4550       G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4551       break;
4552     }
4553 }
4554
4555 static void
4556 clutter_actor_dispose (GObject *object)
4557 {
4558   ClutterActor *self = CLUTTER_ACTOR (object);
4559   ClutterActorPrivate *priv = self->priv;
4560
4561   CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4562                 priv->id,
4563                 g_type_name (G_OBJECT_TYPE (self)),
4564                 object->ref_count);
4565
4566   g_signal_emit (self, actor_signals[DESTROY], 0);
4567
4568   /* avoid recursing when called from clutter_actor_destroy() */
4569   if (priv->parent != NULL)
4570     {
4571       ClutterActor *parent = priv->parent;
4572
4573       /* go through the Container implementation unless this
4574        * is an internal child and has been marked as such.
4575        *
4576        * removing the actor from its parent will reset the
4577        * realized and mapped states.
4578        */
4579       if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4580         clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4581       else
4582         clutter_actor_remove_child_internal (parent, self,
4583                                              REMOVE_CHILD_LEGACY_FLAGS);
4584     }
4585
4586   /* parent must be gone at this point */
4587   g_assert (priv->parent == NULL);
4588
4589   if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4590     {
4591       /* can't be mapped or realized with no parent */
4592       g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4593       g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4594     }
4595
4596   g_clear_object (&priv->pango_context);
4597   g_clear_object (&priv->actions);
4598   g_clear_object (&priv->constraints);
4599   g_clear_object (&priv->effects);
4600   g_clear_object (&priv->flatten_effect);
4601
4602   if (priv->layout_manager != NULL)
4603     {
4604       clutter_layout_manager_set_container (priv->layout_manager, NULL);
4605       g_object_unref (priv->layout_manager);
4606       priv->layout_manager = NULL;
4607     }
4608
4609   G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4610 }
4611
4612 static void
4613 clutter_actor_finalize (GObject *object)
4614 {
4615   ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4616
4617   CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4618                 priv->name != NULL ? priv->name : "<none>",
4619                 priv->id,
4620                 g_type_name (G_OBJECT_TYPE (object)));
4621
4622   _clutter_context_release_id (priv->id);
4623
4624   g_free (priv->name);
4625
4626   G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
4627 }
4628
4629
4630 /**
4631  * clutter_actor_get_accessible:
4632  * @self: a #ClutterActor
4633  *
4634  * Returns the accessible object that describes the actor to an
4635  * assistive technology.
4636  *
4637  * If no class-specific #AtkObject implementation is available for the
4638  * actor instance in question, it will inherit an #AtkObject
4639  * implementation from the first ancestor class for which such an
4640  * implementation is defined.
4641  *
4642  * The documentation of the <ulink
4643  * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
4644  * library contains more information about accessible objects and
4645  * their uses.
4646  *
4647  * Returns: (transfer none): the #AtkObject associated with @actor
4648  */
4649 AtkObject *
4650 clutter_actor_get_accessible (ClutterActor *self)
4651 {
4652   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4653
4654   return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
4655 }
4656
4657 static AtkObject *
4658 clutter_actor_real_get_accessible (ClutterActor *actor)
4659 {
4660   return atk_gobject_accessible_for_object (G_OBJECT (actor));
4661 }
4662
4663 static AtkObject *
4664 _clutter_actor_ref_accessible (AtkImplementor *implementor)
4665 {
4666   AtkObject *accessible;
4667
4668   accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
4669   if (accessible != NULL)
4670     g_object_ref (accessible);
4671
4672   return accessible;
4673 }
4674
4675 static void
4676 atk_implementor_iface_init (AtkImplementorIface *iface)
4677 {
4678   iface->ref_accessible = _clutter_actor_ref_accessible;
4679 }
4680
4681 static gboolean
4682 clutter_actor_real_get_paint_volume (ClutterActor       *self,
4683                                      ClutterPaintVolume *volume)
4684 {
4685   ClutterActorPrivate *priv = self->priv;
4686   ClutterActor *child;
4687   gboolean res;
4688
4689   /* this is the default return value: we cannot know if a class
4690    * is going to paint outside its allocation, so we take the
4691    * conservative approach.
4692    */
4693   res = FALSE;
4694
4695   /* we start from the allocation */
4696   clutter_paint_volume_set_from_allocation (volume, self);
4697
4698   /* if the actor has a clip set then we have a pretty definite
4699    * size for the paint volume: the actor cannot possibly paint
4700    * outside the clip region.
4701    */
4702   if (priv->clip_to_allocation)
4703     {
4704       /* the allocation has already been set, so we just flip the
4705        * return value
4706        */
4707       res = TRUE;
4708     }
4709   else if (priv->has_clip &&
4710            priv->clip.width >= 0 &&
4711            priv->clip.height >= 0)
4712     {
4713       ClutterVertex origin;
4714
4715       origin.x = priv->clip.x;
4716       origin.y = priv->clip.y;
4717       origin.z = 0;
4718
4719       clutter_paint_volume_set_origin (volume, &origin);
4720       clutter_paint_volume_set_width (volume, priv->clip.width);
4721       clutter_paint_volume_set_height (volume, priv->clip.height);
4722
4723       res = TRUE;
4724     }
4725
4726   /* if we don't have children we just bail out here... */
4727   if (priv->n_children == 0)
4728     return res;
4729
4730   /* ...but if we have children then we ask for their paint volume in
4731    * our coordinates. if any of our children replies that it doesn't
4732    * have a paint volume, we bail out
4733    */
4734   for (child = priv->first_child;
4735        child != NULL;
4736        child = child->priv->next_sibling)
4737     {
4738       const ClutterPaintVolume *child_volume;
4739
4740       child_volume = clutter_actor_get_transformed_paint_volume (child, self);
4741       if (child_volume == NULL)
4742         {
4743           res = FALSE;
4744           break;
4745         }
4746
4747       clutter_paint_volume_union (volume, child_volume);
4748       res = TRUE;
4749     }
4750
4751   return res;
4752 }
4753
4754 static gboolean
4755 clutter_actor_real_has_overlaps (ClutterActor *self)
4756 {
4757   /* By default we'll assume that all actors need an offscreen redirect to get
4758    * the correct opacity. Actors such as ClutterTexture that would never need
4759    * an offscreen redirect can override this to return FALSE. */
4760   return TRUE;
4761 }
4762
4763 static void
4764 clutter_actor_real_destroy (ClutterActor *actor)
4765 {
4766   ClutterActorIter iter;
4767
4768   clutter_actor_iter_init (&iter, actor);
4769   while (clutter_actor_iter_next (&iter, NULL))
4770     clutter_actor_iter_destroy (&iter);
4771 }
4772
4773 static GObject *
4774 clutter_actor_constructor (GType gtype,
4775                            guint n_props,
4776                            GObjectConstructParam *props)
4777 {
4778   GObjectClass *gobject_class;
4779   ClutterActor *self;
4780   GObject *retval;
4781
4782   gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
4783   retval = gobject_class->constructor (gtype, n_props, props);
4784   self = CLUTTER_ACTOR (retval);
4785
4786   if (self->priv->layout_manager == NULL)
4787     {
4788       ClutterLayoutManager *default_layout;
4789
4790       CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
4791
4792       default_layout = clutter_fixed_layout_new ();
4793       clutter_actor_set_layout_manager (self, default_layout);
4794     }
4795
4796   return retval;
4797 }
4798
4799 static void
4800 clutter_actor_class_init (ClutterActorClass *klass)
4801 {
4802   GObjectClass *object_class = G_OBJECT_CLASS (klass);
4803
4804   quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
4805   quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
4806   quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
4807
4808   object_class->constructor = clutter_actor_constructor;
4809   object_class->set_property = clutter_actor_set_property;
4810   object_class->get_property = clutter_actor_get_property;
4811   object_class->dispose = clutter_actor_dispose;
4812   object_class->finalize = clutter_actor_finalize;
4813
4814   klass->show = clutter_actor_real_show;
4815   klass->show_all = clutter_actor_show;
4816   klass->hide = clutter_actor_real_hide;
4817   klass->hide_all = clutter_actor_hide;
4818   klass->map = clutter_actor_real_map;
4819   klass->unmap = clutter_actor_real_unmap;
4820   klass->unrealize = clutter_actor_real_unrealize;
4821   klass->pick = clutter_actor_real_pick;
4822   klass->get_preferred_width = clutter_actor_real_get_preferred_width;
4823   klass->get_preferred_height = clutter_actor_real_get_preferred_height;
4824   klass->allocate = clutter_actor_real_allocate;
4825   klass->queue_redraw = clutter_actor_real_queue_redraw;
4826   klass->queue_relayout = clutter_actor_real_queue_relayout;
4827   klass->apply_transform = clutter_actor_real_apply_transform;
4828   klass->get_accessible = clutter_actor_real_get_accessible;
4829   klass->get_paint_volume = clutter_actor_real_get_paint_volume;
4830   klass->has_overlaps = clutter_actor_real_has_overlaps;
4831   klass->paint = clutter_actor_real_paint;
4832   klass->destroy = clutter_actor_real_destroy;
4833
4834   g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
4835
4836   /**
4837    * ClutterActor:x:
4838    *
4839    * X coordinate of the actor in pixels. If written, forces a fixed
4840    * position for the actor. If read, returns the fixed position if any,
4841    * otherwise the allocation if available, otherwise 0.
4842    */
4843   obj_props[PROP_X] =
4844     g_param_spec_float ("x",
4845                         P_("X coordinate"),
4846                         P_("X coordinate of the actor"),
4847                         -G_MAXFLOAT, G_MAXFLOAT,
4848                         0.0,
4849                         CLUTTER_PARAM_READWRITE);
4850
4851   /**
4852    * ClutterActor:y:
4853    *
4854    * Y coordinate of the actor in pixels. If written, forces a fixed
4855    * position for the actor.  If read, returns the fixed position if
4856    * any, otherwise the allocation if available, otherwise 0.
4857    */
4858   obj_props[PROP_Y] =
4859     g_param_spec_float ("y",
4860                         P_("Y coordinate"),
4861                         P_("Y coordinate of the actor"),
4862                         -G_MAXFLOAT, G_MAXFLOAT,
4863                         0.0,
4864                         CLUTTER_PARAM_READWRITE);
4865
4866   /**
4867    * ClutterActor:width:
4868    *
4869    * Width of the actor (in pixels). If written, forces the minimum and
4870    * natural size request of the actor to the given width. If read, returns
4871    * the allocated width if available, otherwise the width request.
4872    */
4873   obj_props[PROP_WIDTH] =
4874     g_param_spec_float ("width",
4875                         P_("Width"),
4876                         P_("Width of the actor"),
4877                         0.0, G_MAXFLOAT,
4878                         0.0,
4879                         CLUTTER_PARAM_READWRITE);
4880
4881   /**
4882    * ClutterActor:height:
4883    *
4884    * Height of the actor (in pixels).  If written, forces the minimum and
4885    * natural size request of the actor to the given height. If read, returns
4886    * the allocated height if available, otherwise the height request.
4887    */
4888   obj_props[PROP_HEIGHT] =
4889     g_param_spec_float ("height",
4890                         P_("Height"),
4891                         P_("Height of the actor"),
4892                         0.0, G_MAXFLOAT,
4893                         0.0,
4894                         CLUTTER_PARAM_READWRITE);
4895
4896   /**
4897    * ClutterActor:fixed-x:
4898    *
4899    * The fixed X position of the actor in pixels.
4900    *
4901    * Writing this property sets #ClutterActor:fixed-position-set
4902    * property as well, as a side effect
4903    *
4904    * Since: 0.8
4905    */
4906   obj_props[PROP_FIXED_X] =
4907     g_param_spec_float ("fixed-x",
4908                         P_("Fixed X"),
4909                         P_("Forced X position of the actor"),
4910                         -G_MAXFLOAT, G_MAXFLOAT,
4911                         0.0,
4912                         CLUTTER_PARAM_READWRITE);
4913
4914   /**
4915    * ClutterActor:fixed-y:
4916    *
4917    * The fixed Y position of the actor in pixels.
4918    *
4919    * Writing this property sets the #ClutterActor:fixed-position-set
4920    * property as well, as a side effect
4921    *
4922    * Since: 0.8
4923    */
4924   obj_props[PROP_FIXED_Y] =
4925     g_param_spec_float ("fixed-y",
4926                         P_("Fixed Y"),
4927                         P_("Forced Y position of the actor"),
4928                         -G_MAXFLOAT, G_MAXFLOAT,
4929                         0,
4930                         CLUTTER_PARAM_READWRITE);
4931
4932   /**
4933    * ClutterActor:fixed-position-set:
4934    *
4935    * This flag controls whether the #ClutterActor:fixed-x and
4936    * #ClutterActor:fixed-y properties are used
4937    *
4938    * Since: 0.8
4939    */
4940   obj_props[PROP_FIXED_POSITION_SET] =
4941     g_param_spec_boolean ("fixed-position-set",
4942                           P_("Fixed position set"),
4943                           P_("Whether to use fixed positioning for the actor"),
4944                           FALSE,
4945                           CLUTTER_PARAM_READWRITE);
4946
4947   /**
4948    * ClutterActor:min-width:
4949    *
4950    * A forced minimum width request for the actor, in pixels
4951    *
4952    * Writing this property sets the #ClutterActor:min-width-set property
4953    * as well, as a side effect.
4954    *
4955    *This property overrides the usual width request of the actor.
4956    *
4957    * Since: 0.8
4958    */
4959   obj_props[PROP_MIN_WIDTH] =
4960     g_param_spec_float ("min-width",
4961                         P_("Min Width"),
4962                         P_("Forced minimum width request for the actor"),
4963                         0.0, G_MAXFLOAT,
4964                         0.0,
4965                         CLUTTER_PARAM_READWRITE);
4966
4967   /**
4968    * ClutterActor:min-height:
4969    *
4970    * A forced minimum height request for the actor, in pixels
4971    *
4972    * Writing this property sets the #ClutterActor:min-height-set property
4973    * as well, as a side effect. This property overrides the usual height
4974    * request of the actor.
4975    *
4976    * Since: 0.8
4977    */
4978   obj_props[PROP_MIN_HEIGHT] =
4979     g_param_spec_float ("min-height",
4980                         P_("Min Height"),
4981                         P_("Forced minimum height request for the actor"),
4982                         0.0, G_MAXFLOAT,
4983                         0.0,
4984                         CLUTTER_PARAM_READWRITE);
4985
4986   /**
4987    * ClutterActor:natural-width:
4988    *
4989    * A forced natural width request for the actor, in pixels
4990    *
4991    * Writing this property sets the #ClutterActor:natural-width-set
4992    * property as well, as a side effect. This property overrides the
4993    * usual width request of the actor
4994    *
4995    * Since: 0.8
4996    */
4997   obj_props[PROP_NATURAL_WIDTH] =
4998     g_param_spec_float ("natural-width",
4999                         P_("Natural Width"),
5000                         P_("Forced natural width request for the actor"),
5001                         0.0, G_MAXFLOAT,
5002                         0.0,
5003                         CLUTTER_PARAM_READWRITE);
5004
5005   /**
5006    * ClutterActor:natural-height:
5007    *
5008    * A forced natural height request for the actor, in pixels
5009    *
5010    * Writing this property sets the #ClutterActor:natural-height-set
5011    * property as well, as a side effect. This property overrides the
5012    * usual height request of the actor
5013    *
5014    * Since: 0.8
5015    */
5016   obj_props[PROP_NATURAL_HEIGHT] =
5017     g_param_spec_float ("natural-height",
5018                         P_("Natural Height"),
5019                         P_("Forced natural height request for the actor"),
5020                         0.0, G_MAXFLOAT,
5021                         0.0,
5022                         CLUTTER_PARAM_READWRITE);
5023
5024   /**
5025    * ClutterActor:min-width-set:
5026    *
5027    * This flag controls whether the #ClutterActor:min-width property
5028    * is used
5029    *
5030    * Since: 0.8
5031    */
5032   obj_props[PROP_MIN_WIDTH_SET] =
5033     g_param_spec_boolean ("min-width-set",
5034                           P_("Minimum width set"),
5035                           P_("Whether to use the min-width property"),
5036                           FALSE,
5037                           CLUTTER_PARAM_READWRITE);
5038
5039   /**
5040    * ClutterActor:min-height-set:
5041    *
5042    * This flag controls whether the #ClutterActor:min-height property
5043    * is used
5044    *
5045    * Since: 0.8
5046    */
5047   obj_props[PROP_MIN_HEIGHT_SET] =
5048     g_param_spec_boolean ("min-height-set",
5049                           P_("Minimum height set"),
5050                           P_("Whether to use the min-height property"),
5051                           FALSE,
5052                           CLUTTER_PARAM_READWRITE);
5053
5054   /**
5055    * ClutterActor:natural-width-set:
5056    *
5057    * This flag controls whether the #ClutterActor:natural-width property
5058    * is used
5059    *
5060    * Since: 0.8
5061    */
5062   obj_props[PROP_NATURAL_WIDTH_SET] =
5063     g_param_spec_boolean ("natural-width-set",
5064                           P_("Natural width set"),
5065                           P_("Whether to use the natural-width property"),
5066                           FALSE,
5067                           CLUTTER_PARAM_READWRITE);
5068
5069   /**
5070    * ClutterActor:natural-height-set:
5071    *
5072    * This flag controls whether the #ClutterActor:natural-height property
5073    * is used
5074    *
5075    * Since: 0.8
5076    */
5077   obj_props[PROP_NATURAL_HEIGHT_SET] =
5078     g_param_spec_boolean ("natural-height-set",
5079                           P_("Natural height set"),
5080                           P_("Whether to use the natural-height property"),
5081                           FALSE,
5082                           CLUTTER_PARAM_READWRITE);
5083
5084   /**
5085    * ClutterActor:allocation:
5086    *
5087    * The allocation for the actor, in pixels
5088    *
5089    * This is property is read-only, but you might monitor it to know when an
5090    * actor moves or resizes
5091    *
5092    * Since: 0.8
5093    */
5094   obj_props[PROP_ALLOCATION] =
5095     g_param_spec_boxed ("allocation",
5096                         P_("Allocation"),
5097                         P_("The actor's allocation"),
5098                         CLUTTER_TYPE_ACTOR_BOX,
5099                         CLUTTER_PARAM_READABLE);
5100
5101   /**
5102    * ClutterActor:request-mode:
5103    *
5104    * Request mode for the #ClutterActor. The request mode determines the
5105    * type of geometry management used by the actor, either height for width
5106    * (the default) or width for height.
5107    *
5108    * For actors implementing height for width, the parent container should get
5109    * the preferred width first, and then the preferred height for that width.
5110    *
5111    * For actors implementing width for height, the parent container should get
5112    * the preferred height first, and then the preferred width for that height.
5113    *
5114    * For instance:
5115    *
5116    * |[
5117    *   ClutterRequestMode mode;
5118    *   gfloat natural_width, min_width;
5119    *   gfloat natural_height, min_height;
5120    *
5121    *   mode = clutter_actor_get_request_mode (child);
5122    *   if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5123    *     {
5124    *       clutter_actor_get_preferred_width (child, -1,
5125    *                                          &amp;min_width,
5126    *                                          &amp;natural_width);
5127    *       clutter_actor_get_preferred_height (child, natural_width,
5128    *                                           &amp;min_height,
5129    *                                           &amp;natural_height);
5130    *     }
5131    *   else
5132    *     {
5133    *       clutter_actor_get_preferred_height (child, -1,
5134    *                                           &amp;min_height,
5135    *                                           &amp;natural_height);
5136    *       clutter_actor_get_preferred_width (child, natural_height,
5137    *                                          &amp;min_width,
5138    *                                          &amp;natural_width);
5139    *     }
5140    * ]|
5141    *
5142    * will retrieve the minimum and natural width and height depending on the
5143    * preferred request mode of the #ClutterActor "child".
5144    *
5145    * The clutter_actor_get_preferred_size() function will implement this
5146    * check for you.
5147    *
5148    * Since: 0.8
5149    */
5150   obj_props[PROP_REQUEST_MODE] =
5151     g_param_spec_enum ("request-mode",
5152                        P_("Request Mode"),
5153                        P_("The actor's request mode"),
5154                        CLUTTER_TYPE_REQUEST_MODE,
5155                        CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5156                        CLUTTER_PARAM_READWRITE);
5157
5158   /**
5159    * ClutterActor:depth:
5160    *
5161    * The position of the actor on the Z axis
5162    *
5163    * Since: 0.6
5164    */
5165   obj_props[PROP_DEPTH] =
5166     g_param_spec_float ("depth",
5167                         P_("Depth"),
5168                         P_("Position on the Z axis"),
5169                         -G_MAXFLOAT, G_MAXFLOAT,
5170                         0.0,
5171                         CLUTTER_PARAM_READWRITE);
5172
5173   /**
5174    * ClutterActor:opacity:
5175    *
5176    * Opacity of an actor, between 0 (fully transparent) and
5177    * 255 (fully opaque)
5178    */
5179   obj_props[PROP_OPACITY] =
5180     g_param_spec_uint ("opacity",
5181                        P_("Opacity"),
5182                        P_("Opacity of an actor"),
5183                        0, 255,
5184                        255,
5185                        CLUTTER_PARAM_READWRITE);
5186
5187   /**
5188    * ClutterActor:offscreen-redirect:
5189    *
5190    * Determines the conditions in which the actor will be redirected
5191    * to an offscreen framebuffer while being painted. For example this
5192    * can be used to cache an actor in a framebuffer or for improved
5193    * handling of transparent actors. See
5194    * clutter_actor_set_offscreen_redirect() for details.
5195    *
5196    * Since: 1.8
5197    */
5198   obj_props[PROP_OFFSCREEN_REDIRECT] =
5199     g_param_spec_flags ("offscreen-redirect",
5200                         P_("Offscreen redirect"),
5201                         P_("Flags controlling when to flatten the actor into a single image"),
5202                         CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5203                         0,
5204                         CLUTTER_PARAM_READWRITE);
5205
5206   /**
5207    * ClutterActor:visible:
5208    *
5209    * Whether the actor is set to be visible or not
5210    *
5211    * See also #ClutterActor:mapped
5212    */
5213   obj_props[PROP_VISIBLE] =
5214     g_param_spec_boolean ("visible",
5215                           P_("Visible"),
5216                           P_("Whether the actor is visible or not"),
5217                           FALSE,
5218                           CLUTTER_PARAM_READWRITE);
5219
5220   /**
5221    * ClutterActor:mapped:
5222    *
5223    * Whether the actor is mapped (will be painted when the stage
5224    * to which it belongs is mapped)
5225    *
5226    * Since: 1.0
5227    */
5228   obj_props[PROP_MAPPED] =
5229     g_param_spec_boolean ("mapped",
5230                           P_("Mapped"),
5231                           P_("Whether the actor will be painted"),
5232                           FALSE,
5233                           CLUTTER_PARAM_READABLE);
5234
5235   /**
5236    * ClutterActor:realized:
5237    *
5238    * Whether the actor has been realized
5239    *
5240    * Since: 1.0
5241    */
5242   obj_props[PROP_REALIZED] =
5243     g_param_spec_boolean ("realized",
5244                           P_("Realized"),
5245                           P_("Whether the actor has been realized"),
5246                           FALSE,
5247                           CLUTTER_PARAM_READABLE);
5248
5249   /**
5250    * ClutterActor:reactive:
5251    *
5252    * Whether the actor is reactive to events or not
5253    *
5254    * Only reactive actors will emit event-related signals
5255    *
5256    * Since: 0.6
5257    */
5258   obj_props[PROP_REACTIVE] =
5259     g_param_spec_boolean ("reactive",
5260                           P_("Reactive"),
5261                           P_("Whether the actor is reactive to events"),
5262                           FALSE,
5263                           CLUTTER_PARAM_READWRITE);
5264
5265   /**
5266    * ClutterActor:has-clip:
5267    *
5268    * Whether the actor has the #ClutterActor:clip property set or not
5269    */
5270   obj_props[PROP_HAS_CLIP] =
5271     g_param_spec_boolean ("has-clip",
5272                           P_("Has Clip"),
5273                           P_("Whether the actor has a clip set"),
5274                           FALSE,
5275                           CLUTTER_PARAM_READABLE);
5276
5277   /**
5278    * ClutterActor:clip:
5279    *
5280    * The clip region for the actor, in actor-relative coordinates
5281    *
5282    * Every part of the actor outside the clip region will not be
5283    * painted
5284    */
5285   obj_props[PROP_CLIP] =
5286     g_param_spec_boxed ("clip",
5287                         P_("Clip"),
5288                         P_("The clip region for the actor"),
5289                         CLUTTER_TYPE_GEOMETRY,
5290                         CLUTTER_PARAM_READWRITE);
5291
5292   /**
5293    * ClutterActor:name:
5294    *
5295    * The name of the actor
5296    *
5297    * Since: 0.2
5298    */
5299   obj_props[PROP_NAME] =
5300     g_param_spec_string ("name",
5301                          P_("Name"),
5302                          P_("Name of the actor"),
5303                          NULL,
5304                          CLUTTER_PARAM_READWRITE);
5305
5306   /**
5307    * ClutterActor:scale-x:
5308    *
5309    * The horizontal scale of the actor
5310    *
5311    * Since: 0.6
5312    */
5313   obj_props[PROP_SCALE_X] =
5314     g_param_spec_double ("scale-x",
5315                          P_("Scale X"),
5316                          P_("Scale factor on the X axis"),
5317                          0.0, G_MAXDOUBLE,
5318                          1.0,
5319                          CLUTTER_PARAM_READWRITE);
5320
5321   /**
5322    * ClutterActor:scale-y:
5323    *
5324    * The vertical scale of the actor
5325    *
5326    * Since: 0.6
5327    */
5328   obj_props[PROP_SCALE_Y] =
5329     g_param_spec_double ("scale-y",
5330                          P_("Scale Y"),
5331                          P_("Scale factor on the Y axis"),
5332                          0.0, G_MAXDOUBLE,
5333                          1.0,
5334                          CLUTTER_PARAM_READWRITE);
5335
5336   /**
5337    * ClutterActor:scale-center-x:
5338    *
5339    * The horizontal center point for scaling
5340    *
5341    * Since: 1.0
5342    */
5343   obj_props[PROP_SCALE_CENTER_X] =
5344     g_param_spec_float ("scale-center-x",
5345                         P_("Scale Center X"),
5346                         P_("Horizontal scale center"),
5347                         -G_MAXFLOAT, G_MAXFLOAT,
5348                         0.0,
5349                         CLUTTER_PARAM_READWRITE);
5350
5351   /**
5352    * ClutterActor:scale-center-y:
5353    *
5354    * The vertical center point for scaling
5355    *
5356    * Since: 1.0
5357    */
5358   obj_props[PROP_SCALE_CENTER_Y] =
5359     g_param_spec_float ("scale-center-y",
5360                         P_("Scale Center Y"),
5361                         P_("Vertical scale center"),
5362                         -G_MAXFLOAT, G_MAXFLOAT,
5363                         0.0,
5364                         CLUTTER_PARAM_READWRITE);
5365
5366   /**
5367    * ClutterActor:scale-gravity:
5368    *
5369    * The center point for scaling expressed as a #ClutterGravity
5370    *
5371    * Since: 1.0
5372    */
5373   obj_props[PROP_SCALE_GRAVITY] =
5374     g_param_spec_enum ("scale-gravity",
5375                        P_("Scale Gravity"),
5376                        P_("The center of scaling"),
5377                        CLUTTER_TYPE_GRAVITY,
5378                        CLUTTER_GRAVITY_NONE,
5379                        CLUTTER_PARAM_READWRITE);
5380
5381   /**
5382    * ClutterActor:rotation-angle-x:
5383    *
5384    * The rotation angle on the X axis
5385    *
5386    * Since: 0.6
5387    */
5388   obj_props[PROP_ROTATION_ANGLE_X] =
5389     g_param_spec_double ("rotation-angle-x",
5390                          P_("Rotation Angle X"),
5391                          P_("The rotation angle on the X axis"),
5392                          -G_MAXDOUBLE, G_MAXDOUBLE,
5393                          0.0,
5394                          CLUTTER_PARAM_READWRITE);
5395
5396   /**
5397    * ClutterActor:rotation-angle-y:
5398    *
5399    * The rotation angle on the Y axis
5400    *
5401    * Since: 0.6
5402    */
5403   obj_props[PROP_ROTATION_ANGLE_Y] =
5404     g_param_spec_double ("rotation-angle-y",
5405                          P_("Rotation Angle Y"),
5406                          P_("The rotation angle on the Y axis"),
5407                          -G_MAXDOUBLE, G_MAXDOUBLE,
5408                          0.0,
5409                          CLUTTER_PARAM_READWRITE);
5410
5411   /**
5412    * ClutterActor:rotation-angle-z:
5413    *
5414    * The rotation angle on the Z axis
5415    *
5416    * Since: 0.6
5417    */
5418   obj_props[PROP_ROTATION_ANGLE_Z] =
5419     g_param_spec_double ("rotation-angle-z",
5420                          P_("Rotation Angle Z"),
5421                          P_("The rotation angle on the Z axis"),
5422                          -G_MAXDOUBLE, G_MAXDOUBLE,
5423                          0.0,
5424                          CLUTTER_PARAM_READWRITE);
5425
5426   /**
5427    * ClutterActor:rotation-center-x:
5428    *
5429    * The rotation center on the X axis.
5430    *
5431    * Since: 0.6
5432    */
5433   obj_props[PROP_ROTATION_CENTER_X] =
5434     g_param_spec_boxed ("rotation-center-x",
5435                         P_("Rotation Center X"),
5436                         P_("The rotation center on the X axis"),
5437                         CLUTTER_TYPE_VERTEX,
5438                         CLUTTER_PARAM_READWRITE);
5439
5440   /**
5441    * ClutterActor:rotation-center-y:
5442    *
5443    * The rotation center on the Y axis.
5444    *
5445    * Since: 0.6
5446    */
5447   obj_props[PROP_ROTATION_CENTER_Y] =
5448     g_param_spec_boxed ("rotation-center-y",
5449                         P_("Rotation Center Y"),
5450                         P_("The rotation center on the Y axis"),
5451                         CLUTTER_TYPE_VERTEX,
5452                         CLUTTER_PARAM_READWRITE);
5453
5454   /**
5455    * ClutterActor:rotation-center-z:
5456    *
5457    * The rotation center on the Z axis.
5458    *
5459    * Since: 0.6
5460    */
5461   obj_props[PROP_ROTATION_CENTER_Z] =
5462     g_param_spec_boxed ("rotation-center-z",
5463                         P_("Rotation Center Z"),
5464                         P_("The rotation center on the Z axis"),
5465                         CLUTTER_TYPE_VERTEX,
5466                         CLUTTER_PARAM_READWRITE);
5467
5468   /**
5469    * ClutterActor:rotation-center-z-gravity:
5470    *
5471    * The rotation center on the Z axis expressed as a #ClutterGravity.
5472    *
5473    * Since: 1.0
5474    */
5475   obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5476     g_param_spec_enum ("rotation-center-z-gravity",
5477                        P_("Rotation Center Z Gravity"),
5478                        P_("Center point for rotation around the Z axis"),
5479                        CLUTTER_TYPE_GRAVITY,
5480                        CLUTTER_GRAVITY_NONE,
5481                        CLUTTER_PARAM_READWRITE);
5482
5483   /**
5484    * ClutterActor:anchor-x:
5485    *
5486    * The X coordinate of an actor's anchor point, relative to
5487    * the actor coordinate space, in pixels
5488    *
5489    * Since: 0.8
5490    */
5491   obj_props[PROP_ANCHOR_X] =
5492     g_param_spec_float ("anchor-x",
5493                         P_("Anchor X"),
5494                         P_("X coordinate of the anchor point"),
5495                         -G_MAXFLOAT, G_MAXFLOAT,
5496                         0,
5497                         CLUTTER_PARAM_READWRITE);
5498
5499   /**
5500    * ClutterActor:anchor-y:
5501    *
5502    * The Y coordinate of an actor's anchor point, relative to
5503    * the actor coordinate space, in pixels
5504    *
5505    * Since: 0.8
5506    */
5507   obj_props[PROP_ANCHOR_Y] =
5508     g_param_spec_float ("anchor-y",
5509                         P_("Anchor Y"),
5510                         P_("Y coordinate of the anchor point"),
5511                         -G_MAXFLOAT, G_MAXFLOAT,
5512                         0,
5513                         CLUTTER_PARAM_READWRITE);
5514
5515   /**
5516    * ClutterActor:anchor-gravity:
5517    *
5518    * The anchor point expressed as a #ClutterGravity
5519    *
5520    * Since: 1.0
5521    */
5522   obj_props[PROP_ANCHOR_GRAVITY] =
5523     g_param_spec_enum ("anchor-gravity",
5524                        P_("Anchor Gravity"),
5525                        P_("The anchor point as a ClutterGravity"),
5526                        CLUTTER_TYPE_GRAVITY,
5527                        CLUTTER_GRAVITY_NONE,
5528                        CLUTTER_PARAM_READWRITE);
5529
5530   /**
5531    * ClutterActor:show-on-set-parent:
5532    *
5533    * If %TRUE, the actor is automatically shown when parented.
5534    *
5535    * Calling clutter_actor_hide() on an actor which has not been
5536    * parented will set this property to %FALSE as a side effect.
5537    *
5538    * Since: 0.8
5539    */
5540   obj_props[PROP_SHOW_ON_SET_PARENT] =
5541     g_param_spec_boolean ("show-on-set-parent",
5542                           P_("Show on set parent"),
5543                           P_("Whether the actor is shown when parented"),
5544                           TRUE,
5545                           CLUTTER_PARAM_READWRITE);
5546
5547   /**
5548    * ClutterActor:clip-to-allocation:
5549    *
5550    * Whether the clip region should track the allocated area
5551    * of the actor.
5552    *
5553    * This property is ignored if a clip area has been explicitly
5554    * set using clutter_actor_set_clip().
5555    *
5556    * Since: 1.0
5557    */
5558   obj_props[PROP_CLIP_TO_ALLOCATION] =
5559     g_param_spec_boolean ("clip-to-allocation",
5560                           P_("Clip to Allocation"),
5561                           P_("Sets the clip region to track the actor's allocation"),
5562                           FALSE,
5563                           CLUTTER_PARAM_READWRITE);
5564
5565   /**
5566    * ClutterActor:text-direction:
5567    *
5568    * The direction of the text inside a #ClutterActor.
5569    *
5570    * Since: 1.0
5571    */
5572   obj_props[PROP_TEXT_DIRECTION] =
5573     g_param_spec_enum ("text-direction",
5574                        P_("Text Direction"),
5575                        P_("Direction of the text"),
5576                        CLUTTER_TYPE_TEXT_DIRECTION,
5577                        CLUTTER_TEXT_DIRECTION_LTR,
5578                        CLUTTER_PARAM_READWRITE);
5579
5580   /**
5581    * ClutterActor:has-pointer:
5582    *
5583    * Whether the actor contains the pointer of a #ClutterInputDevice
5584    * or not.
5585    *
5586    * Since: 1.2
5587    */
5588   obj_props[PROP_HAS_POINTER] =
5589     g_param_spec_boolean ("has-pointer",
5590                           P_("Has Pointer"),
5591                           P_("Whether the actor contains the pointer of an input device"),
5592                           FALSE,
5593                           CLUTTER_PARAM_READABLE);
5594
5595   /**
5596    * ClutterActor:actions:
5597    *
5598    * Adds a #ClutterAction to the actor
5599    *
5600    * Since: 1.4
5601    */
5602   obj_props[PROP_ACTIONS] =
5603     g_param_spec_object ("actions",
5604                          P_("Actions"),
5605                          P_("Adds an action to the actor"),
5606                          CLUTTER_TYPE_ACTION,
5607                          CLUTTER_PARAM_WRITABLE);
5608
5609   /**
5610    * ClutterActor:constraints:
5611    *
5612    * Adds a #ClutterConstraint to the actor
5613    *
5614    * Since: 1.4
5615    */
5616   obj_props[PROP_CONSTRAINTS] =
5617     g_param_spec_object ("constraints",
5618                          P_("Constraints"),
5619                          P_("Adds a constraint to the actor"),
5620                          CLUTTER_TYPE_CONSTRAINT,
5621                          CLUTTER_PARAM_WRITABLE);
5622
5623   /**
5624    * ClutterActor:effect:
5625    *
5626    * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
5627    *
5628    * Since: 1.4
5629    */
5630   obj_props[PROP_EFFECT] =
5631     g_param_spec_object ("effect",
5632                          P_("Effect"),
5633                          P_("Add an effect to be applied on the actor"),
5634                          CLUTTER_TYPE_EFFECT,
5635                          CLUTTER_PARAM_WRITABLE);
5636
5637   /**
5638    * ClutterActor:layout-manager:
5639    *
5640    * A delegate object for controlling the layout of the children of
5641    * an actor.
5642    *
5643    * Since: 1.10
5644    */
5645   obj_props[PROP_LAYOUT_MANAGER] =
5646     g_param_spec_object ("layout-manager",
5647                          P_("Layout Manager"),
5648                          P_("The object controlling the layout of an actor's children"),
5649                          CLUTTER_TYPE_LAYOUT_MANAGER,
5650                          CLUTTER_PARAM_READWRITE);
5651
5652
5653   /**
5654    * ClutterActor:x-align:
5655    *
5656    * The alignment of an actor on the X axis, if the actor has been given
5657    * extra space for its allocation.
5658    *
5659    * Since: 1.10
5660    */
5661   obj_props[PROP_X_ALIGN] =
5662     g_param_spec_enum ("x-align",
5663                        P_("X Alignment"),
5664                        P_("The alignment of the actor on the X axis within its allocation"),
5665                        CLUTTER_TYPE_ACTOR_ALIGN,
5666                        CLUTTER_ACTOR_ALIGN_FILL,
5667                        CLUTTER_PARAM_READWRITE);
5668
5669   /**
5670    * ClutterActor:y-align:
5671    *
5672    * The alignment of an actor on the Y axis, if the actor has been given
5673    * extra space for its allocation.
5674    *
5675    * Since: 1.10
5676    */
5677   obj_props[PROP_Y_ALIGN] =
5678     g_param_spec_enum ("y-align",
5679                        P_("Y Alignment"),
5680                        P_("The alignment of the actor on the Y axis within its allocation"),
5681                        CLUTTER_TYPE_ACTOR_ALIGN,
5682                        CLUTTER_ACTOR_ALIGN_FILL,
5683                        CLUTTER_PARAM_READWRITE);
5684
5685   /**
5686    * ClutterActor:margin-top:
5687    *
5688    * The margin (in pixels) from the top of the actor.
5689    *
5690    * This property adds a margin to the actor's preferred size; the margin
5691    * will be automatically taken into account when allocating the actor.
5692    *
5693    * Since: 1.10
5694    */
5695   obj_props[PROP_MARGIN_TOP] =
5696     g_param_spec_float ("margin-top",
5697                         P_("Margin Top"),
5698                         P_("Extra space at the top"),
5699                         0.0, G_MAXFLOAT,
5700                         0.0,
5701                         CLUTTER_PARAM_READWRITE);
5702
5703   /**
5704    * ClutterActor:margin-bottom:
5705    *
5706    * The margin (in pixels) from the bottom of the actor.
5707    *
5708    * This property adds a margin to the actor's preferred size; the margin
5709    * will be automatically taken into account when allocating the actor.
5710    *
5711    * Since: 1.10
5712    */
5713   obj_props[PROP_MARGIN_BOTTOM] =
5714     g_param_spec_float ("margin-bottom",
5715                         P_("Margin Bottom"),
5716                         P_("Extra space at the bottom"),
5717                         0.0, G_MAXFLOAT,
5718                         0.0,
5719                         CLUTTER_PARAM_READWRITE);
5720
5721   /**
5722    * ClutterActor:margin-left:
5723    *
5724    * The margin (in pixels) from the left of the actor.
5725    *
5726    * This property adds a margin to the actor's preferred size; the margin
5727    * will be automatically taken into account when allocating the actor.
5728    *
5729    * Since: 1.10
5730    */
5731   obj_props[PROP_MARGIN_LEFT] =
5732     g_param_spec_float ("margin-left",
5733                         P_("Margin Left"),
5734                         P_("Extra space at the left"),
5735                         0.0, G_MAXFLOAT,
5736                         0.0,
5737                         CLUTTER_PARAM_READWRITE);
5738
5739   /**
5740    * ClutterActor:margin-right:
5741    *
5742    * The margin (in pixels) from the right of the actor.
5743    *
5744    * This property adds a margin to the actor's preferred size; the margin
5745    * will be automatically taken into account when allocating the actor.
5746    *
5747    * Since: 1.10
5748    */
5749   obj_props[PROP_MARGIN_RIGHT] =
5750     g_param_spec_float ("margin-right",
5751                         P_("Margin Right"),
5752                         P_("Extra space at the right"),
5753                         0.0, G_MAXFLOAT,
5754                         0.0,
5755                         CLUTTER_PARAM_READWRITE);
5756
5757   /**
5758    * ClutterActor:background-color-set:
5759    *
5760    * Whether the #ClutterActor:background-color property has been set.
5761    *
5762    * Since: 1.10
5763    */
5764   obj_props[PROP_BACKGROUND_COLOR_SET] =
5765     g_param_spec_boolean ("background-color-set",
5766                           P_("Background Color Set"),
5767                           P_("Whether the background color is set"),
5768                           FALSE,
5769                           CLUTTER_PARAM_READABLE);
5770
5771   /**
5772    * ClutterActor:background-color:
5773    *
5774    * Paints a solid fill of the actor's allocation using the specified
5775    * color.
5776    *
5777    * Since: 1.10
5778    */
5779   obj_props[PROP_BACKGROUND_COLOR] =
5780     clutter_param_spec_color ("background-color",
5781                               P_("Background color"),
5782                               P_("The actor's background color"),
5783                               CLUTTER_COLOR_Transparent,
5784                               CLUTTER_PARAM_READWRITE);
5785
5786   /**
5787    * ClutterActor:first-child:
5788    *
5789    * The actor's first child.
5790    *
5791    * Since: 1.10
5792    */
5793   obj_props[PROP_FIRST_CHILD] =
5794     g_param_spec_object ("first-child",
5795                          P_("First Child"),
5796                          P_("The actor's first child"),
5797                          CLUTTER_TYPE_ACTOR,
5798                          CLUTTER_PARAM_READABLE);
5799
5800   /**
5801    * ClutterActor:last-child:
5802    *
5803    * The actor's last child.
5804    *
5805    * Since: 1.10
5806    */
5807   obj_props[PROP_LAST_CHILD] =
5808     g_param_spec_object ("last-child",
5809                          P_("Last Child"),
5810                          P_("The actor's last child"),
5811                          CLUTTER_TYPE_ACTOR,
5812                          CLUTTER_PARAM_READABLE);
5813
5814   g_object_class_install_properties (object_class, PROP_LAST, obj_props);
5815
5816   /**
5817    * ClutterActor::destroy:
5818    * @actor: the #ClutterActor which emitted the signal
5819    *
5820    * The ::destroy signal notifies that all references held on the
5821    * actor which emitted it should be released.
5822    *
5823    * The ::destroy signal should be used by all holders of a reference
5824    * on @actor.
5825    *
5826    * This signal might result in the finalization of the #ClutterActor
5827    * if all references are released.
5828    *
5829    * Composite actors and actors implementing the #ClutterContainer
5830    * interface should override the default implementation of the
5831    * class handler of this signal and call clutter_actor_destroy() on
5832    * their children. When overriding the default class handler, it is
5833    * required to chain up to the parent's implementation.
