4 * An OpenGL based 'interactive canvas' library.
6 * Authored By Matthew Allum <mallum@openedhand.com>
8 * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
9 * Copyright (C) 2009, 2010 Intel Corp
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library. If not, see <http://www.gnu.org/licenses/>.
26 * SECTION:clutter-actor
27 * @short_description: Base abstract class for all visual stage actors.
29 * The ClutterActor class is the basic element of the scene graph in Clutter,
30 * and it encapsulates the position, size, and transformations of a node in
33 * <refsect2 id="ClutterActor-transformations">
34 * <title>Actor transformations</title>
35 * <para>Each actor can be transformed using methods like
36 * clutter_actor_set_scale() or clutter_actor_set_rotation(). The order
37 * in which the transformations are applied is decided by Clutter and it is
38 * the following:</para>
40 * <listitem><para>translation by the origin of the #ClutterActor:allocation;</para></listitem>
41 * <listitem><para>translation by the actor's #ClutterActor:depth;</para></listitem>
42 * <listitem><para>scaling by the #ClutterActor:scale-x and #ClutterActor:scale-y factors;</para></listitem>
43 * <listitem><para>rotation around the #ClutterActor:rotation-z-angle and #ClutterActor:rotation-z-center;</para></listitem>
44 * <listitem><para>rotation around the #ClutterActor:rotation-y-angle and #ClutterActor:rotation-y-center;</para></listitem>
45 * <listitem><para>rotation around the #ClutterActor:rotation-x-angle and #ClutterActor:rotation-x-center;</para></listitem>
46 * <listitem><para>negative translation by the #ClutterActor:anchor-x and #ClutterActor:anchor-y point.</para></listitem>
50 * <refsect2 id="ClutterActor-geometry">
51 * <title>Modifying an actor's geometry</title>
52 * <para>Each actor has a bounding box, called #ClutterActor:allocation
53 * which is either set by its parent or explicitly through the
54 * clutter_actor_set_position() and clutter_actor_set_size() methods.
55 * Each actor also has an implicit preferred size.</para>
56 * <para>An actor’s preferred size can be defined by any subclass by
57 * overriding the #ClutterActorClass.get_preferred_width() and the
58 * #ClutterActorClass.get_preferred_height() virtual functions, or it can
59 * be explicitly set by using clutter_actor_set_width() and
60 * clutter_actor_set_height().</para>
61 * <para>An actor’s position can be set explicitly by using
62 * clutter_actor_set_x() and clutter_actor_set_y(); the coordinates are
63 * relative to the origin of the actor’s parent.</para>
66 * <refsect2 id="ClutterActor-children">
67 * <title>Managing actor children</title>
68 * <para>Each actor can have multiple children, by calling
69 * clutter_actor_add_child() to add a new child actor, and
70 * clutter_actor_remove_child() to remove an existing child. #ClutterActor
71 * will hold a reference on each child actor, which will be released when
72 * the child is removed from its parent, or destroyed using
73 * clutter_actor_destroy().</para>
74 * <informalexample><programlisting>
75 * ClutterActor *actor = clutter_actor_new ();
77 * /* set the bounding box of the actor */
78 * clutter_actor_set_position (actor, 0, 0);
79 * clutter_actor_set_size (actor, 480, 640);
81 * /* set the background color of the actor */
82 * clutter_actor_set_background_color (actor, CLUTTER_COLOR_Orange);
84 * /* set the bounding box of the child, relative to the parent */
85 * ClutterActor *child = clutter_actor_new ();
86 * clutter_actor_set_position (child, 20, 20);
87 * clutter_actor_set_size (child, 80, 240);
89 * /* set the background color of the child */
90 * clutter_actor_set_background_color (child, CLUTTER_COLOR_Blue);
92 * /* add the child to the actor */
93 * clutter_actor_add_child (actor, child);
94 * </programlisting></informalexample>
95 * <para>Children can be inserted at a given index, or above and below
96 * another child actor. The order of insertion determines the order of the
97 * children when iterating over them. Iterating over children is performed
98 * by using clutter_actor_get_first_child(), clutter_actor_get_previous_sibling(),
99 * clutter_actor_get_next_sibling(), and clutter_actor_get_last_child(). It is
100 * also possible to retrieve a list of children by using
101 * clutter_actor_get_children(), as well as retrieving a specific child at a
102 * given index by using clutter_actor_get_child_at_index().</para>
103 * <para>If you need to track additions of children to a #ClutterActor, use
104 * the #ClutterContainer::actor-added signal; similarly, to track removals
105 * of children from a ClutterActor, use the #ClutterContainer::actor-removed
107 * <informalexample><programlisting>
108 * <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" parse="text" href="../../../../tests/interactive/test-actor.c">
109 * <xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback>
111 * </programlisting></informalexample>
112 * <figure id="bin-layout">
113 * <title>Actors</title>
114 * <graphic fileref="test-actor.png" format="PNG"/>
118 * <refsect2 id="ClutterActor-events">
119 * <title>Handling events on an actor</title>
120 * <para>A #ClutterActor can receive and handle input device events, for
121 * instance pointer events and key events, as long as its
122 * #ClutterActor:reactive property is set to %TRUE.</para>
123 * <para>Once an actor has been determined to be the source of an event,
124 * Clutter will traverse the scene graph from the top-level actor towards the
125 * event source, emitting the #ClutterActor::captured-event signal on each
126 * ancestor until it reaches the source; this phase is also called
127 * <emphasis>the capture phase</emphasis>. If the event propagation was not
128 * stopped, the graph is walked backwards, from the source actor to the
129 * top-level, and the #ClutterActor::event signal, along with other event
130 * signals if needed, is emitted; this phase is also called <emphasis>the
131 * bubble phase</emphasis>. At any point of the signal emission, signal
132 * handlers can stop the propagation through the scene graph by returning
133 * %CLUTTER_EVENT_STOP; otherwise, they can continue the propagation by
134 * returning %CLUTTER_EVENT_PROPAGATE.</para>
137 * <refsect2 id="ClutterActor-subclassing">
138 * <title>Implementing an actor</title>
139 * <para>Careful consideration should be given when deciding to implement
140 * a #ClutterActor sub-class. It is generally recommended to implement a
141 * sub-class of #ClutterActor only for actors that should be used as leaf
142 * nodes of a scene graph.</para>
143 * <para>If your actor should be painted in a custom way, you should
144 * override the #ClutterActor::paint signal class handler. You can either
145 * opt to chain up to the parent class implementation or decide to fully
146 * override the default paint implementation; Clutter will set up the
147 * transformations and clip regions prior to emitting the #ClutterActor::paint
149 * <para>By overriding the #ClutterActorClass.get_preferred_width() and
150 * #ClutterActorClass.get_preferred_height() virtual functions it is
151 * possible to change or provide the preferred size of an actor; similarly,
152 * by overriding the #ClutterActorClass.allocate() virtual function it is
153 * possible to control the layout of the children of an actor. Make sure to
154 * always chain up to the parent implementation of the
155 * #ClutterActorClass.allocate() virtual function.</para>
156 * <para>In general, it is strongly encouraged to use delegation and
157 * composition instead of direct subclassing.</para>
160 * <refsect2 id="ClutterActor-script">
161 * <title>ClutterActor custom properties for #ClutterScript</title>
162 * <para>#ClutterActor defines a custom "rotation" property which
163 * allows a short-hand description of the rotations to be applied
164 * to an actor.</para>
165 * <para>The syntax of the "rotation" property is the following:</para>
169 * { "<axis>" : [ <angle>, [ <center> ] ] }
173 * <para>where the <emphasis>axis</emphasis> is the name of an enumeration
174 * value of type #ClutterRotateAxis and <emphasis>angle</emphasis> is a
175 * floating point value representing the rotation angle on the given axis,
177 * <para>The <emphasis>center</emphasis> array is optional, and if present
178 * it must contain the center of rotation as described by two coordinates:
179 * Y and Z for "x-axis"; X and Z for "y-axis"; and X and Y for
181 * <para>#ClutterActor will also parse every positional and dimensional
182 * property defined as a string through clutter_units_from_string(); you
183 * should read the documentation for the #ClutterUnits parser format for
184 * the valid units and syntax.</para>
187 * <refsect2 id="ClutterActor-animating">
188 * <title>Custom animatable properties</title>
189 * <para>#ClutterActor allows accessing properties of #ClutterAction
190 * and #ClutterConstraint instances associated to an actor instance
191 * for animation purposes.</para>
192 * <para>In order to access a specific #ClutterAction or a #ClutterConstraint
193 * property it is necessary to set the #ClutterActorMeta:name property on the
194 * given action or constraint.</para>
195 * <para>The property can be accessed using the following syntax:</para>
198 * @<section>.<meta-name>.<property-name>
201 * <para>The initial <emphasis>@</emphasis> is mandatory.</para>
202 * <para>The <emphasis>section</emphasis> fragment can be one between
203 * "actions", "constraints" and "effects".</para>
204 * <para>The <emphasis>meta-name</emphasis> fragment is the name of the
205 * action or constraint, as specified by the #ClutterActorMeta:name
207 * <para>The <emphasis>property-name</emphasis> fragment is the name of the
208 * action or constraint property to be animated.</para>
209 * <para>The example below animates a #ClutterBindConstraint applied to an
210 * actor using clutter_actor_animate(). The <emphasis>rect</emphasis> has
211 * a binding constraint for the <emphasis>origin</emphasis> actor, and in
212 * its initial state is fully transparent and overlapping the actor to
213 * which is bound to. </para>
214 * <informalexample><programlisting>
215 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0);
216 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x");
217 * clutter_actor_add_constraint (rect, constraint);
219 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0);
220 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y");
221 * clutter_actor_add_constraint (rect, constraint);
223 * clutter_actor_set_reactive (rect, TRUE);
224 * clutter_actor_set_opacity (rect, 0);
226 * g_signal_connect (rect, "button-press-event",
227 * G_CALLBACK (on_button_press),
229 * </programlisting></informalexample>
230 * <para>On button press, the rectangle "slides" from behind the actor to
231 * which is bound to, using the #ClutterBindConstraint:offset property and
232 * the #ClutterActor:opacity property.</para>
233 * <informalexample><programlisting>
234 * float new_offset = clutter_actor_get_width (origin) + h_padding;
236 * clutter_actor_animate (rect, CLUTTER_EASE_OUT_CUBIC, 500,
238 * "@constraints.bind-x.offset", new_offset,
240 * </programlisting></informalexample>
245 * CLUTTER_ACTOR_IS_MAPPED:
246 * @a: a #ClutterActor
248 * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
250 * The mapped state is set when the actor is visible and all its parents up
251 * to a top-level (e.g. a #ClutterStage) are visible, realized, and mapped.
253 * This check can be used to see if an actor is going to be painted, as only
254 * actors with the %CLUTTER_ACTOR_MAPPED flag set are going to be painted.
256 * The %CLUTTER_ACTOR_MAPPED flag is managed by Clutter itself, and it should
257 * not be checked directly; instead, the recommended usage is to connect a
258 * handler on the #GObject::notify signal for the #ClutterActor:mapped
259 * property of #ClutterActor, and check the presence of
260 * the %CLUTTER_ACTOR_MAPPED flag on state changes.
262 * It is also important to note that Clutter may delay the changes of
263 * the %CLUTTER_ACTOR_MAPPED flag on top-levels due to backend-specific
264 * limitations, or during the reparenting of an actor, to optimize
265 * unnecessary (and potentially expensive) state changes.
271 * CLUTTER_ACTOR_IS_REALIZED:
272 * @a: a #ClutterActor
274 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
276 * The realized state has an actor-dependant interpretation. If an
277 * actor wants to delay allocating resources until it is attached to a
278 * stage, it may use the realize state to do so. However it is
279 * perfectly acceptable for an actor to allocate Cogl resources before
280 * being realized because there is only one drawing context used by Clutter
281 * so any resources will work on any stage. If an actor is mapped it
282 * must also be realized, but an actor can be realized and unmapped
283 * (this is so hiding an actor temporarily doesn't do an expensive
284 * unrealize/realize).
286 * To be realized an actor must be inside a stage, and all its parents
293 * CLUTTER_ACTOR_IS_VISIBLE:
294 * @a: a #ClutterActor
296 * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
297 * Equivalent to the ClutterActor::visible object property.
299 * Note that an actor is only painted onscreen if it's mapped, which
300 * means it's visible, and all its parents are visible, and one of the
301 * parents is a toplevel stage; see also %CLUTTER_ACTOR_IS_MAPPED.
307 * CLUTTER_ACTOR_IS_REACTIVE:
308 * @a: a #ClutterActor
310 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
312 * Only reactive actors will receive event-related signals.
323 #include "cogl/cogl.h"
325 #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
327 #include "clutter-actor-private.h"
329 #include "clutter-action.h"
330 #include "clutter-actor-meta-private.h"
331 #include "clutter-animatable.h"
332 #include "clutter-color-static.h"
333 #include "clutter-color.h"
334 #include "clutter-constraint.h"
335 #include "clutter-container.h"
336 #include "clutter-debug.h"
337 #include "clutter-effect-private.h"
338 #include "clutter-enum-types.h"
339 #include "clutter-fixed-layout.h"
340 #include "clutter-main.h"
341 #include "clutter-marshal.h"
342 #include "clutter-flatten-effect.h"
343 #include "clutter-paint-volume-private.h"
344 #include "clutter-private.h"
345 #include "clutter-profile.h"
346 #include "clutter-scriptable.h"
347 #include "clutter-script-private.h"
348 #include "clutter-stage-private.h"
349 #include "clutter-units.h"
351 #include "deprecated/clutter-behaviour.h"
352 #include "deprecated/clutter-container.h"
354 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
355 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
357 /* Internal enum used to control mapped state update. This is a hint
358 * which indicates when to do something other than just enforce
362 MAP_STATE_CHECK, /* just enforce invariants. */
363 MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
364 * used when about to unparent.
366 MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met;
367 * used to set mapped on toplevels.
369 MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped,
370 * used just before unmapping parent.
374 /* 3 entries should be a good compromise, few layout managers
375 * will ask for 3 different preferred size in each allocation cycle */
376 #define N_CACHED_SIZE_REQUESTS 3
378 struct _ClutterActorPrivate
381 ClutterRequestMode request_mode;
383 /* our cached size requests for different width / height */
384 SizeRequest width_requests[N_CACHED_SIZE_REQUESTS];
385 SizeRequest height_requests[N_CACHED_SIZE_REQUESTS];
387 /* An age of 0 means the entry is not set */
388 guint cached_height_age;
389 guint cached_width_age;
391 /* the bounding box of the actor, relative to the parent's
394 ClutterActorBox allocation;
395 ClutterAllocationFlags allocation_flags;
400 /* clip, in actor coordinates */
401 cairo_rectangle_t clip;
403 /* the cached transformation matrix; see apply_transform() */
404 CoglMatrix transform;
407 gint opacity_override;
409 ClutterOffscreenRedirect offscreen_redirect;
411 /* This is an internal effect used to implement the
412 offscreen-redirect property */
413 ClutterEffect *flatten_effect;
416 ClutterActor *parent;
417 ClutterActor *prev_sibling;
418 ClutterActor *next_sibling;
419 ClutterActor *first_child;
420 ClutterActor *last_child;
424 /* tracks whenever the children of an actor are changed; the
425 * age is incremented by 1 whenever an actor is added or
426 * removed. the age is not incremented when the first or the
427 * last child pointers are changed, or when grandchildren of
428 * an actor are changed.
432 gchar *name; /* a non-unique name, used for debugging */
433 guint32 id; /* unique id, used for backward compatibility */
435 gint32 pick_id; /* per-stage unique id, used for picking */
437 /* a back-pointer to the Pango context that we can use
438 * to create pre-configured PangoLayout
440 PangoContext *pango_context;
442 /* the text direction configured for this child - either by
443 * application code, or by the actor's parent
445 ClutterTextDirection text_direction;
447 /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
451 ClutterMetaGroup *actions;
452 ClutterMetaGroup *constraints;
453 ClutterMetaGroup *effects;
455 /* delegate object used to allocate the children of this actor */
456 ClutterLayoutManager *layout_manager;
458 /* used when painting, to update the paint volume */
459 ClutterEffect *current_effect;
461 /* This is used to store an effect which needs to be redrawn. A
462 redraw can be queued to start from a particular effect. This is
463 used by parametrised effects that can cache an image of the
464 actor. If a parameter of the effect changes then it only needs to
465 redraw the cached image, not the actual actor. The pointer is
466 only valid if is_dirty == TRUE. If the pointer is NULL then the
467 whole actor is dirty. */
468 ClutterEffect *effect_to_redraw;
470 /* This is used when painting effects to implement the
471 clutter_actor_continue_paint() function. It points to the node in
472 the list of effects that is next in the chain */
473 const GList *next_effect_to_paint;
475 ClutterPaintVolume paint_volume;
477 /* NB: This volume isn't relative to this actor, it is in eye
478 * coordinates so that it can remain valid after the actor changes.
480 ClutterPaintVolume last_paint_volume;
482 ClutterStageQueueRedrawEntry *queue_redraw_entry;
484 ClutterColor bg_color;
488 /* fixed position and sizes */
489 guint position_set : 1;
490 guint min_width_set : 1;
491 guint min_height_set : 1;
492 guint natural_width_set : 1;
493 guint natural_height_set : 1;
494 /* cached request is invalid (implies allocation is too) */
495 guint needs_width_request : 1;
496 /* cached request is invalid (implies allocation is too) */
497 guint needs_height_request : 1;
498 /* cached allocation is invalid (request has changed, probably) */
499 guint needs_allocation : 1;
500 guint show_on_set_parent : 1;
502 guint clip_to_allocation : 1;
503 guint enable_model_view_transform : 1;
504 guint enable_paint_unmapped : 1;
505 guint has_pointer : 1;
506 guint propagated_one_redraw : 1;
507 guint paint_volume_valid : 1;
508 guint last_paint_volume_valid : 1;
509 guint in_clone_paint : 1;
510 guint transform_valid : 1;
511 /* This is TRUE if anything has queued a redraw since we were last
512 painted. In this case effect_to_redraw will point to an effect
513 the redraw was queued from or it will be NULL if the redraw was
514 queued without an effect. */
516 guint bg_color_set : 1;
525 /* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
526 * when set they force a size request, when gotten they
527 * get the allocation if the allocation is valid, and the
535 /* Then the rest of these size-related properties are the "actual"
536 * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
541 PROP_FIXED_POSITION_SET,
550 PROP_NATURAL_WIDTH_SET,
553 PROP_NATURAL_HEIGHT_SET,
557 /* Allocation properties are read-only */
564 PROP_CLIP_TO_ALLOCATION,
568 PROP_OFFSCREEN_REDIRECT,
581 PROP_ROTATION_ANGLE_X,
582 PROP_ROTATION_ANGLE_Y,
583 PROP_ROTATION_ANGLE_Z,
584 PROP_ROTATION_CENTER_X,
585 PROP_ROTATION_CENTER_Y,
586 PROP_ROTATION_CENTER_Z,
587 /* This property only makes sense for the z rotation because the
588 others would depend on the actor having a size along the
590 PROP_ROTATION_CENTER_Z_GRAVITY,
596 PROP_SHOW_ON_SET_PARENT,
614 PROP_BACKGROUND_COLOR,
615 PROP_BACKGROUND_COLOR_SET,
623 static GParamSpec *obj_props[PROP_LAST];
642 BUTTON_RELEASE_EVENT,
654 static guint actor_signals[LAST_SIGNAL] = { 0, };
656 static void clutter_container_iface_init (ClutterContainerIface *iface);
657 static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
658 static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
659 static void atk_implementor_iface_init (AtkImplementorIface *iface);
661 /* These setters are all static for now, maybe they should be in the
662 * public API, but they are perhaps obscure enough to leave only as
665 static void clutter_actor_set_min_width (ClutterActor *self,
667 static void clutter_actor_set_min_height (ClutterActor *self,
669 static void clutter_actor_set_natural_width (ClutterActor *self,
670 gfloat natural_width);
671 static void clutter_actor_set_natural_height (ClutterActor *self,
672 gfloat natural_height);
673 static void clutter_actor_set_min_width_set (ClutterActor *self,
674 gboolean use_min_width);
675 static void clutter_actor_set_min_height_set (ClutterActor *self,
676 gboolean use_min_height);
677 static void clutter_actor_set_natural_width_set (ClutterActor *self,
678 gboolean use_natural_width);
679 static void clutter_actor_set_natural_height_set (ClutterActor *self,
680 gboolean use_natural_height);
681 static void clutter_actor_update_map_state (ClutterActor *self,
682 MapStateChange change);
683 static void clutter_actor_unrealize_not_hiding (ClutterActor *self);
685 /* Helper routines for managing anchor coords */
686 static void clutter_anchor_coord_get_units (ClutterActor *self,
687 const AnchorCoord *coord,
691 static void clutter_anchor_coord_set_units (AnchorCoord *coord,
696 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
697 static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
698 ClutterGravity gravity);
700 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
702 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
704 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
705 ClutterActor *ancestor,
708 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
710 static guint8 clutter_actor_get_paint_opacity_internal (ClutterActor *self);
712 static void on_layout_manager_changed (ClutterLayoutManager *manager,
715 /* Helper macro which translates by the anchor coord, applies the
716 given transformation and then translates back */
717 #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \
718 gfloat _tx, _ty, _tz; \
719 clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \
720 cogl_matrix_translate ((m), _tx, _ty, _tz); \
722 cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
724 static GQuark quark_shader_data = 0;
725 static GQuark quark_actor_layout_info = 0;
726 static GQuark quark_actor_transform_info = 0;
728 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
730 G_TYPE_INITIALLY_UNOWNED,
731 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
732 clutter_container_iface_init)
733 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
734 clutter_scriptable_iface_init)
735 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
736 clutter_animatable_iface_init)
737 G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR,
738 atk_implementor_iface_init));
741 * clutter_actor_get_debug_name:
742 * @actor: a #ClutterActor
744 * Retrieves a printable name of @actor for debugging messages
746 * Return value: a string with a printable name
749 _clutter_actor_get_debug_name (ClutterActor *actor)
751 return actor->priv->name != NULL ? actor->priv->name
752 : G_OBJECT_TYPE_NAME (actor);
755 #ifdef CLUTTER_ENABLE_DEBUG
756 /* XXX - this is for debugging only, remove once working (or leave
757 * in only in some debug mode). Should leave it for a little while
758 * until we're confident in the new map/realize/visible handling.
761 clutter_actor_verify_map_state (ClutterActor *self)
763 ClutterActorPrivate *priv = self->priv;
765 if (CLUTTER_ACTOR_IS_REALIZED (self))
767 /* all bets are off during reparent when we're potentially realized,
768 * but should not be according to invariants
770 if (!CLUTTER_ACTOR_IN_REPARENT (self))
772 if (priv->parent == NULL)
774 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
778 g_warning ("Realized non-toplevel actor '%s' should "
780 _clutter_actor_get_debug_name (self));
782 else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
784 g_warning ("Realized actor %s has an unrealized parent %s",
785 _clutter_actor_get_debug_name (self),
786 _clutter_actor_get_debug_name (priv->parent));
791 if (CLUTTER_ACTOR_IS_MAPPED (self))
793 if (!CLUTTER_ACTOR_IS_REALIZED (self))
794 g_warning ("Actor '%s' is mapped but not realized",
795 _clutter_actor_get_debug_name (self));
797 /* remaining bets are off during reparent when we're potentially
798 * mapped, but should not be according to invariants
800 if (!CLUTTER_ACTOR_IN_REPARENT (self))
802 if (priv->parent == NULL)
804 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
806 if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
807 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
809 g_warning ("Toplevel actor '%s' is mapped "
811 _clutter_actor_get_debug_name (self));
816 g_warning ("Mapped actor '%s' should have a parent",
817 _clutter_actor_get_debug_name (self));
822 ClutterActor *iter = self;
824 /* check for the enable_paint_unmapped flag on the actor
825 * and parents; if the flag is enabled at any point of this
826 * branch of the scene graph then all the later checks
831 if (iter->priv->enable_paint_unmapped)
834 iter = iter->priv->parent;
837 if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
839 g_warning ("Actor '%s' should not be mapped if parent '%s'"
841 _clutter_actor_get_debug_name (self),
842 _clutter_actor_get_debug_name (priv->parent));
845 if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
847 g_warning ("Actor '%s' should not be mapped if parent '%s'"
849 _clutter_actor_get_debug_name (self),
850 _clutter_actor_get_debug_name (priv->parent));
853 if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
855 if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent))
856 g_warning ("Actor '%s' is mapped but its non-toplevel "
857 "parent '%s' is not mapped",
858 _clutter_actor_get_debug_name (self),
859 _clutter_actor_get_debug_name (priv->parent));
866 #endif /* CLUTTER_ENABLE_DEBUG */
869 clutter_actor_set_mapped (ClutterActor *self,
872 if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
877 CLUTTER_ACTOR_GET_CLASS (self)->map (self);
878 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
882 CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
883 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
887 /* this function updates the mapped and realized states according to
888 * invariants, in the appropriate order.
891 clutter_actor_update_map_state (ClutterActor *self,
892 MapStateChange change)
896 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
898 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
900 /* the mapped flag on top-level actors must be set by the
901 * per-backend implementation because it might be asynchronous.
903 * That is, the MAPPED flag on toplevels currently tracks the X
904 * server mapped-ness of the window, while the expected behavior
905 * (if used to GTK) may be to track WM_STATE!=WithdrawnState.
906 * This creates some weird complexity by breaking the invariant
907 * that if we're visible and all ancestors shown then we are
908 * also mapped - instead, we are mapped if all ancestors
909 * _possibly excepting_ the stage are mapped. The stage
910 * will map/unmap for example when it is minimized or
911 * moved to another workspace.
913 * So, the only invariant on the stage is that if visible it
914 * should be realized, and that it has to be visible to be
917 if (CLUTTER_ACTOR_IS_VISIBLE (self))
918 clutter_actor_realize (self);
922 case MAP_STATE_CHECK:
925 case MAP_STATE_MAKE_MAPPED:
926 g_assert (!was_mapped);
927 clutter_actor_set_mapped (self, TRUE);
930 case MAP_STATE_MAKE_UNMAPPED:
931 g_assert (was_mapped);
932 clutter_actor_set_mapped (self, FALSE);
935 case MAP_STATE_MAKE_UNREALIZED:
936 /* we only use MAKE_UNREALIZED in unparent,
937 * and unparenting a stage isn't possible.
938 * If someone wants to just unrealize a stage
939 * then clutter_actor_unrealize() doesn't
940 * go through this codepath.
942 g_warning ("Trying to force unrealize stage is not allowed");
946 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
947 !CLUTTER_ACTOR_IS_VISIBLE (self) &&
948 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
950 g_warning ("Clutter toplevel of type '%s' is not visible, but "
951 "it is somehow still mapped",
952 _clutter_actor_get_debug_name (self));
957 ClutterActorPrivate *priv = self->priv;
958 ClutterActor *parent = priv->parent;
959 gboolean should_be_mapped;
960 gboolean may_be_realized;
961 gboolean must_be_realized;
963 should_be_mapped = FALSE;
964 may_be_realized = TRUE;
965 must_be_realized = FALSE;
967 if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
969 may_be_realized = FALSE;
973 /* Maintain invariant that if parent is mapped, and we are
974 * visible, then we are mapped ... unless parent is a
975 * stage, in which case we map regardless of parent's map
976 * state but do require stage to be visible and realized.
978 * If parent is realized, that does not force us to be
979 * realized; but if parent is unrealized, that does force
980 * us to be unrealized.
982 * The reason we don't force children to realize with
983 * parents is _clutter_actor_rerealize(); if we require that
984 * a realized parent means children are realized, then to
985 * unrealize an actor we would have to unrealize its
986 * parents, which would end up meaning unrealizing and
987 * hiding the entire stage. So we allow unrealizing a
988 * child (as long as that child is not mapped) while that
989 * child still has a realized parent.
991 * Also, if we unrealize from leaf nodes to root, and
992 * realize from root to leaf, the invariants are never
993 * violated if we allow children to be unrealized
994 * while parents are realized.
996 * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
997 * to force us to unmap, even though parent is still
998 * mapped. This is because we're unmapping from leaf nodes
1001 if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1002 change != MAP_STATE_MAKE_UNMAPPED)
1004 gboolean parent_is_visible_realized_toplevel;
1006 parent_is_visible_realized_toplevel =
1007 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1008 CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1009 CLUTTER_ACTOR_IS_REALIZED (parent));
1011 if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1012 parent_is_visible_realized_toplevel)
1014 must_be_realized = TRUE;
1015 should_be_mapped = TRUE;
1019 /* if the actor has been set to be painted even if unmapped
1020 * then we should map it and check for realization as well;
1021 * this is an override for the branch of the scene graph
1022 * which begins with this node
1024 if (priv->enable_paint_unmapped)
1026 if (priv->parent == NULL)
1027 g_warning ("Attempting to map an unparented actor '%s'",
1028 _clutter_actor_get_debug_name (self));
1030 should_be_mapped = TRUE;
1031 must_be_realized = TRUE;
1034 if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1035 may_be_realized = FALSE;
1038 if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1041 g_warning ("Attempting to map a child that does not "
1042 "meet the necessary invariants: the actor '%s' "
1044 _clutter_actor_get_debug_name (self));
1046 g_warning ("Attempting to map a child that does not "
1047 "meet the necessary invariants: the actor '%s' "
1048 "is parented to an unmapped actor '%s'",
1049 _clutter_actor_get_debug_name (self),
1050 _clutter_actor_get_debug_name (priv->parent));
1053 /* If in reparent, we temporarily suspend unmap and unrealize.
1055 * We want to go in the order "realize, map" and "unmap, unrealize"
1059 if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1060 clutter_actor_set_mapped (self, FALSE);
1063 if (must_be_realized)
1064 clutter_actor_realize (self);
1066 /* if we must be realized then we may be, presumably */
1067 g_assert (!(must_be_realized && !may_be_realized));
1070 if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1071 clutter_actor_unrealize_not_hiding (self);
1074 if (should_be_mapped)
1076 if (!must_be_realized)
1077 g_warning ("Somehow we think actor '%s' should be mapped but "
1078 "not realized, which isn't allowed",
1079 _clutter_actor_get_debug_name (self));
1081 /* realization is allowed to fail (though I don't know what
1082 * an app is supposed to do about that - shouldn't it just
1083 * be a g_error? anyway, we have to avoid mapping if this
1086 if (CLUTTER_ACTOR_IS_REALIZED (self))
1087 clutter_actor_set_mapped (self, TRUE);
1091 #ifdef CLUTTER_ENABLE_DEBUG
1092 /* check all invariants were kept */
1093 clutter_actor_verify_map_state (self);
1098 clutter_actor_real_map (ClutterActor *self)
1100 ClutterActorPrivate *priv = self->priv;
1101 ClutterActor *stage, *iter;
1103 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1105 CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1106 _clutter_actor_get_debug_name (self));
1108 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1110 stage = _clutter_actor_get_stage_internal (self);
1111 priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1113 CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1115 _clutter_actor_get_debug_name (self));
1117 /* notify on parent mapped before potentially mapping
1118 * children, so apps see a top-down notification.
1120 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1122 for (iter = self->priv->first_child;
1124 iter = iter->priv->next_sibling)
1126 clutter_actor_map (iter);
1131 * clutter_actor_map:
1132 * @self: A #ClutterActor
1134 * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
1135 * and realizes its children if they are visible. Does nothing if the
1136 * actor is not visible.
1138 * Calling this function is strongly disencouraged: the default
1139 * implementation of #ClutterActorClass.map() will map all the children
1140 * of an actor when mapping its parent.
1142 * When overriding map, it is mandatory to chain up to the parent
1148 clutter_actor_map (ClutterActor *self)
1150 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1152 if (CLUTTER_ACTOR_IS_MAPPED (self))
1155 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1158 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1162 clutter_actor_real_unmap (ClutterActor *self)
1164 ClutterActorPrivate *priv = self->priv;
1167 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1169 CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1170 _clutter_actor_get_debug_name (self));
1172 for (iter = self->priv->first_child;
1174 iter = iter->priv->next_sibling)
1176 clutter_actor_unmap (iter);
1179 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1181 /* clear the contents of the last paint volume, so that hiding + moving +
1182 * showing will not result in the wrong area being repainted
1184 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1185 priv->last_paint_volume_valid = TRUE;
1187 /* notify on parent mapped after potentially unmapping
1188 * children, so apps see a bottom-up notification.
1190 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1192 /* relinquish keyboard focus if we were unmapped while owning it */
1193 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1195 ClutterStage *stage;
1197 stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1200 _clutter_stage_release_pick_id (stage, priv->pick_id);
1204 if (stage != NULL &&
1205 clutter_stage_get_key_focus (stage) == self)
1207 clutter_stage_set_key_focus (stage, NULL);
1213 * clutter_actor_unmap:
1214 * @self: A #ClutterActor
1216 * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1217 * unmaps its children if they were mapped.
1219 * Calling this function is not encouraged: the default #ClutterActor
1220 * implementation of #ClutterActorClass.unmap() will also unmap any
1221 * eventual children by default when their parent is unmapped.
1223 * When overriding #ClutterActorClass.unmap(), it is mandatory to
1224 * chain up to the parent implementation.
1226 * <note>It is important to note that the implementation of the
1227 * #ClutterActorClass.unmap() virtual function may be called after
1228 * the #ClutterActorClass.destroy() or the #GObjectClass.dispose()
1229 * implementation, but it is guaranteed to be called before the
1230 * #GObjectClass.finalize() implementation.</note>
1235 clutter_actor_unmap (ClutterActor *self)
1237 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1239 if (!CLUTTER_ACTOR_IS_MAPPED (self))
1242 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1246 clutter_actor_real_show (ClutterActor *self)
1248 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1250 ClutterActorPrivate *priv = self->priv;
1252 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1254 /* we notify on the "visible" flag in the clutter_actor_show()
1255 * wrapper so the entire show signal emission completes first
1258 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1260 /* we queue a relayout unless the actor is inside a
1261 * container that explicitly told us not to
1263 if (priv->parent != NULL &&
1264 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1266 /* While an actor is hidden the parent may not have
1267 * allocated/requested so we need to start from scratch
1268 * and avoid the short-circuiting in
1269 * clutter_actor_queue_relayout().
1271 priv->needs_width_request = FALSE;
1272 priv->needs_height_request = FALSE;
1273 priv->needs_allocation = FALSE;
1274 clutter_actor_queue_relayout (self);
1280 set_show_on_set_parent (ClutterActor *self,
1283 ClutterActorPrivate *priv = self->priv;
1285 set_show = !!set_show;
1287 if (priv->show_on_set_parent == set_show)
1290 if (priv->parent == NULL)
1292 priv->show_on_set_parent = set_show;
1293 g_object_notify_by_pspec (G_OBJECT (self),
1294 obj_props[PROP_SHOW_ON_SET_PARENT]);
1299 * clutter_actor_show:
1300 * @self: A #ClutterActor
1302 * Flags an actor to be displayed. An actor that isn't shown will not
1303 * be rendered on the stage.
1305 * Actors are visible by default.
1307 * If this function is called on an actor without a parent, the
1308 * #ClutterActor:show-on-set-parent will be set to %TRUE as a side
1312 clutter_actor_show (ClutterActor *self)
1314 ClutterActorPrivate *priv;
1316 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1318 /* simple optimization */
1319 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1321 /* we still need to set the :show-on-set-parent property, in
1322 * case show() is called on an unparented actor
1324 set_show_on_set_parent (self, TRUE);
1328 #ifdef CLUTTER_ENABLE_DEBUG
1329 clutter_actor_verify_map_state (self);
1334 g_object_freeze_notify (G_OBJECT (self));
1336 set_show_on_set_parent (self, TRUE);
1338 g_signal_emit (self, actor_signals[SHOW], 0);
1339 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1341 if (priv->parent != NULL)
1342 clutter_actor_queue_redraw (priv->parent);
1344 g_object_thaw_notify (G_OBJECT (self));
1348 * clutter_actor_show_all:
1349 * @self: a #ClutterActor
1351 * Calls clutter_actor_show() on all children of an actor (if any).
1355 * Deprecated: 1.10: Actors are visible by default
1358 clutter_actor_show_all (ClutterActor *self)
1360 ClutterActorClass *klass;
1362 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1364 klass = CLUTTER_ACTOR_GET_CLASS (self);
1365 if (klass->show_all)
1366 klass->show_all (self);
1370 clutter_actor_real_hide (ClutterActor *self)
1372 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1374 ClutterActorPrivate *priv = self->priv;
1376 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1378 /* we notify on the "visible" flag in the clutter_actor_hide()
1379 * wrapper so the entire hide signal emission completes first
1382 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1384 /* we queue a relayout unless the actor is inside a
1385 * container that explicitly told us not to
1387 if (priv->parent != NULL &&
1388 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1389 clutter_actor_queue_relayout (priv->parent);
1394 * clutter_actor_hide:
1395 * @self: A #ClutterActor
1397 * Flags an actor to be hidden. A hidden actor will not be
1398 * rendered on the stage.
1400 * Actors are visible by default.
1402 * If this function is called on an actor without a parent, the
1403 * #ClutterActor:show-on-set-parent property will be set to %FALSE
1407 clutter_actor_hide (ClutterActor *self)
1409 ClutterActorPrivate *priv;
1411 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1413 /* simple optimization */
1414 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1416 /* we still need to set the :show-on-set-parent property, in
1417 * case hide() is called on an unparented actor
1419 set_show_on_set_parent (self, FALSE);
1423 #ifdef CLUTTER_ENABLE_DEBUG
1424 clutter_actor_verify_map_state (self);
1429 g_object_freeze_notify (G_OBJECT (self));
1431 set_show_on_set_parent (self, FALSE);
1433 g_signal_emit (self, actor_signals[HIDE], 0);
1434 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1436 if (priv->parent != NULL)
1437 clutter_actor_queue_redraw (priv->parent);
1439 g_object_thaw_notify (G_OBJECT (self));
1443 * clutter_actor_hide_all:
1444 * @self: a #ClutterActor
1446 * Calls clutter_actor_hide() on all child actors (if any).
1450 * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1451 * prevent its children from being painted as well.
1454 clutter_actor_hide_all (ClutterActor *self)
1456 ClutterActorClass *klass;
1458 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1460 klass = CLUTTER_ACTOR_GET_CLASS (self);
1461 if (klass->hide_all)
1462 klass->hide_all (self);
1466 * clutter_actor_realize:
1467 * @self: A #ClutterActor
1469 * Realization informs the actor that it is attached to a stage. It
1470 * can use this to allocate resources if it wanted to delay allocation
1471 * until it would be rendered. However it is perfectly acceptable for
1472 * an actor to create resources before being realized because Clutter
1473 * only ever has a single rendering context so that actor is free to
1474 * be moved from one stage to another.
1476 * This function does nothing if the actor is already realized.
1478 * Because a realized actor must have realized parent actors, calling
1479 * clutter_actor_realize() will also realize all parents of the actor.
1481 * This function does not realize child actors, except in the special
1482 * case that realizing the stage, when the stage is visible, will
1483 * suddenly map (and thus realize) the children of the stage.
1486 clutter_actor_realize (ClutterActor *self)
1488 ClutterActorPrivate *priv;
1490 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1494 #ifdef CLUTTER_ENABLE_DEBUG
1495 clutter_actor_verify_map_state (self);
1498 if (CLUTTER_ACTOR_IS_REALIZED (self))
1501 /* To be realized, our parent actors must be realized first.
1502 * This will only succeed if we're inside a toplevel.
1504 if (priv->parent != NULL)
1505 clutter_actor_realize (priv->parent);
1507 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1509 /* toplevels can be realized at any time */
1513 /* "Fail" the realization if parent is missing or unrealized;
1514 * this should really be a g_warning() not some kind of runtime
1515 * failure; how can an app possibly recover? Instead it's a bug
1516 * in the app and the app should get an explanatory warning so
1517 * someone can fix it. But for now it's too hard to fix this
1518 * because e.g. ClutterTexture needs reworking.
1520 if (priv->parent == NULL ||
1521 !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1525 CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1527 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1528 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1530 g_signal_emit (self, actor_signals[REALIZE], 0);
1532 /* Stage actor is allowed to unset the realized flag again in its
1533 * default signal handler, though that is a pathological situation.
1536 /* If realization "failed" we'll have to update child state. */
1537 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1541 clutter_actor_real_unrealize (ClutterActor *self)
1543 /* we must be unmapped (implying our children are also unmapped) */
1544 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1548 * clutter_actor_unrealize:
1549 * @self: A #ClutterActor
1551 * Unrealization informs the actor that it may be being destroyed or
1552 * moved to another stage. The actor may want to destroy any
1553 * underlying graphics resources at this point. However it is
1554 * perfectly acceptable for it to retain the resources until the actor
1555 * is destroyed because Clutter only ever uses a single rendering
1556 * context and all of the graphics resources are valid on any stage.
1558 * Because mapped actors must be realized, actors may not be
1559 * unrealized if they are mapped. This function hides the actor to be
1560 * sure it isn't mapped, an application-visible side effect that you
1561 * may not be expecting.
1563 * This function should not be called by application code.
1566 clutter_actor_unrealize (ClutterActor *self)
1568 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1569 g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1571 /* This function should not really be in the public API, because
1572 * there isn't a good reason to call it. ClutterActor will already
1573 * unrealize things for you when it's important to do so.
1575 * If you were using clutter_actor_unrealize() in a dispose
1576 * implementation, then don't, just chain up to ClutterActor's
1579 * If you were using clutter_actor_unrealize() to implement
1580 * unrealizing children of your container, then don't, ClutterActor
1581 * will already take care of that.
1583 * If you were using clutter_actor_unrealize() to re-realize to
1584 * create your resources in a different way, then use
1585 * _clutter_actor_rerealize() (inside Clutter) or just call your
1586 * code that recreates your resources directly (outside Clutter).
1589 #ifdef CLUTTER_ENABLE_DEBUG
1590 clutter_actor_verify_map_state (self);
1593 clutter_actor_hide (self);
1595 clutter_actor_unrealize_not_hiding (self);
1598 static ClutterActorTraverseVisitFlags
1599 unrealize_actor_before_children_cb (ClutterActor *self,
1603 /* If an actor is already unrealized we know its children have also
1604 * already been unrealized... */
1605 if (!CLUTTER_ACTOR_IS_REALIZED (self))
1606 return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN;
1608 g_signal_emit (self, actor_signals[UNREALIZE], 0);
1610 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1613 static ClutterActorTraverseVisitFlags
1614 unrealize_actor_after_children_cb (ClutterActor *self,
1618 /* We want to unset the realized flag only _after_
1619 * child actors are unrealized, to maintain invariants.
1621 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1622 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1623 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1627 * clutter_actor_unrealize_not_hiding:
1628 * @self: A #ClutterActor
1630 * Unrealization informs the actor that it may be being destroyed or
1631 * moved to another stage. The actor may want to destroy any
1632 * underlying graphics resources at this point. However it is
1633 * perfectly acceptable for it to retain the resources until the actor
1634 * is destroyed because Clutter only ever uses a single rendering
1635 * context and all of the graphics resources are valid on any stage.
1637 * Because mapped actors must be realized, actors may not be
1638 * unrealized if they are mapped. You must hide the actor or one of
1639 * its parents before attempting to unrealize.
1641 * This function is separate from clutter_actor_unrealize() because it
1642 * does not automatically hide the actor.
1643 * Actors need not be hidden to be unrealized, they just need to
1644 * be unmapped. In fact we don't want to mess up the application's
1645 * setting of the "visible" flag, so hiding is very undesirable.
1647 * clutter_actor_unrealize() does a clutter_actor_hide() just for
1648 * backward compatibility.
1651 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1653 _clutter_actor_traverse (self,
1654 CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1655 unrealize_actor_before_children_cb,
1656 unrealize_actor_after_children_cb,
1661 * _clutter_actor_rerealize:
1662 * @self: A #ClutterActor
1663 * @callback: Function to call while unrealized
1664 * @data: data for callback
1666 * If an actor is already unrealized, this just calls the callback.
1668 * If it is realized, it unrealizes temporarily, calls the callback,
1669 * and then re-realizes the actor.
1671 * As a side effect, leaves all children of the actor unrealized if
1672 * the actor was realized but not showing. This is because when we
1673 * unrealize the actor temporarily we must unrealize its children
1674 * (e.g. children of a stage can't be realized if stage window is
1675 * gone). And we aren't clever enough to save the realization state of
1676 * all children. In most cases this should not matter, because
1677 * the children will automatically realize when they next become mapped.
1680 _clutter_actor_rerealize (ClutterActor *self,
1681 ClutterCallback callback,
1684 gboolean was_mapped;
1685 gboolean was_showing;
1686 gboolean was_realized;
1688 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1690 #ifdef CLUTTER_ENABLE_DEBUG
1691 clutter_actor_verify_map_state (self);
1694 was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1695 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1696 was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1698 /* Must be unmapped to unrealize. Note we only have to hide this
1699 * actor if it was mapped (if all parents were showing). If actor
1700 * is merely visible (but not mapped), then that's fine, we can
1704 clutter_actor_hide (self);
1706 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1708 /* unrealize self and all children */
1709 clutter_actor_unrealize_not_hiding (self);
1711 if (callback != NULL)
1713 (* callback) (self, data);
1717 clutter_actor_show (self); /* will realize only if mapping implies it */
1718 else if (was_realized)
1719 clutter_actor_realize (self); /* realize self and all parents */
1723 clutter_actor_real_pick (ClutterActor *self,
1724 const ClutterColor *color)
1726 /* the default implementation is just to paint a rectangle
1727 * with the same size of the actor using the passed color
1729 if (clutter_actor_should_pick_paint (self))
1731 ClutterActorBox box = { 0, };
1732 float width, height;
1734 clutter_actor_get_allocation_box (self, &box);
1736 width = box.x2 - box.x1;
1737 height = box.y2 - box.y1;
1739 cogl_set_source_color4ub (color->red,
1744 cogl_rectangle (0, 0, width, height);
1747 /* XXX - this thoroughly sucks, but we need to maintain compatibility
1748 * with existing container classes that override the pick() virtual
1749 * and chain up to the default implementation - otherwise we'll end up
1750 * painting our children twice.
1752 * this has to go away for 2.0; hopefully along the pick() itself.
1754 if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
1758 for (iter = self->priv->first_child;
1760 iter = iter->priv->next_sibling)
1761 clutter_actor_paint (iter);
1766 * clutter_actor_should_pick_paint:
1767 * @self: A #ClutterActor
1769 * Should be called inside the implementation of the
1770 * #ClutterActor::pick virtual function in order to check whether
1771 * the actor should paint itself in pick mode or not.
1773 * This function should never be called directly by applications.
1775 * Return value: %TRUE if the actor should paint its silhouette,
1779 clutter_actor_should_pick_paint (ClutterActor *self)
1781 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
1783 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1784 (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
1785 CLUTTER_ACTOR_IS_REACTIVE (self)))
1792 clutter_actor_real_get_preferred_width (ClutterActor *self,
1794 gfloat *min_width_p,
1795 gfloat *natural_width_p)
1797 ClutterActorPrivate *priv = self->priv;
1799 if (priv->n_children != 0 &&
1800 priv->layout_manager != NULL)
1802 ClutterContainer *container = CLUTTER_CONTAINER (self);
1804 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1805 "for the preferred width",
1806 G_OBJECT_TYPE_NAME (priv->layout_manager),
1807 priv->layout_manager);
1809 clutter_layout_manager_get_preferred_width (priv->layout_manager,
1818 /* Default implementation is always 0x0, usually an actor
1819 * using this default is relying on someone to set the
1822 CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
1827 if (natural_width_p)
1828 *natural_width_p = 0;
1832 clutter_actor_real_get_preferred_height (ClutterActor *self,
1834 gfloat *min_height_p,
1835 gfloat *natural_height_p)
1837 ClutterActorPrivate *priv = self->priv;
1839 if (priv->n_children != 0 &&
1840 priv->layout_manager != NULL)
1842 ClutterContainer *container = CLUTTER_CONTAINER (self);
1844 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1845 "for the preferred height",
1846 G_OBJECT_TYPE_NAME (priv->layout_manager),
1847 priv->layout_manager);
1849 clutter_layout_manager_get_preferred_height (priv->layout_manager,
1857 /* Default implementation is always 0x0, usually an actor
1858 * using this default is relying on someone to set the
1861 CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
1866 if (natural_height_p)
1867 *natural_height_p = 0;
1871 clutter_actor_store_old_geometry (ClutterActor *self,
1872 ClutterActorBox *box)
1874 *box = self->priv->allocation;
1878 clutter_actor_notify_if_geometry_changed (ClutterActor *self,
1879 const ClutterActorBox *old)
1881 ClutterActorPrivate *priv = self->priv;
1882 GObject *obj = G_OBJECT (self);
1884 g_object_freeze_notify (obj);
1886 /* to avoid excessive requisition or allocation cycles we
1887 * use the cached values.
1889 * - if we don't have an allocation we assume that we need
1891 * - if we don't have a width or a height request we notify
1893 * - if we have a valid allocation then we check the old
1894 * bounding box with the current allocation and we notify
1897 if (priv->needs_allocation)
1899 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1900 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1901 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1902 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1904 else if (priv->needs_width_request || priv->needs_height_request)
1906 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1907 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1912 gfloat widthu, heightu;
1914 xu = priv->allocation.x1;
1915 yu = priv->allocation.y1;
1916 widthu = priv->allocation.x2 - priv->allocation.x1;
1917 heightu = priv->allocation.y2 - priv->allocation.y1;
1920 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1923 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1925 if (widthu != (old->x2 - old->x1))
1926 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1928 if (heightu != (old->y2 - old->y1))
1929 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1932 g_object_thaw_notify (obj);
1936 * clutter_actor_set_allocation_internal:
1937 * @self: a #ClutterActor
1938 * @box: a #ClutterActorBox
1939 * @flags: allocation flags
1941 * Stores the allocation of @self.
1943 * This function only performs basic storage and property notification.
1945 * This function should be called by clutter_actor_set_allocation()
1946 * and by the default implementation of #ClutterActorClass.allocate().
1948 * Return value: %TRUE if the allocation of the #ClutterActor has been
1949 * changed, and %FALSE otherwise
1951 static inline gboolean
1952 clutter_actor_set_allocation_internal (ClutterActor *self,
1953 const ClutterActorBox *box,
1954 ClutterAllocationFlags flags)
1956 ClutterActorPrivate *priv = self->priv;
1958 gboolean x1_changed, y1_changed, x2_changed, y2_changed;
1959 gboolean flags_changed;
1961 ClutterActorBox old_alloc = { 0, };
1963 obj = G_OBJECT (self);
1965 g_object_freeze_notify (obj);
1967 clutter_actor_store_old_geometry (self, &old_alloc);
1969 x1_changed = priv->allocation.x1 != box->x1;
1970 y1_changed = priv->allocation.y1 != box->y1;
1971 x2_changed = priv->allocation.x2 != box->x2;
1972 y2_changed = priv->allocation.y2 != box->y2;
1974 flags_changed = priv->allocation_flags != flags;
1976 priv->allocation = *box;
1977 priv->allocation_flags = flags;
1979 /* allocation is authoritative */
1980 priv->needs_width_request = FALSE;
1981 priv->needs_height_request = FALSE;
1982 priv->needs_allocation = FALSE;
1984 if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed)
1986 CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
1987 _clutter_actor_get_debug_name (self));
1989 priv->transform_valid = FALSE;
1991 g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
1998 clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2000 g_object_thaw_notify (obj);
2005 static void clutter_actor_real_allocate (ClutterActor *self,
2006 const ClutterActorBox *box,
2007 ClutterAllocationFlags flags);
2010 clutter_actor_maybe_layout_children (ClutterActor *self,
2011 const ClutterActorBox *allocation,
2012 ClutterAllocationFlags flags)
2014 ClutterActorPrivate *priv = self->priv;
2016 /* this is going to be a bit hard to follow, so let's put an explanation
2019 * we want ClutterActor to have a default layout manager if the actor was
2020 * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2022 * we also want any subclass of ClutterActor that does not override the
2023 * ::allocate() virtual function to delegate to a layout manager.
2025 * finally, we want to allow people subclassing ClutterActor and overriding
2026 * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2028 * on the other hand, we want existing actor subclasses overriding the
2029 * ::allocate() virtual function and chaining up to the parent's
2030 * implementation to continue working without allocating their children
2031 * twice, or without entering an allocation loop.
2033 * for the first two points, we check if the class of the actor is
2034 * overridding the ::allocate() virtual function; if it isn't, then we
2035 * follow through with checking whether we have children and a layout
2036 * manager, and eventually calling clutter_layout_manager_allocate().
2038 * for the third point, we check the CLUTTER_DELEGATE_LAYOUT flag in the
2039 * allocation flags that we got passed, and if it is present, we continue
2040 * with the check above.
2042 * if neither of these two checks yields a positive result, we just
2043 * assume that the ::allocate() virtual function that resulted in this
2044 * function being called will also allocate the children of the actor.
2047 if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2050 if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2056 if (priv->n_children != 0 &&
2057 priv->layout_manager != NULL)
2059 ClutterContainer *container = CLUTTER_CONTAINER (self);
2060 ClutterAllocationFlags children_flags;
2061 ClutterActorBox children_box;
2063 /* normalize the box passed to the layout manager */
2064 children_box.x1 = children_box.y1 = 0.f;
2065 children_box.x2 = (allocation->x2 - allocation->x1);
2066 children_box.y2 = (allocation->y2 - allocation->y1);
2068 /* remove the DELEGATE_LAYOUT flag; this won't be passed to
2069 * the actor's children, since it refers only to the current
2070 * actor's allocation.
2072 children_flags = flags;
2073 children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2075 CLUTTER_NOTE (LAYOUT,
2076 "Allocating %d children of %s "
2077 "at { %.2f, %.2f - %.2f x %.2f } "
2080 _clutter_actor_get_debug_name (self),
2083 (allocation->x2 - allocation->x1),
2084 (allocation->y2 - allocation->y1),
2085 G_OBJECT_TYPE_NAME (priv->layout_manager));
2087 clutter_layout_manager_allocate (priv->layout_manager,
2095 clutter_actor_real_allocate (ClutterActor *self,
2096 const ClutterActorBox *box,
2097 ClutterAllocationFlags flags)
2099 ClutterActorPrivate *priv = self->priv;
2102 g_object_freeze_notify (G_OBJECT (self));
2104 changed = clutter_actor_set_allocation_internal (self, box, flags);
2106 /* we allocate our children before we notify changes in our geometry,
2107 * so that people connecting to properties will be able to get valid
2108 * data out of the sub-tree of the scene graph that has this actor at
2111 clutter_actor_maybe_layout_children (self, box, flags);
2114 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2116 priv->allocation_flags);
2118 g_object_thaw_notify (G_OBJECT (self));
2122 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2123 ClutterActor *origin)
2125 /* no point in queuing a redraw on a destroyed actor */
2126 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2129 /* NB: We can't bail out early here if the actor is hidden in case
2130 * the actor bas been cloned. In this case the clone will need to
2131 * receive the signal so it can queue its own redraw.
2134 /* calls klass->queue_redraw in default handler */
2135 g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2139 clutter_actor_real_queue_redraw (ClutterActor *self,
2140 ClutterActor *origin)
2142 ClutterActor *parent;
2144 CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
2145 _clutter_actor_get_debug_name (self),
2146 origin != NULL ? _clutter_actor_get_debug_name (origin)
2149 /* no point in queuing a redraw on a destroyed actor */
2150 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2153 /* If the queue redraw is coming from a child then the actor has
2154 become dirty and any queued effect is no longer valid */
2157 self->priv->is_dirty = TRUE;
2158 self->priv->effect_to_redraw = NULL;
2161 /* If the actor isn't visible, we still had to emit the signal
2162 * to allow for a ClutterClone, but the appearance of the parent
2163 * won't change so we don't have to propagate up the hierarchy.
2165 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2168 /* Although we could determine here that a full stage redraw
2169 * has already been queued and immediately bail out, we actually
2170 * guarantee that we will propagate a queue-redraw signal to our
2171 * parent at least once so that it's possible to implement a
2172 * container that tracks which of its children have queued a
2175 if (self->priv->propagated_one_redraw)
2177 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2178 if (stage != NULL &&
2179 _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2183 self->priv->propagated_one_redraw = TRUE;
2185 /* notify parents, if they are all visible eventually we'll
2186 * queue redraw on the stage, which queues the redraw idle.
2188 parent = clutter_actor_get_parent (self);
2191 /* this will go up recursively */
2192 _clutter_actor_signal_queue_redraw (parent, origin);
2197 clutter_actor_real_queue_relayout (ClutterActor *self)
2199 ClutterActorPrivate *priv = self->priv;
2201 /* no point in queueing a redraw on a destroyed actor */
2202 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2205 priv->needs_width_request = TRUE;
2206 priv->needs_height_request = TRUE;
2207 priv->needs_allocation = TRUE;
2209 /* reset the cached size requests */
2210 memset (priv->width_requests, 0,
2211 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2212 memset (priv->height_requests, 0,
2213 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2215 /* We need to go all the way up the hierarchy */
2216 if (priv->parent != NULL)
2217 _clutter_actor_queue_only_relayout (priv->parent);
2221 * clutter_actor_apply_relative_transform_to_point:
2222 * @self: A #ClutterActor
2223 * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
2224 * default #ClutterStage
2225 * @point: A point as #ClutterVertex
2226 * @vertex: (out caller-allocates): The translated #ClutterVertex
2228 * Transforms @point in coordinates relative to the actor into
2229 * ancestor-relative coordinates using the relevant transform
2230 * stack (i.e. scale, rotation, etc).
2232 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2233 * this case, the coordinates returned will be the coordinates on
2234 * the stage before the projection is applied. This is different from
2235 * the behaviour of clutter_actor_apply_transform_to_point().
2240 clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
2241 ClutterActor *ancestor,
2242 const ClutterVertex *point,
2243 ClutterVertex *vertex)
2248 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2249 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2250 g_return_if_fail (point != NULL);
2251 g_return_if_fail (vertex != NULL);
2256 if (ancestor == NULL)
2257 ancestor = _clutter_actor_get_stage_internal (self);
2259 if (ancestor == NULL)
2265 _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2266 cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2270 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2271 const ClutterVertex *vertices_in,
2272 ClutterVertex *vertices_out,
2275 ClutterActor *stage;
2276 CoglMatrix modelview;
2277 CoglMatrix projection;
2280 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2282 stage = _clutter_actor_get_stage_internal (self);
2284 /* We really can't do anything meaningful in this case so don't try
2285 * to do any transform */
2289 /* Note: we pass NULL as the ancestor because we don't just want the modelview
2290 * that gets us to stage coordinates, we want to go all the way to eye
2292 _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2294 /* Fetch the projection and viewport */
2295 _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2296 _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2302 _clutter_util_fully_transform_vertices (&modelview,
2313 * clutter_actor_apply_transform_to_point:
2314 * @self: A #ClutterActor
2315 * @point: A point as #ClutterVertex
2316 * @vertex: (out caller-allocates): The translated #ClutterVertex
2318 * Transforms @point in coordinates relative to the actor
2319 * into screen-relative coordinates with the current actor
2320 * transformation (i.e. scale, rotation, etc)
2325 clutter_actor_apply_transform_to_point (ClutterActor *self,
2326 const ClutterVertex *point,
2327 ClutterVertex *vertex)
2329 g_return_if_fail (point != NULL);
2330 g_return_if_fail (vertex != NULL);
2331 _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2335 * _clutter_actor_get_relative_transformation_matrix:
2336 * @self: The actor whose coordinate space you want to transform from.
2337 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2338 * or %NULL if you want to transform all the way to eye coordinates.
2339 * @matrix: A #CoglMatrix to store the transformation
2341 * This gets a transformation @matrix that will transform coordinates from the
2342 * coordinate space of @self into the coordinate space of @ancestor.
2344 * For example if you need a matrix that can transform the local actor
2345 * coordinates of @self into stage coordinates you would pass the actor's stage
2346 * pointer as the @ancestor.
2348 * If you pass %NULL then the transformation will take you all the way through
2349 * to eye coordinates. This can be useful if you want to extract the entire
2350 * modelview transform that Clutter applies before applying the projection
2351 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2352 * using cogl_set_modelview_matrix() for example then you would want a matrix
2353 * that transforms into eye coordinates.
2355 * <note><para>This function explicitly initializes the given @matrix. If you just
2356 * want clutter to multiply a relative transformation with an existing matrix
2357 * you can use clutter_actor_apply_relative_transformation_matrix()
2358 * instead.</para></note>
2361 /* XXX: We should consider caching the stage relative modelview along with
2362 * the actor itself */
2364 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2365 ClutterActor *ancestor,
2368 cogl_matrix_init_identity (matrix);
2370 _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2373 /* Project the given @box into stage window coordinates, writing the
2374 * transformed vertices to @verts[]. */
2376 _clutter_actor_transform_and_project_box (ClutterActor *self,
2377 const ClutterActorBox *box,
2378 ClutterVertex verts[])
2380 ClutterVertex box_vertices[4];
2382 box_vertices[0].x = box->x1;
2383 box_vertices[0].y = box->y1;
2384 box_vertices[0].z = 0;
2385 box_vertices[1].x = box->x2;
2386 box_vertices[1].y = box->y1;
2387 box_vertices[1].z = 0;
2388 box_vertices[2].x = box->x1;
2389 box_vertices[2].y = box->y2;
2390 box_vertices[2].z = 0;
2391 box_vertices[3].x = box->x2;
2392 box_vertices[3].y = box->y2;
2393 box_vertices[3].z = 0;
2396 _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2400 * clutter_actor_get_allocation_vertices:
2401 * @self: A #ClutterActor
2402 * @ancestor: (allow-none): A #ClutterActor to calculate the vertices
2403 * against, or %NULL to use the #ClutterStage
2404 * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return
2405 * location for an array of 4 #ClutterVertex in which to store the result
2407 * Calculates the transformed coordinates of the four corners of the
2408 * actor in the plane of @ancestor. The returned vertices relate to
2409 * the #ClutterActorBox coordinates as follows:
2411 * <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
2412 * <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
2413 * <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
2414 * <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
2417 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2418 * this case, the coordinates returned will be the coordinates on
2419 * the stage before the projection is applied. This is different from
2420 * the behaviour of clutter_actor_get_abs_allocation_vertices().
2425 clutter_actor_get_allocation_vertices (ClutterActor *self,
2426 ClutterActor *ancestor,
2427 ClutterVertex verts[])
2429 ClutterActorPrivate *priv;
2430 ClutterActorBox box;
2431 ClutterVertex vertices[4];
2432 CoglMatrix modelview;
2434 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2435 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2437 if (ancestor == NULL)
2438 ancestor = _clutter_actor_get_stage_internal (self);
2440 /* Fallback to a NOP transform if the actor isn't parented under a
2442 if (ancestor == NULL)
2447 /* if the actor needs to be allocated we force a relayout, so that
2448 * we will have valid values to use in the transformations */
2449 if (priv->needs_allocation)
2451 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2453 _clutter_stage_maybe_relayout (stage);
2456 box.x1 = box.y1 = 0;
2457 /* The result isn't really meaningful in this case but at
2458 * least try to do something *vaguely* reasonable... */
2459 clutter_actor_get_size (self, &box.x2, &box.y2);
2463 clutter_actor_get_allocation_box (self, &box);
2465 vertices[0].x = box.x1;
2466 vertices[0].y = box.y1;
2468 vertices[1].x = box.x2;
2469 vertices[1].y = box.y1;
2471 vertices[2].x = box.x1;
2472 vertices[2].y = box.y2;
2474 vertices[3].x = box.x2;
2475 vertices[3].y = box.y2;
2478 _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2481 cogl_matrix_transform_points (&modelview,
2483 sizeof (ClutterVertex),
2485 sizeof (ClutterVertex),
2491 * clutter_actor_get_abs_allocation_vertices:
2492 * @self: A #ClutterActor
2493 * @verts: (out) (array fixed-size=4): Pointer to a location of an array
2494 * of 4 #ClutterVertex where to store the result.
2496 * Calculates the transformed screen coordinates of the four corners of
2497 * the actor; the returned vertices relate to the #ClutterActorBox
2498 * coordinates as follows:
2500 * <listitem><para>v[0] contains (x1, y1)</para></listitem>
2501 * <listitem><para>v[1] contains (x2, y1)</para></listitem>
2502 * <listitem><para>v[2] contains (x1, y2)</para></listitem>
2503 * <listitem><para>v[3] contains (x2, y2)</para></listitem>
2509 clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
2510 ClutterVertex verts[])
2512 ClutterActorPrivate *priv;
2513 ClutterActorBox actor_space_allocation;
2515 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2519 /* if the actor needs to be allocated we force a relayout, so that
2520 * the actor allocation box will be valid for
2521 * _clutter_actor_transform_and_project_box()
2523 if (priv->needs_allocation)
2525 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2526 /* There's nothing meaningful we can do now */
2530 _clutter_stage_maybe_relayout (stage);
2533 /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's
2534 * own coordinate space... */
2535 actor_space_allocation.x1 = 0;
2536 actor_space_allocation.y1 = 0;
2537 actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1;
2538 actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1;
2539 _clutter_actor_transform_and_project_box (self,
2540 &actor_space_allocation,
2545 clutter_actor_real_apply_transform (ClutterActor *self,
2548 ClutterActorPrivate *priv = self->priv;
2550 if (!priv->transform_valid)
2552 CoglMatrix *transform = &priv->transform;
2553 const ClutterTransformInfo *info;
2555 info = _clutter_actor_get_transform_info_or_defaults (self);
2557 cogl_matrix_init_identity (transform);
2559 cogl_matrix_translate (transform,
2560 priv->allocation.x1,
2561 priv->allocation.y1,
2565 cogl_matrix_translate (transform, 0, 0, priv->z);
2568 * because the rotation involves translations, we must scale
2569 * before applying the rotations (if we apply the scale after
2570 * the rotations, the translations included in the rotation are
2571 * not scaled and so the entire object will move on the screen
2572 * as a result of rotating it).
2574 if (info->scale_x != 1.0 || info->scale_y != 1.0)
2576 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2577 &info->scale_center,
2578 cogl_matrix_scale (transform,
2585 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2587 cogl_matrix_rotate (transform,
2592 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2594 cogl_matrix_rotate (transform,
2599 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2601 cogl_matrix_rotate (transform,
2605 if (!clutter_anchor_coord_is_zero (&info->anchor))
2609 clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2610 cogl_matrix_translate (transform, -x, -y, -z);
2613 priv->transform_valid = TRUE;
2616 cogl_matrix_multiply (matrix, matrix, &priv->transform);
2619 /* Applies the transforms associated with this actor to the given
2622 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2625 CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2629 * clutter_actor_apply_relative_transformation_matrix:
2630 * @self: The actor whose coordinate space you want to transform from.
2631 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2632 * or %NULL if you want to transform all the way to eye coordinates.
2633 * @matrix: A #CoglMatrix to apply the transformation too.
2635 * This multiplies a transform with @matrix that will transform coordinates
2636 * from the coordinate space of @self into the coordinate space of @ancestor.
2638 * For example if you need a matrix that can transform the local actor
2639 * coordinates of @self into stage coordinates you would pass the actor's stage
2640 * pointer as the @ancestor.
2642 * If you pass %NULL then the transformation will take you all the way through
2643 * to eye coordinates. This can be useful if you want to extract the entire
2644 * modelview transform that Clutter applies before applying the projection
2645 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2646 * using cogl_set_modelview_matrix() for example then you would want a matrix
2647 * that transforms into eye coordinates.
2649 * <note>This function doesn't initialize the given @matrix, it simply
2650 * multiplies the requested transformation matrix with the existing contents of
2651 * @matrix. You can use cogl_matrix_init_identity() to initialize the @matrix
2652 * before calling this function, or you can use
2653 * clutter_actor_get_relative_transformation_matrix() instead.</note>
2656 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2657 ClutterActor *ancestor,
2660 ClutterActor *parent;
2662 /* Note we terminate before ever calling stage->apply_transform()
2663 * since that would conceptually be relative to the underlying
2664 * window OpenGL coordinates so we'd need a special @ancestor
2665 * value to represent the fake parent of the stage. */
2666 if (self == ancestor)
2669 parent = clutter_actor_get_parent (self);
2672 _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2675 _clutter_actor_apply_modelview_transform (self, matrix);
2679 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2680 ClutterPaintVolume *pv,
2682 const CoglColor *color)
2684 static CoglMaterial *outline = NULL;
2685 CoglPrimitive *prim;
2686 ClutterVertex line_ends[12 * 2];
2689 if (outline == NULL)
2690 outline = cogl_material_new ();
2692 _clutter_paint_volume_complete (pv);
2694 n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2697 line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2698 line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2699 line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2700 line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2705 line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2706 line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2707 line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2708 line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2710 /* Lines connecting front face to back face */
2711 line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2712 line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2713 line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
2714 line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
2717 prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_LINES, n_vertices,
2718 (CoglVertexP3 *)line_ends);
2720 cogl_material_set_color (outline, color);
2721 cogl_set_source (outline);
2722 cogl_primitive_draw (prim);
2723 cogl_object_unref (prim);
2727 PangoLayout *layout;
2728 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2729 pango_layout_set_text (layout, label, -1);
2730 cogl_pango_render_layout (layout,
2735 g_object_unref (layout);
2740 _clutter_actor_draw_paint_volume (ClutterActor *self)
2742 ClutterPaintVolume *pv;
2745 pv = _clutter_actor_get_paint_volume_mutable (self);
2748 gfloat width, height;
2749 ClutterPaintVolume fake_pv;
2751 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2752 _clutter_paint_volume_init_static (&fake_pv, stage);
2754 clutter_actor_get_size (self, &width, &height);
2755 clutter_paint_volume_set_width (&fake_pv, width);
2756 clutter_paint_volume_set_height (&fake_pv, height);
2758 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2759 _clutter_actor_draw_paint_volume_full (self, &fake_pv,
2760 _clutter_actor_get_debug_name (self),
2763 clutter_paint_volume_free (&fake_pv);
2767 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2768 _clutter_actor_draw_paint_volume_full (self, pv,
2769 _clutter_actor_get_debug_name (self),
2775 _clutter_actor_paint_cull_result (ClutterActor *self,
2777 ClutterCullResult result)
2779 ClutterPaintVolume *pv;
2784 if (result == CLUTTER_CULL_RESULT_IN)
2785 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2786 else if (result == CLUTTER_CULL_RESULT_OUT)
2787 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2789 cogl_color_init_from_4f (&color, 0, 1, 1, 1);
2792 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2794 if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
2795 _clutter_actor_draw_paint_volume_full (self, pv,
2796 _clutter_actor_get_debug_name (self),
2800 PangoLayout *layout;
2802 g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
2803 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2804 cogl_set_source_color (&color);
2806 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2807 pango_layout_set_text (layout, label, -1);
2808 cogl_pango_render_layout (layout,
2814 g_object_unref (layout);
2818 static int clone_paint_level = 0;
2821 _clutter_actor_push_clone_paint (void)
2823 clone_paint_level++;
2827 _clutter_actor_pop_clone_paint (void)
2829 clone_paint_level--;
2833 in_clone_paint (void)
2835 return clone_paint_level > 0;
2838 /* Returns TRUE if the actor can be ignored */
2839 /* FIXME: we should return a ClutterCullResult, and
2840 * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
2841 * means there's no point in trying to cull descendants of the current
2844 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
2846 ClutterActorPrivate *priv = self->priv;
2847 ClutterActor *stage;
2848 const ClutterPlane *stage_clip;
2850 if (!priv->last_paint_volume_valid)
2852 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2853 "->last_paint_volume_valid == FALSE",
2854 _clutter_actor_get_debug_name (self));
2858 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
2861 stage = _clutter_actor_get_stage_internal (self);
2862 stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
2863 if (G_UNLIKELY (!stage_clip))
2865 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2866 "No stage clip set",
2867 _clutter_actor_get_debug_name (self));
2871 if (cogl_get_draw_framebuffer () !=
2872 _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
2874 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2875 "Current framebuffer doesn't correspond to stage",
2876 _clutter_actor_get_debug_name (self));
2881 _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
2886 _clutter_actor_update_last_paint_volume (ClutterActor *self)
2888 ClutterActorPrivate *priv = self->priv;
2889 const ClutterPaintVolume *pv;
2891 if (priv->last_paint_volume_valid)
2893 clutter_paint_volume_free (&priv->last_paint_volume);
2894 priv->last_paint_volume_valid = FALSE;
2897 pv = clutter_actor_get_paint_volume (self);
2900 CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
2901 "Actor failed to report a paint volume",
2902 _clutter_actor_get_debug_name (self));
2906 _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
2908 _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
2909 NULL); /* eye coordinates */
2911 priv->last_paint_volume_valid = TRUE;
2914 static inline gboolean
2915 actor_has_shader_data (ClutterActor *self)
2917 return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
2921 _clutter_actor_get_pick_id (ClutterActor *self)
2923 if (self->priv->pick_id < 0)
2926 return self->priv->pick_id;
2929 /* This is the same as clutter_actor_add_effect except that it doesn't
2930 queue a redraw and it doesn't notify on the effect property */
2932 _clutter_actor_add_effect_internal (ClutterActor *self,
2933 ClutterEffect *effect)
2935 ClutterActorPrivate *priv = self->priv;
2937 if (priv->effects == NULL)
2939 priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
2940 priv->effects->actor = self;
2943 _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2946 /* This is the same as clutter_actor_remove_effect except that it doesn't
2947 queue a redraw and it doesn't notify on the effect property */
2949 _clutter_actor_remove_effect_internal (ClutterActor *self,
2950 ClutterEffect *effect)
2952 ClutterActorPrivate *priv = self->priv;
2954 if (priv->effects == NULL)
2957 _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2961 needs_flatten_effect (ClutterActor *self)
2963 ClutterActorPrivate *priv = self->priv;
2965 if (G_UNLIKELY (clutter_paint_debug_flags &
2966 CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
2969 if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
2971 else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
2973 if (clutter_actor_get_paint_opacity (self) < 255 &&
2974 clutter_actor_has_overlaps (self))
2982 add_or_remove_flatten_effect (ClutterActor *self)
2984 ClutterActorPrivate *priv = self->priv;
2986 /* Add or remove the flatten effect depending on the
2987 offscreen-redirect property. */
2988 if (needs_flatten_effect (self))
2990 if (priv->flatten_effect == NULL)
2992 ClutterActorMeta *actor_meta;
2995 priv->flatten_effect = _clutter_flatten_effect_new ();
2996 /* Keep a reference to the effect so that we can queue
2998 g_object_ref_sink (priv->flatten_effect);
3000 /* Set the priority of the effect to high so that it will
3001 always be applied to the actor first. It uses an internal
3002 priority so that it won't be visible to applications */
3003 actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3004 priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3005 _clutter_actor_meta_set_priority (actor_meta, priority);
3007 /* This will add the effect without queueing a redraw */
3008 _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3013 if (priv->flatten_effect != NULL)
3015 /* Destroy the effect so that it will lose its fbo cache of
3017 _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3018 g_object_unref (priv->flatten_effect);
3019 priv->flatten_effect = NULL;
3025 clutter_actor_real_paint (ClutterActor *actor)
3027 ClutterActorPrivate *priv = actor->priv;
3030 /* paint the background color, if set */
3031 if (priv->bg_color_set)
3033 float width, height;
3036 clutter_actor_box_get_size (&priv->allocation, &width, &height);
3038 real_alpha = clutter_actor_get_paint_opacity_internal (actor)
3039 * priv->bg_color.alpha
3042 cogl_set_source_color4ub (priv->bg_color.red,
3043 priv->bg_color.green,
3044 priv->bg_color.blue,
3047 cogl_rectangle (0, 0, width, height);
3050 for (iter = priv->first_child;
3052 iter = iter->priv->next_sibling)
3054 CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3055 _clutter_actor_get_debug_name (iter),
3056 _clutter_actor_get_debug_name (actor),
3057 iter->priv->allocation.x1,
3058 iter->priv->allocation.y1,
3059 iter->priv->allocation.x2 - iter->priv->allocation.x1,
3060 iter->priv->allocation.y2 - iter->priv->allocation.y1);
3062 clutter_actor_paint (iter);
3067 * clutter_actor_paint:
3068 * @self: A #ClutterActor
3070 * Renders the actor to display.
3072 * This function should not be called directly by applications.
3073 * Call clutter_actor_queue_redraw() to queue paints, instead.
3075 * This function is context-aware, and will either cause a
3076 * regular paint or a pick paint.
3078 * This function will emit the #ClutterActor::paint signal or
3079 * the #ClutterActor::pick signal, depending on the context.
3081 * This function does not paint the actor if the actor is set to 0,
3082 * unless it is performing a pick paint.
3085 clutter_actor_paint (ClutterActor *self)
3087 ClutterActorPrivate *priv;
3088 ClutterPickMode pick_mode;
3089 gboolean clip_set = FALSE;
3090 gboolean shader_applied = FALSE;
3092 CLUTTER_STATIC_COUNTER (actor_paint_counter,
3093 "Actor real-paint counter",
3094 "Increments each time any actor is painted",
3095 0 /* no application private data */);
3096 CLUTTER_STATIC_COUNTER (actor_pick_counter,
3097 "Actor pick-paint counter",
3098 "Increments each time any actor is painted "
3100 0 /* no application private data */);
3102 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3104 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3109 pick_mode = _clutter_context_get_pick_mode ();
3111 if (pick_mode == CLUTTER_PICK_NONE)
3112 priv->propagated_one_redraw = FALSE;
3114 /* It's an important optimization that we consider painting of
3115 * actors with 0 opacity to be a NOP... */
3116 if (pick_mode == CLUTTER_PICK_NONE &&
3117 /* ignore top-levels, since they might be transparent */
3118 !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3119 /* Use the override opacity if its been set */
3120 ((priv->opacity_override >= 0) ?
3121 priv->opacity_override : priv->opacity) == 0)
3124 /* if we aren't paintable (not in a toplevel with all
3125 * parents paintable) then do nothing.
3127 if (!CLUTTER_ACTOR_IS_MAPPED (self))
3130 /* mark that we are in the paint process */
3131 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3135 if (priv->enable_model_view_transform)
3139 /* XXX: It could be better to cache the modelview with the actor
3140 * instead of progressively building up the transformations on
3141 * the matrix stack every time we paint. */
3142 cogl_get_modelview_matrix (&matrix);
3143 _clutter_actor_apply_modelview_transform (self, &matrix);
3145 #ifdef CLUTTER_ENABLE_DEBUG
3146 /* Catch when out-of-band transforms have been made by actors not as part
3147 * of an apply_transform vfunc... */
3148 if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3150 CoglMatrix expected_matrix;
3152 _clutter_actor_get_relative_transformation_matrix (self, NULL,
3155 if (!cogl_matrix_equal (&matrix, &expected_matrix))
3157 GString *buf = g_string_sized_new (1024);
3158 ClutterActor *parent;
3161 while (parent != NULL)
3163 g_string_append (buf, _clutter_actor_get_debug_name (parent));
3165 if (parent->priv->parent != NULL)
3166 g_string_append (buf, "->");
3168 parent = parent->priv->parent;
3171 g_warning ("Unexpected transform found when painting actor "
3172 "\"%s\". This will be caused by one of the actor's "
3173 "ancestors (%s) using the Cogl API directly to transform "
3174 "children instead of using ::apply_transform().",
3175 _clutter_actor_get_debug_name (self),
3178 g_string_free (buf, TRUE);
3181 #endif /* CLUTTER_ENABLE_DEBUG */
3183 cogl_set_modelview_matrix (&matrix);
3188 cogl_clip_push_rectangle (priv->clip.x,
3190 priv->clip.x + priv->clip.width,
3191 priv->clip.y + priv->clip.height);
3194 else if (priv->clip_to_allocation)
3196 gfloat width, height;
3198 width = priv->allocation.x2 - priv->allocation.x1;
3199 height = priv->allocation.y2 - priv->allocation.y1;
3201 cogl_clip_push_rectangle (0, 0, width, height);
3205 if (pick_mode == CLUTTER_PICK_NONE)
3207 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3209 /* We check whether we need to add the flatten effect before
3210 each paint so that we can avoid having a mechanism for
3211 applications to notify when the value of the
3212 has_overlaps virtual changes. */
3213 add_or_remove_flatten_effect (self);
3216 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3218 /* We save the current paint volume so that the next time the
3219 * actor queues a redraw we can constrain the redraw to just
3220 * cover the union of the new bounding box and the old.
3222 * We also fetch the current paint volume to perform culling so
3223 * we can avoid painting actors outside the current clip region.
3225 * If we are painting inside a clone, we should neither update
3226 * the paint volume or use it to cull painting, since the paint
3227 * box represents the location of the source actor on the
3230 * XXX: We are starting to do a lot of vertex transforms on
3231 * the CPU in a typical paint, so at some point we should
3232 * audit these and consider caching some things.
3234 * NB: We don't perform culling while picking at this point because
3235 * clutter-stage.c doesn't setup the clipping planes appropriately.
3237 * NB: We don't want to update the last-paint-volume during picking
3238 * because the last-paint-volume is used to determine the old screen
3239 * space location of an actor that has moved so we can know the
3240 * minimal region to redraw to clear an old view of the actor. If we
3241 * update this during picking then by the time we come around to
3242 * paint then the last-paint-volume would likely represent the new
3243 * actor position not the old.
3245 if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3248 /* annoyingly gcc warns if uninitialized even though
3249 * the initialization is redundant :-( */
3250 ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3252 if (G_LIKELY ((clutter_paint_debug_flags &
3253 (CLUTTER_DEBUG_DISABLE_CULLING |
3254 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3255 (CLUTTER_DEBUG_DISABLE_CULLING |
3256 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3257 _clutter_actor_update_last_paint_volume (self);
3259 success = cull_actor (self, &result);
3261 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3262 _clutter_actor_paint_cull_result (self, success, result);
3263 else if (result == CLUTTER_CULL_RESULT_OUT && success)
3267 if (priv->effects == NULL)
3269 if (pick_mode == CLUTTER_PICK_NONE &&
3270 actor_has_shader_data (self))
3272 _clutter_actor_shader_pre_paint (self, FALSE);
3273 shader_applied = TRUE;
3276 priv->next_effect_to_paint = NULL;
3279 priv->next_effect_to_paint =
3280 _clutter_meta_group_peek_metas (priv->effects);
3282 clutter_actor_continue_paint (self);
3285 _clutter_actor_shader_post_paint (self);
3287 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3288 pick_mode == CLUTTER_PICK_NONE))
3289 _clutter_actor_draw_paint_volume (self);
3292 /* If we make it here then the actor has run through a complete
3293 paint run including all the effects so it's no longer dirty */
3294 if (pick_mode == CLUTTER_PICK_NONE)
3295 priv->is_dirty = FALSE;
3302 /* paint sequence complete */
3303 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3307 * clutter_actor_continue_paint:
3308 * @self: A #ClutterActor
3310 * Run the next stage of the paint sequence. This function should only
3311 * be called within the implementation of the ‘run’ virtual of a
3312 * #ClutterEffect. It will cause the run method of the next effect to
3313 * be applied, or it will paint the actual actor if the current effect
3314 * is the last effect in the chain.
3319 clutter_actor_continue_paint (ClutterActor *self)
3321 ClutterActorPrivate *priv;
3323 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3324 /* This should only be called from with in the ‘run’ implementation
3325 of a ClutterEffect */
3326 g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3330 /* Skip any effects that are disabled */
3331 while (priv->next_effect_to_paint &&
3332 !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3333 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3335 /* If this has come from the last effect then we'll just paint the
3337 if (priv->next_effect_to_paint == NULL)
3339 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3341 g_signal_emit (self, actor_signals[PAINT], 0);
3345 ClutterColor col = { 0, };
3347 _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3349 /* Actor will then paint silhouette of itself in supplied
3350 * color. See clutter_stage_get_actor_at_pos() for where
3351 * picking is enabled.
3353 g_signal_emit (self, actor_signals[PICK], 0, &col);
3358 ClutterEffect *old_current_effect;
3359 ClutterEffectPaintFlags run_flags = 0;
3361 /* Cache the current effect so that we can put it back before
3363 old_current_effect = priv->current_effect;
3365 priv->current_effect = priv->next_effect_to_paint->data;
3366 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3368 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3372 /* If there's an effect queued with this redraw then all
3373 effects up to that one will be considered dirty. It
3374 is expected the queued effect will paint the cached
3375 image and not call clutter_actor_continue_paint again
3376 (although it should work ok if it does) */
3377 if (priv->effect_to_redraw == NULL ||
3378 priv->current_effect != priv->effect_to_redraw)
3379 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3382 _clutter_effect_paint (priv->current_effect, run_flags);
3386 /* We can't determine when an actor has been modified since
3387 its last pick so lets just assume it has always been
3389 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3391 _clutter_effect_pick (priv->current_effect, run_flags);
3394 priv->current_effect = old_current_effect;
3398 static ClutterActorTraverseVisitFlags
3399 invalidate_queue_redraw_entry (ClutterActor *self,
3403 ClutterActorPrivate *priv = self->priv;
3405 if (priv->queue_redraw_entry != NULL)
3407 _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3408 priv->queue_redraw_entry = NULL;
3411 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3415 remove_child (ClutterActor *self,
3416 ClutterActor *child)
3418 ClutterActor *prev_sibling, *next_sibling;
3420 prev_sibling = child->priv->prev_sibling;
3421 next_sibling = child->priv->next_sibling;
3423 if (prev_sibling != NULL)
3424 prev_sibling->priv->next_sibling = next_sibling;
3426 if (next_sibling != NULL)
3427 next_sibling->priv->prev_sibling = prev_sibling;
3429 if (self->priv->first_child == child)
3430 self->priv->first_child = next_sibling;
3432 if (self->priv->last_child == child)
3433 self->priv->last_child = prev_sibling;
3435 child->priv->parent = NULL;
3436 child->priv->prev_sibling = NULL;
3437 child->priv->next_sibling = NULL;
3441 REMOVE_CHILD_DESTROY_META = 1 << 0,
3442 REMOVE_CHILD_EMIT_PARENT_SET = 1 << 1,
3443 REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3444 REMOVE_CHILD_CHECK_STATE = 1 << 3,
3445 REMOVE_CHILD_FLUSH_QUEUE = 1 << 4,
3446 REMOVE_CHILD_NOTIFY_FIRST_LAST = 1 << 5,
3448 /* default flags for public API */
3449 REMOVE_CHILD_DEFAULT_FLAGS = REMOVE_CHILD_DESTROY_META |
3450 REMOVE_CHILD_EMIT_PARENT_SET |
3451 REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3452 REMOVE_CHILD_CHECK_STATE |
3453 REMOVE_CHILD_FLUSH_QUEUE |
3454 REMOVE_CHILD_NOTIFY_FIRST_LAST,
3456 /* flags for legacy/deprecated API */
3457 REMOVE_CHILD_LEGACY_FLAGS = REMOVE_CHILD_CHECK_STATE |
3458 REMOVE_CHILD_FLUSH_QUEUE |
3459 REMOVE_CHILD_EMIT_PARENT_SET |
3460 REMOVE_CHILD_NOTIFY_FIRST_LAST
3461 } ClutterActorRemoveChildFlags;
3464 * clutter_actor_remove_child_internal:
3465 * @self: a #ClutterActor
3466 * @child: the child of @self that has to be removed
3467 * @flags: control the removal operations
3469 * Removes @child from the list of children of @self.