5834    *
5835    * Since: 0.2
5836    */
5837   actor_signals[DESTROY] =
5838     g_signal_new (I_("destroy"),
5839                   G_TYPE_FROM_CLASS (object_class),
5840                   G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
5841                   G_STRUCT_OFFSET (ClutterActorClass, destroy),
5842                   NULL, NULL,
5843                   _clutter_marshal_VOID__VOID,
5844                   G_TYPE_NONE, 0);
5845   /**
5846    * ClutterActor::show:
5847    * @actor: the object which received the signal
5848    *
5849    * The ::show signal is emitted when an actor is visible and
5850    * rendered on the stage.
5851    *
5852    * Since: 0.2
5853    */
5854   actor_signals[SHOW] =
5855     g_signal_new (I_("show"),
5856                   G_TYPE_FROM_CLASS (object_class),
5857                   G_SIGNAL_RUN_FIRST,
5858                   G_STRUCT_OFFSET (ClutterActorClass, show),
5859                   NULL, NULL,
5860                   _clutter_marshal_VOID__VOID,
5861                   G_TYPE_NONE, 0);
5862   /**
5863    * ClutterActor::hide:
5864    * @actor: the object which received the signal
5865    *
5866    * The ::hide signal is emitted when an actor is no longer rendered
5867    * on the stage.
5868    *
5869    * Since: 0.2
5870    */
5871   actor_signals[HIDE] =
5872     g_signal_new (I_("hide"),
5873                   G_TYPE_FROM_CLASS (object_class),
5874                   G_SIGNAL_RUN_FIRST,
5875                   G_STRUCT_OFFSET (ClutterActorClass, hide),
5876                   NULL, NULL,
5877                   _clutter_marshal_VOID__VOID,
5878                   G_TYPE_NONE, 0);
5879   /**
5880    * ClutterActor::parent-set:
5881    * @actor: the object which received the signal
5882    * @old_parent: (allow-none): the previous parent of the actor, or %NULL
5883    *
5884    * This signal is emitted when the parent of the actor changes.
5885    *
5886    * Since: 0.2
5887    */
5888   actor_signals[PARENT_SET] =
5889     g_signal_new (I_("parent-set"),
5890                   G_TYPE_FROM_CLASS (object_class),
5891                   G_SIGNAL_RUN_LAST,
5892                   G_STRUCT_OFFSET (ClutterActorClass, parent_set),
5893                   NULL, NULL,
5894                   _clutter_marshal_VOID__OBJECT,
5895                   G_TYPE_NONE, 1,
5896                   CLUTTER_TYPE_ACTOR);
5897
5898   /**
5899    * ClutterActor::queue-redraw:
5900    * @actor: the actor we're bubbling the redraw request through
5901    * @origin: the actor which initiated the redraw request
5902    *
5903    * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
5904    * is called on @origin.
5905    *
5906    * The default implementation for #ClutterActor chains up to the
5907    * parent actor and queues a redraw on the parent, thus "bubbling"
5908    * the redraw queue up through the actor graph. The default
5909    * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
5910    * in a main loop idle handler.
5911    *
5912    * Note that the @origin actor may be the stage, or a container; it
5913    * does not have to be a leaf node in the actor graph.
5914    *
5915    * Toolkits embedding a #ClutterStage which require a redraw and
5916    * relayout cycle can stop the emission of this signal using the
5917    * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
5918    * themselves, like:
5919    *
5920    * |[
5921    *   static void
5922    *   on_redraw_complete (gpointer data)
5923    *   {
5924    *     ClutterStage *stage = data;
5925    *
5926    *     /&ast; execute the Clutter drawing pipeline &ast;/
5927    *     clutter_stage_ensure_redraw (stage);
5928    *   }
5929    *
5930    *   static void
5931    *   on_stage_queue_redraw (ClutterStage *stage)
5932    *   {
5933    *     /&ast; this prevents the default handler to run &ast;/
5934    *     g_signal_stop_emission_by_name (stage, "queue-redraw");
5935    *
5936    *     /&ast; queue a redraw with the host toolkit and call
5937    *      &ast; a function when the redraw has been completed
5938    *      &ast;/
5939    *     queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
5940    *   }
5941    * ]|
5942    *
5943    * <note><para>This signal is emitted before the Clutter paint
5944    * pipeline is executed. If you want to know when the pipeline has
5945    * been completed you should connect to the ::paint signal on the
5946    * Stage with g_signal_connect_after().</para></note>
5947    *
5948    * Since: 1.0
5949    */
5950   actor_signals[QUEUE_REDRAW] =
5951     g_signal_new (I_("queue-redraw"),
5952                   G_TYPE_FROM_CLASS (object_class),
5953                   G_SIGNAL_RUN_LAST,
5954                   G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
5955                   NULL, NULL,
5956                   _clutter_marshal_VOID__OBJECT,
5957                   G_TYPE_NONE, 1,
5958                   CLUTTER_TYPE_ACTOR);
5959
5960   /**
5961    * ClutterActor::queue-relayout
5962    * @actor: the actor being queued for relayout
5963    *
5964    * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
5965    * is called on an actor.
5966    *
5967    * The default implementation for #ClutterActor chains up to the
5968    * parent actor and queues a relayout on the parent, thus "bubbling"
5969    * the relayout queue up through the actor graph.
5970    *
5971    * The main purpose of this signal is to allow relayout to be propagated
5972    * properly in the procense of #ClutterClone actors. Applications will
5973    * not normally need to connect to this signal.
5974    *
5975    * Since: 1.2
5976    */
5977   actor_signals[QUEUE_RELAYOUT] =
5978     g_signal_new (I_("queue-relayout"),
5979                   G_TYPE_FROM_CLASS (object_class),
5980                   G_SIGNAL_RUN_LAST,
5981                   G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
5982                   NULL, NULL,
5983                   _clutter_marshal_VOID__VOID,
5984                   G_TYPE_NONE, 0);
5985
5986   /**
5987    * ClutterActor::event:
5988    * @actor: the actor which received the event
5989    * @event: a #ClutterEvent
5990    *
5991    * The ::event signal is emitted each time an event is received
5992    * by the @actor. This signal will be emitted on every actor,
5993    * following the hierarchy chain, until it reaches the top-level
5994    * container (the #ClutterStage).
5995    *
5996    * Return value: %TRUE if the event has been handled by the actor,
5997    *   or %FALSE to continue the emission.
5998    *
5999    * Since: 0.6
6000    */
6001   actor_signals[EVENT] =
6002     g_signal_new (I_("event"),
6003                   G_TYPE_FROM_CLASS (object_class),
6004                   G_SIGNAL_RUN_LAST,
6005                   G_STRUCT_OFFSET (ClutterActorClass, event),
6006                   _clutter_boolean_handled_accumulator, NULL,
6007                   _clutter_marshal_BOOLEAN__BOXED,
6008                   G_TYPE_BOOLEAN, 1,
6009                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6010   /**
6011    * ClutterActor::button-press-event:
6012    * @actor: the actor which received the event
6013    * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6014    *
6015    * The ::button-press-event signal is emitted each time a mouse button
6016    * is pressed on @actor.
6017    *
6018    * Return value: %TRUE if the event has been handled by the actor,
6019    *   or %FALSE to continue the emission.
6020    *
6021    * Since: 0.6
6022    */
6023   actor_signals[BUTTON_PRESS_EVENT] =
6024     g_signal_new (I_("button-press-event"),
6025                   G_TYPE_FROM_CLASS (object_class),
6026                   G_SIGNAL_RUN_LAST,
6027                   G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6028                   _clutter_boolean_handled_accumulator, NULL,
6029                   _clutter_marshal_BOOLEAN__BOXED,
6030                   G_TYPE_BOOLEAN, 1,
6031                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6032   /**
6033    * ClutterActor::button-release-event:
6034    * @actor: the actor which received the event
6035    * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6036    *
6037    * The ::button-release-event signal is emitted each time a mouse button
6038    * is released on @actor.
6039    *
6040    * Return value: %TRUE if the event has been handled by the actor,
6041    *   or %FALSE to continue the emission.
6042    *
6043    * Since: 0.6
6044    */
6045   actor_signals[BUTTON_RELEASE_EVENT] =
6046     g_signal_new (I_("button-release-event"),
6047                   G_TYPE_FROM_CLASS (object_class),
6048                   G_SIGNAL_RUN_LAST,
6049                   G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6050                   _clutter_boolean_handled_accumulator, NULL,
6051                   _clutter_marshal_BOOLEAN__BOXED,
6052                   G_TYPE_BOOLEAN, 1,
6053                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6054   /**
6055    * ClutterActor::scroll-event:
6056    * @actor: the actor which received the event
6057    * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6058    *
6059    * The ::scroll-event signal is emitted each time the mouse is
6060    * scrolled on @actor
6061    *
6062    * Return value: %TRUE if the event has been handled by the actor,
6063    *   or %FALSE to continue the emission.
6064    *
6065    * Since: 0.6
6066    */
6067   actor_signals[SCROLL_EVENT] =
6068     g_signal_new (I_("scroll-event"),
6069                   G_TYPE_FROM_CLASS (object_class),
6070                   G_SIGNAL_RUN_LAST,
6071                   G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6072                   _clutter_boolean_handled_accumulator, NULL,
6073                   _clutter_marshal_BOOLEAN__BOXED,
6074                   G_TYPE_BOOLEAN, 1,
6075                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6076   /**
6077    * ClutterActor::key-press-event:
6078    * @actor: the actor which received the event
6079    * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6080    *
6081    * The ::key-press-event signal is emitted each time a keyboard button
6082    * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6083    *
6084    * Return value: %TRUE if the event has been handled by the actor,
6085    *   or %FALSE to continue the emission.
6086    *
6087    * Since: 0.6
6088    */
6089   actor_signals[KEY_PRESS_EVENT] =
6090     g_signal_new (I_("key-press-event"),
6091                   G_TYPE_FROM_CLASS (object_class),
6092                   G_SIGNAL_RUN_LAST,
6093                   G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6094                   _clutter_boolean_handled_accumulator, NULL,
6095                   _clutter_marshal_BOOLEAN__BOXED,
6096                   G_TYPE_BOOLEAN, 1,
6097                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6098   /**
6099    * ClutterActor::key-release-event:
6100    * @actor: the actor which received the event
6101    * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6102    *
6103    * The ::key-release-event signal is emitted each time a keyboard button
6104    * is released while @actor has key focus (see
6105    * clutter_stage_set_key_focus()).
6106    *
6107    * Return value: %TRUE if the event has been handled by the actor,
6108    *   or %FALSE to continue the emission.
6109    *
6110    * Since: 0.6
6111    */
6112   actor_signals[KEY_RELEASE_EVENT] =
6113     g_signal_new (I_("key-release-event"),
6114                   G_TYPE_FROM_CLASS (object_class),
6115                   G_SIGNAL_RUN_LAST,
6116                   G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6117                   _clutter_boolean_handled_accumulator, NULL,
6118                   _clutter_marshal_BOOLEAN__BOXED,
6119                   G_TYPE_BOOLEAN, 1,
6120                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6121   /**
6122    * ClutterActor::motion-event:
6123    * @actor: the actor which received the event
6124    * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6125    *
6126    * The ::motion-event signal is emitted each time the mouse pointer is
6127    * moved over @actor.
6128    *
6129    * Return value: %TRUE if the event has been handled by the actor,
6130    *   or %FALSE to continue the emission.
6131    *
6132    * Since: 0.6
6133    */
6134   actor_signals[MOTION_EVENT] =
6135     g_signal_new (I_("motion-event"),
6136                   G_TYPE_FROM_CLASS (object_class),
6137                   G_SIGNAL_RUN_LAST,
6138                   G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6139                   _clutter_boolean_handled_accumulator, NULL,
6140                   _clutter_marshal_BOOLEAN__BOXED,
6141                   G_TYPE_BOOLEAN, 1,
6142                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6143
6144   /**
6145    * ClutterActor::key-focus-in:
6146    * @actor: the actor which now has key focus
6147    *
6148    * The ::key-focus-in signal is emitted when @actor receives key focus.
6149    *
6150    * Since: 0.6
6151    */
6152   actor_signals[KEY_FOCUS_IN] =
6153     g_signal_new (I_("key-focus-in"),
6154                   G_TYPE_FROM_CLASS (object_class),
6155                   G_SIGNAL_RUN_LAST,
6156                   G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6157                   NULL, NULL,
6158                   _clutter_marshal_VOID__VOID,
6159                   G_TYPE_NONE, 0);
6160
6161   /**
6162    * ClutterActor::key-focus-out:
6163    * @actor: the actor which now has key focus
6164    *
6165    * The ::key-focus-out signal is emitted when @actor loses key focus.
6166    *
6167    * Since: 0.6
6168    */
6169   actor_signals[KEY_FOCUS_OUT] =
6170     g_signal_new (I_("key-focus-out"),
6171                   G_TYPE_FROM_CLASS (object_class),
6172                   G_SIGNAL_RUN_LAST,
6173                   G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6174                   NULL, NULL,
6175                   _clutter_marshal_VOID__VOID,
6176                   G_TYPE_NONE, 0);
6177
6178   /**
6179    * ClutterActor::enter-event:
6180    * @actor: the actor which the pointer has entered.
6181    * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6182    *
6183    * The ::enter-event signal is emitted when the pointer enters the @actor
6184    *
6185    * Return value: %TRUE if the event has been handled by the actor,
6186    *   or %FALSE to continue the emission.
6187    *
6188    * Since: 0.6
6189    */
6190   actor_signals[ENTER_EVENT] =
6191     g_signal_new (I_("enter-event"),
6192                   G_TYPE_FROM_CLASS (object_class),
6193                   G_SIGNAL_RUN_LAST,
6194                   G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6195                   _clutter_boolean_handled_accumulator, NULL,
6196                   _clutter_marshal_BOOLEAN__BOXED,
6197                   G_TYPE_BOOLEAN, 1,
6198                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6199
6200   /**
6201    * ClutterActor::leave-event:
6202    * @actor: the actor which the pointer has left
6203    * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6204    *
6205    * The ::leave-event signal is emitted when the pointer leaves the @actor.
6206    *
6207    * Return value: %TRUE if the event has been handled by the actor,
6208    *   or %FALSE to continue the emission.
6209    *
6210    * Since: 0.6
6211    */
6212   actor_signals[LEAVE_EVENT] =
6213     g_signal_new (I_("leave-event"),
6214                   G_TYPE_FROM_CLASS (object_class),
6215                   G_SIGNAL_RUN_LAST,
6216                   G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6217                   _clutter_boolean_handled_accumulator, NULL,
6218                   _clutter_marshal_BOOLEAN__BOXED,
6219                   G_TYPE_BOOLEAN, 1,
6220                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6221
6222   /**
6223    * ClutterActor::captured-event:
6224    * @actor: the actor which received the signal
6225    * @event: a #ClutterEvent
6226    *
6227    * The ::captured-event signal is emitted when an event is captured
6228    * by Clutter. This signal will be emitted starting from the top-level
6229    * container (the #ClutterStage) to the actor which received the event
6230    * going down the hierarchy. This signal can be used to intercept every
6231    * event before the specialized events (like
6232    * ClutterActor::button-press-event or ::key-released-event) are
6233    * emitted.
6234    *
6235    * Return value: %TRUE if the event has been handled by the actor,
6236    *   or %FALSE to continue the emission.
6237    *
6238    * Since: 0.6
6239    */
6240   actor_signals[CAPTURED_EVENT] =
6241     g_signal_new (I_("captured-event"),
6242                   G_TYPE_FROM_CLASS (object_class),
6243                   G_SIGNAL_RUN_LAST,
6244                   G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6245                   _clutter_boolean_handled_accumulator, NULL,
6246                   _clutter_marshal_BOOLEAN__BOXED,
6247                   G_TYPE_BOOLEAN, 1,
6248                   CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6249
6250   /**
6251    * ClutterActor::paint:
6252    * @actor: the #ClutterActor that received the signal
6253    *
6254    * The ::paint signal is emitted each time an actor is being painted.
6255    *
6256    * Subclasses of #ClutterActor should override the class signal handler
6257    * and paint themselves in that function.
6258    *
6259    * It is possible to connect a handler to the ::paint signal in order
6260    * to set up some custom aspect of a paint.
6261    *
6262    * Since: 0.8
6263    */
6264   actor_signals[PAINT] =
6265     g_signal_new (I_("paint"),
6266                   G_TYPE_FROM_CLASS (object_class),
6267                   G_SIGNAL_RUN_LAST,
6268                   G_STRUCT_OFFSET (ClutterActorClass, paint),
6269                   NULL, NULL,
6270                   _clutter_marshal_VOID__VOID,
6271                   G_TYPE_NONE, 0);
6272   /**
6273    * ClutterActor::realize:
6274    * @actor: the #ClutterActor that received the signal
6275    *
6276    * The ::realize signal is emitted each time an actor is being
6277    * realized.
6278    *
6279    * Since: 0.8
6280    */
6281   actor_signals[REALIZE] =
6282     g_signal_new (I_("realize"),
6283                   G_TYPE_FROM_CLASS (object_class),
6284                   G_SIGNAL_RUN_LAST,
6285                   G_STRUCT_OFFSET (ClutterActorClass, realize),
6286                   NULL, NULL,
6287                   _clutter_marshal_VOID__VOID,
6288                   G_TYPE_NONE, 0);
6289   /**
6290    * ClutterActor::unrealize:
6291    * @actor: the #ClutterActor that received the signal
6292    *
6293    * The ::unrealize signal is emitted each time an actor is being
6294    * unrealized.
6295    *
6296    * Since: 0.8
6297    */
6298   actor_signals[UNREALIZE] =
6299     g_signal_new (I_("unrealize"),
6300                   G_TYPE_FROM_CLASS (object_class),
6301                   G_SIGNAL_RUN_LAST,
6302                   G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6303                   NULL, NULL,
6304                   _clutter_marshal_VOID__VOID,
6305                   G_TYPE_NONE, 0);
6306
6307   /**
6308    * ClutterActor::pick:
6309    * @actor: the #ClutterActor that received the signal
6310    * @color: the #ClutterColor to be used when picking
6311    *
6312    * The ::pick signal is emitted each time an actor is being painted
6313    * in "pick mode". The pick mode is used to identify the actor during
6314    * the event handling phase, or by clutter_stage_get_actor_at_pos().
6315    * The actor should paint its shape using the passed @pick_color.
6316    *
6317    * Subclasses of #ClutterActor should override the class signal handler
6318    * and paint themselves in that function.
6319    *
6320    * It is possible to connect a handler to the ::pick signal in order
6321    * to set up some custom aspect of a paint in pick mode.
6322    *
6323    * Since: 1.0
6324    */
6325   actor_signals[PICK] =
6326     g_signal_new (I_("pick"),
6327                   G_TYPE_FROM_CLASS (object_class),
6328                   G_SIGNAL_RUN_LAST,
6329                   G_STRUCT_OFFSET (ClutterActorClass, pick),
6330                   NULL, NULL,
6331                   _clutter_marshal_VOID__BOXED,
6332                   G_TYPE_NONE, 1,
6333                   CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6334
6335   /**
6336    * ClutterActor::allocation-changed:
6337    * @actor: the #ClutterActor that emitted the signal
6338    * @box: a #ClutterActorBox with the new allocation
6339    * @flags: #ClutterAllocationFlags for the allocation
6340    *
6341    * The ::allocation-changed signal is emitted when the
6342    * #ClutterActor:allocation property changes. Usually, application
6343    * code should just use the notifications for the :allocation property
6344    * but if you want to track the allocation flags as well, for instance
6345    * to know whether the absolute origin of @actor changed, then you might
6346    * want use this signal instead.
6347    *
6348    * Since: 1.0
6349    */
6350   actor_signals[ALLOCATION_CHANGED] =
6351     g_signal_new (I_("allocation-changed"),
6352                   G_TYPE_FROM_CLASS (object_class),
6353                   G_SIGNAL_RUN_LAST,
6354                   0,
6355                   NULL, NULL,
6356                   _clutter_marshal_VOID__BOXED_FLAGS,
6357                   G_TYPE_NONE, 2,
6358                   CLUTTER_TYPE_ACTOR_BOX,
6359                   CLUTTER_TYPE_ALLOCATION_FLAGS);
6360 }
6361
6362 static void
6363 clutter_actor_init (ClutterActor *self)
6364 {
6365   ClutterActorPrivate *priv;
6366
6367   self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6368
6369   priv->id = _clutter_context_acquire_id (self);
6370   priv->pick_id = -1;
6371
6372   priv->opacity = 0xff;
6373   priv->show_on_set_parent = TRUE;
6374
6375   priv->needs_width_request = TRUE;
6376   priv->needs_height_request = TRUE;
6377   priv->needs_allocation = TRUE;
6378
6379   priv->cached_width_age = 1;
6380   priv->cached_height_age = 1;
6381
6382   priv->opacity_override = -1;
6383   priv->enable_model_view_transform = TRUE;
6384
6385   /* Initialize an empty paint volume to start with */
6386   _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6387   priv->last_paint_volume_valid = TRUE;
6388
6389   priv->transform_valid = FALSE;
6390 }
6391
6392 /**
6393  * clutter_actor_new:
6394  *
6395  * Creates a new #ClutterActor.
6396  *
6397  * A newly created actor has a floating reference, which will be sunk
6398  * when it is added to another actor.
6399  *
6400  * Return value: (transfer full): the newly created #ClutterActor
6401  *
6402  * Since: 1.10
6403  */
6404 ClutterActor *
6405 clutter_actor_new (void)
6406 {
6407   return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
6408 }
6409
6410 /**
6411  * clutter_actor_destroy:
6412  * @self: a #ClutterActor
6413  *
6414  * Destroys an actor.  When an actor is destroyed, it will break any
6415  * references it holds to other objects.  If the actor is inside a
6416  * container, the actor will be removed.
6417  *
6418  * When you destroy a container, its children will be destroyed as well.
6419  *
6420  * Note: you cannot destroy the #ClutterStage returned by
6421  * clutter_stage_get_default().
6422  */
6423 void
6424 clutter_actor_destroy (ClutterActor *self)
6425 {
6426   g_return_if_fail (CLUTTER_IS_ACTOR (self));
6427
6428   g_object_ref (self);
6429
6430   /* avoid recursion while destroying */
6431   if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
6432     {
6433       CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6434
6435       g_object_run_dispose (G_OBJECT (self));
6436
6437       CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6438     }
6439
6440   g_object_unref (self);
6441 }
6442
6443 void
6444 _clutter_actor_finish_queue_redraw (ClutterActor *self,
6445                                     ClutterPaintVolume *clip)
6446 {
6447   ClutterActorPrivate *priv = self->priv;
6448   ClutterPaintVolume *pv;
6449   gboolean clipped;
6450
6451   /* If we've been explicitly passed a clip volume then there's
6452    * nothing more to calculate, but otherwise the only thing we know
6453    * is that the change is constrained to the given actor.
6454    *
6455    * The idea is that if we know the paint volume for where the actor
6456    * was last drawn (in eye coordinates) and we also have the paint
6457    * volume for where it will be drawn next (in actor coordinates)
6458    * then if we queue a redraw for both these volumes that will cover
6459    * everything that needs to be redrawn to clear the old view and
6460    * show the latest view of the actor.
6461    *
6462    * Don't clip this redraw if we don't know what position we had for
6463    * the previous redraw since we don't know where to set the clip so
6464    * it will clear the actor as it is currently.
6465    */
6466   if (clip)
6467     {
6468       _clutter_actor_set_queue_redraw_clip (self, clip);
6469       clipped = TRUE;
6470     }
6471   else if (G_LIKELY (priv->last_paint_volume_valid))
6472     {
6473       pv = _clutter_actor_get_paint_volume_mutable (self);
6474       if (pv)
6475         {
6476           ClutterActor *stage = _clutter_actor_get_stage_internal (self);
6477
6478           /* make sure we redraw the actors old position... */
6479           _clutter_actor_set_queue_redraw_clip (stage,
6480                                                 &priv->last_paint_volume);
6481           _clutter_actor_signal_queue_redraw (stage, stage);
6482           _clutter_actor_set_queue_redraw_clip (stage, NULL);
6483
6484           /* XXX: Ideally the redraw signal would take a clip volume
6485            * argument, but that would be an ABI break. Until we can
6486            * break the ABI we pass the argument out-of-band
6487            */
6488
6489           /* setup the clip for the actors new position... */
6490           _clutter_actor_set_queue_redraw_clip (self, pv);
6491           clipped = TRUE;
6492         }
6493       else
6494         clipped = FALSE;
6495     }
6496   else
6497     clipped = FALSE;
6498
6499   _clutter_actor_signal_queue_redraw (self, self);
6500
6501   /* Just in case anyone is manually firing redraw signals without
6502    * using the public queue_redraw() API we are careful to ensure that
6503    * our out-of-band clip member is cleared before returning...
6504    *
6505    * Note: A NULL clip denotes a full-stage, un-clipped redraw
6506    */
6507   if (G_LIKELY (clipped))
6508     _clutter_actor_set_queue_redraw_clip (self, NULL);
6509
6510   priv->queue_redraw_entry = NULL;
6511 }
6512
6513 static void
6514 _clutter_actor_get_allocation_clip (ClutterActor *self,
6515                                     ClutterActorBox *clip)
6516 {
6517   ClutterActorBox allocation;
6518
6519   /* XXX: we don't care if we get an out of date allocation here
6520    * because clutter_actor_queue_redraw_with_clip knows to ignore
6521    * the clip if the actor's allocation is invalid.
6522    *
6523    * This is noted because clutter_actor_get_allocation_box does some
6524    * unnecessary work to support buggy code with a comment suggesting
6525    * that it could be changed later which would be good for this use
6526    * case!
6527    */
6528   clutter_actor_get_allocation_box (self, &allocation);
6529
6530   /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
6531    * actor's own coordinate space but the allocation is in parent
6532    * coordinates */
6533   clip->x1 = 0;
6534   clip->y1 = 0;
6535   clip->x2 = allocation.x2 - allocation.x1;
6536   clip->y2 = allocation.y2 - allocation.y1;
6537 }
6538
6539 void
6540 _clutter_actor_queue_redraw_full (ClutterActor       *self,
6541                                   ClutterRedrawFlags  flags,
6542                                   ClutterPaintVolume *volume,
6543                                   ClutterEffect      *effect)
6544 {
6545   ClutterActorPrivate *priv = self->priv;
6546   ClutterPaintVolume allocation_pv;
6547   ClutterPaintVolume *pv;
6548   gboolean should_free_pv;
6549   ClutterActor *stage;
6550
6551   /* Here's an outline of the actor queue redraw mechanism:
6552    *
6553    * The process starts in one of the following two functions which
6554    * are wrappers for this function:
6555    * clutter_actor_queue_redraw
6556    * _clutter_actor_queue_redraw_with_clip
6557    *
6558    * additionally, an effect can queue a redraw by wrapping this
6559    * function in clutter_effect_queue_rerun
6560    *
6561    * This functions queues an entry in a list associated with the
6562    * stage which is a list of actors that queued a redraw while
6563    * updating the timelines, performing layouting and processing other
6564    * mainloop sources before the next paint starts.
6565    *
6566    * We aim to minimize the processing done at this point because
6567    * there is a good chance other events will happen while updating
6568    * the scenegraph that would invalidate any expensive work we might
6569    * otherwise try to do here. For example we don't try and resolve
6570    * the screen space bounding box of an actor at this stage so as to
6571    * minimize how much of the screen redraw because it's possible
6572    * something else will happen which will force a full redraw anyway.
6573    *
6574    * When all updates are complete and we come to paint the stage then
6575    * we iterate this list and actually emit the "queue-redraw" signals
6576    * for each of the listed actors which will bubble up to the stage
6577    * for each actor and at that point we will transform the actors
6578    * paint volume into screen coordinates to determine the clip region
6579    * for what needs to be redrawn in the next paint.
6580    *
6581    * Besides minimizing redundant work another reason for this
6582    * deferred design is that it's more likely we will be able to
6583    * determine the paint volume of an actor once we've finished
6584    * updating the scenegraph because its allocation should be up to
6585    * date. NB: If we can't determine an actors paint volume then we
6586    * can't automatically queue a clipped redraw which can make a big
6587    * difference to performance.
6588    *
6589    * So the control flow goes like this:
6590    * One of clutter_actor_queue_redraw,
6591    *        _clutter_actor_queue_redraw_with_clip
6592    *     or clutter_effect_queue_rerun
6593    *
6594    * then control moves to:
6595    *   _clutter_stage_queue_actor_redraw
6596    *
6597    * later during _clutter_stage_do_update, once relayouting is done
6598    * and the scenegraph has been updated we will call:
6599    * _clutter_stage_finish_queue_redraws
6600    *
6601    * _clutter_stage_finish_queue_redraws will call
6602    * _clutter_actor_finish_queue_redraw for each listed actor.
6603    * Note: actors *are* allowed to queue further redraws during this
6604    * process (considering clone actors or texture_new_from_actor which
6605    * respond to their source queueing a redraw by queuing a redraw
6606    * themselves). We repeat the process until the list is empty.
6607    *
6608    * This will result in the "queue-redraw" signal being fired for
6609    * each actor which will pass control to the default signal handler:
6610    * clutter_actor_real_queue_redraw
6611    *
6612    * This will bubble up to the stages handler:
6613    * clutter_stage_real_queue_redraw
6614    *
6615    * clutter_stage_real_queue_redraw will transform the actors paint
6616    * volume into screen space and add it as a clip region for the next
6617    * paint.
6618    */
6619
6620   /* ignore queueing a redraw for actors being destroyed */
6621   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6622     return;
6623
6624   stage = _clutter_actor_get_stage_internal (self);
6625
6626   /* Ignore queueing a redraw for actors not descended from a stage */
6627   if (stage == NULL)
6628     return;
6629
6630   /* ignore queueing a redraw on stages that are being destroyed */
6631   if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
6632     return;
6633
6634   if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
6635     {
6636       ClutterActorBox allocation_clip;
6637       ClutterVertex origin;
6638
6639       /* If the actor doesn't have a valid allocation then we will
6640        * queue a full stage redraw. */
6641       if (priv->needs_allocation)
6642         {
6643           /* NB: NULL denotes an undefined clip which will result in a
6644            * full redraw... */
6645           _clutter_actor_set_queue_redraw_clip (self, NULL);
6646           _clutter_actor_signal_queue_redraw (self, self);
6647           return;
6648         }
6649
6650       _clutter_paint_volume_init_static (&allocation_pv, self);
6651       pv = &allocation_pv;
6652
6653       _clutter_actor_get_allocation_clip (self, &allocation_clip);
6654
6655       origin.x = allocation_clip.x1;
6656       origin.y = allocation_clip.y1;
6657       origin.z = 0;
6658       clutter_paint_volume_set_origin (pv, &origin);
6659       clutter_paint_volume_set_width (pv,
6660                                       allocation_clip.x2 - allocation_clip.x1);
6661       clutter_paint_volume_set_height (pv,
6662                                        allocation_clip.y2 -
6663                                        allocation_clip.y1);
6664       should_free_pv = TRUE;
6665     }
6666   else
6667     {
6668       pv = volume;
6669       should_free_pv = FALSE;
6670     }
6671
6672   self->priv->queue_redraw_entry =
6673     _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
6674                                        priv->queue_redraw_entry,
6675                                        self,
6676                                        pv);
6677
6678   if (should_free_pv)
6679     clutter_paint_volume_free (pv);
6680
6681   /* If this is the first redraw queued then we can directly use the
6682      effect parameter */
6683   if (!priv->is_dirty)
6684     priv->effect_to_redraw = effect;
6685   /* Otherwise we need to merge it with the existing effect parameter */
6686   else if (effect != NULL)
6687     {
6688       /* If there's already an effect then we need to use whichever is
6689          later in the chain of actors. Otherwise a full redraw has
6690          already been queued on the actor so we need to ignore the
6691          effect parameter */
6692       if (priv->effect_to_redraw != NULL)
6693         {
6694           if (priv->effects == NULL)
6695             g_warning ("Redraw queued with an effect that is "
6696                        "not applied to the actor");
6697           else
6698             {
6699               const GList *l;
6700
6701               for (l = _clutter_meta_group_peek_metas (priv->effects);
6702                    l != NULL;
6703                    l = l->next)
6704                 {
6705                   if (l->data == priv->effect_to_redraw ||
6706                       l->data == effect)
6707                     priv->effect_to_redraw = l->data;
6708                 }
6709             }
6710         }
6711     }
6712   else
6713     {
6714       /* If no effect is specified then we need to redraw the whole
6715          actor */
6716       priv->effect_to_redraw = NULL;
6717     }
6718
6719   priv->is_dirty = TRUE;
6720 }
6721
6722 /**
6723  * clutter_actor_queue_redraw:
6724  * @self: A #ClutterActor
6725  *
6726  * Queues up a redraw of an actor and any children. The redraw occurs
6727  * once the main loop becomes idle (after the current batch of events
6728  * has been processed, roughly).
6729  *
6730  * Applications rarely need to call this, as redraws are handled
6731  * automatically by modification functions.
6732  *
6733  * This function will not do anything if @self is not visible, or
6734  * if the actor is inside an invisible part of the scenegraph.
6735  *
6736  * Also be aware that painting is a NOP for actors with an opacity of
6737  * 0
6738  *
6739  * When you are implementing a custom actor you must queue a redraw
6740  * whenever some private state changes that will affect painting or
6741  * picking of your actor.
6742  */
6743 void
6744 clutter_actor_queue_redraw (ClutterActor *self)
6745 {
6746   g_return_if_fail (CLUTTER_IS_ACTOR (self));
6747
6748   _clutter_actor_queue_redraw_full (self,
6749                                     0, /* flags */
6750                                     NULL, /* clip volume */
6751                                     NULL /* effect */);
6752 }
6753
6754 /*< private >
6755  * _clutter_actor_queue_redraw_with_clip:
6756  * @self: A #ClutterActor
6757  * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
6758  *   this queue redraw.
6759  * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
6760  *   redrawn or %NULL if you are just using a @flag to state your
6761  *   desired clipping.
6762  *
6763  * Queues up a clipped redraw of an actor and any children. The redraw
6764  * occurs once the main loop becomes idle (after the current batch of
6765  * events has been processed, roughly).
6766  *
6767  * If no flags are given the clip volume is defined by @volume
6768  * specified in actor coordinates and tells Clutter that only content
6769  * within this volume has been changed so Clutter can optionally
6770  * optimize the redraw.
6771  *
6772  * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
6773  * should be %NULL and this tells Clutter to use the actor's current
6774  * allocation as a clip box. This flag can only be used for 2D actors,
6775  * because any actor with depth may be projected outside its
6776  * allocation.
6777  *
6778  * Applications rarely need to call this, as redraws are handled
6779  * automatically by modification functions.
6780  *
6781  * This function will not do anything if @self is not visible, or if
6782  * the actor is inside an invisible part of the scenegraph.
6783  *
6784  * Also be aware that painting is a NOP for actors with an opacity of
6785  * 0
6786  *
6787  * When you are implementing a custom actor you must queue a redraw
6788  * whenever some private state changes that will affect painting or
6789  * picking of your actor.
6790  */
6791 void
6792 _clutter_actor_queue_redraw_with_clip (ClutterActor       *self,
6793                                        ClutterRedrawFlags  flags,
6794                                        ClutterPaintVolume *volume)
6795 {
6796   _clutter_actor_queue_redraw_full (self,
6797                                     flags, /* flags */
6798                                     volume, /* clip volume */
6799                                     NULL /* effect */);
6800 }
6801
6802 static void
6803 _clutter_actor_queue_only_relayout (ClutterActor *self)
6804 {
6805   ClutterActorPrivate *priv = self->priv;
6806
6807   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6808     return;
6809
6810   if (priv->needs_width_request &&
6811       priv->needs_height_request &&
6812       priv->needs_allocation)
6813     return; /* save some cpu cycles */
6814
6815 #if CLUTTER_ENABLE_DEBUG
6816   if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
6817     {
6818       g_warning ("The actor '%s' is currently inside an allocation "
6819                  "cycle; calling clutter_actor_queue_relayout() is "
6820                  "not recommended",
6821                  _clutter_actor_get_debug_name (self));
6822     }
6823 #endif /* CLUTTER_ENABLE_DEBUG */
6824
6825   g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
6826 }
6827
6828 /**
6829  * clutter_actor_queue_redraw_with_clip:
6830  * @self: a #ClutterActor
6831  * @clip: (allow-none): a rectangular clip region, or %NULL
6832  *
6833  * Queues a redraw on @self limited to a specific, actor-relative
6834  * rectangular area.
6835  *
6836  * If @clip is %NULL this function is equivalent to
6837  * clutter_actor_queue_redraw().
6838  *
6839  * Since: 1.10
6840  */
6841 void
6842 clutter_actor_queue_redraw_with_clip (ClutterActor                *self,
6843                                       const cairo_rectangle_int_t *clip)
6844 {
6845   ClutterPaintVolume volume;
6846   ClutterVertex origin;
6847
6848   g_return_if_fail (CLUTTER_IS_ACTOR (self));
6849
6850   if (clip == NULL)
6851     {
6852       clutter_actor_queue_redraw (self);
6853       return;
6854     }
6855
6856   _clutter_paint_volume_init_static (&volume, self);
6857
6858   origin.x = clip->x;
6859   origin.y = clip->y;
6860   origin.z = 0.0f;
6861
6862   clutter_paint_volume_set_origin (&volume, &origin);
6863   clutter_paint_volume_set_width (&volume, clip->width);
6864   clutter_paint_volume_set_height (&volume, clip->height);
6865
6866   _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
6867
6868   clutter_paint_volume_free (&volume);
6869 }
6870
6871 /**
6872  * clutter_actor_queue_relayout:
6873  * @self: A #ClutterActor
6874  *
6875  * Indicates that the actor's size request or other layout-affecting
6876  * properties may have changed. This function is used inside #ClutterActor
6877  * subclass implementations, not by applications directly.
6878  *
6879  * Queueing a new layout automatically queues a redraw as well.
6880  *
6881  * Since: 0.8
6882  */
6883 void
6884 clutter_actor_queue_relayout (ClutterActor *self)
6885 {
6886   g_return_if_fail (CLUTTER_IS_ACTOR (self));
6887
6888   _clutter_actor_queue_only_relayout (self);
6889   clutter_actor_queue_redraw (self);
6890 }
6891
6892 /**
6893  * clutter_actor_get_preferred_size:
6894  * @self: a #ClutterActor
6895  * @min_width_p: (out) (allow-none): return location for the minimum
6896  *   width, or %NULL
6897  * @min_height_p: (out) (allow-none): return location for the minimum
6898  *   height, or %NULL
6899  * @natural_width_p: (out) (allow-none): return location for the natural
6900  *   width, or %NULL
6901  * @natural_height_p: (out) (allow-none): return location for the natural
6902  *   height, or %NULL
6903  *
6904  * Computes the preferred minimum and natural size of an actor, taking into
6905  * account the actor's geometry management (either height-for-width
6906  * or width-for-height).
6907  *
6908  * The width and height used to compute the preferred height and preferred
6909  * width are the actor's natural ones.
6910  *
6911  * If you need to control the height for the preferred width, or the width for
6912  * the preferred height, you should use clutter_actor_get_preferred_width()
6913  * and clutter_actor_get_preferred_height(), and check the actor's preferred
6914  * geometry management using the #ClutterActor:request-mode property.
6915  *
6916  * Since: 0.8
6917  */
6918 void
6919 clutter_actor_get_preferred_size (ClutterActor *self,
6920                                   gfloat       *min_width_p,
6921                                   gfloat       *min_height_p,
6922                                   gfloat       *natural_width_p,
6923                                   gfloat       *natural_height_p)
6924 {
6925   ClutterActorPrivate *priv;
6926   gfloat min_width, min_height;
6927   gfloat natural_width, natural_height;
6928
6929   g_return_if_fail (CLUTTER_IS_ACTOR (self));
6930
6931   priv = self->priv;
6932
6933   min_width = min_height = 0;
6934   natural_width = natural_height = 0;
6935
6936   if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
6937     {
6938       CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
6939       clutter_actor_get_preferred_width (self, -1,
6940                                          &min_width,
6941                                          &natural_width);
6942       clutter_actor_get_preferred_height (self, natural_width,
6943                                           &min_height,
6944                                           &natural_height);
6945     }
6946   else
6947     {
6948       CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
6949       clutter_actor_get_preferred_height (self, -1,
6950                                           &min_height,
6951                                           &natural_height);
6952       clutter_actor_get_preferred_width (self, natural_height,
6953                                          &min_width,
6954                                          &natural_width);
6955     }
6956
6957   if (min_width_p)
6958     *min_width_p = min_width;
6959
6960   if (min_height_p)
6961     *min_height_p = min_height;
6962
6963   if (natural_width_p)
6964     *natural_width_p = natural_width;
6965
6966   if (natural_height_p)
6967     *natural_height_p = natural_height;
6968 }
6969
6970 /*< private >
6971  * effective_align:
6972  * @align: a #ClutterActorAlign
6973  * @direction: a #ClutterTextDirection
6974  *
6975  * Retrieves the correct alignment depending on the text direction
6976  *
6977  * Return value: the effective alignment
6978  */
6979 static ClutterActorAlign
6980 effective_align (ClutterActorAlign    align,
6981                  ClutterTextDirection direction)
6982 {
6983   ClutterActorAlign res;
6984
6985   switch (align)
6986     {
6987     case CLUTTER_ACTOR_ALIGN_START:
6988       res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6989           ? CLUTTER_ACTOR_ALIGN_END
6990           : CLUTTER_ACTOR_ALIGN_START;
6991       break;
6992
6993     case CLUTTER_ACTOR_ALIGN_END:
6994       res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6995           ? CLUTTER_ACTOR_ALIGN_START
6996           : CLUTTER_ACTOR_ALIGN_END;
6997       break;
6998
6999     default:
7000       res = align;
7001       break;
7002     }
7003
7004   return res;
7005 }
7006
7007 static inline void
7008 adjust_for_margin (float  margin_start,
7009                    float  margin_end,
7010                    float *minimum_size,
7011                    float *natural_size,
7012                    float *allocated_start,
7013                    float *allocated_end)
7014 {
7015   *minimum_size -= (margin_start + margin_end);
7016   *natural_size -= (margin_start + margin_end);
7017   *allocated_start += margin_start;
7018   *allocated_end -= margin_end;
7019 }
7020
7021 static inline void
7022 adjust_for_alignment (ClutterActorAlign  alignment,
7023                       float              natural_size,
7024                       float             *allocated_start,
7025                       float             *allocated_end)
7026 {
7027   float allocated_size = *allocated_end - *allocated_start;
7028
7029   switch (alignment)
7030     {
7031     case CLUTTER_ACTOR_ALIGN_FILL:
7032       /* do nothing */
7033       break;
7034
7035     case CLUTTER_ACTOR_ALIGN_START:
7036       /* keep start */
7037       *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7038       break;
7039
7040     case CLUTTER_ACTOR_ALIGN_END:
7041       if (allocated_size > natural_size)
7042         {
7043           *allocated_start += (allocated_size - natural_size);
7044           *allocated_end = *allocated_start + natural_size;
7045         }
7046       break;
7047
7048     case CLUTTER_ACTOR_ALIGN_CENTER:
7049       if (allocated_size > natural_size)
7050         {
7051           *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7052           *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7053         }
7054       break;
7055     }
7056 }
7057
7058 /*< private >
7059  * clutter_actor_adjust_width:
7060  * @self: a #ClutterActor
7061  * @minimum_width: (inout): the actor's preferred minimum width, which
7062  *   will be adjusted depending on the margin
7063  * @natural_width: (inout): the actor's preferred natural width, which
7064  *   will be adjusted depending on the margin
7065  * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7066  * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7067  *
7068  * Adjusts the preferred and allocated position and size of an actor,
7069  * depending on the margin and alignment properties.
7070  */
7071 static void
7072 clutter_actor_adjust_width (ClutterActor *self,
7073                             gfloat       *minimum_width,
7074                             gfloat       *natural_width,
7075                             gfloat       *adjusted_x1,
7076                             gfloat       *adjusted_x2)
7077 {
7078   ClutterTextDirection text_dir;
7079   const ClutterLayoutInfo *info;
7080
7081   info = _clutter_actor_get_layout_info_or_defaults (self);
7082   text_dir = clutter_actor_get_text_direction (self);
7083
7084   CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7085
7086   /* this will tweak natural_width to remove the margin, so that
7087    * adjust_for_alignment() will use the correct size
7088    */
7089   adjust_for_margin (info->margin.left, info->margin.right,
7090                      minimum_width, natural_width,
7091                      adjusted_x1, adjusted_x2);
7092
7093   adjust_for_alignment (effective_align (info->x_align, text_dir),
7094                         *natural_width,
7095                         adjusted_x1, adjusted_x2);
7096 }
7097
7098 /*< private >
7099  * clutter_actor_adjust_height:
7100  * @self: a #ClutterActor
7101  * @minimum_height: (inout): the actor's preferred minimum height, which
7102  *   will be adjusted depending on the margin
7103  * @natural_height: (inout): the actor's preferred natural height, which
7104  *   will be adjusted depending on the margin
7105  * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7106  * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7107  *
7108  * Adjusts the preferred and allocated position and size of an actor,
7109  * depending on the margin and alignment properties.
7110  */
7111 static void
7112 clutter_actor_adjust_height (ClutterActor *self,
7113                              gfloat       *minimum_height,
7114                              gfloat       *natural_height,
7115                              gfloat       *adjusted_y1,
7116                              gfloat       *adjusted_y2)
7117 {
7118   const ClutterLayoutInfo *info;
7119
7120   info = _clutter_actor_get_layout_info_or_defaults (self);
7121
7122   CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7123
7124   /* this will tweak natural_height to remove the margin, so that
7125    * adjust_for_alignment() will use the correct size
7126    */
7127   adjust_for_margin (info->margin.top, info->margin.bottom,
7128                      minimum_height, natural_height,
7129                      adjusted_y1,
7130                      adjusted_y2);
7131
7132   /* we don't use effective_align() here, because text direction
7133    * only affects the horizontal axis
7134    */
7135   adjust_for_alignment (info->y_align,
7136                         *natural_height,
7137                         adjusted_y1,
7138                         adjusted_y2);
7139
7140 }
7141
7142 /* looks for a cached size request for this for_size. If not
7143  * found, returns the oldest entry so it can be overwritten */
7144 static gboolean
7145 _clutter_actor_get_cached_size_request (gfloat         for_size,
7146                                         SizeRequest   *cached_size_requests,
7147                                         SizeRequest  **result)
7148 {
7149   guint i;
7150
7151   *result = &cached_size_requests[0];
7152
7153   for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7154     {
7155       SizeRequest *sr;
7156
7157       sr = &cached_size_requests[i];
7158
7159       if (sr->age > 0 &&
7160           sr->for_size == for_size)
7161         {
7162           CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7163           *result = sr;
7164           return TRUE;
7165         }
7166       else if (sr->age < (*result)->age)
7167         {
7168           *result = sr;
7169         }
7170     }
7171
7172   CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7173
7174   return FALSE;
7175 }
7176
7177 /**
7178  * clutter_actor_get_preferred_width:
7179  * @self: A #ClutterActor
7180  * @for_height: available height when computing the preferred width,
7181  *   or a negative value to indicate that no height is defined
7182  * @min_width_p: (out) (allow-none): return location for minimum width,
7183  *   or %NULL
7184  * @natural_width_p: (out) (allow-none): return location for the natural
7185  *   width, or %NULL
7186  *
7187  * Computes the requested minimum and natural widths for an actor,
7188  * optionally depending on the specified height, or if they are
7189  * already computed, returns the cached values.
7190  *
7191  * An actor may not get its request - depending on the layout
7192  * manager that's in effect.
7193  *
7194  * A request should not incorporate the actor's scale or anchor point;
7195  * those transformations do not affect layout, only rendering.
7196  *
7197  * Since: 0.8
7198  */
7199 void
7200 clutter_actor_get_preferred_width (ClutterActor *self,
7201                                    gfloat        for_height,
7202                                    gfloat       *min_width_p,
7203                                    gfloat       *natural_width_p)
7204 {
7205   float request_min_width, request_natural_width;
7206   SizeRequest *cached_size_request;
7207   const ClutterLayoutInfo *info;
7208   ClutterActorPrivate *priv;
7209   gboolean found_in_cache;
7210
7211   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7212
7213   priv = self->priv;
7214
7215   info = _clutter_actor_get_layout_info_or_defaults (self);
7216
7217   /* we shortcircuit the case of a fixed size set using set_width() */
7218   if (priv->min_width_set && priv->natural_width_set)
7219     {
7220       if (min_width_p != NULL)
7221         *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7222
7223       if (natural_width_p != NULL)
7224         *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7225
7226       return;
7227     }
7228
7229   /* the remaining cases are:
7230    *
7231    *   - either min_width or natural_width have been set
7232    *   - neither min_width or natural_width have been set
7233    *
7234    * in both cases, we go through the cache (and through the actor in case
7235    * of cache misses) and determine the authoritative value depending on
7236    * the *_set flags.
7237    */
7238
7239   if (!priv->needs_width_request)
7240     {
7241       found_in_cache =
7242         _clutter_actor_get_cached_size_request (for_height,
7243                                                 priv->width_requests,
7244                                                 &cached_size_request);
7245     }
7246   else
7247     {
7248       /* if the actor needs a width request we use the first slot */
7249       found_in_cache = FALSE;
7250       cached_size_request = &priv->width_requests[0];
7251     }
7252
7253   if (!found_in_cache)
7254     {
7255       gfloat minimum_width, natural_width;
7256       ClutterActorClass *klass;
7257
7258       minimum_width = natural_width = 0;
7259
7260       /* adjust for the margin */
7261       if (for_height >= 0)
7262         {
7263           for_height -= (info->margin.top + info->margin.bottom);
7264           if (for_height < 0)
7265             for_height = 0;
7266         }
7267
7268       CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7269
7270       klass = CLUTTER_ACTOR_GET_CLASS (self);
7271       klass->get_preferred_width (self, for_height,
7272                                   &minimum_width,
7273                                   &natural_width);
7274
7275       /* adjust for the margin */
7276       minimum_width += (info->margin.left + info->margin.right);
7277       natural_width += (info->margin.left + info->margin.right);
7278
7279       /* Due to accumulated float errors, it's better not to warn
7280        * on this, but just fix it.
7281        */
7282       if (natural_width < minimum_width)
7283         natural_width = minimum_width;
7284
7285       cached_size_request->min_size = minimum_width;
7286       cached_size_request->natural_size = natural_width;
7287       cached_size_request->for_size = for_height;
7288       cached_size_request->age = priv->cached_width_age;
7289
7290       priv->cached_width_age += 1;
7291       priv->needs_width_request = FALSE;
7292     }
7293
7294   if (!priv->min_width_set)
7295     request_min_width = cached_size_request->min_size;
7296   else
7297     request_min_width = info->min_width;
7298
7299   if (!priv->natural_width_set)
7300     request_natural_width = cached_size_request->natural_size;
7301   else
7302     request_natural_width = info->natural_width;
7303
7304   if (min_width_p)
7305     *min_width_p = request_min_width;
7306
7307   if (natural_width_p)
7308     *natural_width_p = request_natural_width;
7309 }
7310
7311 /**
7312  * clutter_actor_get_preferred_height:
7313  * @self: A #ClutterActor
7314  * @for_width: available width to assume in computing desired height,
7315  *   or a negative value to indicate that no width is defined
7316  * @min_height_p: (out) (allow-none): return location for minimum height,
7317  *   or %NULL
7318  * @natural_height_p: (out) (allow-none): return location for natural
7319  *   height, or %NULL
7320  *
7321  * Computes the requested minimum and natural heights for an actor,
7322  * or if they are already computed, returns the cached values.
7323  *
7324  * An actor may not get its request - depending on the layout
7325  * manager that's in effect.
7326  *
7327  * A request should not incorporate the actor's scale or anchor point;
7328  * those transformations do not affect layout, only rendering.
7329  *
7330  * Since: 0.8
7331  */
7332 void
7333 clutter_actor_get_preferred_height (ClutterActor *self,
7334                                     gfloat        for_width,
7335                                     gfloat       *min_height_p,
7336                                     gfloat       *natural_height_p)
7337 {
7338   float request_min_height, request_natural_height;
7339   SizeRequest *cached_size_request;
7340   const ClutterLayoutInfo *info;
7341   ClutterActorPrivate *priv;
7342   gboolean found_in_cache;
7343
7344   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7345
7346   priv = self->priv;
7347
7348   info = _clutter_actor_get_layout_info_or_defaults (self);
7349
7350   /* we shortcircuit the case of a fixed size set using set_height() */
7351   if (priv->min_height_set && priv->natural_height_set)
7352     {
7353       if (min_height_p != NULL)
7354         *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7355
7356       if (natural_height_p != NULL)
7357         *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7358
7359       return;
7360     }
7361
7362   /* the remaining cases are:
7363    *
7364    *   - either min_height or natural_height have been set
7365    *   - neither min_height or natural_height have been set
7366    *
7367    * in both cases, we go through the cache (and through the actor in case
7368    * of cache misses) and determine the authoritative value depending on
7369    * the *_set flags.
7370    */
7371
7372   if (!priv->needs_height_request)
7373     {
7374       found_in_cache =
7375         _clutter_actor_get_cached_size_request (for_width,
7376                                                 priv->height_requests,
7377                                                 &cached_size_request);
7378     }
7379   else
7380     {
7381       found_in_cache = FALSE;
7382       cached_size_request = &priv->height_requests[0];
7383     }
7384
7385   if (!found_in_cache)
7386     {
7387       gfloat minimum_height, natural_height;
7388       ClutterActorClass *klass;
7389
7390       minimum_height = natural_height = 0;
7391
7392       CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
7393
7394       /* adjust for margin */
7395       if (for_width >= 0)
7396         {
7397           for_width -= (info->margin.left + info->margin.right);
7398           if (for_width < 0)
7399             for_width = 0;
7400         }
7401
7402       klass = CLUTTER_ACTOR_GET_CLASS (self);
7403       klass->get_preferred_height (self, for_width,
7404                                    &minimum_height,
7405                                    &natural_height);
7406
7407       /* adjust for margin */
7408       minimum_height += (info->margin.top + info->margin.bottom);
7409       natural_height += (info->margin.top + info->margin.bottom);
7410
7411       /* Due to accumulated float errors, it's better not to warn
7412        * on this, but just fix it.
7413        */
7414       if (natural_height < minimum_height)
7415         natural_height = minimum_height;
7416
7417       cached_size_request->min_size = minimum_height;
7418       cached_size_request->natural_size = natural_height;
7419       cached_size_request->for_size = for_width;
7420       cached_size_request->age = priv->cached_height_age;
7421
7422       priv->cached_height_age += 1;
7423       priv->needs_height_request = FALSE;
7424     }
7425
7426   if (!priv->min_height_set)
7427     request_min_height = cached_size_request->min_size;
7428   else
7429     request_min_height = info->min_height;
7430
7431   if (!priv->natural_height_set)
7432     request_natural_height = cached_size_request->natural_size;
7433   else
7434     request_natural_height = info->natural_height;
7435
7436   if (min_height_p)
7437     *min_height_p = request_min_height;
7438
7439   if (natural_height_p)
7440     *natural_height_p = request_natural_height;
7441 }
7442
7443 /**
7444  * clutter_actor_get_allocation_box:
7445  * @self: A #ClutterActor
7446  * @box: (out): the function fills this in with the actor's allocation
7447  *
7448  * Gets the layout box an actor has been assigned. The allocation can
7449  * only be assumed valid inside a paint() method; anywhere else, it
7450  * may be out-of-date.
7451  *
7452  * An allocation does not incorporate the actor's scale or anchor point;
7453  * those transformations do not affect layout, only rendering.
7454  *
7455  * <note>Do not call any of the clutter_actor_get_allocation_*() family
7456  * of functions inside the implementation of the get_preferred_width()
7457  * or get_preferred_height() virtual functions.</note>
7458  *
7459  * Since: 0.8
7460  */
7461 void
7462 clutter_actor_get_allocation_box (ClutterActor    *self,
7463                                   ClutterActorBox *box)
7464 {
7465   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7466
7467   /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
7468    * which limits calling get_allocation to inside paint() basically; or
7469    * we can 2) force a layout, which could be expensive if someone calls
7470    * get_allocation somewhere silly; or we can 3) just return the latest
7471    * value, allowing it to be out-of-date, and assume people know what
7472    * they are doing.
7473    *
7474    * The least-surprises approach that keeps existing code working is
7475    * likely to be 2). People can end up doing some inefficient things,
7476    * though, and in general code that requires 2) is probably broken.
7477    */
7478
7479   /* this implements 2) */
7480   if (G_UNLIKELY (self->priv->needs_allocation))
7481     {
7482       ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7483
7484       /* do not queue a relayout on an unparented actor */
7485       if (stage)
7486         _clutter_stage_maybe_relayout (stage);
7487     }
7488
7489   /* commenting out the code above and just keeping this assigment
7490    * implements 3)
7491    */
7492   *box = self->priv->allocation;
7493 }
7494
7495 /**
7496  * clutter_actor_get_allocation_geometry:
7497  * @self: A #ClutterActor
7498  * @geom: (out): allocation geometry in pixels
7499  *
7500  * Gets the layout box an actor has been assigned.  The allocation can
7501  * only be assumed valid inside a paint() method; anywhere else, it
7502  * may be out-of-date.
7503  *
7504  * An allocation does not incorporate the actor's scale or anchor point;
7505  * those transformations do not affect layout, only rendering.
7506  *
7507  * The returned rectangle is in pixels.
7508  *
7509  * Since: 0.8
7510  */
7511 void
7512 clutter_actor_get_allocation_geometry (ClutterActor    *self,
7513                                        ClutterGeometry *geom)
7514 {
7515   ClutterActorBox box;
7516
7517   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7518   g_return_if_fail (geom != NULL);
7519
7520   clutter_actor_get_allocation_box (self, &box);
7521
7522   geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
7523   geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
7524   geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
7525   geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
7526 }
7527
7528 static void
7529 clutter_actor_update_constraints (ClutterActor    *self,
7530                                   ClutterActorBox *allocation)
7531 {
7532   ClutterActorPrivate *priv = self->priv;
7533   const GList *constraints, *l;
7534
7535   if (priv->constraints == NULL)
7536     return;
7537
7538   constraints = _clutter_meta_group_peek_metas (priv->constraints);
7539   for (l = constraints; l != NULL; l = l->next)
7540     {
7541       ClutterConstraint *constraint = l->data;
7542       ClutterActorMeta *meta = l->data;
7543
7544       if (clutter_actor_meta_get_enabled (meta))
7545         {
7546           _clutter_constraint_update_allocation (constraint,
7547                                                  self,
7548                                                  allocation);
7549         }
7550     }
7551 }
7552
7553 /*< private >
7554  * clutter_actor_adjust_allocation:
7555  * @self: a #ClutterActor
7556  * @allocation: (inout): the allocation to adjust
7557  *
7558  * Adjusts the passed allocation box taking into account the actor's
7559  * layout information, like alignment, expansion, and margin.
7560  */
7561 static void
7562 clutter_actor_adjust_allocation (ClutterActor    *self,
7563                                  ClutterActorBox *allocation)
7564 {
7565   ClutterActorBox adj_allocation;
7566   float alloc_width, alloc_height;
7567   float min_width, min_height;
7568   float nat_width, nat_height;
7569   ClutterRequestMode req_mode;
7570
7571   adj_allocation = *allocation;
7572
7573   clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
7574
7575   /* we want to hit the cache, so we use the public API */
7576   req_mode = clutter_actor_get_request_mode (self);
7577
7578   if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7579     {
7580       clutter_actor_get_preferred_width (self, -1,
7581                                          &min_width,
7582                                          &nat_width);
7583       clutter_actor_get_preferred_height (self, alloc_width,
7584                                           &min_height,
7585                                           &nat_height);
7586     }
7587   else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
7588     {
7589       clutter_actor_get_preferred_height (self, -1,
7590                                           &min_height,
7591                                           &nat_height);
7592       clutter_actor_get_preferred_height (self, alloc_height,
7593                                           &min_width,
7594                                           &nat_width);
7595     }
7596
7597 #ifdef CLUTTER_ENABLE_DEBUG
7598   /* warn about underallocations */
7599   if (_clutter_diagnostic_enabled () &&
7600       (floorf (min_width - alloc_width) > 0 ||
7601        floorf (min_height - alloc_height) > 0))
7602     {
7603       ClutterActor *parent = clutter_actor_get_parent (self);
7604
7605       /* the only actors that are allowed to be underallocated are the Stage,
7606        * as it doesn't have an implicit size, and Actors that specifically
7607        * told us that they want to opt-out from layout control mechanisms
7608        * through the NO_LAYOUT escape hatch.
7609        */
7610       if (parent != NULL &&
7611           !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
7612         {
7613           g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
7614                      "of %.2f x %.2f from its parent actor '%s', but its "
7615                      "requested minimum size is of %.2f x %.2f",
7616                      _clutter_actor_get_debug_name (self),
7617                      alloc_width, alloc_height,
7618                      _clutter_actor_get_debug_name (parent),
7619                      min_width, min_height);
7620         }
7621     }
7622 #endif
7623
7624   clutter_actor_adjust_width (self,
7625                               &min_width,
7626                               &nat_width,
7627                               &adj_allocation.x1,
7628                               &adj_allocation.x2);
7629
7630   clutter_actor_adjust_height (self,
7631                                &min_height,
7632                                &nat_height,
7633                                &adj_allocation.y1,
7634                                &adj_allocation.y2);
7635
7636   /* we maintain the invariant that an allocation cannot be adjusted
7637    * to be outside the parent-given box
7638    */
7639   if (adj_allocation.x1 < allocation->x1 ||
7640       adj_allocation.y1 < allocation->y1 ||
7641       adj_allocation.x2 > allocation->x2 ||
7642       adj_allocation.y2 > allocation->y2)
7643     {
7644       g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
7645                  "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
7646                  "original allocation of { %.2f, %.2f, %.2f, %.2f }",
7647                  _clutter_actor_get_debug_name (self),
7648                  adj_allocation.x1, adj_allocation.y1,
7649                  adj_allocation.x2 - adj_allocation.x1,
7650                  adj_allocation.y2 - adj_allocation.y1,
7651                  allocation->x1, allocation->y1,
7652                  allocation->x2 - allocation->x1,
7653                  allocation->y2 - allocation->y1);
7654       return;
7655     }
7656
7657   *allocation = adj_allocation;
7658 }
7659
7660 /**
7661  * clutter_actor_allocate:
7662  * @self: A #ClutterActor
7663  * @box: new allocation of the actor, in parent-relative coordinates
7664  * @flags: flags that control the allocation
7665  *
7666  * Called by the parent of an actor to assign the actor its size.
7667  * Should never be called by applications (except when implementing
7668  * a container or layout manager).
7669  *
7670  * Actors can know from their allocation box whether they have moved
7671  * with respect to their parent actor. The @flags parameter describes
7672  * additional information about the allocation, for instance whether
7673  * the parent has moved with respect to the stage, for example because
7674  * a grandparent's origin has moved.
7675  *
7676  * Since: 0.8
7677  */
7678 void
7679 clutter_actor_allocate (ClutterActor           *self,
7680                         const ClutterActorBox  *box,
7681                         ClutterAllocationFlags  flags)
7682 {
7683   ClutterActorPrivate *priv;
7684   ClutterActorClass *klass;
7685   ClutterActorBox old_allocation, real_allocation;
7686   gboolean origin_changed, child_moved, size_changed;
7687   gboolean stage_allocation_changed;
7688
7689   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7690   if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
7691     {
7692       g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
7693                  "which isn't a descendent of the stage!\n",
7694                  self, _clutter_actor_get_debug_name (self));
7695       return;
7696     }
7697
7698   priv = self->priv;
7699
7700   old_allocation = priv->allocation;
7701   real_allocation = *box;
7702
7703   /* constraints are allowed to modify the allocation only here; we do
7704    * this prior to all the other checks so that we can bail out if the
7705    * allocation did not change
7706    */
7707   clutter_actor_update_constraints (self, &real_allocation);
7708
7709   /* adjust the allocation depending on the align/margin properties */
7710   clutter_actor_adjust_allocation (self, &real_allocation);
7711
7712   if (real_allocation.x2 < real_allocation.x1 ||
7713       real_allocation.y2 < real_allocation.y1)
7714     {
7715       g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
7716                  _clutter_actor_get_debug_name (self),
7717                  real_allocation.x2 - real_allocation.x1,
7718                  real_allocation.y2 - real_allocation.y1);
7719     }
7720
7721   /* we allow 0-sized actors, but not negative-sized ones */
7722   real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
7723   real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
7724
7725   origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
7726
7727   child_moved = (real_allocation.x1 != old_allocation.x1 ||
7728                  real_allocation.y1 != old_allocation.y1);
7729
7730   size_changed = (real_allocation.x2 != old_allocation.x2 ||
7731                   real_allocation.y2 != old_allocation.y2);
7732
7733   if (origin_changed || child_moved || size_changed)
7734     stage_allocation_changed = TRUE;
7735   else
7736     stage_allocation_changed = FALSE;
7737
7738   /* If we get an allocation "out of the blue"
7739    * (we did not queue relayout), then we want to
7740    * ignore it. But if we have needs_allocation set,
7741    * we want to guarantee that allocate() virtual
7742    * method is always called, i.e. that queue_relayout()
7743    * always results in an allocate() invocation on
7744    * an actor.
7745    *
7746    * The optimization here is to avoid re-allocating
7747    * actors that did not queue relayout and were
7748    * not moved.
7749    */
7750   if (!priv->needs_allocation && !stage_allocation_changed)
7751     {
7752       CLUTTER_NOTE (LAYOUT, "No allocation needed");
7753       return;
7754     }
7755
7756   /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
7757    * clutter_actor_allocate(), it indicates whether the parent has its
7758    * absolute origin moved; when passed in to ClutterActor::allocate()
7759    * virtual method though, it indicates whether the child has its
7760    * absolute origin moved.  So we set it when child_moved is TRUE
7761    */
7762   if (child_moved)
7763     flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
7764
7765   CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7766
7767   klass = CLUTTER_ACTOR_GET_CLASS (self);
7768   klass->allocate (self, &real_allocation, flags);
7769
7770   CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7771
7772   if (stage_allocation_changed)
7773     clutter_actor_queue_redraw (self);
7774 }
7775
7776 /**
7777  * clutter_actor_set_allocation:
7778  * @self: a #ClutterActor
7779  * @box: a #ClutterActorBox
7780  * @flags: allocation flags
7781  *
7782  * Stores the allocation of @self as defined by @box.
7783  *
7784  * This function can only be called from within the implementation of
7785  * the #ClutterActorClass.allocate() virtual function.
7786  *
7787  * The allocation should have been adjusted to take into account constraints,
7788  * alignment, and margin properties. If you are implementing a #ClutterActor
7789  * subclass that provides its own layout management policy for its children
7790  * instead of using a #ClutterLayoutManager delegate, you should not call
7791  * this function on the children of @self; instead, you should call
7792  * clutter_actor_allocate(), which will adjust the allocation box for
7793  * you.
7794  *
7795  * This function should only be used by subclasses of #ClutterActor
7796  * that wish to store their allocation but cannot chain up to the
7797  * parent's implementation; the default implementation of the
7798  * #ClutterActorClass.allocate() virtual function will call this
7799  * function.
7800  *
7801  * It is important to note that, while chaining up was the recommended
7802  * behaviour for #ClutterActor subclasses prior to the introduction of
7803  * this function, it is recommended to call clutter_actor_set_allocation()
7804  * instead.
7805  *
7806  * If the #ClutterActor is using a #ClutterLayoutManager delegate object
7807  * to handle the allocation of its children, this function will call
7808  * the clutter_layout_manager_allocate() function only if the
7809  * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
7810  * expected that the subclass will call clutter_layout_manager_allocate()
7811  * by itself. For instance, the following code:
7812  *
7813  * |[
7814  * static void
7815  * my_actor_allocate (ClutterActor *actor,
7816  *                    const ClutterActorBox *allocation,
7817  *                    ClutterAllocationFlags flags)
7818  * {
7819  *   ClutterActorBox new_alloc;
7820  *   ClutterAllocationFlags new_flags;
7821  *
7822  *   adjust_allocation (allocation, &amp;new_alloc);
7823  *
7824  *   new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
7825  *
7826  *   /&ast; this will use the layout manager set on the actor &ast;/
7827  *   clutter_actor_set_allocation (actor, &amp;new_alloc, new_flags);
7828  * }
7829  * ]|
7830  *
7831  * is equivalent to this:
7832  *
7833  * |[
7834  * static void
7835  * my_actor_allocate (ClutterActor *actor,
7836  *                    const ClutterActorBox *allocation,
7837  *                    ClutterAllocationFlags flags)
7838  * {
7839  *   ClutterLayoutManager *layout;
7840  *   ClutterActorBox new_alloc;
7841  *
7842  *   adjust_allocation (allocation, &amp;new_alloc);
7843  *
7844  *   clutter_actor_set_allocation (actor, &amp;new_alloc, flags);
7845  *
7846  *   layout = clutter_actor_get_layout_manager (actor);
7847  *   clutter_layout_manager_allocate (layout,
7848  *                                    CLUTTER_CONTAINER (actor),
7849  *                                    &amp;new_alloc,
7850  *                                    flags);
7851  * }
7852  * ]|
7853  *
7854  * Since: 1.10
7855  */
7856 void
7857 clutter_actor_set_allocation (ClutterActor           *self,
7858                               const ClutterActorBox  *box,
7859                               ClutterAllocationFlags  flags)
7860 {
7861   ClutterActorPrivate *priv;
7862   gboolean changed;
7863
7864   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7865   g_return_if_fail (box != NULL);
7866
7867   if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
7868     {
7869       g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
7870                   "can only be called from within the implementation of "
7871                   "the ClutterActor::allocate() virtual function.");
7872       return;
7873     }
7874
7875   priv = self->priv;
7876
7877   g_object_freeze_notify (G_OBJECT (self));
7878
7879   changed = clutter_actor_set_allocation_internal (self, box, flags);
7880
7881   /* we allocate our children before we notify changes in our geometry,
7882    * so that people connecting to properties will be able to get valid
7883    * data out of the sub-tree of the scene graph that has this actor at
7884    * the root.
7885    */
7886   clutter_actor_maybe_layout_children (self, box, flags);
7887
7888   if (changed)
7889     g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
7890                    &priv->allocation,
7891                    priv->allocation_flags);
7892
7893   g_object_thaw_notify (G_OBJECT (self));
7894 }
7895
7896 /**
7897  * clutter_actor_set_geometry:
7898  * @self: A #ClutterActor
7899  * @geometry: A #ClutterGeometry
7900  *
7901  * Sets the actor's fixed position and forces its minimum and natural
7902  * size, in pixels. This means the untransformed actor will have the
7903  * given geometry. This is the same as calling clutter_actor_set_position()
7904  * and clutter_actor_set_size().
7905  *
7906  * Deprecated: 1.10: Use clutter_actor_set_position() and
7907  *   clutter_actor_set_size() instead.
7908  */
7909 void
7910 clutter_actor_set_geometry (ClutterActor          *self,
7911                             const ClutterGeometry *geometry)
7912 {
7913   g_object_freeze_notify (G_OBJECT (self));
7914
7915   clutter_actor_set_position (self, geometry->x, geometry->y);
7916   clutter_actor_set_size (self, geometry->width, geometry->height);
7917
7918   g_object_thaw_notify (G_OBJECT (self));
7919 }
7920
7921 /**
7922  * clutter_actor_get_geometry:
7923  * @self: A #ClutterActor
7924  * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
7925  *
7926  * Gets the size and position of an actor relative to its parent
7927  * actor. This is the same as calling clutter_actor_get_position() and
7928  * clutter_actor_get_size(). It tries to "do what you mean" and get the
7929  * requested size and position if the actor's allocation is invalid.
7930  *
7931  * Deprecated: 1.10: Use clutter_actor_get_position() and
7932  *   clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
7933  *   instead.
7934  */
7935 void
7936 clutter_actor_get_geometry (ClutterActor    *self,
7937                             ClutterGeometry *geometry)
7938 {
7939   gfloat x, y, width, height;
7940
7941   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7942   g_return_if_fail (geometry != NULL);
7943
7944   clutter_actor_get_position (self, &x, &y);
7945   clutter_actor_get_size (self, &width, &height);
7946
7947   geometry->x = (int) x;
7948   geometry->y = (int) y;
7949   geometry->width = (int) width;
7950   geometry->height = (int) height;
7951 }
7952
7953 /**
7954  * clutter_actor_set_position
7955  * @self: A #ClutterActor
7956  * @x: New left position of actor in pixels.
7957  * @y: New top position of actor in pixels.
7958  *
7959  * Sets the actor's fixed position in pixels relative to any parent
7960  * actor.
7961  *
7962  * If a layout manager is in use, this position will override the
7963  * layout manager and force a fixed position.
7964  */
7965 void
7966 clutter_actor_set_position (ClutterActor *self,
7967                             gfloat        x,
7968                             gfloat        y)
7969 {
7970   g_return_if_fail (CLUTTER_IS_ACTOR (self));
7971
7972   g_object_freeze_notify (G_OBJECT (self));
7973
7974   clutter_actor_set_x (self, x);
7975   clutter_actor_set_y (self, y);
7976
7977   g_object_thaw_notify (G_OBJECT (self));
7978 }
7979
7980 /**
7981  * clutter_actor_get_fixed_position_set:
7982  * @self: A #ClutterActor
7983  *
7984  * Checks whether an actor has a fixed position set (and will thus be
7985  * unaffected by any layout manager).
7986  *
7987  * Return value: %TRUE if the fixed position is set on the actor
7988  *
7989  * Since: 0.8
7990  */
7991 gboolean
7992 clutter_actor_get_fixed_position_set (ClutterActor *self)
7993 {
7994   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
7995
7996   return self->priv->position_set;
7997 }
7998
7999 /**
8000  * clutter_actor_set_fixed_position_set:
8001  * @self: A #ClutterActor
8002  * @is_set: whether to use fixed position
8003  *
8004  * Sets whether an actor has a fixed position set (and will thus be
8005  * unaffected by any layout manager).
8006  *
8007  * Since: 0.8
8008  */
8009 void
8010 clutter_actor_set_fixed_position_set (ClutterActor *self,
8011                                       gboolean      is_set)
8012 {
8013   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8014
8015   if (self->priv->position_set == (is_set != FALSE))
8016     return;
8017
8018   self->priv->position_set = is_set != FALSE;
8019   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8020
8021   clutter_actor_queue_relayout (self);
8022 }
8023
8024 /**
8025  * clutter_actor_move_by:
8026  * @self: A #ClutterActor
8027  * @dx: Distance to move Actor on X axis.
8028  * @dy: Distance to move Actor on Y axis.
8029  *
8030  * Moves an actor by the specified distance relative to its current
8031  * position in pixels.
8032  *
8033  * This function modifies the fixed position of an actor and thus removes
8034  * it from any layout management. Another way to move an actor is with an
8035  * anchor point, see clutter_actor_set_anchor_point().
8036  *
8037  * Since: 0.2
8038  */
8039 void
8040 clutter_actor_move_by (ClutterActor *self,
8041                        gfloat        dx,
8042                        gfloat        dy)
8043 {
8044   const ClutterLayoutInfo *info;
8045   gfloat x, y;
8046
8047   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8048
8049   info = _clutter_actor_get_layout_info_or_defaults (self);
8050   x = info->fixed_x;
8051   y = info->fixed_y;
8052
8053   clutter_actor_set_position (self, x + dx, y + dy);
8054 }
8055
8056 static void
8057 clutter_actor_set_min_width (ClutterActor *self,
8058                              gfloat        min_width)
8059 {
8060   ClutterActorPrivate *priv = self->priv;
8061   ClutterActorBox old = { 0, };
8062   ClutterLayoutInfo *info;
8063
8064   /* if we are setting the size on a top-level actor and the
8065    * backend only supports static top-levels (e.g. framebuffers)
8066    * then we ignore the passed value and we override it with
8067    * the stage implementation's preferred size.
8068    */
8069   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8070       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8071     return;
8072
8073   info = _clutter_actor_get_layout_info (self);
8074
8075   if (priv->min_width_set && min_width == info->min_width)
8076     return;
8077
8078   g_object_freeze_notify (G_OBJECT (self));
8079
8080   clutter_actor_store_old_geometry (self, &old);
8081
8082   info->min_width = min_width;
8083   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8084   clutter_actor_set_min_width_set (self, TRUE);
8085
8086   clutter_actor_notify_if_geometry_changed (self, &old);
8087
8088   g_object_thaw_notify (G_OBJECT (self));
8089
8090   clutter_actor_queue_relayout (self);
8091 }
8092
8093 static void
8094 clutter_actor_set_min_height (ClutterActor *self,
8095                               gfloat        min_height)
8096
8097 {
8098   ClutterActorPrivate *priv = self->priv;
8099   ClutterActorBox old = { 0, };
8100   ClutterLayoutInfo *info;
8101
8102   /* if we are setting the size on a top-level actor and the
8103    * backend only supports static top-levels (e.g. framebuffers)
8104    * then we ignore the passed value and we override it with
8105    * the stage implementation's preferred size.
8106    */
8107   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8108       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8109     return;
8110
8111   info = _clutter_actor_get_layout_info (self);
8112
8113   if (priv->min_height_set && min_height == info->min_height)
8114     return;
8115
8116   g_object_freeze_notify (G_OBJECT (self));
8117
8118   clutter_actor_store_old_geometry (self, &old);
8119
8120   info->min_height = min_height;
8121   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8122   clutter_actor_set_min_height_set (self, TRUE);
8123
8124   clutter_actor_notify_if_geometry_changed (self, &old);
8125
8126   g_object_thaw_notify (G_OBJECT (self));
8127
8128   clutter_actor_queue_relayout (self);
8129 }
8130
8131 static void
8132 clutter_actor_set_natural_width (ClutterActor *self,
8133                                  gfloat        natural_width)
8134 {
8135   ClutterActorPrivate *priv = self->priv;
8136   ClutterActorBox old = { 0, };
8137   ClutterLayoutInfo *info;
8138
8139   /* if we are setting the size on a top-level actor and the
8140    * backend only supports static top-levels (e.g. framebuffers)
8141    * then we ignore the passed value and we override it with
8142    * the stage implementation's preferred size.
8143    */
8144   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8145       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8146     return;
8147
8148   info = _clutter_actor_get_layout_info (self);
8149
8150   if (priv->natural_width_set && natural_width == info->natural_width)
8151     return;
8152
8153   g_object_freeze_notify (G_OBJECT (self));
8154
8155   clutter_actor_store_old_geometry (self, &old);
8156
8157   info->natural_width = natural_width;
8158   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8159   clutter_actor_set_natural_width_set (self, TRUE);
8160
8161   clutter_actor_notify_if_geometry_changed (self, &old);
8162
8163   g_object_thaw_notify (G_OBJECT (self));
8164
8165   clutter_actor_queue_relayout (self);
8166 }
8167
8168 static void
8169 clutter_actor_set_natural_height (ClutterActor *self,
8170                                   gfloat        natural_height)
8171 {
8172   ClutterActorPrivate *priv = self->priv;
8173   ClutterActorBox old = { 0, };
8174   ClutterLayoutInfo *info;
8175
8176   /* if we are setting the size on a top-level actor and the
8177    * backend only supports static top-levels (e.g. framebuffers)
8178    * then we ignore the passed value and we override it with
8179    * the stage implementation's preferred size.
8180    */
8181   if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8182       clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8183     return;
8184
8185   info = _clutter_actor_get_layout_info (self);
8186
8187   if (priv->natural_height_set && natural_height == info->natural_height)
8188     return;
8189
8190   g_object_freeze_notify (G_OBJECT (self));
8191
8192   clutter_actor_store_old_geometry (self, &old);
8193
8194   info->natural_height = natural_height;
8195   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8196   clutter_actor_set_natural_height_set (self, TRUE);
8197
8198   clutter_actor_notify_if_geometry_changed (self, &old);
8199
8200   g_object_thaw_notify (G_OBJECT (self));
8201
8202   clutter_actor_queue_relayout (self);
8203 }
8204
8205 static void
8206 clutter_actor_set_min_width_set (ClutterActor *self,
8207                                  gboolean      use_min_width)
8208 {
8209   ClutterActorPrivate *priv = self->priv;
8210   ClutterActorBox old = { 0, };
8211
8212   if (priv->min_width_set == (use_min_width != FALSE))
8213     return;
8214
8215   clutter_actor_store_old_geometry (self, &old);
8216
8217   priv->min_width_set = use_min_width != FALSE;
8218   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8219
8220   clutter_actor_notify_if_geometry_changed (self, &old);
8221
8222   clutter_actor_queue_relayout (self);
8223 }
8224
8225 static void
8226 clutter_actor_set_min_height_set (ClutterActor *self,
8227                                   gboolean      use_min_height)
8228 {
8229   ClutterActorPrivate *priv = self->priv;
8230   ClutterActorBox old = { 0, };
8231
8232   if (priv->min_height_set == (use_min_height != FALSE))
8233     return;
8234
8235   clutter_actor_store_old_geometry (self, &old);
8236
8237   priv->min_height_set = use_min_height != FALSE;
8238   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8239
8240   clutter_actor_notify_if_geometry_changed (self, &old);
8241
8242   clutter_actor_queue_relayout (self);
8243 }
8244
8245 static void
8246 clutter_actor_set_natural_width_set (ClutterActor *self,
8247                                      gboolean      use_natural_width)
8248 {
8249   ClutterActorPrivate *priv = self->priv;
8250   ClutterActorBox old = { 0, };
8251
8252   if (priv->natural_width_set == (use_natural_width != FALSE))
8253     return;
8254
8255   clutter_actor_store_old_geometry (self, &old);
8256
8257   priv->natural_width_set = use_natural_width != FALSE;
8258   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8259
8260   clutter_actor_notify_if_geometry_changed (self, &old);
8261
8262   clutter_actor_queue_relayout (self);
8263 }
8264
8265 static void
8266 clutter_actor_set_natural_height_set (ClutterActor *self,
8267                                       gboolean      use_natural_height)
8268 {
8269   ClutterActorPrivate *priv = self->priv;
8270   ClutterActorBox old = { 0, };
8271
8272   if (priv->natural_height_set == (use_natural_height != FALSE))
8273     return;
8274
8275   clutter_actor_store_old_geometry (self, &old);
8276
8277   priv->natural_height_set = use_natural_height != FALSE;
8278   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8279
8280   clutter_actor_notify_if_geometry_changed (self, &old);
8281
8282   clutter_actor_queue_relayout (self);
8283 }
8284
8285 /**
8286  * clutter_actor_set_request_mode:
8287  * @self: a #ClutterActor
8288  * @mode: the request mode
8289  *
8290  * Sets the geometry request mode of @self.
8291  *
8292  * The @mode determines the order for invoking
8293  * clutter_actor_get_preferred_width() and
8294  * clutter_actor_get_preferred_height()
8295  *
8296  * Since: 1.2
8297  */
8298 void
8299 clutter_actor_set_request_mode (ClutterActor       *self,
8300                                 ClutterRequestMode  mode)
8301 {
8302   ClutterActorPrivate *priv;
8303
8304   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8305
8306   priv = self->priv;
8307
8308   if (priv->request_mode == mode)
8309     return;
8310
8311   priv->request_mode = mode;
8312
8313   priv->needs_width_request = TRUE;
8314   priv->needs_height_request = TRUE;
8315
8316   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8317
8318   clutter_actor_queue_relayout (self);
8319 }
8320
8321 /**
8322  * clutter_actor_get_request_mode:
8323  * @self: a #ClutterActor
8324  *
8325  * Retrieves the geometry request mode of @self
8326  *
8327  * Return value: the request mode for the actor
8328  *
8329  * Since: 1.2
8330  */
8331 ClutterRequestMode
8332 clutter_actor_get_request_mode (ClutterActor *self)
8333 {
8334   g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8335                         CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8336
8337   return self->priv->request_mode;
8338 }
8339
8340 /* variant of set_width() without checks and without notification
8341  * freeze+thaw, for internal usage only
8342  */
8343 static inline void
8344 clutter_actor_set_width_internal (ClutterActor *self,
8345                                   gfloat        width)
8346 {
8347   if (width >= 0)
8348     {
8349       /* the Stage will use the :min-width to control the minimum
8350        * width to be resized to, so we should not be setting it
8351        * along with the :natural-width
8352        */
8353       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8354         clutter_actor_set_min_width (self, width);
8355
8356       clutter_actor_set_natural_width (self, width);
8357     }
8358   else
8359     {
8360       /* we only unset the :natural-width for the Stage */
8361       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8362         clutter_actor_set_min_width_set (self, FALSE);
8363
8364       clutter_actor_set_natural_width_set (self, FALSE);
8365     }
8366 }
8367
8368 /* variant of set_height() without checks and without notification
8369  * freeze+thaw, for internal usage only
8370  */
8371 static inline void
8372 clutter_actor_set_height_internal (ClutterActor *self,
8373                                    gfloat        height)
8374 {
8375   if (height >= 0)
8376     {
8377       /* see the comment above in set_width_internal() */
8378       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8379         clutter_actor_set_min_height (self, height);
8380
8381       clutter_actor_set_natural_height (self, height);
8382     }
8383   else
8384     {
8385       /* see the comment above in set_width_internal() */
8386       if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8387         clutter_actor_set_min_height_set (self, FALSE);
8388
8389       clutter_actor_set_natural_height_set (self, FALSE);
8390     }
8391 }
8392
8393 /**
8394  * clutter_actor_set_size
8395  * @self: A #ClutterActor
8396  * @width: New width of actor in pixels, or -1
8397  * @height: New height of actor in pixels, or -1
8398  *
8399  * Sets the actor's size request in pixels. This overrides any
8400  * "normal" size request the actor would have. For example
8401  * a text actor might normally request the size of the text;
8402  * this function would force a specific size instead.
8403  *
8404  * If @width and/or @height are -1 the actor will use its
8405  * "normal" size request instead of overriding it, i.e.
8406  * you can "unset" the size with -1.
8407  *
8408  * This function sets or unsets both the minimum and natural size.
8409  */
8410 void
8411 clutter_actor_set_size (ClutterActor *self,
8412                         gfloat        width,
8413                         gfloat        height)
8414 {
8415   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8416
8417   g_object_freeze_notify (G_OBJECT (self));
8418
8419   clutter_actor_set_width_internal (self, width);
8420   clutter_actor_set_height_internal (self, height);
8421
8422   g_object_thaw_notify (G_OBJECT (self));
8423 }
8424
8425 /**
8426  * clutter_actor_get_size:
8427  * @self: A #ClutterActor
8428  * @width: (out) (allow-none): return location for the width, or %NULL.
8429  * @height: (out) (allow-none): return location for the height, or %NULL.
8430  *
8431  * This function tries to "do what you mean" and return
8432  * the size an actor will have. If the actor has a valid
8433  * allocation, the allocation will be returned; otherwise,
8434  * the actors natural size request will be returned.
8435  *
8436  * If you care whether you get the request vs. the allocation, you
8437  * should probably call a different function like
8438  * clutter_actor_get_allocation_box() or
8439  * clutter_actor_get_preferred_width().