3472 clutter_actor_remove_child_internal (ClutterActor *self,
3473 ClutterActor *child,
3474 ClutterActorRemoveChildFlags flags)
3476 ClutterActor *old_first, *old_last;
3477 gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3478 gboolean flush_queue;
3479 gboolean notify_first_last;
3480 gboolean was_mapped;
3482 destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3483 emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3484 emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3485 check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3486 flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3487 notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3490 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3494 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3496 /* we need to unrealize *before* we set parent_actor to NULL,
3497 * because in an unrealize method actors are dissociating from the
3498 * stage, which means they need to be able to
3499 * clutter_actor_get_stage().
3501 * yhis should unmap and unrealize, unless we're reparenting.
3503 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3510 /* We take this opportunity to invalidate any queue redraw entry
3511 * associated with the actor and descendants since we won't be able to
3512 * determine the appropriate stage after this.
3514 * we do this after we updated the mapped state because actors might
3515 * end up queueing redraws inside their mapped/unmapped virtual
3516 * functions, and if we invalidate the redraw entry we could end up
3517 * with an inconsistent state and weird memory corruption. see
3520 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3521 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3523 _clutter_actor_traverse (child,
3525 invalidate_queue_redraw_entry,
3530 old_first = self->priv->first_child;
3531 old_last = self->priv->last_child;
3533 remove_child (self, child);
3535 self->priv->n_children -= 1;
3537 self->priv->age += 1;
3539 /* clutter_actor_reparent() will emit ::parent-set for us */
3540 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3541 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3543 /* if the child was mapped then we need to relayout ourselves to account
3544 * for the removed child
3547 clutter_actor_queue_relayout (self);
3549 /* we need to emit the signal before dropping the reference */
3550 if (emit_actor_removed)
3551 g_signal_emit_by_name (self, "actor-removed", child);
3553 if (notify_first_last)
3555 if (old_first != self->priv->first_child)
3556 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3558 if (old_last != self->priv->last_child)
3559 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3562 /* remove the reference we acquired in clutter_actor_add_child() */
3563 g_object_unref (child);
3566 static const ClutterTransformInfo default_transform_info = {
3567 0.0, { 0, }, /* rotation-x */
3568 0.0, { 0, }, /* rotation-y */
3569 0.0, { 0, }, /* rotation-z */
3571 1.0, 1.0, { 0, }, /* scale */
3573 { 0, }, /* anchor */
3577 * _clutter_actor_get_transform_info_or_defaults:
3578 * @self: a #ClutterActor
3580 * Retrieves the ClutterTransformInfo structure associated to an actor.
3582 * If the actor does not have a ClutterTransformInfo structure associated
3583 * to it, then the default structure will be returned.
3585 * This function should only be used for getters.
3587 * Return value: a const pointer to the ClutterTransformInfo structure
3589 const ClutterTransformInfo *
3590 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3592 ClutterTransformInfo *info;
3594 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3598 return &default_transform_info;
3602 clutter_transform_info_free (gpointer data)
3605 g_slice_free (ClutterTransformInfo, data);
3609 * _clutter_actor_get_transform_info:
3610 * @self: a #ClutterActor
3612 * Retrieves a pointer to the ClutterTransformInfo structure.
3614 * If the actor does not have a ClutterTransformInfo associated to it, one
3615 * will be created and initialized to the default values.
3617 * This function should be used for setters.
3619 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3622 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3625 ClutterTransformInfo *
3626 _clutter_actor_get_transform_info (ClutterActor *self)
3628 ClutterTransformInfo *info;
3630 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3633 info = g_slice_new (ClutterTransformInfo);
3635 *info = default_transform_info;
3637 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3639 clutter_transform_info_free);
3646 * clutter_actor_set_rotation_angle_internal:
3647 * @self: a #ClutterActor
3648 * @axis: the axis of the angle to change
3649 * @angle: the angle of rotation
3651 * Sets the rotation angle on the given axis without affecting the
3652 * rotation center point.
3655 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
3656 ClutterRotateAxis axis,
3659 GObject *obj = G_OBJECT (self);
3660 ClutterTransformInfo *info;
3662 info = _clutter_actor_get_transform_info (self);
3664 g_object_freeze_notify (obj);
3668 case CLUTTER_X_AXIS:
3669 info->rx_angle = angle;
3670 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3673 case CLUTTER_Y_AXIS:
3674 info->ry_angle = angle;
3675 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3678 case CLUTTER_Z_AXIS:
3679 info->rz_angle = angle;
3680 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3684 self->priv->transform_valid = FALSE;
3686 g_object_thaw_notify (obj);
3688 clutter_actor_queue_redraw (self);
3692 * clutter_actor_set_rotation_center_internal:
3693 * @self: a #ClutterActor
3694 * @axis: the axis of the center to change
3695 * @center: the coordinates of the rotation center
3697 * Sets the rotation center on the given axis without affecting the
3701 clutter_actor_set_rotation_center_internal (ClutterActor *self,
3702 ClutterRotateAxis axis,
3703 const ClutterVertex *center)
3705 GObject *obj = G_OBJECT (self);
3706 ClutterTransformInfo *info;
3707 ClutterVertex v = { 0, 0, 0 };
3709 info = _clutter_actor_get_transform_info (self);
3714 g_object_freeze_notify (obj);
3718 case CLUTTER_X_AXIS:
3719 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
3720 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
3723 case CLUTTER_Y_AXIS:
3724 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
3725 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
3728 case CLUTTER_Z_AXIS:
3729 /* if the previously set rotation center was fractional, then
3730 * setting explicit coordinates will have to notify the
3731 * :rotation-center-z-gravity property as well
3733 if (info->rz_center.is_fractional)
3734 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
3736 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
3737 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
3741 self->priv->transform_valid = FALSE;
3743 g_object_thaw_notify (obj);
3745 clutter_actor_queue_redraw (self);
3749 clutter_actor_set_scale_factor (ClutterActor *self,
3750 ClutterRotateAxis axis,
3753 GObject *obj = G_OBJECT (self);
3754 ClutterTransformInfo *info;
3756 info = _clutter_actor_get_transform_info (self);
3758 g_object_freeze_notify (obj);
3762 case CLUTTER_X_AXIS:
3763 info->scale_x = factor;
3764 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
3767 case CLUTTER_Y_AXIS:
3768 info->scale_y = factor;
3769 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
3773 g_assert_not_reached ();
3776 self->priv->transform_valid = FALSE;
3778 clutter_actor_queue_redraw (self);
3780 g_object_thaw_notify (obj);
3784 clutter_actor_set_scale_center (ClutterActor *self,
3785 ClutterRotateAxis axis,
3788 GObject *obj = G_OBJECT (self);
3789 ClutterTransformInfo *info;
3790 gfloat center_x, center_y;
3792 info = _clutter_actor_get_transform_info (self);
3794 g_object_freeze_notify (obj);
3796 /* get the current scale center coordinates */
3797 clutter_anchor_coord_get_units (self, &info->scale_center,
3802 /* we need to notify this too, because setting explicit coordinates will
3803 * change the gravity as a side effect
3805 if (info->scale_center.is_fractional)
3806 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
3810 case CLUTTER_X_AXIS:
3811 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
3812 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
3815 case CLUTTER_Y_AXIS:
3816 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
3817 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
3821 g_assert_not_reached ();
3824 self->priv->transform_valid = FALSE;
3826 clutter_actor_queue_redraw (self);
3828 g_object_thaw_notify (obj);
3832 clutter_actor_set_anchor_coord (ClutterActor *self,
3833 ClutterRotateAxis axis,
3836 GObject *obj = G_OBJECT (self);
3837 ClutterTransformInfo *info;
3838 gfloat anchor_x, anchor_y;
3840 info = _clutter_actor_get_transform_info (self);
3842 g_object_freeze_notify (obj);
3844 clutter_anchor_coord_get_units (self, &info->anchor,
3849 if (info->anchor.is_fractional)
3850 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
3854 case CLUTTER_X_AXIS:
3855 clutter_anchor_coord_set_units (&info->anchor,
3859 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
3862 case CLUTTER_Y_AXIS:
3863 clutter_anchor_coord_set_units (&info->anchor,
3867 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
3871 g_assert_not_reached ();
3874 self->priv->transform_valid = FALSE;
3876 clutter_actor_queue_redraw (self);
3878 g_object_thaw_notify (obj);
3882 clutter_actor_set_property (GObject *object,
3884 const GValue *value,
3887 ClutterActor *actor = CLUTTER_ACTOR (object);
3888 ClutterActorPrivate *priv = actor->priv;
3893 clutter_actor_set_x (actor, g_value_get_float (value));
3897 clutter_actor_set_y (actor, g_value_get_float (value));
3901 clutter_actor_set_width (actor, g_value_get_float (value));
3905 clutter_actor_set_height (actor, g_value_get_float (value));
3909 clutter_actor_set_x (actor, g_value_get_float (value));
3913 clutter_actor_set_y (actor, g_value_get_float (value));
3916 case PROP_FIXED_POSITION_SET:
3917 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
3920 case PROP_MIN_WIDTH:
3921 clutter_actor_set_min_width (actor, g_value_get_float (value));
3924 case PROP_MIN_HEIGHT:
3925 clutter_actor_set_min_height (actor, g_value_get_float (value));
3928 case PROP_NATURAL_WIDTH:
3929 clutter_actor_set_natural_width (actor, g_value_get_float (value));
3932 case PROP_NATURAL_HEIGHT:
3933 clutter_actor_set_natural_height (actor, g_value_get_float (value));
3936 case PROP_MIN_WIDTH_SET:
3937 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
3940 case PROP_MIN_HEIGHT_SET:
3941 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
3944 case PROP_NATURAL_WIDTH_SET:
3945 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
3948 case PROP_NATURAL_HEIGHT_SET:
3949 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
3952 case PROP_REQUEST_MODE:
3953 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
3957 clutter_actor_set_depth (actor, g_value_get_float (value));
3961 clutter_actor_set_opacity (actor, g_value_get_uint (value));
3964 case PROP_OFFSCREEN_REDIRECT:
3965 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
3969 clutter_actor_set_name (actor, g_value_get_string (value));
3973 if (g_value_get_boolean (value) == TRUE)
3974 clutter_actor_show (actor);
3976 clutter_actor_hide (actor);
3980 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
3981 g_value_get_double (value));
3985 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
3986 g_value_get_double (value));
3989 case PROP_SCALE_CENTER_X:
3990 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
3991 g_value_get_float (value));
3994 case PROP_SCALE_CENTER_Y:
3995 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
3996 g_value_get_float (value));
3999 case PROP_SCALE_GRAVITY:
4001 const ClutterTransformInfo *info;
4002 ClutterGravity gravity;
4004 info = _clutter_actor_get_transform_info_or_defaults (actor);
4005 gravity = g_value_get_enum (value);
4007 clutter_actor_set_scale_with_gravity (actor,
4016 const ClutterGeometry *geom = g_value_get_boxed (value);
4018 clutter_actor_set_clip (actor,
4020 geom->width, geom->height);
4024 case PROP_CLIP_TO_ALLOCATION:
4025 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4029 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4032 case PROP_ROTATION_ANGLE_X:
4033 clutter_actor_set_rotation_angle_internal (actor,
4035 g_value_get_double (value));
4038 case PROP_ROTATION_ANGLE_Y:
4039 clutter_actor_set_rotation_angle_internal (actor,
4041 g_value_get_double (value));
4044 case PROP_ROTATION_ANGLE_Z:
4045 clutter_actor_set_rotation_angle_internal (actor,
4047 g_value_get_double (value));
4050 case PROP_ROTATION_CENTER_X:
4051 clutter_actor_set_rotation_center_internal (actor,
4053 g_value_get_boxed (value));
4056 case PROP_ROTATION_CENTER_Y:
4057 clutter_actor_set_rotation_center_internal (actor,
4059 g_value_get_boxed (value));
4062 case PROP_ROTATION_CENTER_Z:
4063 clutter_actor_set_rotation_center_internal (actor,
4065 g_value_get_boxed (value));
4068 case PROP_ROTATION_CENTER_Z_GRAVITY:
4070 const ClutterTransformInfo *info;
4072 info = _clutter_actor_get_transform_info_or_defaults (actor);
4073 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4074 g_value_get_enum (value));
4079 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4080 g_value_get_float (value));
4084 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4085 g_value_get_float (value));
4088 case PROP_ANCHOR_GRAVITY:
4089 clutter_actor_set_anchor_point_from_gravity (actor,
4090 g_value_get_enum (value));
4093 case PROP_SHOW_ON_SET_PARENT:
4094 priv->show_on_set_parent = g_value_get_boolean (value);
4097 case PROP_TEXT_DIRECTION:
4098 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4102 clutter_actor_add_action (actor, g_value_get_object (value));
4105 case PROP_CONSTRAINTS:
4106 clutter_actor_add_constraint (actor, g_value_get_object (value));
4110 clutter_actor_add_effect (actor, g_value_get_object (value));
4113 case PROP_LAYOUT_MANAGER:
4114 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4118 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4122 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4125 case PROP_MARGIN_TOP:
4126 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4129 case PROP_MARGIN_BOTTOM:
4130 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4133 case PROP_MARGIN_LEFT:
4134 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4137 case PROP_MARGIN_RIGHT:
4138 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4141 case PROP_BACKGROUND_COLOR:
4142 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4146 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4152 clutter_actor_get_property (GObject *object,
4157 ClutterActor *actor = CLUTTER_ACTOR (object);
4158 ClutterActorPrivate *priv = actor->priv;
4163 g_value_set_float (value, clutter_actor_get_x (actor));
4167 g_value_set_float (value, clutter_actor_get_y (actor));
4171 g_value_set_float (value, clutter_actor_get_width (actor));
4175 g_value_set_float (value, clutter_actor_get_height (actor));
4180 const ClutterLayoutInfo *info;
4182 info = _clutter_actor_get_layout_info_or_defaults (actor);
4183 g_value_set_float (value, info->fixed_x);
4189 const ClutterLayoutInfo *info;
4191 info = _clutter_actor_get_layout_info_or_defaults (actor);
4192 g_value_set_float (value, info->fixed_y);
4196 case PROP_FIXED_POSITION_SET:
4197 g_value_set_boolean (value, priv->position_set);
4200 case PROP_MIN_WIDTH:
4202 const ClutterLayoutInfo *info;
4204 info = _clutter_actor_get_layout_info_or_defaults (actor);
4205 g_value_set_float (value, info->min_width);
4209 case PROP_MIN_HEIGHT:
4211 const ClutterLayoutInfo *info;
4213 info = _clutter_actor_get_layout_info_or_defaults (actor);
4214 g_value_set_float (value, info->min_height);
4218 case PROP_NATURAL_WIDTH:
4220 const ClutterLayoutInfo *info;
4222 info = _clutter_actor_get_layout_info_or_defaults (actor);
4223 g_value_set_float (value, info->natural_width);
4227 case PROP_NATURAL_HEIGHT:
4229 const ClutterLayoutInfo *info;
4231 info = _clutter_actor_get_layout_info_or_defaults (actor);
4232 g_value_set_float (value, info->natural_height);
4236 case PROP_MIN_WIDTH_SET:
4237 g_value_set_boolean (value, priv->min_width_set);
4240 case PROP_MIN_HEIGHT_SET:
4241 g_value_set_boolean (value, priv->min_height_set);
4244 case PROP_NATURAL_WIDTH_SET:
4245 g_value_set_boolean (value, priv->natural_width_set);
4248 case PROP_NATURAL_HEIGHT_SET:
4249 g_value_set_boolean (value, priv->natural_height_set);
4252 case PROP_REQUEST_MODE:
4253 g_value_set_enum (value, priv->request_mode);
4256 case PROP_ALLOCATION:
4257 g_value_set_boxed (value, &priv->allocation);
4261 g_value_set_float (value, clutter_actor_get_depth (actor));
4265 g_value_set_uint (value, priv->opacity);
4268 case PROP_OFFSCREEN_REDIRECT:
4269 g_value_set_enum (value, priv->offscreen_redirect);
4273 g_value_set_string (value, priv->name);
4277 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4281 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4285 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4289 g_value_set_boolean (value, priv->has_clip);
4294 ClutterGeometry clip;
4296 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4297 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4298 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4299 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4301 g_value_set_boxed (value, &clip);
4305 case PROP_CLIP_TO_ALLOCATION:
4306 g_value_set_boolean (value, priv->clip_to_allocation);
4311 const ClutterTransformInfo *info;
4313 info = _clutter_actor_get_transform_info_or_defaults (actor);
4314 g_value_set_double (value, info->scale_x);
4320 const ClutterTransformInfo *info;
4322 info = _clutter_actor_get_transform_info_or_defaults (actor);
4323 g_value_set_double (value, info->scale_y);
4327 case PROP_SCALE_CENTER_X:
4331 clutter_actor_get_scale_center (actor, ¢er, NULL);
4333 g_value_set_float (value, center);
4337 case PROP_SCALE_CENTER_Y:
4341 clutter_actor_get_scale_center (actor, NULL, ¢er);
4343 g_value_set_float (value, center);
4347 case PROP_SCALE_GRAVITY:
4348 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4352 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4355 case PROP_ROTATION_ANGLE_X:
4357 const ClutterTransformInfo *info;
4359 info = _clutter_actor_get_transform_info_or_defaults (actor);
4360 g_value_set_double (value, info->rx_angle);
4364 case PROP_ROTATION_ANGLE_Y:
4366 const ClutterTransformInfo *info;
4368 info = _clutter_actor_get_transform_info_or_defaults (actor);
4369 g_value_set_double (value, info->ry_angle);
4373 case PROP_ROTATION_ANGLE_Z:
4375 const ClutterTransformInfo *info;
4377 info = _clutter_actor_get_transform_info_or_defaults (actor);
4378 g_value_set_double (value, info->rz_angle);
4382 case PROP_ROTATION_CENTER_X:
4384 ClutterVertex center;
4386 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4391 g_value_set_boxed (value, ¢er);
4395 case PROP_ROTATION_CENTER_Y:
4397 ClutterVertex center;
4399 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4404 g_value_set_boxed (value, ¢er);
4408 case PROP_ROTATION_CENTER_Z:
4410 ClutterVertex center;
4412 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4417 g_value_set_boxed (value, ¢er);
4421 case PROP_ROTATION_CENTER_Z_GRAVITY:
4422 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4427 const ClutterTransformInfo *info;
4430 info = _clutter_actor_get_transform_info_or_defaults (actor);
4431 clutter_anchor_coord_get_units (actor, &info->anchor,
4435 g_value_set_float (value, anchor_x);
4441 const ClutterTransformInfo *info;
4444 info = _clutter_actor_get_transform_info_or_defaults (actor);
4445 clutter_anchor_coord_get_units (actor, &info->anchor,
4449 g_value_set_float (value, anchor_y);
4453 case PROP_ANCHOR_GRAVITY:
4454 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4457 case PROP_SHOW_ON_SET_PARENT:
4458 g_value_set_boolean (value, priv->show_on_set_parent);
4461 case PROP_TEXT_DIRECTION:
4462 g_value_set_enum (value, priv->text_direction);
4465 case PROP_HAS_POINTER:
4466 g_value_set_boolean (value, priv->has_pointer);
4469 case PROP_LAYOUT_MANAGER:
4470 g_value_set_object (value, priv->layout_manager);
4475 const ClutterLayoutInfo *info;
4477 info = _clutter_actor_get_layout_info_or_defaults (actor);
4478 g_value_set_enum (value, info->x_align);
4484 const ClutterLayoutInfo *info;
4486 info = _clutter_actor_get_layout_info_or_defaults (actor);
4487 g_value_set_enum (value, info->y_align);
4491 case PROP_MARGIN_TOP:
4493 const ClutterLayoutInfo *info;
4495 info = _clutter_actor_get_layout_info_or_defaults (actor);
4496 g_value_set_float (value, info->margin.top);
4500 case PROP_MARGIN_BOTTOM:
4502 const ClutterLayoutInfo *info;
4504 info = _clutter_actor_get_layout_info_or_defaults (actor);
4505 g_value_set_float (value, info->margin.bottom);
4509 case PROP_MARGIN_LEFT:
4511 const ClutterLayoutInfo *info;
4513 info = _clutter_actor_get_layout_info_or_defaults (actor);
4514 g_value_set_float (value, info->margin.left);
4518 case PROP_MARGIN_RIGHT:
4520 const ClutterLayoutInfo *info;
4522 info = _clutter_actor_get_layout_info_or_defaults (actor);
4523 g_value_set_float (value, info->margin.right);
4527 case PROP_BACKGROUND_COLOR_SET:
4528 g_value_set_boolean (value, priv->bg_color_set);
4531 case PROP_BACKGROUND_COLOR:
4532 g_value_set_boxed (value, &priv->bg_color);
4535 case PROP_FIRST_CHILD:
4536 g_value_set_object (value, priv->first_child);
4539 case PROP_LAST_CHILD:
4540 g_value_set_object (value, priv->last_child);
4544 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4550 clutter_actor_dispose (GObject *object)
4552 ClutterActor *self = CLUTTER_ACTOR (object);
4553 ClutterActorPrivate *priv = self->priv;
4555 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4557 g_type_name (G_OBJECT_TYPE (self)),
4560 g_signal_emit (self, actor_signals[DESTROY], 0);
4562 /* avoid recursing when called from clutter_actor_destroy() */
4563 if (priv->parent != NULL)
4565 ClutterActor *parent = priv->parent;
4567 /* go through the Container implementation unless this
4568 * is an internal child and has been marked as such.
4570 * removing the actor from its parent will reset the
4571 * realized and mapped states.
4573 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4574 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4576 clutter_actor_remove_child_internal (parent, self,
4577 REMOVE_CHILD_LEGACY_FLAGS);
4580 /* parent must be gone at this point */
4581 g_assert (priv->parent == NULL);
4583 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4585 /* can't be mapped or realized with no parent */
4586 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4587 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4590 g_clear_object (&priv->pango_context);
4591 g_clear_object (&priv->actions);
4592 g_clear_object (&priv->constraints);
4593 g_clear_object (&priv->effects);
4594 g_clear_object (&priv->flatten_effect);
4596 if (priv->layout_manager != NULL)
4598 clutter_layout_manager_set_container (priv->layout_manager, NULL);
4599 g_object_unref (priv->layout_manager);
4600 priv->layout_manager = NULL;
4603 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4607 clutter_actor_finalize (GObject *object)
4609 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4611 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4612 priv->name != NULL ? priv->name : "<none>",
4614 g_type_name (G_OBJECT_TYPE (object)));
4616 _clutter_context_release_id (priv->id);
4618 g_free (priv->name);
4620 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
4625 * clutter_actor_get_accessible:
4626 * @self: a #ClutterActor
4628 * Returns the accessible object that describes the actor to an
4629 * assistive technology.
4631 * If no class-specific #AtkObject implementation is available for the
4632 * actor instance in question, it will inherit an #AtkObject
4633 * implementation from the first ancestor class for which such an
4634 * implementation is defined.
4636 * The documentation of the <ulink
4637 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
4638 * library contains more information about accessible objects and
4641 * Returns: (transfer none): the #AtkObject associated with @actor
4644 clutter_actor_get_accessible (ClutterActor *self)
4646 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4648 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
4652 clutter_actor_real_get_accessible (ClutterActor *actor)
4654 return atk_gobject_accessible_for_object (G_OBJECT (actor));
4658 _clutter_actor_ref_accessible (AtkImplementor *implementor)
4660 AtkObject *accessible;
4662 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
4663 if (accessible != NULL)
4664 g_object_ref (accessible);
4670 atk_implementor_iface_init (AtkImplementorIface *iface)
4672 iface->ref_accessible = _clutter_actor_ref_accessible;
4676 clutter_actor_real_get_paint_volume (ClutterActor *self,
4677 ClutterPaintVolume *volume)
4679 ClutterActorPrivate *priv = self->priv;
4680 ClutterActor *child;
4683 /* this is the default return value: we cannot know if a class
4684 * is going to paint outside its allocation, so we take the
4685 * conservative approach.
4689 /* we start from the allocation */
4690 clutter_paint_volume_set_from_allocation (volume, self);
4692 /* if the actor has a clip set then we have a pretty definite
4693 * size for the paint volume: the actor cannot possibly paint
4694 * outside the clip region.
4696 if (priv->clip_to_allocation)
4698 /* the allocation has already been set, so we just flip the
4703 else if (priv->has_clip &&
4704 priv->clip.width >= 0 &&
4705 priv->clip.height >= 0)
4707 ClutterVertex origin;
4709 origin.x = priv->clip.x;
4710 origin.y = priv->clip.y;
4713 clutter_paint_volume_set_origin (volume, &origin);
4714 clutter_paint_volume_set_width (volume, priv->clip.width);
4715 clutter_paint_volume_set_height (volume, priv->clip.height);
4720 /* if we don't have children we just bail out here... */
4721 if (priv->n_children == 0)
4724 /* ...but if we have children then we ask for their paint volume in
4725 * our coordinates. if any of our children replies that it doesn't
4726 * have a paint volume, we bail out
4728 for (child = priv->first_child;
4730 child = child->priv->next_sibling)
4732 const ClutterPaintVolume *child_volume;
4734 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
4735 if (child_volume == NULL)
4741 clutter_paint_volume_union (volume, child_volume);
4749 clutter_actor_real_has_overlaps (ClutterActor *self)
4751 /* By default we'll assume that all actors need an offscreen redirect to get
4752 * the correct opacity. Actors such as ClutterTexture that would never need
4753 * an offscreen redirect can override this to return FALSE. */
4758 clutter_actor_real_destroy (ClutterActor *actor)
4760 ClutterActorIter iter;
4762 clutter_actor_iter_init (&iter, actor);
4763 while (clutter_actor_iter_next (&iter, NULL))
4764 clutter_actor_iter_destroy (&iter);
4768 clutter_actor_constructor (GType gtype,
4770 GObjectConstructParam *props)
4772 GObjectClass *gobject_class;
4776 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
4777 retval = gobject_class->constructor (gtype, n_props, props);
4778 self = CLUTTER_ACTOR (retval);
4780 if (self->priv->layout_manager == NULL)
4782 ClutterLayoutManager *default_layout;
4784 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
4786 default_layout = clutter_fixed_layout_new ();
4787 clutter_actor_set_layout_manager (self, default_layout);
4794 clutter_actor_class_init (ClutterActorClass *klass)
4796 GObjectClass *object_class = G_OBJECT_CLASS (klass);
4798 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
4799 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
4800 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
4802 object_class->constructor = clutter_actor_constructor;
4803 object_class->set_property = clutter_actor_set_property;
4804 object_class->get_property = clutter_actor_get_property;
4805 object_class->dispose = clutter_actor_dispose;
4806 object_class->finalize = clutter_actor_finalize;
4808 klass->show = clutter_actor_real_show;
4809 klass->show_all = clutter_actor_show;
4810 klass->hide = clutter_actor_real_hide;
4811 klass->hide_all = clutter_actor_hide;
4812 klass->map = clutter_actor_real_map;
4813 klass->unmap = clutter_actor_real_unmap;
4814 klass->unrealize = clutter_actor_real_unrealize;
4815 klass->pick = clutter_actor_real_pick;
4816 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
4817 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
4818 klass->allocate = clutter_actor_real_allocate;
4819 klass->queue_redraw = clutter_actor_real_queue_redraw;
4820 klass->queue_relayout = clutter_actor_real_queue_relayout;
4821 klass->apply_transform = clutter_actor_real_apply_transform;
4822 klass->get_accessible = clutter_actor_real_get_accessible;
4823 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
4824 klass->has_overlaps = clutter_actor_real_has_overlaps;
4825 klass->paint = clutter_actor_real_paint;
4826 klass->destroy = clutter_actor_real_destroy;
4828 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
4833 * X coordinate of the actor in pixels. If written, forces a fixed
4834 * position for the actor. If read, returns the fixed position if any,
4835 * otherwise the allocation if available, otherwise 0.
4838 g_param_spec_float ("x",
4840 P_("X coordinate of the actor"),
4841 -G_MAXFLOAT, G_MAXFLOAT,
4843 CLUTTER_PARAM_READWRITE);
4848 * Y coordinate of the actor in pixels. If written, forces a fixed
4849 * position for the actor. If read, returns the fixed position if
4850 * any, otherwise the allocation if available, otherwise 0.
4853 g_param_spec_float ("y",
4855 P_("Y coordinate of the actor"),
4856 -G_MAXFLOAT, G_MAXFLOAT,
4858 CLUTTER_PARAM_READWRITE);
4861 * ClutterActor:width:
4863 * Width of the actor (in pixels). If written, forces the minimum and
4864 * natural size request of the actor to the given width. If read, returns
4865 * the allocated width if available, otherwise the width request.
4867 obj_props[PROP_WIDTH] =
4868 g_param_spec_float ("width",
4870 P_("Width of the actor"),
4873 CLUTTER_PARAM_READWRITE);
4876 * ClutterActor:height:
4878 * Height of the actor (in pixels). If written, forces the minimum and
4879 * natural size request of the actor to the given height. If read, returns
4880 * the allocated height if available, otherwise the height request.
4882 obj_props[PROP_HEIGHT] =
4883 g_param_spec_float ("height",
4885 P_("Height of the actor"),
4888 CLUTTER_PARAM_READWRITE);
4891 * ClutterActor:fixed-x:
4893 * The fixed X position of the actor in pixels.
4895 * Writing this property sets #ClutterActor:fixed-position-set
4896 * property as well, as a side effect
4900 obj_props[PROP_FIXED_X] =
4901 g_param_spec_float ("fixed-x",
4903 P_("Forced X position of the actor"),
4904 -G_MAXFLOAT, G_MAXFLOAT,
4906 CLUTTER_PARAM_READWRITE);
4909 * ClutterActor:fixed-y:
4911 * The fixed Y position of the actor in pixels.
4913 * Writing this property sets the #ClutterActor:fixed-position-set
4914 * property as well, as a side effect
4918 obj_props[PROP_FIXED_Y] =
4919 g_param_spec_float ("fixed-y",
4921 P_("Forced Y position of the actor"),
4922 -G_MAXFLOAT, G_MAXFLOAT,
4924 CLUTTER_PARAM_READWRITE);
4927 * ClutterActor:fixed-position-set:
4929 * This flag controls whether the #ClutterActor:fixed-x and
4930 * #ClutterActor:fixed-y properties are used
4934 obj_props[PROP_FIXED_POSITION_SET] =
4935 g_param_spec_boolean ("fixed-position-set",
4936 P_("Fixed position set"),
4937 P_("Whether to use fixed positioning for the actor"),
4939 CLUTTER_PARAM_READWRITE);
4942 * ClutterActor:min-width:
4944 * A forced minimum width request for the actor, in pixels
4946 * Writing this property sets the #ClutterActor:min-width-set property
4947 * as well, as a side effect.
4949 *This property overrides the usual width request of the actor.
4953 obj_props[PROP_MIN_WIDTH] =
4954 g_param_spec_float ("min-width",
4956 P_("Forced minimum width request for the actor"),
4959 CLUTTER_PARAM_READWRITE);
4962 * ClutterActor:min-height:
4964 * A forced minimum height request for the actor, in pixels
4966 * Writing this property sets the #ClutterActor:min-height-set property
4967 * as well, as a side effect. This property overrides the usual height
4968 * request of the actor.
4972 obj_props[PROP_MIN_HEIGHT] =
4973 g_param_spec_float ("min-height",
4975 P_("Forced minimum height request for the actor"),
4978 CLUTTER_PARAM_READWRITE);
4981 * ClutterActor:natural-width:
4983 * A forced natural width request for the actor, in pixels
4985 * Writing this property sets the #ClutterActor:natural-width-set
4986 * property as well, as a side effect. This property overrides the
4987 * usual width request of the actor
4991 obj_props[PROP_NATURAL_WIDTH] =
4992 g_param_spec_float ("natural-width",
4993 P_("Natural Width"),
4994 P_("Forced natural width request for the actor"),
4997 CLUTTER_PARAM_READWRITE);
5000 * ClutterActor:natural-height:
5002 * A forced natural height request for the actor, in pixels
5004 * Writing this property sets the #ClutterActor:natural-height-set
5005 * property as well, as a side effect. This property overrides the
5006 * usual height request of the actor
5010 obj_props[PROP_NATURAL_HEIGHT] =
5011 g_param_spec_float ("natural-height",
5012 P_("Natural Height"),
5013 P_("Forced natural height request for the actor"),
5016 CLUTTER_PARAM_READWRITE);
5019 * ClutterActor:min-width-set:
5021 * This flag controls whether the #ClutterActor:min-width property
5026 obj_props[PROP_MIN_WIDTH_SET] =
5027 g_param_spec_boolean ("min-width-set",
5028 P_("Minimum width set"),
5029 P_("Whether to use the min-width property"),
5031 CLUTTER_PARAM_READWRITE);
5034 * ClutterActor:min-height-set:
5036 * This flag controls whether the #ClutterActor:min-height property
5041 obj_props[PROP_MIN_HEIGHT_SET] =
5042 g_param_spec_boolean ("min-height-set",
5043 P_("Minimum height set"),
5044 P_("Whether to use the min-height property"),
5046 CLUTTER_PARAM_READWRITE);
5049 * ClutterActor:natural-width-set:
5051 * This flag controls whether the #ClutterActor:natural-width property
5056 obj_props[PROP_NATURAL_WIDTH_SET] =
5057 g_param_spec_boolean ("natural-width-set",
5058 P_("Natural width set"),
5059 P_("Whether to use the natural-width property"),
5061 CLUTTER_PARAM_READWRITE);
5064 * ClutterActor:natural-height-set:
5066 * This flag controls whether the #ClutterActor:natural-height property
5071 obj_props[PROP_NATURAL_HEIGHT_SET] =
5072 g_param_spec_boolean ("natural-height-set",
5073 P_("Natural height set"),
5074 P_("Whether to use the natural-height property"),
5076 CLUTTER_PARAM_READWRITE);
5079 * ClutterActor:allocation:
5081 * The allocation for the actor, in pixels
5083 * This is property is read-only, but you might monitor it to know when an
5084 * actor moves or resizes
5088 obj_props[PROP_ALLOCATION] =
5089 g_param_spec_boxed ("allocation",
5091 P_("The actor's allocation"),
5092 CLUTTER_TYPE_ACTOR_BOX,
5093 CLUTTER_PARAM_READABLE);
5096 * ClutterActor:request-mode:
5098 * Request mode for the #ClutterActor. The request mode determines the
5099 * type of geometry management used by the actor, either height for width
5100 * (the default) or width for height.
5102 * For actors implementing height for width, the parent container should get
5103 * the preferred width first, and then the preferred height for that width.
5105 * For actors implementing width for height, the parent container should get
5106 * the preferred height first, and then the preferred width for that height.
5111 * ClutterRequestMode mode;
5112 * gfloat natural_width, min_width;
5113 * gfloat natural_height, min_height;
5115 * mode = clutter_actor_get_request_mode (child);
5116 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5118 * clutter_actor_get_preferred_width (child, -1,
5120 * &natural_width);
5121 * clutter_actor_get_preferred_height (child, natural_width,
5123 * &natural_height);
5127 * clutter_actor_get_preferred_height (child, -1,
5129 * &natural_height);
5130 * clutter_actor_get_preferred_width (child, natural_height,
5132 * &natural_width);
5136 * will retrieve the minimum and natural width and height depending on the
5137 * preferred request mode of the #ClutterActor "child".
5139 * The clutter_actor_get_preferred_size() function will implement this
5144 obj_props[PROP_REQUEST_MODE] =
5145 g_param_spec_enum ("request-mode",
5147 P_("The actor's request mode"),
5148 CLUTTER_TYPE_REQUEST_MODE,
5149 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5150 CLUTTER_PARAM_READWRITE);
5153 * ClutterActor:depth:
5155 * The position of the actor on the Z axis
5159 obj_props[PROP_DEPTH] =
5160 g_param_spec_float ("depth",
5162 P_("Position on the Z axis"),
5163 -G_MAXFLOAT, G_MAXFLOAT,
5165 CLUTTER_PARAM_READWRITE);
5168 * ClutterActor:opacity:
5170 * Opacity of an actor, between 0 (fully transparent) and
5171 * 255 (fully opaque)
5173 obj_props[PROP_OPACITY] =
5174 g_param_spec_uint ("opacity",
5176 P_("Opacity of an actor"),
5179 CLUTTER_PARAM_READWRITE);
5182 * ClutterActor:offscreen-redirect:
5184 * Determines the conditions in which the actor will be redirected
5185 * to an offscreen framebuffer while being painted. For example this
5186 * can be used to cache an actor in a framebuffer or for improved
5187 * handling of transparent actors. See
5188 * clutter_actor_set_offscreen_redirect() for details.
5192 obj_props[PROP_OFFSCREEN_REDIRECT] =
5193 g_param_spec_flags ("offscreen-redirect",
5194 P_("Offscreen redirect"),
5195 P_("Flags controlling when to flatten the actor into a single image"),
5196 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5198 CLUTTER_PARAM_READWRITE);
5201 * ClutterActor:visible:
5203 * Whether the actor is set to be visible or not
5205 * See also #ClutterActor:mapped
5207 obj_props[PROP_VISIBLE] =
5208 g_param_spec_boolean ("visible",
5210 P_("Whether the actor is visible or not"),
5212 CLUTTER_PARAM_READWRITE);
5215 * ClutterActor:mapped:
5217 * Whether the actor is mapped (will be painted when the stage
5218 * to which it belongs is mapped)
5222 obj_props[PROP_MAPPED] =
5223 g_param_spec_boolean ("mapped",
5225 P_("Whether the actor will be painted"),
5227 CLUTTER_PARAM_READABLE);
5230 * ClutterActor:realized:
5232 * Whether the actor has been realized
5236 obj_props[PROP_REALIZED] =
5237 g_param_spec_boolean ("realized",
5239 P_("Whether the actor has been realized"),
5241 CLUTTER_PARAM_READABLE);
5244 * ClutterActor:reactive:
5246 * Whether the actor is reactive to events or not
5248 * Only reactive actors will emit event-related signals
5252 obj_props[PROP_REACTIVE] =
5253 g_param_spec_boolean ("reactive",
5255 P_("Whether the actor is reactive to events"),
5257 CLUTTER_PARAM_READWRITE);
5260 * ClutterActor:has-clip:
5262 * Whether the actor has the #ClutterActor:clip property set or not
5264 obj_props[PROP_HAS_CLIP] =
5265 g_param_spec_boolean ("has-clip",
5267 P_("Whether the actor has a clip set"),
5269 CLUTTER_PARAM_READABLE);
5272 * ClutterActor:clip:
5274 * The clip region for the actor, in actor-relative coordinates
5276 * Every part of the actor outside the clip region will not be
5279 obj_props[PROP_CLIP] =
5280 g_param_spec_boxed ("clip",
5282 P_("The clip region for the actor"),
5283 CLUTTER_TYPE_GEOMETRY,
5284 CLUTTER_PARAM_READWRITE);
5287 * ClutterActor:name:
5289 * The name of the actor
5293 obj_props[PROP_NAME] =
5294 g_param_spec_string ("name",
5296 P_("Name of the actor"),
5298 CLUTTER_PARAM_READWRITE);
5301 * ClutterActor:scale-x:
5303 * The horizontal scale of the actor
5307 obj_props[PROP_SCALE_X] =
5308 g_param_spec_double ("scale-x",
5310 P_("Scale factor on the X axis"),
5313 CLUTTER_PARAM_READWRITE);
5316 * ClutterActor:scale-y:
5318 * The vertical scale of the actor
5322 obj_props[PROP_SCALE_Y] =
5323 g_param_spec_double ("scale-y",
5325 P_("Scale factor on the Y axis"),
5328 CLUTTER_PARAM_READWRITE);
5331 * ClutterActor:scale-center-x:
5333 * The horizontal center point for scaling
5337 obj_props[PROP_SCALE_CENTER_X] =
5338 g_param_spec_float ("scale-center-x",
5339 P_("Scale Center X"),
5340 P_("Horizontal scale center"),
5341 -G_MAXFLOAT, G_MAXFLOAT,
5343 CLUTTER_PARAM_READWRITE);
5346 * ClutterActor:scale-center-y:
5348 * The vertical center point for scaling
5352 obj_props[PROP_SCALE_CENTER_Y] =
5353 g_param_spec_float ("scale-center-y",
5354 P_("Scale Center Y"),
5355 P_("Vertical scale center"),
5356 -G_MAXFLOAT, G_MAXFLOAT,
5358 CLUTTER_PARAM_READWRITE);
5361 * ClutterActor:scale-gravity:
5363 * The center point for scaling expressed as a #ClutterGravity
5367 obj_props[PROP_SCALE_GRAVITY] =
5368 g_param_spec_enum ("scale-gravity",
5369 P_("Scale Gravity"),
5370 P_("The center of scaling"),
5371 CLUTTER_TYPE_GRAVITY,
5372 CLUTTER_GRAVITY_NONE,
5373 CLUTTER_PARAM_READWRITE);
5376 * ClutterActor:rotation-angle-x:
5378 * The rotation angle on the X axis
5382 obj_props[PROP_ROTATION_ANGLE_X] =
5383 g_param_spec_double ("rotation-angle-x",
5384 P_("Rotation Angle X"),
5385 P_("The rotation angle on the X axis"),
5386 -G_MAXDOUBLE, G_MAXDOUBLE,
5388 CLUTTER_PARAM_READWRITE);
5391 * ClutterActor:rotation-angle-y:
5393 * The rotation angle on the Y axis
5397 obj_props[PROP_ROTATION_ANGLE_Y] =
5398 g_param_spec_double ("rotation-angle-y",
5399 P_("Rotation Angle Y"),
5400 P_("The rotation angle on the Y axis"),
5401 -G_MAXDOUBLE, G_MAXDOUBLE,
5403 CLUTTER_PARAM_READWRITE);
5406 * ClutterActor:rotation-angle-z:
5408 * The rotation angle on the Z axis
5412 obj_props[PROP_ROTATION_ANGLE_Z] =
5413 g_param_spec_double ("rotation-angle-z",
5414 P_("Rotation Angle Z"),
5415 P_("The rotation angle on the Z axis"),
5416 -G_MAXDOUBLE, G_MAXDOUBLE,
5418 CLUTTER_PARAM_READWRITE);
5421 * ClutterActor:rotation-center-x:
5423 * The rotation center on the X axis.