8440  *
8441  * Since: 0.2
8442  */
8443 void
8444 clutter_actor_get_size (ClutterActor *self,
8445                         gfloat       *width,
8446                         gfloat       *height)
8447 {
8448   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8449
8450   if (width)
8451     *width = clutter_actor_get_width (self);
8452
8453   if (height)
8454     *height = clutter_actor_get_height (self);
8455 }
8456
8457 /**
8458  * clutter_actor_get_position:
8459  * @self: a #ClutterActor
8460  * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8461  * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8462  *
8463  * This function tries to "do what you mean" and tell you where the
8464  * actor is, prior to any transformations. Retrieves the fixed
8465  * position of an actor in pixels, if one has been set; otherwise, if
8466  * the allocation is valid, returns the actor's allocated position;
8467  * otherwise, returns 0,0.
8468  *
8469  * The returned position is in pixels.
8470  *
8471  * Since: 0.6
8472  */
8473 void
8474 clutter_actor_get_position (ClutterActor *self,
8475                             gfloat       *x,
8476                             gfloat       *y)
8477 {
8478   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8479
8480   if (x)
8481     *x = clutter_actor_get_x (self);
8482
8483   if (y)
8484     *y = clutter_actor_get_y (self);
8485 }
8486
8487 /**
8488  * clutter_actor_get_transformed_position:
8489  * @self: A #ClutterActor
8490  * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8491  * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8492  *
8493  * Gets the absolute position of an actor, in pixels relative to the stage.
8494  *
8495  * Since: 0.8
8496  */
8497 void
8498 clutter_actor_get_transformed_position (ClutterActor *self,
8499                                         gfloat       *x,
8500                                         gfloat       *y)
8501 {
8502   ClutterVertex v1;
8503   ClutterVertex v2;
8504
8505   v1.x = v1.y = v1.z = 0;
8506   clutter_actor_apply_transform_to_point (self, &v1, &v2);
8507
8508   if (x)
8509     *x = v2.x;
8510
8511   if (y)
8512     *y = v2.y;
8513 }
8514
8515 /**
8516  * clutter_actor_get_transformed_size:
8517  * @self: A #ClutterActor
8518  * @width: (out) (allow-none): return location for the width, or %NULL
8519  * @height: (out) (allow-none): return location for the height, or %NULL
8520  *
8521  * Gets the absolute size of an actor in pixels, taking into account the
8522  * scaling factors.
8523  *
8524  * If the actor has a valid allocation, the allocated size will be used.
8525  * If the actor has not a valid allocation then the preferred size will
8526  * be transformed and returned.
8527  *
8528  * If you want the transformed allocation, see
8529  * clutter_actor_get_abs_allocation_vertices() instead.
8530  *
8531  * <note>When the actor (or one of its ancestors) is rotated around the
8532  * X or Y axis, it no longer appears as on the stage as a rectangle, but
8533  * as a generic quadrangle; in that case this function returns the size
8534  * of the smallest rectangle that encapsulates the entire quad. Please
8535  * note that in this case no assumptions can be made about the relative
8536  * position of this envelope to the absolute position of the actor, as
8537  * returned by clutter_actor_get_transformed_position(); if you need this
8538  * information, you need to use clutter_actor_get_abs_allocation_vertices()
8539  * to get the coords of the actual quadrangle.</note>
8540  *
8541  * Since: 0.8
8542  */
8543 void
8544 clutter_actor_get_transformed_size (ClutterActor *self,
8545                                     gfloat       *width,
8546                                     gfloat       *height)
8547 {
8548   ClutterActorPrivate *priv;
8549   ClutterVertex v[4];
8550   gfloat x_min, x_max, y_min, y_max;
8551   gint i;
8552
8553   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8554
8555   priv = self->priv;
8556
8557   /* if the actor hasn't been allocated yet, get the preferred
8558    * size and transform that
8559    */
8560   if (priv->needs_allocation)
8561     {
8562       gfloat natural_width, natural_height;
8563       ClutterActorBox box;
8564
8565       /* Make a fake allocation to transform.
8566        *
8567        * NB: _clutter_actor_transform_and_project_box expects a box in
8568        * the actor's coordinate space... */
8569
8570       box.x1 = 0;
8571       box.y1 = 0;
8572
8573       natural_width = natural_height = 0;
8574       clutter_actor_get_preferred_size (self, NULL, NULL,
8575                                         &natural_width,
8576                                         &natural_height);
8577
8578       box.x2 = natural_width;
8579       box.y2 = natural_height;
8580
8581       _clutter_actor_transform_and_project_box (self, &box, v);
8582     }
8583   else
8584     clutter_actor_get_abs_allocation_vertices (self, v);
8585
8586   x_min = x_max = v[0].x;
8587   y_min = y_max = v[0].y;
8588
8589   for (i = 1; i < G_N_ELEMENTS (v); ++i)
8590     {
8591       if (v[i].x < x_min)
8592         x_min = v[i].x;
8593
8594       if (v[i].x > x_max)
8595         x_max = v[i].x;
8596
8597       if (v[i].y < y_min)
8598         y_min = v[i].y;
8599
8600       if (v[i].y > y_max)
8601         y_max = v[i].y;
8602     }
8603
8604   if (width)
8605     *width  = x_max - x_min;
8606
8607   if (height)
8608     *height = y_max - y_min;
8609 }
8610
8611 /**
8612  * clutter_actor_get_width:
8613  * @self: A #ClutterActor
8614  *
8615  * Retrieves the width of a #ClutterActor.
8616  *
8617  * If the actor has a valid allocation, this function will return the
8618  * width of the allocated area given to the actor.
8619  *
8620  * If the actor does not have a valid allocation, this function will
8621  * return the actor's natural width, that is the preferred width of
8622  * the actor.
8623  *
8624  * If you care whether you get the preferred width or the width that
8625  * has been assigned to the actor, you should probably call a different
8626  * function like clutter_actor_get_allocation_box() to retrieve the
8627  * allocated size or clutter_actor_get_preferred_width() to retrieve the
8628  * preferred width.
8629  *
8630  * If an actor has a fixed width, for instance a width that has been
8631  * assigned using clutter_actor_set_width(), the width returned will
8632  * be the same value.
8633  *
8634  * Return value: the width of the actor, in pixels
8635  */
8636 gfloat
8637 clutter_actor_get_width (ClutterActor *self)
8638 {
8639   ClutterActorPrivate *priv;
8640
8641   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8642
8643   priv = self->priv;
8644
8645   if (priv->needs_allocation)
8646     {
8647       gfloat natural_width = 0;
8648
8649       if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8650         clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8651       else
8652         {
8653           gfloat natural_height = 0;
8654
8655           clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8656           clutter_actor_get_preferred_width (self, natural_height,
8657                                              NULL,
8658                                              &natural_width);
8659         }
8660
8661       return natural_width;
8662     }
8663   else
8664     return priv->allocation.x2 - priv->allocation.x1;
8665 }
8666
8667 /**
8668  * clutter_actor_get_height:
8669  * @self: A #ClutterActor
8670  *
8671  * Retrieves the height of a #ClutterActor.
8672  *
8673  * If the actor has a valid allocation, this function will return the
8674  * height of the allocated area given to the actor.
8675  *
8676  * If the actor does not have a valid allocation, this function will
8677  * return the actor's natural height, that is the preferred height of
8678  * the actor.
8679  *
8680  * If you care whether you get the preferred height or the height that
8681  * has been assigned to the actor, you should probably call a different
8682  * function like clutter_actor_get_allocation_box() to retrieve the
8683  * allocated size or clutter_actor_get_preferred_height() to retrieve the
8684  * preferred height.
8685  *
8686  * If an actor has a fixed height, for instance a height that has been
8687  * assigned using clutter_actor_set_height(), the height returned will
8688  * be the same value.
8689  *
8690  * Return value: the height of the actor, in pixels
8691  */
8692 gfloat
8693 clutter_actor_get_height (ClutterActor *self)
8694 {
8695   ClutterActorPrivate *priv;
8696
8697   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8698
8699   priv = self->priv;
8700
8701   if (priv->needs_allocation)
8702     {
8703       gfloat natural_height = 0;
8704
8705       if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8706         {
8707           gfloat natural_width = 0;
8708
8709           clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8710           clutter_actor_get_preferred_height (self, natural_width,
8711                                               NULL, &natural_height);
8712         }
8713       else
8714         clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8715
8716       return natural_height;
8717     }
8718   else
8719     return priv->allocation.y2 - priv->allocation.y1;
8720 }
8721
8722 /**
8723  * clutter_actor_set_width
8724  * @self: A #ClutterActor
8725  * @width: Requested new width for the actor, in pixels, or -1
8726  *
8727  * Forces a width on an actor, causing the actor's preferred width
8728  * and height (if any) to be ignored.
8729  *
8730  * If @width is -1 the actor will use its preferred width request
8731  * instead of overriding it, i.e. you can "unset" the width with -1.
8732  *
8733  * This function sets both the minimum and natural size of the actor.
8734  *
8735  * since: 0.2
8736  */
8737 void
8738 clutter_actor_set_width (ClutterActor *self,
8739                          gfloat        width)
8740 {
8741   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8742
8743   g_object_freeze_notify (G_OBJECT (self));
8744
8745   clutter_actor_set_width_internal (self, width);
8746
8747   g_object_thaw_notify (G_OBJECT (self));
8748 }
8749
8750 /**
8751  * clutter_actor_set_height
8752  * @self: A #ClutterActor
8753  * @height: Requested new height for the actor, in pixels, or -1
8754  *
8755  * Forces a height on an actor, causing the actor's preferred width
8756  * and height (if any) to be ignored.
8757  *
8758  * If @height is -1 the actor will use its preferred height instead of
8759  * overriding it, i.e. you can "unset" the height with -1.
8760  *
8761  * This function sets both the minimum and natural size of the actor.
8762  *
8763  * since: 0.2
8764  */
8765 void
8766 clutter_actor_set_height (ClutterActor *self,
8767                           gfloat        height)
8768 {
8769   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8770
8771   g_object_freeze_notify (G_OBJECT (self));
8772
8773   clutter_actor_set_height_internal (self, height);
8774
8775   g_object_thaw_notify (G_OBJECT (self));
8776 }
8777
8778 /**
8779  * clutter_actor_set_x:
8780  * @self: a #ClutterActor
8781  * @x: the actor's position on the X axis
8782  *
8783  * Sets the actor's X coordinate, relative to its parent, in pixels.
8784  *
8785  * Overrides any layout manager and forces a fixed position for
8786  * the actor.
8787  *
8788  * Since: 0.6
8789  */
8790 void
8791 clutter_actor_set_x (ClutterActor *self,
8792                      gfloat        x)
8793 {
8794   ClutterActorBox old = { 0, };
8795   ClutterActorPrivate *priv;
8796   ClutterLayoutInfo *info;
8797
8798   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8799
8800   priv = self->priv;
8801
8802   info = _clutter_actor_get_layout_info (self);
8803
8804   if (priv->position_set && info->fixed_x == x)
8805     return;
8806
8807   clutter_actor_store_old_geometry (self, &old);
8808
8809   info->fixed_x = x;
8810   clutter_actor_set_fixed_position_set (self, TRUE);
8811
8812   clutter_actor_notify_if_geometry_changed (self, &old);
8813
8814   clutter_actor_queue_relayout (self);
8815 }
8816
8817 /**
8818  * clutter_actor_set_y:
8819  * @self: a #ClutterActor
8820  * @y: the actor's position on the Y axis
8821  *
8822  * Sets the actor's Y coordinate, relative to its parent, in pixels.#
8823  *
8824  * Overrides any layout manager and forces a fixed position for
8825  * the actor.
8826  *
8827  * Since: 0.6
8828  */
8829 void
8830 clutter_actor_set_y (ClutterActor *self,
8831                      gfloat        y)
8832 {
8833   ClutterActorBox old = { 0, };
8834   ClutterActorPrivate *priv;
8835   ClutterLayoutInfo *info;
8836
8837   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8838
8839   priv = self->priv;
8840
8841   info = _clutter_actor_get_layout_info (self);
8842
8843   if (priv->position_set && info->fixed_y == y)
8844     return;
8845
8846   clutter_actor_store_old_geometry (self, &old);
8847
8848   info->fixed_y = y;
8849   clutter_actor_set_fixed_position_set (self, TRUE);
8850
8851   clutter_actor_notify_if_geometry_changed (self, &old);
8852
8853   clutter_actor_queue_relayout (self);
8854 }
8855
8856 /**
8857  * clutter_actor_get_x
8858  * @self: A #ClutterActor
8859  *
8860  * Retrieves the X coordinate of a #ClutterActor.
8861  *
8862  * This function tries to "do what you mean", by returning the
8863  * correct value depending on the actor's state.
8864  *
8865  * If the actor has a valid allocation, this function will return
8866  * the X coordinate of the origin of the allocation box.
8867  *
8868  * If the actor has any fixed coordinate set using clutter_actor_set_x(),
8869  * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8870  * function will return that coordinate.
8871  *
8872  * If both the allocation and a fixed position are missing, this function
8873  * will return 0.
8874  *
8875  * Return value: the X coordinate, in pixels, ignoring any
8876  *   transformation (i.e. scaling, rotation)
8877  */
8878 gfloat
8879 clutter_actor_get_x (ClutterActor *self)
8880 {
8881   ClutterActorPrivate *priv;
8882
8883   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8884
8885   priv = self->priv;
8886
8887   if (priv->needs_allocation)
8888     {
8889       if (priv->position_set)
8890         {
8891           const ClutterLayoutInfo *info;
8892
8893           info = _clutter_actor_get_layout_info_or_defaults (self);
8894
8895           return info->fixed_x;
8896         }
8897       else
8898         return 0;
8899     }
8900   else
8901     return priv->allocation.x1;
8902 }
8903
8904 /**
8905  * clutter_actor_get_y
8906  * @self: A #ClutterActor
8907  *
8908  * Retrieves the Y coordinate of a #ClutterActor.
8909  *
8910  * This function tries to "do what you mean", by returning the
8911  * correct value depending on the actor's state.
8912  *
8913  * If the actor has a valid allocation, this function will return
8914  * the Y coordinate of the origin of the allocation box.
8915  *
8916  * If the actor has any fixed coordinate set using clutter_actor_set_y(),
8917  * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8918  * function will return that coordinate.
8919  *
8920  * If both the allocation and a fixed position are missing, this function
8921  * will return 0.
8922  *
8923  * Return value: the Y coordinate, in pixels, ignoring any
8924  *   transformation (i.e. scaling, rotation)
8925  */
8926 gfloat
8927 clutter_actor_get_y (ClutterActor *self)
8928 {
8929   ClutterActorPrivate *priv;
8930
8931   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8932
8933   priv = self->priv;
8934
8935   if (priv->needs_allocation)
8936     {
8937       if (priv->position_set)
8938         {
8939           const ClutterLayoutInfo *info;
8940
8941           info = _clutter_actor_get_layout_info_or_defaults (self);
8942
8943           return info->fixed_y;
8944         }
8945       else
8946         return 0;
8947     }
8948   else
8949     return priv->allocation.y1;
8950 }
8951
8952 /**
8953  * clutter_actor_set_scale:
8954  * @self: A #ClutterActor
8955  * @scale_x: double factor to scale actor by horizontally.
8956  * @scale_y: double factor to scale actor by vertically.
8957  *
8958  * Scales an actor with the given factors. The scaling is relative to
8959  * the scale center and the anchor point. The scale center is
8960  * unchanged by this function and defaults to 0,0.
8961  *
8962  * Since: 0.2
8963  */
8964 void
8965 clutter_actor_set_scale (ClutterActor *self,
8966                          gdouble       scale_x,
8967                          gdouble       scale_y)
8968 {
8969   g_return_if_fail (CLUTTER_IS_ACTOR (self));
8970
8971   g_object_freeze_notify (G_OBJECT (self));
8972
8973   clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
8974   clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
8975
8976   g_object_thaw_notify (G_OBJECT (self));
8977 }
8978
8979 /**
8980  * clutter_actor_set_scale_full:
8981  * @self: A #ClutterActor
8982  * @scale_x: double factor to scale actor by horizontally.
8983  * @scale_y: double factor to scale actor by vertically.
8984  * @center_x: X coordinate of the center of the scale.
8985  * @center_y: Y coordinate of the center of the scale
8986  *
8987  * Scales an actor with the given factors around the given center
8988  * point. The center point is specified in pixels relative to the
8989  * anchor point (usually the top left corner of the actor).
8990  *
8991  * Since: 1.0
8992  */
8993 void
8994 clutter_actor_set_scale_full (ClutterActor *self,
8995                               gdouble       scale_x,
8996                               gdouble       scale_y,
8997                               gfloat        center_x,
8998                               gfloat        center_y)
8999 {
9000   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9001
9002   g_object_freeze_notify (G_OBJECT (self));
9003
9004   clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9005   clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9006   clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9007   clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9008
9009   g_object_thaw_notify (G_OBJECT (self));
9010 }
9011
9012 /**
9013  * clutter_actor_set_scale_with_gravity:
9014  * @self: A #ClutterActor
9015  * @scale_x: double factor to scale actor by horizontally.
9016  * @scale_y: double factor to scale actor by vertically.
9017  * @gravity: the location of the scale center expressed as a compass
9018  * direction.
9019  *
9020  * Scales an actor with the given factors around the given
9021  * center point. The center point is specified as one of the compass
9022  * directions in #ClutterGravity. For example, setting it to north
9023  * will cause the top of the actor to remain unchanged and the rest of
9024  * the actor to expand left, right and downwards.
9025  *
9026  * Since: 1.0
9027  */
9028 void
9029 clutter_actor_set_scale_with_gravity (ClutterActor   *self,
9030                                       gdouble         scale_x,
9031                                       gdouble         scale_y,
9032                                       ClutterGravity  gravity)
9033 {
9034   ClutterTransformInfo *info;
9035   GObject *obj;
9036
9037   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9038
9039   obj = G_OBJECT (self);
9040
9041   g_object_freeze_notify (obj);
9042
9043   info = _clutter_actor_get_transform_info (self);
9044   info->scale_x = scale_x;
9045   info->scale_y = scale_y;
9046
9047   if (gravity == CLUTTER_GRAVITY_NONE)
9048     clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9049   else
9050     clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9051
9052   self->priv->transform_valid = FALSE;
9053
9054   g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9055   g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9056   g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9057   g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9058   g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9059
9060   clutter_actor_queue_redraw (self);
9061
9062   g_object_thaw_notify (obj);
9063 }
9064
9065 /**
9066  * clutter_actor_get_scale:
9067  * @self: A #ClutterActor
9068  * @scale_x: (out) (allow-none): Location to store horizonal
9069  *   scale factor, or %NULL.
9070  * @scale_y: (out) (allow-none): Location to store vertical
9071  *   scale factor, or %NULL.
9072  *
9073  * Retrieves an actors scale factors.
9074  *
9075  * Since: 0.2
9076  */
9077 void
9078 clutter_actor_get_scale (ClutterActor *self,
9079                          gdouble      *scale_x,
9080                          gdouble      *scale_y)
9081 {
9082   const ClutterTransformInfo *info;
9083
9084   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9085
9086   info = _clutter_actor_get_transform_info_or_defaults (self);
9087
9088   if (scale_x)
9089     *scale_x = info->scale_x;
9090
9091   if (scale_y)
9092     *scale_y = info->scale_y;
9093 }
9094
9095 /**
9096  * clutter_actor_get_scale_center:
9097  * @self: A #ClutterActor
9098  * @center_x: (out) (allow-none): Location to store the X position
9099  *   of the scale center, or %NULL.
9100  * @center_y: (out) (allow-none): Location to store the Y position
9101  *   of the scale center, or %NULL.
9102  *
9103  * Retrieves the scale center coordinate in pixels relative to the top
9104  * left corner of the actor. If the scale center was specified using a
9105  * #ClutterGravity this will calculate the pixel offset using the
9106  * current size of the actor.
9107  *
9108  * Since: 1.0
9109  */
9110 void
9111 clutter_actor_get_scale_center (ClutterActor *self,
9112                                 gfloat       *center_x,
9113                                 gfloat       *center_y)
9114 {
9115   const ClutterTransformInfo *info;
9116
9117   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9118
9119   info = _clutter_actor_get_transform_info_or_defaults (self);
9120
9121   clutter_anchor_coord_get_units (self, &info->scale_center,
9122                                   center_x,
9123                                   center_y,
9124                                   NULL);
9125 }
9126
9127 /**
9128  * clutter_actor_get_scale_gravity:
9129  * @self: A #ClutterActor
9130  *
9131  * Retrieves the scale center as a compass direction. If the scale
9132  * center was specified in pixels or units this will return
9133  * %CLUTTER_GRAVITY_NONE.
9134  *
9135  * Return value: the scale gravity
9136  *
9137  * Since: 1.0
9138  */
9139 ClutterGravity
9140 clutter_actor_get_scale_gravity (ClutterActor *self)
9141 {
9142   const ClutterTransformInfo *info;
9143
9144   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9145
9146   info = _clutter_actor_get_transform_info_or_defaults (self);
9147
9148   return clutter_anchor_coord_get_gravity (&info->scale_center);
9149 }
9150
9151 /**
9152  * clutter_actor_set_opacity:
9153  * @self: A #ClutterActor
9154  * @opacity: New opacity value for the actor.
9155  *
9156  * Sets the actor's opacity, with zero being completely transparent and
9157  * 255 (0xff) being fully opaque.
9158  */
9159 void
9160 clutter_actor_set_opacity (ClutterActor *self,
9161                            guint8        opacity)
9162 {
9163   ClutterActorPrivate *priv;
9164
9165   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9166
9167   priv = self->priv;
9168
9169   if (priv->opacity != opacity)
9170     {
9171       priv->opacity = opacity;
9172
9173       /* Queue a redraw from the flatten effect so that it can use
9174          its cached image if available instead of having to redraw the
9175          actual actor. If it doesn't end up using the FBO then the
9176          effect is still able to continue the paint anyway. If there
9177          is no flatten effect yet then this is equivalent to queueing
9178          a full redraw */
9179       _clutter_actor_queue_redraw_full (self,
9180                                         0, /* flags */
9181                                         NULL, /* clip */
9182                                         priv->flatten_effect);
9183
9184       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9185     }
9186 }
9187
9188 /*
9189  * clutter_actor_get_paint_opacity_internal:
9190  * @self: a #ClutterActor
9191  *
9192  * Retrieves the absolute opacity of the actor, as it appears on the stage
9193  *
9194  * This function does not do type checks
9195  *
9196  * Return value: the absolute opacity of the actor
9197  */
9198 static guint8
9199 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9200 {
9201   ClutterActorPrivate *priv = self->priv;
9202   ClutterActor *parent;
9203
9204   /* override the top-level opacity to always be 255; even in
9205    * case of ClutterStage:use-alpha being TRUE we want the rest
9206    * of the scene to be painted
9207    */
9208   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9209     return 255;
9210
9211   if (priv->opacity_override >= 0)
9212     return priv->opacity_override;
9213
9214   parent = priv->parent;
9215
9216   /* Factor in the actual actors opacity with parents */
9217   if (parent != NULL)
9218     {
9219       guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9220
9221       if (opacity != 0xff)
9222         return (opacity * priv->opacity) / 0xff;
9223     }
9224
9225   return priv->opacity;
9226
9227 }
9228
9229 /**
9230  * clutter_actor_get_paint_opacity:
9231  * @self: A #ClutterActor
9232  *
9233  * Retrieves the absolute opacity of the actor, as it appears on the stage.
9234  *
9235  * This function traverses the hierarchy chain and composites the opacity of
9236  * the actor with that of its parents.
9237  *
9238  * This function is intended for subclasses to use in the paint virtual
9239  * function, to paint themselves with the correct opacity.
9240  *
9241  * Return value: The actor opacity value.
9242  *
9243  * Since: 0.8
9244  */
9245 guint8
9246 clutter_actor_get_paint_opacity (ClutterActor *self)
9247 {
9248   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9249
9250   return clutter_actor_get_paint_opacity_internal (self);
9251 }
9252
9253 /**
9254  * clutter_actor_get_opacity:
9255  * @self: a #ClutterActor
9256  *
9257  * Retrieves the opacity value of an actor, as set by
9258  * clutter_actor_set_opacity().
9259  *
9260  * For retrieving the absolute opacity of the actor inside a paint
9261  * virtual function, see clutter_actor_get_paint_opacity().
9262  *
9263  * Return value: the opacity of the actor
9264  */
9265 guint8
9266 clutter_actor_get_opacity (ClutterActor *self)
9267 {
9268   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9269
9270   return self->priv->opacity;
9271 }
9272
9273 /**
9274  * clutter_actor_set_offscreen_redirect:
9275  * @self: A #ClutterActor
9276  * @redirect: New offscreen redirect flags for the actor.
9277  *
9278  * Defines the circumstances where the actor should be redirected into
9279  * an offscreen image. The offscreen image is used to flatten the
9280  * actor into a single image while painting for two main reasons.
9281  * Firstly, when the actor is painted a second time without any of its
9282  * contents changing it can simply repaint the cached image without
9283  * descending further down the actor hierarchy. Secondly, it will make
9284  * the opacity look correct even if there are overlapping primitives
9285  * in the actor.
9286  *
9287  * Caching the actor could in some cases be a performance win and in
9288  * some cases be a performance lose so it is important to determine
9289  * which value is right for an actor before modifying this value. For
9290  * example, there is never any reason to flatten an actor that is just
9291  * a single texture (such as a #ClutterTexture) because it is
9292  * effectively already cached in an image so the offscreen would be
9293  * redundant. Also if the actor contains primitives that are far apart
9294  * with a large transparent area in the middle (such as a large
9295  * CluterGroup with a small actor in the top left and a small actor in
9296  * the bottom right) then the cached image will contain the entire
9297  * image of the large area and the paint will waste time blending all
9298  * of the transparent pixels in the middle.
9299  *
9300  * The default method of implementing opacity on a container simply
9301  * forwards on the opacity to all of the children. If the children are
9302  * overlapping then it will appear as if they are two separate glassy
9303  * objects and there will be a break in the color where they
9304  * overlap. By redirecting to an offscreen buffer it will be as if the
9305  * two opaque objects are combined into one and then made transparent
9306  * which is usually what is expected.
9307  *
9308  * The image below demonstrates the difference between redirecting and
9309  * not. The image shows two Clutter groups, each containing a red and
9310  * a green rectangle which overlap. The opacity on the group is set to
9311  * 128 (which is 50%). When the offscreen redirect is not used, the
9312  * red rectangle can be seen through the blue rectangle as if the two
9313  * rectangles were separately transparent. When the redirect is used
9314  * the group as a whole is transparent instead so the red rectangle is
9315  * not visible where they overlap.
9316  *
9317  * <figure id="offscreen-redirect">
9318  *   <title>Sample of using an offscreen redirect for transparency</title>
9319  *   <graphic fileref="offscreen-redirect.png" format="PNG"/>
9320  * </figure>
9321  *
9322  * The default value for this property is 0, so we effectively will
9323  * never redirect an actor offscreen by default. This means that there
9324  * are times that transparent actors may look glassy as described
9325  * above. The reason this is the default is because there is a
9326  * performance trade off between quality and performance here. In many
9327  * cases the default form of glassy opacity looks good enough, but if
9328  * it's not you will need to set the
9329  * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
9330  * redirection for opacity.
9331  *
9332  * Custom actors that don't contain any overlapping primitives are
9333  * recommended to override the has_overlaps() virtual to return %FALSE
9334  * for maximum efficiency.
9335  *
9336  * Since: 1.8
9337  */
9338 void
9339 clutter_actor_set_offscreen_redirect (ClutterActor *self,
9340                                       ClutterOffscreenRedirect redirect)
9341 {
9342   ClutterActorPrivate *priv;
9343
9344   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9345
9346   priv = self->priv;
9347
9348   if (priv->offscreen_redirect != redirect)
9349     {
9350       priv->offscreen_redirect = redirect;
9351
9352       /* Queue a redraw from the effect so that it can use its cached
9353          image if available instead of having to redraw the actual
9354          actor. If it doesn't end up using the FBO then the effect is
9355          still able to continue the paint anyway. If there is no
9356          effect then this is equivalent to queuing a full redraw */
9357       _clutter_actor_queue_redraw_full (self,
9358                                         0, /* flags */
9359                                         NULL, /* clip */
9360                                         priv->flatten_effect);
9361
9362       g_object_notify_by_pspec (G_OBJECT (self),
9363                                 obj_props[PROP_OFFSCREEN_REDIRECT]);
9364     }
9365 }
9366
9367 /**
9368  * clutter_actor_get_offscreen_redirect:
9369  * @self: a #ClutterActor
9370  *
9371  * Retrieves whether to redirect the actor to an offscreen buffer, as
9372  * set by clutter_actor_set_offscreen_redirect().
9373  *
9374  * Return value: the value of the offscreen-redirect property of the actor
9375  *
9376  * Since: 1.8
9377  */
9378 ClutterOffscreenRedirect
9379 clutter_actor_get_offscreen_redirect (ClutterActor *self)
9380 {
9381   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9382
9383   return self->priv->offscreen_redirect;
9384 }
9385
9386 /**
9387  * clutter_actor_set_name:
9388  * @self: A #ClutterActor
9389  * @name: Textual tag to apply to actor
9390  *
9391  * Sets the given name to @self. The name can be used to identify
9392  * a #ClutterActor.
9393  */
9394 void
9395 clutter_actor_set_name (ClutterActor *self,
9396                         const gchar  *name)
9397 {
9398   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9399
9400   g_free (self->priv->name);
9401   self->priv->name = g_strdup (name);
9402
9403   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
9404 }
9405
9406 /**
9407  * clutter_actor_get_name:
9408  * @self: A #ClutterActor
9409  *
9410  * Retrieves the name of @self.
9411  *
9412  * Return value: the name of the actor, or %NULL. The returned string is
9413  *   owned by the actor and should not be modified or freed.
9414  */
9415 const gchar *
9416 clutter_actor_get_name (ClutterActor *self)
9417 {
9418   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9419
9420   return self->priv->name;
9421 }
9422
9423 /**
9424  * clutter_actor_get_gid:
9425  * @self: A #ClutterActor
9426  *
9427  * Retrieves the unique id for @self.
9428  *
9429  * Return value: Globally unique value for this object instance.
9430  *
9431  * Since: 0.6
9432  *
9433  * Deprecated: 1.8: The id is not used any longer.
9434  */
9435 guint32
9436 clutter_actor_get_gid (ClutterActor *self)
9437 {
9438   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9439
9440   return self->priv->id;
9441 }
9442
9443 /**
9444  * clutter_actor_set_depth:
9445  * @self: a #ClutterActor
9446  * @depth: Z co-ord
9447  *
9448  * Sets the Z coordinate of @self to @depth.
9449  *
9450  * The unit used by @depth is dependant on the perspective setup. See
9451  * also clutter_stage_set_perspective().
9452  */
9453 void
9454 clutter_actor_set_depth (ClutterActor *self,
9455                          gfloat        depth)
9456 {
9457   ClutterActorPrivate *priv;
9458
9459   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9460
9461   priv = self->priv;
9462
9463   if (priv->z != depth)
9464     {
9465       /* Sets Z value - XXX 2.0: should we invert? */
9466       priv->z = depth;
9467
9468       priv->transform_valid = FALSE;
9469
9470       /* FIXME - remove this crap; sadly, there are still containers
9471        * in Clutter that depend on this utter brain damage
9472        */
9473       clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
9474
9475       clutter_actor_queue_redraw (self);
9476
9477       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
9478     }
9479 }
9480
9481 /**
9482  * clutter_actor_get_depth:
9483  * @self: a #ClutterActor
9484  *
9485  * Retrieves the depth of @self.
9486  *
9487  * Return value: the depth of the actor
9488  */
9489 gfloat
9490 clutter_actor_get_depth (ClutterActor *self)
9491 {
9492   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
9493
9494   return self->priv->z;
9495 }
9496
9497 /**
9498  * clutter_actor_set_rotation:
9499  * @self: a #ClutterActor
9500  * @axis: the axis of rotation
9501  * @angle: the angle of rotation
9502  * @x: X coordinate of the rotation center
9503  * @y: Y coordinate of the rotation center
9504  * @z: Z coordinate of the rotation center
9505  *
9506  * Sets the rotation angle of @self around the given axis.
9507  *
9508  * The rotation center coordinates used depend on the value of @axis:
9509  * <itemizedlist>
9510  *   <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
9511  *   <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
9512  *   <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
9513  * </itemizedlist>
9514  *
9515  * The rotation coordinates are relative to the anchor point of the
9516  * actor, set using clutter_actor_set_anchor_point(). If no anchor
9517  * point is set, the upper left corner is assumed as the origin.
9518  *
9519  * Since: 0.8
9520  */
9521 void
9522 clutter_actor_set_rotation (ClutterActor      *self,
9523                             ClutterRotateAxis  axis,
9524                             gdouble            angle,
9525                             gfloat             x,
9526                             gfloat             y,
9527                             gfloat             z)
9528 {
9529   ClutterVertex v;
9530
9531   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9532
9533   v.x = x;
9534   v.y = y;
9535   v.z = z;
9536
9537   g_object_freeze_notify (G_OBJECT (self));
9538
9539   clutter_actor_set_rotation_angle_internal (self, axis, angle);
9540   clutter_actor_set_rotation_center_internal (self, axis, &v);
9541
9542   g_object_thaw_notify (G_OBJECT (self));
9543 }
9544
9545 /**
9546  * clutter_actor_set_z_rotation_from_gravity:
9547  * @self: a #ClutterActor
9548  * @angle: the angle of rotation
9549  * @gravity: the center point of the rotation
9550  *
9551  * Sets the rotation angle of @self around the Z axis using the center
9552  * point specified as a compass point. For example to rotate such that
9553  * the center of the actor remains static you can use
9554  * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
9555  * will move accordingly.
9556  *
9557  * Since: 1.0
9558  */
9559 void
9560 clutter_actor_set_z_rotation_from_gravity (ClutterActor   *self,
9561                                            gdouble         angle,
9562                                            ClutterGravity  gravity)
9563 {
9564   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9565
9566   if (gravity == CLUTTER_GRAVITY_NONE)
9567     clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
9568   else
9569     {
9570       GObject *obj = G_OBJECT (self);
9571       ClutterTransformInfo *info;
9572
9573       info = _clutter_actor_get_transform_info (self);
9574
9575       g_object_freeze_notify (obj);
9576
9577       clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
9578
9579       clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
9580       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
9581       g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
9582
9583       g_object_thaw_notify (obj);
9584     }
9585 }
9586
9587 /**
9588  * clutter_actor_get_rotation:
9589  * @self: a #ClutterActor
9590  * @axis: the axis of rotation
9591  * @x: (out): return value for the X coordinate of the center of rotation
9592  * @y: (out): return value for the Y coordinate of the center of rotation
9593  * @z: (out): return value for the Z coordinate of the center of rotation
9594  *
9595  * Retrieves the angle and center of rotation on the given axis,
9596  * set using clutter_actor_set_rotation().
9597  *
9598  * Return value: the angle of rotation
9599  *
9600  * Since: 0.8
9601  */
9602 gdouble
9603 clutter_actor_get_rotation (ClutterActor      *self,
9604                             ClutterRotateAxis  axis,
9605                             gfloat            *x,
9606                             gfloat            *y,
9607                             gfloat            *z)
9608 {
9609   const ClutterTransformInfo *info;
9610   const AnchorCoord *anchor_coord;
9611   gdouble retval = 0;
9612
9613   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9614
9615   info = _clutter_actor_get_transform_info_or_defaults (self);
9616
9617   switch (axis)
9618     {
9619     case CLUTTER_X_AXIS:
9620       anchor_coord = &info->rx_center;
9621       retval = info->rx_angle;
9622       break;
9623
9624     case CLUTTER_Y_AXIS:
9625       anchor_coord = &info->ry_center;
9626       retval = info->ry_angle;
9627       break;
9628
9629     case CLUTTER_Z_AXIS:
9630       anchor_coord = &info->rz_center;
9631       retval = info->rz_angle;
9632       break;
9633
9634     default:
9635       anchor_coord = NULL;
9636       retval = 0.0;
9637       break;
9638     }
9639
9640   clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
9641
9642   return retval;
9643 }
9644
9645 /**
9646  * clutter_actor_get_z_rotation_gravity:
9647  * @self: A #ClutterActor
9648  *
9649  * Retrieves the center for the rotation around the Z axis as a
9650  * compass direction. If the center was specified in pixels or units
9651  * this will return %CLUTTER_GRAVITY_NONE.
9652  *
9653  * Return value: the Z rotation center
9654  *
9655  * Since: 1.0
9656  */
9657 ClutterGravity
9658 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
9659 {
9660   const ClutterTransformInfo *info;
9661
9662   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
9663
9664   info = _clutter_actor_get_transform_info_or_defaults (self);
9665
9666   return clutter_anchor_coord_get_gravity (&info->rz_center);
9667 }
9668
9669 /**
9670  * clutter_actor_set_clip:
9671  * @self: A #ClutterActor
9672  * @xoff: X offset of the clip rectangle
9673  * @yoff: Y offset of the clip rectangle
9674  * @width: Width of the clip rectangle
9675  * @height: Height of the clip rectangle
9676  *
9677  * Sets clip area for @self. The clip area is always computed from the
9678  * upper left corner of the actor, even if the anchor point is set
9679  * otherwise.
9680  *
9681  * Since: 0.6
9682  */
9683 void
9684 clutter_actor_set_clip (ClutterActor *self,
9685                         gfloat        xoff,
9686                         gfloat        yoff,
9687                         gfloat        width,
9688                         gfloat        height)
9689 {
9690   ClutterActorPrivate *priv;
9691
9692   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9693
9694   priv = self->priv;
9695
9696   if (priv->has_clip &&
9697       priv->clip.x == xoff &&
9698       priv->clip.y == yoff &&
9699       priv->clip.width == width &&
9700       priv->clip.height == height)
9701     return;
9702
9703   priv->clip.x = xoff;
9704   priv->clip.y = yoff;
9705   priv->clip.width = width;
9706   priv->clip.height = height;
9707
9708   priv->has_clip = TRUE;
9709
9710   clutter_actor_queue_redraw (self);
9711
9712   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9713   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
9714 }
9715
9716 /**
9717  * clutter_actor_remove_clip
9718  * @self: A #ClutterActor
9719  *
9720  * Removes clip area from @self.
9721  */
9722 void
9723 clutter_actor_remove_clip (ClutterActor *self)
9724 {
9725   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9726
9727   if (!self->priv->has_clip)
9728     return;
9729
9730   self->priv->has_clip = FALSE;
9731
9732   clutter_actor_queue_redraw (self);
9733
9734   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9735 }
9736
9737 /**
9738  * clutter_actor_has_clip:
9739  * @self: a #ClutterActor
9740  *
9741  * Determines whether the actor has a clip area set or not.
9742  *
9743  * Return value: %TRUE if the actor has a clip area set.
9744  *
9745  * Since: 0.1.1
9746  */
9747 gboolean
9748 clutter_actor_has_clip (ClutterActor *self)
9749 {
9750   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
9751
9752   return self->priv->has_clip;
9753 }
9754
9755 /**
9756  * clutter_actor_get_clip:
9757  * @self: a #ClutterActor
9758  * @xoff: (out) (allow-none): return location for the X offset of
9759  *   the clip rectangle, or %NULL
9760  * @yoff: (out) (allow-none): return location for the Y offset of
9761  *   the clip rectangle, or %NULL
9762  * @width: (out) (allow-none): return location for the width of
9763  *   the clip rectangle, or %NULL
9764  * @height: (out) (allow-none): return location for the height of
9765  *   the clip rectangle, or %NULL
9766  *
9767  * Gets the clip area for @self, if any is set
9768  *
9769  * Since: 0.6
9770  */
9771 void
9772 clutter_actor_get_clip (ClutterActor *self,
9773                         gfloat       *xoff,
9774                         gfloat       *yoff,
9775                         gfloat       *width,
9776                         gfloat       *height)
9777 {
9778   ClutterActorPrivate *priv;
9779
9780   g_return_if_fail (CLUTTER_IS_ACTOR (self));
9781
9782   priv = self->priv;
9783
9784   if (!priv->has_clip)
9785     return;
9786
9787   if (xoff != NULL)
9788     *xoff = priv->clip.x;
9789
9790   if (yoff != NULL)
9791     *yoff = priv->clip.y;
9792
9793   if (width != NULL)
9794     *width = priv->clip.width;
9795
9796   if (height != NULL)
9797     *height = priv->clip.height;
9798 }
9799
9800 /**
9801  * clutter_actor_get_children:
9802  * @self: a #ClutterActor
9803  *
9804  * Retrieves the list of children of @self.
9805  *
9806  * Return value: (transfer container) (element-type ClutterActor): A newly
9807  *   allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
9808  *   done.
9809  *
9810  * Since: 1.10
9811  */
9812 GList *
9813 clutter_actor_get_children (ClutterActor *self)
9814 {
9815   ClutterActor *iter;
9816   GList *res;
9817
9818   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9819
9820   /* we walk the list backward so that we can use prepend(),
9821    * which is O(1)
9822    */
9823   for (iter = self->priv->last_child, res = NULL;
9824        iter != NULL;
9825        iter = iter->priv->prev_sibling)
9826     {
9827       res = g_list_prepend (res, iter);
9828     }
9829
9830   return res;
9831 }
9832
9833 /*< private >
9834  * insert_child_at_depth:
9835  * @self: a #ClutterActor
9836  * @child: a #ClutterActor
9837  *
9838  * Inserts @child inside the list of children held by @self, using
9839  * the depth as the insertion criteria.
9840  *
9841  * This sadly makes the insertion not O(1), but we can keep the
9842  * list sorted so that the painters algorithm we use for painting
9843  * the children will work correctly.
9844  */
9845 static void
9846 insert_child_at_depth (ClutterActor *self,
9847                        ClutterActor *child,
9848                        gpointer      dummy G_GNUC_UNUSED)
9849 {
9850   ClutterActor *iter;
9851
9852   child->priv->parent = self;
9853
9854   /* special-case the first child */
9855   if (self->priv->n_children == 0)
9856     {
9857       self->priv->first_child = child;
9858       self->priv->last_child = child;
9859
9860       child->priv->next_sibling = NULL;
9861       child->priv->prev_sibling = NULL;
9862
9863       return;
9864     }
9865
9866   /* Find the right place to insert the child so that it will still be
9867      sorted and the child will be after all of the actors at the same
9868      dept */
9869   for (iter = self->priv->first_child;
9870        iter != NULL;
9871        iter = iter->priv->next_sibling)
9872     {
9873       if (iter->priv->z > child->priv->z)
9874         break;
9875     }
9876
9877   if (iter != NULL)
9878     {
9879       ClutterActor *tmp = iter->priv->prev_sibling;
9880
9881       if (tmp != NULL)
9882         tmp->priv->next_sibling = child;
9883
9884       /* Insert the node before the found one */
9885       child->priv->prev_sibling = iter->priv->prev_sibling;
9886       child->priv->next_sibling = iter;
9887       iter->priv->prev_sibling = child;
9888     }
9889   else
9890     {
9891       ClutterActor *tmp = self->priv->last_child;
9892
9893       if (tmp != NULL)
9894         tmp->priv->next_sibling = child;
9895
9896       /* insert the node at the end of the list */
9897       child->priv->prev_sibling = self->priv->last_child;
9898       child->priv->next_sibling = NULL;
9899     }
9900
9901   if (child->priv->prev_sibling == NULL)
9902     self->priv->first_child = child;
9903
9904   if (child->priv->next_sibling == NULL)
9905     self->priv->last_child = child;
9906 }
9907
9908 static void
9909 insert_child_at_index (ClutterActor *self,
9910                        ClutterActor *child,
9911                        gpointer      data_)
9912 {
9913   gint index_ = GPOINTER_TO_INT (data_);
9914
9915   child->priv->parent = self;
9916
9917   if (index_ == 0)
9918     {
9919       ClutterActor *tmp = self->priv->first_child;
9920
9921       if (tmp != NULL)
9922         tmp->priv->prev_sibling = child;
9923
9924       child->priv->prev_sibling = NULL;
9925       child->priv->next_sibling = tmp;
9926     }
9927   else if (index_ < 0)
9928     {
9929       ClutterActor *tmp = self->priv->last_child;
9930
9931       if (tmp != NULL)
9932         tmp->priv->next_sibling = child;
9933
9934       child->priv->prev_sibling = tmp;
9935       child->priv->next_sibling = NULL;
9936     }
9937   else
9938     {
9939       ClutterActor *iter;
9940       int i;
9941
9942       for (iter = self->priv->first_child, i = 0;
9943            iter != NULL;
9944            iter = iter->priv->next_sibling, i += 1)
9945         {
9946           if (index_ == i)
9947             {
9948               ClutterActor *tmp = iter->priv->prev_sibling;
9949
9950               child->priv->prev_sibling = tmp;
9951               child->priv->next_sibling = iter;
9952
9953               iter->priv->prev_sibling = child;
9954
9955               if (tmp != NULL)
9956                 tmp->priv->next_sibling = child;
9957
9958               break;
9959             }
9960         }
9961     }
9962
9963   if (child->priv->prev_sibling == NULL)
9964     self->priv->first_child = child;
9965
9966   if (child->priv->next_sibling == NULL)
9967     self->priv->last_child = child;
9968 }
9969
9970 static void
9971 insert_child_above (ClutterActor *self,
9972                     ClutterActor *child,
9973                     gpointer      data)
9974 {
9975   ClutterActor *sibling = data;
9976
9977   child->priv->parent = self;
9978
9979   if (sibling == NULL)
9980     sibling = self->priv->last_child;
9981
9982   child->priv->prev_sibling = sibling;
9983
9984   if (sibling != NULL)
9985     {
9986       ClutterActor *tmp = sibling->priv->next_sibling;
9987
9988       child->priv->next_sibling = tmp;
9989
9990       if (tmp != NULL)
9991         tmp->priv->prev_sibling = child;
9992
9993       sibling->priv->next_sibling = child;
9994     }
9995   else
9996     child->priv->next_sibling = NULL;
9997
9998   if (child->priv->prev_sibling == NULL)
9999     self->priv->first_child = child;
10000
10001   if (child->priv->next_sibling == NULL)
10002     self->priv->last_child = child;
10003 }
10004
10005 static void
10006 insert_child_below (ClutterActor *self,
10007                     ClutterActor *child,
10008                     gpointer      data)
10009 {
10010   ClutterActor *sibling = data;
10011
10012   child->priv->parent = self;
10013
10014   if (sibling == NULL)
10015     sibling = self->priv->first_child;
10016
10017   child->priv->next_sibling = sibling;
10018
10019   if (sibling != NULL)
10020     {
10021       ClutterActor *tmp = sibling->priv->prev_sibling;
10022
10023       child->priv->prev_sibling = tmp;
10024
10025       if (tmp != NULL)
10026         tmp->priv->next_sibling = child;
10027
10028       sibling->priv->prev_sibling = child;
10029     }
10030   else
10031     child->priv->prev_sibling = NULL;
10032
10033   if (child->priv->prev_sibling == NULL)
10034     self->priv->first_child = child;
10035
10036   if (child->priv->next_sibling == NULL)
10037     self->priv->last_child = child;
10038 }
10039
10040 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10041                                            ClutterActor *child,
10042                                            gpointer      data);
10043
10044 typedef enum {
10045   ADD_CHILD_CREATE_META       = 1 << 0,
10046   ADD_CHILD_EMIT_PARENT_SET   = 1 << 1,
10047   ADD_CHILD_EMIT_ACTOR_ADDED  = 1 << 2,
10048   ADD_CHILD_CHECK_STATE       = 1 << 3,
10049   ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10050
10051   /* default flags for public API */
10052   ADD_CHILD_DEFAULT_FLAGS    = ADD_CHILD_CREATE_META |
10053                                ADD_CHILD_EMIT_PARENT_SET |
10054                                ADD_CHILD_EMIT_ACTOR_ADDED |
10055                                ADD_CHILD_CHECK_STATE |
10056                                ADD_CHILD_NOTIFY_FIRST_LAST,
10057
10058   /* flags for legacy/deprecated API */
10059   ADD_CHILD_LEGACY_FLAGS     = ADD_CHILD_EMIT_PARENT_SET |
10060                                ADD_CHILD_CHECK_STATE |
10061                                ADD_CHILD_NOTIFY_FIRST_LAST
10062 } ClutterActorAddChildFlags;
10063
10064 /*< private >
10065  * clutter_actor_add_child_internal:
10066  * @self: a #ClutterActor
10067  * @child: a #ClutterActor
10068  * @flags: control flags for actions
10069  * @add_func: delegate function
10070  * @data: (closure): data to pass to @add_func
10071  *
10072  * Adds @child to the list of children of @self.
10073  *
10074  * The actual insertion inside the list is delegated to @add_func: this
10075  * function will just set up the state, perform basic checks, and emit
10076  * signals.
10077  *
10078  * The @flags argument is used to perform additional operations.
10079  */
10080 static inline void
10081 clutter_actor_add_child_internal (ClutterActor              *self,
10082                                   ClutterActor              *child,
10083                                   ClutterActorAddChildFlags  flags,
10084                                   ClutterActorAddChildFunc   add_func,
10085                                   gpointer                   data)
10086 {
10087   ClutterTextDirection text_dir;
10088   gboolean create_meta;
10089   gboolean emit_parent_set, emit_actor_added;
10090   gboolean check_state;
10091   gboolean notify_first_last;
10092   ClutterActor *old_first_child, *old_last_child;
10093
10094   if (child->priv->parent != NULL)
10095     {
10096       g_warning ("Cannot set a parent on an actor which has a parent. "
10097                  "You must use clutter_actor_remove_child() first.");
10098       return;
10099     }
10100
10101   if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10102     {
10103       g_warning ("Cannot set a parent on a toplevel actor\n");
10104       return;
10105     }
10106
10107   if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10108     {
10109       g_warning ("Cannot set a parent currently being destroyed");
10110       return;
10111     }
10112
10113   create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10114   emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10115   emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10116   check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10117   notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10118
10119   old_first_child = self->priv->first_child;
10120   old_last_child = self->priv->last_child;
10121
10122   if (create_meta)
10123     clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10124
10125   g_object_ref_sink (child);
10126   child->priv->parent = NULL;
10127   child->priv->next_sibling = NULL;
10128   child->priv->prev_sibling = NULL;
10129
10130   /* delegate the actual insertion */
10131   add_func (self, child, data);
10132
10133   g_assert (child->priv->parent == self);
10134
10135   self->priv->n_children += 1;
10136
10137   self->priv->age += 1;
10138
10139   /* if push_internal() has been called then we automatically set
10140    * the flag on the actor
10141    */
10142   if (self->priv->internal_child)
10143     CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10144
10145   /* clutter_actor_reparent() will emit ::parent-set for us */
10146   if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10147     g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
10148
10149   if (check_state)
10150     {
10151       /* If parent is mapped or realized, we need to also be mapped or
10152        * realized once we're inside the parent.
10153        */
10154       clutter_actor_update_map_state (child, MAP_STATE_CHECK);
10155
10156       /* propagate the parent's text direction to the child */
10157       text_dir = clutter_actor_get_text_direction (self);
10158       clutter_actor_set_text_direction (child, text_dir);
10159     }
10160
10161   if (child->priv->show_on_set_parent)
10162     clutter_actor_show (child);
10163
10164   if (CLUTTER_ACTOR_IS_MAPPED (child))
10165     clutter_actor_queue_redraw (child);
10166
10167   /* maintain the invariant that if an actor needs layout,
10168    * its parents do as well
10169    */
10170   if (child->priv->needs_width_request ||
10171       child->priv->needs_height_request ||
10172       child->priv->needs_allocation)
10173     {
10174       /* we work around the short-circuiting we do
10175        * in clutter_actor_queue_relayout() since we
10176        * want to force a relayout
10177        */
10178       child->priv->needs_width_request = TRUE;
10179       child->priv->needs_height_request = TRUE;
10180       child->priv->needs_allocation = TRUE;
10181
10182       clutter_actor_queue_relayout (child->priv->parent);
10183     }
10184
10185   if (emit_actor_added)
10186     g_signal_emit_by_name (self, "actor-added", child);
10187
10188   if (notify_first_last)
10189     {
10190       if (old_first_child != self->priv->first_child)
10191         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
10192
10193       if (old_last_child != self->priv->last_child)
10194         g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
10195     }
10196 }
10197
10198 /**
10199  * clutter_actor_add_child:
10200  * @self: a #ClutterActor
10201  * @child: a #ClutterActor
10202  *
10203  * Adds @child to the children of @self.
10204  *
10205  * This function will acquire a reference on @child that will only
10206  * be released when calling clutter_actor_remove_child().
10207  *
10208  * This function will take into consideration the #ClutterActor:depth
10209  * of @child, and will keep the list of children sorted.
10210  *
10211  * This function will emit the #ClutterContainer::actor-added signal
10212  * on @self.
10213  *
10214  * Since: 1.10
10215  */
10216 void
10217 clutter_actor_add_child (ClutterActor *self,
10218                          ClutterActor *child)
10219 {
10220   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10221   g_return_if_fail (CLUTTER_IS_ACTOR (child));
10222   g_return_if_fail (self != child);
10223   g_return_if_fail (child->priv->parent == NULL);
10224
10225   clutter_actor_add_child_internal (self, child,
10226                                     ADD_CHILD_DEFAULT_FLAGS,
10227                                     insert_child_at_depth,
10228                                     NULL);
10229 }
10230
10231 /**
10232  * clutter_actor_insert_child_at_index:
10233  * @self: a #ClutterActor
10234  * @child: a #ClutterActor
10235  * @index_: the index
10236  *
10237  * Inserts @child into the list of children of @self, using the
10238  * given @index_.
10239  *
10240  * This function will acquire a reference on @child that will only
10241  * be released when calling clutter_actor_remove_child().
10242  *
10243  * This function will not take into consideration the #ClutterActor:depth
10244  * of @child.
10245  *
10246  * This function will emit the #ClutterContainer::actor-added signal
10247  * on @self.
10248  *
10249  * Since: 1.10
10250  */
10251 void
10252 clutter_actor_insert_child_at_index (ClutterActor *self,
10253                                      ClutterActor *child,
10254                                      gint          index_)
10255 {
10256   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10257   g_return_if_fail (CLUTTER_IS_ACTOR (child));
10258   g_return_if_fail (self != child);
10259   g_return_if_fail (child->priv->parent == NULL);
10260
10261   clutter_actor_add_child_internal (self, child,
10262                                     ADD_CHILD_DEFAULT_FLAGS,
10263                                     insert_child_at_index,
10264                                     GINT_TO_POINTER (index_));
10265 }
10266
10267 /**
10268  * clutter_actor_insert_child_above:
10269  * @self: a #ClutterActor
10270  * @child: a #ClutterActor
10271  * @sibling: (allow-none): a child of @self, or %NULL
10272  *
10273  * Inserts @child into the list of children of @self, above another
10274  * child of @self or, if @sibling is %NULL, above all the children
10275  * of @self.
10276  *
10277  * This function will acquire a reference on @child that will only
10278  * be released when calling clutter_actor_remove_child().
10279  *
10280  * This function will not take into consideration the #ClutterActor:depth
10281  * of @child.
10282  *
10283  * This function will emit the #ClutterContainer::actor-added signal
10284  * on @self.
10285  *
10286  * Since: 1.10
10287  */
10288 void
10289 clutter_actor_insert_child_above (ClutterActor *self,
10290                                   ClutterActor *child,
10291                                   ClutterActor *sibling)
10292 {
10293   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10294   g_return_if_fail (CLUTTER_IS_ACTOR (child));
10295   g_return_if_fail (self != child);
10296   g_return_if_fail (child != sibling);
10297   g_return_if_fail (child->priv->parent == NULL);
10298   g_return_if_fail (sibling == NULL ||
10299                     (CLUTTER_IS_ACTOR (sibling) &&
10300                      sibling->priv->parent == self));
10301
10302   clutter_actor_add_child_internal (self, child,
10303                                     ADD_CHILD_DEFAULT_FLAGS,
10304                                     insert_child_above,
10305                                     sibling);
10306 }
10307
10308 /**
10309  * clutter_actor_insert_child_below:
10310  * @self: a #ClutterActor
10311  * @child: a #ClutterActor
10312  * @sibling: (allow-none): a child of @self, or %NULL
10313  *
10314  * Inserts @child into the list of children of @self, below another
10315  * child of @self or, if @sibling is %NULL, below all the children
10316  * of @self.
10317  *
10318  * This function will acquire a reference on @child that will only
10319  * be released when calling clutter_actor_remove_child().
10320  *
10321  * This function will not take into consideration the #ClutterActor:depth
10322  * of @child.
10323  *
10324  * This function will emit the #ClutterContainer::actor-added signal
10325  * on @self.
10326  *
10327  * Since: 1.10
10328  */
10329 void
10330 clutter_actor_insert_child_below (ClutterActor *self,
10331                                   ClutterActor *child,
10332                                   ClutterActor *sibling)
10333 {
10334   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10335   g_return_if_fail (CLUTTER_IS_ACTOR (child));
10336   g_return_if_fail (self != child);
10337   g_return_if_fail (child != sibling);
10338   g_return_if_fail (child->priv->parent == NULL);
10339   g_return_if_fail (sibling == NULL ||
10340                     (CLUTTER_IS_ACTOR (sibling) &&
10341                      sibling->priv->parent == self));
10342
10343   clutter_actor_add_child_internal (self, child,
10344                                     ADD_CHILD_DEFAULT_FLAGS,
10345                                     insert_child_below,
10346                                     sibling);
10347 }
10348
10349 /**
10350  * clutter_actor_set_parent:
10351  * @self: A #ClutterActor
10352  * @parent: A new #ClutterActor parent
10353  *
10354  * Sets the parent of @self to @parent.
10355  *
10356  * This function will result in @parent acquiring a reference on @self,
10357  * eventually by sinking its floating reference first. The reference
10358  * will be released by clutter_actor_unparent().
10359  *
10360  * This function should only be called by legacy #ClutterActor<!-- -->s
10361  * implementing the #ClutterContainer interface.
10362  *
10363  * Deprecated: 1.10: Use clutter_actor_add_child() instead.
10364  */
10365 void
10366 clutter_actor_set_parent (ClutterActor *self,
10367                           ClutterActor *parent)
10368 {
10369   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10370   g_return_if_fail (CLUTTER_IS_ACTOR (parent));
10371   g_return_if_fail (self != parent);
10372   g_return_if_fail (self->priv->parent == NULL);
10373
10374   /* as this function will be called inside ClutterContainer::add
10375    * implementations or when building up a composite actor, we have
10376    * to preserve the old behaviour, and not create child meta or
10377    * emit the ::actor-added signal, to avoid recursion or double
10378    * emissions
10379    */
10380   clutter_actor_add_child_internal (parent, self,
10381                                     ADD_CHILD_LEGACY_FLAGS,
10382                                     insert_child_at_depth,
10383                                     NULL);
10384 }
10385
10386 /**
10387  * clutter_actor_get_parent:
10388  * @self: A #ClutterActor
10389  *
10390  * Retrieves the parent of @self.
10391  *
10392  * Return Value: (transfer none): The #ClutterActor parent, or %NULL
10393  *  if no parent is set
10394  */
10395 ClutterActor *
10396 clutter_actor_get_parent (ClutterActor *self)
10397 {
10398   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10399
10400   return self->priv->parent;
10401 }
10402
10403 /**
10404  * clutter_actor_get_paint_visibility:
10405  * @self: A #ClutterActor
10406  *
10407  * Retrieves the 'paint' visibility of an actor recursively checking for non
10408  * visible parents.
10409  *
10410  * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
10411  *
10412  * Return Value: %TRUE if the actor is visibile and will be painted.
10413  *
10414  * Since: 0.8.4
10415  */
10416 gboolean
10417 clutter_actor_get_paint_visibility (ClutterActor *actor)
10418 {
10419   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10420
10421   return CLUTTER_ACTOR_IS_MAPPED (actor);
10422 }
10423
10424 /**
10425  * clutter_actor_remove_child:
10426  * @self: a #ClutterActor
10427  * @child: a #ClutterActor
10428  *
10429  * Removes @child from the children of @self.
10430  *
10431  * This function will release the reference added by
10432  * clutter_actor_add_child(), so if you want to keep using @child
10433  * you will have to acquire a referenced on it before calling this
10434  * function.
10435  *
10436  * This function will emit the #ClutterContainer::actor-removed
10437  * signal on @self.
10438  *
10439  * Since: 1.10
10440  */
10441 void
10442 clutter_actor_remove_child (ClutterActor *self,
10443                             ClutterActor *child)
10444 {
10445   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10446   g_return_if_fail (CLUTTER_IS_ACTOR (child));
10447   g_return_if_fail (self != child);
10448   g_return_if_fail (child->priv->parent != NULL);
10449   g_return_if_fail (child->priv->parent == self);
10450
10451   clutter_actor_remove_child_internal (self, child,
10452                                        REMOVE_CHILD_DEFAULT_FLAGS);
10453 }
10454
10455 /**
10456  * clutter_actor_remove_all_children:
10457  * @self: a #ClutterActor
10458  *
10459  * Removes all children of @self.
10460  *
10461  * This function releases the reference added by inserting a child actor
10462  * in the list of children of @self.
10463  *
10464  * Since: 1.10
10465  */
10466 void
10467 clutter_actor_remove_all_children (ClutterActor *self)
10468 {
10469   ClutterActor *iter;
10470
10471   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10472
10473   if (self->priv->n_children == 0)
10474     return;
10475
10476   iter = self->priv->first_child;
10477   while (iter != NULL)
10478     {
10479       ClutterActor *next = iter->priv->next_sibling;
10480
10481       clutter_actor_remove_child_internal (self, iter,
10482                                            REMOVE_CHILD_DEFAULT_FLAGS);
10483
10484       iter = next;
10485     }
10486
10487   g_assert (self->priv->first_child == NULL);
10488   g_assert (self->priv->last_child == NULL);
10489   g_assert (self->priv->n_children == 0);
10490 }
10491
10492 typedef struct _InsertBetweenData {
10493   ClutterActor *prev_sibling;
10494   ClutterActor *next_sibling;
10495 } InsertBetweenData;
10496
10497 static void
10498 insert_child_between (ClutterActor *self,
10499                       ClutterActor *child,
10500                       gpointer      data_)
10501 {
10502   InsertBetweenData *data = data_;
10503   ClutterActor *prev_sibling = data->prev_sibling;
10504   ClutterActor *next_sibling = data->next_sibling;
10505
10506   child->priv->parent = self;
10507   child->priv->prev_sibling = prev_sibling;
10508   child->priv->next_sibling = next_sibling;
10509
10510   if (prev_sibling != NULL)
10511     prev_sibling->priv->next_sibling = child;
10512
10513   if (next_sibling != NULL)
10514     next_sibling->priv->prev_sibling = child;
10515
10516   if (child->priv->prev_sibling == NULL)
10517     self->priv->first_child = child;
10518
10519   if (child->priv->next_sibling == NULL)
10520     self->priv->last_child = child;
10521 }
10522
10523 /**
10524  * clutter_actor_replace_child:
10525  * @self: a #ClutterActor
10526  * @old_child: the child of @self to replace
10527  * @new_child: the #ClutterActor to replace @old_child
10528  *
10529  * Replaces @old_child with @new_child in the list of children of @self.
10530  *
10531  * Since: 1.10
10532  */
10533 void
10534 clutter_actor_replace_child (ClutterActor *self,
10535                              ClutterActor *old_child,
10536                              ClutterActor *new_child)
10537 {
10538   ClutterActor *prev_sibling, *next_sibling;
10539   InsertBetweenData clos;
10540
10541   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10542   g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
10543   g_return_if_fail (old_child->priv->parent == self);
10544   g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
10545   g_return_if_fail (old_child != new_child);
10546   g_return_if_fail (new_child != self);
10547   g_return_if_fail (new_child->priv->parent == NULL);
10548
10549   prev_sibling = old_child->priv->prev_sibling;
10550   next_sibling = old_child->priv->next_sibling;
10551   clutter_actor_remove_child_internal (self, old_child,
10552                                        REMOVE_CHILD_DEFAULT_FLAGS);
10553
10554   clos.prev_sibling = prev_sibling;
10555   clos.next_sibling = next_sibling;
10556   clutter_actor_add_child_internal (self, new_child,
10557                                     ADD_CHILD_DEFAULT_FLAGS,
10558                                     insert_child_between,
10559                                     &clos);
10560 }
10561
10562 /**
10563  * clutter_actor_unparent:
10564  * @self: a #ClutterActor
10565  *
10566  * Removes the parent of @self.
10567  *
10568  * This will cause the parent of @self to release the reference
10569  * acquired when calling clutter_actor_set_parent(), so if you
10570  * want to keep @self you will have to acquire a reference of
10571  * your own, through g_object_ref().
10572  *
10573  * This function should only be called by legacy #ClutterActor<!-- -->s
10574  * implementing the #ClutterContainer interface.
10575  *
10576  * Since: 0.1.1
10577  *
10578  * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
10579  */
10580 void
10581 clutter_actor_unparent (ClutterActor *self)
10582 {
10583   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10584
10585   if (self->priv->parent == NULL)
10586     return;
10587
10588   clutter_actor_remove_child_internal (self->priv->parent, self,
10589                                        REMOVE_CHILD_LEGACY_FLAGS);
10590 }
10591
10592 /**
10593  * clutter_actor_reparent:
10594  * @self: a #ClutterActor
10595  * @new_parent: the new #ClutterActor parent
10596  *
10597  * Resets the parent actor of @self.
10598  *
10599  * This function is logically equivalent to calling clutter_actor_unparent()
10600  * and clutter_actor_set_parent(), but more efficiently implemented, as it
10601  * ensures the child is not finalized when unparented, and emits the
10602  * #ClutterActor::parent-set signal only once.
10603  *
10604  * In reality, calling this function is less useful than it sounds, as some
10605  * application code may rely on changes in the intermediate state between
10606  * removal and addition of the actor from its old parent to the @new_parent.
10607  * Thus, it is strongly encouraged to avoid using this function in application
10608  * code.
10609  *
10610  * Since: 0.2
10611  *
10612  * Deprecated: 1.10: Use clutter_actor_remove_child() and
10613  *   clutter_actor_add_child() instead; remember to take a reference on
10614  *   the actor being removed before calling clutter_actor_remove_child()
10615  *   to avoid the reference count dropping to zero and the actor being
10616  *   destroyed.
10617  */
10618 void
10619 clutter_actor_reparent (ClutterActor *self,
10620                         ClutterActor *new_parent)
10621 {
10622   ClutterActorPrivate *priv;
10623
10624   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10625   g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
10626   g_return_if_fail (self != new_parent);
10627
10628   if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10629     {
10630       g_warning ("Cannot set a parent on a toplevel actor");
10631       return;
10632     }
10633
10634   if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
10635     {
10636       g_warning ("Cannot set a parent currently being destroyed");
10637       return;
10638     }
10639
10640   priv = self->priv;
10641
10642   if (priv->parent != new_parent)
10643     {
10644       ClutterActor *old_parent;
10645
10646       CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10647
10648       old_parent = priv->parent;
10649
10650       g_object_ref (self);
10651
10652       if (old_parent != NULL)
10653         {
10654          /* go through the Container implementation if this is a regular
10655           * child and not an internal one
10656           */
10657          if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10658            {
10659              ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
10660
10661              /* this will have to call unparent() */
10662              clutter_container_remove_actor (parent, self);
10663            }
10664          else
10665            clutter_actor_remove_child_internal (old_parent, self,
10666                                                 REMOVE_CHILD_LEGACY_FLAGS);
10667         }
10668
10669       /* Note, will call set_parent() */
10670       if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10671         clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
10672       else
10673         clutter_actor_add_child_internal (new_parent, self,
10674                                           ADD_CHILD_LEGACY_FLAGS,
10675                                           insert_child_at_depth,
10676                                           NULL);
10677
10678       /* we emit the ::parent-set signal once */
10679       g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
10680
10681       CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10682
10683       /* the IN_REPARENT flag suspends state updates */
10684       clutter_actor_update_map_state (self, MAP_STATE_CHECK);
10685
10686       g_object_unref (self);
10687    }
10688 }
10689
10690 /**
10691  * clutter_actor_contains:
10692  * @self: A #ClutterActor
10693  * @descendant: A #ClutterActor, possibly contained in @self
10694  *
10695  * Determines if @descendant is contained inside @self (either as an
10696  * immediate child, or as a deeper descendant). If @self and
10697  * @descendant point to the same actor then it will also return %TRUE.
10698  *
10699  * Return value: whether @descendent is contained within @self
10700  *
10701  * Since: 1.4
10702  */
10703 gboolean
10704 clutter_actor_contains (ClutterActor *self,
10705                         ClutterActor *descendant)
10706 {
10707   ClutterActor *actor;
10708
10709   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10710   g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
10711
10712   for (actor = descendant; actor; actor = actor->priv->parent)
10713     if (actor == self)
10714       return TRUE;
10715
10716   return FALSE;
10717 }
10718
10719 /**
10720  * clutter_actor_set_child_above_sibling:
10721  * @self: a #ClutterActor
10722  * @child: a #ClutterActor child of @self
10723  * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10724  *
10725  * Sets @child to be above @sibling in the list of children of @self.
10726  *
10727  * If @sibling is %NULL, @child will be the new last child of @self.
10728  *
10729  * This function is logically equivalent to removing @child and using
10730  * clutter_actor_insert_child_above(), but it will not emit signals
10731  * or change state on @child.
10732  *
10733  * Since: 1.10
10734  */
10735 void
10736 clutter_actor_set_child_above_sibling (ClutterActor *self,
10737                                        ClutterActor *child,
10738                                        ClutterActor *sibling)
10739 {
10740   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10741   g_return_if_fail (CLUTTER_IS_ACTOR (child));
10742   g_return_if_fail (child->priv->parent == self);
10743   g_return_if_fail (child != sibling);
10744   g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10745
10746   if (sibling != NULL)
10747     g_return_if_fail (sibling->priv->parent == self);
10748
10749   /* we don't want to change the state of child, or emit signals, or
10750    * regenerate ChildMeta instances here, but we still want to follow
10751    * the correct sequence of steps encoded in remove_child() and
10752    * add_child(), so that correctness is ensured, and we only go
10753    * through one known code path.
10754    */
10755   g_object_ref (child);
10756   clutter_actor_remove_child_internal (self, child, 0);
10757   clutter_actor_add_child_internal (self, child,
10758                                     ADD_CHILD_NOTIFY_FIRST_LAST,
10759                                     insert_child_above,
10760                                     sibling);
10761
10762   clutter_actor_queue_relayout (self);
10763 }
10764
10765 /**
10766  * clutter_actor_set_child_below_sibling:
10767  * @self: a #ClutterActor
10768  * @child: a #ClutterActor child of @self
10769  * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10770  *
10771  * Sets @child to be below @sibling in the list of children of @self.
10772  *
10773  * If @sibling is %NULL, @child will be the new first child of @self.
10774  *
10775  * This function is logically equivalent to removing @self and using
10776  * clutter_actor_insert_child_below(), but it will not emit signals
10777  * or change state on @child.
10778  *
10779  * Since: 1.10
10780  */
10781 void
10782 clutter_actor_set_child_below_sibling (ClutterActor *self,
10783                                        ClutterActor *child,
10784                                        ClutterActor *sibling)
10785 {
10786   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10787   g_return_if_fail (CLUTTER_IS_ACTOR (child));
10788   g_return_if_fail (child->priv->parent == self);
10789   g_return_if_fail (child != sibling);
10790   g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10791
10792   if (sibling != NULL)
10793     g_return_if_fail (sibling->priv->parent == self);
10794
10795   /* see the comment in set_child_above_sibling() */
10796   g_object_ref (child);
10797   clutter_actor_remove_child_internal (self, child, 0);
10798   clutter_actor_add_child_internal (self, child,
10799                                     ADD_CHILD_NOTIFY_FIRST_LAST,
10800                                     insert_child_below,
10801                                     sibling);
10802
10803   clutter_actor_queue_relayout (self);
10804 }
10805
10806 /**
10807  * clutter_actor_set_child_at_index:
10808  * @self: a #ClutterActor
10809  * @child: a #ClutterActor child of @self
10810  * @index_: the new index for @child
10811  *
10812  * Changes the index of @child in the list of children of @self.
10813  *
10814  * This function is logically equivalent to removing @child and
10815  * calling clutter_actor_insert_child_at_index(), but it will not
10816  * emit signals or change state on @child.
10817  *
10818  * Since: 1.10
10819  */
10820 void
10821 clutter_actor_set_child_at_index (ClutterActor *self,
10822                                   ClutterActor *child,
10823                                   gint          index_)
10824 {
10825   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10826   g_return_if_fail (CLUTTER_IS_ACTOR (child));
10827   g_return_if_fail (child->priv->parent == self);
10828   g_return_if_fail (index_ <= self->priv->n_children);
10829
10830   g_object_ref (child);
10831   clutter_actor_remove_child_internal (self, child, 0);
10832   clutter_actor_add_child_internal (self, child,
10833                                     ADD_CHILD_NOTIFY_FIRST_LAST,
10834                                     insert_child_at_index,
10835                                     GINT_TO_POINTER (index_));
10836
10837   clutter_actor_queue_relayout (self);
10838 }
10839
10840 /**
10841  * clutter_actor_raise:
10842  * @self: A #ClutterActor
10843  * @below: (allow-none): A #ClutterActor to raise above.
10844  *
10845  * Puts @self above @below.
10846  *
10847  * Both actors must have the same parent, and the parent must implement
10848  * the #ClutterContainer interface
10849  *
10850  * This function calls clutter_container_raise_child() internally.
10851  *
10852  * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
10853  */
10854 void
10855 clutter_actor_raise (ClutterActor *self,
10856                      ClutterActor *below)
10857 {
10858   ClutterActor *parent;
10859
10860   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10861
10862   parent = clutter_actor_get_parent (self);
10863   if (parent == NULL)
10864     {
10865       g_warning ("%s: Actor '%s' is not inside a container",
10866                  G_STRFUNC,
10867                  _clutter_actor_get_debug_name (self));
10868       return;
10869     }
10870
10871   if (below != NULL)
10872     {
10873       if (parent != clutter_actor_get_parent (below))
10874         {
10875           g_warning ("%s Actor '%s' is not in the same container as "
10876                      "actor '%s'",
10877                      G_STRFUNC,
10878                      _clutter_actor_get_debug_name (self),
10879                      _clutter_actor_get_debug_name (below));
10880           return;
10881         }
10882     }
10883
10884   clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
10885 }
10886
10887 /**
10888  * clutter_actor_lower:
10889  * @self: A #ClutterActor
10890  * @above: (allow-none): A #ClutterActor to lower below
10891  *
10892  * Puts @self below @above.
10893  *
10894  * Both actors must have the same parent, and the parent must implement
10895  * the #ClutterContainer interface.
10896  *
10897  * This function calls clutter_container_lower_child() internally.
10898  *
10899  * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
10900  */
10901 void
10902 clutter_actor_lower (ClutterActor *self,
10903                      ClutterActor *above)
10904 {
10905   ClutterActor *parent;
10906
10907   g_return_if_fail (CLUTTER_IS_ACTOR (self));
10908
10909   parent = clutter_actor_get_parent (self);
10910   if (parent == NULL)
10911     {
10912       g_warning ("%s: Actor of type %s is not inside a container",
10913                  G_STRFUNC,
10914                  _clutter_actor_get_debug_name (self));
10915       return;
10916     }
10917
10918   if (above)
10919     {
10920       if (parent != clutter_actor_get_parent (above))
10921         {
10922           g_warning ("%s: Actor '%s' is not in the same container as "
10923                      "actor '%s'",
10924                      G_STRFUNC,
10925                      _clutter_actor_get_debug_name (self),
10926                      _clutter_actor_get_debug_name (above));
10927           return;
10928         }
10929     }
10930
10931   clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
10932 }
10933
10934 /**
10935  * clutter_actor_raise_top:
10936  * @self: A #ClutterActor
10937  *
10938  * Raises @self to the top.
10939  *
10940  * This function calls clutter_actor_raise() internally.
10941  *
10942  * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
10943  *   a %NULL sibling, instead.
10944  */
10945 void
10946 clutter_actor_raise_top (ClutterActor *self)
10947 {
10948   clutter_actor_raise (self, NULL);
10949 }
10950
10951 /**
10952  * clutter_actor_lower_bottom:
10953  * @self: A #ClutterActor
10954  *
10955  * Lowers @self to the bottom.
10956  *
10957  * This function calls clutter_actor_lower() internally.
10958  *
10959  * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
10960  *   a %NULL sibling, instead.
10961  */
10962 void
10963 clutter_actor_lower_bottom (ClutterActor *self)
10964 {
10965   clutter_actor_lower (self, NULL);
10966 }
10967
10968 /*
10969  * Event handling
10970  */
10971
10972 /**
10973  * clutter_actor_event:
10974  * @actor: a #ClutterActor
10975  * @event: a #ClutterEvent
10976  * @capture: TRUE if event in in capture phase, FALSE otherwise.
10977  *
10978  * This function is used to emit an event on the main stage.
10979  * You should rarely need to use this function, except for
10980  * synthetising events.
10981  *
10982  * Return value: the return value from the signal emission: %TRUE
10983  *   if the actor handled the event, or %FALSE if the event was
10984  *   not handled
10985  *
10986  * Since: 0.6
10987  */
10988 gboolean
10989 clutter_actor_event (ClutterActor *actor,
10990                      ClutterEvent *event,
10991                      gboolean      capture)
10992 {
10993   gboolean retval = FALSE;
10994   gint signal_num = -1;
10995
10996   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10997   g_return_val_if_fail (event != NULL, FALSE);
10998
10999   g_object_ref (actor);
11000
11001   if (capture)
11002     {
11003       g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11004                      event,
11005                      &retval);
11006       goto out;
11007     }
11008
11009   g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11010
11011   if (!retval)
11012     {
11013       switch (event->type)
11014         {
11015         case CLUTTER_NOTHING:
11016           break;
11017         case CLUTTER_BUTTON_PRESS:
11018           signal_num = BUTTON_PRESS_EVENT;
11019           break;
11020         case CLUTTER_BUTTON_RELEASE:
11021           signal_num = BUTTON_RELEASE_EVENT;
11022           break;
11023         case CLUTTER_SCROLL:
11024           signal_num = SCROLL_EVENT;
11025           break;
11026         case CLUTTER_KEY_PRESS:
11027           signal_num = KEY_PRESS_EVENT;
11028           break;
11029         case CLUTTER_KEY_RELEASE:
11030           signal_num = KEY_RELEASE_EVENT;
11031           break;
11032         case CLUTTER_MOTION:
11033           signal_num = MOTION_EVENT;
11034           break;
11035         case CLUTTER_ENTER:
11036           signal_num = ENTER_EVENT;
11037           break;
11038         case CLUTTER_LEAVE:
11039           signal_num = LEAVE_EVENT;
11040           break;
11041         case CLUTTER_DELETE:
11042         case CLUTTER_DESTROY_NOTIFY:
11043         case CLUTTER_CLIENT_MESSAGE:
11044         default:
11045           signal_num = -1;
11046           break;
11047         }
11048
11049       if (signal_num != -1)
11050         g_signal_emit (actor, actor_signals[signal_num], 0,
11051                        event, &retval);
11052     }
11053
11054 out:
11055   g_object_unref (actor);
11056
11057   return retval;
11058 }
11059
11060 /**
11061  * clutter_actor_set_reactive:
11062  * @actor: a #ClutterActor
11063  * @reactive: whether the actor should be reactive to events
11064  *
11065  * Sets @actor as reactive. Reactive actors will receive events.
11066  *
11067  * Since: 0.6
11068  */
11069 void
11070 clutter_actor_set_reactive (ClutterActor *actor,
11071                             gboolean      reactive)
11072 {
11073   g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11074
11075   if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11076     return;
11077
11078   if (reactive)
11079     CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11080   else
11081     CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11082
11083   g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11084 }
11085
11086 /**
11087  * clutter_actor_get_reactive:
11088  * @actor: a #ClutterActor
11089  *
11090  * Checks whether @actor is marked as reactive.
11091  *
11092  * Return value: %TRUE if the actor is reactive
11093  *
11094  * Since: 0.6
11095  */
11096 gboolean
11097 clutter_actor_get_reactive (ClutterActor *actor)
11098 {
11099   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11100
11101   return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
11102 }
11103
11104 /**
11105  * clutter_actor_get_anchor_point:
11106  * @self: a #ClutterActor
11107  * @anchor_x: (out): return location for the X coordinate of the anchor point
11108  * @anchor_y: (out): return location for the Y coordinate of the anchor point
11109  *
11110  * Gets the current anchor point of the @actor in pixels.
11111  *
11112  * Since: 0.6
11113  */
11114 void
11115 clutter_actor_get_anchor_point (ClutterActor *self,
11116                                 gfloat       *anchor_x,
11117                                 gfloat       *anchor_y)
11118 {
11119   const ClutterTransformInfo *info;
11120
11121   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11122
11123   info = _clutter_actor_get_transform_info_or_defaults (self);
11124   clutter_anchor_coord_get_units (self, &info->anchor,
11125                                   anchor_x,
11126                                   anchor_y,
11127                                   NULL);
11128 }
11129
11130 /**
11131  * clutter_actor_set_anchor_point:
11132  * @self: a #ClutterActor
11133  * @anchor_x: X coordinate of the anchor point
11134  * @anchor_y: Y coordinate of the anchor point
11135  *
11136  * Sets an anchor point for @self. The anchor point is a point in the
11137  * coordinate space of an actor to which the actor position within its
11138  * parent is relative; the default is (0, 0), i.e. the top-left corner
11139  * of the actor.
11140  *
11141  * Since: 0.6
11142  */
11143 void
11144 clutter_actor_set_anchor_point (ClutterActor *self,
11145                                 gfloat        anchor_x,
11146                                 gfloat        anchor_y)
11147 {
11148   ClutterTransformInfo *info;
11149   ClutterActorPrivate *priv;
11150   gboolean changed = FALSE;
11151   gfloat old_anchor_x, old_anchor_y;
11152   GObject *obj;
11153
11154   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11155
11156   obj = G_OBJECT (self);
11157   priv = self->priv;
11158   info = _clutter_actor_get_transform_info (self);
11159
11160   g_object_freeze_notify (obj);
11161
11162   clutter_anchor_coord_get_units (self, &info->anchor,
11163                                   &old_anchor_x,
11164                                   &old_anchor_y,
11165                                   NULL);
11166
11167   if (info->anchor.is_fractional)
11168     g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11169
11170   if (old_anchor_x != anchor_x)
11171     {
11172       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11173       changed = TRUE;
11174     }
11175
11176   if (old_anchor_y != anchor_y)
11177     {
11178       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11179       changed = TRUE;
11180     }
11181
11182   clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
11183
11184   if (changed)
11185     {
11186       priv->transform_valid = FALSE;
11187       clutter_actor_queue_redraw (self);
11188     }
11189
11190   g_object_thaw_notify (obj);
11191 }
11192
11193 /**
11194  * clutter_actor_get_anchor_point_gravity:
11195  * @self: a #ClutterActor
11196  *
11197  * Retrieves the anchor position expressed as a #ClutterGravity. If
11198  * the anchor point was specified using pixels or units this will
11199  * return %CLUTTER_GRAVITY_NONE.
11200  *
11201  * Return value: the #ClutterGravity used by the anchor point
11202  *
11203  * Since: 1.0
11204  */
11205 ClutterGravity
11206 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
11207 {
11208   const ClutterTransformInfo *info;
11209
11210   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
11211
11212   info = _clutter_actor_get_transform_info_or_defaults (self);
11213
11214   return clutter_anchor_coord_get_gravity (&info->anchor);
11215 }
11216
11217 /**
11218  * clutter_actor_move_anchor_point:
11219  * @self: a #ClutterActor
11220  * @anchor_x: X coordinate of the anchor point
11221  * @anchor_y: Y coordinate of the anchor point
11222  *
11223  * Sets an anchor point for the actor, and adjusts the actor postion so that
11224  * the relative position of the actor toward its parent remains the same.
11225  *
11226  * Since: 0.6
11227  */
11228 void
11229 clutter_actor_move_anchor_point (ClutterActor *self,
11230                                  gfloat        anchor_x,
11231                                  gfloat        anchor_y)
11232 {
11233   gfloat old_anchor_x, old_anchor_y;
11234   const ClutterTransformInfo *info;
11235
11236   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11237
11238   info = _clutter_actor_get_transform_info (self);
11239   clutter_anchor_coord_get_units (self, &info->anchor,
11240                                   &old_anchor_x,
11241                                   &old_anchor_y,
11242                                   NULL);
11243
11244   g_object_freeze_notify (G_OBJECT (self));
11245
11246   clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
11247
11248   if (self->priv->position_set)
11249     clutter_actor_move_by (self,
11250                            anchor_x - old_anchor_x,
11251                            anchor_y - old_anchor_y);
11252
11253   g_object_thaw_notify (G_OBJECT (self));
11254 }
11255
11256 /**
11257  * clutter_actor_move_anchor_point_from_gravity:
11258  * @self: a #ClutterActor
11259  * @gravity: #ClutterGravity.
11260  *
11261  * Sets an anchor point on the actor based on the given gravity, adjusting the
11262  * actor postion so that its relative position within its parent remains
11263  * unchanged.
11264  *
11265  * Since version 1.0 the anchor point will be stored as a gravity so
11266  * that if the actor changes size then the anchor point will move. For
11267  * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11268  * and later double the size of the actor, the anchor point will move
11269  * to the bottom right.
11270  *
11271  * Since: 0.6
11272  */
11273 void
11274 clutter_actor_move_anchor_point_from_gravity (ClutterActor   *self,
11275                                               ClutterGravity  gravity)
11276 {
11277   gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
11278   const ClutterTransformInfo *info;
11279   ClutterActorPrivate *priv;
11280
11281   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11282
11283   priv = self->priv;
11284   info = _clutter_actor_get_transform_info (self);
11285
11286   g_object_freeze_notify (G_OBJECT (self));
11287
11288   clutter_anchor_coord_get_units (self, &info->anchor,
11289                                   &old_anchor_x,
11290                                   &old_anchor_y,
11291                                   NULL);
11292   clutter_actor_set_anchor_point_from_gravity (self, gravity);
11293   clutter_anchor_coord_get_units (self, &info->anchor,
11294                                   &new_anchor_x,
11295                                   &new_anchor_y,
11296                                   NULL);
11297
11298   if (priv->position_set)
11299     clutter_actor_move_by (self,
11300                            new_anchor_x - old_anchor_x,
11301                            new_anchor_y - old_anchor_y);
11302
11303   g_object_thaw_notify (G_OBJECT (self));
11304 }
11305
11306 /**
11307  * clutter_actor_set_anchor_point_from_gravity:
11308  * @self: a #ClutterActor
11309  * @gravity: #ClutterGravity.
11310  *
11311  * Sets an anchor point on the actor, based on the given gravity (this is a
11312  * convenience function wrapping clutter_actor_set_anchor_point()).
11313  *
11314  * Since version 1.0 the anchor point will be stored as a gravity so
11315  * that if the actor changes size then the anchor point will move. For
11316  * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11317  * and later double the size of the actor, the anchor point will move
11318  * to the bottom right.