5427 obj_props[PROP_ROTATION_CENTER_X] =
5428 g_param_spec_boxed ("rotation-center-x",
5429 P_("Rotation Center X"),
5430 P_("The rotation center on the X axis"),
5431 CLUTTER_TYPE_VERTEX,
5432 CLUTTER_PARAM_READWRITE);
5435 * ClutterActor:rotation-center-y:
5437 * The rotation center on the Y axis.
5441 obj_props[PROP_ROTATION_CENTER_Y] =
5442 g_param_spec_boxed ("rotation-center-y",
5443 P_("Rotation Center Y"),
5444 P_("The rotation center on the Y axis"),
5445 CLUTTER_TYPE_VERTEX,
5446 CLUTTER_PARAM_READWRITE);
5449 * ClutterActor:rotation-center-z:
5451 * The rotation center on the Z axis.
5455 obj_props[PROP_ROTATION_CENTER_Z] =
5456 g_param_spec_boxed ("rotation-center-z",
5457 P_("Rotation Center Z"),
5458 P_("The rotation center on the Z axis"),
5459 CLUTTER_TYPE_VERTEX,
5460 CLUTTER_PARAM_READWRITE);
5463 * ClutterActor:rotation-center-z-gravity:
5465 * The rotation center on the Z axis expressed as a #ClutterGravity.
5469 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5470 g_param_spec_enum ("rotation-center-z-gravity",
5471 P_("Rotation Center Z Gravity"),
5472 P_("Center point for rotation around the Z axis"),
5473 CLUTTER_TYPE_GRAVITY,
5474 CLUTTER_GRAVITY_NONE,
5475 CLUTTER_PARAM_READWRITE);
5478 * ClutterActor:anchor-x:
5480 * The X coordinate of an actor's anchor point, relative to
5481 * the actor coordinate space, in pixels
5485 obj_props[PROP_ANCHOR_X] =
5486 g_param_spec_float ("anchor-x",
5488 P_("X coordinate of the anchor point"),
5489 -G_MAXFLOAT, G_MAXFLOAT,
5491 CLUTTER_PARAM_READWRITE);
5494 * ClutterActor:anchor-y:
5496 * The Y coordinate of an actor's anchor point, relative to
5497 * the actor coordinate space, in pixels
5501 obj_props[PROP_ANCHOR_Y] =
5502 g_param_spec_float ("anchor-y",
5504 P_("Y coordinate of the anchor point"),
5505 -G_MAXFLOAT, G_MAXFLOAT,
5507 CLUTTER_PARAM_READWRITE);
5510 * ClutterActor:anchor-gravity:
5512 * The anchor point expressed as a #ClutterGravity
5516 obj_props[PROP_ANCHOR_GRAVITY] =
5517 g_param_spec_enum ("anchor-gravity",
5518 P_("Anchor Gravity"),
5519 P_("The anchor point as a ClutterGravity"),
5520 CLUTTER_TYPE_GRAVITY,
5521 CLUTTER_GRAVITY_NONE,
5522 CLUTTER_PARAM_READWRITE);
5525 * ClutterActor:show-on-set-parent:
5527 * If %TRUE, the actor is automatically shown when parented.
5529 * Calling clutter_actor_hide() on an actor which has not been
5530 * parented will set this property to %FALSE as a side effect.
5534 obj_props[PROP_SHOW_ON_SET_PARENT] =
5535 g_param_spec_boolean ("show-on-set-parent",
5536 P_("Show on set parent"),
5537 P_("Whether the actor is shown when parented"),
5539 CLUTTER_PARAM_READWRITE);
5542 * ClutterActor:clip-to-allocation:
5544 * Whether the clip region should track the allocated area
5547 * This property is ignored if a clip area has been explicitly
5548 * set using clutter_actor_set_clip().
5552 obj_props[PROP_CLIP_TO_ALLOCATION] =
5553 g_param_spec_boolean ("clip-to-allocation",
5554 P_("Clip to Allocation"),
5555 P_("Sets the clip region to track the actor's allocation"),
5557 CLUTTER_PARAM_READWRITE);
5560 * ClutterActor:text-direction:
5562 * The direction of the text inside a #ClutterActor.
5566 obj_props[PROP_TEXT_DIRECTION] =
5567 g_param_spec_enum ("text-direction",
5568 P_("Text Direction"),
5569 P_("Direction of the text"),
5570 CLUTTER_TYPE_TEXT_DIRECTION,
5571 CLUTTER_TEXT_DIRECTION_LTR,
5572 CLUTTER_PARAM_READWRITE);
5575 * ClutterActor:has-pointer:
5577 * Whether the actor contains the pointer of a #ClutterInputDevice
5582 obj_props[PROP_HAS_POINTER] =
5583 g_param_spec_boolean ("has-pointer",
5585 P_("Whether the actor contains the pointer of an input device"),
5587 CLUTTER_PARAM_READABLE);
5590 * ClutterActor:actions:
5592 * Adds a #ClutterAction to the actor
5596 obj_props[PROP_ACTIONS] =
5597 g_param_spec_object ("actions",
5599 P_("Adds an action to the actor"),
5600 CLUTTER_TYPE_ACTION,
5601 CLUTTER_PARAM_WRITABLE);
5604 * ClutterActor:constraints:
5606 * Adds a #ClutterConstraint to the actor
5610 obj_props[PROP_CONSTRAINTS] =
5611 g_param_spec_object ("constraints",
5613 P_("Adds a constraint to the actor"),
5614 CLUTTER_TYPE_CONSTRAINT,
5615 CLUTTER_PARAM_WRITABLE);
5618 * ClutterActor:effect:
5620 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
5624 obj_props[PROP_EFFECT] =
5625 g_param_spec_object ("effect",
5627 P_("Add an effect to be applied on the actor"),
5628 CLUTTER_TYPE_EFFECT,
5629 CLUTTER_PARAM_WRITABLE);
5632 * ClutterActor:layout-manager:
5634 * A delegate object for controlling the layout of the children of
5639 obj_props[PROP_LAYOUT_MANAGER] =
5640 g_param_spec_object ("layout-manager",
5641 P_("Layout Manager"),
5642 P_("The object controlling the layout of an actor's children"),
5643 CLUTTER_TYPE_LAYOUT_MANAGER,
5644 CLUTTER_PARAM_READWRITE);
5648 * ClutterActor:x-align:
5650 * The alignment of an actor on the X axis, if the actor has been given
5651 * extra space for its allocation.
5655 obj_props[PROP_X_ALIGN] =
5656 g_param_spec_enum ("x-align",
5658 P_("The alignment of the actor on the X axis within its allocation"),
5659 CLUTTER_TYPE_ACTOR_ALIGN,
5660 CLUTTER_ACTOR_ALIGN_FILL,
5661 CLUTTER_PARAM_READWRITE);
5664 * ClutterActor:y-align:
5666 * The alignment of an actor on the Y axis, if the actor has been given
5667 * extra space for its allocation.
5671 obj_props[PROP_Y_ALIGN] =
5672 g_param_spec_enum ("y-align",
5674 P_("The alignment of the actor on the Y axis within its allocation"),
5675 CLUTTER_TYPE_ACTOR_ALIGN,
5676 CLUTTER_ACTOR_ALIGN_FILL,
5677 CLUTTER_PARAM_READWRITE);
5680 * ClutterActor:margin-top:
5682 * The margin (in pixels) from the top of the actor.
5684 * This property adds a margin to the actor's preferred size; the margin
5685 * will be automatically taken into account when allocating the actor.
5689 obj_props[PROP_MARGIN_TOP] =
5690 g_param_spec_float ("margin-top",
5692 P_("Extra space at the top"),
5695 CLUTTER_PARAM_READWRITE);
5698 * ClutterActor:margin-bottom:
5700 * The margin (in pixels) from the bottom of the actor.
5702 * This property adds a margin to the actor's preferred size; the margin
5703 * will be automatically taken into account when allocating the actor.
5707 obj_props[PROP_MARGIN_BOTTOM] =
5708 g_param_spec_float ("margin-bottom",
5709 P_("Margin Bottom"),
5710 P_("Extra space at the bottom"),
5713 CLUTTER_PARAM_READWRITE);
5716 * ClutterActor:margin-left:
5718 * The margin (in pixels) from the left of the actor.
5720 * This property adds a margin to the actor's preferred size; the margin
5721 * will be automatically taken into account when allocating the actor.
5725 obj_props[PROP_MARGIN_LEFT] =
5726 g_param_spec_float ("margin-left",
5728 P_("Extra space at the left"),
5731 CLUTTER_PARAM_READWRITE);
5734 * ClutterActor:margin-right:
5736 * The margin (in pixels) from the right of the actor.
5738 * This property adds a margin to the actor's preferred size; the margin
5739 * will be automatically taken into account when allocating the actor.
5743 obj_props[PROP_MARGIN_RIGHT] =
5744 g_param_spec_float ("margin-right",
5746 P_("Extra space at the right"),
5749 CLUTTER_PARAM_READWRITE);
5752 * ClutterActor:background-color-set:
5754 * Whether the #ClutterActor:background-color property has been set.
5758 obj_props[PROP_BACKGROUND_COLOR_SET] =
5759 g_param_spec_boolean ("background-color-set",
5760 P_("Background Color Set"),
5761 P_("Whether the background color is set"),
5763 CLUTTER_PARAM_READABLE);
5766 * ClutterActor:background-color:
5768 * Paints a solid fill of the actor's allocation using the specified
5773 obj_props[PROP_BACKGROUND_COLOR] =
5774 clutter_param_spec_color ("background-color",
5775 P_("Background color"),
5776 P_("The actor's background color"),
5777 CLUTTER_COLOR_Transparent,
5778 CLUTTER_PARAM_READWRITE);
5781 * ClutterActor:first-child:
5783 * The actor's first child.
5787 obj_props[PROP_FIRST_CHILD] =
5788 g_param_spec_object ("first-child",
5790 P_("The actor's first child"),
5792 CLUTTER_PARAM_READABLE);
5795 * ClutterActor:last-child:
5797 * The actor's last child.
5801 obj_props[PROP_LAST_CHILD] =
5802 g_param_spec_object ("last-child",
5804 P_("The actor's last child"),
5806 CLUTTER_PARAM_READABLE);
5808 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
5811 * ClutterActor::destroy:
5812 * @actor: the #ClutterActor which emitted the signal
5814 * The ::destroy signal notifies that all references held on the
5815 * actor which emitted it should be released.
5817 * The ::destroy signal should be used by all holders of a reference
5820 * This signal might result in the finalization of the #ClutterActor
5821 * if all references are released.
5823 * Composite actors and actors implementing the #ClutterContainer
5824 * interface should override the default implementation of the
5825 * class handler of this signal and call clutter_actor_destroy() on
5826 * their children. When overriding the default class handler, it is
5827 * required to chain up to the parent's implementation.
5831 actor_signals[DESTROY] =
5832 g_signal_new (I_("destroy"),
5833 G_TYPE_FROM_CLASS (object_class),
5834 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
5835 G_STRUCT_OFFSET (ClutterActorClass, destroy),
5837 _clutter_marshal_VOID__VOID,
5840 * ClutterActor::show:
5841 * @actor: the object which received the signal
5843 * The ::show signal is emitted when an actor is visible and
5844 * rendered on the stage.
5848 actor_signals[SHOW] =
5849 g_signal_new (I_("show"),
5850 G_TYPE_FROM_CLASS (object_class),
5852 G_STRUCT_OFFSET (ClutterActorClass, show),
5854 _clutter_marshal_VOID__VOID,
5857 * ClutterActor::hide:
5858 * @actor: the object which received the signal
5860 * The ::hide signal is emitted when an actor is no longer rendered
5865 actor_signals[HIDE] =
5866 g_signal_new (I_("hide"),
5867 G_TYPE_FROM_CLASS (object_class),
5869 G_STRUCT_OFFSET (ClutterActorClass, hide),
5871 _clutter_marshal_VOID__VOID,
5874 * ClutterActor::parent-set:
5875 * @actor: the object which received the signal
5876 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
5878 * This signal is emitted when the parent of the actor changes.
5882 actor_signals[PARENT_SET] =
5883 g_signal_new (I_("parent-set"),
5884 G_TYPE_FROM_CLASS (object_class),
5886 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
5888 _clutter_marshal_VOID__OBJECT,
5890 CLUTTER_TYPE_ACTOR);
5893 * ClutterActor::queue-redraw:
5894 * @actor: the actor we're bubbling the redraw request through
5895 * @origin: the actor which initiated the redraw request
5897 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
5898 * is called on @origin.
5900 * The default implementation for #ClutterActor chains up to the
5901 * parent actor and queues a redraw on the parent, thus "bubbling"
5902 * the redraw queue up through the actor graph. The default
5903 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
5904 * in a main loop idle handler.
5906 * Note that the @origin actor may be the stage, or a container; it
5907 * does not have to be a leaf node in the actor graph.
5909 * Toolkits embedding a #ClutterStage which require a redraw and
5910 * relayout cycle can stop the emission of this signal using the
5911 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
5916 * on_redraw_complete (gpointer data)
5918 * ClutterStage *stage = data;
5920 * /* execute the Clutter drawing pipeline */
5921 * clutter_stage_ensure_redraw (stage);
5925 * on_stage_queue_redraw (ClutterStage *stage)
5927 * /* this prevents the default handler to run */
5928 * g_signal_stop_emission_by_name (stage, "queue-redraw");
5930 * /* queue a redraw with the host toolkit and call
5931 * * a function when the redraw has been completed
5933 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
5937 * <note><para>This signal is emitted before the Clutter paint
5938 * pipeline is executed. If you want to know when the pipeline has
5939 * been completed you should connect to the ::paint signal on the
5940 * Stage with g_signal_connect_after().</para></note>
5944 actor_signals[QUEUE_REDRAW] =
5945 g_signal_new (I_("queue-redraw"),
5946 G_TYPE_FROM_CLASS (object_class),
5948 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
5950 _clutter_marshal_VOID__OBJECT,
5952 CLUTTER_TYPE_ACTOR);
5955 * ClutterActor::queue-relayout
5956 * @actor: the actor being queued for relayout
5958 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
5959 * is called on an actor.
5961 * The default implementation for #ClutterActor chains up to the
5962 * parent actor and queues a relayout on the parent, thus "bubbling"
5963 * the relayout queue up through the actor graph.
5965 * The main purpose of this signal is to allow relayout to be propagated
5966 * properly in the procense of #ClutterClone actors. Applications will
5967 * not normally need to connect to this signal.
5971 actor_signals[QUEUE_RELAYOUT] =
5972 g_signal_new (I_("queue-relayout"),
5973 G_TYPE_FROM_CLASS (object_class),
5975 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
5977 _clutter_marshal_VOID__VOID,
5981 * ClutterActor::event:
5982 * @actor: the actor which received the event
5983 * @event: a #ClutterEvent
5985 * The ::event signal is emitted each time an event is received
5986 * by the @actor. This signal will be emitted on every actor,
5987 * following the hierarchy chain, until it reaches the top-level
5988 * container (the #ClutterStage).
5990 * Return value: %TRUE if the event has been handled by the actor,
5991 * or %FALSE to continue the emission.
5995 actor_signals[EVENT] =
5996 g_signal_new (I_("event"),
5997 G_TYPE_FROM_CLASS (object_class),
5999 G_STRUCT_OFFSET (ClutterActorClass, event),
6000 _clutter_boolean_handled_accumulator, NULL,
6001 _clutter_marshal_BOOLEAN__BOXED,
6003 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6005 * ClutterActor::button-press-event:
6006 * @actor: the actor which received the event
6007 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6009 * The ::button-press-event signal is emitted each time a mouse button
6010 * is pressed on @actor.
6012 * Return value: %TRUE if the event has been handled by the actor,
6013 * or %FALSE to continue the emission.
6017 actor_signals[BUTTON_PRESS_EVENT] =
6018 g_signal_new (I_("button-press-event"),
6019 G_TYPE_FROM_CLASS (object_class),
6021 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6022 _clutter_boolean_handled_accumulator, NULL,
6023 _clutter_marshal_BOOLEAN__BOXED,
6025 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6027 * ClutterActor::button-release-event:
6028 * @actor: the actor which received the event
6029 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6031 * The ::button-release-event signal is emitted each time a mouse button
6032 * is released on @actor.
6034 * Return value: %TRUE if the event has been handled by the actor,
6035 * or %FALSE to continue the emission.
6039 actor_signals[BUTTON_RELEASE_EVENT] =
6040 g_signal_new (I_("button-release-event"),
6041 G_TYPE_FROM_CLASS (object_class),
6043 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6044 _clutter_boolean_handled_accumulator, NULL,
6045 _clutter_marshal_BOOLEAN__BOXED,
6047 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6049 * ClutterActor::scroll-event:
6050 * @actor: the actor which received the event
6051 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6053 * The ::scroll-event signal is emitted each time the mouse is
6054 * scrolled on @actor
6056 * Return value: %TRUE if the event has been handled by the actor,
6057 * or %FALSE to continue the emission.
6061 actor_signals[SCROLL_EVENT] =
6062 g_signal_new (I_("scroll-event"),
6063 G_TYPE_FROM_CLASS (object_class),
6065 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6066 _clutter_boolean_handled_accumulator, NULL,
6067 _clutter_marshal_BOOLEAN__BOXED,
6069 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6071 * ClutterActor::key-press-event:
6072 * @actor: the actor which received the event
6073 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6075 * The ::key-press-event signal is emitted each time a keyboard button
6076 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6078 * Return value: %TRUE if the event has been handled by the actor,
6079 * or %FALSE to continue the emission.
6083 actor_signals[KEY_PRESS_EVENT] =
6084 g_signal_new (I_("key-press-event"),
6085 G_TYPE_FROM_CLASS (object_class),
6087 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6088 _clutter_boolean_handled_accumulator, NULL,
6089 _clutter_marshal_BOOLEAN__BOXED,
6091 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6093 * ClutterActor::key-release-event:
6094 * @actor: the actor which received the event
6095 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6097 * The ::key-release-event signal is emitted each time a keyboard button
6098 * is released while @actor has key focus (see
6099 * clutter_stage_set_key_focus()).
6101 * Return value: %TRUE if the event has been handled by the actor,
6102 * or %FALSE to continue the emission.
6106 actor_signals[KEY_RELEASE_EVENT] =
6107 g_signal_new (I_("key-release-event"),
6108 G_TYPE_FROM_CLASS (object_class),
6110 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6111 _clutter_boolean_handled_accumulator, NULL,
6112 _clutter_marshal_BOOLEAN__BOXED,
6114 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6116 * ClutterActor::motion-event:
6117 * @actor: the actor which received the event
6118 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6120 * The ::motion-event signal is emitted each time the mouse pointer is
6121 * moved over @actor.
6123 * Return value: %TRUE if the event has been handled by the actor,
6124 * or %FALSE to continue the emission.
6128 actor_signals[MOTION_EVENT] =
6129 g_signal_new (I_("motion-event"),
6130 G_TYPE_FROM_CLASS (object_class),
6132 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6133 _clutter_boolean_handled_accumulator, NULL,
6134 _clutter_marshal_BOOLEAN__BOXED,
6136 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6139 * ClutterActor::key-focus-in:
6140 * @actor: the actor which now has key focus
6142 * The ::key-focus-in signal is emitted when @actor receives key focus.
6146 actor_signals[KEY_FOCUS_IN] =
6147 g_signal_new (I_("key-focus-in"),
6148 G_TYPE_FROM_CLASS (object_class),
6150 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6152 _clutter_marshal_VOID__VOID,
6156 * ClutterActor::key-focus-out:
6157 * @actor: the actor which now has key focus
6159 * The ::key-focus-out signal is emitted when @actor loses key focus.
6163 actor_signals[KEY_FOCUS_OUT] =
6164 g_signal_new (I_("key-focus-out"),
6165 G_TYPE_FROM_CLASS (object_class),
6167 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6169 _clutter_marshal_VOID__VOID,
6173 * ClutterActor::enter-event:
6174 * @actor: the actor which the pointer has entered.
6175 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6177 * The ::enter-event signal is emitted when the pointer enters the @actor
6179 * Return value: %TRUE if the event has been handled by the actor,
6180 * or %FALSE to continue the emission.
6184 actor_signals[ENTER_EVENT] =
6185 g_signal_new (I_("enter-event"),
6186 G_TYPE_FROM_CLASS (object_class),
6188 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6189 _clutter_boolean_handled_accumulator, NULL,
6190 _clutter_marshal_BOOLEAN__BOXED,
6192 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6195 * ClutterActor::leave-event:
6196 * @actor: the actor which the pointer has left
6197 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6199 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6201 * Return value: %TRUE if the event has been handled by the actor,
6202 * or %FALSE to continue the emission.
6206 actor_signals[LEAVE_EVENT] =
6207 g_signal_new (I_("leave-event"),
6208 G_TYPE_FROM_CLASS (object_class),
6210 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6211 _clutter_boolean_handled_accumulator, NULL,
6212 _clutter_marshal_BOOLEAN__BOXED,
6214 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6217 * ClutterActor::captured-event:
6218 * @actor: the actor which received the signal
6219 * @event: a #ClutterEvent
6221 * The ::captured-event signal is emitted when an event is captured
6222 * by Clutter. This signal will be emitted starting from the top-level
6223 * container (the #ClutterStage) to the actor which received the event
6224 * going down the hierarchy. This signal can be used to intercept every
6225 * event before the specialized events (like
6226 * ClutterActor::button-press-event or ::key-released-event) are
6229 * Return value: %TRUE if the event has been handled by the actor,
6230 * or %FALSE to continue the emission.
6234 actor_signals[CAPTURED_EVENT] =
6235 g_signal_new (I_("captured-event"),
6236 G_TYPE_FROM_CLASS (object_class),
6238 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6239 _clutter_boolean_handled_accumulator, NULL,
6240 _clutter_marshal_BOOLEAN__BOXED,
6242 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6245 * ClutterActor::paint:
6246 * @actor: the #ClutterActor that received the signal
6248 * The ::paint signal is emitted each time an actor is being painted.
6250 * Subclasses of #ClutterActor should override the class signal handler
6251 * and paint themselves in that function.
6253 * It is possible to connect a handler to the ::paint signal in order
6254 * to set up some custom aspect of a paint.
6258 actor_signals[PAINT] =
6259 g_signal_new (I_("paint"),
6260 G_TYPE_FROM_CLASS (object_class),
6262 G_STRUCT_OFFSET (ClutterActorClass, paint),
6264 _clutter_marshal_VOID__VOID,
6267 * ClutterActor::realize:
6268 * @actor: the #ClutterActor that received the signal
6270 * The ::realize signal is emitted each time an actor is being
6275 actor_signals[REALIZE] =
6276 g_signal_new (I_("realize"),
6277 G_TYPE_FROM_CLASS (object_class),
6279 G_STRUCT_OFFSET (ClutterActorClass, realize),
6281 _clutter_marshal_VOID__VOID,
6284 * ClutterActor::unrealize:
6285 * @actor: the #ClutterActor that received the signal
6287 * The ::unrealize signal is emitted each time an actor is being
6292 actor_signals[UNREALIZE] =
6293 g_signal_new (I_("unrealize"),
6294 G_TYPE_FROM_CLASS (object_class),
6296 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6298 _clutter_marshal_VOID__VOID,
6302 * ClutterActor::pick:
6303 * @actor: the #ClutterActor that received the signal
6304 * @color: the #ClutterColor to be used when picking
6306 * The ::pick signal is emitted each time an actor is being painted
6307 * in "pick mode". The pick mode is used to identify the actor during
6308 * the event handling phase, or by clutter_stage_get_actor_at_pos().
6309 * The actor should paint its shape using the passed @pick_color.
6311 * Subclasses of #ClutterActor should override the class signal handler
6312 * and paint themselves in that function.
6314 * It is possible to connect a handler to the ::pick signal in order
6315 * to set up some custom aspect of a paint in pick mode.
6319 actor_signals[PICK] =
6320 g_signal_new (I_("pick"),
6321 G_TYPE_FROM_CLASS (object_class),
6323 G_STRUCT_OFFSET (ClutterActorClass, pick),
6325 _clutter_marshal_VOID__BOXED,
6327 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6330 * ClutterActor::allocation-changed:
6331 * @actor: the #ClutterActor that emitted the signal
6332 * @box: a #ClutterActorBox with the new allocation
6333 * @flags: #ClutterAllocationFlags for the allocation
6335 * The ::allocation-changed signal is emitted when the
6336 * #ClutterActor:allocation property changes. Usually, application
6337 * code should just use the notifications for the :allocation property
6338 * but if you want to track the allocation flags as well, for instance
6339 * to know whether the absolute origin of @actor changed, then you might
6340 * want use this signal instead.
6344 actor_signals[ALLOCATION_CHANGED] =
6345 g_signal_new (I_("allocation-changed"),
6346 G_TYPE_FROM_CLASS (object_class),
6350 _clutter_marshal_VOID__BOXED_FLAGS,
6352 CLUTTER_TYPE_ACTOR_BOX,
6353 CLUTTER_TYPE_ALLOCATION_FLAGS);
6357 clutter_actor_init (ClutterActor *self)
6359 ClutterActorPrivate *priv;
6361 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6363 priv->id = _clutter_context_acquire_id (self);
6366 priv->opacity = 0xff;
6367 priv->show_on_set_parent = TRUE;
6369 priv->needs_width_request = TRUE;
6370 priv->needs_height_request = TRUE;
6371 priv->needs_allocation = TRUE;
6373 priv->cached_width_age = 1;
6374 priv->cached_height_age = 1;
6376 priv->opacity_override = -1;
6377 priv->enable_model_view_transform = TRUE;
6379 /* Initialize an empty paint volume to start with */
6380 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6381 priv->last_paint_volume_valid = TRUE;
6383 priv->transform_valid = FALSE;
6387 * clutter_actor_new:
6389 * Creates a new #ClutterActor.
6391 * A newly created actor has a floating reference, which will be sunk
6392 * when it is added to another actor.
6394 * Return value: (transfer full): the newly created #ClutterActor
6399 clutter_actor_new (void)
6401 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
6405 * clutter_actor_destroy:
6406 * @self: a #ClutterActor
6408 * Destroys an actor. When an actor is destroyed, it will break any
6409 * references it holds to other objects. If the actor is inside a
6410 * container, the actor will be removed.
6412 * When you destroy a container, its children will be destroyed as well.
6414 * Note: you cannot destroy the #ClutterStage returned by
6415 * clutter_stage_get_default().
6418 clutter_actor_destroy (ClutterActor *self)
6420 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6422 g_object_ref (self);
6424 /* avoid recursion while destroying */
6425 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
6427 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6429 g_object_run_dispose (G_OBJECT (self));
6431 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6434 g_object_unref (self);
6438 _clutter_actor_finish_queue_redraw (ClutterActor *self,
6439 ClutterPaintVolume *clip)
6441 ClutterActorPrivate *priv = self->priv;
6442 ClutterPaintVolume *pv;
6445 /* If we've been explicitly passed a clip volume then there's
6446 * nothing more to calculate, but otherwise the only thing we know
6447 * is that the change is constrained to the given actor.
6449 * The idea is that if we know the paint volume for where the actor
6450 * was last drawn (in eye coordinates) and we also have the paint
6451 * volume for where it will be drawn next (in actor coordinates)
6452 * then if we queue a redraw for both these volumes that will cover
6453 * everything that needs to be redrawn to clear the old view and
6454 * show the latest view of the actor.
6456 * Don't clip this redraw if we don't know what position we had for
6457 * the previous redraw since we don't know where to set the clip so
6458 * it will clear the actor as it is currently.
6462 _clutter_actor_set_queue_redraw_clip (self, clip);
6465 else if (G_LIKELY (priv->last_paint_volume_valid))
6467 pv = _clutter_actor_get_paint_volume_mutable (self);
6470 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
6472 /* make sure we redraw the actors old position... */
6473 _clutter_actor_set_queue_redraw_clip (stage,
6474 &priv->last_paint_volume);
6475 _clutter_actor_signal_queue_redraw (stage, stage);
6476 _clutter_actor_set_queue_redraw_clip (stage, NULL);
6478 /* XXX: Ideally the redraw signal would take a clip volume
6479 * argument, but that would be an ABI break. Until we can
6480 * break the ABI we pass the argument out-of-band
6483 /* setup the clip for the actors new position... */
6484 _clutter_actor_set_queue_redraw_clip (self, pv);
6493 _clutter_actor_signal_queue_redraw (self, self);
6495 /* Just in case anyone is manually firing redraw signals without
6496 * using the public queue_redraw() API we are careful to ensure that
6497 * our out-of-band clip member is cleared before returning...
6499 * Note: A NULL clip denotes a full-stage, un-clipped redraw
6501 if (G_LIKELY (clipped))
6502 _clutter_actor_set_queue_redraw_clip (self, NULL);
6504 priv->queue_redraw_entry = NULL;
6508 _clutter_actor_get_allocation_clip (ClutterActor *self,
6509 ClutterActorBox *clip)
6511 ClutterActorBox allocation;
6513 /* XXX: we don't care if we get an out of date allocation here
6514 * because clutter_actor_queue_redraw_with_clip knows to ignore
6515 * the clip if the actor's allocation is invalid.
6517 * This is noted because clutter_actor_get_allocation_box does some
6518 * unnecessary work to support buggy code with a comment suggesting
6519 * that it could be changed later which would be good for this use
6522 clutter_actor_get_allocation_box (self, &allocation);
6524 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
6525 * actor's own coordinate space but the allocation is in parent
6529 clip->x2 = allocation.x2 - allocation.x1;
6530 clip->y2 = allocation.y2 - allocation.y1;
6534 _clutter_actor_queue_redraw_full (ClutterActor *self,
6535 ClutterRedrawFlags flags,
6536 ClutterPaintVolume *volume,
6537 ClutterEffect *effect)
6539 ClutterActorPrivate *priv = self->priv;
6540 ClutterPaintVolume allocation_pv;
6541 ClutterPaintVolume *pv;
6542 gboolean should_free_pv;
6543 ClutterActor *stage;
6545 /* Here's an outline of the actor queue redraw mechanism:
6547 * The process starts in one of the following two functions which
6548 * are wrappers for this function:
6549 * clutter_actor_queue_redraw
6550 * _clutter_actor_queue_redraw_with_clip
6552 * additionally, an effect can queue a redraw by wrapping this
6553 * function in clutter_effect_queue_rerun
6555 * This functions queues an entry in a list associated with the
6556 * stage which is a list of actors that queued a redraw while
6557 * updating the timelines, performing layouting and processing other
6558 * mainloop sources before the next paint starts.
6560 * We aim to minimize the processing done at this point because
6561 * there is a good chance other events will happen while updating
6562 * the scenegraph that would invalidate any expensive work we might
6563 * otherwise try to do here. For example we don't try and resolve
6564 * the screen space bounding box of an actor at this stage so as to
6565 * minimize how much of the screen redraw because it's possible
6566 * something else will happen which will force a full redraw anyway.
6568 * When all updates are complete and we come to paint the stage then
6569 * we iterate this list and actually emit the "queue-redraw" signals
6570 * for each of the listed actors which will bubble up to the stage
6571 * for each actor and at that point we will transform the actors
6572 * paint volume into screen coordinates to determine the clip region
6573 * for what needs to be redrawn in the next paint.
6575 * Besides minimizing redundant work another reason for this
6576 * deferred design is that it's more likely we will be able to
6577 * determine the paint volume of an actor once we've finished
6578 * updating the scenegraph because its allocation should be up to
6579 * date. NB: If we can't determine an actors paint volume then we
6580 * can't automatically queue a clipped redraw which can make a big
6581 * difference to performance.
6583 * So the control flow goes like this:
6584 * One of clutter_actor_queue_redraw,
6585 * _clutter_actor_queue_redraw_with_clip
6586 * or clutter_effect_queue_rerun
6588 * then control moves to:
6589 * _clutter_stage_queue_actor_redraw
6591 * later during _clutter_stage_do_update, once relayouting is done
6592 * and the scenegraph has been updated we will call:
6593 * _clutter_stage_finish_queue_redraws
6595 * _clutter_stage_finish_queue_redraws will call
6596 * _clutter_actor_finish_queue_redraw for each listed actor.
6597 * Note: actors *are* allowed to queue further redraws during this
6598 * process (considering clone actors or texture_new_from_actor which
6599 * respond to their source queueing a redraw by queuing a redraw
6600 * themselves). We repeat the process until the list is empty.
6602 * This will result in the "queue-redraw" signal being fired for
6603 * each actor which will pass control to the default signal handler:
6604 * clutter_actor_real_queue_redraw
6606 * This will bubble up to the stages handler:
6607 * clutter_stage_real_queue_redraw
6609 * clutter_stage_real_queue_redraw will transform the actors paint
6610 * volume into screen space and add it as a clip region for the next
6614 /* ignore queueing a redraw for actors being destroyed */
6615 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6618 stage = _clutter_actor_get_stage_internal (self);
6620 /* Ignore queueing a redraw for actors not descended from a stage */
6624 /* ignore queueing a redraw on stages that are being destroyed */
6625 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
6628 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
6630 ClutterActorBox allocation_clip;
6631 ClutterVertex origin;
6633 /* If the actor doesn't have a valid allocation then we will
6634 * queue a full stage redraw. */
6635 if (priv->needs_allocation)
6637 /* NB: NULL denotes an undefined clip which will result in a
6639 _clutter_actor_set_queue_redraw_clip (self, NULL);
6640 _clutter_actor_signal_queue_redraw (self, self);
6644 _clutter_paint_volume_init_static (&allocation_pv, self);
6645 pv = &allocation_pv;
6647 _clutter_actor_get_allocation_clip (self, &allocation_clip);
6649 origin.x = allocation_clip.x1;
6650 origin.y = allocation_clip.y1;
6652 clutter_paint_volume_set_origin (pv, &origin);
6653 clutter_paint_volume_set_width (pv,
6654 allocation_clip.x2 - allocation_clip.x1);
6655 clutter_paint_volume_set_height (pv,
6656 allocation_clip.y2 -
6657 allocation_clip.y1);
6658 should_free_pv = TRUE;
6663 should_free_pv = FALSE;
6666 self->priv->queue_redraw_entry =
6667 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
6668 priv->queue_redraw_entry,
6673 clutter_paint_volume_free (pv);
6675 /* If this is the first redraw queued then we can directly use the
6677 if (!priv->is_dirty)
6678 priv->effect_to_redraw = effect;
6679 /* Otherwise we need to merge it with the existing effect parameter */
6680 else if (effect != NULL)
6682 /* If there's already an effect then we need to use whichever is
6683 later in the chain of actors. Otherwise a full redraw has
6684 already been queued on the actor so we need to ignore the
6686 if (priv->effect_to_redraw != NULL)
6688 if (priv->effects == NULL)
6689 g_warning ("Redraw queued with an effect that is "
6690 "not applied to the actor");
6695 for (l = _clutter_meta_group_peek_metas (priv->effects);
6699 if (l->data == priv->effect_to_redraw ||
6701 priv->effect_to_redraw = l->data;
6708 /* If no effect is specified then we need to redraw the whole
6710 priv->effect_to_redraw = NULL;
6713 priv->is_dirty = TRUE;
6717 * clutter_actor_queue_redraw:
6718 * @self: A #ClutterActor
6720 * Queues up a redraw of an actor and any children. The redraw occurs
6721 * once the main loop becomes idle (after the current batch of events
6722 * has been processed, roughly).
6724 * Applications rarely need to call this, as redraws are handled
6725 * automatically by modification functions.
6727 * This function will not do anything if @self is not visible, or
6728 * if the actor is inside an invisible part of the scenegraph.
6730 * Also be aware that painting is a NOP for actors with an opacity of
6733 * When you are implementing a custom actor you must queue a redraw
6734 * whenever some private state changes that will affect painting or
6735 * picking of your actor.
6738 clutter_actor_queue_redraw (ClutterActor *self)
6740 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6742 _clutter_actor_queue_redraw_full (self,
6744 NULL, /* clip volume */
6749 * _clutter_actor_queue_redraw_with_clip:
6750 * @self: A #ClutterActor
6751 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
6752 * this queue redraw.
6753 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
6754 * redrawn or %NULL if you are just using a @flag to state your
6757 * Queues up a clipped redraw of an actor and any children. The redraw
6758 * occurs once the main loop becomes idle (after the current batch of
6759 * events has been processed, roughly).
6761 * If no flags are given the clip volume is defined by @volume
6762 * specified in actor coordinates and tells Clutter that only content
6763 * within this volume has been changed so Clutter can optionally
6764 * optimize the redraw.
6766 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
6767 * should be %NULL and this tells Clutter to use the actor's current
6768 * allocation as a clip box. This flag can only be used for 2D actors,
6769 * because any actor with depth may be projected outside its
6772 * Applications rarely need to call this, as redraws are handled
6773 * automatically by modification functions.
6775 * This function will not do anything if @self is not visible, or if
6776 * the actor is inside an invisible part of the scenegraph.
6778 * Also be aware that painting is a NOP for actors with an opacity of
6781 * When you are implementing a custom actor you must queue a redraw
6782 * whenever some private state changes that will affect painting or
6783 * picking of your actor.
6786 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6787 ClutterRedrawFlags flags,
6788 ClutterPaintVolume *volume)
6790 _clutter_actor_queue_redraw_full (self,
6792 volume, /* clip volume */
6797 _clutter_actor_queue_only_relayout (ClutterActor *self)
6799 ClutterActorPrivate *priv = self->priv;
6801 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6804 if (priv->needs_width_request &&
6805 priv->needs_height_request &&
6806 priv->needs_allocation)
6807 return; /* save some cpu cycles */
6809 #if CLUTTER_ENABLE_DEBUG
6810 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
6812 g_warning ("The actor '%s' is currently inside an allocation "
6813 "cycle; calling clutter_actor_queue_relayout() is "
6815 _clutter_actor_get_debug_name (self));
6817 #endif /* CLUTTER_ENABLE_DEBUG */
6819 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
6823 * clutter_actor_queue_redraw_with_clip:
6824 * @self: a #ClutterActor
6825 * @clip: (allow-none): a rectangular clip region, or %NULL
6827 * Queues a redraw on @self limited to a specific, actor-relative
6830 * If @clip is %NULL this function is equivalent to
6831 * clutter_actor_queue_redraw().
6836 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6837 const cairo_rectangle_int_t *clip)
6839 ClutterPaintVolume volume;
6840 ClutterVertex origin;
6842 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6846 clutter_actor_queue_redraw (self);
6850 _clutter_paint_volume_init_static (&volume, self);
6856 clutter_paint_volume_set_origin (&volume, &origin);
6857 clutter_paint_volume_set_width (&volume, clip->width);
6858 clutter_paint_volume_set_height (&volume, clip->height);
6860 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
6862 clutter_paint_volume_free (&volume);
6866 * clutter_actor_queue_relayout:
6867 * @self: A #ClutterActor
6869 * Indicates that the actor's size request or other layout-affecting
6870 * properties may have changed. This function is used inside #ClutterActor
6871 * subclass implementations, not by applications directly.
6873 * Queueing a new layout automatically queues a redraw as well.
6878 clutter_actor_queue_relayout (ClutterActor *self)
6880 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6882 _clutter_actor_queue_only_relayout (self);
6883 clutter_actor_queue_redraw (self);
6887 * clutter_actor_get_preferred_size:
6888 * @self: a #ClutterActor
6889 * @min_width_p: (out) (allow-none): return location for the minimum
6891 * @min_height_p: (out) (allow-none): return location for the minimum
6893 * @natural_width_p: (out) (allow-none): return location for the natural
6895 * @natural_height_p: (out) (allow-none): return location for the natural
6898 * Computes the preferred minimum and natural size of an actor, taking into
6899 * account the actor's geometry management (either height-for-width
6900 * or width-for-height).
6902 * The width and height used to compute the preferred height and preferred
6903 * width are the actor's natural ones.
6905 * If you need to control the height for the preferred width, or the width for
6906 * the preferred height, you should use clutter_actor_get_preferred_width()
6907 * and clutter_actor_get_preferred_height(), and check the actor's preferred
6908 * geometry management using the #ClutterActor:request-mode property.
6913 clutter_actor_get_preferred_size (ClutterActor *self,
6914 gfloat *min_width_p,
6915 gfloat *min_height_p,
6916 gfloat *natural_width_p,
6917 gfloat *natural_height_p)
6919 ClutterActorPrivate *priv;
6920 gfloat min_width, min_height;
6921 gfloat natural_width, natural_height;
6923 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6927 min_width = min_height = 0;
6928 natural_width = natural_height = 0;
6930 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
6932 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
6933 clutter_actor_get_preferred_width (self, -1,
6936 clutter_actor_get_preferred_height (self, natural_width,
6942 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
6943 clutter_actor_get_preferred_height (self, -1,
6946 clutter_actor_get_preferred_width (self, natural_height,
6952 *min_width_p = min_width;
6955 *min_height_p = min_height;
6957 if (natural_width_p)
6958 *natural_width_p = natural_width;
6960 if (natural_height_p)
6961 *natural_height_p = natural_height;
6966 * @align: a #ClutterActorAlign
6967 * @direction: a #ClutterTextDirection
6969 * Retrieves the correct alignment depending on the text direction
6971 * Return value: the effective alignment
6973 static ClutterActorAlign
6974 effective_align (ClutterActorAlign align,
6975 ClutterTextDirection direction)
6977 ClutterActorAlign res;
6981 case CLUTTER_ACTOR_ALIGN_START:
6982 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6983 ? CLUTTER_ACTOR_ALIGN_END
6984 : CLUTTER_ACTOR_ALIGN_START;
6987 case CLUTTER_ACTOR_ALIGN_END:
6988 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6989 ? CLUTTER_ACTOR_ALIGN_START
6990 : CLUTTER_ACTOR_ALIGN_END;
7002 adjust_for_margin (float margin_start,
7004 float *minimum_size,
7005 float *natural_size,
7006 float *allocated_start,
7007 float *allocated_end)
7009 *minimum_size -= (margin_start + margin_end);
7010 *natural_size -= (margin_start + margin_end);
7011 *allocated_start += margin_start;
7012 *allocated_end -= margin_end;
7016 adjust_for_alignment (ClutterActorAlign alignment,
7018 float *allocated_start,
7019 float *allocated_end)
7021 float allocated_size = *allocated_end - *allocated_start;
7025 case CLUTTER_ACTOR_ALIGN_FILL:
7029 case CLUTTER_ACTOR_ALIGN_START:
7031 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7034 case CLUTTER_ACTOR_ALIGN_END:
7035 if (allocated_size > natural_size)
7037 *allocated_start += (allocated_size - natural_size);
7038 *allocated_end = *allocated_start + natural_size;
7042 case CLUTTER_ACTOR_ALIGN_CENTER:
7043 if (allocated_size > natural_size)
7045 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7046 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7053 * clutter_actor_adjust_width:
7054 * @self: a #ClutterActor
7055 * @minimum_width: (inout): the actor's preferred minimum width, which
7056 * will be adjusted depending on the margin
7057 * @natural_width: (inout): the actor's preferred natural width, which
7058 * will be adjusted depending on the margin
7059 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7060 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7062 * Adjusts the preferred and allocated position and size of an actor,
7063 * depending on the margin and alignment properties.