11319  *
11320  * Since: 0.6
11321  */
11322 void
11323 clutter_actor_set_anchor_point_from_gravity (ClutterActor   *self,
11324                                              ClutterGravity  gravity)
11325 {
11326   g_return_if_fail (CLUTTER_IS_ACTOR (self));
11327
11328   if (gravity == CLUTTER_GRAVITY_NONE)
11329     clutter_actor_set_anchor_point (self, 0, 0);
11330   else
11331     {
11332       GObject *obj = G_OBJECT (self);
11333       ClutterTransformInfo *info;
11334
11335       g_object_freeze_notify (obj);
11336
11337       info = _clutter_actor_get_transform_info (self);
11338       clutter_anchor_coord_set_gravity (&info->anchor, gravity);
11339
11340       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11341       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11342       g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11343
11344       self->priv->transform_valid = FALSE;
11345
11346       clutter_actor_queue_redraw (self);
11347
11348       g_object_thaw_notify (obj);
11349     }
11350 }
11351
11352 static void
11353 clutter_container_iface_init (ClutterContainerIface *iface)
11354 {
11355   /* we don't override anything, as ClutterContainer already has a default
11356    * implementation that we can use, and which calls into our own API.
11357    */
11358 }
11359
11360 typedef enum
11361 {
11362   PARSE_X,
11363   PARSE_Y,
11364   PARSE_WIDTH,
11365   PARSE_HEIGHT,
11366   PARSE_ANCHOR_X,
11367   PARSE_ANCHOR_Y
11368 } ParseDimension;
11369
11370 static gfloat
11371 parse_units (ClutterActor   *self,
11372              ParseDimension  dimension,
11373              JsonNode       *node)
11374 {
11375   GValue value = { 0, };
11376   gfloat retval = 0;
11377
11378   if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
11379     return 0;
11380
11381   json_node_get_value (node, &value);
11382
11383   if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
11384     {
11385       retval = (gfloat) g_value_get_int64 (&value);
11386     }
11387   else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
11388     {
11389       retval = g_value_get_double (&value);
11390     }
11391   else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
11392     {
11393       ClutterUnits units;
11394       gboolean res;
11395
11396       res = clutter_units_from_string (&units, g_value_get_string (&value));
11397       if (res)
11398         retval = clutter_units_to_pixels (&units);
11399       else
11400         {
11401           g_warning ("Invalid value '%s': integers, strings or floating point "
11402                      "values can be used for the x, y, width and height "
11403                      "properties. Valid modifiers for strings are 'px', 'mm', "
11404                      "'pt' and 'em'.",
11405                      g_value_get_string (&value));
11406           retval = 0;
11407         }
11408     }
11409   else
11410     {
11411       g_warning ("Invalid value of type '%s': integers, strings of floating "
11412                  "point values can be used for the x, y, width, height "
11413                  "anchor-x and anchor-y properties.",
11414                  g_type_name (G_VALUE_TYPE (&value)));
11415     }
11416
11417   g_value_unset (&value);
11418
11419   return retval;
11420 }
11421
11422 typedef struct {
11423   ClutterRotateAxis axis;
11424
11425   gdouble angle;
11426
11427   gfloat center_x;
11428   gfloat center_y;
11429   gfloat center_z;
11430 } RotationInfo;
11431
11432 static inline gboolean
11433 parse_rotation_array (ClutterActor *actor,
11434                       JsonArray    *array,
11435                       RotationInfo *info)
11436 {
11437   JsonNode *element;
11438
11439   if (json_array_get_length (array) != 2)
11440     return FALSE;
11441
11442   /* angle */
11443   element = json_array_get_element (array, 0);
11444   if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
11445     info->angle = json_node_get_double (element);
11446   else
11447     return FALSE;
11448
11449   /* center */
11450   element = json_array_get_element (array, 1);
11451   if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
11452     {
11453       JsonArray *center = json_node_get_array (element);
11454
11455       if (json_array_get_length (center) != 2)
11456         return FALSE;
11457
11458       switch (info->axis)
11459         {
11460         case CLUTTER_X_AXIS:
11461           info->center_y = parse_units (actor, PARSE_Y,
11462                                         json_array_get_element (center, 0));
11463           info->center_z = parse_units (actor, PARSE_Y,
11464                                         json_array_get_element (center, 1));
11465           return TRUE;
11466
11467         case CLUTTER_Y_AXIS:
11468           info->center_x = parse_units (actor, PARSE_X,
11469                                         json_array_get_element (center, 0));
11470           info->center_z = parse_units (actor, PARSE_X,
11471                                         json_array_get_element (center, 1));
11472           return TRUE;
11473
11474         case CLUTTER_Z_AXIS:
11475           info->center_x = parse_units (actor, PARSE_X,
11476                                         json_array_get_element (center, 0));
11477           info->center_y = parse_units (actor, PARSE_Y,
11478                                         json_array_get_element (center, 1));
11479           return TRUE;
11480         }
11481     }
11482
11483   return FALSE;
11484 }
11485
11486 static gboolean
11487 parse_rotation (ClutterActor *actor,
11488                 JsonNode     *node,
11489                 RotationInfo *info)
11490 {
11491   JsonArray *array;
11492   guint len, i;
11493   gboolean retval = FALSE;
11494
11495   if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
11496     {
11497       g_warning ("Invalid node of type '%s' found, expecting an array",
11498                  json_node_type_name (node));
11499       return FALSE;
11500     }
11501
11502   array = json_node_get_array (node);
11503   len = json_array_get_length (array);
11504
11505   for (i = 0; i < len; i++)
11506     {
11507       JsonNode *element = json_array_get_element (array, i);
11508       JsonObject *object;
11509       JsonNode *member;
11510
11511       if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
11512         {
11513           g_warning ("Invalid node of type '%s' found, expecting an object",
11514                      json_node_type_name (element));
11515           return FALSE;
11516         }
11517
11518       object = json_node_get_object (element);
11519
11520       if (json_object_has_member (object, "x-axis"))
11521         {
11522           member = json_object_get_member (object, "x-axis");
11523
11524           info->axis = CLUTTER_X_AXIS;
11525
11526           if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11527             {
11528               info->angle = json_node_get_double (member);
11529               retval = TRUE;
11530             }
11531           else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11532             retval = parse_rotation_array (actor,
11533                                            json_node_get_array (member),
11534                                            info);
11535           else
11536             retval = FALSE;
11537         }
11538       else if (json_object_has_member (object, "y-axis"))
11539         {
11540           member = json_object_get_member (object, "y-axis");
11541
11542           info->axis = CLUTTER_Y_AXIS;
11543
11544           if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11545             {
11546               info->angle = json_node_get_double (member);
11547               retval = TRUE;
11548             }
11549           else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11550             retval = parse_rotation_array (actor,
11551                                            json_node_get_array (member),
11552                                            info);
11553           else
11554             retval = FALSE;
11555         }
11556       else if (json_object_has_member (object, "z-axis"))
11557         {
11558           member = json_object_get_member (object, "z-axis");
11559
11560           info->axis = CLUTTER_Z_AXIS;
11561
11562           if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11563             {
11564               info->angle = json_node_get_double (member);
11565               retval = TRUE;
11566             }
11567           else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11568             retval = parse_rotation_array (actor,
11569                                            json_node_get_array (member),
11570                                            info);
11571           else
11572             retval = FALSE;
11573         }
11574     }
11575
11576   return retval;
11577 }
11578
11579 static GSList *
11580 parse_actor_metas (ClutterScript *script,
11581                    ClutterActor  *actor,
11582                    JsonNode      *node)
11583 {
11584   GList *elements, *l;
11585   GSList *retval = NULL;
11586
11587   if (!JSON_NODE_HOLDS_ARRAY (node))
11588     return NULL;
11589
11590   elements = json_array_get_elements (json_node_get_array (node));
11591
11592   for (l = elements; l != NULL; l = l->next)
11593     {
11594       JsonNode *element = l->data;
11595       const gchar *id_ = _clutter_script_get_id_from_node (element);
11596       GObject *meta;
11597
11598       if (id_ == NULL || *id_ == '\0')
11599         continue;
11600
11601       meta = clutter_script_get_object (script, id_);
11602       if (meta == NULL)
11603         continue;
11604
11605       retval = g_slist_prepend (retval, meta);
11606     }
11607
11608   g_list_free (elements);
11609
11610   return g_slist_reverse (retval);
11611 }
11612
11613 static GSList *
11614 parse_behaviours (ClutterScript *script,
11615                   ClutterActor  *actor,
11616                   JsonNode      *node)
11617 {
11618   GList *elements, *l;
11619   GSList *retval = NULL;
11620
11621   if (!JSON_NODE_HOLDS_ARRAY (node))
11622     return NULL;
11623
11624   elements = json_array_get_elements (json_node_get_array (node));
11625
11626   for (l = elements; l != NULL; l = l->next)
11627     {
11628       JsonNode *element = l->data;
11629       const gchar *id_ = _clutter_script_get_id_from_node (element);
11630       GObject *behaviour;
11631
11632       if (id_ == NULL || *id_ == '\0')
11633         continue;
11634
11635       behaviour = clutter_script_get_object (script, id_);
11636       if (behaviour == NULL)
11637         continue;
11638
11639       retval = g_slist_prepend (retval, behaviour);
11640     }
11641
11642   g_list_free (elements);
11643
11644   return g_slist_reverse (retval);
11645 }
11646
11647 static gboolean
11648 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
11649                                  ClutterScript     *script,
11650                                  GValue            *value,
11651                                  const gchar       *name,
11652                                  JsonNode          *node)
11653 {
11654   ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11655   gboolean retval = FALSE;
11656
11657   if ((name[0] == 'x' && name[1] == '\0') ||
11658       (name[0] == 'y' && name[1] == '\0') ||
11659       (strcmp (name, "width") == 0) ||
11660       (strcmp (name, "height") == 0) ||
11661       (strcmp (name, "anchor_x") == 0) ||
11662       (strcmp (name, "anchor_y") == 0))
11663     {
11664       ParseDimension dimension;
11665       gfloat units;
11666
11667       if (name[0] == 'x')
11668         dimension = PARSE_X;
11669       else if (name[0] == 'y')
11670         dimension = PARSE_Y;
11671       else if (name[0] == 'w')
11672         dimension = PARSE_WIDTH;
11673       else if (name[0] == 'h')
11674         dimension = PARSE_HEIGHT;
11675       else if (name[0] == 'a' && name[7] == 'x')
11676         dimension = PARSE_ANCHOR_X;
11677       else if (name[0] == 'a' && name[7] == 'y')
11678         dimension = PARSE_ANCHOR_Y;
11679       else
11680         return FALSE;
11681
11682       units = parse_units (actor, dimension, node);
11683
11684       /* convert back to pixels: all properties are pixel-based */
11685       g_value_init (value, G_TYPE_FLOAT);
11686       g_value_set_float (value, units);
11687
11688       retval = TRUE;
11689     }
11690   else if (strcmp (name, "rotation") == 0)
11691     {
11692       RotationInfo *info;
11693
11694       info = g_slice_new0 (RotationInfo);
11695       retval = parse_rotation (actor, node, info);
11696
11697       if (retval)
11698         {
11699           g_value_init (value, G_TYPE_POINTER);
11700           g_value_set_pointer (value, info);
11701         }
11702       else
11703         g_slice_free (RotationInfo, info);
11704     }
11705   else if (strcmp (name, "behaviours") == 0)
11706     {
11707       GSList *l;
11708
11709 #ifdef CLUTTER_ENABLE_DEBUG
11710       if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
11711         _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
11712                                      "and it should not be used in newly "
11713                                      "written ClutterScript definitions.");
11714 #endif
11715
11716       l = parse_behaviours (script, actor, node);
11717
11718       g_value_init (value, G_TYPE_POINTER);
11719       g_value_set_pointer (value, l);
11720
11721       retval = TRUE;
11722     }
11723   else if (strcmp (name, "actions") == 0 ||
11724            strcmp (name, "constraints") == 0 ||
11725            strcmp (name, "effects") == 0)
11726     {
11727       GSList *l;
11728
11729       l = parse_actor_metas (script, actor, node);
11730
11731       g_value_init (value, G_TYPE_POINTER);
11732       g_value_set_pointer (value, l);
11733
11734       retval = TRUE;
11735     }
11736
11737   return retval;
11738 }
11739
11740 static void
11741 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
11742                                    ClutterScript     *script,
11743                                    const gchar       *name,
11744                                    const GValue      *value)
11745 {
11746   ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11747
11748 #ifdef CLUTTER_ENABLE_DEBUG
11749   if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
11750     {
11751       gchar *tmp = g_strdup_value_contents (value);
11752
11753       CLUTTER_NOTE (SCRIPT,
11754                     "in ClutterActor::set_custom_property('%s') = %s",
11755                     name,
11756                     tmp);
11757
11758       g_free (tmp);
11759     }
11760 #endif /* CLUTTER_ENABLE_DEBUG */
11761
11762   if (strcmp (name, "rotation") == 0)
11763     {
11764       RotationInfo *info;
11765
11766       if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11767         return;
11768
11769       info = g_value_get_pointer (value);
11770
11771       clutter_actor_set_rotation (actor,
11772                                   info->axis, info->angle,
11773                                   info->center_x,
11774                                   info->center_y,
11775                                   info->center_z);
11776
11777       g_slice_free (RotationInfo, info);
11778
11779       return;
11780     }
11781
11782   if (strcmp (name, "behaviours") == 0)
11783     {
11784       GSList *behaviours, *l;
11785
11786       if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11787         return;
11788
11789       behaviours = g_value_get_pointer (value);
11790       for (l = behaviours; l != NULL; l = l->next)
11791         {
11792           ClutterBehaviour *behaviour = l->data;
11793
11794           clutter_behaviour_apply (behaviour, actor);
11795         }
11796
11797       g_slist_free (behaviours);
11798
11799       return;
11800     }
11801
11802   if (strcmp (name, "actions") == 0 ||
11803       strcmp (name, "constraints") == 0 ||
11804       strcmp (name, "effects") == 0)
11805     {
11806       GSList *metas, *l;
11807
11808       if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11809         return;
11810
11811       metas = g_value_get_pointer (value);
11812       for (l = metas; l != NULL; l = l->next)
11813         {
11814           if (name[0] == 'a')
11815             clutter_actor_add_action (actor, l->data);
11816
11817           if (name[0] == 'c')
11818             clutter_actor_add_constraint (actor, l->data);
11819
11820           if (name[0] == 'e')
11821             clutter_actor_add_effect (actor, l->data);
11822         }
11823
11824       g_slist_free (metas);
11825
11826       return;
11827     }
11828
11829   g_object_set_property (G_OBJECT (scriptable), name, value);
11830 }
11831
11832 static void
11833 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
11834 {
11835   iface->parse_custom_node = clutter_actor_parse_custom_node;
11836   iface->set_custom_property = clutter_actor_set_custom_property;
11837 }
11838
11839 static ClutterActorMeta *
11840 get_meta_from_animation_property (ClutterActor  *actor,
11841                                   const gchar   *name,
11842                                   gchar        **name_p)
11843 {
11844   ClutterActorPrivate *priv = actor->priv;
11845   ClutterActorMeta *meta = NULL;
11846   gchar **tokens;
11847
11848   /* if this is not a special property, fall through */
11849   if (name[0] != '@')
11850     return NULL;
11851
11852   /* detect the properties named using the following spec:
11853    *
11854    *   @<section>.<meta-name>.<property-name>
11855    *
11856    * where <section> can be one of the following:
11857    *
11858    *   - actions
11859    *   - constraints
11860    *   - effects
11861    *
11862    * and <meta-name> is the name set on a specific ActorMeta
11863    */
11864
11865   tokens = g_strsplit (name + 1, ".", -1);
11866   if (tokens == NULL || g_strv_length (tokens) != 3)
11867     {
11868       CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
11869                     name + 1);
11870       g_strfreev (tokens);
11871       return NULL;
11872     }
11873
11874   if (strcmp (tokens[0], "actions") == 0)
11875     meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
11876
11877   if (strcmp (tokens[0], "constraints") == 0)
11878     meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
11879
11880   if (strcmp (tokens[0], "effects") == 0)
11881     meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
11882
11883   if (name_p != NULL)
11884     *name_p = g_strdup (tokens[2]);
11885
11886   CLUTTER_NOTE (ANIMATION,
11887                 "Looking for property '%s' of object '%s' in section '%s'",
11888                 tokens[2],
11889                 tokens[1],
11890                 tokens[0]);
11891
11892   g_strfreev (tokens);
11893
11894   return meta;
11895 }
11896
11897 static GParamSpec *
11898 clutter_actor_find_property (ClutterAnimatable *animatable,
11899                              const gchar       *property_name)
11900 {
11901   ClutterActorMeta *meta = NULL;
11902   GObjectClass *klass = NULL;
11903   GParamSpec *pspec = NULL;
11904   gchar *p_name = NULL;
11905
11906   meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11907                                            property_name,
11908                                            &p_name);
11909
11910   if (meta != NULL)
11911     {
11912       klass = G_OBJECT_GET_CLASS (meta);
11913
11914       pspec = g_object_class_find_property (klass, p_name);
11915     }
11916   else
11917     {
11918       klass = G_OBJECT_GET_CLASS (animatable);
11919
11920       pspec = g_object_class_find_property (klass, property_name);
11921     }
11922
11923   g_free (p_name);
11924
11925   return pspec;
11926 }
11927
11928 static void
11929 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
11930                                  const gchar       *property_name,
11931                                  GValue            *initial)
11932 {
11933   ClutterActorMeta *meta = NULL;
11934   gchar *p_name = NULL;
11935
11936   meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11937                                            property_name,
11938                                            &p_name);
11939
11940   if (meta != NULL)
11941     g_object_get_property (G_OBJECT (meta), p_name, initial);
11942   else
11943     g_object_get_property (G_OBJECT (animatable), property_name, initial);
11944
11945   g_free (p_name);
11946 }
11947
11948 static void
11949 clutter_actor_set_final_state (ClutterAnimatable *animatable,
11950                                const gchar       *property_name,
11951                                const GValue      *final)
11952 {
11953   ClutterActorMeta *meta = NULL;
11954   gchar *p_name = NULL;
11955
11956   meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11957                                            property_name,
11958                                            &p_name);
11959   if (meta != NULL)
11960     g_object_set_property (G_OBJECT (meta), p_name, final);
11961   else
11962     g_object_set_property (G_OBJECT (animatable), property_name, final);
11963
11964   g_free (p_name);
11965 }
11966
11967 static void
11968 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
11969 {
11970   iface->find_property = clutter_actor_find_property;
11971   iface->get_initial_state = clutter_actor_get_initial_state;
11972   iface->set_final_state = clutter_actor_set_final_state;
11973 }
11974
11975 /**
11976  * clutter_actor_transform_stage_point:
11977  * @self: A #ClutterActor
11978  * @x: (in): x screen coordinate of the point to unproject
11979  * @y: (in): y screen coordinate of the point to unproject
11980  * @x_out: (out): return location for the unprojected x coordinance
11981  * @y_out: (out): return location for the unprojected y coordinance
11982  *
11983  * This function translates screen coordinates (@x, @y) to
11984  * coordinates relative to the actor. For example, it can be used to translate
11985  * screen events from global screen coordinates into actor-local coordinates.
11986  *
11987  * The conversion can fail, notably if the transform stack results in the
11988  * actor being projected on the screen as a mere line.
11989  *
11990  * The conversion should not be expected to be pixel-perfect due to the
11991  * nature of the operation. In general the error grows when the skewing
11992  * of the actor rectangle on screen increases.
11993  *
11994  * <note><para>This function can be computationally intensive.</para></note>
11995  *
11996  * <note><para>This function only works when the allocation is up-to-date,
11997  * i.e. inside of paint().</para></note>
11998  *
11999  * Return value: %TRUE if conversion was successful.
12000  *
12001  * Since: 0.6
12002  */
12003 gboolean
12004 clutter_actor_transform_stage_point (ClutterActor *self,
12005                                      gfloat        x,
12006                                      gfloat        y,
12007                                      gfloat       *x_out,
12008                                      gfloat       *y_out)
12009 {
12010   ClutterVertex v[4];
12011   float ST[3][3];
12012   float RQ[3][3];
12013   int du, dv, xi, yi;
12014   float px, py;
12015   float xf, yf, wf, det;
12016   ClutterActorPrivate *priv;
12017
12018   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12019
12020   priv = self->priv;
12021
12022   /* This implementation is based on the quad -> quad projection algorithm
12023    * described by Paul Heckbert in:
12024    *
12025    *   http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
12026    *
12027    * and the sample implementation at:
12028    *
12029    *   http://www.cs.cmu.edu/~ph/src/texfund/
12030    *
12031    * Our texture is a rectangle with origin [0, 0], so we are mapping from
12032    * quad to rectangle only, which significantly simplifies things; the
12033    * function calls have been unrolled, and most of the math is done in fixed
12034    * point.
12035    */
12036
12037   clutter_actor_get_abs_allocation_vertices (self, v);
12038
12039   /* Keeping these as ints simplifies the multiplication (no significant
12040    * loss of precision here).
12041    */
12042   du = (int) (priv->allocation.x2 - priv->allocation.x1);
12043   dv = (int) (priv->allocation.y2 - priv->allocation.y1);
12044
12045   if (!du || !dv)
12046     return FALSE;
12047
12048 #define UX2FP(x)        (x)
12049 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
12050
12051   /* First, find mapping from unit uv square to xy quadrilateral; this
12052    * equivalent to the pmap_square_quad() functions in the sample
12053    * implementation, which we can simplify, since our target is always
12054    * a rectangle.
12055    */
12056   px = v[0].x - v[1].x + v[3].x - v[2].x;
12057   py = v[0].y - v[1].y + v[3].y - v[2].y;
12058
12059   if (!px && !py)
12060     {
12061       /* affine transform */
12062       RQ[0][0] = UX2FP (v[1].x - v[0].x);
12063       RQ[1][0] = UX2FP (v[3].x - v[1].x);
12064       RQ[2][0] = UX2FP (v[0].x);
12065       RQ[0][1] = UX2FP (v[1].y - v[0].y);
12066       RQ[1][1] = UX2FP (v[3].y - v[1].y);
12067       RQ[2][1] = UX2FP (v[0].y);
12068       RQ[0][2] = 0;
12069       RQ[1][2] = 0;
12070       RQ[2][2] = 1.0;
12071     }
12072   else
12073     {
12074       /* projective transform */
12075       double dx1, dx2, dy1, dy2, del;
12076
12077       dx1 = UX2FP (v[1].x - v[3].x);
12078       dx2 = UX2FP (v[2].x - v[3].x);
12079       dy1 = UX2FP (v[1].y - v[3].y);
12080       dy2 = UX2FP (v[2].y - v[3].y);
12081
12082       del = DET2FP (dx1, dx2, dy1, dy2);
12083       if (!del)
12084         return FALSE;
12085
12086       /*
12087        * The division here needs to be done in floating point for
12088        * precisions reasons.
12089        */
12090       RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
12091       RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12092       RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12093       RQ[2][2] = 1.0;
12094       RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
12095       RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
12096       RQ[2][0] = UX2FP (v[0].x);
12097       RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
12098       RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
12099       RQ[2][1] = UX2FP (v[0].y);
12100     }
12101
12102   /*
12103    * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
12104    * square. Since our rectangle is based at 0,0 we only need to scale.
12105    */
12106   RQ[0][0] /= du;
12107   RQ[1][0] /= dv;
12108   RQ[0][1] /= du;
12109   RQ[1][1] /= dv;
12110   RQ[0][2] /= du;
12111   RQ[1][2] /= dv;
12112
12113   /*
12114    * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
12115    * inverse of that.
12116    */
12117   ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
12118   ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
12119   ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
12120   ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
12121   ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
12122   ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
12123   ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
12124   ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
12125   ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
12126
12127   /*
12128    * Check the resulting matrix is OK.
12129    */
12130   det = (RQ[0][0] * ST[0][0])
12131       + (RQ[0][1] * ST[0][1])
12132       + (RQ[0][2] * ST[0][2]);
12133   if (!det)
12134     return FALSE;
12135
12136   /*
12137    * Now transform our point with the ST matrix; the notional w
12138    * coordinate is 1, hence the last part is simply added.
12139    */
12140   xi = (int) x;
12141   yi = (int) y;
12142
12143   xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
12144   yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
12145   wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
12146
12147   if (x_out)
12148     *x_out = xf / wf;
12149
12150   if (y_out)
12151     *y_out = yf / wf;
12152
12153 #undef UX2FP
12154 #undef DET2FP
12155
12156   return TRUE;
12157 }
12158
12159 /*
12160  * ClutterGeometry
12161  */
12162
12163 static ClutterGeometry*
12164 clutter_geometry_copy (const ClutterGeometry *geometry)
12165 {
12166   return g_slice_dup (ClutterGeometry, geometry);
12167 }
12168
12169 static void
12170 clutter_geometry_free (ClutterGeometry *geometry)
12171 {
12172   if (G_LIKELY (geometry != NULL))
12173     g_slice_free (ClutterGeometry, geometry);
12174 }
12175
12176 /**
12177  * clutter_geometry_union:
12178  * @geometry_a: a #ClutterGeometry
12179  * @geometry_b: another #ClutterGeometry
12180  * @result: (out): location to store the result
12181  *
12182  * Find the union of two rectangles represented as #ClutterGeometry.
12183  *
12184  * Since: 1.4
12185  */
12186 void
12187 clutter_geometry_union (const ClutterGeometry *geometry_a,
12188                         const ClutterGeometry *geometry_b,
12189                         ClutterGeometry       *result)
12190 {
12191   /* We don't try to handle rectangles that can't be represented
12192    * as a signed integer box */
12193   gint x_1 = MIN (geometry_a->x, geometry_b->x);
12194   gint y_1 = MIN (geometry_a->y, geometry_b->y);
12195   gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
12196                   geometry_b->x + (gint)geometry_b->width);
12197   gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
12198                   geometry_b->y + (gint)geometry_b->height);
12199   result->x = x_1;
12200   result->y = y_1;
12201   result->width = x_2 - x_1;
12202   result->height = y_2 - y_1;
12203 }
12204
12205 /**
12206  * clutter_geometry_intersects:
12207  * @geometry0: The first geometry to test
12208  * @geometry1: The second geometry to test
12209  *
12210  * Determines if @geometry0 and geometry1 intersect returning %TRUE if
12211  * they do else %FALSE.
12212  *
12213  * Return value: %TRUE of @geometry0 and geometry1 intersect else
12214  * %FALSE.
12215  *
12216  * Since: 1.4
12217  */
12218 gboolean
12219 clutter_geometry_intersects (const ClutterGeometry *geometry0,
12220                              const ClutterGeometry *geometry1)
12221 {
12222   if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
12223       geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
12224       (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
12225       (geometry1->y + (gint)geometry1->height) <= geometry0->y)
12226     return FALSE;
12227   else
12228     return TRUE;
12229 }
12230
12231 static gboolean
12232 clutter_geometry_progress (const GValue *a,
12233                            const GValue *b,
12234                            gdouble       progress,
12235                            GValue       *retval)
12236 {
12237   const ClutterGeometry *a_geom = g_value_get_boxed (a);
12238   const ClutterGeometry *b_geom = g_value_get_boxed (b);
12239   ClutterGeometry res = { 0, };
12240   gint a_width = a_geom->width;
12241   gint b_width = b_geom->width;
12242   gint a_height = a_geom->height;
12243   gint b_height = b_geom->height;
12244
12245   res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
12246   res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
12247
12248   res.width = a_width + (b_width - a_width) * progress;
12249   res.height = a_height + (b_height - a_height) * progress;
12250
12251   g_value_set_boxed (retval, &res);
12252
12253   return TRUE;
12254 }
12255
12256 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
12257                                clutter_geometry_copy,
12258                                clutter_geometry_free,
12259                                CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
12260
12261 /*
12262  * ClutterVertices
12263  */
12264
12265 /**
12266  * clutter_vertex_new:
12267  * @x: X coordinate
12268  * @y: Y coordinate
12269  * @z: Z coordinate
12270  *
12271  * Creates a new #ClutterVertex for the point in 3D space
12272  * identified by the 3 coordinates @x, @y, @z
12273  *
12274  * Return value: the newly allocate #ClutterVertex. Use
12275  *   clutter_vertex_free() to free the resources
12276  *
12277  * Since: 1.0
12278  */
12279 ClutterVertex *
12280 clutter_vertex_new (gfloat x,
12281                     gfloat y,
12282                     gfloat z)
12283 {
12284   ClutterVertex *vertex;
12285
12286   vertex = g_slice_new (ClutterVertex);
12287   vertex->x = x;
12288   vertex->y = y;
12289   vertex->z = z;
12290
12291   return vertex;
12292 }
12293
12294 /**
12295  * clutter_vertex_copy:
12296  * @vertex: a #ClutterVertex
12297  *
12298  * Copies @vertex
12299  *
12300  * Return value: a newly allocated copy of #ClutterVertex. Use
12301  *   clutter_vertex_free() to free the allocated resources
12302  *
12303  * Since: 1.0
12304  */
12305 ClutterVertex *
12306 clutter_vertex_copy (const ClutterVertex *vertex)
12307 {
12308   if (G_LIKELY (vertex != NULL))
12309     return g_slice_dup (ClutterVertex, vertex);
12310
12311   return NULL;
12312 }
12313
12314 /**
12315  * clutter_vertex_free:
12316  * @vertex: a #ClutterVertex
12317  *
12318  * Frees a #ClutterVertex allocated using clutter_vertex_copy()
12319  *
12320  * Since: 1.0
12321  */
12322 void
12323 clutter_vertex_free (ClutterVertex *vertex)
12324 {
12325   if (G_UNLIKELY (vertex != NULL))
12326     g_slice_free (ClutterVertex, vertex);
12327 }
12328
12329 /**
12330  * clutter_vertex_equal:
12331  * @vertex_a: a #ClutterVertex
12332  * @vertex_b: a #ClutterVertex
12333  *
12334  * Compares @vertex_a and @vertex_b for equality
12335  *
12336  * Return value: %TRUE if the passed #ClutterVertex are equal
12337  *
12338  * Since: 1.0
12339  */
12340 gboolean
12341 clutter_vertex_equal (const ClutterVertex *vertex_a,
12342                       const ClutterVertex *vertex_b)
12343 {
12344   g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
12345
12346   if (vertex_a == vertex_b)
12347     return TRUE;
12348
12349   return vertex_a->x == vertex_b->x &&
12350          vertex_a->y == vertex_b->y &&
12351          vertex_a->z == vertex_b->z;
12352 }
12353
12354 static gboolean
12355 clutter_vertex_progress (const GValue *a,
12356                          const GValue *b,
12357                          gdouble       progress,
12358                          GValue       *retval)
12359 {
12360   const ClutterVertex *av = g_value_get_boxed (a);
12361   const ClutterVertex *bv = g_value_get_boxed (b);
12362   ClutterVertex res = { 0, };
12363
12364   res.x = av->x + (bv->x - av->x) * progress;
12365   res.y = av->y + (bv->y - av->y) * progress;
12366   res.z = av->z + (bv->z - av->z) * progress;
12367
12368   g_value_set_boxed (retval, &res);
12369
12370   return TRUE;
12371 }
12372
12373 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
12374                                clutter_vertex_copy,
12375                                clutter_vertex_free,
12376                                CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
12377
12378 /**
12379  * clutter_actor_is_rotated:
12380  * @self: a #ClutterActor
12381  *
12382  * Checks whether any rotation is applied to the actor.
12383  *
12384  * Return value: %TRUE if the actor is rotated.
12385  *
12386  * Since: 0.6
12387  */
12388 gboolean
12389 clutter_actor_is_rotated (ClutterActor *self)
12390 {
12391   const ClutterTransformInfo *info;
12392
12393   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12394
12395   info = _clutter_actor_get_transform_info_or_defaults (self);
12396
12397   if (info->rx_angle || info->ry_angle || info->rz_angle)
12398     return TRUE;
12399
12400   return FALSE;
12401 }
12402
12403 /**
12404  * clutter_actor_is_scaled:
12405  * @self: a #ClutterActor
12406  *
12407  * Checks whether the actor is scaled in either dimension.
12408  *
12409  * Return value: %TRUE if the actor is scaled.
12410  *
12411  * Since: 0.6
12412  */
12413 gboolean
12414 clutter_actor_is_scaled (ClutterActor *self)
12415 {
12416   const ClutterTransformInfo *info;
12417
12418   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12419
12420   info = _clutter_actor_get_transform_info_or_defaults (self);
12421
12422   if (info->scale_x != 1.0 || info->scale_y != 1.0)
12423     return TRUE;
12424
12425   return FALSE;
12426 }
12427
12428 ClutterActor *
12429 _clutter_actor_get_stage_internal (ClutterActor *actor)
12430 {
12431   while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
12432     actor = actor->priv->parent;
12433
12434   return actor;
12435 }
12436
12437 /**
12438  * clutter_actor_get_stage:
12439  * @actor: a #ClutterActor
12440  *
12441  * Retrieves the #ClutterStage where @actor is contained.
12442  *
12443  * Return value: (transfer none) (type Clutter.Stage): the stage
12444  *   containing the actor, or %NULL
12445  *
12446  * Since: 0.8
12447  */
12448 ClutterActor *
12449 clutter_actor_get_stage (ClutterActor *actor)
12450 {
12451   g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
12452
12453   return _clutter_actor_get_stage_internal (actor);
12454 }
12455
12456 /**
12457  * clutter_actor_allocate_available_size:
12458  * @self: a #ClutterActor
12459  * @x: the actor's X coordinate
12460  * @y: the actor's Y coordinate
12461  * @available_width: the maximum available width, or -1 to use the
12462  *   actor's natural width
12463  * @available_height: the maximum available height, or -1 to use the
12464  *   actor's natural height
12465  * @flags: flags controlling the allocation
12466  *
12467  * Allocates @self taking into account the #ClutterActor<!-- -->'s
12468  * preferred size, but limiting it to the maximum available width
12469  * and height provided.
12470  *
12471  * This function will do the right thing when dealing with the
12472  * actor's request mode.
12473  *
12474  * The implementation of this function is equivalent to:
12475  *
12476  * |[
12477  *   if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12478  *     {
12479  *       clutter_actor_get_preferred_width (self, available_height,
12480  *                                          &amp;min_width,
12481  *                                          &amp;natural_width);
12482  *       width = CLAMP (natural_width, min_width, available_width);
12483  *
12484  *       clutter_actor_get_preferred_height (self, width,
12485  *                                           &amp;min_height,
12486  *                                           &amp;natural_height);
12487  *       height = CLAMP (natural_height, min_height, available_height);
12488  *     }
12489  *   else
12490  *     {
12491  *       clutter_actor_get_preferred_height (self, available_width,
12492  *                                           &amp;min_height,
12493  *                                           &amp;natural_height);
12494  *       height = CLAMP (natural_height, min_height, available_height);
12495  *
12496  *       clutter_actor_get_preferred_width (self, height,
12497  *                                          &amp;min_width,
12498  *                                          &amp;natural_width);
12499  *       width = CLAMP (natural_width, min_width, available_width);
12500  *     }
12501  *
12502  *   box.x1 = x; box.y1 = y;
12503  *   box.x2 = box.x1 + available_width;
12504  *   box.y2 = box.y1 + available_height;
12505  *   clutter_actor_allocate (self, &amp;box, flags);
12506  * ]|
12507  *
12508  * This function can be used by fluid layout managers to allocate
12509  * an actor's preferred size without making it bigger than the area
12510  * available for the container.
12511  *
12512  * Since: 1.0
12513  */
12514 void
12515 clutter_actor_allocate_available_size (ClutterActor           *self,
12516                                        gfloat                  x,
12517                                        gfloat                  y,
12518                                        gfloat                  available_width,
12519                                        gfloat                  available_height,
12520                                        ClutterAllocationFlags  flags)
12521 {
12522   ClutterActorPrivate *priv;
12523   gfloat width, height;
12524   gfloat min_width, min_height;
12525   gfloat natural_width, natural_height;
12526   ClutterActorBox box;
12527
12528   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12529
12530   priv = self->priv;
12531
12532   width = height = 0.0;
12533
12534   switch (priv->request_mode)
12535     {
12536     case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
12537       clutter_actor_get_preferred_width (self, available_height,
12538                                          &min_width,
12539                                          &natural_width);
12540       width  = CLAMP (natural_width, min_width, available_width);
12541
12542       clutter_actor_get_preferred_height (self, width,
12543                                           &min_height,
12544                                           &natural_height);
12545       height = CLAMP (natural_height, min_height, available_height);
12546       break;
12547
12548     case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
12549       clutter_actor_get_preferred_height (self, available_width,
12550                                           &min_height,
12551                                           &natural_height);
12552       height = CLAMP (natural_height, min_height, available_height);
12553
12554       clutter_actor_get_preferred_width (self, height,
12555                                          &min_width,
12556                                          &natural_width);
12557       width  = CLAMP (natural_width, min_width, available_width);
12558       break;
12559     }
12560
12561
12562   box.x1 = x;
12563   box.y1 = y;
12564   box.x2 = box.x1 + width;
12565   box.y2 = box.y1 + height;
12566   clutter_actor_allocate (self, &box, flags);
12567 }
12568
12569 /**
12570  * clutter_actor_allocate_preferred_size:
12571  * @self: a #ClutterActor
12572  * @flags: flags controlling the allocation
12573  *
12574  * Allocates the natural size of @self.
12575  *
12576  * This function is a utility call for #ClutterActor implementations
12577  * that allocates the actor's preferred natural size. It can be used
12578  * by fixed layout managers (like #ClutterGroup or so called
12579  * 'composite actors') inside the ClutterActor::allocate
12580  * implementation to give each child exactly how much space it
12581  * requires.
12582  *
12583  * This function is not meant to be used by applications. It is also
12584  * not meant to be used outside the implementation of the
12585  * ClutterActor::allocate virtual function.
12586  *
12587  * Since: 0.8
12588  */
12589 void
12590 clutter_actor_allocate_preferred_size (ClutterActor           *self,
12591                                        ClutterAllocationFlags  flags)
12592 {
12593   gfloat actor_x, actor_y;
12594   gfloat natural_width, natural_height;
12595   ClutterActorBox actor_box;
12596
12597   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12598
12599   actor_x = clutter_actor_get_x (self);
12600   actor_y = clutter_actor_get_y (self);
12601
12602   clutter_actor_get_preferred_size (self,
12603                                     NULL, NULL,
12604                                     &natural_width,
12605                                     &natural_height);
12606
12607   actor_box.x1 = actor_x;
12608   actor_box.y1 = actor_y;
12609   actor_box.x2 = actor_box.x1 + natural_width;
12610   actor_box.y2 = actor_box.y1 + natural_height;
12611
12612   clutter_actor_allocate (self, &actor_box, flags);
12613 }
12614
12615 /**
12616  * clutter_actor_allocate_align_fill:
12617  * @self: a #ClutterActor
12618  * @box: a #ClutterActorBox, containing the available width and height
12619  * @x_align: the horizontal alignment, between 0 and 1
12620  * @y_align: the vertical alignment, between 0 and 1
12621  * @x_fill: whether the actor should fill horizontally
12622  * @y_fill: whether the actor should fill vertically
12623  * @flags: allocation flags to be passed to clutter_actor_allocate()
12624  *
12625  * Allocates @self by taking into consideration the available allocation
12626  * area; an alignment factor on either axis; and whether the actor should
12627  * fill the allocation on either axis.
12628  *
12629  * The @box should contain the available allocation width and height;
12630  * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
12631  * allocation will be offset by their value.
12632  *
12633  * This function takes into consideration the geometry request specified by
12634  * the #ClutterActor:request-mode property, and the text direction.
12635  *
12636  * This function is useful for fluid layout managers, like #ClutterBinLayout
12637  * or #ClutterTableLayout
12638  *
12639  * Since: 1.4
12640  */
12641 void
12642 clutter_actor_allocate_align_fill (ClutterActor           *self,
12643                                    const ClutterActorBox  *box,
12644                                    gdouble                 x_align,
12645                                    gdouble                 y_align,
12646                                    gboolean                x_fill,
12647                                    gboolean                y_fill,
12648                                    ClutterAllocationFlags  flags)
12649 {
12650   ClutterActorPrivate *priv;
12651   ClutterActorBox allocation = { 0, };
12652   gfloat x_offset, y_offset;
12653   gfloat available_width, available_height;
12654   gfloat child_width, child_height;
12655
12656   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12657   g_return_if_fail (box != NULL);
12658   g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
12659   g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
12660
12661   priv = self->priv;
12662
12663   clutter_actor_box_get_origin (box, &x_offset, &y_offset);
12664   clutter_actor_box_get_size (box, &available_width, &available_height);
12665
12666   if (available_width < 0)
12667     available_width = 0;
12668
12669   if (available_height < 0)
12670     available_height = 0;
12671
12672   if (x_fill)
12673     {
12674       allocation.x1 = x_offset;
12675       allocation.x2 = allocation.x1 + available_width;
12676     }
12677
12678   if (y_fill)
12679     {
12680       allocation.y1 = y_offset;
12681       allocation.y2 = allocation.y1 + available_height;
12682     }
12683
12684   /* if we are filling horizontally and vertically then we're done */
12685   if (x_fill && y_fill)
12686     goto out;
12687
12688   child_width = child_height = 0.0f;
12689
12690   if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12691     {
12692       gfloat min_width, natural_width;
12693       gfloat min_height, natural_height;
12694
12695       clutter_actor_get_preferred_width (self, available_height,
12696                                          &min_width,
12697                                          &natural_width);
12698
12699       child_width = CLAMP (natural_width, min_width, available_width);
12700
12701       if (!y_fill)
12702         {
12703           clutter_actor_get_preferred_height (self, child_width,
12704                                               &min_height,
12705                                               &natural_height);
12706
12707           child_height = CLAMP (natural_height, min_height, available_height);
12708         }
12709     }
12710   else
12711     {
12712       gfloat min_width, natural_width;
12713       gfloat min_height, natural_height;
12714
12715       clutter_actor_get_preferred_height (self, available_width,
12716                                           &min_height,
12717                                           &natural_height);
12718
12719       child_height = CLAMP (natural_height, min_height, available_height);
12720
12721       if (!x_fill)
12722         {
12723           clutter_actor_get_preferred_width (self, child_height,
12724                                              &min_width,
12725                                              &natural_width);
12726
12727           child_width = CLAMP (natural_width, min_width, available_width);
12728         }
12729     }
12730
12731   /* invert the horizontal alignment for RTL languages */
12732   if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
12733     x_align = 1.0 - x_align;
12734
12735   if (!x_fill)
12736     {
12737       allocation.x1 = x_offset
12738                     + ((available_width - child_width) * x_align);
12739       allocation.x2 = allocation.x1 + child_width;
12740     }
12741
12742   if (!y_fill)
12743     {
12744       allocation.y1 = y_offset
12745                     + ((available_height - child_height) * y_align);
12746       allocation.y2 = allocation.y1 + child_height;
12747     }
12748
12749 out:
12750   clutter_actor_box_clamp_to_pixel (&allocation);
12751   clutter_actor_allocate (self, &allocation, flags);
12752 }
12753
12754 /**
12755  * clutter_actor_grab_key_focus:
12756  * @self: a #ClutterActor
12757  *
12758  * Sets the key focus of the #ClutterStage including @self
12759  * to this #ClutterActor.
12760  *
12761  * Since: 1.0
12762  */
12763 void
12764 clutter_actor_grab_key_focus (ClutterActor *self)
12765 {
12766   ClutterActor *stage;
12767
12768   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12769
12770   stage = _clutter_actor_get_stage_internal (self);
12771   if (stage != NULL)
12772     clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
12773 }
12774
12775 /**
12776  * clutter_actor_get_pango_context:
12777  * @self: a #ClutterActor
12778  *
12779  * Retrieves the #PangoContext for @self. The actor's #PangoContext
12780  * is already configured using the appropriate font map, resolution
12781  * and font options.