7066 clutter_actor_adjust_width (ClutterActor *self,
7067 gfloat *minimum_width,
7068 gfloat *natural_width,
7069 gfloat *adjusted_x1,
7070 gfloat *adjusted_x2)
7072 ClutterTextDirection text_dir;
7073 const ClutterLayoutInfo *info;
7075 info = _clutter_actor_get_layout_info_or_defaults (self);
7076 text_dir = clutter_actor_get_text_direction (self);
7078 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7080 /* this will tweak natural_width to remove the margin, so that
7081 * adjust_for_alignment() will use the correct size
7083 adjust_for_margin (info->margin.left, info->margin.right,
7084 minimum_width, natural_width,
7085 adjusted_x1, adjusted_x2);
7087 adjust_for_alignment (effective_align (info->x_align, text_dir),
7089 adjusted_x1, adjusted_x2);
7093 * clutter_actor_adjust_height:
7094 * @self: a #ClutterActor
7095 * @minimum_height: (inout): the actor's preferred minimum height, which
7096 * will be adjusted depending on the margin
7097 * @natural_height: (inout): the actor's preferred natural height, which
7098 * will be adjusted depending on the margin
7099 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7100 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7102 * Adjusts the preferred and allocated position and size of an actor,
7103 * depending on the margin and alignment properties.
7106 clutter_actor_adjust_height (ClutterActor *self,
7107 gfloat *minimum_height,
7108 gfloat *natural_height,
7109 gfloat *adjusted_y1,
7110 gfloat *adjusted_y2)
7112 const ClutterLayoutInfo *info;
7114 info = _clutter_actor_get_layout_info_or_defaults (self);
7116 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7118 /* this will tweak natural_height to remove the margin, so that
7119 * adjust_for_alignment() will use the correct size
7121 adjust_for_margin (info->margin.top, info->margin.bottom,
7122 minimum_height, natural_height,
7126 /* we don't use effective_align() here, because text direction
7127 * only affects the horizontal axis
7129 adjust_for_alignment (info->y_align,
7136 /* looks for a cached size request for this for_size. If not
7137 * found, returns the oldest entry so it can be overwritten */
7139 _clutter_actor_get_cached_size_request (gfloat for_size,
7140 SizeRequest *cached_size_requests,
7141 SizeRequest **result)
7145 *result = &cached_size_requests[0];
7147 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7151 sr = &cached_size_requests[i];
7154 sr->for_size == for_size)
7156 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7160 else if (sr->age < (*result)->age)
7166 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7172 * clutter_actor_get_preferred_width:
7173 * @self: A #ClutterActor
7174 * @for_height: available height when computing the preferred width,
7175 * or a negative value to indicate that no height is defined
7176 * @min_width_p: (out) (allow-none): return location for minimum width,
7178 * @natural_width_p: (out) (allow-none): return location for the natural
7181 * Computes the requested minimum and natural widths for an actor,
7182 * optionally depending on the specified height, or if they are
7183 * already computed, returns the cached values.
7185 * An actor may not get its request - depending on the layout
7186 * manager that's in effect.
7188 * A request should not incorporate the actor's scale or anchor point;
7189 * those transformations do not affect layout, only rendering.
7194 clutter_actor_get_preferred_width (ClutterActor *self,
7196 gfloat *min_width_p,
7197 gfloat *natural_width_p)
7199 float request_min_width, request_natural_width;
7200 SizeRequest *cached_size_request;
7201 const ClutterLayoutInfo *info;
7202 ClutterActorPrivate *priv;
7203 gboolean found_in_cache;
7205 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7209 info = _clutter_actor_get_layout_info_or_defaults (self);
7211 /* we shortcircuit the case of a fixed size set using set_width() */
7212 if (priv->min_width_set && priv->natural_width_set)
7214 if (min_width_p != NULL)
7215 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7217 if (natural_width_p != NULL)
7218 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7223 /* the remaining cases are:
7225 * - either min_width or natural_width have been set
7226 * - neither min_width or natural_width have been set
7228 * in both cases, we go through the cache (and through the actor in case
7229 * of cache misses) and determine the authoritative value depending on
7233 if (!priv->needs_width_request)
7236 _clutter_actor_get_cached_size_request (for_height,
7237 priv->width_requests,
7238 &cached_size_request);
7242 /* if the actor needs a width request we use the first slot */
7243 found_in_cache = FALSE;
7244 cached_size_request = &priv->width_requests[0];
7247 if (!found_in_cache)
7249 gfloat minimum_width, natural_width;
7250 ClutterActorClass *klass;
7252 minimum_width = natural_width = 0;
7254 /* adjust for the margin */
7255 if (for_height >= 0)
7257 for_height -= (info->margin.top + info->margin.bottom);
7262 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7264 klass = CLUTTER_ACTOR_GET_CLASS (self);
7265 klass->get_preferred_width (self, for_height,
7269 /* adjust for the margin */
7270 minimum_width += (info->margin.left + info->margin.right);
7271 natural_width += (info->margin.left + info->margin.right);
7273 /* Due to accumulated float errors, it's better not to warn
7274 * on this, but just fix it.
7276 if (natural_width < minimum_width)
7277 natural_width = minimum_width;
7279 cached_size_request->min_size = minimum_width;
7280 cached_size_request->natural_size = natural_width;
7281 cached_size_request->for_size = for_height;
7282 cached_size_request->age = priv->cached_width_age;
7284 priv->cached_width_age += 1;
7285 priv->needs_width_request = FALSE;
7288 if (!priv->min_width_set)
7289 request_min_width = cached_size_request->min_size;
7291 request_min_width = info->min_width;
7293 if (!priv->natural_width_set)
7294 request_natural_width = cached_size_request->natural_size;
7296 request_natural_width = info->natural_width;
7299 *min_width_p = request_min_width;
7301 if (natural_width_p)
7302 *natural_width_p = request_natural_width;
7306 * clutter_actor_get_preferred_height:
7307 * @self: A #ClutterActor
7308 * @for_width: available width to assume in computing desired height,
7309 * or a negative value to indicate that no width is defined
7310 * @min_height_p: (out) (allow-none): return location for minimum height,
7312 * @natural_height_p: (out) (allow-none): return location for natural
7315 * Computes the requested minimum and natural heights for an actor,
7316 * or if they are already computed, returns the cached values.
7318 * An actor may not get its request - depending on the layout
7319 * manager that's in effect.
7321 * A request should not incorporate the actor's scale or anchor point;
7322 * those transformations do not affect layout, only rendering.
7327 clutter_actor_get_preferred_height (ClutterActor *self,
7329 gfloat *min_height_p,
7330 gfloat *natural_height_p)
7332 float request_min_height, request_natural_height;
7333 SizeRequest *cached_size_request;
7334 const ClutterLayoutInfo *info;
7335 ClutterActorPrivate *priv;
7336 gboolean found_in_cache;
7338 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7342 info = _clutter_actor_get_layout_info_or_defaults (self);
7344 /* we shortcircuit the case of a fixed size set using set_height() */
7345 if (priv->min_height_set && priv->natural_height_set)
7347 if (min_height_p != NULL)
7348 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7350 if (natural_height_p != NULL)
7351 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7356 /* the remaining cases are:
7358 * - either min_height or natural_height have been set
7359 * - neither min_height or natural_height have been set
7361 * in both cases, we go through the cache (and through the actor in case
7362 * of cache misses) and determine the authoritative value depending on
7366 if (!priv->needs_height_request)
7369 _clutter_actor_get_cached_size_request (for_width,
7370 priv->height_requests,
7371 &cached_size_request);
7375 found_in_cache = FALSE;
7376 cached_size_request = &priv->height_requests[0];
7379 if (!found_in_cache)
7381 gfloat minimum_height, natural_height;
7382 ClutterActorClass *klass;
7384 minimum_height = natural_height = 0;
7386 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
7388 /* adjust for margin */
7391 for_width -= (info->margin.left + info->margin.right);
7396 klass = CLUTTER_ACTOR_GET_CLASS (self);
7397 klass->get_preferred_height (self, for_width,
7401 /* adjust for margin */
7402 minimum_height += (info->margin.top + info->margin.bottom);
7403 natural_height += (info->margin.top + info->margin.bottom);
7405 /* Due to accumulated float errors, it's better not to warn
7406 * on this, but just fix it.
7408 if (natural_height < minimum_height)
7409 natural_height = minimum_height;
7411 cached_size_request->min_size = minimum_height;
7412 cached_size_request->natural_size = natural_height;
7413 cached_size_request->for_size = for_width;
7414 cached_size_request->age = priv->cached_height_age;
7416 priv->cached_height_age += 1;
7417 priv->needs_height_request = FALSE;
7420 if (!priv->min_height_set)
7421 request_min_height = cached_size_request->min_size;
7423 request_min_height = info->min_height;
7425 if (!priv->natural_height_set)
7426 request_natural_height = cached_size_request->natural_size;
7428 request_natural_height = info->natural_height;
7431 *min_height_p = request_min_height;
7433 if (natural_height_p)
7434 *natural_height_p = request_natural_height;
7438 * clutter_actor_get_allocation_box:
7439 * @self: A #ClutterActor
7440 * @box: (out): the function fills this in with the actor's allocation
7442 * Gets the layout box an actor has been assigned. The allocation can
7443 * only be assumed valid inside a paint() method; anywhere else, it
7444 * may be out-of-date.
7446 * An allocation does not incorporate the actor's scale or anchor point;
7447 * those transformations do not affect layout, only rendering.
7449 * <note>Do not call any of the clutter_actor_get_allocation_*() family
7450 * of functions inside the implementation of the get_preferred_width()
7451 * or get_preferred_height() virtual functions.</note>
7456 clutter_actor_get_allocation_box (ClutterActor *self,
7457 ClutterActorBox *box)
7459 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7461 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
7462 * which limits calling get_allocation to inside paint() basically; or
7463 * we can 2) force a layout, which could be expensive if someone calls
7464 * get_allocation somewhere silly; or we can 3) just return the latest
7465 * value, allowing it to be out-of-date, and assume people know what
7468 * The least-surprises approach that keeps existing code working is
7469 * likely to be 2). People can end up doing some inefficient things,
7470 * though, and in general code that requires 2) is probably broken.
7473 /* this implements 2) */
7474 if (G_UNLIKELY (self->priv->needs_allocation))
7476 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7478 /* do not queue a relayout on an unparented actor */
7480 _clutter_stage_maybe_relayout (stage);
7483 /* commenting out the code above and just keeping this assigment
7486 *box = self->priv->allocation;
7490 * clutter_actor_get_allocation_geometry:
7491 * @self: A #ClutterActor
7492 * @geom: (out): allocation geometry in pixels
7494 * Gets the layout box an actor has been assigned. The allocation can
7495 * only be assumed valid inside a paint() method; anywhere else, it
7496 * may be out-of-date.
7498 * An allocation does not incorporate the actor's scale or anchor point;
7499 * those transformations do not affect layout, only rendering.
7501 * The returned rectangle is in pixels.
7506 clutter_actor_get_allocation_geometry (ClutterActor *self,
7507 ClutterGeometry *geom)
7509 ClutterActorBox box;
7511 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7512 g_return_if_fail (geom != NULL);
7514 clutter_actor_get_allocation_box (self, &box);
7516 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
7517 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
7518 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
7519 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
7523 clutter_actor_update_constraints (ClutterActor *self,
7524 ClutterActorBox *allocation)
7526 ClutterActorPrivate *priv = self->priv;
7527 const GList *constraints, *l;
7529 if (priv->constraints == NULL)
7532 constraints = _clutter_meta_group_peek_metas (priv->constraints);
7533 for (l = constraints; l != NULL; l = l->next)
7535 ClutterConstraint *constraint = l->data;
7536 ClutterActorMeta *meta = l->data;
7538 if (clutter_actor_meta_get_enabled (meta))
7540 _clutter_constraint_update_allocation (constraint,
7548 * clutter_actor_adjust_allocation:
7549 * @self: a #ClutterActor
7550 * @allocation: (inout): the allocation to adjust
7552 * Adjusts the passed allocation box taking into account the actor's
7553 * layout information, like alignment, expansion, and margin.
7556 clutter_actor_adjust_allocation (ClutterActor *self,
7557 ClutterActorBox *allocation)
7559 ClutterActorBox adj_allocation;
7560 float alloc_width, alloc_height;
7561 float min_width, min_height;
7562 float nat_width, nat_height;
7563 ClutterRequestMode req_mode;
7565 adj_allocation = *allocation;
7567 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
7569 /* we want to hit the cache, so we use the public API */
7570 req_mode = clutter_actor_get_request_mode (self);
7572 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7574 clutter_actor_get_preferred_width (self, -1,
7577 clutter_actor_get_preferred_height (self, alloc_width,
7581 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
7583 clutter_actor_get_preferred_height (self, -1,
7586 clutter_actor_get_preferred_height (self, alloc_height,
7591 #ifdef CLUTTER_ENABLE_DEBUG
7592 /* warn about underallocations */
7593 if (_clutter_diagnostic_enabled () &&
7594 (floorf (min_width - alloc_width) > 0 ||
7595 floorf (min_height - alloc_height) > 0))
7597 ClutterActor *parent = clutter_actor_get_parent (self);
7599 /* the only actors that are allowed to be underallocated are the Stage,
7600 * as it doesn't have an implicit size, and Actors that specifically
7601 * told us that they want to opt-out from layout control mechanisms
7602 * through the NO_LAYOUT escape hatch.
7604 if (parent != NULL &&
7605 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
7607 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
7608 "of %.2f x %.2f from its parent actor '%s', but its "
7609 "requested minimum size is of %.2f x %.2f",
7610 _clutter_actor_get_debug_name (self),
7611 alloc_width, alloc_height,
7612 _clutter_actor_get_debug_name (parent),
7613 min_width, min_height);
7618 clutter_actor_adjust_width (self,
7622 &adj_allocation.x2);
7624 clutter_actor_adjust_height (self,
7628 &adj_allocation.y2);
7630 /* we maintain the invariant that an allocation cannot be adjusted
7631 * to be outside the parent-given box
7633 if (adj_allocation.x1 < allocation->x1 ||
7634 adj_allocation.y1 < allocation->y1 ||
7635 adj_allocation.x2 > allocation->x2 ||
7636 adj_allocation.y2 > allocation->y2)
7638 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
7639 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
7640 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
7641 _clutter_actor_get_debug_name (self),
7642 adj_allocation.x1, adj_allocation.y1,
7643 adj_allocation.x2 - adj_allocation.x1,
7644 adj_allocation.y2 - adj_allocation.y1,
7645 allocation->x1, allocation->y1,
7646 allocation->x2 - allocation->x1,
7647 allocation->y2 - allocation->y1);
7651 *allocation = adj_allocation;
7655 * clutter_actor_allocate:
7656 * @self: A #ClutterActor
7657 * @box: new allocation of the actor, in parent-relative coordinates
7658 * @flags: flags that control the allocation
7660 * Called by the parent of an actor to assign the actor its size.
7661 * Should never be called by applications (except when implementing
7662 * a container or layout manager).
7664 * Actors can know from their allocation box whether they have moved
7665 * with respect to their parent actor. The @flags parameter describes
7666 * additional information about the allocation, for instance whether
7667 * the parent has moved with respect to the stage, for example because
7668 * a grandparent's origin has moved.
7673 clutter_actor_allocate (ClutterActor *self,
7674 const ClutterActorBox *box,
7675 ClutterAllocationFlags flags)
7677 ClutterActorPrivate *priv;
7678 ClutterActorClass *klass;
7679 ClutterActorBox old_allocation, real_allocation;
7680 gboolean origin_changed, child_moved, size_changed;
7681 gboolean stage_allocation_changed;
7683 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7684 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
7686 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
7687 "which isn't a descendent of the stage!\n",
7688 self, _clutter_actor_get_debug_name (self));
7694 old_allocation = priv->allocation;
7695 real_allocation = *box;
7697 /* constraints are allowed to modify the allocation only here; we do
7698 * this prior to all the other checks so that we can bail out if the
7699 * allocation did not change
7701 clutter_actor_update_constraints (self, &real_allocation);
7703 /* adjust the allocation depending on the align/margin properties */
7704 clutter_actor_adjust_allocation (self, &real_allocation);
7706 if (real_allocation.x2 < real_allocation.x1 ||
7707 real_allocation.y2 < real_allocation.y1)
7709 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
7710 _clutter_actor_get_debug_name (self),
7711 real_allocation.x2 - real_allocation.x1,
7712 real_allocation.y2 - real_allocation.y1);
7715 /* we allow 0-sized actors, but not negative-sized ones */
7716 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
7717 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
7719 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
7721 child_moved = (real_allocation.x1 != old_allocation.x1 ||
7722 real_allocation.y1 != old_allocation.y1);
7724 size_changed = (real_allocation.x2 != old_allocation.x2 ||
7725 real_allocation.y2 != old_allocation.y2);
7727 if (origin_changed || child_moved || size_changed)
7728 stage_allocation_changed = TRUE;
7730 stage_allocation_changed = FALSE;
7732 /* If we get an allocation "out of the blue"
7733 * (we did not queue relayout), then we want to
7734 * ignore it. But if we have needs_allocation set,
7735 * we want to guarantee that allocate() virtual
7736 * method is always called, i.e. that queue_relayout()
7737 * always results in an allocate() invocation on
7740 * The optimization here is to avoid re-allocating
7741 * actors that did not queue relayout and were
7744 if (!priv->needs_allocation && !stage_allocation_changed)
7746 CLUTTER_NOTE (LAYOUT, "No allocation needed");
7750 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
7751 * clutter_actor_allocate(), it indicates whether the parent has its
7752 * absolute origin moved; when passed in to ClutterActor::allocate()
7753 * virtual method though, it indicates whether the child has its
7754 * absolute origin moved. So we set it when child_moved is TRUE
7757 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
7759 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7761 klass = CLUTTER_ACTOR_GET_CLASS (self);
7762 klass->allocate (self, &real_allocation, flags);
7764 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7766 if (stage_allocation_changed)
7767 clutter_actor_queue_redraw (self);
7771 * clutter_actor_set_allocation:
7772 * @self: a #ClutterActor
7773 * @box: a #ClutterActorBox
7774 * @flags: allocation flags
7776 * Stores the allocation of @self as defined by @box.
7778 * This function can only be called from within the implementation of
7779 * the #ClutterActorClass.allocate() virtual function.
7781 * The allocation should have been adjusted to take into account constraints,
7782 * alignment, and margin properties. If you are implementing a #ClutterActor
7783 * subclass that provides its own layout management policy for its children
7784 * instead of using a #ClutterLayoutManager delegate, you should not call
7785 * this function on the children of @self; instead, you should call
7786 * clutter_actor_allocate(), which will adjust the allocation box for
7789 * This function should only be used by subclasses of #ClutterActor
7790 * that wish to store their allocation but cannot chain up to the
7791 * parent's implementation; the default implementation of the
7792 * #ClutterActorClass.allocate() virtual function will call this
7795 * It is important to note that, while chaining up was the recommended
7796 * behaviour for #ClutterActor subclasses prior to the introduction of
7797 * this function, it is recommended to call clutter_actor_set_allocation()
7800 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
7801 * to handle the allocation of its children, this function will call
7802 * the clutter_layout_manager_allocate() function only if the
7803 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
7804 * expected that the subclass will call clutter_layout_manager_allocate()
7805 * by itself. For instance, the following code:
7809 * my_actor_allocate (ClutterActor *actor,
7810 * const ClutterActorBox *allocation,
7811 * ClutterAllocationFlags flags)
7813 * ClutterActorBox new_alloc;
7814 * ClutterAllocationFlags new_flags;
7816 * adjust_allocation (allocation, &new_alloc);
7818 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
7820 * /* this will use the layout manager set on the actor */
7821 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
7825 * is equivalent to this:
7829 * my_actor_allocate (ClutterActor *actor,
7830 * const ClutterActorBox *allocation,
7831 * ClutterAllocationFlags flags)
7833 * ClutterLayoutManager *layout;
7834 * ClutterActorBox new_alloc;
7836 * adjust_allocation (allocation, &new_alloc);
7838 * clutter_actor_set_allocation (actor, &new_alloc, flags);
7840 * layout = clutter_actor_get_layout_manager (actor);
7841 * clutter_layout_manager_allocate (layout,
7842 * CLUTTER_CONTAINER (actor),
7851 clutter_actor_set_allocation (ClutterActor *self,
7852 const ClutterActorBox *box,
7853 ClutterAllocationFlags flags)
7855 ClutterActorPrivate *priv;
7858 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7859 g_return_if_fail (box != NULL);
7861 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
7863 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
7864 "can only be called from within the implementation of "
7865 "the ClutterActor::allocate() virtual function.");
7871 g_object_freeze_notify (G_OBJECT (self));
7873 changed = clutter_actor_set_allocation_internal (self, box, flags);
7875 /* we allocate our children before we notify changes in our geometry,
7876 * so that people connecting to properties will be able to get valid
7877 * data out of the sub-tree of the scene graph that has this actor at
7880 clutter_actor_maybe_layout_children (self, box, flags);
7883 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
7885 priv->allocation_flags);
7887 g_object_thaw_notify (G_OBJECT (self));
7891 * clutter_actor_set_geometry:
7892 * @self: A #ClutterActor
7893 * @geometry: A #ClutterGeometry
7895 * Sets the actor's fixed position and forces its minimum and natural
7896 * size, in pixels. This means the untransformed actor will have the
7897 * given geometry. This is the same as calling clutter_actor_set_position()
7898 * and clutter_actor_set_size().
7900 * Deprecated: 1.10: Use clutter_actor_set_position() and
7901 * clutter_actor_set_size() instead.
7904 clutter_actor_set_geometry (ClutterActor *self,
7905 const ClutterGeometry *geometry)
7907 g_object_freeze_notify (G_OBJECT (self));
7909 clutter_actor_set_position (self, geometry->x, geometry->y);
7910 clutter_actor_set_size (self, geometry->width, geometry->height);
7912 g_object_thaw_notify (G_OBJECT (self));
7916 * clutter_actor_get_geometry:
7917 * @self: A #ClutterActor
7918 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
7920 * Gets the size and position of an actor relative to its parent
7921 * actor. This is the same as calling clutter_actor_get_position() and
7922 * clutter_actor_get_size(). It tries to "do what you mean" and get the
7923 * requested size and position if the actor's allocation is invalid.
7925 * Deprecated: 1.10: Use clutter_actor_get_position() and
7926 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
7930 clutter_actor_get_geometry (ClutterActor *self,
7931 ClutterGeometry *geometry)
7933 gfloat x, y, width, height;
7935 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7936 g_return_if_fail (geometry != NULL);
7938 clutter_actor_get_position (self, &x, &y);
7939 clutter_actor_get_size (self, &width, &height);
7941 geometry->x = (int) x;
7942 geometry->y = (int) y;
7943 geometry->width = (int) width;
7944 geometry->height = (int) height;
7948 * clutter_actor_set_position
7949 * @self: A #ClutterActor
7950 * @x: New left position of actor in pixels.
7951 * @y: New top position of actor in pixels.
7953 * Sets the actor's fixed position in pixels relative to any parent
7956 * If a layout manager is in use, this position will override the
7957 * layout manager and force a fixed position.
7960 clutter_actor_set_position (ClutterActor *self,
7964 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7966 g_object_freeze_notify (G_OBJECT (self));
7968 clutter_actor_set_x (self, x);
7969 clutter_actor_set_y (self, y);
7971 g_object_thaw_notify (G_OBJECT (self));
7975 * clutter_actor_get_fixed_position_set:
7976 * @self: A #ClutterActor
7978 * Checks whether an actor has a fixed position set (and will thus be
7979 * unaffected by any layout manager).
7981 * Return value: %TRUE if the fixed position is set on the actor
7986 clutter_actor_get_fixed_position_set (ClutterActor *self)
7988 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
7990 return self->priv->position_set;
7994 * clutter_actor_set_fixed_position_set:
7995 * @self: A #ClutterActor
7996 * @is_set: whether to use fixed position
7998 * Sets whether an actor has a fixed position set (and will thus be
7999 * unaffected by any layout manager).
8004 clutter_actor_set_fixed_position_set (ClutterActor *self,
8007 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8009 if (self->priv->position_set == (is_set != FALSE))
8012 self->priv->position_set = is_set != FALSE;
8013 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8015 clutter_actor_queue_relayout (self);
8019 * clutter_actor_move_by:
8020 * @self: A #ClutterActor
8021 * @dx: Distance to move Actor on X axis.
8022 * @dy: Distance to move Actor on Y axis.
8024 * Moves an actor by the specified distance relative to its current
8025 * position in pixels.
8027 * This function modifies the fixed position of an actor and thus removes
8028 * it from any layout management. Another way to move an actor is with an
8029 * anchor point, see clutter_actor_set_anchor_point().
8034 clutter_actor_move_by (ClutterActor *self,
8038 const ClutterLayoutInfo *info;
8041 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8043 info = _clutter_actor_get_layout_info_or_defaults (self);
8047 clutter_actor_set_position (self, x + dx, y + dy);
8051 clutter_actor_set_min_width (ClutterActor *self,
8054 ClutterActorPrivate *priv = self->priv;
8055 ClutterActorBox old = { 0, };
8056 ClutterLayoutInfo *info;
8058 /* if we are setting the size on a top-level actor and the
8059 * backend only supports static top-levels (e.g. framebuffers)
8060 * then we ignore the passed value and we override it with
8061 * the stage implementation's preferred size.
8063 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8064 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8067 info = _clutter_actor_get_layout_info (self);
8069 if (priv->min_width_set && min_width == info->min_width)
8072 g_object_freeze_notify (G_OBJECT (self));
8074 clutter_actor_store_old_geometry (self, &old);
8076 info->min_width = min_width;
8077 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8078 clutter_actor_set_min_width_set (self, TRUE);
8080 clutter_actor_notify_if_geometry_changed (self, &old);
8082 g_object_thaw_notify (G_OBJECT (self));
8084 clutter_actor_queue_relayout (self);
8088 clutter_actor_set_min_height (ClutterActor *self,
8092 ClutterActorPrivate *priv = self->priv;
8093 ClutterActorBox old = { 0, };
8094 ClutterLayoutInfo *info;
8096 /* if we are setting the size on a top-level actor and the
8097 * backend only supports static top-levels (e.g. framebuffers)
8098 * then we ignore the passed value and we override it with
8099 * the stage implementation's preferred size.
8101 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8102 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8105 info = _clutter_actor_get_layout_info (self);
8107 if (priv->min_height_set && min_height == info->min_height)
8110 g_object_freeze_notify (G_OBJECT (self));
8112 clutter_actor_store_old_geometry (self, &old);
8114 info->min_height = min_height;
8115 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8116 clutter_actor_set_min_height_set (self, TRUE);
8118 clutter_actor_notify_if_geometry_changed (self, &old);
8120 g_object_thaw_notify (G_OBJECT (self));
8122 clutter_actor_queue_relayout (self);
8126 clutter_actor_set_natural_width (ClutterActor *self,
8127 gfloat natural_width)
8129 ClutterActorPrivate *priv = self->priv;
8130 ClutterActorBox old = { 0, };
8131 ClutterLayoutInfo *info;
8133 /* if we are setting the size on a top-level actor and the
8134 * backend only supports static top-levels (e.g. framebuffers)
8135 * then we ignore the passed value and we override it with
8136 * the stage implementation's preferred size.
8138 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8139 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8142 info = _clutter_actor_get_layout_info (self);
8144 if (priv->natural_width_set && natural_width == info->natural_width)
8147 g_object_freeze_notify (G_OBJECT (self));
8149 clutter_actor_store_old_geometry (self, &old);
8151 info->natural_width = natural_width;
8152 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8153 clutter_actor_set_natural_width_set (self, TRUE);
8155 clutter_actor_notify_if_geometry_changed (self, &old);
8157 g_object_thaw_notify (G_OBJECT (self));
8159 clutter_actor_queue_relayout (self);
8163 clutter_actor_set_natural_height (ClutterActor *self,
8164 gfloat natural_height)
8166 ClutterActorPrivate *priv = self->priv;
8167 ClutterActorBox old = { 0, };
8168 ClutterLayoutInfo *info;
8170 /* if we are setting the size on a top-level actor and the
8171 * backend only supports static top-levels (e.g. framebuffers)
8172 * then we ignore the passed value and we override it with
8173 * the stage implementation's preferred size.
8175 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8176 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8179 info = _clutter_actor_get_layout_info (self);
8181 if (priv->natural_height_set && natural_height == info->natural_height)
8184 g_object_freeze_notify (G_OBJECT (self));
8186 clutter_actor_store_old_geometry (self, &old);
8188 info->natural_height = natural_height;
8189 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8190 clutter_actor_set_natural_height_set (self, TRUE);
8192 clutter_actor_notify_if_geometry_changed (self, &old);
8194 g_object_thaw_notify (G_OBJECT (self));
8196 clutter_actor_queue_relayout (self);
8200 clutter_actor_set_min_width_set (ClutterActor *self,
8201 gboolean use_min_width)
8203 ClutterActorPrivate *priv = self->priv;
8204 ClutterActorBox old = { 0, };
8206 if (priv->min_width_set == (use_min_width != FALSE))
8209 clutter_actor_store_old_geometry (self, &old);
8211 priv->min_width_set = use_min_width != FALSE;
8212 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8214 clutter_actor_notify_if_geometry_changed (self, &old);
8216 clutter_actor_queue_relayout (self);
8220 clutter_actor_set_min_height_set (ClutterActor *self,
8221 gboolean use_min_height)
8223 ClutterActorPrivate *priv = self->priv;
8224 ClutterActorBox old = { 0, };
8226 if (priv->min_height_set == (use_min_height != FALSE))
8229 clutter_actor_store_old_geometry (self, &old);
8231 priv->min_height_set = use_min_height != FALSE;
8232 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8234 clutter_actor_notify_if_geometry_changed (self, &old);
8236 clutter_actor_queue_relayout (self);
8240 clutter_actor_set_natural_width_set (ClutterActor *self,
8241 gboolean use_natural_width)
8243 ClutterActorPrivate *priv = self->priv;
8244 ClutterActorBox old = { 0, };
8246 if (priv->natural_width_set == (use_natural_width != FALSE))
8249 clutter_actor_store_old_geometry (self, &old);
8251 priv->natural_width_set = use_natural_width != FALSE;
8252 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8254 clutter_actor_notify_if_geometry_changed (self, &old);
8256 clutter_actor_queue_relayout (self);
8260 clutter_actor_set_natural_height_set (ClutterActor *self,
8261 gboolean use_natural_height)
8263 ClutterActorPrivate *priv = self->priv;
8264 ClutterActorBox old = { 0, };
8266 if (priv->natural_height_set == (use_natural_height != FALSE))
8269 clutter_actor_store_old_geometry (self, &old);
8271 priv->natural_height_set = use_natural_height != FALSE;
8272 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8274 clutter_actor_notify_if_geometry_changed (self, &old);
8276 clutter_actor_queue_relayout (self);
8280 * clutter_actor_set_request_mode:
8281 * @self: a #ClutterActor
8282 * @mode: the request mode
8284 * Sets the geometry request mode of @self.
8286 * The @mode determines the order for invoking
8287 * clutter_actor_get_preferred_width() and
8288 * clutter_actor_get_preferred_height()
8293 clutter_actor_set_request_mode (ClutterActor *self,
8294 ClutterRequestMode mode)
8296 ClutterActorPrivate *priv;
8298 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8302 if (priv->request_mode == mode)
8305 priv->request_mode = mode;
8307 priv->needs_width_request = TRUE;
8308 priv->needs_height_request = TRUE;
8310 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8312 clutter_actor_queue_relayout (self);
8316 * clutter_actor_get_request_mode:
8317 * @self: a #ClutterActor
8319 * Retrieves the geometry request mode of @self
8321 * Return value: the request mode for the actor
8326 clutter_actor_get_request_mode (ClutterActor *self)
8328 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8329 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8331 return self->priv->request_mode;
8334 /* variant of set_width() without checks and without notification
8335 * freeze+thaw, for internal usage only
8338 clutter_actor_set_width_internal (ClutterActor *self,
8343 /* the Stage will use the :min-width to control the minimum
8344 * width to be resized to, so we should not be setting it
8345 * along with the :natural-width
8347 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8348 clutter_actor_set_min_width (self, width);
8350 clutter_actor_set_natural_width (self, width);
8354 /* we only unset the :natural-width for the Stage */
8355 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8356 clutter_actor_set_min_width_set (self, FALSE);
8358 clutter_actor_set_natural_width_set (self, FALSE);
8362 /* variant of set_height() without checks and without notification
8363 * freeze+thaw, for internal usage only
8366 clutter_actor_set_height_internal (ClutterActor *self,
8371 /* see the comment above in set_width_internal() */
8372 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8373 clutter_actor_set_min_height (self, height);
8375 clutter_actor_set_natural_height (self, height);
8379 /* see the comment above in set_width_internal() */
8380 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8381 clutter_actor_set_min_height_set (self, FALSE);
8383 clutter_actor_set_natural_height_set (self, FALSE);
8388 * clutter_actor_set_size
8389 * @self: A #ClutterActor
8390 * @width: New width of actor in pixels, or -1
8391 * @height: New height of actor in pixels, or -1
8393 * Sets the actor's size request in pixels. This overrides any
8394 * "normal" size request the actor would have. For example
8395 * a text actor might normally request the size of the text;
8396 * this function would force a specific size instead.
8398 * If @width and/or @height are -1 the actor will use its
8399 * "normal" size request instead of overriding it, i.e.
8400 * you can "unset" the size with -1.
8402 * This function sets or unsets both the minimum and natural size.
8405 clutter_actor_set_size (ClutterActor *self,
8409 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8411 g_object_freeze_notify (G_OBJECT (self));
8413 clutter_actor_set_width_internal (self, width);
8414 clutter_actor_set_height_internal (self, height);
8416 g_object_thaw_notify (G_OBJECT (self));
8420 * clutter_actor_get_size:
8421 * @self: A #ClutterActor
8422 * @width: (out) (allow-none): return location for the width, or %NULL.
8423 * @height: (out) (allow-none): return location for the height, or %NULL.
8425 * This function tries to "do what you mean" and return
8426 * the size an actor will have. If the actor has a valid
8427 * allocation, the allocation will be returned; otherwise,
8428 * the actors natural size request will be returned.
8430 * If you care whether you get the request vs. the allocation, you
8431 * should probably call a different function like
8432 * clutter_actor_get_allocation_box() or
8433 * clutter_actor_get_preferred_width().
8438 clutter_actor_get_size (ClutterActor *self,
8442 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8445 *width = clutter_actor_get_width (self);
8448 *height = clutter_actor_get_height (self);
8452 * clutter_actor_get_position:
8453 * @self: a #ClutterActor
8454 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8455 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8457 * This function tries to "do what you mean" and tell you where the
8458 * actor is, prior to any transformations. Retrieves the fixed
8459 * position of an actor in pixels, if one has been set; otherwise, if
8460 * the allocation is valid, returns the actor's allocated position;
8461 * otherwise, returns 0,0.
8463 * The returned position is in pixels.
8468 clutter_actor_get_position (ClutterActor *self,
8472 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8475 *x = clutter_actor_get_x (self);
8478 *y = clutter_actor_get_y (self);
8482 * clutter_actor_get_transformed_position:
8483 * @self: A #ClutterActor
8484 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8485 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8487 * Gets the absolute position of an actor, in pixels relative to the stage.
8492 clutter_actor_get_transformed_position (ClutterActor *self,
8499 v1.x = v1.y = v1.z = 0;
8500 clutter_actor_apply_transform_to_point (self, &v1, &v2);
8510 * clutter_actor_get_transformed_size:
8511 * @self: A #ClutterActor
8512 * @width: (out) (allow-none): return location for the width, or %NULL
8513 * @height: (out) (allow-none): return location for the height, or %NULL
8515 * Gets the absolute size of an actor in pixels, taking into account the
8518 * If the actor has a valid allocation, the allocated size will be used.
8519 * If the actor has not a valid allocation then the preferred size will
8520 * be transformed and returned.
8522 * If you want the transformed allocation, see
8523 * clutter_actor_get_abs_allocation_vertices() instead.
8525 * <note>When the actor (or one of its ancestors) is rotated around the
8526 * X or Y axis, it no longer appears as on the stage as a rectangle, but
8527 * as a generic quadrangle; in that case this function returns the size
8528 * of the smallest rectangle that encapsulates the entire quad. Please
8529 * note that in this case no assumptions can be made about the relative
8530 * position of this envelope to the absolute position of the actor, as
8531 * returned by clutter_actor_get_transformed_position(); if you need this
8532 * information, you need to use clutter_actor_get_abs_allocation_vertices()
8533 * to get the coords of the actual quadrangle.</note>
8538 clutter_actor_get_transformed_size (ClutterActor *self,
8542 ClutterActorPrivate *priv;
8544 gfloat x_min, x_max, y_min, y_max;
8547 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8551 /* if the actor hasn't been allocated yet, get the preferred
8552 * size and transform that
8554 if (priv->needs_allocation)
8556 gfloat natural_width, natural_height;
8557 ClutterActorBox box;
8559 /* Make a fake allocation to transform.
8561 * NB: _clutter_actor_transform_and_project_box expects a box in
8562 * the actor's coordinate space... */
8567 natural_width = natural_height = 0;
8568 clutter_actor_get_preferred_size (self, NULL, NULL,
8572 box.x2 = natural_width;
8573 box.y2 = natural_height;
8575 _clutter_actor_transform_and_project_box (self, &box, v);
8578 clutter_actor_get_abs_allocation_vertices (self, v);
8580 x_min = x_max = v[0].x;
8581 y_min = y_max = v[0].y;
8583 for (i = 1; i < G_N_ELEMENTS (v); ++i)
8599 *width = x_max - x_min;
8602 *height = y_max - y_min;
8606 * clutter_actor_get_width:
8607 * @self: A #ClutterActor
8609 * Retrieves the width of a #ClutterActor.
8611 * If the actor has a valid allocation, this function will return the
8612 * width of the allocated area given to the actor.
8614 * If the actor does not have a valid allocation, this function will
8615 * return the actor's natural width, that is the preferred width of
8618 * If you care whether you get the preferred width or the width that
8619 * has been assigned to the actor, you should probably call a different
8620 * function like clutter_actor_get_allocation_box() to retrieve the
8621 * allocated size or clutter_actor_get_preferred_width() to retrieve the
8624 * If an actor has a fixed width, for instance a width that has been
8625 * assigned using clutter_actor_set_width(), the width returned will
8626 * be the same value.
8628 * Return value: the width of the actor, in pixels
8631 clutter_actor_get_width (ClutterActor *self)
8633 ClutterActorPrivate *priv;
8635 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8639 if (priv->needs_allocation)
8641 gfloat natural_width = 0;
8643 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8644 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8647 gfloat natural_height = 0;
8649 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8650 clutter_actor_get_preferred_width (self, natural_height,
8655 return natural_width;
8658 return priv->allocation.x2 - priv->allocation.x1;
8662 * clutter_actor_get_height:
8663 * @self: A #ClutterActor
8665 * Retrieves the height of a #ClutterActor.
8667 * If the actor has a valid allocation, this function will return the
8668 * height of the allocated area given to the actor.
8670 * If the actor does not have a valid allocation, this function will
8671 * return the actor's natural height, that is the preferred height of
8674 * If you care whether you get the preferred height or the height that
8675 * has been assigned to the actor, you should probably call a different
8676 * function like clutter_actor_get_allocation_box() to retrieve the
8677 * allocated size or clutter_actor_get_preferred_height() to retrieve the
8680 * If an actor has a fixed height, for instance a height that has been
8681 * assigned using clutter_actor_set_height(), the height returned will
8682 * be the same value.
8684 * Return value: the height of the actor, in pixels
8687 clutter_actor_get_height (ClutterActor *self)
8689 ClutterActorPrivate *priv;
8691 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8695 if (priv->needs_allocation)
8697 gfloat natural_height = 0;
8699 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8701 gfloat natural_width = 0;
8703 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8704 clutter_actor_get_preferred_height (self, natural_width,
8705 NULL, &natural_height);
8708 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8710 return natural_height;
8713 return priv->allocation.y2 - priv->allocation.y1;
8717 * clutter_actor_set_width
8718 * @self: A #ClutterActor
8719 * @width: Requested new width for the actor, in pixels, or -1
8721 * Forces a width on an actor, causing the actor's preferred width
8722 * and height (if any) to be ignored.
8724 * If @width is -1 the actor will use its preferred width request
8725 * instead of overriding it, i.e. you can "unset" the width with -1.
8727 * This function sets both the minimum and natural size of the actor.
8732 clutter_actor_set_width (ClutterActor *self,
8735 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8737 g_object_freeze_notify (G_OBJECT (self));
8739 clutter_actor_set_width_internal (self, width);
8741 g_object_thaw_notify (G_OBJECT (self));
8745 * clutter_actor_set_height
8746 * @self: A #ClutterActor
8747 * @height: Requested new height for the actor, in pixels, or -1
8749 * Forces a height on an actor, causing the actor's preferred width
8750 * and height (if any) to be ignored.
8752 * If @height is -1 the actor will use its preferred height instead of
8753 * overriding it, i.e. you can "unset" the height with -1.
8755 * This function sets both the minimum and natural size of the actor.
8760 clutter_actor_set_height (ClutterActor *self,
8763 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8765 g_object_freeze_notify (G_OBJECT (self));
8767 clutter_actor_set_height_internal (self, height);
8769 g_object_thaw_notify (G_OBJECT (self));
8773 * clutter_actor_set_x:
8774 * @self: a #ClutterActor
8775 * @x: the actor's position on the X axis
8777 * Sets the actor's X coordinate, relative to its parent, in pixels.
8779 * Overrides any layout manager and forces a fixed position for
8785 clutter_actor_set_x (ClutterActor *self,
8788 ClutterActorBox old = { 0, };
8789 ClutterActorPrivate *priv;
8790 ClutterLayoutInfo *info;
8792 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8796 info = _clutter_actor_get_layout_info (self);
8798 if (priv->position_set && info->fixed_x == x)
8801 clutter_actor_store_old_geometry (self, &old);
8804 clutter_actor_set_fixed_position_set (self, TRUE);
8806 clutter_actor_notify_if_geometry_changed (self, &old);
8808 clutter_actor_queue_relayout (self);
8812 * clutter_actor_set_y:
8813 * @self: a #ClutterActor
8814 * @y: the actor's position on the Y axis
8816 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
8818 * Overrides any layout manager and forces a fixed position for
8824 clutter_actor_set_y (ClutterActor *self,
8827 ClutterActorBox old = { 0, };
8828 ClutterActorPrivate *priv;
8829 ClutterLayoutInfo *info;
8831 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8835 info = _clutter_actor_get_layout_info (self);
8837 if (priv->position_set && info->fixed_y == y)
8840 clutter_actor_store_old_geometry (self, &old);
8843 clutter_actor_set_fixed_position_set (self, TRUE);
8845 clutter_actor_notify_if_geometry_changed (self, &old);
8847 clutter_actor_queue_relayout (self);
8851 * clutter_actor_get_x
8852 * @self: A #ClutterActor
8854 * Retrieves the X coordinate of a #ClutterActor.
8856 * This function tries to "do what you mean", by returning the
8857 * correct value depending on the actor's state.
8859 * If the actor has a valid allocation, this function will return
8860 * the X coordinate of the origin of the allocation box.
8862 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
8863 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8864 * function will return that coordinate.
8866 * If both the allocation and a fixed position are missing, this function
8869 * Return value: the X coordinate, in pixels, ignoring any
8870 * transformation (i.e. scaling, rotation)
8873 clutter_actor_get_x (ClutterActor *self)
8875 ClutterActorPrivate *priv;
8877 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8881 if (priv->needs_allocation)
8883 if (priv->position_set)
8885 const ClutterLayoutInfo *info;
8887 info = _clutter_actor_get_layout_info_or_defaults (self);
8889 return info->fixed_x;
8895 return priv->allocation.x1;
8899 * clutter_actor_get_y
8900 * @self: A #ClutterActor
8902 * Retrieves the Y coordinate of a #ClutterActor.
8904 * This function tries to "do what you mean", by returning the
8905 * correct value depending on the actor's state.
8907 * If the actor has a valid allocation, this function will return
8908 * the Y coordinate of the origin of the allocation box.
8910 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
8911 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8912 * function will return that coordinate.
8914 * If both the allocation and a fixed position are missing, this function
8917 * Return value: the Y coordinate, in pixels, ignoring any
8918 * transformation (i.e. scaling, rotation)
8921 clutter_actor_get_y (ClutterActor *self)
8923 ClutterActorPrivate *priv;
8925 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8929 if (priv->needs_allocation)
8931 if (priv->position_set)
8933 const ClutterLayoutInfo *info;
8935 info = _clutter_actor_get_layout_info_or_defaults (self);
8937 return info->fixed_y;
8943 return priv->allocation.y1;
8947 * clutter_actor_set_scale:
8948 * @self: A #ClutterActor
8949 * @scale_x: double factor to scale actor by horizontally.
8950 * @scale_y: double factor to scale actor by vertically.
8952 * Scales an actor with the given factors. The scaling is relative to
8953 * the scale center and the anchor point. The scale center is
8954 * unchanged by this function and defaults to 0,0.
8959 clutter_actor_set_scale (ClutterActor *self,
8963 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8965 g_object_freeze_notify (G_OBJECT (self));
8967 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
8968 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
8970 g_object_thaw_notify (G_OBJECT (self));
8974 * clutter_actor_set_scale_full:
8975 * @self: A #ClutterActor
8976 * @scale_x: double factor to scale actor by horizontally.
8977 * @scale_y: double factor to scale actor by vertically.
8978 * @center_x: X coordinate of the center of the scale.
8979 * @center_y: Y coordinate of the center of the scale
8981 * Scales an actor with the given factors around the given center
8982 * point. The center point is specified in pixels relative to the
8983 * anchor point (usually the top left corner of the actor).
8988 clutter_actor_set_scale_full (ClutterActor *self,
8994 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8996 g_object_freeze_notify (G_OBJECT (self));
8998 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
8999 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9000 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9001 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9003 g_object_thaw_notify (G_OBJECT (self));
9007 * clutter_actor_set_scale_with_gravity:
9008 * @self: A #ClutterActor
9009 * @scale_x: double factor to scale actor by horizontally.
9010 * @scale_y: double factor to scale actor by vertically.
9011 * @gravity: the location of the scale center expressed as a compass
9014 * Scales an actor with the given factors around the given
9015 * center point. The center point is specified as one of the compass
9016 * directions in #ClutterGravity. For example, setting it to north
9017 * will cause the top of the actor to remain unchanged and the rest of
9018 * the actor to expand left, right and downwards.
9023 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9026 ClutterGravity gravity)
9028 ClutterTransformInfo *info;
9031 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9033 obj = G_OBJECT (self);
9035 g_object_freeze_notify (obj);
9037 info = _clutter_actor_get_transform_info (self);
9038 info->scale_x = scale_x;
9039 info->scale_y = scale_y;
9041 if (gravity == CLUTTER_GRAVITY_NONE)
9042 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9044 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9046 self->priv->transform_valid = FALSE;
9048 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9049 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9050 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9051 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9052 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9054 clutter_actor_queue_redraw (self);
9056 g_object_thaw_notify (obj);
9060 * clutter_actor_get_scale:
9061 * @self: A #ClutterActor
9062 * @scale_x: (out) (allow-none): Location to store horizonal
9063 * scale factor, or %NULL.
9064 * @scale_y: (out) (allow-none): Location to store vertical
9065 * scale factor, or %NULL.
9067 * Retrieves an actors scale factors.
9072 clutter_actor_get_scale (ClutterActor *self,
9076 const ClutterTransformInfo *info;
9078 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9080 info = _clutter_actor_get_transform_info_or_defaults (self);
9083 *scale_x = info->scale_x;
9086 *scale_y = info->scale_y;
9090 * clutter_actor_get_scale_center:
9091 * @self: A #ClutterActor
9092 * @center_x: (out) (allow-none): Location to store the X position
9093 * of the scale center, or %NULL.
9094 * @center_y: (out) (allow-none): Location to store the Y position
9095 * of the scale center, or %NULL.
9097 * Retrieves the scale center coordinate in pixels relative to the top
9098 * left corner of the actor. If the scale center was specified using a
9099 * #ClutterGravity this will calculate the pixel offset using the
9100 * current size of the actor.
9105 clutter_actor_get_scale_center (ClutterActor *self,
9109 const ClutterTransformInfo *info;
9111 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9113 info = _clutter_actor_get_transform_info_or_defaults (self);
9115 clutter_anchor_coord_get_units (self, &info->scale_center,
9122 * clutter_actor_get_scale_gravity:
9123 * @self: A #ClutterActor
9125 * Retrieves the scale center as a compass direction. If the scale
9126 * center was specified in pixels or units this will return
9127 * %CLUTTER_GRAVITY_NONE.
9129 * Return value: the scale gravity
9134 clutter_actor_get_scale_gravity (ClutterActor *self)
9136 const ClutterTransformInfo *info;
9138 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9140 info = _clutter_actor_get_transform_info_or_defaults (self);
9142 return clutter_anchor_coord_get_gravity (&info->scale_center);
9146 * clutter_actor_set_opacity:
9147 * @self: A #ClutterActor
9148 * @opacity: New opacity value for the actor.
9150 * Sets the actor's opacity, with zero being completely transparent and
9151 * 255 (0xff) being fully opaque.
9154 clutter_actor_set_opacity (ClutterActor *self,
9157 ClutterActorPrivate *priv;
9159 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9163 if (priv->opacity != opacity)
9165 priv->opacity = opacity;
9167 /* Queue a redraw from the flatten effect so that it can use
9168 its cached image if available instead of having to redraw the
9169 actual actor. If it doesn't end up using the FBO then the
9170 effect is still able to continue the paint anyway. If there
9171 is no flatten effect yet then this is equivalent to queueing
9173 _clutter_actor_queue_redraw_full (self,
9176 priv->flatten_effect);
9178 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9183 * clutter_actor_get_paint_opacity_internal:
9184 * @self: a #ClutterActor
9186 * Retrieves the absolute opacity of the actor, as it appears on the stage
9188 * This function does not do type checks
9190 * Return value: the absolute opacity of the actor
9193 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9195 ClutterActorPrivate *priv = self->priv;
9196 ClutterActor *parent;
9198 /* override the top-level opacity to always be 255; even in
9199 * case of ClutterStage:use-alpha being TRUE we want the rest
9200 * of the scene to be painted
9202 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9205 if (priv->opacity_override >= 0)
9206 return priv->opacity_override;
9208 parent = priv->parent;
9210 /* Factor in the actual actors opacity with parents */
9213 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9215 if (opacity != 0xff)
9216 return (opacity * priv->opacity) / 0xff;
9219 return priv->opacity;
9224 * clutter_actor_get_paint_opacity:
9225 * @self: A #ClutterActor
9227 * Retrieves the absolute opacity of the actor, as it appears on the stage.
9229 * This function traverses the hierarchy chain and composites the opacity of
9230 * the actor with that of its parents.
9232 * This function is intended for subclasses to use in the paint virtual
9233 * function, to paint themselves with the correct opacity.
9235 * Return value: The actor opacity value.
9240 clutter_actor_get_paint_opacity (ClutterActor *self)
9242 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9244 return clutter_actor_get_paint_opacity_internal (self);
9248 * clutter_actor_get_opacity:
9249 * @self: a #ClutterActor
9251 * Retrieves the opacity value of an actor, as set by
9252 * clutter_actor_set_opacity().
9254 * For retrieving the absolute opacity of the actor inside a paint
9255 * virtual function, see clutter_actor_get_paint_opacity().
9257 * Return value: the opacity of the actor
9260 clutter_actor_get_opacity (ClutterActor *self)
9262 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9264 return self->priv->opacity;
9268 * clutter_actor_set_offscreen_redirect:
9269 * @self: A #ClutterActor
9270 * @redirect: New offscreen redirect flags for the actor.
9272 * Defines the circumstances where the actor should be redirected into
9273 * an offscreen image. The offscreen image is used to flatten the
9274 * actor into a single image while painting for two main reasons.
9275 * Firstly, when the actor is painted a second time without any of its
9276 * contents changing it can simply repaint the cached image without
9277 * descending further down the actor hierarchy. Secondly, it will make
9278 * the opacity look correct even if there are overlapping primitives
9281 * Caching the actor could in some cases be a performance win and in
9282 * some cases be a performance lose so it is important to determine
9283 * which value is right for an actor before modifying this value. For
9284 * example, there is never any reason to flatten an actor that is just
9285 * a single texture (such as a #ClutterTexture) because it is
9286 * effectively already cached in an image so the offscreen would be
9287 * redundant. Also if the actor contains primitives that are far apart
9288 * with a large transparent area in the middle (such as a large
9289 * CluterGroup with a small actor in the top left and a small actor in
9290 * the bottom right) then the cached image will contain the entire
9291 * image of the large area and the paint will waste time blending all
9292 * of the transparent pixels in the middle.
9294 * The default method of implementing opacity on a container simply
9295 * forwards on the opacity to all of the children. If the children are
9296 * overlapping then it will appear as if they are two separate glassy
9297 * objects and there will be a break in the color where they
9298 * overlap. By redirecting to an offscreen buffer it will be as if the
9299 * two opaque objects are combined into one and then made transparent
9300 * which is usually what is expected.
9302 * The image below demonstrates the difference between redirecting and
9303 * not. The image shows two Clutter groups, each containing a red and
9304 * a green rectangle which overlap. The opacity on the group is set to
9305 * 128 (which is 50%). When the offscreen redirect is not used, the
9306 * red rectangle can be seen through the blue rectangle as if the two
9307 * rectangles were separately transparent. When the redirect is used
9308 * the group as a whole is transparent instead so the red rectangle is
9309 * not visible where they overlap.
9311 * <figure id="offscreen-redirect">
9312 * <title>Sample of using an offscreen redirect for transparency</title>
9313 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
9316 * The default value for this property is 0, so we effectively will
9317 * never redirect an actor offscreen by default. This means that there
9318 * are times that transparent actors may look glassy as described
9319 * above. The reason this is the default is because there is a
9320 * performance trade off between quality and performance here. In many
9321 * cases the default form of glassy opacity looks good enough, but if
9322 * it's not you will need to set the
9323 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
9324 * redirection for opacity.
9326 * Custom actors that don't contain any overlapping primitives are
9327 * recommended to override the has_overlaps() virtual to return %FALSE
9328 * for maximum efficiency.
9333 clutter_actor_set_offscreen_redirect (ClutterActor *self,
9334 ClutterOffscreenRedirect redirect)
9336 ClutterActorPrivate *priv;
9338 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9342 if (priv->offscreen_redirect != redirect)
9344 priv->offscreen_redirect = redirect;
9346 /* Queue a redraw from the effect so that it can use its cached
9347 image if available instead of having to redraw the actual
9348 actor. If it doesn't end up using the FBO then the effect is
9349 still able to continue the paint anyway. If there is no
9350 effect then this is equivalent to queuing a full redraw */
9351 _clutter_actor_queue_redraw_full (self,
9354 priv->flatten_effect);
9356 g_object_notify_by_pspec (G_OBJECT (self),
9357 obj_props[PROP_OFFSCREEN_REDIRECT]);
9362 * clutter_actor_get_offscreen_redirect:
9363 * @self: a #ClutterActor
9365 * Retrieves whether to redirect the actor to an offscreen buffer, as
9366 * set by clutter_actor_set_offscreen_redirect().
9368 * Return value: the value of the offscreen-redirect property of the actor
9372 ClutterOffscreenRedirect
9373 clutter_actor_get_offscreen_redirect (ClutterActor *self)
9375 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9377 return self->priv->offscreen_redirect;
9381 * clutter_actor_set_name:
9382 * @self: A #ClutterActor
9383 * @name: Textual tag to apply to actor
9385 * Sets the given name to @self. The name can be used to identify
9389 clutter_actor_set_name (ClutterActor *self,
9392 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9394 g_free (self->priv->name);
9395 self->priv->name = g_strdup (name);
9397 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
9401 * clutter_actor_get_name:
9402 * @self: A #ClutterActor
9404 * Retrieves the name of @self.
9406 * Return value: the name of the actor, or %NULL. The returned string is
9407 * owned by the actor and should not be modified or freed.
9410 clutter_actor_get_name (ClutterActor *self)
9412 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9414 return self->priv->name;
9418 * clutter_actor_get_gid:
9419 * @self: A #ClutterActor
9421 * Retrieves the unique id for @self.
9423 * Return value: Globally unique value for this object instance.
9427 * Deprecated: 1.8: The id is not used any longer.
9430 clutter_actor_get_gid (ClutterActor *self)
9432 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9434 return self->priv->id;
9438 * clutter_actor_set_depth:
9439 * @self: a #ClutterActor
9442 * Sets the Z coordinate of @self to @depth.
9444 * The unit used by @depth is dependant on the perspective setup. See
9445 * also clutter_stage_set_perspective().
9448 clutter_actor_set_depth (ClutterActor *self,
9451 ClutterActorPrivate *priv;
9453 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9457 if (priv->z != depth)
9459 /* Sets Z value - XXX 2.0: should we invert? */
9462 priv->transform_valid = FALSE;
9464 /* FIXME - remove this crap; sadly, there are still containers
9465 * in Clutter that depend on this utter brain damage
9467 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
9469 clutter_actor_queue_redraw (self);
9471 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
9476 * clutter_actor_get_depth:
9477 * @self: a #ClutterActor
9479 * Retrieves the depth of @self.
9481 * Return value: the depth of the actor
9484 clutter_actor_get_depth (ClutterActor *self)
9486 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
9488 return self->priv->z;
9492 * clutter_actor_set_rotation:
9493 * @self: a #ClutterActor
9494 * @axis: the axis of rotation
9495 * @angle: the angle of rotation
9496 * @x: X coordinate of the rotation center
9497 * @y: Y coordinate of the rotation center
9498 * @z: Z coordinate of the rotation center
9500 * Sets the rotation angle of @self around the given axis.
9502 * The rotation center coordinates used depend on the value of @axis:
9504 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
9505 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
9506 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
9509 * The rotation coordinates are relative to the anchor point of the
9510 * actor, set using clutter_actor_set_anchor_point(). If no anchor
9511 * point is set, the upper left corner is assumed as the origin.
9516 clutter_actor_set_rotation (ClutterActor *self,
9517 ClutterRotateAxis axis,
9525 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9531 g_object_freeze_notify (G_OBJECT (self));
9533 clutter_actor_set_rotation_angle_internal (self, axis, angle);
9534 clutter_actor_set_rotation_center_internal (self, axis, &v);
9536 g_object_thaw_notify (G_OBJECT (self));
9540 * clutter_actor_set_z_rotation_from_gravity:
9541 * @self: a #ClutterActor
9542 * @angle: the angle of rotation
9543 * @gravity: the center point of the rotation
9545 * Sets the rotation angle of @self around the Z axis using the center
9546 * point specified as a compass point. For example to rotate such that
9547 * the center of the actor remains static you can use
9548 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
9549 * will move accordingly.
9554 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
9556 ClutterGravity gravity)
9558 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9560 if (gravity == CLUTTER_GRAVITY_NONE)
9561 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
9564 GObject *obj = G_OBJECT (self);
9565 ClutterTransformInfo *info;
9567 info = _clutter_actor_get_transform_info (self);
9569 g_object_freeze_notify (obj);
9571 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
9573 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
9574 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
9575 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
9577 g_object_thaw_notify (obj);
9582 * clutter_actor_get_rotation:
9583 * @self: a #ClutterActor
9584 * @axis: the axis of rotation
9585 * @x: (out): return value for the X coordinate of the center of rotation
9586 * @y: (out): return value for the Y coordinate of the center of rotation
9587 * @z: (out): return value for the Z coordinate of the center of rotation
9589 * Retrieves the angle and center of rotation on the given axis,
9590 * set using clutter_actor_set_rotation().
9592 * Return value: the angle of rotation
9597 clutter_actor_get_rotation (ClutterActor *self,
9598 ClutterRotateAxis axis,
9603 const ClutterTransformInfo *info;
9604 const AnchorCoord *anchor_coord;
9607 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9609 info = _clutter_actor_get_transform_info_or_defaults (self);
9613 case CLUTTER_X_AXIS:
9614 anchor_coord = &info->rx_center;
9615 retval = info->rx_angle;
9618 case CLUTTER_Y_AXIS:
9619 anchor_coord = &info->ry_center;
9620 retval = info->ry_angle;
9623 case CLUTTER_Z_AXIS:
9624 anchor_coord = &info->rz_center;
9625 retval = info->rz_angle;
9629 anchor_coord = NULL;
9634 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
9640 * clutter_actor_get_z_rotation_gravity:
9641 * @self: A #ClutterActor
9643 * Retrieves the center for the rotation around the Z axis as a
9644 * compass direction. If the center was specified in pixels or units
9645 * this will return %CLUTTER_GRAVITY_NONE.
9647 * Return value: the Z rotation center
9652 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
9654 const ClutterTransformInfo *info;
9656 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
9658 info = _clutter_actor_get_transform_info_or_defaults (self);
9660 return clutter_anchor_coord_get_gravity (&info->rz_center);
9664 * clutter_actor_set_clip:
9665 * @self: A #ClutterActor
9666 * @xoff: X offset of the clip rectangle
9667 * @yoff: Y offset of the clip rectangle
9668 * @width: Width of the clip rectangle
9669 * @height: Height of the clip rectangle
9671 * Sets clip area for @self. The clip area is always computed from the
9672 * upper left corner of the actor, even if the anchor point is set
9678 clutter_actor_set_clip (ClutterActor *self,
9684 ClutterActorPrivate *priv;
9686 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9690 if (priv->has_clip &&
9691 priv->clip.x == xoff &&
9692 priv->clip.y == yoff &&
9693 priv->clip.width == width &&
9694 priv->clip.height == height)
9697 priv->clip.x = xoff;
9698 priv->clip.y = yoff;
9699 priv->clip.width = width;
9700 priv->clip.height = height;
9702 priv->has_clip = TRUE;
9704 clutter_actor_queue_redraw (self);
9706 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9707 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
9711 * clutter_actor_remove_clip
9712 * @self: A #ClutterActor
9714 * Removes clip area from @self.
9717 clutter_actor_remove_clip (ClutterActor *self)
9719 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9721 if (!self->priv->has_clip)
9724 self->priv->has_clip = FALSE;
9726 clutter_actor_queue_redraw (self);
9728 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9732 * clutter_actor_has_clip:
9733 * @self: a #ClutterActor
9735 * Determines whether the actor has a clip area set or not.
9737 * Return value: %TRUE if the actor has a clip area set.
9742 clutter_actor_has_clip (ClutterActor *self)
9744 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
9746 return self->priv->has_clip;
9750 * clutter_actor_get_clip:
9751 * @self: a #ClutterActor
9752 * @xoff: (out) (allow-none): return location for the X offset of
9753 * the clip rectangle, or %NULL
9754 * @yoff: (out) (allow-none): return location for the Y offset of
9755 * the clip rectangle, or %NULL
9756 * @width: (out) (allow-none): return location for the width of
9757 * the clip rectangle, or %NULL
9758 * @height: (out) (allow-none): return location for the height of
9759 * the clip rectangle, or %NULL
9761 * Gets the clip area for @self, if any is set
9766 clutter_actor_get_clip (ClutterActor *self,
9772 ClutterActorPrivate *priv;
9774 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9778 if (!priv->has_clip)
9782 *xoff = priv->clip.x;
9785 *yoff = priv->clip.y;
9788 *width = priv->clip.width;
9791 *height = priv->clip.height;
9795 * clutter_actor_get_children:
9796 * @self: a #ClutterActor
9798 * Retrieves the list of children of @self.
9800 * Return value: (transfer container) (element-type ClutterActor): A newly
9801 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
9807 clutter_actor_get_children (ClutterActor *self)
9812 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9814 /* we walk the list backward so that we can use prepend(),
9817 for (iter = self->priv->last_child, res = NULL;
9819 iter = iter->priv->prev_sibling)
9821 res = g_list_prepend (res, iter);
9828 * insert_child_at_depth:
9829 * @self: a #ClutterActor
9830 * @child: a #ClutterActor
9832 * Inserts @child inside the list of children held by @self, using
9833 * the depth as the insertion criteria.
9835 * This sadly makes the insertion not O(1), but we can keep the
9836 * list sorted so that the painters algorithm we use for painting
9837 * the children will work correctly.
9840 insert_child_at_depth (ClutterActor *self,
9841 ClutterActor *child,
9842 gpointer dummy G_GNUC_UNUSED)
9846 child->priv->parent = self;
9848 /* special-case the first child */
9849 if (self->priv->n_children == 0)
9851 self->priv->first_child = child;
9852 self->priv->last_child = child;
9854 child->priv->next_sibling = NULL;
9855 child->priv->prev_sibling = NULL;
9860 /* Find the right place to insert the child so that it will still be
9861 sorted and the child will be after all of the actors at the same
9863 for (iter = self->priv->first_child;
9865 iter = iter->priv->next_sibling)
9867 if (iter->priv->z > child->priv->z)
9873 ClutterActor *tmp = iter->priv->prev_sibling;
9876 tmp->priv->next_sibling = child;
9878 /* Insert the node before the found one */
9879 child->priv->prev_sibling = iter->priv->prev_sibling;
9880 child->priv->next_sibling = iter;
9881 iter->priv->prev_sibling = child;
9885 ClutterActor *tmp = self->priv->last_child;
9888 tmp->priv->next_sibling = child;
9890 /* insert the node at the end of the list */
9891 child->priv->prev_sibling = self->priv->last_child;
9892 child->priv->next_sibling = NULL;
9895 if (child->priv->prev_sibling == NULL)
9896 self->priv->first_child = child;
9898 if (child->priv->next_sibling == NULL)
9899 self->priv->last_child = child;
9903 insert_child_at_index (ClutterActor *self,
9904 ClutterActor *child,
9907 gint index_ = GPOINTER_TO_INT (data_);
9909 child->priv->parent = self;
9913 ClutterActor *tmp = self->priv->first_child;
9916 tmp->priv->prev_sibling = child;
9918 child->priv->prev_sibling = NULL;
9919 child->priv->next_sibling = tmp;
9921 else if (index_ < 0)
9923 ClutterActor *tmp = self->priv->last_child;
9926 tmp->priv->next_sibling = child;
9928 child->priv->prev_sibling = tmp;
9929 child->priv->next_sibling = NULL;
9936 for (iter = self->priv->first_child, i = 0;
9938 iter = iter->priv->next_sibling, i += 1)
9942 ClutterActor *tmp = iter->priv->prev_sibling;
9944 child->priv->prev_sibling = tmp;
9945 child->priv->next_sibling = iter;
9947 iter->priv->prev_sibling = child;
9950 tmp->priv->next_sibling = child;
9957 if (child->priv->prev_sibling == NULL)
9958 self->priv->first_child = child;
9960 if (child->priv->next_sibling == NULL)
9961 self->priv->last_child = child;
9965 insert_child_above (ClutterActor *self,
9966 ClutterActor *child,
9969 ClutterActor *sibling = data;
9971 child->priv->parent = self;
9973 if (sibling == NULL)
9974 sibling = self->priv->last_child;
9976 child->priv->prev_sibling = sibling;
9978 if (sibling != NULL)
9980 ClutterActor *tmp = sibling->priv->next_sibling;
9982 child->priv->next_sibling = tmp;
9985 tmp->priv->prev_sibling = child;
9987 sibling->priv->next_sibling = child;
9990 child->priv->next_sibling = NULL;
9992 if (child->priv->prev_sibling == NULL)
9993 self->priv->first_child = child;
9995 if (child->priv->next_sibling == NULL)
9996 self->priv->last_child = child;
10000 insert_child_below (ClutterActor *self,
10001 ClutterActor *child,
10004 ClutterActor *sibling = data;
10006 child->priv->parent = self;
10008 if (sibling == NULL)
10009 sibling = self->priv->first_child;
10011 child->priv->next_sibling = sibling;
10013 if (sibling != NULL)
10015 ClutterActor *tmp = sibling->priv->prev_sibling;
10017 child->priv->prev_sibling = tmp;
10020 tmp->priv->next_sibling = child;
10022 sibling->priv->prev_sibling = child;
10025 child->priv->prev_sibling = NULL;
10027 if (child->priv->prev_sibling == NULL)
10028 self->priv->first_child = child;
10030 if (child->priv->next_sibling == NULL)
10031 self->priv->last_child = child;
10034 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10035 ClutterActor *child,
10039 ADD_CHILD_CREATE_META = 1 << 0,
10040 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10041 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10042 ADD_CHILD_CHECK_STATE = 1 << 3,
10043 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10045 /* default flags for public API */
10046 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10047 ADD_CHILD_EMIT_PARENT_SET |
10048 ADD_CHILD_EMIT_ACTOR_ADDED |
10049 ADD_CHILD_CHECK_STATE |
10050 ADD_CHILD_NOTIFY_FIRST_LAST,
10052 /* flags for legacy/deprecated API */
10053 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10054 ADD_CHILD_CHECK_STATE |
10055 ADD_CHILD_NOTIFY_FIRST_LAST
10056 } ClutterActorAddChildFlags;
10059 * clutter_actor_add_child_internal:
10060 * @self: a #ClutterActor
10061 * @child: a #ClutterActor
10062 * @flags: control flags for actions
10063 * @add_func: delegate function
10064 * @data: (closure): data to pass to @add_func
10066 * Adds @child to the list of children of @self.
10068 * The actual insertion inside the list is delegated to @add_func: this
10069 * function will just set up the state, perform basic checks, and emit
10072 * The @flags argument is used to perform additional operations.
10075 clutter_actor_add_child_internal (ClutterActor *self,
10076 ClutterActor *child,
10077 ClutterActorAddChildFlags flags,
10078 ClutterActorAddChildFunc add_func,
10081 ClutterTextDirection text_dir;
10082 gboolean create_meta;
10083 gboolean emit_parent_set, emit_actor_added;
10084 gboolean check_state;
10085 gboolean notify_first_last;
10086 ClutterActor *old_first_child, *old_last_child;
10088 if (child->priv->parent != NULL)
10090 g_warning ("Cannot set a parent on an actor which has a parent. "
10091 "You must use clutter_actor_remove_child() first.");
10095 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10097 g_warning ("Cannot set a parent on a toplevel actor\n");
10101 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10103 g_warning ("Cannot set a parent currently being destroyed");
10107 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10108 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10109 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10110 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10111 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10113 old_first_child = self->priv->first_child;
10114 old_last_child = self->priv->last_child;
10117 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10119 g_object_ref_sink (child);
10120 child->priv->parent = NULL;
10121 child->priv->next_sibling = NULL;
10122 child->priv->prev_sibling = NULL;
10124 /* delegate the actual insertion */
10125 add_func (self, child, data);
10127 g_assert (child->priv->parent == self);
10129 self->priv->n_children += 1;
10131 self->priv->age += 1;
10133 /* if push_internal() has been called then we automatically set
10134 * the flag on the actor
10136 if (self->priv->internal_child)
10137 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10139 /* clutter_actor_reparent() will emit ::parent-set for us */
10140 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10141 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
10145 /* If parent is mapped or realized, we need to also be mapped or
10146 * realized once we're inside the parent.
10148 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
10150 /* propagate the parent's text direction to the child */
10151 text_dir = clutter_actor_get_text_direction (self);
10152 clutter_actor_set_text_direction (child, text_dir);
10155 if (child->priv->show_on_set_parent)
10156 clutter_actor_show (child);
10158 if (CLUTTER_ACTOR_IS_MAPPED (child))
10159 clutter_actor_queue_redraw (child);
10161 /* maintain the invariant that if an actor needs layout,
10162 * its parents do as well
10164 if (child->priv->needs_width_request ||
10165 child->priv->needs_height_request ||
10166 child->priv->needs_allocation)
10168 /* we work around the short-circuiting we do
10169 * in clutter_actor_queue_relayout() since we
10170 * want to force a relayout
10172 child->priv->needs_width_request = TRUE;
10173 child->priv->needs_height_request = TRUE;
10174 child->priv->needs_allocation = TRUE;
10176 clutter_actor_queue_relayout (child->priv->parent);
10179 if (emit_actor_added)
10180 g_signal_emit_by_name (self, "actor-added", child);
10182 if (notify_first_last)
10184 if (old_first_child != self->priv->first_child)
10185 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
10187 if (old_last_child != self->priv->last_child)
10188 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
10193 * clutter_actor_add_child:
10194 * @self: a #ClutterActor
10195 * @child: a #ClutterActor
10197 * Adds @child to the children of @self.
10199 * This function will acquire a reference on @child that will only
10200 * be released when calling clutter_actor_remove_child().
10202 * This function will take into consideration the #ClutterActor:depth
10203 * of @child, and will keep the list of children sorted.
10205 * This function will emit the #ClutterContainer::actor-added signal
10211 clutter_actor_add_child (ClutterActor *self,
10212 ClutterActor *child)
10214 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10215 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10216 g_return_if_fail (self != child);
10217 g_return_if_fail (child->priv->parent == NULL);
10219 clutter_actor_add_child_internal (self, child,
10220 ADD_CHILD_DEFAULT_FLAGS,
10221 insert_child_at_depth,
10226 * clutter_actor_insert_child_at_index:
10227 * @self: a #ClutterActor
10228 * @child: a #ClutterActor
10229 * @index_: the index
10231 * Inserts @child into the list of children of @self, using the
10234 * This function will acquire a reference on @child that will only
10235 * be released when calling clutter_actor_remove_child().
10237 * This function will not take into consideration the #ClutterActor:depth
10240 * This function will emit the #ClutterContainer::actor-added signal
10246 clutter_actor_insert_child_at_index (ClutterActor *self,
10247 ClutterActor *child,
10250 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10251 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10252 g_return_if_fail (self != child);
10253 g_return_if_fail (child->priv->parent == NULL);
10255 clutter_actor_add_child_internal (self, child,
10256 ADD_CHILD_DEFAULT_FLAGS,
10257 insert_child_at_index,
10258 GINT_TO_POINTER (index_));
10262 * clutter_actor_insert_child_above:
10263 * @self: a #ClutterActor
10264 * @child: a #ClutterActor
10265 * @sibling: (allow-none): a child of @self, or %NULL
10267 * Inserts @child into the list of children of @self, above another
10268 * child of @self or, if @sibling is %NULL, above all the children
10271 * This function will acquire a reference on @child that will only
10272 * be released when calling clutter_actor_remove_child().
10274 * This function will not take into consideration the #ClutterActor:depth
10277 * This function will emit the #ClutterContainer::actor-added signal
10283 clutter_actor_insert_child_above (ClutterActor *self,
10284 ClutterActor *child,
10285 ClutterActor *sibling)
10287 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10288 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10289 g_return_if_fail (self != child);
10290 g_return_if_fail (child != sibling);
10291 g_return_if_fail (child->priv->parent == NULL);
10292 g_return_if_fail (sibling == NULL ||
10293 (CLUTTER_IS_ACTOR (sibling) &&
10294 sibling->priv->parent == self));
10296 clutter_actor_add_child_internal (self, child,
10297 ADD_CHILD_DEFAULT_FLAGS,
10298 insert_child_above,
10303 * clutter_actor_insert_child_below:
10304 * @self: a #ClutterActor
10305 * @child: a #ClutterActor
10306 * @sibling: (allow-none): a child of @self, or %NULL
10308 * Inserts @child into the list of children of @self, below another
10309 * child of @self or, if @sibling is %NULL, below all the children
10312 * This function will acquire a reference on @child that will only
10313 * be released when calling clutter_actor_remove_child().
10315 * This function will not take into consideration the #ClutterActor:depth
10318 * This function will emit the #ClutterContainer::actor-added signal
10324 clutter_actor_insert_child_below (ClutterActor *self,
10325 ClutterActor *child,
10326 ClutterActor *sibling)
10328 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10329 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10330 g_return_if_fail (self != child);
10331 g_return_if_fail (child != sibling);
10332 g_return_if_fail (child->priv->parent == NULL);
10333 g_return_if_fail (sibling == NULL ||
10334 (CLUTTER_IS_ACTOR (sibling) &&
10335 sibling->priv->parent == self));
10337 clutter_actor_add_child_internal (self, child,
10338 ADD_CHILD_DEFAULT_FLAGS,
10339 insert_child_below,
10344 * clutter_actor_set_parent:
10345 * @self: A #ClutterActor
10346 * @parent: A new #ClutterActor parent
10348 * Sets the parent of @self to @parent.
10350 * This function will result in @parent acquiring a reference on @self,
10351 * eventually by sinking its floating reference first. The reference
10352 * will be released by clutter_actor_unparent().
10354 * This function should only be called by legacy #ClutterActor<!-- -->s
10355 * implementing the #ClutterContainer interface.
10357 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
10360 clutter_actor_set_parent (ClutterActor *self,
10361 ClutterActor *parent)
10363 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10364 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
10365 g_return_if_fail (self != parent);
10366 g_return_if_fail (self->priv->parent == NULL);
10368 /* as this function will be called inside ClutterContainer::add
10369 * implementations or when building up a composite actor, we have
10370 * to preserve the old behaviour, and not create child meta or
10371 * emit the ::actor-added signal, to avoid recursion or double
10374 clutter_actor_add_child_internal (parent, self,
10375 ADD_CHILD_LEGACY_FLAGS,
10376 insert_child_at_depth,
10381 * clutter_actor_get_parent:
10382 * @self: A #ClutterActor
10384 * Retrieves the parent of @self.
10386 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
10387 * if no parent is set
10390 clutter_actor_get_parent (ClutterActor *self)
10392 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10394 return self->priv->parent;
10398 * clutter_actor_get_paint_visibility:
10399 * @self: A #ClutterActor
10401 * Retrieves the 'paint' visibility of an actor recursively checking for non
10404 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
10406 * Return Value: %TRUE if the actor is visibile and will be painted.
10411 clutter_actor_get_paint_visibility (ClutterActor *actor)
10413 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10415 return CLUTTER_ACTOR_IS_MAPPED (actor);
10419 * clutter_actor_remove_child:
10420 * @self: a #ClutterActor
10421 * @child: a #ClutterActor
10423 * Removes @child from the children of @self.
10425 * This function will release the reference added by
10426 * clutter_actor_add_child(), so if you want to keep using @child
10427 * you will have to acquire a referenced on it before calling this
10430 * This function will emit the #ClutterContainer::actor-removed
10436 clutter_actor_remove_child (ClutterActor *self,
10437 ClutterActor *child)
10439 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10440 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10441 g_return_if_fail (self != child);
10442 g_return_if_fail (child->priv->parent != NULL);
10443 g_return_if_fail (child->priv->parent == self);
10445 clutter_actor_remove_child_internal (self, child,
10446 REMOVE_CHILD_DEFAULT_FLAGS);
10450 * clutter_actor_remove_all_children:
10451 * @self: a #ClutterActor
10453 * Removes all children of @self.
10455 * This function releases the reference added by inserting a child actor
10456 * in the list of children of @self.
10461 clutter_actor_remove_all_children (ClutterActor *self)
10463 ClutterActor *iter;
10465 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10467 if (self->priv->n_children == 0)
10470 iter = self->priv->first_child;
10471 while (iter != NULL)
10473 ClutterActor *next = iter->priv->next_sibling;
10475 clutter_actor_remove_child_internal (self, iter,
10476 REMOVE_CHILD_DEFAULT_FLAGS);
10481 g_assert (self->priv->first_child == NULL);
10482 g_assert (self->priv->last_child == NULL);
10483 g_assert (self->priv->n_children == 0);
10486 typedef struct _InsertBetweenData {
10487 ClutterActor *prev_sibling;
10488 ClutterActor *next_sibling;
10489 } InsertBetweenData;
10492 insert_child_between (ClutterActor *self,
10493 ClutterActor *child,
10496 InsertBetweenData *data = data_;
10497 ClutterActor *prev_sibling = data->prev_sibling;
10498 ClutterActor *next_sibling = data->next_sibling;
10500 child->priv->parent = self;
10501 child->priv->prev_sibling = prev_sibling;
10502 child->priv->next_sibling = next_sibling;
10504 if (prev_sibling != NULL)
10505 prev_sibling->priv->next_sibling = child;
10507 if (next_sibling != NULL)
10508 next_sibling->priv->prev_sibling = child;
10510 if (child->priv->prev_sibling == NULL)
10511 self->priv->first_child = child;
10513 if (child->priv->next_sibling == NULL)
10514 self->priv->last_child = child;
10518 * clutter_actor_replace_child:
10519 * @self: a #ClutterActor
10520 * @old_child: the child of @self to replace
10521 * @new_child: the #ClutterActor to replace @old_child
10523 * Replaces @old_child with @new_child in the list of children of @self.
10528 clutter_actor_replace_child (ClutterActor *self,
10529 ClutterActor *old_child,
10530 ClutterActor *new_child)
10532 ClutterActor *prev_sibling, *next_sibling;
10533 InsertBetweenData clos;
10535 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10536 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
10537 g_return_if_fail (old_child->priv->parent == self);
10538 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
10539 g_return_if_fail (old_child != new_child);
10540 g_return_if_fail (new_child != self);
10541 g_return_if_fail (new_child->priv->parent == NULL);
10543 prev_sibling = old_child->priv->prev_sibling;
10544 next_sibling = old_child->priv->next_sibling;
10545 clutter_actor_remove_child_internal (self, old_child,
10546 REMOVE_CHILD_DEFAULT_FLAGS);
10548 clos.prev_sibling = prev_sibling;
10549 clos.next_sibling = next_sibling;
10550 clutter_actor_add_child_internal (self, new_child,
10551 ADD_CHILD_DEFAULT_FLAGS,
10552 insert_child_between,
10557 * clutter_actor_unparent:
10558 * @self: a #ClutterActor
10560 * Removes the parent of @self.
10562 * This will cause the parent of @self to release the reference
10563 * acquired when calling clutter_actor_set_parent(), so if you
10564 * want to keep @self you will have to acquire a reference of
10565 * your own, through g_object_ref().
10567 * This function should only be called by legacy #ClutterActor<!-- -->s
10568 * implementing the #ClutterContainer interface.
10572 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
10575 clutter_actor_unparent (ClutterActor *self)
10577 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10579 if (self->priv->parent == NULL)
10582 clutter_actor_remove_child_internal (self->priv->parent, self,
10583 REMOVE_CHILD_LEGACY_FLAGS);
10587 * clutter_actor_reparent:
10588 * @self: a #ClutterActor
10589 * @new_parent: the new #ClutterActor parent
10591 * Resets the parent actor of @self.
10593 * This function is logically equivalent to calling clutter_actor_unparent()
10594 * and clutter_actor_set_parent(), but more efficiently implemented, as it
10595 * ensures the child is not finalized when unparented, and emits the
10596 * #ClutterActor::parent-set signal only once.
10598 * In reality, calling this function is less useful than it sounds, as some
10599 * application code may rely on changes in the intermediate state between
10600 * removal and addition of the actor from its old parent to the @new_parent.
10601 * Thus, it is strongly encouraged to avoid using this function in application
10606 * Deprecated: 1.10: Use clutter_actor_remove_child() and
10607 * clutter_actor_add_child() instead; remember to take a reference on
10608 * the actor being removed before calling clutter_actor_remove_child()
10609 * to avoid the reference count dropping to zero and the actor being
10613 clutter_actor_reparent (ClutterActor *self,
10614 ClutterActor *new_parent)
10616 ClutterActorPrivate *priv;
10618 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10619 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
10620 g_return_if_fail (self != new_parent);
10622 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10624 g_warning ("Cannot set a parent on a toplevel actor");
10628 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
10630 g_warning ("Cannot set a parent currently being destroyed");
10636 if (priv->parent != new_parent)
10638 ClutterActor *old_parent;
10640 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10642 old_parent = priv->parent;
10644 g_object_ref (self);
10646 if (old_parent != NULL)
10648 /* go through the Container implementation if this is a regular
10649 * child and not an internal one
10651 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10653 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
10655 /* this will have to call unparent() */
10656 clutter_container_remove_actor (parent, self);
10659 clutter_actor_remove_child_internal (old_parent, self,
10660 REMOVE_CHILD_LEGACY_FLAGS);
10663 /* Note, will call set_parent() */
10664 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10665 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
10667 clutter_actor_add_child_internal (new_parent, self,
10668 ADD_CHILD_LEGACY_FLAGS,
10669 insert_child_at_depth,
10672 /* we emit the ::parent-set signal once */
10673 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
10675 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10677 /* the IN_REPARENT flag suspends state updates */
10678 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
10680 g_object_unref (self);
10685 * clutter_actor_contains:
10686 * @self: A #ClutterActor
10687 * @descendant: A #ClutterActor, possibly contained in @self
10689 * Determines if @descendant is contained inside @self (either as an
10690 * immediate child, or as a deeper descendant). If @self and
10691 * @descendant point to the same actor then it will also return %TRUE.
10693 * Return value: whether @descendent is contained within @self
10698 clutter_actor_contains (ClutterActor *self,
10699 ClutterActor *descendant)
10701 ClutterActor *actor;
10703 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10704 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
10706 for (actor = descendant; actor; actor = actor->priv->parent)
10714 * clutter_actor_set_child_above_sibling:
10715 * @self: a #ClutterActor
10716 * @child: a #ClutterActor child of @self
10717 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10719 * Sets @child to be above @sibling in the list of children of @self.
10721 * If @sibling is %NULL, @child will be the new last child of @self.
10723 * This function is logically equivalent to removing @child and using
10724 * clutter_actor_insert_child_above(), but it will not emit signals
10725 * or change state on @child.