12782  *
12783  * Unlike clutter_actor_create_pango_context(), this context is owend
12784  * by the #ClutterActor and it will be updated each time the options
12785  * stored by the #ClutterBackend change.
12786  *
12787  * You can use the returned #PangoContext to create a #PangoLayout
12788  * and render text using cogl_pango_render_layout() to reuse the
12789  * glyphs cache also used by Clutter.
12790  *
12791  * Return value: (transfer none): the #PangoContext for a #ClutterActor.
12792  *   The returned #PangoContext is owned by the actor and should not be
12793  *   unreferenced by the application code
12794  *
12795  * Since: 1.0
12796  */
12797 PangoContext *
12798 clutter_actor_get_pango_context (ClutterActor *self)
12799 {
12800   ClutterActorPrivate *priv;
12801
12802   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12803
12804   priv = self->priv;
12805
12806   if (priv->pango_context != NULL)
12807     return priv->pango_context;
12808
12809   priv->pango_context = _clutter_context_get_pango_context ();
12810   g_object_ref (priv->pango_context);
12811
12812   return priv->pango_context;
12813 }
12814
12815 /**
12816  * clutter_actor_create_pango_context:
12817  * @self: a #ClutterActor
12818  *
12819  * Creates a #PangoContext for the given actor. The #PangoContext
12820  * is already configured using the appropriate font map, resolution
12821  * and font options.
12822  *
12823  * See also clutter_actor_get_pango_context().
12824  *
12825  * Return value: (transfer full): the newly created #PangoContext.
12826  *   Use g_object_unref() on the returned value to deallocate its
12827  *   resources
12828  *
12829  * Since: 1.0
12830  */
12831 PangoContext *
12832 clutter_actor_create_pango_context (ClutterActor *self)
12833 {
12834   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12835
12836   return _clutter_context_create_pango_context ();
12837 }
12838
12839 /**
12840  * clutter_actor_create_pango_layout:
12841  * @self: a #ClutterActor
12842  * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
12843  *
12844  * Creates a new #PangoLayout from the same #PangoContext used
12845  * by the #ClutterActor. The #PangoLayout is already configured
12846  * with the font map, resolution and font options, and the
12847  * given @text.
12848  *
12849  * If you want to keep around a #PangoLayout created by this
12850  * function you will have to connect to the #ClutterBackend::font-changed
12851  * and #ClutterBackend::resolution-changed signals, and call
12852  * pango_layout_context_changed() in response to them.
12853  *
12854  * Return value: (transfer full): the newly created #PangoLayout.
12855  *   Use g_object_unref() when done
12856  *
12857  * Since: 1.0
12858  */
12859 PangoLayout *
12860 clutter_actor_create_pango_layout (ClutterActor *self,
12861                                    const gchar  *text)
12862 {
12863   PangoContext *context;
12864   PangoLayout *layout;
12865
12866   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12867
12868   context = clutter_actor_get_pango_context (self);
12869   layout = pango_layout_new (context);
12870
12871   if (text)
12872     pango_layout_set_text (layout, text, -1);
12873
12874   return layout;
12875 }
12876
12877 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
12878  * ClutterOffscreenEffect.
12879  */
12880 void
12881 _clutter_actor_set_opacity_override (ClutterActor *self,
12882                                      gint          opacity)
12883 {
12884   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12885
12886   self->priv->opacity_override = opacity;
12887 }
12888
12889 gint
12890 _clutter_actor_get_opacity_override (ClutterActor *self)
12891 {
12892   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
12893
12894   return self->priv->opacity_override;
12895 }
12896
12897 /* Allows you to disable applying the actors model view transform during
12898  * a paint. Used by ClutterClone. */
12899 void
12900 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
12901                                                 gboolean      enable)
12902 {
12903   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12904
12905   self->priv->enable_model_view_transform = enable;
12906 }
12907
12908 void
12909 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
12910                                           gboolean      enable)
12911 {
12912   ClutterActorPrivate *priv;
12913
12914   g_return_if_fail (CLUTTER_IS_ACTOR (self));
12915
12916   priv = self->priv;
12917
12918   priv->enable_paint_unmapped = enable;
12919
12920   if (priv->enable_paint_unmapped)
12921     {
12922       /* Make sure that the parents of the widget are realized first;
12923        * otherwise checks in clutter_actor_update_map_state() will
12924        * fail.
12925        */
12926       clutter_actor_realize (self);
12927
12928       clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
12929     }
12930   else
12931     {
12932       clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
12933     }
12934 }
12935
12936 static void
12937 clutter_anchor_coord_get_units (ClutterActor      *self,
12938                                 const AnchorCoord *coord,
12939                                 gfloat            *x,
12940                                 gfloat            *y,
12941                                 gfloat            *z)
12942 {
12943   if (coord->is_fractional)
12944     {
12945       gfloat actor_width, actor_height;
12946
12947       clutter_actor_get_size (self, &actor_width, &actor_height);
12948
12949       if (x)
12950         *x = actor_width * coord->v.fraction.x;
12951
12952       if (y)
12953         *y = actor_height * coord->v.fraction.y;
12954
12955       if (z)
12956         *z = 0;
12957     }
12958   else
12959     {
12960       if (x)
12961         *x = coord->v.units.x;
12962
12963       if (y)
12964         *y = coord->v.units.y;
12965
12966       if (z)
12967         *z = coord->v.units.z;
12968     }
12969 }
12970
12971 static void
12972 clutter_anchor_coord_set_units (AnchorCoord *coord,
12973                                 gfloat       x,
12974                                 gfloat       y,
12975                                 gfloat       z)
12976 {
12977   coord->is_fractional = FALSE;
12978   coord->v.units.x = x;
12979   coord->v.units.y = y;
12980   coord->v.units.z = z;
12981 }
12982
12983 static ClutterGravity
12984 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
12985 {
12986   if (coord->is_fractional)
12987     {
12988       if (coord->v.fraction.x == 0.0)
12989         {
12990           if (coord->v.fraction.y == 0.0)
12991             return CLUTTER_GRAVITY_NORTH_WEST;
12992           else if (coord->v.fraction.y == 0.5)
12993             return CLUTTER_GRAVITY_WEST;
12994           else if (coord->v.fraction.y == 1.0)
12995             return CLUTTER_GRAVITY_SOUTH_WEST;
12996           else
12997             return CLUTTER_GRAVITY_NONE;
12998         }
12999       else if (coord->v.fraction.x == 0.5)
13000         {
13001           if (coord->v.fraction.y == 0.0)
13002             return CLUTTER_GRAVITY_NORTH;
13003           else if (coord->v.fraction.y == 0.5)
13004             return CLUTTER_GRAVITY_CENTER;
13005           else if (coord->v.fraction.y == 1.0)
13006             return CLUTTER_GRAVITY_SOUTH;
13007           else
13008             return CLUTTER_GRAVITY_NONE;
13009         }
13010       else if (coord->v.fraction.x == 1.0)
13011         {
13012           if (coord->v.fraction.y == 0.0)
13013             return CLUTTER_GRAVITY_NORTH_EAST;
13014           else if (coord->v.fraction.y == 0.5)
13015             return CLUTTER_GRAVITY_EAST;
13016           else if (coord->v.fraction.y == 1.0)
13017             return CLUTTER_GRAVITY_SOUTH_EAST;
13018           else
13019             return CLUTTER_GRAVITY_NONE;
13020         }
13021       else
13022         return CLUTTER_GRAVITY_NONE;
13023     }
13024   else
13025     return CLUTTER_GRAVITY_NONE;
13026 }
13027
13028 static void
13029 clutter_anchor_coord_set_gravity (AnchorCoord    *coord,
13030                                   ClutterGravity  gravity)
13031 {
13032   switch (gravity)
13033     {
13034     case CLUTTER_GRAVITY_NORTH:
13035       coord->v.fraction.x = 0.5;
13036       coord->v.fraction.y = 0.0;
13037       break;
13038
13039     case CLUTTER_GRAVITY_NORTH_EAST:
13040       coord->v.fraction.x = 1.0;
13041       coord->v.fraction.y = 0.0;
13042       break;
13043
13044     case CLUTTER_GRAVITY_EAST:
13045       coord->v.fraction.x = 1.0;
13046       coord->v.fraction.y = 0.5;
13047       break;
13048
13049     case CLUTTER_GRAVITY_SOUTH_EAST:
13050       coord->v.fraction.x = 1.0;
13051       coord->v.fraction.y = 1.0;
13052       break;
13053
13054     case CLUTTER_GRAVITY_SOUTH:
13055       coord->v.fraction.x = 0.5;
13056       coord->v.fraction.y = 1.0;
13057       break;
13058
13059     case CLUTTER_GRAVITY_SOUTH_WEST:
13060       coord->v.fraction.x = 0.0;
13061       coord->v.fraction.y = 1.0;
13062       break;
13063
13064     case CLUTTER_GRAVITY_WEST:
13065       coord->v.fraction.x = 0.0;
13066       coord->v.fraction.y = 0.5;
13067       break;
13068
13069     case CLUTTER_GRAVITY_NORTH_WEST:
13070       coord->v.fraction.x = 0.0;
13071       coord->v.fraction.y = 0.0;
13072       break;
13073
13074     case CLUTTER_GRAVITY_CENTER:
13075       coord->v.fraction.x = 0.5;
13076       coord->v.fraction.y = 0.5;
13077       break;
13078
13079     default:
13080       coord->v.fraction.x = 0.0;
13081       coord->v.fraction.y = 0.0;
13082       break;
13083     }
13084
13085   coord->is_fractional = TRUE;
13086 }
13087
13088 static gboolean
13089 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
13090 {
13091   if (coord->is_fractional)
13092     return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
13093   else
13094     return (coord->v.units.x == 0.0
13095             && coord->v.units.y == 0.0
13096             && coord->v.units.z == 0.0);
13097 }
13098
13099 /**
13100  * clutter_actor_get_flags:
13101  * @self: a #ClutterActor
13102  *
13103  * Retrieves the flags set on @self
13104  *
13105  * Return value: a bitwise or of #ClutterActorFlags or 0
13106  *
13107  * Since: 1.0
13108  */
13109 ClutterActorFlags
13110 clutter_actor_get_flags (ClutterActor *self)
13111 {
13112   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
13113
13114   return self->flags;
13115 }
13116
13117 /**
13118  * clutter_actor_set_flags:
13119  * @self: a #ClutterActor
13120  * @flags: the flags to set
13121  *
13122  * Sets @flags on @self
13123  *
13124  * This function will emit notifications for the changed properties
13125  *
13126  * Since: 1.0
13127  */
13128 void
13129 clutter_actor_set_flags (ClutterActor      *self,
13130                          ClutterActorFlags  flags)
13131 {
13132   ClutterActorFlags old_flags;
13133   GObject *obj;
13134   gboolean was_reactive_set, reactive_set;
13135   gboolean was_realized_set, realized_set;
13136   gboolean was_mapped_set, mapped_set;
13137   gboolean was_visible_set, visible_set;
13138
13139   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13140
13141   if (self->flags == flags)
13142     return;
13143
13144   obj = G_OBJECT (self);
13145   g_object_ref (obj);
13146   g_object_freeze_notify (obj);
13147
13148   old_flags = self->flags;
13149
13150   was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13151   was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13152   was_mapped_set   = ((old_flags & CLUTTER_ACTOR_MAPPED)   != 0);
13153   was_visible_set  = ((old_flags & CLUTTER_ACTOR_VISIBLE)  != 0);
13154
13155   self->flags |= flags;
13156
13157   reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13158   realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13159   mapped_set   = ((self->flags & CLUTTER_ACTOR_MAPPED)   != 0);
13160   visible_set  = ((self->flags & CLUTTER_ACTOR_VISIBLE)  != 0);
13161
13162   if (reactive_set != was_reactive_set)
13163     g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13164
13165   if (realized_set != was_realized_set)
13166     g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13167
13168   if (mapped_set != was_mapped_set)
13169     g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13170
13171   if (visible_set != was_visible_set)
13172     g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13173
13174   g_object_thaw_notify (obj);
13175   g_object_unref (obj);
13176 }
13177
13178 /**
13179  * clutter_actor_unset_flags:
13180  * @self: a #ClutterActor
13181  * @flags: the flags to unset
13182  *
13183  * Unsets @flags on @self
13184  *
13185  * This function will emit notifications for the changed properties
13186  *
13187  * Since: 1.0
13188  */
13189 void
13190 clutter_actor_unset_flags (ClutterActor      *self,
13191                            ClutterActorFlags  flags)
13192 {
13193   ClutterActorFlags old_flags;
13194   GObject *obj;
13195   gboolean was_reactive_set, reactive_set;
13196   gboolean was_realized_set, realized_set;
13197   gboolean was_mapped_set, mapped_set;
13198   gboolean was_visible_set, visible_set;
13199
13200   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13201
13202   obj = G_OBJECT (self);
13203   g_object_freeze_notify (obj);
13204
13205   old_flags = self->flags;
13206
13207   was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13208   was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13209   was_mapped_set   = ((old_flags & CLUTTER_ACTOR_MAPPED)   != 0);
13210   was_visible_set  = ((old_flags & CLUTTER_ACTOR_VISIBLE)  != 0);
13211
13212   self->flags &= ~flags;
13213
13214   if (self->flags == old_flags)
13215     return;
13216
13217   reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13218   realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13219   mapped_set   = ((self->flags & CLUTTER_ACTOR_MAPPED)   != 0);
13220   visible_set  = ((self->flags & CLUTTER_ACTOR_VISIBLE)  != 0);
13221
13222   if (reactive_set != was_reactive_set)
13223     g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13224
13225   if (realized_set != was_realized_set)
13226     g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13227
13228   if (mapped_set != was_mapped_set)
13229     g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13230
13231   if (visible_set != was_visible_set)
13232     g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13233
13234   g_object_thaw_notify (obj);
13235 }
13236
13237 /**
13238  * clutter_actor_get_transformation_matrix:
13239  * @self: a #ClutterActor
13240  * @matrix: (out caller-allocates): the return location for a #CoglMatrix
13241  *
13242  * Retrieves the transformations applied to @self relative to its
13243  * parent.
13244  *
13245  * Since: 1.0
13246  */
13247 void
13248 clutter_actor_get_transformation_matrix (ClutterActor *self,
13249                                          CoglMatrix   *matrix)
13250 {
13251   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13252
13253   cogl_matrix_init_identity (matrix);
13254
13255   _clutter_actor_apply_modelview_transform (self, matrix);
13256 }
13257
13258 void
13259 _clutter_actor_set_in_clone_paint (ClutterActor *self,
13260                                    gboolean      is_in_clone_paint)
13261 {
13262   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13263   self->priv->in_clone_paint = is_in_clone_paint;
13264 }
13265
13266 /**
13267  * clutter_actor_is_in_clone_paint:
13268  * @self: a #ClutterActor
13269  *
13270  * Checks whether @self is being currently painted by a #ClutterClone
13271  *
13272  * This function is useful only inside the ::paint virtual function
13273  * implementations or within handlers for the #ClutterActor::paint
13274  * signal
13275  *
13276  * This function should not be used by applications
13277  *
13278  * Return value: %TRUE if the #ClutterActor is currently being painted
13279  *   by a #ClutterClone, and %FALSE otherwise
13280  *
13281  * Since: 1.0
13282  */
13283 gboolean
13284 clutter_actor_is_in_clone_paint (ClutterActor *self)
13285 {
13286   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13287
13288   return self->priv->in_clone_paint;
13289 }
13290
13291 static gboolean
13292 set_direction_recursive (ClutterActor *actor,
13293                          gpointer      user_data)
13294 {
13295   ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
13296
13297   clutter_actor_set_text_direction (actor, text_dir);
13298
13299   return TRUE;
13300 }
13301
13302 /**
13303  * clutter_actor_set_text_direction:
13304  * @self: a #ClutterActor
13305  * @text_dir: the text direction for @self
13306  *
13307  * Sets the #ClutterTextDirection for an actor
13308  *
13309  * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
13310  *
13311  * If @self implements #ClutterContainer then this function will recurse
13312  * inside all the children of @self (including the internal ones).
13313  *
13314  * Composite actors not implementing #ClutterContainer, or actors requiring
13315  * special handling when the text direction changes, should connect to
13316  * the #GObject::notify signal for the #ClutterActor:text-direction property
13317  *
13318  * Since: 1.2
13319  */
13320 void
13321 clutter_actor_set_text_direction (ClutterActor         *self,
13322                                   ClutterTextDirection  text_dir)
13323 {
13324   ClutterActorPrivate *priv;
13325
13326   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13327   g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
13328
13329   priv = self->priv;
13330
13331   if (priv->text_direction != text_dir)
13332     {
13333       priv->text_direction = text_dir;
13334
13335       /* we need to emit the notify::text-direction first, so that
13336        * the sub-classes can catch that and do specific handling of
13337        * the text direction; see clutter_text_direction_changed_cb()
13338        * inside clutter-text.c
13339        */
13340       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
13341
13342       _clutter_actor_foreach_child (self, set_direction_recursive,
13343                                     GINT_TO_POINTER (text_dir));
13344
13345       clutter_actor_queue_relayout (self);
13346     }
13347 }
13348
13349 void
13350 _clutter_actor_set_has_pointer (ClutterActor *self,
13351                                 gboolean      has_pointer)
13352 {
13353   ClutterActorPrivate *priv = self->priv;
13354
13355   if (priv->has_pointer != has_pointer)
13356     {
13357       priv->has_pointer = has_pointer;
13358
13359       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
13360     }
13361 }
13362
13363 /**
13364  * clutter_actor_get_text_direction:
13365  * @self: a #ClutterActor
13366  *
13367  * Retrieves the value set using clutter_actor_set_text_direction()
13368  *
13369  * If no text direction has been previously set, the default text
13370  * direction, as returned by clutter_get_default_text_direction(), will
13371  * be returned instead
13372  *
13373  * Return value: the #ClutterTextDirection for the actor
13374  *
13375  * Since: 1.2
13376  */
13377 ClutterTextDirection
13378 clutter_actor_get_text_direction (ClutterActor *self)
13379 {
13380   ClutterActorPrivate *priv;
13381
13382   g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
13383                         CLUTTER_TEXT_DIRECTION_LTR);
13384
13385   priv = self->priv;
13386
13387   /* if no direction has been set yet use the default */
13388   if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
13389     priv->text_direction = clutter_get_default_text_direction ();
13390
13391   return priv->text_direction;
13392 }
13393
13394 /**
13395  * clutter_actor_push_internal:
13396  * @self: a #ClutterActor
13397  *
13398  * Should be used by actors implementing the #ClutterContainer and with
13399  * internal children added through clutter_actor_set_parent(), for instance:
13400  *
13401  * |[
13402  *   static void
13403  *   my_actor_init (MyActor *self)
13404  *   {
13405  *     self->priv = SELF_ACTOR_GET_PRIVATE (self);
13406  *
13407  *     clutter_actor_push_internal (CLUTTER_ACTOR (self));
13408  *
13409  *     /&ast; calling clutter_actor_set_parent() now will result in
13410  *      &ast; the internal flag being set on a child of MyActor
13411  *      &ast;/
13412  *
13413  *     /&ast; internal child - a background texture &ast;/
13414  *     self->priv->background_tex = clutter_texture_new ();
13415  *     clutter_actor_set_parent (self->priv->background_tex,
13416  *                               CLUTTER_ACTOR (self));
13417  *
13418  *     /&ast; internal child - a label &ast;/
13419  *     self->priv->label = clutter_text_new ();
13420  *     clutter_actor_set_parent (self->priv->label,
13421  *                               CLUTTER_ACTOR (self));
13422  *
13423  *     clutter_actor_pop_internal (CLUTTER_ACTOR (self));
13424  *
13425  *     /&ast; calling clutter_actor_set_parent() now will not result in
13426  *      &ast; the internal flag being set on a child of MyActor
13427  *      &ast;/
13428  *   }
13429  * ]|
13430  *
13431  * This function will be used by Clutter to toggle an "internal child"
13432  * flag whenever clutter_actor_set_parent() is called; internal children
13433  * are handled differently by Clutter, specifically when destroying their
13434  * parent.
13435  *
13436  * Call clutter_actor_pop_internal() when you finished adding internal
13437  * children.
13438  *
13439  * Nested calls to clutter_actor_push_internal() are allowed, but each
13440  * one must by followed by a clutter_actor_pop_internal() call.
13441  *
13442  * Since: 1.2
13443  *
13444  * Deprecated: 1.10: All children of an actor are accessible through
13445  *   the #ClutterActor API, and #ClutterActor implements the
13446  *   #ClutterContainer interface, so this function is only useful
13447  *   for legacy containers overriding the default implementation.
13448  */
13449 void
13450 clutter_actor_push_internal (ClutterActor *self)
13451 {
13452   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13453
13454   self->priv->internal_child += 1;
13455 }
13456
13457 /**
13458  * clutter_actor_pop_internal:
13459  * @self: a #ClutterActor
13460  *
13461  * Disables the effects of clutter_actor_push_internal().
13462  *
13463  * Since: 1.2
13464  *
13465  * Deprecated: 1.10: All children of an actor are accessible through
13466  *   the #ClutterActor API. This function is only useful for legacy
13467  *   containers overriding the default implementation of the
13468  *   #ClutterContainer interface.
13469  */
13470 void
13471 clutter_actor_pop_internal (ClutterActor *self)
13472 {
13473   ClutterActorPrivate *priv;
13474
13475   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13476
13477   priv = self->priv;
13478
13479   if (priv->internal_child == 0)
13480     {
13481       g_warning ("Mismatched %s: you need to call "
13482                  "clutter_actor_push_composite() at least once before "
13483                  "calling this function", G_STRFUNC);
13484       return;
13485     }
13486
13487   priv->internal_child -= 1;
13488 }
13489
13490 /**
13491  * clutter_actor_has_pointer:
13492  * @self: a #ClutterActor
13493  *
13494  * Checks whether an actor contains the pointer of a
13495  * #ClutterInputDevice
13496  *
13497  * Return value: %TRUE if the actor contains the pointer, and
13498  *   %FALSE otherwise
13499  *
13500  * Since: 1.2
13501  */
13502 gboolean
13503 clutter_actor_has_pointer (ClutterActor *self)
13504 {
13505   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13506
13507   return self->priv->has_pointer;
13508 }
13509
13510 /* XXX: This is a workaround for not being able to break the ABI of
13511  * the QUEUE_REDRAW signal. It is an out-of-band argument.  See
13512  * clutter_actor_queue_clipped_redraw() for details.
13513  */
13514 ClutterPaintVolume *
13515 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
13516 {
13517   return g_object_get_data (G_OBJECT (self),
13518                             "-clutter-actor-queue-redraw-clip");
13519 }
13520
13521 void
13522 _clutter_actor_set_queue_redraw_clip (ClutterActor       *self,
13523                                       ClutterPaintVolume *clip)
13524 {
13525   g_object_set_data (G_OBJECT (self),
13526                      "-clutter-actor-queue-redraw-clip",
13527                      clip);
13528 }
13529
13530 /**
13531  * clutter_actor_has_allocation:
13532  * @self: a #ClutterActor
13533  *
13534  * Checks if the actor has an up-to-date allocation assigned to
13535  * it. This means that the actor should have an allocation: it's
13536  * visible and has a parent. It also means that there is no
13537  * outstanding relayout request in progress for the actor or its
13538  * children (There might be other outstanding layout requests in
13539  * progress that will cause the actor to get a new allocation
13540  * when the stage is laid out, however).
13541  *
13542  * If this function returns %FALSE, then the actor will normally
13543  * be allocated before it is next drawn on the screen.
13544  *
13545  * Return value: %TRUE if the actor has an up-to-date allocation
13546  *
13547  * Since: 1.4
13548  */
13549 gboolean
13550 clutter_actor_has_allocation (ClutterActor *self)
13551 {
13552   ClutterActorPrivate *priv;
13553
13554   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13555
13556   priv = self->priv;
13557
13558   return priv->parent != NULL &&
13559          CLUTTER_ACTOR_IS_VISIBLE (self) &&
13560          !priv->needs_allocation;
13561 }
13562
13563 /**
13564  * clutter_actor_add_action:
13565  * @self: a #ClutterActor
13566  * @action: a #ClutterAction
13567  *
13568  * Adds @action to the list of actions applied to @self
13569  *
13570  * A #ClutterAction can only belong to one actor at a time
13571  *
13572  * The #ClutterActor will hold a reference on @action until either
13573  * clutter_actor_remove_action() or clutter_actor_clear_actions()
13574  * is called
13575  *
13576  * Since: 1.4
13577  */
13578 void
13579 clutter_actor_add_action (ClutterActor  *self,
13580                           ClutterAction *action)
13581 {
13582   ClutterActorPrivate *priv;
13583
13584   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13585   g_return_if_fail (CLUTTER_IS_ACTION (action));
13586
13587   priv = self->priv;
13588
13589   if (priv->actions == NULL)
13590     {
13591       priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13592       priv->actions->actor = self;
13593     }
13594
13595   _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
13596
13597   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13598 }
13599
13600 /**
13601  * clutter_actor_add_action_with_name:
13602  * @self: a #ClutterActor
13603  * @name: the name to set on the action
13604  * @action: a #ClutterAction
13605  *
13606  * A convenience function for setting the name of a #ClutterAction
13607  * while adding it to the list of actions applied to @self
13608  *
13609  * This function is the logical equivalent of:
13610  *
13611  * |[
13612  *   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13613  *   clutter_actor_add_action (self, action);
13614  * ]|
13615  *
13616  * Since: 1.4
13617  */
13618 void
13619 clutter_actor_add_action_with_name (ClutterActor  *self,
13620                                     const gchar   *name,
13621                                     ClutterAction *action)
13622 {
13623   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13624   g_return_if_fail (name != NULL);
13625   g_return_if_fail (CLUTTER_IS_ACTION (action));
13626
13627   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13628   clutter_actor_add_action (self, action);
13629 }
13630
13631 /**
13632  * clutter_actor_remove_action:
13633  * @self: a #ClutterActor
13634  * @action: a #ClutterAction
13635  *
13636  * Removes @action from the list of actions applied to @self
13637  *
13638  * The reference held by @self on the #ClutterAction will be released
13639  *
13640  * Since: 1.4
13641  */
13642 void
13643 clutter_actor_remove_action (ClutterActor  *self,
13644                              ClutterAction *action)
13645 {
13646   ClutterActorPrivate *priv;
13647
13648   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13649   g_return_if_fail (CLUTTER_IS_ACTION (action));
13650
13651   priv = self->priv;
13652
13653   if (priv->actions == NULL)
13654     return;
13655
13656   _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
13657
13658   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13659 }
13660
13661 /**
13662  * clutter_actor_remove_action_by_name:
13663  * @self: a #ClutterActor
13664  * @name: the name of the action to remove
13665  *
13666  * Removes the #ClutterAction with the given name from the list
13667  * of actions applied to @self
13668  *
13669  * Since: 1.4
13670  */
13671 void
13672 clutter_actor_remove_action_by_name (ClutterActor *self,
13673                                      const gchar  *name)
13674 {
13675   ClutterActorPrivate *priv;
13676   ClutterActorMeta *meta;
13677
13678   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13679   g_return_if_fail (name != NULL);
13680
13681   priv = self->priv;
13682
13683   if (priv->actions == NULL)
13684     return;
13685
13686   meta = _clutter_meta_group_get_meta (priv->actions, name);
13687   if (meta == NULL)
13688     return;
13689
13690   _clutter_meta_group_remove_meta (priv->actions, meta);
13691
13692   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13693 }
13694
13695 /**
13696  * clutter_actor_get_actions:
13697  * @self: a #ClutterActor
13698  *
13699  * Retrieves the list of actions applied to @self
13700  *
13701  * Return value: (transfer container) (element-type Clutter.Action): a copy
13702  *   of the list of #ClutterAction<!-- -->s. The contents of the list are
13703  *   owned by the #ClutterActor. Use g_list_free() to free the resources
13704  *   allocated by the returned #GList
13705  *
13706  * Since: 1.4
13707  */
13708 GList *
13709 clutter_actor_get_actions (ClutterActor *self)
13710 {
13711   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13712
13713   if (self->priv->actions == NULL)
13714     return NULL;
13715
13716   return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
13717 }
13718
13719 /**
13720  * clutter_actor_get_action:
13721  * @self: a #ClutterActor
13722  * @name: the name of the action to retrieve
13723  *
13724  * Retrieves the #ClutterAction with the given name in the list
13725  * of actions applied to @self
13726  *
13727  * Return value: (transfer none): a #ClutterAction for the given
13728  *   name, or %NULL. The returned #ClutterAction is owned by the
13729  *   actor and it should not be unreferenced directly
13730  *
13731  * Since: 1.4
13732  */
13733 ClutterAction *
13734 clutter_actor_get_action (ClutterActor *self,
13735                           const gchar  *name)
13736 {
13737   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13738   g_return_val_if_fail (name != NULL, NULL);
13739
13740   if (self->priv->actions == NULL)
13741     return NULL;
13742
13743   return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
13744 }
13745
13746 /**
13747  * clutter_actor_clear_actions:
13748  * @self: a #ClutterActor
13749  *
13750  * Clears the list of actions applied to @self
13751  *
13752  * Since: 1.4
13753  */
13754 void
13755 clutter_actor_clear_actions (ClutterActor *self)
13756 {
13757   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13758
13759   if (self->priv->actions == NULL)
13760     return;
13761
13762   _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
13763 }
13764
13765 /**
13766  * clutter_actor_add_constraint:
13767  * @self: a #ClutterActor
13768  * @constraint: a #ClutterConstraint
13769  *
13770  * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
13771  * to @self
13772  *
13773  * The #ClutterActor will hold a reference on the @constraint until
13774  * either clutter_actor_remove_constraint() or
13775  * clutter_actor_clear_constraints() is called.
13776  *
13777  * Since: 1.4
13778  */
13779 void
13780 clutter_actor_add_constraint (ClutterActor      *self,
13781                               ClutterConstraint *constraint)
13782 {
13783   ClutterActorPrivate *priv;
13784
13785   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13786   g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13787
13788   priv = self->priv;
13789
13790   if (priv->constraints == NULL)
13791     {
13792       priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13793       priv->constraints->actor = self;
13794     }
13795
13796   _clutter_meta_group_add_meta (priv->constraints,
13797                                 CLUTTER_ACTOR_META (constraint));
13798   clutter_actor_queue_relayout (self);
13799
13800   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13801 }
13802
13803 /**
13804  * clutter_actor_add_constraint_with_name:
13805  * @self: a #ClutterActor
13806  * @name: the name to set on the constraint
13807  * @constraint: a #ClutterConstraint
13808  *
13809  * A convenience function for setting the name of a #ClutterConstraint
13810  * while adding it to the list of constraints applied to @self
13811  *
13812  * This function is the logical equivalent of:
13813  *
13814  * |[
13815  *   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13816  *   clutter_actor_add_constraint (self, constraint);
13817  * ]|
13818  *
13819  * Since: 1.4
13820  */
13821 void
13822 clutter_actor_add_constraint_with_name (ClutterActor      *self,
13823                                         const gchar       *name,
13824                                         ClutterConstraint *constraint)
13825 {
13826   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13827   g_return_if_fail (name != NULL);
13828   g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13829
13830   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13831   clutter_actor_add_constraint (self, constraint);
13832 }
13833
13834 /**
13835  * clutter_actor_remove_constraint:
13836  * @self: a #ClutterActor
13837  * @constraint: a #ClutterConstraint
13838  *
13839  * Removes @constraint from the list of constraints applied to @self
13840  *
13841  * The reference held by @self on the #ClutterConstraint will be released
13842  *
13843  * Since: 1.4
13844  */
13845 void
13846 clutter_actor_remove_constraint (ClutterActor      *self,
13847                                  ClutterConstraint *constraint)
13848 {
13849   ClutterActorPrivate *priv;
13850
13851   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13852   g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13853
13854   priv = self->priv;
13855
13856   if (priv->constraints == NULL)
13857     return;
13858
13859   _clutter_meta_group_remove_meta (priv->constraints,
13860                                    CLUTTER_ACTOR_META (constraint));
13861   clutter_actor_queue_relayout (self);
13862
13863   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13864 }
13865
13866 /**
13867  * clutter_actor_remove_constraint_by_name:
13868  * @self: a #ClutterActor
13869  * @name: the name of the constraint to remove
13870  *
13871  * Removes the #ClutterConstraint with the given name from the list
13872  * of constraints applied to @self
13873  *
13874  * Since: 1.4
13875  */
13876 void
13877 clutter_actor_remove_constraint_by_name (ClutterActor *self,
13878                                          const gchar  *name)
13879 {
13880   ClutterActorPrivate *priv;
13881   ClutterActorMeta *meta;
13882
13883   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13884   g_return_if_fail (name != NULL);
13885
13886   priv = self->priv;
13887
13888   if (priv->constraints == NULL)
13889     return;
13890
13891   meta = _clutter_meta_group_get_meta (priv->constraints, name);
13892   if (meta == NULL)
13893     return;
13894
13895   _clutter_meta_group_remove_meta (priv->constraints, meta);
13896   clutter_actor_queue_relayout (self);
13897 }
13898
13899 /**
13900  * clutter_actor_get_constraints:
13901  * @self: a #ClutterActor
13902  *
13903  * Retrieves the list of constraints applied to @self
13904  *
13905  * Return value: (transfer container) (element-type Clutter.Constraint): a copy
13906  *   of the list of #ClutterConstraint<!-- -->s. The contents of the list are
13907  *   owned by the #ClutterActor. Use g_list_free() to free the resources
13908  *   allocated by the returned #GList
13909  *
13910  * Since: 1.4
13911  */
13912 GList *
13913 clutter_actor_get_constraints (ClutterActor *self)
13914 {
13915   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13916
13917   if (self->priv->constraints == NULL)
13918     return NULL;
13919
13920   return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
13921 }
13922
13923 /**
13924  * clutter_actor_get_constraint:
13925  * @self: a #ClutterActor
13926  * @name: the name of the constraint to retrieve
13927  *
13928  * Retrieves the #ClutterConstraint with the given name in the list
13929  * of constraints applied to @self
13930  *
13931  * Return value: (transfer none): a #ClutterConstraint for the given
13932  *   name, or %NULL. The returned #ClutterConstraint is owned by the
13933  *   actor and it should not be unreferenced directly
13934  *
13935  * Since: 1.4
13936  */
13937 ClutterConstraint *
13938 clutter_actor_get_constraint (ClutterActor *self,
13939                               const gchar  *name)
13940 {
13941   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13942   g_return_val_if_fail (name != NULL, NULL);
13943
13944   if (self->priv->constraints == NULL)
13945     return NULL;
13946
13947   return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
13948 }
13949
13950 /**
13951  * clutter_actor_clear_constraints:
13952  * @self: a #ClutterActor
13953  *
13954  * Clears the list of constraints applied to @self
13955  *
13956  * Since: 1.4
13957  */
13958 void
13959 clutter_actor_clear_constraints (ClutterActor *self)
13960 {
13961   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13962
13963   if (self->priv->constraints == NULL)
13964     return;
13965
13966   _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
13967
13968   clutter_actor_queue_relayout (self);
13969 }
13970
13971 /**
13972  * clutter_actor_set_clip_to_allocation:
13973  * @self: a #ClutterActor
13974  * @clip_set: %TRUE to apply a clip tracking the allocation
13975  *
13976  * Sets whether @self should be clipped to the same size as its
13977  * allocation
13978  *
13979  * Since: 1.4
13980  */
13981 void
13982 clutter_actor_set_clip_to_allocation (ClutterActor *self,
13983                                       gboolean      clip_set)
13984 {
13985   ClutterActorPrivate *priv;
13986
13987   g_return_if_fail (CLUTTER_IS_ACTOR (self));
13988
13989   clip_set = !!clip_set;
13990
13991   priv = self->priv;
13992
13993   if (priv->clip_to_allocation != clip_set)
13994     {
13995       priv->clip_to_allocation = clip_set;
13996
13997       clutter_actor_queue_redraw (self);
13998
13999       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
14000     }
14001 }
14002
14003 /**
14004  * clutter_actor_get_clip_to_allocation:
14005  * @self: a #ClutterActor
14006  *
14007  * Retrieves the value set using clutter_actor_set_clip_to_allocation()
14008  *
14009  * Return value: %TRUE if the #ClutterActor is clipped to its allocation
14010  *
14011  * Since: 1.4
14012  */
14013 gboolean
14014 clutter_actor_get_clip_to_allocation (ClutterActor *self)
14015 {
14016   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14017
14018   return self->priv->clip_to_allocation;
14019 }
14020
14021 /**
14022  * clutter_actor_add_effect:
14023  * @self: a #ClutterActor
14024  * @effect: a #ClutterEffect
14025  *
14026  * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
14027  *
14028  * The #ClutterActor will hold a reference on the @effect until either
14029  * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
14030  * called.
14031  *
14032  * Since: 1.4
14033  */
14034 void
14035 clutter_actor_add_effect (ClutterActor  *self,
14036                           ClutterEffect *effect)
14037 {
14038   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14039   g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14040
14041   _clutter_actor_add_effect_internal (self, effect);
14042
14043   clutter_actor_queue_redraw (self);
14044
14045   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14046 }
14047
14048 /**
14049  * clutter_actor_add_effect_with_name:
14050  * @self: a #ClutterActor
14051  * @name: the name to set on the effect
14052  * @effect: a #ClutterEffect
14053  *
14054  * A convenience function for setting the name of a #ClutterEffect
14055  * while adding it to the list of effectss applied to @self
14056  *
14057  * This function is the logical equivalent of:
14058  *
14059  * |[
14060  *   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14061  *   clutter_actor_add_effect (self, effect);
14062  * ]|
14063  *
14064  * Since: 1.4
14065  */
14066 void
14067 clutter_actor_add_effect_with_name (ClutterActor  *self,
14068                                     const gchar   *name,
14069                                     ClutterEffect *effect)
14070 {
14071   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14072   g_return_if_fail (name != NULL);
14073   g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14074
14075   clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14076   clutter_actor_add_effect (self, effect);
14077 }
14078
14079 /**
14080  * clutter_actor_remove_effect:
14081  * @self: a #ClutterActor
14082  * @effect: a #ClutterEffect
14083  *
14084  * Removes @effect from the list of effects applied to @self
14085  *
14086  * The reference held by @self on the #ClutterEffect will be released
14087  *
14088  * Since: 1.4
14089  */
14090 void
14091 clutter_actor_remove_effect (ClutterActor  *self,
14092                              ClutterEffect *effect)
14093 {
14094   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14095   g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14096
14097   _clutter_actor_remove_effect_internal (self, effect);
14098
14099   clutter_actor_queue_redraw (self);
14100
14101   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14102 }
14103
14104 /**
14105  * clutter_actor_remove_effect_by_name:
14106  * @self: a #ClutterActor
14107  * @name: the name of the effect to remove
14108  *
14109  * Removes the #ClutterEffect with the given name from the list
14110  * of effects applied to @self
14111  *
14112  * Since: 1.4
14113  */
14114 void
14115 clutter_actor_remove_effect_by_name (ClutterActor *self,
14116                                      const gchar  *name)
14117 {
14118   ClutterActorPrivate *priv;
14119   ClutterActorMeta *meta;
14120
14121   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14122   g_return_if_fail (name != NULL);
14123
14124   priv = self->priv;
14125
14126   if (priv->effects == NULL)
14127     return;
14128
14129   meta = _clutter_meta_group_get_meta (priv->effects, name);
14130   if (meta == NULL)
14131     return;
14132
14133   clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
14134 }
14135
14136 /**
14137  * clutter_actor_get_effects:
14138  * @self: a #ClutterActor
14139  *
14140  * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
14141  *
14142  * Return value: (transfer container) (element-type Clutter.Effect): a list
14143  *   of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
14144  *   list are owned by Clutter and they should not be freed. You should
14145  *   free the returned list using g_list_free() when done
14146  *
14147  * Since: 1.4
14148  */
14149 GList *
14150 clutter_actor_get_effects (ClutterActor *self)
14151 {
14152   ClutterActorPrivate *priv;
14153
14154   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14155
14156   priv = self->priv;
14157
14158   if (priv->effects == NULL)
14159     return NULL;
14160
14161   return _clutter_meta_group_get_metas_no_internal (priv->effects);
14162 }
14163
14164 /**
14165  * clutter_actor_get_effect:
14166  * @self: a #ClutterActor
14167  * @name: the name of the effect to retrieve
14168  *
14169  * Retrieves the #ClutterEffect with the given name in the list
14170  * of effects applied to @self
14171  *
14172  * Return value: (transfer none): a #ClutterEffect for the given
14173  *   name, or %NULL. The returned #ClutterEffect is owned by the
14174  *   actor and it should not be unreferenced directly
14175  *
14176  * Since: 1.4
14177  */
14178 ClutterEffect *
14179 clutter_actor_get_effect (ClutterActor *self,
14180                           const gchar  *name)
14181 {
14182   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14183   g_return_val_if_fail (name != NULL, NULL);
14184
14185   if (self->priv->effects == NULL)
14186     return NULL;
14187
14188   return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
14189 }
14190
14191 /**
14192  * clutter_actor_clear_effects:
14193  * @self: a #ClutterActor
14194  *
14195  * Clears the list of effects applied to @self
14196  *
14197  * Since: 1.4
14198  */
14199 void
14200 clutter_actor_clear_effects (ClutterActor *self)
14201 {
14202   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14203
14204   if (self->priv->effects == NULL)
14205     return;
14206
14207   _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
14208
14209   clutter_actor_queue_redraw (self);
14210 }
14211
14212 /**
14213  * clutter_actor_has_key_focus:
14214  * @self: a #ClutterActor
14215  *
14216  * Checks whether @self is the #ClutterActor that has key focus
14217  *
14218  * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
14219  *
14220  * Since: 1.4
14221  */
14222 gboolean
14223 clutter_actor_has_key_focus (ClutterActor *self)
14224 {
14225   ClutterActor *stage;
14226
14227   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14228
14229   stage = _clutter_actor_get_stage_internal (self);
14230   if (stage == NULL)
14231     return FALSE;
14232
14233   return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
14234 }
14235
14236 static gboolean
14237 _clutter_actor_get_paint_volume_real (ClutterActor *self,
14238                                       ClutterPaintVolume *pv)
14239 {
14240   ClutterActorPrivate *priv = self->priv;
14241
14242   /* Actors are only expected to report a valid paint volume
14243    * while they have a valid allocation. */
14244   if (G_UNLIKELY (priv->needs_allocation))
14245     {
14246       CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14247                     "Actor needs allocation",
14248                     _clutter_actor_get_debug_name (self));
14249       return FALSE;
14250     }
14251
14252   /* Check if there are any handlers connected to the paint
14253    * signal. If there are then all bets are off for what the paint
14254    * volume for this actor might possibly be!
14255    *
14256    * XXX: It's expected that this is going to end up being quite a
14257    * costly check to have to do here, but we haven't come up with
14258    * another solution that can reliably catch paint signal handlers at
14259    * the right time to either avoid artefacts due to invalid stage
14260    * clipping or due to incorrect culling.
14261    *
14262    * Previously we checked in clutter_actor_paint(), but at that time
14263    * we may already be using a stage clip that could be derived from
14264    * an invalid paint-volume. We used to try and handle that by
14265    * queuing a follow up, unclipped, redraw but still the previous
14266    * checking wasn't enough to catch invalid volumes involved in
14267    * culling (considering that containers may derive their volume from
14268    * children that haven't yet been painted)
14269    *
14270    * Longer term, improved solutions could be:
14271    * - Disallow painting in the paint signal, only allow using it
14272    *   for tracking when paints happen. We can add another API that
14273    *   allows monkey patching the paint of arbitrary actors but in a
14274    *   more controlled way and that also supports modifying the
14275    *   paint-volume.