10730 clutter_actor_set_child_above_sibling (ClutterActor *self,
10731 ClutterActor *child,
10732 ClutterActor *sibling)
10734 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10735 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10736 g_return_if_fail (child->priv->parent == self);
10737 g_return_if_fail (child != sibling);
10738 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10740 if (sibling != NULL)
10741 g_return_if_fail (sibling->priv->parent == self);
10743 /* we don't want to change the state of child, or emit signals, or
10744 * regenerate ChildMeta instances here, but we still want to follow
10745 * the correct sequence of steps encoded in remove_child() and
10746 * add_child(), so that correctness is ensured, and we only go
10747 * through one known code path.
10749 g_object_ref (child);
10750 clutter_actor_remove_child_internal (self, child, 0);
10751 clutter_actor_add_child_internal (self, child,
10752 ADD_CHILD_NOTIFY_FIRST_LAST,
10753 insert_child_above,
10756 clutter_actor_queue_relayout (self);
10760 * clutter_actor_set_child_below_sibling:
10761 * @self: a #ClutterActor
10762 * @child: a #ClutterActor child of @self
10763 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10765 * Sets @child to be below @sibling in the list of children of @self.
10767 * If @sibling is %NULL, @child will be the new first child of @self.
10769 * This function is logically equivalent to removing @self and using
10770 * clutter_actor_insert_child_below(), but it will not emit signals
10771 * or change state on @child.
10776 clutter_actor_set_child_below_sibling (ClutterActor *self,
10777 ClutterActor *child,
10778 ClutterActor *sibling)
10780 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10781 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10782 g_return_if_fail (child->priv->parent == self);
10783 g_return_if_fail (child != sibling);
10784 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10786 if (sibling != NULL)
10787 g_return_if_fail (sibling->priv->parent == self);
10789 /* see the comment in set_child_above_sibling() */
10790 g_object_ref (child);
10791 clutter_actor_remove_child_internal (self, child, 0);
10792 clutter_actor_add_child_internal (self, child,
10793 ADD_CHILD_NOTIFY_FIRST_LAST,
10794 insert_child_below,
10797 clutter_actor_queue_relayout (self);
10801 * clutter_actor_set_child_at_index:
10802 * @self: a #ClutterActor
10803 * @child: a #ClutterActor child of @self
10804 * @index_: the new index for @child
10806 * Changes the index of @child in the list of children of @self.
10808 * This function is logically equivalent to removing @child and
10809 * calling clutter_actor_insert_child_at_index(), but it will not
10810 * emit signals or change state on @child.
10815 clutter_actor_set_child_at_index (ClutterActor *self,
10816 ClutterActor *child,
10819 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10820 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10821 g_return_if_fail (child->priv->parent == self);
10822 g_return_if_fail (index_ <= self->priv->n_children);
10824 g_object_ref (child);
10825 clutter_actor_remove_child_internal (self, child, 0);
10826 clutter_actor_add_child_internal (self, child,
10827 ADD_CHILD_NOTIFY_FIRST_LAST,
10828 insert_child_at_index,
10829 GINT_TO_POINTER (index_));
10831 clutter_actor_queue_relayout (self);
10835 * clutter_actor_raise:
10836 * @self: A #ClutterActor
10837 * @below: (allow-none): A #ClutterActor to raise above.
10839 * Puts @self above @below.
10841 * Both actors must have the same parent, and the parent must implement
10842 * the #ClutterContainer interface
10844 * This function calls clutter_container_raise_child() internally.
10846 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
10849 clutter_actor_raise (ClutterActor *self,
10850 ClutterActor *below)
10852 ClutterActor *parent;
10854 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10856 parent = clutter_actor_get_parent (self);
10857 if (parent == NULL)
10859 g_warning ("%s: Actor '%s' is not inside a container",
10861 _clutter_actor_get_debug_name (self));
10867 if (parent != clutter_actor_get_parent (below))
10869 g_warning ("%s Actor '%s' is not in the same container as "
10872 _clutter_actor_get_debug_name (self),
10873 _clutter_actor_get_debug_name (below));
10878 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
10882 * clutter_actor_lower:
10883 * @self: A #ClutterActor
10884 * @above: (allow-none): A #ClutterActor to lower below
10886 * Puts @self below @above.
10888 * Both actors must have the same parent, and the parent must implement
10889 * the #ClutterContainer interface.
10891 * This function calls clutter_container_lower_child() internally.
10893 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
10896 clutter_actor_lower (ClutterActor *self,
10897 ClutterActor *above)
10899 ClutterActor *parent;
10901 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10903 parent = clutter_actor_get_parent (self);
10904 if (parent == NULL)
10906 g_warning ("%s: Actor of type %s is not inside a container",
10908 _clutter_actor_get_debug_name (self));
10914 if (parent != clutter_actor_get_parent (above))
10916 g_warning ("%s: Actor '%s' is not in the same container as "
10919 _clutter_actor_get_debug_name (self),
10920 _clutter_actor_get_debug_name (above));
10925 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
10929 * clutter_actor_raise_top:
10930 * @self: A #ClutterActor
10932 * Raises @self to the top.
10934 * This function calls clutter_actor_raise() internally.
10936 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
10937 * a %NULL sibling, instead.
10940 clutter_actor_raise_top (ClutterActor *self)
10942 clutter_actor_raise (self, NULL);
10946 * clutter_actor_lower_bottom:
10947 * @self: A #ClutterActor
10949 * Lowers @self to the bottom.
10951 * This function calls clutter_actor_lower() internally.
10953 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
10954 * a %NULL sibling, instead.
10957 clutter_actor_lower_bottom (ClutterActor *self)
10959 clutter_actor_lower (self, NULL);
10967 * clutter_actor_event:
10968 * @actor: a #ClutterActor
10969 * @event: a #ClutterEvent
10970 * @capture: TRUE if event in in capture phase, FALSE otherwise.
10972 * This function is used to emit an event on the main stage.
10973 * You should rarely need to use this function, except for
10974 * synthetising events.
10976 * Return value: the return value from the signal emission: %TRUE
10977 * if the actor handled the event, or %FALSE if the event was
10983 clutter_actor_event (ClutterActor *actor,
10984 ClutterEvent *event,
10987 gboolean retval = FALSE;
10988 gint signal_num = -1;
10990 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10991 g_return_val_if_fail (event != NULL, FALSE);
10993 g_object_ref (actor);
10997 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11003 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11007 switch (event->type)
11009 case CLUTTER_NOTHING:
11011 case CLUTTER_BUTTON_PRESS:
11012 signal_num = BUTTON_PRESS_EVENT;
11014 case CLUTTER_BUTTON_RELEASE:
11015 signal_num = BUTTON_RELEASE_EVENT;
11017 case CLUTTER_SCROLL:
11018 signal_num = SCROLL_EVENT;
11020 case CLUTTER_KEY_PRESS:
11021 signal_num = KEY_PRESS_EVENT;
11023 case CLUTTER_KEY_RELEASE:
11024 signal_num = KEY_RELEASE_EVENT;
11026 case CLUTTER_MOTION:
11027 signal_num = MOTION_EVENT;
11029 case CLUTTER_ENTER:
11030 signal_num = ENTER_EVENT;
11032 case CLUTTER_LEAVE:
11033 signal_num = LEAVE_EVENT;
11035 case CLUTTER_DELETE:
11036 case CLUTTER_DESTROY_NOTIFY:
11037 case CLUTTER_CLIENT_MESSAGE:
11043 if (signal_num != -1)
11044 g_signal_emit (actor, actor_signals[signal_num], 0,
11049 g_object_unref (actor);
11055 * clutter_actor_set_reactive:
11056 * @actor: a #ClutterActor
11057 * @reactive: whether the actor should be reactive to events
11059 * Sets @actor as reactive. Reactive actors will receive events.
11064 clutter_actor_set_reactive (ClutterActor *actor,
11067 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11069 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11073 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11075 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11077 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11081 * clutter_actor_get_reactive:
11082 * @actor: a #ClutterActor
11084 * Checks whether @actor is marked as reactive.
11086 * Return value: %TRUE if the actor is reactive
11091 clutter_actor_get_reactive (ClutterActor *actor)
11093 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11095 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
11099 * clutter_actor_get_anchor_point:
11100 * @self: a #ClutterActor
11101 * @anchor_x: (out): return location for the X coordinate of the anchor point
11102 * @anchor_y: (out): return location for the Y coordinate of the anchor point
11104 * Gets the current anchor point of the @actor in pixels.
11109 clutter_actor_get_anchor_point (ClutterActor *self,
11113 const ClutterTransformInfo *info;
11115 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11117 info = _clutter_actor_get_transform_info_or_defaults (self);
11118 clutter_anchor_coord_get_units (self, &info->anchor,
11125 * clutter_actor_set_anchor_point:
11126 * @self: a #ClutterActor
11127 * @anchor_x: X coordinate of the anchor point
11128 * @anchor_y: Y coordinate of the anchor point
11130 * Sets an anchor point for @self. The anchor point is a point in the
11131 * coordinate space of an actor to which the actor position within its
11132 * parent is relative; the default is (0, 0), i.e. the top-left corner
11138 clutter_actor_set_anchor_point (ClutterActor *self,
11142 ClutterTransformInfo *info;
11143 ClutterActorPrivate *priv;
11144 gboolean changed = FALSE;
11145 gfloat old_anchor_x, old_anchor_y;
11148 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11150 obj = G_OBJECT (self);
11152 info = _clutter_actor_get_transform_info (self);
11154 g_object_freeze_notify (obj);
11156 clutter_anchor_coord_get_units (self, &info->anchor,
11161 if (info->anchor.is_fractional)
11162 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11164 if (old_anchor_x != anchor_x)
11166 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11170 if (old_anchor_y != anchor_y)
11172 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11176 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
11180 priv->transform_valid = FALSE;
11181 clutter_actor_queue_redraw (self);
11184 g_object_thaw_notify (obj);
11188 * clutter_actor_get_anchor_point_gravity:
11189 * @self: a #ClutterActor
11191 * Retrieves the anchor position expressed as a #ClutterGravity. If
11192 * the anchor point was specified using pixels or units this will
11193 * return %CLUTTER_GRAVITY_NONE.
11195 * Return value: the #ClutterGravity used by the anchor point
11200 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
11202 const ClutterTransformInfo *info;
11204 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
11206 info = _clutter_actor_get_transform_info_or_defaults (self);
11208 return clutter_anchor_coord_get_gravity (&info->anchor);
11212 * clutter_actor_move_anchor_point:
11213 * @self: a #ClutterActor
11214 * @anchor_x: X coordinate of the anchor point
11215 * @anchor_y: Y coordinate of the anchor point
11217 * Sets an anchor point for the actor, and adjusts the actor postion so that
11218 * the relative position of the actor toward its parent remains the same.
11223 clutter_actor_move_anchor_point (ClutterActor *self,
11227 gfloat old_anchor_x, old_anchor_y;
11228 const ClutterTransformInfo *info;
11230 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11232 info = _clutter_actor_get_transform_info (self);
11233 clutter_anchor_coord_get_units (self, &info->anchor,
11238 g_object_freeze_notify (G_OBJECT (self));
11240 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
11242 if (self->priv->position_set)
11243 clutter_actor_move_by (self,
11244 anchor_x - old_anchor_x,
11245 anchor_y - old_anchor_y);
11247 g_object_thaw_notify (G_OBJECT (self));
11251 * clutter_actor_move_anchor_point_from_gravity:
11252 * @self: a #ClutterActor
11253 * @gravity: #ClutterGravity.
11255 * Sets an anchor point on the actor based on the given gravity, adjusting the
11256 * actor postion so that its relative position within its parent remains
11259 * Since version 1.0 the anchor point will be stored as a gravity so
11260 * that if the actor changes size then the anchor point will move. For
11261 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11262 * and later double the size of the actor, the anchor point will move
11263 * to the bottom right.
11268 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
11269 ClutterGravity gravity)
11271 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
11272 const ClutterTransformInfo *info;
11273 ClutterActorPrivate *priv;
11275 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11278 info = _clutter_actor_get_transform_info (self);
11280 g_object_freeze_notify (G_OBJECT (self));
11282 clutter_anchor_coord_get_units (self, &info->anchor,
11286 clutter_actor_set_anchor_point_from_gravity (self, gravity);
11287 clutter_anchor_coord_get_units (self, &info->anchor,
11292 if (priv->position_set)
11293 clutter_actor_move_by (self,
11294 new_anchor_x - old_anchor_x,
11295 new_anchor_y - old_anchor_y);
11297 g_object_thaw_notify (G_OBJECT (self));
11301 * clutter_actor_set_anchor_point_from_gravity:
11302 * @self: a #ClutterActor
11303 * @gravity: #ClutterGravity.
11305 * Sets an anchor point on the actor, based on the given gravity (this is a
11306 * convenience function wrapping clutter_actor_set_anchor_point()).
11308 * Since version 1.0 the anchor point will be stored as a gravity so
11309 * that if the actor changes size then the anchor point will move. For
11310 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11311 * and later double the size of the actor, the anchor point will move
11312 * to the bottom right.
11317 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
11318 ClutterGravity gravity)
11320 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11322 if (gravity == CLUTTER_GRAVITY_NONE)
11323 clutter_actor_set_anchor_point (self, 0, 0);
11326 GObject *obj = G_OBJECT (self);
11327 ClutterTransformInfo *info;
11329 g_object_freeze_notify (obj);
11331 info = _clutter_actor_get_transform_info (self);
11332 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
11334 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11335 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11336 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11338 self->priv->transform_valid = FALSE;
11340 clutter_actor_queue_redraw (self);
11342 g_object_thaw_notify (obj);
11347 clutter_container_iface_init (ClutterContainerIface *iface)
11349 /* we don't override anything, as ClutterContainer already has a default
11350 * implementation that we can use, and which calls into our own API.
11365 parse_units (ClutterActor *self,
11366 ParseDimension dimension,
11369 GValue value = { 0, };
11372 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
11375 json_node_get_value (node, &value);
11377 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
11379 retval = (gfloat) g_value_get_int64 (&value);
11381 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
11383 retval = g_value_get_double (&value);
11385 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
11387 ClutterUnits units;
11390 res = clutter_units_from_string (&units, g_value_get_string (&value));
11392 retval = clutter_units_to_pixels (&units);
11395 g_warning ("Invalid value '%s': integers, strings or floating point "
11396 "values can be used for the x, y, width and height "
11397 "properties. Valid modifiers for strings are 'px', 'mm', "
11399 g_value_get_string (&value));
11405 g_warning ("Invalid value of type '%s': integers, strings of floating "
11406 "point values can be used for the x, y, width, height "
11407 "anchor-x and anchor-y properties.",
11408 g_type_name (G_VALUE_TYPE (&value)));
11411 g_value_unset (&value);
11417 ClutterRotateAxis axis;
11426 static inline gboolean
11427 parse_rotation_array (ClutterActor *actor,
11429 RotationInfo *info)
11433 if (json_array_get_length (array) != 2)
11437 element = json_array_get_element (array, 0);
11438 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
11439 info->angle = json_node_get_double (element);
11444 element = json_array_get_element (array, 1);
11445 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
11447 JsonArray *center = json_node_get_array (element);
11449 if (json_array_get_length (center) != 2)
11452 switch (info->axis)
11454 case CLUTTER_X_AXIS:
11455 info->center_y = parse_units (actor, PARSE_Y,
11456 json_array_get_element (center, 0));
11457 info->center_z = parse_units (actor, PARSE_Y,
11458 json_array_get_element (center, 1));
11461 case CLUTTER_Y_AXIS:
11462 info->center_x = parse_units (actor, PARSE_X,
11463 json_array_get_element (center, 0));
11464 info->center_z = parse_units (actor, PARSE_X,
11465 json_array_get_element (center, 1));
11468 case CLUTTER_Z_AXIS:
11469 info->center_x = parse_units (actor, PARSE_X,
11470 json_array_get_element (center, 0));
11471 info->center_y = parse_units (actor, PARSE_Y,
11472 json_array_get_element (center, 1));
11481 parse_rotation (ClutterActor *actor,
11483 RotationInfo *info)
11487 gboolean retval = FALSE;
11489 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
11491 g_warning ("Invalid node of type '%s' found, expecting an array",
11492 json_node_type_name (node));
11496 array = json_node_get_array (node);
11497 len = json_array_get_length (array);
11499 for (i = 0; i < len; i++)
11501 JsonNode *element = json_array_get_element (array, i);
11502 JsonObject *object;
11505 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
11507 g_warning ("Invalid node of type '%s' found, expecting an object",
11508 json_node_type_name (element));
11512 object = json_node_get_object (element);
11514 if (json_object_has_member (object, "x-axis"))
11516 member = json_object_get_member (object, "x-axis");
11518 info->axis = CLUTTER_X_AXIS;
11520 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11522 info->angle = json_node_get_double (member);
11525 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11526 retval = parse_rotation_array (actor,
11527 json_node_get_array (member),
11532 else if (json_object_has_member (object, "y-axis"))
11534 member = json_object_get_member (object, "y-axis");
11536 info->axis = CLUTTER_Y_AXIS;
11538 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11540 info->angle = json_node_get_double (member);
11543 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11544 retval = parse_rotation_array (actor,
11545 json_node_get_array (member),
11550 else if (json_object_has_member (object, "z-axis"))
11552 member = json_object_get_member (object, "z-axis");
11554 info->axis = CLUTTER_Z_AXIS;
11556 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11558 info->angle = json_node_get_double (member);
11561 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11562 retval = parse_rotation_array (actor,
11563 json_node_get_array (member),
11574 parse_actor_metas (ClutterScript *script,
11575 ClutterActor *actor,
11578 GList *elements, *l;
11579 GSList *retval = NULL;
11581 if (!JSON_NODE_HOLDS_ARRAY (node))
11584 elements = json_array_get_elements (json_node_get_array (node));
11586 for (l = elements; l != NULL; l = l->next)
11588 JsonNode *element = l->data;
11589 const gchar *id_ = _clutter_script_get_id_from_node (element);
11592 if (id_ == NULL || *id_ == '\0')
11595 meta = clutter_script_get_object (script, id_);
11599 retval = g_slist_prepend (retval, meta);
11602 g_list_free (elements);
11604 return g_slist_reverse (retval);
11608 parse_behaviours (ClutterScript *script,
11609 ClutterActor *actor,
11612 GList *elements, *l;
11613 GSList *retval = NULL;
11615 if (!JSON_NODE_HOLDS_ARRAY (node))
11618 elements = json_array_get_elements (json_node_get_array (node));
11620 for (l = elements; l != NULL; l = l->next)
11622 JsonNode *element = l->data;
11623 const gchar *id_ = _clutter_script_get_id_from_node (element);
11624 GObject *behaviour;
11626 if (id_ == NULL || *id_ == '\0')
11629 behaviour = clutter_script_get_object (script, id_);
11630 if (behaviour == NULL)
11633 retval = g_slist_prepend (retval, behaviour);
11636 g_list_free (elements);
11638 return g_slist_reverse (retval);
11642 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
11643 ClutterScript *script,
11648 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11649 gboolean retval = FALSE;
11651 if ((name[0] == 'x' && name[1] == '\0') ||
11652 (name[0] == 'y' && name[1] == '\0') ||
11653 (strcmp (name, "width") == 0) ||
11654 (strcmp (name, "height") == 0) ||
11655 (strcmp (name, "anchor_x") == 0) ||
11656 (strcmp (name, "anchor_y") == 0))
11658 ParseDimension dimension;
11661 if (name[0] == 'x')
11662 dimension = PARSE_X;
11663 else if (name[0] == 'y')
11664 dimension = PARSE_Y;
11665 else if (name[0] == 'w')
11666 dimension = PARSE_WIDTH;
11667 else if (name[0] == 'h')
11668 dimension = PARSE_HEIGHT;
11669 else if (name[0] == 'a' && name[7] == 'x')
11670 dimension = PARSE_ANCHOR_X;
11671 else if (name[0] == 'a' && name[7] == 'y')
11672 dimension = PARSE_ANCHOR_Y;
11676 units = parse_units (actor, dimension, node);
11678 /* convert back to pixels: all properties are pixel-based */
11679 g_value_init (value, G_TYPE_FLOAT);
11680 g_value_set_float (value, units);
11684 else if (strcmp (name, "rotation") == 0)
11686 RotationInfo *info;
11688 info = g_slice_new0 (RotationInfo);
11689 retval = parse_rotation (actor, node, info);
11693 g_value_init (value, G_TYPE_POINTER);
11694 g_value_set_pointer (value, info);
11697 g_slice_free (RotationInfo, info);
11699 else if (strcmp (name, "behaviours") == 0)
11703 #ifdef CLUTTER_ENABLE_DEBUG
11704 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
11705 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
11706 "and it should not be used in newly "
11707 "written ClutterScript definitions.");
11710 l = parse_behaviours (script, actor, node);
11712 g_value_init (value, G_TYPE_POINTER);
11713 g_value_set_pointer (value, l);
11717 else if (strcmp (name, "actions") == 0 ||
11718 strcmp (name, "constraints") == 0 ||
11719 strcmp (name, "effects") == 0)
11723 l = parse_actor_metas (script, actor, node);
11725 g_value_init (value, G_TYPE_POINTER);
11726 g_value_set_pointer (value, l);
11735 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
11736 ClutterScript *script,
11738 const GValue *value)
11740 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11742 #ifdef CLUTTER_ENABLE_DEBUG
11743 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
11745 gchar *tmp = g_strdup_value_contents (value);
11747 CLUTTER_NOTE (SCRIPT,
11748 "in ClutterActor::set_custom_property('%s') = %s",
11754 #endif /* CLUTTER_ENABLE_DEBUG */
11756 if (strcmp (name, "rotation") == 0)
11758 RotationInfo *info;
11760 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11763 info = g_value_get_pointer (value);
11765 clutter_actor_set_rotation (actor,
11766 info->axis, info->angle,
11771 g_slice_free (RotationInfo, info);
11776 if (strcmp (name, "behaviours") == 0)
11778 GSList *behaviours, *l;
11780 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11783 behaviours = g_value_get_pointer (value);
11784 for (l = behaviours; l != NULL; l = l->next)
11786 ClutterBehaviour *behaviour = l->data;
11788 clutter_behaviour_apply (behaviour, actor);
11791 g_slist_free (behaviours);
11796 if (strcmp (name, "actions") == 0 ||
11797 strcmp (name, "constraints") == 0 ||
11798 strcmp (name, "effects") == 0)
11802 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11805 metas = g_value_get_pointer (value);
11806 for (l = metas; l != NULL; l = l->next)
11808 if (name[0] == 'a')
11809 clutter_actor_add_action (actor, l->data);
11811 if (name[0] == 'c')
11812 clutter_actor_add_constraint (actor, l->data);
11814 if (name[0] == 'e')
11815 clutter_actor_add_effect (actor, l->data);
11818 g_slist_free (metas);
11823 g_object_set_property (G_OBJECT (scriptable), name, value);
11827 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
11829 iface->parse_custom_node = clutter_actor_parse_custom_node;
11830 iface->set_custom_property = clutter_actor_set_custom_property;
11833 static ClutterActorMeta *
11834 get_meta_from_animation_property (ClutterActor *actor,
11838 ClutterActorPrivate *priv = actor->priv;
11839 ClutterActorMeta *meta = NULL;
11842 /* if this is not a special property, fall through */
11843 if (name[0] != '@')
11846 /* detect the properties named using the following spec:
11848 * @<section>.<meta-name>.<property-name>
11850 * where <section> can be one of the following:
11856 * and <meta-name> is the name set on a specific ActorMeta
11859 tokens = g_strsplit (name + 1, ".", -1);
11860 if (tokens == NULL || g_strv_length (tokens) != 3)
11862 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
11864 g_strfreev (tokens);
11868 if (strcmp (tokens[0], "actions") == 0)
11869 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
11871 if (strcmp (tokens[0], "constraints") == 0)
11872 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
11874 if (strcmp (tokens[0], "effects") == 0)
11875 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
11877 if (name_p != NULL)
11878 *name_p = g_strdup (tokens[2]);
11880 CLUTTER_NOTE (ANIMATION,
11881 "Looking for property '%s' of object '%s' in section '%s'",
11886 g_strfreev (tokens);
11891 static GParamSpec *
11892 clutter_actor_find_property (ClutterAnimatable *animatable,
11893 const gchar *property_name)
11895 ClutterActorMeta *meta = NULL;
11896 GObjectClass *klass = NULL;
11897 GParamSpec *pspec = NULL;
11898 gchar *p_name = NULL;
11900 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11906 klass = G_OBJECT_GET_CLASS (meta);
11908 pspec = g_object_class_find_property (klass, p_name);
11912 klass = G_OBJECT_GET_CLASS (animatable);
11914 pspec = g_object_class_find_property (klass, property_name);
11923 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
11924 const gchar *property_name,
11927 ClutterActorMeta *meta = NULL;
11928 gchar *p_name = NULL;
11930 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11935 g_object_get_property (G_OBJECT (meta), p_name, initial);
11937 g_object_get_property (G_OBJECT (animatable), property_name, initial);
11943 clutter_actor_set_final_state (ClutterAnimatable *animatable,
11944 const gchar *property_name,
11945 const GValue *final)
11947 ClutterActorMeta *meta = NULL;
11948 gchar *p_name = NULL;
11950 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11954 g_object_set_property (G_OBJECT (meta), p_name, final);
11956 g_object_set_property (G_OBJECT (animatable), property_name, final);
11962 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
11964 iface->find_property = clutter_actor_find_property;
11965 iface->get_initial_state = clutter_actor_get_initial_state;
11966 iface->set_final_state = clutter_actor_set_final_state;
11970 * clutter_actor_transform_stage_point:
11971 * @self: A #ClutterActor
11972 * @x: (in): x screen coordinate of the point to unproject
11973 * @y: (in): y screen coordinate of the point to unproject
11974 * @x_out: (out): return location for the unprojected x coordinance
11975 * @y_out: (out): return location for the unprojected y coordinance
11977 * This function translates screen coordinates (@x, @y) to
11978 * coordinates relative to the actor. For example, it can be used to translate
11979 * screen events from global screen coordinates into actor-local coordinates.
11981 * The conversion can fail, notably if the transform stack results in the
11982 * actor being projected on the screen as a mere line.
11984 * The conversion should not be expected to be pixel-perfect due to the
11985 * nature of the operation. In general the error grows when the skewing
11986 * of the actor rectangle on screen increases.
11988 * <note><para>This function can be computationally intensive.</para></note>
11990 * <note><para>This function only works when the allocation is up-to-date,
11991 * i.e. inside of paint().</para></note>
11993 * Return value: %TRUE if conversion was successful.
11998 clutter_actor_transform_stage_point (ClutterActor *self,
12004 ClutterVertex v[4];
12007 int du, dv, xi, yi;
12009 float xf, yf, wf, det;
12010 ClutterActorPrivate *priv;
12012 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12016 /* This implementation is based on the quad -> quad projection algorithm
12017 * described by Paul Heckbert in:
12019 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
12021 * and the sample implementation at:
12023 * http://www.cs.cmu.edu/~ph/src/texfund/
12025 * Our texture is a rectangle with origin [0, 0], so we are mapping from
12026 * quad to rectangle only, which significantly simplifies things; the
12027 * function calls have been unrolled, and most of the math is done in fixed
12031 clutter_actor_get_abs_allocation_vertices (self, v);
12033 /* Keeping these as ints simplifies the multiplication (no significant
12034 * loss of precision here).
12036 du = (int) (priv->allocation.x2 - priv->allocation.x1);
12037 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
12042 #define UX2FP(x) (x)
12043 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
12045 /* First, find mapping from unit uv square to xy quadrilateral; this
12046 * equivalent to the pmap_square_quad() functions in the sample
12047 * implementation, which we can simplify, since our target is always
12050 px = v[0].x - v[1].x + v[3].x - v[2].x;
12051 py = v[0].y - v[1].y + v[3].y - v[2].y;
12055 /* affine transform */
12056 RQ[0][0] = UX2FP (v[1].x - v[0].x);
12057 RQ[1][0] = UX2FP (v[3].x - v[1].x);
12058 RQ[2][0] = UX2FP (v[0].x);
12059 RQ[0][1] = UX2FP (v[1].y - v[0].y);
12060 RQ[1][1] = UX2FP (v[3].y - v[1].y);
12061 RQ[2][1] = UX2FP (v[0].y);
12068 /* projective transform */
12069 double dx1, dx2, dy1, dy2, del;
12071 dx1 = UX2FP (v[1].x - v[3].x);
12072 dx2 = UX2FP (v[2].x - v[3].x);
12073 dy1 = UX2FP (v[1].y - v[3].y);
12074 dy2 = UX2FP (v[2].y - v[3].y);
12076 del = DET2FP (dx1, dx2, dy1, dy2);
12081 * The division here needs to be done in floating point for
12082 * precisions reasons.
12084 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
12085 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12086 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12088 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
12089 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
12090 RQ[2][0] = UX2FP (v[0].x);
12091 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
12092 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
12093 RQ[2][1] = UX2FP (v[0].y);
12097 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
12098 * square. Since our rectangle is based at 0,0 we only need to scale.
12108 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
12111 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
12112 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
12113 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
12114 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
12115 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
12116 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
12117 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
12118 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
12119 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
12122 * Check the resulting matrix is OK.
12124 det = (RQ[0][0] * ST[0][0])
12125 + (RQ[0][1] * ST[0][1])
12126 + (RQ[0][2] * ST[0][2]);
12131 * Now transform our point with the ST matrix; the notional w
12132 * coordinate is 1, hence the last part is simply added.
12137 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
12138 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
12139 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
12157 static ClutterGeometry*
12158 clutter_geometry_copy (const ClutterGeometry *geometry)
12160 return g_slice_dup (ClutterGeometry, geometry);
12164 clutter_geometry_free (ClutterGeometry *geometry)
12166 if (G_LIKELY (geometry != NULL))
12167 g_slice_free (ClutterGeometry, geometry);
12171 * clutter_geometry_union:
12172 * @geometry_a: a #ClutterGeometry
12173 * @geometry_b: another #ClutterGeometry
12174 * @result: (out): location to store the result
12176 * Find the union of two rectangles represented as #ClutterGeometry.
12181 clutter_geometry_union (const ClutterGeometry *geometry_a,
12182 const ClutterGeometry *geometry_b,
12183 ClutterGeometry *result)
12185 /* We don't try to handle rectangles that can't be represented
12186 * as a signed integer box */
12187 gint x_1 = MIN (geometry_a->x, geometry_b->x);
12188 gint y_1 = MIN (geometry_a->y, geometry_b->y);
12189 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
12190 geometry_b->x + (gint)geometry_b->width);
12191 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
12192 geometry_b->y + (gint)geometry_b->height);
12195 result->width = x_2 - x_1;
12196 result->height = y_2 - y_1;
12200 * clutter_geometry_intersects:
12201 * @geometry0: The first geometry to test
12202 * @geometry1: The second geometry to test
12204 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
12205 * they do else %FALSE.
12207 * Return value: %TRUE of @geometry0 and geometry1 intersect else
12213 clutter_geometry_intersects (const ClutterGeometry *geometry0,
12214 const ClutterGeometry *geometry1)
12216 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
12217 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
12218 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
12219 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
12226 clutter_geometry_progress (const GValue *a,
12231 const ClutterGeometry *a_geom = g_value_get_boxed (a);
12232 const ClutterGeometry *b_geom = g_value_get_boxed (b);
12233 ClutterGeometry res = { 0, };
12234 gint a_width = a_geom->width;
12235 gint b_width = b_geom->width;
12236 gint a_height = a_geom->height;
12237 gint b_height = b_geom->height;
12239 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
12240 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
12242 res.width = a_width + (b_width - a_width) * progress;
12243 res.height = a_height + (b_height - a_height) * progress;
12245 g_value_set_boxed (retval, &res);
12250 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
12251 clutter_geometry_copy,
12252 clutter_geometry_free,
12253 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
12260 * clutter_vertex_new:
12265 * Creates a new #ClutterVertex for the point in 3D space
12266 * identified by the 3 coordinates @x, @y, @z
12268 * Return value: the newly allocate #ClutterVertex. Use
12269 * clutter_vertex_free() to free the resources
12274 clutter_vertex_new (gfloat x,
12278 ClutterVertex *vertex;
12280 vertex = g_slice_new (ClutterVertex);
12289 * clutter_vertex_copy:
12290 * @vertex: a #ClutterVertex
12294 * Return value: a newly allocated copy of #ClutterVertex. Use
12295 * clutter_vertex_free() to free the allocated resources
12300 clutter_vertex_copy (const ClutterVertex *vertex)
12302 if (G_LIKELY (vertex != NULL))
12303 return g_slice_dup (ClutterVertex, vertex);
12309 * clutter_vertex_free:
12310 * @vertex: a #ClutterVertex
12312 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
12317 clutter_vertex_free (ClutterVertex *vertex)
12319 if (G_UNLIKELY (vertex != NULL))
12320 g_slice_free (ClutterVertex, vertex);
12324 * clutter_vertex_equal:
12325 * @vertex_a: a #ClutterVertex
12326 * @vertex_b: a #ClutterVertex
12328 * Compares @vertex_a and @vertex_b for equality
12330 * Return value: %TRUE if the passed #ClutterVertex are equal
12335 clutter_vertex_equal (const ClutterVertex *vertex_a,
12336 const ClutterVertex *vertex_b)
12338 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
12340 if (vertex_a == vertex_b)
12343 return vertex_a->x == vertex_b->x &&
12344 vertex_a->y == vertex_b->y &&
12345 vertex_a->z == vertex_b->z;
12349 clutter_vertex_progress (const GValue *a,
12354 const ClutterVertex *av = g_value_get_boxed (a);
12355 const ClutterVertex *bv = g_value_get_boxed (b);
12356 ClutterVertex res = { 0, };
12358 res.x = av->x + (bv->x - av->x) * progress;
12359 res.y = av->y + (bv->y - av->y) * progress;
12360 res.z = av->z + (bv->z - av->z) * progress;
12362 g_value_set_boxed (retval, &res);
12367 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
12368 clutter_vertex_copy,
12369 clutter_vertex_free,
12370 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
12373 * clutter_actor_is_rotated:
12374 * @self: a #ClutterActor
12376 * Checks whether any rotation is applied to the actor.
12378 * Return value: %TRUE if the actor is rotated.
12383 clutter_actor_is_rotated (ClutterActor *self)
12385 const ClutterTransformInfo *info;
12387 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12389 info = _clutter_actor_get_transform_info_or_defaults (self);
12391 if (info->rx_angle || info->ry_angle || info->rz_angle)
12398 * clutter_actor_is_scaled:
12399 * @self: a #ClutterActor
12401 * Checks whether the actor is scaled in either dimension.
12403 * Return value: %TRUE if the actor is scaled.
12408 clutter_actor_is_scaled (ClutterActor *self)
12410 const ClutterTransformInfo *info;
12412 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12414 info = _clutter_actor_get_transform_info_or_defaults (self);
12416 if (info->scale_x != 1.0 || info->scale_y != 1.0)
12423 _clutter_actor_get_stage_internal (ClutterActor *actor)
12425 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
12426 actor = actor->priv->parent;
12432 * clutter_actor_get_stage:
12433 * @actor: a #ClutterActor
12435 * Retrieves the #ClutterStage where @actor is contained.
12437 * Return value: (transfer none) (type Clutter.Stage): the stage
12438 * containing the actor, or %NULL
12443 clutter_actor_get_stage (ClutterActor *actor)
12445 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
12447 return _clutter_actor_get_stage_internal (actor);
12451 * clutter_actor_allocate_available_size:
12452 * @self: a #ClutterActor
12453 * @x: the actor's X coordinate
12454 * @y: the actor's Y coordinate
12455 * @available_width: the maximum available width, or -1 to use the
12456 * actor's natural width
12457 * @available_height: the maximum available height, or -1 to use the
12458 * actor's natural height
12459 * @flags: flags controlling the allocation
12461 * Allocates @self taking into account the #ClutterActor<!-- -->'s
12462 * preferred size, but limiting it to the maximum available width
12463 * and height provided.
12465 * This function will do the right thing when dealing with the
12466 * actor's request mode.
12468 * The implementation of this function is equivalent to:
12471 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12473 * clutter_actor_get_preferred_width (self, available_height,
12475 * &natural_width);
12476 * width = CLAMP (natural_width, min_width, available_width);
12478 * clutter_actor_get_preferred_height (self, width,
12480 * &natural_height);
12481 * height = CLAMP (natural_height, min_height, available_height);
12485 * clutter_actor_get_preferred_height (self, available_width,
12487 * &natural_height);
12488 * height = CLAMP (natural_height, min_height, available_height);
12490 * clutter_actor_get_preferred_width (self, height,
12492 * &natural_width);
12493 * width = CLAMP (natural_width, min_width, available_width);
12496 * box.x1 = x; box.y1 = y;
12497 * box.x2 = box.x1 + available_width;
12498 * box.y2 = box.y1 + available_height;
12499 * clutter_actor_allocate (self, &box, flags);
12502 * This function can be used by fluid layout managers to allocate
12503 * an actor's preferred size without making it bigger than the area
12504 * available for the container.
12509 clutter_actor_allocate_available_size (ClutterActor *self,
12512 gfloat available_width,
12513 gfloat available_height,
12514 ClutterAllocationFlags flags)
12516 ClutterActorPrivate *priv;
12517 gfloat width, height;
12518 gfloat min_width, min_height;
12519 gfloat natural_width, natural_height;
12520 ClutterActorBox box;
12522 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12526 width = height = 0.0;
12528 switch (priv->request_mode)
12530 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
12531 clutter_actor_get_preferred_width (self, available_height,
12534 width = CLAMP (natural_width, min_width, available_width);
12536 clutter_actor_get_preferred_height (self, width,
12539 height = CLAMP (natural_height, min_height, available_height);
12542 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
12543 clutter_actor_get_preferred_height (self, available_width,
12546 height = CLAMP (natural_height, min_height, available_height);
12548 clutter_actor_get_preferred_width (self, height,
12551 width = CLAMP (natural_width, min_width, available_width);
12558 box.x2 = box.x1 + width;
12559 box.y2 = box.y1 + height;
12560 clutter_actor_allocate (self, &box, flags);
12564 * clutter_actor_allocate_preferred_size:
12565 * @self: a #ClutterActor
12566 * @flags: flags controlling the allocation
12568 * Allocates the natural size of @self.
12570 * This function is a utility call for #ClutterActor implementations
12571 * that allocates the actor's preferred natural size. It can be used
12572 * by fixed layout managers (like #ClutterGroup or so called
12573 * 'composite actors') inside the ClutterActor::allocate
12574 * implementation to give each child exactly how much space it
12577 * This function is not meant to be used by applications. It is also
12578 * not meant to be used outside the implementation of the
12579 * ClutterActor::allocate virtual function.
12584 clutter_actor_allocate_preferred_size (ClutterActor *self,
12585 ClutterAllocationFlags flags)
12587 gfloat actor_x, actor_y;
12588 gfloat natural_width, natural_height;
12589 ClutterActorBox actor_box;
12591 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12593 actor_x = clutter_actor_get_x (self);
12594 actor_y = clutter_actor_get_y (self);
12596 clutter_actor_get_preferred_size (self,
12601 actor_box.x1 = actor_x;
12602 actor_box.y1 = actor_y;
12603 actor_box.x2 = actor_box.x1 + natural_width;
12604 actor_box.y2 = actor_box.y1 + natural_height;
12606 clutter_actor_allocate (self, &actor_box, flags);
12610 * clutter_actor_allocate_align_fill:
12611 * @self: a #ClutterActor
12612 * @box: a #ClutterActorBox, containing the available width and height
12613 * @x_align: the horizontal alignment, between 0 and 1
12614 * @y_align: the vertical alignment, between 0 and 1
12615 * @x_fill: whether the actor should fill horizontally
12616 * @y_fill: whether the actor should fill vertically
12617 * @flags: allocation flags to be passed to clutter_actor_allocate()
12619 * Allocates @self by taking into consideration the available allocation
12620 * area; an alignment factor on either axis; and whether the actor should
12621 * fill the allocation on either axis.
12623 * The @box should contain the available allocation width and height;
12624 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
12625 * allocation will be offset by their value.
12627 * This function takes into consideration the geometry request specified by
12628 * the #ClutterActor:request-mode property, and the text direction.
12630 * This function is useful for fluid layout managers, like #ClutterBinLayout
12631 * or #ClutterTableLayout
12636 clutter_actor_allocate_align_fill (ClutterActor *self,
12637 const ClutterActorBox *box,
12642 ClutterAllocationFlags flags)
12644 ClutterActorPrivate *priv;
12645 ClutterActorBox allocation = { 0, };
12646 gfloat x_offset, y_offset;
12647 gfloat available_width, available_height;
12648 gfloat child_width, child_height;
12650 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12651 g_return_if_fail (box != NULL);
12652 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
12653 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
12657 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
12658 clutter_actor_box_get_size (box, &available_width, &available_height);
12660 if (available_width < 0)
12661 available_width = 0;
12663 if (available_height < 0)
12664 available_height = 0;
12668 allocation.x1 = x_offset;
12669 allocation.x2 = allocation.x1 + available_width;
12674 allocation.y1 = y_offset;
12675 allocation.y2 = allocation.y1 + available_height;
12678 /* if we are filling horizontally and vertically then we're done */
12679 if (x_fill && y_fill)
12682 child_width = child_height = 0.0f;
12684 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12686 gfloat min_width, natural_width;
12687 gfloat min_height, natural_height;
12689 clutter_actor_get_preferred_width (self, available_height,
12693 child_width = CLAMP (natural_width, min_width, available_width);
12697 clutter_actor_get_preferred_height (self, child_width,
12701 child_height = CLAMP (natural_height, min_height, available_height);
12706 gfloat min_width, natural_width;
12707 gfloat min_height, natural_height;
12709 clutter_actor_get_preferred_height (self, available_width,
12713 child_height = CLAMP (natural_height, min_height, available_height);
12717 clutter_actor_get_preferred_width (self, child_height,
12721 child_width = CLAMP (natural_width, min_width, available_width);
12725 /* invert the horizontal alignment for RTL languages */
12726 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
12727 x_align = 1.0 - x_align;
12731 allocation.x1 = x_offset
12732 + ((available_width - child_width) * x_align);
12733 allocation.x2 = allocation.x1 + child_width;
12738 allocation.y1 = y_offset
12739 + ((available_height - child_height) * y_align);
12740 allocation.y2 = allocation.y1 + child_height;
12744 clutter_actor_box_clamp_to_pixel (&allocation);
12745 clutter_actor_allocate (self, &allocation, flags);
12749 * clutter_actor_grab_key_focus:
12750 * @self: a #ClutterActor
12752 * Sets the key focus of the #ClutterStage including @self
12753 * to this #ClutterActor.
12758 clutter_actor_grab_key_focus (ClutterActor *self)
12760 ClutterActor *stage;
12762 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12764 stage = _clutter_actor_get_stage_internal (self);
12766 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
12770 * clutter_actor_get_pango_context:
12771 * @self: a #ClutterActor
12773 * Retrieves the #PangoContext for @self. The actor's #PangoContext
12774 * is already configured using the appropriate font map, resolution
12775 * and font options.