14276    * - If we could be notified somehow when signal handlers are
14277    *   connected we wouldn't have to poll for handlers like this.
14278    */
14279   if (g_signal_has_handler_pending (self,
14280                                     actor_signals[PAINT],
14281                                     0,
14282                                     TRUE))
14283     {
14284       CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14285                     "Actor has \"paint\" signal handlers",
14286                     _clutter_actor_get_debug_name (self));
14287       return FALSE;
14288     }
14289
14290   _clutter_paint_volume_init_static (pv, self);
14291
14292   if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
14293     {
14294       clutter_paint_volume_free (pv);
14295       CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14296                     "Actor failed to report a volume",
14297                     _clutter_actor_get_debug_name (self));
14298       return FALSE;
14299     }
14300
14301   /* since effects can modify the paint volume, we allow them to actually
14302    * do this by making get_paint_volume() "context sensitive"
14303    */
14304   if (priv->effects != NULL)
14305     {
14306       if (priv->current_effect != NULL)
14307         {
14308           const GList *effects, *l;
14309
14310           /* if we are being called from within the paint sequence of
14311            * an actor, get the paint volume up to the current effect
14312            */
14313           effects = _clutter_meta_group_peek_metas (priv->effects);
14314           for (l = effects;
14315                l != NULL || (l != NULL && l->data != priv->current_effect);
14316                l = l->next)
14317             {
14318               if (!_clutter_effect_get_paint_volume (l->data, pv))
14319                 {
14320                   clutter_paint_volume_free (pv);
14321                   CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14322                                 "Effect (%s) failed to report a volume",
14323                                 _clutter_actor_get_debug_name (self),
14324                                 _clutter_actor_meta_get_debug_name (l->data));
14325                   return FALSE;
14326                 }
14327             }
14328         }
14329       else
14330         {
14331           const GList *effects, *l;
14332
14333           /* otherwise, get the cumulative volume */
14334           effects = _clutter_meta_group_peek_metas (priv->effects);
14335           for (l = effects; l != NULL; l = l->next)
14336             if (!_clutter_effect_get_paint_volume (l->data, pv))
14337               {
14338                 clutter_paint_volume_free (pv);
14339                 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14340                               "Effect (%s) failed to report a volume",
14341                               _clutter_actor_get_debug_name (self),
14342                               _clutter_actor_meta_get_debug_name (l->data));
14343                 return FALSE;
14344               }
14345         }
14346     }
14347
14348   return TRUE;
14349 }
14350
14351 /* The public clutter_actor_get_paint_volume API returns a const
14352  * pointer since we return a pointer directly to the cached
14353  * PaintVolume associated with the actor and don't want the user to
14354  * inadvertently modify it, but for internal uses we sometimes need
14355  * access to the same PaintVolume but need to apply some book-keeping
14356  * modifications to it so we don't want a const pointer.
14357  */
14358 static ClutterPaintVolume *
14359 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
14360 {
14361   ClutterActorPrivate *priv;
14362
14363   priv = self->priv;
14364
14365   if (priv->paint_volume_valid)
14366     clutter_paint_volume_free (&priv->paint_volume);
14367
14368   if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
14369     {
14370       priv->paint_volume_valid = TRUE;
14371       return &priv->paint_volume;
14372     }
14373   else
14374     {
14375       priv->paint_volume_valid = FALSE;
14376       return NULL;
14377     }
14378 }
14379
14380 /**
14381  * clutter_actor_get_paint_volume:
14382  * @self: a #ClutterActor
14383  *
14384  * Retrieves the paint volume of the passed #ClutterActor, or %NULL
14385  * when a paint volume can't be determined.
14386  *
14387  * The paint volume is defined as the 3D space occupied by an actor
14388  * when being painted.
14389  *
14390  * This function will call the <function>get_paint_volume()</function>
14391  * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
14392  * should not usually care about overriding the default implementation,
14393  * unless they are, for instance: painting outside their allocation, or
14394  * actors with a depth factor (not in terms of #ClutterActor:depth but real
14395  * 3D depth).
14396  *
14397  * <note>2D actors overriding <function>get_paint_volume()</function>
14398  * ensure their volume has a depth of 0. (This will be true so long as
14399  * you don't call clutter_paint_volume_set_depth().)</note>
14400  *
14401  * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14402  *   or %NULL if no volume could be determined.
14403  *
14404  * Since: 1.6
14405  */
14406 const ClutterPaintVolume *
14407 clutter_actor_get_paint_volume (ClutterActor *self)
14408 {
14409   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14410
14411   return _clutter_actor_get_paint_volume_mutable (self);
14412 }
14413
14414 /**
14415  * clutter_actor_get_transformed_paint_volume:
14416  * @self: a #ClutterActor
14417  * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
14418  *    (or %NULL for the stage)
14419  *
14420  * Retrieves the 3D paint volume of an actor like
14421  * clutter_actor_get_paint_volume() does (Please refer to the
14422  * documentation of clutter_actor_get_paint_volume() for more
14423  * details.) and it additionally transforms the paint volume into the
14424  * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
14425  * is passed for @relative_to_ancestor)
14426  *
14427  * This can be used by containers that base their paint volume on
14428  * the volume of their children. Such containers can query the
14429  * transformed paint volume of all of its children and union them
14430  * together using clutter_paint_volume_union().
14431  *
14432  * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14433  *   or %NULL if no volume could be determined.
14434  *
14435  * Since: 1.6
14436  */
14437 const ClutterPaintVolume *
14438 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
14439                                             ClutterActor *relative_to_ancestor)
14440 {
14441   const ClutterPaintVolume *volume;
14442   ClutterActor *stage;
14443   ClutterPaintVolume *transformed_volume;
14444
14445   stage = _clutter_actor_get_stage_internal (self);
14446   if (G_UNLIKELY (stage == NULL))
14447     return NULL;
14448
14449   if (relative_to_ancestor == NULL)
14450     relative_to_ancestor = stage;
14451
14452   volume = clutter_actor_get_paint_volume (self);
14453   if (volume == NULL)
14454     return NULL;
14455
14456   transformed_volume =
14457     _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
14458
14459   _clutter_paint_volume_copy_static (volume, transformed_volume);
14460
14461   _clutter_paint_volume_transform_relative (transformed_volume,
14462                                             relative_to_ancestor);
14463
14464   return transformed_volume;
14465 }
14466
14467 /**
14468  * clutter_actor_get_paint_box:
14469  * @self: a #ClutterActor
14470  * @box: (out): return location for a #ClutterActorBox
14471  *
14472  * Retrieves the paint volume of the passed #ClutterActor, and
14473  * transforms it into a 2D bounding box in stage coordinates.
14474  *
14475  * This function is useful to determine the on screen area occupied by
14476  * the actor. The box is only an approximation and may often be
14477  * considerably larger due to the optimizations used to calculate the
14478  * box. The box is never smaller though, so it can reliably be used
14479  * for culling.
14480  *
14481  * There are times when a 2D paint box can't be determined, e.g.
14482  * because the actor isn't yet parented under a stage or because
14483  * the actor is unable to determine a paint volume.
14484  *
14485  * Return value: %TRUE if a 2D paint box could be determined, else
14486  * %FALSE.
14487  *
14488  * Since: 1.6
14489  */
14490 gboolean
14491 clutter_actor_get_paint_box (ClutterActor    *self,
14492                              ClutterActorBox *box)
14493 {
14494   ClutterActor *stage;
14495   ClutterPaintVolume *pv;
14496
14497   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14498   g_return_val_if_fail (box != NULL, FALSE);
14499
14500   stage = _clutter_actor_get_stage_internal (self);
14501   if (G_UNLIKELY (!stage))
14502     return FALSE;
14503
14504   pv = _clutter_actor_get_paint_volume_mutable (self);
14505   if (G_UNLIKELY (!pv))
14506     return FALSE;
14507
14508   _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
14509
14510   return TRUE;
14511 }
14512
14513 /**
14514  * clutter_actor_has_overlaps:
14515  * @self: A #ClutterActor
14516  *
14517  * Asks the actor's implementation whether it may contain overlapping
14518  * primitives.
14519  *
14520  * For example; Clutter may use this to determine whether the painting
14521  * should be redirected to an offscreen buffer to correctly implement
14522  * the opacity property.
14523  *
14524  * Custom actors can override the default response by implementing the
14525  * #ClutterActor <function>has_overlaps</function> virtual function. See
14526  * clutter_actor_set_offscreen_redirect() for more information.
14527  *
14528  * Return value: %TRUE if the actor may have overlapping primitives, and
14529  *   %FALSE otherwise
14530  *
14531  * Since: 1.8
14532  */
14533 gboolean
14534 clutter_actor_has_overlaps (ClutterActor *self)
14535 {
14536   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14537
14538   return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
14539 }
14540
14541 /**
14542  * clutter_actor_has_effects:
14543  * @self: A #ClutterActor
14544  *
14545  * Returns whether the actor has any effects applied.
14546  *
14547  * Return value: %TRUE if the actor has any effects,
14548  *   %FALSE otherwise
14549  *
14550  * Since: 1.10
14551  */
14552 gboolean
14553 clutter_actor_has_effects (ClutterActor *self)
14554 {
14555   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14556
14557   if (self->priv->effects == NULL)
14558     return FALSE;
14559
14560   return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
14561 }
14562
14563 /**
14564  * clutter_actor_has_constraints:
14565  * @self: A #ClutterActor
14566  *
14567  * Returns whether the actor has any constraints applied.
14568  *
14569  * Return value: %TRUE if the actor has any constraints,
14570  *   %FALSE otherwise
14571  *
14572  * Since: 1.10
14573  */
14574 gboolean
14575 clutter_actor_has_constraints (ClutterActor *self)
14576 {
14577   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14578
14579   return self->priv->constraints != NULL;
14580 }
14581
14582 /**
14583  * clutter_actor_has_actions:
14584  * @self: A #ClutterActor
14585  *
14586  * Returns whether the actor has any actions applied.
14587  *
14588  * Return value: %TRUE if the actor has any actions,
14589  *   %FALSE otherwise
14590  *
14591  * Since: 1.10
14592  */
14593 gboolean
14594 clutter_actor_has_actions (ClutterActor *self)
14595 {
14596   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14597
14598   return self->priv->actions != NULL;
14599 }
14600
14601 /**
14602  * clutter_actor_get_n_children:
14603  * @self: a #ClutterActor
14604  *
14605  * Retrieves the number of children of @self.
14606  *
14607  * Return value: the number of children of an actor
14608  *
14609  * Since: 1.10
14610  */
14611 gint
14612 clutter_actor_get_n_children (ClutterActor *self)
14613 {
14614   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14615
14616   return self->priv->n_children;
14617 }
14618
14619 /**
14620  * clutter_actor_get_child_at_index:
14621  * @self: a #ClutterActor
14622  * @index_: the position in the list of children
14623  *
14624  * Retrieves the actor at the given @index_ inside the list of
14625  * children of @self.
14626  *
14627  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
14628  *
14629  * Since: 1.10
14630  */
14631 ClutterActor *
14632 clutter_actor_get_child_at_index (ClutterActor *self,
14633                                   gint          index_)
14634 {
14635   ClutterActor *iter;
14636   int i;
14637
14638   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14639   g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
14640
14641   for (iter = self->priv->first_child, i = 0;
14642        iter != NULL && i < index_;
14643        iter = iter->priv->next_sibling, i += 1)
14644     ;
14645
14646   return iter;
14647 }
14648
14649 /*< private >
14650  * _clutter_actor_foreach_child:
14651  * @actor: The actor whos children you want to iterate
14652  * @callback: The function to call for each child
14653  * @user_data: Private data to pass to @callback
14654  *
14655  * Calls a given @callback once for each child of the specified @actor and
14656  * passing the @user_data pointer each time.
14657  *
14658  * Return value: returns %TRUE if all children were iterated, else
14659  *    %FALSE if a callback broke out of iteration early.
14660  */
14661 gboolean
14662 _clutter_actor_foreach_child (ClutterActor           *self,
14663                               ClutterForeachCallback  callback,
14664                               gpointer                user_data)
14665 {
14666   ClutterActorPrivate *priv = self->priv;
14667   ClutterActor *iter;
14668   gboolean cont;
14669
14670   for (cont = TRUE, iter = priv->first_child;
14671        cont && iter != NULL;
14672        iter = iter->priv->next_sibling)
14673     {
14674       cont = callback (iter, user_data);
14675     }
14676
14677   return cont;
14678 }
14679
14680 /* For debugging purposes this gives us a simple way to print out
14681  * the scenegraph e.g in gdb using:
14682  * [|
14683  *   _clutter_actor_traverse (stage,
14684  *                            0,
14685  *                            _clutter_debug_print_actor_cb,
14686  *                            NULL,
14687  *                            NULL);
14688  * |]
14689  */
14690 ClutterActorTraverseVisitFlags
14691 _clutter_debug_print_actor_cb (ClutterActor *actor,
14692                                int depth,
14693                                void *user_data)
14694 {
14695   g_print ("%*s%s:%p\n",
14696            depth * 2, "",
14697            _clutter_actor_get_debug_name (actor),
14698            actor);
14699
14700   return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14701 }
14702
14703 static void
14704 _clutter_actor_traverse_breadth (ClutterActor           *actor,
14705                                  ClutterTraverseCallback callback,
14706                                  gpointer                user_data)
14707 {
14708   GQueue *queue = g_queue_new ();
14709   ClutterActor dummy;
14710   int current_depth = 0;
14711
14712   g_queue_push_tail (queue, actor);
14713   g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
14714
14715   while ((actor = g_queue_pop_head (queue)))
14716     {
14717       ClutterActorTraverseVisitFlags flags;
14718
14719       if (actor == &dummy)
14720         {
14721           current_depth++;
14722           g_queue_push_tail (queue, &dummy);
14723           continue;
14724         }
14725
14726       flags = callback (actor, current_depth, user_data);
14727       if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14728         break;
14729       else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14730         {
14731           ClutterActor *iter;
14732
14733           for (iter = actor->priv->first_child;
14734                iter != NULL;
14735                iter = iter->priv->next_sibling)
14736             {
14737               g_queue_push_tail (queue, iter);
14738             }
14739         }
14740     }
14741
14742   g_queue_free (queue);
14743 }
14744
14745 static ClutterActorTraverseVisitFlags
14746 _clutter_actor_traverse_depth (ClutterActor           *actor,
14747                                ClutterTraverseCallback before_children_callback,
14748                                ClutterTraverseCallback after_children_callback,
14749                                int                     current_depth,
14750                                gpointer                user_data)
14751 {
14752   ClutterActorTraverseVisitFlags flags;
14753
14754   flags = before_children_callback (actor, current_depth, user_data);
14755   if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14756     return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14757
14758   if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14759     {
14760       ClutterActor *iter;
14761
14762       for (iter = actor->priv->first_child;
14763            iter != NULL;
14764            iter = iter->priv->next_sibling)
14765         {
14766           flags = _clutter_actor_traverse_depth (iter,
14767                                                  before_children_callback,
14768                                                  after_children_callback,
14769                                                  current_depth + 1,
14770                                                  user_data);
14771
14772           if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14773             return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14774         }
14775     }
14776
14777   if (after_children_callback)
14778     return after_children_callback (actor, current_depth, user_data);
14779   else
14780     return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14781 }
14782
14783 /* _clutter_actor_traverse:
14784  * @actor: The actor to start traversing the graph from
14785  * @flags: These flags may affect how the traversal is done
14786  * @before_children_callback: A function to call before visiting the
14787  *   children of the current actor.
14788  * @after_children_callback: A function to call after visiting the
14789  *   children of the current actor. (Ignored if
14790  *   %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
14791  * @user_data: The private data to pass to the callbacks
14792  *
14793  * Traverses the scenegraph starting at the specified @actor and
14794  * descending through all its children and its children's children.
14795  * For each actor traversed @before_children_callback and
14796  * @after_children_callback are called with the specified
14797  * @user_data, before and after visiting that actor's children.
14798  *
14799  * The callbacks can return flags that affect the ongoing traversal
14800  * such as by skipping over an actors children or bailing out of
14801  * any further traversing.
14802  */
14803 void
14804 _clutter_actor_traverse (ClutterActor              *actor,
14805                          ClutterActorTraverseFlags  flags,
14806                          ClutterTraverseCallback    before_children_callback,
14807                          ClutterTraverseCallback    after_children_callback,
14808                          gpointer                   user_data)
14809 {
14810   if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
14811     _clutter_actor_traverse_breadth (actor,
14812                                      before_children_callback,
14813                                      user_data);
14814   else /* DEPTH_FIRST */
14815     _clutter_actor_traverse_depth (actor,
14816                                    before_children_callback,
14817                                    after_children_callback,
14818                                    0, /* start depth */
14819                                    user_data);
14820 }
14821
14822 static void
14823 on_layout_manager_changed (ClutterLayoutManager *manager,
14824                            ClutterActor         *self)
14825 {
14826   clutter_actor_queue_relayout (self);
14827 }
14828
14829 /**
14830  * clutter_actor_set_layout_manager:
14831  * @self: a #ClutterActor
14832  * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
14833  *
14834  * Sets the #ClutterLayoutManager delegate object that will be used to
14835  * lay out the children of @self.
14836  *
14837  * The #ClutterActor will take a reference on the passed @manager which
14838  * will be released either when the layout manager is removed, or when
14839  * the actor is destroyed.
14840  *
14841  * Since: 1.10
14842  */
14843 void
14844 clutter_actor_set_layout_manager (ClutterActor         *self,
14845                                   ClutterLayoutManager *manager)
14846 {
14847   ClutterActorPrivate *priv;
14848
14849   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14850   g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
14851
14852   priv = self->priv;
14853
14854   if (priv->layout_manager != NULL)
14855     {
14856       g_signal_handlers_disconnect_by_func (priv->layout_manager,
14857                                             G_CALLBACK (on_layout_manager_changed),
14858                                             self);
14859       clutter_layout_manager_set_container (priv->layout_manager, NULL);
14860       g_object_unref (priv->layout_manager);
14861     }
14862
14863   priv->layout_manager = manager;
14864
14865   if (priv->layout_manager != NULL)
14866     {
14867       g_object_ref_sink (priv->layout_manager);
14868       clutter_layout_manager_set_container (priv->layout_manager,
14869                                             CLUTTER_CONTAINER (self));
14870       g_signal_connect (priv->layout_manager, "layout-changed",
14871                         G_CALLBACK (on_layout_manager_changed),
14872                         self);
14873     }
14874
14875   clutter_actor_queue_relayout (self);
14876
14877   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
14878 }
14879
14880 /**
14881  * clutter_actor_get_layout_manager:
14882  * @self: a #ClutterActor
14883  *
14884  * Retrieves the #ClutterLayoutManager used by @self.
14885  *
14886  * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
14887  *   or %NULL
14888  *
14889  * Since: 1.10
14890  */
14891 ClutterLayoutManager *
14892 clutter_actor_get_layout_manager (ClutterActor *self)
14893 {
14894   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14895
14896   return self->priv->layout_manager;
14897 }
14898
14899 static const ClutterLayoutInfo default_layout_info = {
14900   0.f,                          /* fixed-x */
14901   0.f,                          /* fixed-y */
14902   { 0, 0, 0, 0 },               /* margin */
14903   CLUTTER_ACTOR_ALIGN_FILL,     /* x-align */
14904   CLUTTER_ACTOR_ALIGN_FILL,     /* y-align */
14905   0.f, 0.f,                     /* min_width, natural_width */
14906   0.f, 0.f,                     /* natual_width, natural_height */
14907 };
14908
14909 static void
14910 layout_info_free (gpointer data)
14911 {
14912   if (G_LIKELY (data != NULL))
14913     g_slice_free (ClutterLayoutInfo, data);
14914 }
14915
14916 /*< private >
14917  * _clutter_actor_get_layout_info:
14918  * @self: a #ClutterActor
14919  *
14920  * Retrieves a pointer to the ClutterLayoutInfo structure.
14921  *
14922  * If the actor does not have a ClutterLayoutInfo associated to it, one
14923  * will be created and initialized to the default values.
14924  *
14925  * This function should be used for setters.
14926  *
14927  * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
14928  * instead.
14929  *
14930  * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
14931  */
14932 ClutterLayoutInfo *
14933 _clutter_actor_get_layout_info (ClutterActor *self)
14934 {
14935   ClutterLayoutInfo *retval;
14936
14937   retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
14938   if (retval == NULL)
14939     {
14940       retval = g_slice_new (ClutterLayoutInfo);
14941
14942       *retval = default_layout_info;
14943
14944       g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
14945                                retval,
14946                                layout_info_free);
14947     }
14948
14949   return retval;
14950 }
14951
14952 /*< private >
14953  * _clutter_actor_get_layout_info_or_defaults:
14954  * @self: a #ClutterActor
14955  *
14956  * Retrieves the ClutterLayoutInfo structure associated to an actor.
14957  *
14958  * If the actor does not have a ClutterLayoutInfo structure associated to it,
14959  * then the default structure will be returned.
14960  *
14961  * This function should only be used for getters.
14962  *
14963  * Return value: a const pointer to the ClutterLayoutInfo structure
14964  */
14965 const ClutterLayoutInfo *
14966 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
14967 {
14968   const ClutterLayoutInfo *info;
14969
14970   info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
14971   if (info == NULL)
14972     return &default_layout_info;
14973
14974   return info;
14975 }
14976
14977 /**
14978  * clutter_actor_set_x_align:
14979  * @self: a #ClutterActor
14980  * @x_align: the horizontal alignment policy
14981  *
14982  * Sets the horizontal alignment policy of a #ClutterActor, in case the
14983  * actor received extra horizontal space.
14984  *
14985  * See also the #ClutterActor:x-align property.
14986  *
14987  * Since: 1.10
14988  */
14989 void
14990 clutter_actor_set_x_align (ClutterActor      *self,
14991                            ClutterActorAlign  x_align)
14992 {
14993   ClutterLayoutInfo *info;
14994
14995   g_return_if_fail (CLUTTER_IS_ACTOR (self));
14996
14997   info = _clutter_actor_get_layout_info (self);
14998
14999   if (info->x_align != x_align)
15000     {
15001       info->x_align = x_align;
15002
15003       clutter_actor_queue_relayout (self);
15004
15005       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
15006     }
15007 }
15008
15009 /**
15010  * clutter_actor_get_x_align:
15011  * @self: a #ClutterActor
15012  *
15013  * Retrieves the horizontal alignment policy set using
15014  * clutter_actor_set_x_align().
15015  *
15016  * Return value: the horizontal alignment policy.
15017  *
15018  * Since: 1.10
15019  */
15020 ClutterActorAlign
15021 clutter_actor_get_x_align (ClutterActor *self)
15022 {
15023   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15024
15025   return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
15026 }
15027
15028 /**
15029  * clutter_actor_set_y_align:
15030  * @self: a #ClutterActor
15031  * @y_align: the vertical alignment policy
15032  *
15033  * Sets the vertical alignment policy of a #ClutterActor, in case the
15034  * actor received extra vertical space.
15035  *
15036  * See also the #ClutterActor:y-align property.
15037  *
15038  * Since: 1.10
15039  */
15040 void
15041 clutter_actor_set_y_align (ClutterActor      *self,
15042                            ClutterActorAlign  y_align)
15043 {
15044   ClutterLayoutInfo *info;
15045
15046   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15047
15048   info = _clutter_actor_get_layout_info (self);
15049
15050   if (info->y_align != y_align)
15051     {
15052       info->y_align = y_align;
15053
15054       clutter_actor_queue_relayout (self);
15055
15056       g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
15057     }
15058 }
15059
15060 /**
15061  * clutter_actor_get_y_align:
15062  * @self: a #ClutterActor
15063  *
15064  * Retrieves the vertical alignment policy set using
15065  * clutter_actor_set_y_align().
15066  *
15067  * Return value: the vertical alignment policy.
15068  *
15069  * Since: 1.10
15070  */
15071 ClutterActorAlign
15072 clutter_actor_get_y_align (ClutterActor *self)
15073 {
15074   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15075
15076   return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
15077 }
15078
15079
15080 /**
15081  * clutter_margin_new:
15082  *
15083  * Creates a new #ClutterMargin.
15084  *
15085  * Return value: (transfer full): a newly allocated #ClutterMargin. Use
15086  *   clutter_margin_free() to free the resources associated with it when
15087  *   done.
15088  *
15089  * Since: 1.10
15090  */
15091 ClutterMargin *
15092 clutter_margin_new (void)
15093 {
15094   return g_slice_new0 (ClutterMargin);
15095 }
15096
15097 /**
15098  * clutter_margin_copy:
15099  * @margin_: a #ClutterMargin
15100  *
15101  * Creates a new #ClutterMargin and copies the contents of @margin_ into
15102  * the newly created structure.
15103  *
15104  * Return value: (transfer full): a copy of the #ClutterMargin.
15105  *
15106  * Since: 1.10
15107  */
15108 ClutterMargin *
15109 clutter_margin_copy (const ClutterMargin *margin_)
15110 {
15111   if (G_LIKELY (margin_ != NULL))
15112     return g_slice_dup (ClutterMargin, margin_);
15113
15114   return NULL;
15115 }
15116
15117 /**
15118  * clutter_margin_free:
15119  * @margin_: a #ClutterMargin
15120  *
15121  * Frees the resources allocated by clutter_margin_new() and
15122  * clutter_margin_copy().
15123  *
15124  * Since: 1.10
15125  */
15126 void
15127 clutter_margin_free (ClutterMargin *margin_)
15128 {
15129   if (G_LIKELY (margin_ != NULL))
15130     g_slice_free (ClutterMargin, margin_);
15131 }
15132
15133 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
15134                      clutter_margin_copy,
15135                      clutter_margin_free)
15136
15137 /**
15138  * clutter_actor_set_margin:
15139  * @self: a #ClutterActor
15140  * @margin: a #ClutterMargin
15141  *
15142  * Sets all the components of the margin of a #ClutterActor.
15143  *
15144  * Since: 1.10
15145  */
15146 void
15147 clutter_actor_set_margin (ClutterActor        *self,
15148                           const ClutterMargin *margin)
15149 {
15150   ClutterLayoutInfo *info;
15151   gboolean changed;
15152   GObject *obj;
15153
15154   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15155   g_return_if_fail (margin != NULL);
15156
15157   obj = G_OBJECT (self);
15158   changed = FALSE;
15159
15160   g_object_freeze_notify (obj);
15161
15162   info = _clutter_actor_get_layout_info (self);
15163
15164   if (info->margin.top != margin->top)
15165     {
15166       info->margin.top = margin->top;
15167       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
15168       changed = TRUE;
15169     }
15170
15171   if (info->margin.right != margin->right)
15172     {
15173       info->margin.right = margin->right;
15174       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
15175       changed = TRUE;
15176     }
15177
15178   if (info->margin.bottom != margin->bottom)
15179     {
15180       info->margin.bottom = margin->bottom;
15181       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
15182       changed = TRUE;
15183     }
15184
15185   if (info->margin.left != margin->left)
15186     {
15187       info->margin.left = margin->left;
15188       g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
15189       changed = TRUE;
15190     }
15191
15192   if (changed)
15193     clutter_actor_queue_relayout (self);
15194
15195   g_object_thaw_notify (obj);
15196 }
15197
15198 /**
15199  * clutter_actor_get_margin:
15200  * @self: a #ClutterActor
15201  * @margin: (out caller-allocates): return location for a #ClutterMargin
15202  *
15203  * Retrieves all the components of the margin of a #ClutterActor.
15204  *
15205  * Since: 1.10
15206  */
15207 void
15208 clutter_actor_get_margin (ClutterActor  *self,
15209                           ClutterMargin *margin)
15210 {
15211   const ClutterLayoutInfo *info;
15212
15213   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15214   g_return_if_fail (margin != NULL);
15215
15216   info = _clutter_actor_get_layout_info_or_defaults (self);
15217
15218   *margin = info->margin;
15219 }
15220
15221 /**
15222  * clutter_actor_set_margin_top:
15223  * @self: a #ClutterActor
15224  * @margin: the top margin
15225  *
15226  * Sets the margin from the top of a #ClutterActor.
15227  *
15228  * Since: 1.10
15229  */
15230 void
15231 clutter_actor_set_margin_top (ClutterActor *self,
15232                               gfloat        margin)
15233 {
15234   ClutterLayoutInfo *info;
15235
15236   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15237   g_return_if_fail (margin >= 0.f);
15238
15239   info = _clutter_actor_get_layout_info (self);
15240
15241   if (info->margin.top == margin)
15242     return;
15243
15244   info->margin.top = margin;
15245
15246   clutter_actor_queue_relayout (self);
15247
15248   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
15249 }
15250
15251 /**
15252  * clutter_actor_get_margin_top:
15253  * @self: a #ClutterActor
15254  *
15255  * Retrieves the top margin of a #ClutterActor.
15256  *
15257  * Return value: the top margin
15258  *
15259  * Since: 1.10
15260  */
15261 gfloat
15262 clutter_actor_get_margin_top (ClutterActor *self)
15263 {
15264   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15265
15266   return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
15267 }
15268
15269 /**
15270  * clutter_actor_set_margin_bottom:
15271  * @self: a #ClutterActor
15272  * @margin: the bottom margin
15273  *
15274  * Sets the margin from the bottom of a #ClutterActor.
15275  *
15276  * Since: 1.10
15277  */
15278 void
15279 clutter_actor_set_margin_bottom (ClutterActor *self,
15280                                  gfloat        margin)
15281 {
15282   ClutterLayoutInfo *info;
15283
15284   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15285   g_return_if_fail (margin >= 0.f);
15286
15287   info = _clutter_actor_get_layout_info (self);
15288
15289   if (info->margin.bottom == margin)
15290     return;
15291
15292   info->margin.bottom = margin;
15293
15294   clutter_actor_queue_relayout (self);
15295
15296   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
15297 }
15298
15299 /**
15300  * clutter_actor_get_margin_bottom:
15301  * @self: a #ClutterActor
15302  *
15303  * Retrieves the bottom margin of a #ClutterActor.
15304  *
15305  * Return value: the bottom margin
15306  *
15307  * Since: 1.10
15308  */
15309 gfloat
15310 clutter_actor_get_margin_bottom (ClutterActor *self)
15311 {
15312   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15313
15314   return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
15315 }
15316
15317 /**
15318  * clutter_actor_set_margin_left:
15319  * @self: a #ClutterActor
15320  * @margin: the left margin
15321  *
15322  * Sets the margin from the left of a #ClutterActor.
15323  *
15324  * Since: 1.10
15325  */
15326 void
15327 clutter_actor_set_margin_left (ClutterActor *self,
15328                                gfloat        margin)
15329 {
15330   ClutterLayoutInfo *info;
15331
15332   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15333   g_return_if_fail (margin >= 0.f);
15334
15335   info = _clutter_actor_get_layout_info (self);
15336
15337   if (info->margin.left == margin)
15338     return;
15339
15340   info->margin.left = margin;
15341
15342   clutter_actor_queue_relayout (self);
15343
15344   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
15345 }
15346
15347 /**
15348  * clutter_actor_get_margin_left:
15349  * @self: a #ClutterActor
15350  *
15351  * Retrieves the left margin of a #ClutterActor.
15352  *
15353  * Return value: the left margin
15354  *
15355  * Since: 1.10
15356  */
15357 gfloat
15358 clutter_actor_get_margin_left (ClutterActor *self)
15359 {
15360   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15361
15362   return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
15363 }
15364
15365 /**
15366  * clutter_actor_set_margin_right:
15367  * @self: a #ClutterActor
15368  * @margin: the right margin
15369  *
15370  * Sets the margin from the right of a #ClutterActor.
15371  *
15372  * Since: 1.10
15373  */
15374 void
15375 clutter_actor_set_margin_right (ClutterActor *self,
15376                                 gfloat        margin)
15377 {
15378   ClutterLayoutInfo *info;
15379
15380   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15381   g_return_if_fail (margin >= 0.f);
15382
15383   info = _clutter_actor_get_layout_info (self);
15384
15385   if (info->margin.right == margin)
15386     return;
15387
15388   info->margin.right = margin;
15389
15390   clutter_actor_queue_relayout (self);
15391
15392   g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
15393 }
15394
15395 /**
15396  * clutter_actor_get_margin_right:
15397  * @self: a #ClutterActor
15398  *
15399  * Retrieves the right margin of a #ClutterActor.
15400  *
15401  * Return value: the right margin
15402  *
15403  * Since: 1.10
15404  */
15405 gfloat
15406 clutter_actor_get_margin_right (ClutterActor *self)
15407 {
15408   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15409
15410   return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
15411 }
15412
15413 /**
15414  * clutter_actor_set_background_color:
15415  * @self: a #ClutterActor
15416  * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
15417  *  set color
15418  *
15419  * Sets the background color of a #ClutterActor.
15420  *
15421  * The background color will be used to cover the whole allocation of the
15422  * actor. The default background color of an actor is transparent.
15423  *
15424  * To check whether an actor has a background color, you can use the
15425  * #ClutterActor:background-color-set actor property.
15426  *
15427  * Since: 1.10
15428  */
15429 void
15430 clutter_actor_set_background_color (ClutterActor       *self,
15431                                     const ClutterColor *color)
15432 {
15433   ClutterActorPrivate *priv;
15434
15435   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15436
15437   priv = self->priv;
15438
15439   if (color == NULL)
15440     {
15441       priv->bg_color_set = FALSE;
15442       g_object_notify_by_pspec (G_OBJECT (self),
15443                                 obj_props[PROP_BACKGROUND_COLOR_SET]);
15444       return;
15445     }
15446
15447   if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
15448     return;
15449
15450   priv->bg_color = *color;
15451   priv->bg_color_set = TRUE;
15452
15453   clutter_actor_queue_redraw (self);
15454
15455   g_object_notify_by_pspec (G_OBJECT (self),
15456                             obj_props[PROP_BACKGROUND_COLOR_SET]);
15457   g_object_notify_by_pspec (G_OBJECT (self),
15458                             obj_props[PROP_BACKGROUND_COLOR]);
15459 }
15460
15461 /**
15462  * clutter_actor_get_background_color:
15463  * @self: a #ClutterActor
15464  * @color: (out caller-allocates): return location for a #ClutterColor
15465  *
15466  * Retrieves the color set using clutter_actor_set_background_color().
15467  *
15468  * Since: 1.10
15469  */
15470 void
15471 clutter_actor_get_background_color (ClutterActor *self,
15472                                     ClutterColor *color)
15473 {
15474   g_return_if_fail (CLUTTER_IS_ACTOR (self));
15475   g_return_if_fail (color != NULL);
15476
15477   *color = self->priv->bg_color;
15478 }
15479
15480 /**
15481  * clutter_actor_get_previous_sibling:
15482  * @self: a #ClutterActor
15483  *
15484  * Retrieves the sibling of @self that comes before it in the list
15485  * of children of @self's parent.
15486  *
15487  * The returned pointer is only valid until the scene graph changes; it
15488  * is not safe to modify the list of children of @self while iterating
15489  * it.
15490  *
15491  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15492  *
15493  * Since: 1.10
15494  */
15495 ClutterActor *
15496 clutter_actor_get_previous_sibling (ClutterActor *self)
15497 {
15498   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15499
15500   return self->priv->prev_sibling;
15501 }
15502
15503 /**
15504  * clutter_actor_get_next_sibling:
15505  * @self: a #ClutterActor
15506  *
15507  * Retrieves the sibling of @self that comes after it in the list
15508  * of children of @self's parent.
15509  *
15510  * The returned pointer is only valid until the scene graph changes; it
15511  * is not safe to modify the list of children of @self while iterating
15512  * it.
15513  *
15514  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15515  *
15516  * Since: 1.10
15517  */
15518 ClutterActor *
15519 clutter_actor_get_next_sibling (ClutterActor *self)
15520 {
15521   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15522
15523   return self->priv->next_sibling;
15524 }
15525
15526 /**
15527  * clutter_actor_get_first_child:
15528  * @self: a #ClutterActor
15529  *
15530  * Retrieves the first child of @self.
15531  *
15532  * The returned pointer is only valid until the scene graph changes; it
15533  * is not safe to modify the list of children of @self while iterating
15534  * it.
15535  *
15536  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15537  *
15538  * Since: 1.10
15539  */
15540 ClutterActor *
15541 clutter_actor_get_first_child (ClutterActor *self)
15542 {
15543   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15544
15545   return self->priv->first_child;
15546 }
15547
15548 /**
15549  * clutter_actor_get_last_child:
15550  * @self: a #ClutterActor
15551  *
15552  * Retrieves the last child of @self.
15553  *
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
15556  * it.
15557  *
15558  * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15559  *
15560  * Since: 1.10
15561  */
15562 ClutterActor *
15563 clutter_actor_get_last_child (ClutterActor *self)
15564 {
15565   g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15566
15567   return self->priv->last_child;
15568 }
15569
15570 /* easy way to have properly named fields instead of the dummy ones
15571  * we use in the public structure
15572  */
15573 typedef struct _RealActorIter
15574 {
15575   ClutterActor *root;           /* dummy1 */
15576   ClutterActor *current;        /* dummy2 */
15577   gpointer padding_1;           /* dummy3 */
15578   gint age;                     /* dummy4 */
15579   gpointer padding_2;           /* dummy5 */
15580 } RealActorIter;
15581
15582 /**
15583  * clutter_actor_iter_init:
15584  * @iter: a #ClutterActorIter
15585  * @root: a #ClutterActor
15586  *
15587  * Initializes a #ClutterActorIter, which can then be used to iterate
15588  * efficiently over a section of the scene graph, and associates it
15589  * with @root.
15590  *
15591  * Modifying the scene graph section that contains @root will invalidate
15592  * the iterator.
15593  *
15594  * |[
15595  *   ClutterActorIter iter;
15596  *   ClutterActor *child;
15597  *
15598  *   clutter_actor_iter_init (&iter, container);
15599  *   while (clutter_actor_iter_next (&iter, &child))
15600  *     {
15601  *       /&ast; do something with child &ast;/
15602  *     }
15603  * ]|
15604  *
15605  * Since: 1.10
15606  */
15607 void
15608 clutter_actor_iter_init (ClutterActorIter *iter,
15609                          ClutterActor     *root)
15610 {
15611   RealActorIter *ri = (RealActorIter *) iter;
15612
15613   g_return_if_fail (iter != NULL);
15614   g_return_if_fail (CLUTTER_IS_ACTOR (root));
15615
15616   ri->root = root;
15617   ri->current = NULL;
15618   ri->age = root->priv->age;
15619 }
15620
15621 /**
15622  * clutter_actor_iter_next:
15623  * @iter: a #ClutterActorIter
15624  * @child: (out): return location for a #ClutterActor
15625  *
15626  * Advances the @iter and retrieves the next child of the root #ClutterActor
15627  * that was used to initialize the #ClutterActorIterator.
15628  *
15629  * If the iterator can advance, this function returns %TRUE and sets the
15630  * @child argument.
15631  *
15632  * If the iterator cannot advance, this function returns %FALSE, and
15633  * the contents of @child are undefined.
15634  *
15635  * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15636  *
15637  * Since: 1.10
15638  */
15639 gboolean
15640 clutter_actor_iter_next (ClutterActorIter  *iter,
15641                          ClutterActor     **child)
15642 {
15643   RealActorIter *ri = (RealActorIter *) iter;
15644
15645   g_return_val_if_fail (iter != NULL, FALSE);
15646   g_return_val_if_fail (ri->root != NULL, FALSE);
15647 #ifndef G_DISABLE_ASSERT
15648   g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15649 #endif
15650
15651   if (ri->current == NULL)
15652     ri->current = ri->root->priv->first_child;
15653   else
15654     ri->current = ri->current->priv->next_sibling;
15655
15656   if (child != NULL)
15657     *child = ri->current;
15658
15659   return ri->current != NULL;
15660 }
15661
15662 /**
15663  * clutter_actor_iter_next:
15664  * @iter: a #ClutterActorIter
15665  * @child: (out): return location for a #ClutterActor
15666  *
15667  * Advances the @iter and retrieves the previous child of the root
15668  * #ClutterActor that was used to initialize the #ClutterActorIterator.
15669  *
15670  * If the iterator can advance, this function returns %TRUE and sets the
15671  * @child argument.
15672  *
15673  * If the iterator cannot advance, this function returns %FALSE, and
15674  * the contents of @child are undefined.
15675  *
15676  * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15677  *
15678  * Since: 1.10
15679  */
15680 gboolean
15681 clutter_actor_iter_prev (ClutterActorIter  *iter,
15682                          ClutterActor     **child)
15683 {
15684   RealActorIter *ri = (RealActorIter *) iter;
15685
15686   g_return_val_if_fail (iter != NULL, FALSE);
15687   g_return_val_if_fail (ri->root != NULL, FALSE);
15688 #ifndef G_DISABLE_ASSERT
15689   g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15690 #endif
15691
15692   if (ri->current == NULL)
15693     ri->current = ri->root->priv->last_child;
15694   else
15695     ri->current = ri->current->priv->prev_sibling;
15696
15697   if (child != NULL)
15698     *child = ri->current;
15699
15700   return ri->current != NULL;
15701 }
15702
15703 /**
15704  * clutter_actor_iter_remove:
15705  * @iter: a #ClutterActorIter
15706  *
15707  * Safely removes the #ClutterActor currently pointer to by the iterator
15708  * from its parent.
15709  *
15710  * This function can only be called after clutter_actor_iter_next() or
15711  * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15712  * than once for the same actor.
15713  *
15714  * This function will call clutter_actor_remove_child() internally.
15715  *
15716  * Since: 1.10
15717  */
15718 void
15719 clutter_actor_iter_remove (ClutterActorIter *iter)
15720 {
15721   RealActorIter *ri = (RealActorIter *) iter;
15722   ClutterActor *cur;
15723
15724   g_return_if_fail (iter != NULL);
15725   g_return_if_fail (ri->root != NULL);
15726 #ifndef G_DISABLE_ASSERT
15727   g_return_if_fail (ri->age == ri->root->priv->age);
15728 #endif
15729   g_return_if_fail (ri->current != NULL);
15730
15731   cur = ri->current;
15732
15733   if (cur != NULL)
15734     {
15735       ri->current = cur->priv->prev_sibling;
15736
15737       clutter_actor_remove_child_internal (ri->root, cur,
15738                                            REMOVE_CHILD_DEFAULT_FLAGS);
15739
15740       ri->age += 1;
15741     }
15742 }
15743
15744 /**
15745  * clutter_actor_iter_destroy:
15746  * @iter: a #ClutterActorIter
15747  *
15748  * Safely destroys the #ClutterActor currently pointer to by the iterator
15749  * from its parent.
15750  *
15751  * This function can only be called after clutter_actor_iter_next() or
15752  * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15753  * than once for the same actor.
15754  *
15755  * This function will call clutter_actor_destroy() internally.
15756  *
15757  * Since: 1.10
15758  */
15759 void
15760 clutter_actor_iter_destroy (ClutterActorIter *iter)
15761 {
15762   RealActorIter *ri = (RealActorIter *) iter;
15763   ClutterActor *cur;
15764
15765   g_return_if_fail (iter != NULL);
15766   g_return_if_fail (ri->root != NULL);
15767 #ifndef G_DISABLE_ASSERT
15768   g_return_if_fail (ri->age == ri->root->priv->age);
15769 #endif
15770   g_return_if_fail (ri->current != NULL);
15771
15772   cur = ri->current;
15773
15774   if (cur != NULL)
15775     {
15776       ri->current = cur->priv->prev_sibling;
15777
15778       clutter_actor_destroy (cur);
15779
15780       ri->age += 1;
15781     }
15782 }