12777 * Unlike clutter_actor_create_pango_context(), this context is owend
12778 * by the #ClutterActor and it will be updated each time the options
12779 * stored by the #ClutterBackend change.
12781 * You can use the returned #PangoContext to create a #PangoLayout
12782 * and render text using cogl_pango_render_layout() to reuse the
12783 * glyphs cache also used by Clutter.
12785 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
12786 * The returned #PangoContext is owned by the actor and should not be
12787 * unreferenced by the application code
12792 clutter_actor_get_pango_context (ClutterActor *self)
12794 ClutterActorPrivate *priv;
12796 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12800 if (priv->pango_context != NULL)
12801 return priv->pango_context;
12803 priv->pango_context = _clutter_context_get_pango_context ();
12804 g_object_ref (priv->pango_context);
12806 return priv->pango_context;
12810 * clutter_actor_create_pango_context:
12811 * @self: a #ClutterActor
12813 * Creates a #PangoContext for the given actor. The #PangoContext
12814 * is already configured using the appropriate font map, resolution
12815 * and font options.
12817 * See also clutter_actor_get_pango_context().
12819 * Return value: (transfer full): the newly created #PangoContext.
12820 * Use g_object_unref() on the returned value to deallocate its
12826 clutter_actor_create_pango_context (ClutterActor *self)
12828 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12830 return _clutter_context_create_pango_context ();
12834 * clutter_actor_create_pango_layout:
12835 * @self: a #ClutterActor
12836 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
12838 * Creates a new #PangoLayout from the same #PangoContext used
12839 * by the #ClutterActor. The #PangoLayout is already configured
12840 * with the font map, resolution and font options, and the
12843 * If you want to keep around a #PangoLayout created by this
12844 * function you will have to connect to the #ClutterBackend::font-changed
12845 * and #ClutterBackend::resolution-changed signals, and call
12846 * pango_layout_context_changed() in response to them.
12848 * Return value: (transfer full): the newly created #PangoLayout.
12849 * Use g_object_unref() when done
12854 clutter_actor_create_pango_layout (ClutterActor *self,
12857 PangoContext *context;
12858 PangoLayout *layout;
12860 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12862 context = clutter_actor_get_pango_context (self);
12863 layout = pango_layout_new (context);
12866 pango_layout_set_text (layout, text, -1);
12871 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
12872 * ClutterOffscreenEffect.
12875 _clutter_actor_set_opacity_override (ClutterActor *self,
12878 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12880 self->priv->opacity_override = opacity;
12884 _clutter_actor_get_opacity_override (ClutterActor *self)
12886 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
12888 return self->priv->opacity_override;
12891 /* Allows you to disable applying the actors model view transform during
12892 * a paint. Used by ClutterClone. */
12894 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
12897 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12899 self->priv->enable_model_view_transform = enable;
12903 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
12906 ClutterActorPrivate *priv;
12908 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12912 priv->enable_paint_unmapped = enable;
12914 if (priv->enable_paint_unmapped)
12916 /* Make sure that the parents of the widget are realized first;
12917 * otherwise checks in clutter_actor_update_map_state() will
12920 clutter_actor_realize (self);
12922 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
12926 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
12931 clutter_anchor_coord_get_units (ClutterActor *self,
12932 const AnchorCoord *coord,
12937 if (coord->is_fractional)
12939 gfloat actor_width, actor_height;
12941 clutter_actor_get_size (self, &actor_width, &actor_height);
12944 *x = actor_width * coord->v.fraction.x;
12947 *y = actor_height * coord->v.fraction.y;
12955 *x = coord->v.units.x;
12958 *y = coord->v.units.y;
12961 *z = coord->v.units.z;
12966 clutter_anchor_coord_set_units (AnchorCoord *coord,
12971 coord->is_fractional = FALSE;
12972 coord->v.units.x = x;
12973 coord->v.units.y = y;
12974 coord->v.units.z = z;
12977 static ClutterGravity
12978 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
12980 if (coord->is_fractional)
12982 if (coord->v.fraction.x == 0.0)
12984 if (coord->v.fraction.y == 0.0)
12985 return CLUTTER_GRAVITY_NORTH_WEST;
12986 else if (coord->v.fraction.y == 0.5)
12987 return CLUTTER_GRAVITY_WEST;
12988 else if (coord->v.fraction.y == 1.0)
12989 return CLUTTER_GRAVITY_SOUTH_WEST;
12991 return CLUTTER_GRAVITY_NONE;
12993 else if (coord->v.fraction.x == 0.5)
12995 if (coord->v.fraction.y == 0.0)
12996 return CLUTTER_GRAVITY_NORTH;
12997 else if (coord->v.fraction.y == 0.5)
12998 return CLUTTER_GRAVITY_CENTER;
12999 else if (coord->v.fraction.y == 1.0)
13000 return CLUTTER_GRAVITY_SOUTH;
13002 return CLUTTER_GRAVITY_NONE;
13004 else if (coord->v.fraction.x == 1.0)
13006 if (coord->v.fraction.y == 0.0)
13007 return CLUTTER_GRAVITY_NORTH_EAST;
13008 else if (coord->v.fraction.y == 0.5)
13009 return CLUTTER_GRAVITY_EAST;
13010 else if (coord->v.fraction.y == 1.0)
13011 return CLUTTER_GRAVITY_SOUTH_EAST;
13013 return CLUTTER_GRAVITY_NONE;
13016 return CLUTTER_GRAVITY_NONE;
13019 return CLUTTER_GRAVITY_NONE;
13023 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
13024 ClutterGravity gravity)
13028 case CLUTTER_GRAVITY_NORTH:
13029 coord->v.fraction.x = 0.5;
13030 coord->v.fraction.y = 0.0;
13033 case CLUTTER_GRAVITY_NORTH_EAST:
13034 coord->v.fraction.x = 1.0;
13035 coord->v.fraction.y = 0.0;
13038 case CLUTTER_GRAVITY_EAST:
13039 coord->v.fraction.x = 1.0;
13040 coord->v.fraction.y = 0.5;
13043 case CLUTTER_GRAVITY_SOUTH_EAST:
13044 coord->v.fraction.x = 1.0;
13045 coord->v.fraction.y = 1.0;
13048 case CLUTTER_GRAVITY_SOUTH:
13049 coord->v.fraction.x = 0.5;
13050 coord->v.fraction.y = 1.0;
13053 case CLUTTER_GRAVITY_SOUTH_WEST:
13054 coord->v.fraction.x = 0.0;
13055 coord->v.fraction.y = 1.0;
13058 case CLUTTER_GRAVITY_WEST:
13059 coord->v.fraction.x = 0.0;
13060 coord->v.fraction.y = 0.5;
13063 case CLUTTER_GRAVITY_NORTH_WEST:
13064 coord->v.fraction.x = 0.0;
13065 coord->v.fraction.y = 0.0;
13068 case CLUTTER_GRAVITY_CENTER:
13069 coord->v.fraction.x = 0.5;
13070 coord->v.fraction.y = 0.5;
13074 coord->v.fraction.x = 0.0;
13075 coord->v.fraction.y = 0.0;
13079 coord->is_fractional = TRUE;
13083 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
13085 if (coord->is_fractional)
13086 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
13088 return (coord->v.units.x == 0.0
13089 && coord->v.units.y == 0.0
13090 && coord->v.units.z == 0.0);
13094 * clutter_actor_get_flags:
13095 * @self: a #ClutterActor
13097 * Retrieves the flags set on @self
13099 * Return value: a bitwise or of #ClutterActorFlags or 0
13104 clutter_actor_get_flags (ClutterActor *self)
13106 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
13108 return self->flags;
13112 * clutter_actor_set_flags:
13113 * @self: a #ClutterActor
13114 * @flags: the flags to set
13116 * Sets @flags on @self
13118 * This function will emit notifications for the changed properties
13123 clutter_actor_set_flags (ClutterActor *self,
13124 ClutterActorFlags flags)
13126 ClutterActorFlags old_flags;
13128 gboolean was_reactive_set, reactive_set;
13129 gboolean was_realized_set, realized_set;
13130 gboolean was_mapped_set, mapped_set;
13131 gboolean was_visible_set, visible_set;
13133 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13135 if (self->flags == flags)
13138 obj = G_OBJECT (self);
13139 g_object_ref (obj);
13140 g_object_freeze_notify (obj);
13142 old_flags = self->flags;
13144 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13145 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13146 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13147 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13149 self->flags |= flags;
13151 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13152 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13153 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13154 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13156 if (reactive_set != was_reactive_set)
13157 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13159 if (realized_set != was_realized_set)
13160 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13162 if (mapped_set != was_mapped_set)
13163 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13165 if (visible_set != was_visible_set)
13166 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13168 g_object_thaw_notify (obj);
13169 g_object_unref (obj);
13173 * clutter_actor_unset_flags:
13174 * @self: a #ClutterActor
13175 * @flags: the flags to unset
13177 * Unsets @flags on @self
13179 * This function will emit notifications for the changed properties
13184 clutter_actor_unset_flags (ClutterActor *self,
13185 ClutterActorFlags flags)
13187 ClutterActorFlags old_flags;
13189 gboolean was_reactive_set, reactive_set;
13190 gboolean was_realized_set, realized_set;
13191 gboolean was_mapped_set, mapped_set;
13192 gboolean was_visible_set, visible_set;
13194 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13196 obj = G_OBJECT (self);
13197 g_object_freeze_notify (obj);
13199 old_flags = self->flags;
13201 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13202 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13203 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13204 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13206 self->flags &= ~flags;
13208 if (self->flags == old_flags)
13211 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13212 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13213 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13214 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13216 if (reactive_set != was_reactive_set)
13217 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13219 if (realized_set != was_realized_set)
13220 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13222 if (mapped_set != was_mapped_set)
13223 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13225 if (visible_set != was_visible_set)
13226 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13228 g_object_thaw_notify (obj);
13232 * clutter_actor_get_transformation_matrix:
13233 * @self: a #ClutterActor
13234 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
13236 * Retrieves the transformations applied to @self relative to its
13242 clutter_actor_get_transformation_matrix (ClutterActor *self,
13243 CoglMatrix *matrix)
13245 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13247 cogl_matrix_init_identity (matrix);
13249 _clutter_actor_apply_modelview_transform (self, matrix);
13253 _clutter_actor_set_in_clone_paint (ClutterActor *self,
13254 gboolean is_in_clone_paint)
13256 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13257 self->priv->in_clone_paint = is_in_clone_paint;
13261 * clutter_actor_is_in_clone_paint:
13262 * @self: a #ClutterActor
13264 * Checks whether @self is being currently painted by a #ClutterClone
13266 * This function is useful only inside the ::paint virtual function
13267 * implementations or within handlers for the #ClutterActor::paint
13270 * This function should not be used by applications
13272 * Return value: %TRUE if the #ClutterActor is currently being painted
13273 * by a #ClutterClone, and %FALSE otherwise
13278 clutter_actor_is_in_clone_paint (ClutterActor *self)
13280 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13282 return self->priv->in_clone_paint;
13286 set_direction_recursive (ClutterActor *actor,
13287 gpointer user_data)
13289 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
13291 clutter_actor_set_text_direction (actor, text_dir);
13297 * clutter_actor_set_text_direction:
13298 * @self: a #ClutterActor
13299 * @text_dir: the text direction for @self
13301 * Sets the #ClutterTextDirection for an actor
13303 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
13305 * If @self implements #ClutterContainer then this function will recurse
13306 * inside all the children of @self (including the internal ones).
13308 * Composite actors not implementing #ClutterContainer, or actors requiring
13309 * special handling when the text direction changes, should connect to
13310 * the #GObject::notify signal for the #ClutterActor:text-direction property
13315 clutter_actor_set_text_direction (ClutterActor *self,
13316 ClutterTextDirection text_dir)
13318 ClutterActorPrivate *priv;
13320 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13321 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
13325 if (priv->text_direction != text_dir)
13327 priv->text_direction = text_dir;
13329 /* we need to emit the notify::text-direction first, so that
13330 * the sub-classes can catch that and do specific handling of
13331 * the text direction; see clutter_text_direction_changed_cb()
13332 * inside clutter-text.c
13334 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
13336 _clutter_actor_foreach_child (self, set_direction_recursive,
13337 GINT_TO_POINTER (text_dir));
13339 clutter_actor_queue_relayout (self);
13344 _clutter_actor_set_has_pointer (ClutterActor *self,
13345 gboolean has_pointer)
13347 ClutterActorPrivate *priv = self->priv;
13349 if (priv->has_pointer != has_pointer)
13351 priv->has_pointer = has_pointer;
13353 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
13358 * clutter_actor_get_text_direction:
13359 * @self: a #ClutterActor
13361 * Retrieves the value set using clutter_actor_set_text_direction()
13363 * If no text direction has been previously set, the default text
13364 * direction, as returned by clutter_get_default_text_direction(), will
13365 * be returned instead
13367 * Return value: the #ClutterTextDirection for the actor
13371 ClutterTextDirection
13372 clutter_actor_get_text_direction (ClutterActor *self)
13374 ClutterActorPrivate *priv;
13376 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
13377 CLUTTER_TEXT_DIRECTION_LTR);
13381 /* if no direction has been set yet use the default */
13382 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
13383 priv->text_direction = clutter_get_default_text_direction ();
13385 return priv->text_direction;
13389 * clutter_actor_push_internal:
13390 * @self: a #ClutterActor
13392 * Should be used by actors implementing the #ClutterContainer and with
13393 * internal children added through clutter_actor_set_parent(), for instance:
13397 * my_actor_init (MyActor *self)
13399 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
13401 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
13403 * /* calling clutter_actor_set_parent() now will result in
13404 * * the internal flag being set on a child of MyActor
13407 * /* internal child - a background texture */
13408 * self->priv->background_tex = clutter_texture_new ();
13409 * clutter_actor_set_parent (self->priv->background_tex,
13410 * CLUTTER_ACTOR (self));
13412 * /* internal child - a label */
13413 * self->priv->label = clutter_text_new ();
13414 * clutter_actor_set_parent (self->priv->label,
13415 * CLUTTER_ACTOR (self));
13417 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
13419 * /* calling clutter_actor_set_parent() now will not result in
13420 * * the internal flag being set on a child of MyActor
13425 * This function will be used by Clutter to toggle an "internal child"
13426 * flag whenever clutter_actor_set_parent() is called; internal children
13427 * are handled differently by Clutter, specifically when destroying their
13430 * Call clutter_actor_pop_internal() when you finished adding internal
13433 * Nested calls to clutter_actor_push_internal() are allowed, but each
13434 * one must by followed by a clutter_actor_pop_internal() call.
13438 * Deprecated: 1.10: All children of an actor are accessible through
13439 * the #ClutterActor API, and #ClutterActor implements the
13440 * #ClutterContainer interface, so this function is only useful
13441 * for legacy containers overriding the default implementation.
13444 clutter_actor_push_internal (ClutterActor *self)
13446 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13448 self->priv->internal_child += 1;
13452 * clutter_actor_pop_internal:
13453 * @self: a #ClutterActor
13455 * Disables the effects of clutter_actor_push_internal().
13459 * Deprecated: 1.10: All children of an actor are accessible through
13460 * the #ClutterActor API. This function is only useful for legacy
13461 * containers overriding the default implementation of the
13462 * #ClutterContainer interface.
13465 clutter_actor_pop_internal (ClutterActor *self)
13467 ClutterActorPrivate *priv;
13469 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13473 if (priv->internal_child == 0)
13475 g_warning ("Mismatched %s: you need to call "
13476 "clutter_actor_push_composite() at least once before "
13477 "calling this function", G_STRFUNC);
13481 priv->internal_child -= 1;
13485 * clutter_actor_has_pointer:
13486 * @self: a #ClutterActor
13488 * Checks whether an actor contains the pointer of a
13489 * #ClutterInputDevice
13491 * Return value: %TRUE if the actor contains the pointer, and
13497 clutter_actor_has_pointer (ClutterActor *self)
13499 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13501 return self->priv->has_pointer;
13504 /* XXX: This is a workaround for not being able to break the ABI of
13505 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
13506 * clutter_actor_queue_clipped_redraw() for details.
13508 ClutterPaintVolume *
13509 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
13511 return g_object_get_data (G_OBJECT (self),
13512 "-clutter-actor-queue-redraw-clip");
13516 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
13517 ClutterPaintVolume *clip)
13519 g_object_set_data (G_OBJECT (self),
13520 "-clutter-actor-queue-redraw-clip",
13525 * clutter_actor_has_allocation:
13526 * @self: a #ClutterActor
13528 * Checks if the actor has an up-to-date allocation assigned to
13529 * it. This means that the actor should have an allocation: it's
13530 * visible and has a parent. It also means that there is no
13531 * outstanding relayout request in progress for the actor or its
13532 * children (There might be other outstanding layout requests in
13533 * progress that will cause the actor to get a new allocation
13534 * when the stage is laid out, however).
13536 * If this function returns %FALSE, then the actor will normally
13537 * be allocated before it is next drawn on the screen.
13539 * Return value: %TRUE if the actor has an up-to-date allocation
13544 clutter_actor_has_allocation (ClutterActor *self)
13546 ClutterActorPrivate *priv;
13548 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13552 return priv->parent != NULL &&
13553 CLUTTER_ACTOR_IS_VISIBLE (self) &&
13554 !priv->needs_allocation;
13558 * clutter_actor_add_action:
13559 * @self: a #ClutterActor
13560 * @action: a #ClutterAction
13562 * Adds @action to the list of actions applied to @self
13564 * A #ClutterAction can only belong to one actor at a time
13566 * The #ClutterActor will hold a reference on @action until either
13567 * clutter_actor_remove_action() or clutter_actor_clear_actions()
13573 clutter_actor_add_action (ClutterActor *self,
13574 ClutterAction *action)
13576 ClutterActorPrivate *priv;
13578 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13579 g_return_if_fail (CLUTTER_IS_ACTION (action));
13583 if (priv->actions == NULL)
13585 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13586 priv->actions->actor = self;
13589 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
13591 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13595 * clutter_actor_add_action_with_name:
13596 * @self: a #ClutterActor
13597 * @name: the name to set on the action
13598 * @action: a #ClutterAction
13600 * A convenience function for setting the name of a #ClutterAction
13601 * while adding it to the list of actions applied to @self
13603 * This function is the logical equivalent of:
13606 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13607 * clutter_actor_add_action (self, action);
13613 clutter_actor_add_action_with_name (ClutterActor *self,
13615 ClutterAction *action)
13617 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13618 g_return_if_fail (name != NULL);
13619 g_return_if_fail (CLUTTER_IS_ACTION (action));
13621 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13622 clutter_actor_add_action (self, action);
13626 * clutter_actor_remove_action:
13627 * @self: a #ClutterActor
13628 * @action: a #ClutterAction
13630 * Removes @action from the list of actions applied to @self
13632 * The reference held by @self on the #ClutterAction will be released
13637 clutter_actor_remove_action (ClutterActor *self,
13638 ClutterAction *action)
13640 ClutterActorPrivate *priv;
13642 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13643 g_return_if_fail (CLUTTER_IS_ACTION (action));
13647 if (priv->actions == NULL)
13650 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
13652 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13656 * clutter_actor_remove_action_by_name:
13657 * @self: a #ClutterActor
13658 * @name: the name of the action to remove
13660 * Removes the #ClutterAction with the given name from the list
13661 * of actions applied to @self
13666 clutter_actor_remove_action_by_name (ClutterActor *self,
13669 ClutterActorPrivate *priv;
13670 ClutterActorMeta *meta;
13672 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13673 g_return_if_fail (name != NULL);
13677 if (priv->actions == NULL)
13680 meta = _clutter_meta_group_get_meta (priv->actions, name);
13684 _clutter_meta_group_remove_meta (priv->actions, meta);
13686 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13690 * clutter_actor_get_actions:
13691 * @self: a #ClutterActor
13693 * Retrieves the list of actions applied to @self
13695 * Return value: (transfer container) (element-type Clutter.Action): a copy
13696 * of the list of #ClutterAction<!-- -->s. The contents of the list are
13697 * owned by the #ClutterActor. Use g_list_free() to free the resources
13698 * allocated by the returned #GList
13703 clutter_actor_get_actions (ClutterActor *self)
13705 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13707 if (self->priv->actions == NULL)
13710 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
13714 * clutter_actor_get_action:
13715 * @self: a #ClutterActor
13716 * @name: the name of the action to retrieve
13718 * Retrieves the #ClutterAction with the given name in the list
13719 * of actions applied to @self
13721 * Return value: (transfer none): a #ClutterAction for the given
13722 * name, or %NULL. The returned #ClutterAction is owned by the
13723 * actor and it should not be unreferenced directly
13728 clutter_actor_get_action (ClutterActor *self,
13731 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13732 g_return_val_if_fail (name != NULL, NULL);
13734 if (self->priv->actions == NULL)
13737 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
13741 * clutter_actor_clear_actions:
13742 * @self: a #ClutterActor
13744 * Clears the list of actions applied to @self
13749 clutter_actor_clear_actions (ClutterActor *self)
13751 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13753 if (self->priv->actions == NULL)
13756 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
13760 * clutter_actor_add_constraint:
13761 * @self: a #ClutterActor
13762 * @constraint: a #ClutterConstraint
13764 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
13767 * The #ClutterActor will hold a reference on the @constraint until
13768 * either clutter_actor_remove_constraint() or
13769 * clutter_actor_clear_constraints() is called.
13774 clutter_actor_add_constraint (ClutterActor *self,
13775 ClutterConstraint *constraint)
13777 ClutterActorPrivate *priv;
13779 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13780 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13784 if (priv->constraints == NULL)
13786 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13787 priv->constraints->actor = self;
13790 _clutter_meta_group_add_meta (priv->constraints,
13791 CLUTTER_ACTOR_META (constraint));
13792 clutter_actor_queue_relayout (self);
13794 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13798 * clutter_actor_add_constraint_with_name:
13799 * @self: a #ClutterActor
13800 * @name: the name to set on the constraint
13801 * @constraint: a #ClutterConstraint
13803 * A convenience function for setting the name of a #ClutterConstraint
13804 * while adding it to the list of constraints applied to @self
13806 * This function is the logical equivalent of:
13809 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13810 * clutter_actor_add_constraint (self, constraint);
13816 clutter_actor_add_constraint_with_name (ClutterActor *self,
13818 ClutterConstraint *constraint)
13820 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13821 g_return_if_fail (name != NULL);
13822 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13824 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13825 clutter_actor_add_constraint (self, constraint);
13829 * clutter_actor_remove_constraint:
13830 * @self: a #ClutterActor
13831 * @constraint: a #ClutterConstraint
13833 * Removes @constraint from the list of constraints applied to @self
13835 * The reference held by @self on the #ClutterConstraint will be released
13840 clutter_actor_remove_constraint (ClutterActor *self,
13841 ClutterConstraint *constraint)
13843 ClutterActorPrivate *priv;
13845 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13846 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13850 if (priv->constraints == NULL)
13853 _clutter_meta_group_remove_meta (priv->constraints,
13854 CLUTTER_ACTOR_META (constraint));
13855 clutter_actor_queue_relayout (self);
13857 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13861 * clutter_actor_remove_constraint_by_name:
13862 * @self: a #ClutterActor
13863 * @name: the name of the constraint to remove
13865 * Removes the #ClutterConstraint with the given name from the list
13866 * of constraints applied to @self
13871 clutter_actor_remove_constraint_by_name (ClutterActor *self,
13874 ClutterActorPrivate *priv;
13875 ClutterActorMeta *meta;
13877 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13878 g_return_if_fail (name != NULL);
13882 if (priv->constraints == NULL)
13885 meta = _clutter_meta_group_get_meta (priv->constraints, name);
13889 _clutter_meta_group_remove_meta (priv->constraints, meta);
13890 clutter_actor_queue_relayout (self);
13894 * clutter_actor_get_constraints:
13895 * @self: a #ClutterActor
13897 * Retrieves the list of constraints applied to @self
13899 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
13900 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
13901 * owned by the #ClutterActor. Use g_list_free() to free the resources
13902 * allocated by the returned #GList
13907 clutter_actor_get_constraints (ClutterActor *self)
13909 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13911 if (self->priv->constraints == NULL)
13914 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
13918 * clutter_actor_get_constraint:
13919 * @self: a #ClutterActor
13920 * @name: the name of the constraint to retrieve
13922 * Retrieves the #ClutterConstraint with the given name in the list
13923 * of constraints applied to @self
13925 * Return value: (transfer none): a #ClutterConstraint for the given
13926 * name, or %NULL. The returned #ClutterConstraint is owned by the
13927 * actor and it should not be unreferenced directly
13931 ClutterConstraint *
13932 clutter_actor_get_constraint (ClutterActor *self,
13935 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13936 g_return_val_if_fail (name != NULL, NULL);
13938 if (self->priv->constraints == NULL)
13941 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
13945 * clutter_actor_clear_constraints:
13946 * @self: a #ClutterActor
13948 * Clears the list of constraints applied to @self
13953 clutter_actor_clear_constraints (ClutterActor *self)
13955 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13957 if (self->priv->constraints == NULL)
13960 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
13962 clutter_actor_queue_relayout (self);
13966 * clutter_actor_set_clip_to_allocation:
13967 * @self: a #ClutterActor
13968 * @clip_set: %TRUE to apply a clip tracking the allocation
13970 * Sets whether @self should be clipped to the same size as its
13976 clutter_actor_set_clip_to_allocation (ClutterActor *self,
13979 ClutterActorPrivate *priv;
13981 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13983 clip_set = !!clip_set;
13987 if (priv->clip_to_allocation != clip_set)
13989 priv->clip_to_allocation = clip_set;
13991 clutter_actor_queue_redraw (self);
13993 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
13998 * clutter_actor_get_clip_to_allocation:
13999 * @self: a #ClutterActor
14001 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
14003 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
14008 clutter_actor_get_clip_to_allocation (ClutterActor *self)
14010 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14012 return self->priv->clip_to_allocation;
14016 * clutter_actor_add_effect:
14017 * @self: a #ClutterActor
14018 * @effect: a #ClutterEffect
14020 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
14022 * The #ClutterActor will hold a reference on the @effect until either
14023 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
14029 clutter_actor_add_effect (ClutterActor *self,
14030 ClutterEffect *effect)
14032 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14033 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14035 _clutter_actor_add_effect_internal (self, effect);
14037 clutter_actor_queue_redraw (self);
14039 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14043 * clutter_actor_add_effect_with_name:
14044 * @self: a #ClutterActor
14045 * @name: the name to set on the effect
14046 * @effect: a #ClutterEffect
14048 * A convenience function for setting the name of a #ClutterEffect
14049 * while adding it to the list of effectss applied to @self
14051 * This function is the logical equivalent of:
14054 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14055 * clutter_actor_add_effect (self, effect);
14061 clutter_actor_add_effect_with_name (ClutterActor *self,
14063 ClutterEffect *effect)
14065 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14066 g_return_if_fail (name != NULL);
14067 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14069 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14070 clutter_actor_add_effect (self, effect);
14074 * clutter_actor_remove_effect:
14075 * @self: a #ClutterActor
14076 * @effect: a #ClutterEffect
14078 * Removes @effect from the list of effects applied to @self
14080 * The reference held by @self on the #ClutterEffect will be released
14085 clutter_actor_remove_effect (ClutterActor *self,
14086 ClutterEffect *effect)
14088 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14089 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14091 _clutter_actor_remove_effect_internal (self, effect);
14093 clutter_actor_queue_redraw (self);
14095 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14099 * clutter_actor_remove_effect_by_name:
14100 * @self: a #ClutterActor
14101 * @name: the name of the effect to remove
14103 * Removes the #ClutterEffect with the given name from the list
14104 * of effects applied to @self
14109 clutter_actor_remove_effect_by_name (ClutterActor *self,
14112 ClutterActorPrivate *priv;
14113 ClutterActorMeta *meta;
14115 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14116 g_return_if_fail (name != NULL);
14120 if (priv->effects == NULL)
14123 meta = _clutter_meta_group_get_meta (priv->effects, name);
14127 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
14131 * clutter_actor_get_effects:
14132 * @self: a #ClutterActor
14134 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
14136 * Return value: (transfer container) (element-type Clutter.Effect): a list
14137 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
14138 * list are owned by Clutter and they should not be freed. You should
14139 * free the returned list using g_list_free() when done
14144 clutter_actor_get_effects (ClutterActor *self)
14146 ClutterActorPrivate *priv;
14148 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14152 if (priv->effects == NULL)
14155 return _clutter_meta_group_get_metas_no_internal (priv->effects);
14159 * clutter_actor_get_effect:
14160 * @self: a #ClutterActor
14161 * @name: the name of the effect to retrieve
14163 * Retrieves the #ClutterEffect with the given name in the list
14164 * of effects applied to @self
14166 * Return value: (transfer none): a #ClutterEffect for the given
14167 * name, or %NULL. The returned #ClutterEffect is owned by the
14168 * actor and it should not be unreferenced directly
14173 clutter_actor_get_effect (ClutterActor *self,
14176 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14177 g_return_val_if_fail (name != NULL, NULL);
14179 if (self->priv->effects == NULL)
14182 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
14186 * clutter_actor_clear_effects:
14187 * @self: a #ClutterActor
14189 * Clears the list of effects applied to @self
14194 clutter_actor_clear_effects (ClutterActor *self)
14196 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14198 if (self->priv->effects == NULL)
14201 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
14203 clutter_actor_queue_redraw (self);
14207 * clutter_actor_has_key_focus:
14208 * @self: a #ClutterActor
14210 * Checks whether @self is the #ClutterActor that has key focus
14212 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
14217 clutter_actor_has_key_focus (ClutterActor *self)
14219 ClutterActor *stage;
14221 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14223 stage = _clutter_actor_get_stage_internal (self);
14227 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
14231 _clutter_actor_get_paint_volume_real (ClutterActor *self,
14232 ClutterPaintVolume *pv)
14234 ClutterActorPrivate *priv = self->priv;
14236 /* Actors are only expected to report a valid paint volume
14237 * while they have a valid allocation. */
14238 if (G_UNLIKELY (priv->needs_allocation))
14240 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14241 "Actor needs allocation",
14242 _clutter_actor_get_debug_name (self));
14246 /* Check if there are any handlers connected to the paint
14247 * signal. If there are then all bets are off for what the paint
14248 * volume for this actor might possibly be!
14250 * XXX: It's expected that this is going to end up being quite a
14251 * costly check to have to do here, but we haven't come up with
14252 * another solution that can reliably catch paint signal handlers at
14253 * the right time to either avoid artefacts due to invalid stage
14254 * clipping or due to incorrect culling.
14256 * Previously we checked in clutter_actor_paint(), but at that time
14257 * we may already be using a stage clip that could be derived from
14258 * an invalid paint-volume. We used to try and handle that by
14259 * queuing a follow up, unclipped, redraw but still the previous
14260 * checking wasn't enough to catch invalid volumes involved in
14261 * culling (considering that containers may derive their volume from
14262 * children that haven't yet been painted)
14264 * Longer term, improved solutions could be:
14265 * - Disallow painting in the paint signal, only allow using it
14266 * for tracking when paints happen. We can add another API that
14267 * allows monkey patching the paint of arbitrary actors but in a
14268 * more controlled way and that also supports modifying the
14270 * - If we could be notified somehow when signal handlers are
14271 * connected we wouldn't have to poll for handlers like this.
14273 if (g_signal_has_handler_pending (self,
14274 actor_signals[PAINT],
14278 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14279 "Actor has \"paint\" signal handlers",
14280 _clutter_actor_get_debug_name (self));
14284 _clutter_paint_volume_init_static (pv, self);
14286 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
14288 clutter_paint_volume_free (pv);
14289 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14290 "Actor failed to report a volume",
14291 _clutter_actor_get_debug_name (self));
14295 /* since effects can modify the paint volume, we allow them to actually
14296 * do this by making get_paint_volume() "context sensitive"
14298 if (priv->effects != NULL)
14300 if (priv->current_effect != NULL)
14302 const GList *effects, *l;
14304 /* if we are being called from within the paint sequence of
14305 * an actor, get the paint volume up to the current effect
14307 effects = _clutter_meta_group_peek_metas (priv->effects);
14309 l != NULL || (l != NULL && l->data != priv->current_effect);
14312 if (!_clutter_effect_get_paint_volume (l->data, pv))
14314 clutter_paint_volume_free (pv);
14315 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14316 "Effect (%s) failed to report a volume",
14317 _clutter_actor_get_debug_name (self),
14318 _clutter_actor_meta_get_debug_name (l->data));
14325 const GList *effects, *l;
14327 /* otherwise, get the cumulative volume */
14328 effects = _clutter_meta_group_peek_metas (priv->effects);
14329 for (l = effects; l != NULL; l = l->next)
14330 if (!_clutter_effect_get_paint_volume (l->data, pv))
14332 clutter_paint_volume_free (pv);
14333 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14334 "Effect (%s) failed to report a volume",
14335 _clutter_actor_get_debug_name (self),
14336 _clutter_actor_meta_get_debug_name (l->data));
14345 /* The public clutter_actor_get_paint_volume API returns a const
14346 * pointer since we return a pointer directly to the cached
14347 * PaintVolume associated with the actor and don't want the user to
14348 * inadvertently modify it, but for internal uses we sometimes need
14349 * access to the same PaintVolume but need to apply some book-keeping
14350 * modifications to it so we don't want a const pointer.
14352 static ClutterPaintVolume *
14353 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
14355 ClutterActorPrivate *priv;
14359 if (priv->paint_volume_valid)
14360 clutter_paint_volume_free (&priv->paint_volume);
14362 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
14364 priv->paint_volume_valid = TRUE;
14365 return &priv->paint_volume;
14369 priv->paint_volume_valid = FALSE;
14375 * clutter_actor_get_paint_volume:
14376 * @self: a #ClutterActor
14378 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
14379 * when a paint volume can't be determined.
14381 * The paint volume is defined as the 3D space occupied by an actor
14382 * when being painted.
14384 * This function will call the <function>get_paint_volume()</function>
14385 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
14386 * should not usually care about overriding the default implementation,
14387 * unless they are, for instance: painting outside their allocation, or
14388 * actors with a depth factor (not in terms of #ClutterActor:depth but real
14391 * <note>2D actors overriding <function>get_paint_volume()</function>
14392 * ensure their volume has a depth of 0. (This will be true so long as
14393 * you don't call clutter_paint_volume_set_depth().)</note>
14395 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14396 * or %NULL if no volume could be determined.
14400 const ClutterPaintVolume *
14401 clutter_actor_get_paint_volume (ClutterActor *self)
14403 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14405 return _clutter_actor_get_paint_volume_mutable (self);
14409 * clutter_actor_get_transformed_paint_volume:
14410 * @self: a #ClutterActor
14411 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
14412 * (or %NULL for the stage)
14414 * Retrieves the 3D paint volume of an actor like
14415 * clutter_actor_get_paint_volume() does (Please refer to the
14416 * documentation of clutter_actor_get_paint_volume() for more
14417 * details.) and it additionally transforms the paint volume into the
14418 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
14419 * is passed for @relative_to_ancestor)
14421 * This can be used by containers that base their paint volume on
14422 * the volume of their children. Such containers can query the
14423 * transformed paint volume of all of its children and union them
14424 * together using clutter_paint_volume_union().
14426 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14427 * or %NULL if no volume could be determined.
14431 const ClutterPaintVolume *
14432 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
14433 ClutterActor *relative_to_ancestor)
14435 const ClutterPaintVolume *volume;
14436 ClutterActor *stage;
14437 ClutterPaintVolume *transformed_volume;
14439 stage = _clutter_actor_get_stage_internal (self);
14440 if (G_UNLIKELY (stage == NULL))
14443 if (relative_to_ancestor == NULL)
14444 relative_to_ancestor = stage;
14446 volume = clutter_actor_get_paint_volume (self);
14447 if (volume == NULL)
14450 transformed_volume =
14451 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
14453 _clutter_paint_volume_copy_static (volume, transformed_volume);
14455 _clutter_paint_volume_transform_relative (transformed_volume,
14456 relative_to_ancestor);
14458 return transformed_volume;
14462 * clutter_actor_get_paint_box:
14463 * @self: a #ClutterActor
14464 * @box: (out): return location for a #ClutterActorBox
14466 * Retrieves the paint volume of the passed #ClutterActor, and
14467 * transforms it into a 2D bounding box in stage coordinates.
14469 * This function is useful to determine the on screen area occupied by
14470 * the actor. The box is only an approximation and may often be
14471 * considerably larger due to the optimizations used to calculate the
14472 * box. The box is never smaller though, so it can reliably be used
14475 * There are times when a 2D paint box can't be determined, e.g.
14476 * because the actor isn't yet parented under a stage or because
14477 * the actor is unable to determine a paint volume.
14479 * Return value: %TRUE if a 2D paint box could be determined, else
14485 clutter_actor_get_paint_box (ClutterActor *self,
14486 ClutterActorBox *box)
14488 ClutterActor *stage;
14489 ClutterPaintVolume *pv;
14491 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14492 g_return_val_if_fail (box != NULL, FALSE);
14494 stage = _clutter_actor_get_stage_internal (self);
14495 if (G_UNLIKELY (!stage))
14498 pv = _clutter_actor_get_paint_volume_mutable (self);
14499 if (G_UNLIKELY (!pv))
14502 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
14508 * clutter_actor_has_overlaps:
14509 * @self: A #ClutterActor
14511 * Asks the actor's implementation whether it may contain overlapping
14514 * For example; Clutter may use this to determine whether the painting
14515 * should be redirected to an offscreen buffer to correctly implement
14516 * the opacity property.
14518 * Custom actors can override the default response by implementing the
14519 * #ClutterActor <function>has_overlaps</function> virtual function. See
14520 * clutter_actor_set_offscreen_redirect() for more information.
14522 * Return value: %TRUE if the actor may have overlapping primitives, and
14528 clutter_actor_has_overlaps (ClutterActor *self)
14530 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14532 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
14536 * clutter_actor_has_effects:
14537 * @self: A #ClutterActor
14539 * Returns whether the actor has any effects applied.
14541 * Return value: %TRUE if the actor has any effects,
14547 clutter_actor_has_effects (ClutterActor *self)
14549 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14551 if (self->priv->effects == NULL)
14554 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
14558 * clutter_actor_has_constraints:
14559 * @self: A #ClutterActor
14561 * Returns whether the actor has any constraints applied.
14563 * Return value: %TRUE if the actor has any constraints,
14569 clutter_actor_has_constraints (ClutterActor *self)
14571 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14573 return self->priv->constraints != NULL;
14577 * clutter_actor_has_actions:
14578 * @self: A #ClutterActor
14580 * Returns whether the actor has any actions applied.
14582 * Return value: %TRUE if the actor has any actions,
14588 clutter_actor_has_actions (ClutterActor *self)
14590 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14592 return self->priv->actions != NULL;
14596 * clutter_actor_get_n_children:
14597 * @self: a #ClutterActor
14599 * Retrieves the number of children of @self.
14601 * Return value: the number of children of an actor
14606 clutter_actor_get_n_children (ClutterActor *self)
14608 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14610 return self->priv->n_children;
14614 * clutter_actor_get_child_at_index:
14615 * @self: a #ClutterActor
14616 * @index_: the position in the list of children
14618 * Retrieves the actor at the given @index_ inside the list of
14619 * children of @self.
14621 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
14626 clutter_actor_get_child_at_index (ClutterActor *self,
14629 ClutterActor *iter;
14632 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14633 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
14635 for (iter = self->priv->first_child, i = 0;
14636 iter != NULL && i < index_;
14637 iter = iter->priv->next_sibling, i += 1)
14644 * _clutter_actor_foreach_child:
14645 * @actor: The actor whos children you want to iterate
14646 * @callback: The function to call for each child
14647 * @user_data: Private data to pass to @callback
14649 * Calls a given @callback once for each child of the specified @actor and
14650 * passing the @user_data pointer each time.
14652 * Return value: returns %TRUE if all children were iterated, else
14653 * %FALSE if a callback broke out of iteration early.
14656 _clutter_actor_foreach_child (ClutterActor *self,
14657 ClutterForeachCallback callback,
14658 gpointer user_data)
14660 ClutterActorPrivate *priv = self->priv;
14661 ClutterActor *iter;
14664 for (cont = TRUE, iter = priv->first_child;
14665 cont && iter != NULL;
14666 iter = iter->priv->next_sibling)
14668 cont = callback (iter, user_data);
14674 /* For debugging purposes this gives us a simple way to print out
14675 * the scenegraph e.g in gdb using:
14677 * _clutter_actor_traverse (stage,
14679 * _clutter_debug_print_actor_cb,
14684 ClutterActorTraverseVisitFlags
14685 _clutter_debug_print_actor_cb (ClutterActor *actor,
14689 g_print ("%*s%s:%p\n",
14691 _clutter_actor_get_debug_name (actor),
14694 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14698 _clutter_actor_traverse_breadth (ClutterActor *actor,
14699 ClutterTraverseCallback callback,
14700 gpointer user_data)
14702 GQueue *queue = g_queue_new ();
14703 ClutterActor dummy;
14704 int current_depth = 0;
14706 g_queue_push_tail (queue, actor);
14707 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
14709 while ((actor = g_queue_pop_head (queue)))
14711 ClutterActorTraverseVisitFlags flags;
14713 if (actor == &dummy)
14716 g_queue_push_tail (queue, &dummy);
14720 flags = callback (actor, current_depth, user_data);
14721 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14723 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14725 ClutterActor *iter;
14727 for (iter = actor->priv->first_child;
14729 iter = iter->priv->next_sibling)
14731 g_queue_push_tail (queue, iter);
14736 g_queue_free (queue);
14739 static ClutterActorTraverseVisitFlags
14740 _clutter_actor_traverse_depth (ClutterActor *actor,
14741 ClutterTraverseCallback before_children_callback,
14742 ClutterTraverseCallback after_children_callback,
14744 gpointer user_data)
14746 ClutterActorTraverseVisitFlags flags;
14748 flags = before_children_callback (actor, current_depth, user_data);
14749 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14750 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14752 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14754 ClutterActor *iter;
14756 for (iter = actor->priv->first_child;
14758 iter = iter->priv->next_sibling)
14760 flags = _clutter_actor_traverse_depth (iter,
14761 before_children_callback,
14762 after_children_callback,
14766 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14767 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14771 if (after_children_callback)
14772 return after_children_callback (actor, current_depth, user_data);
14774 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14777 /* _clutter_actor_traverse:
14778 * @actor: The actor to start traversing the graph from
14779 * @flags: These flags may affect how the traversal is done
14780 * @before_children_callback: A function to call before visiting the
14781 * children of the current actor.
14782 * @after_children_callback: A function to call after visiting the
14783 * children of the current actor. (Ignored if
14784 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
14785 * @user_data: The private data to pass to the callbacks
14787 * Traverses the scenegraph starting at the specified @actor and
14788 * descending through all its children and its children's children.
14789 * For each actor traversed @before_children_callback and
14790 * @after_children_callback are called with the specified
14791 * @user_data, before and after visiting that actor's children.
14793 * The callbacks can return flags that affect the ongoing traversal
14794 * such as by skipping over an actors children or bailing out of
14795 * any further traversing.
14798 _clutter_actor_traverse (ClutterActor *actor,
14799 ClutterActorTraverseFlags flags,
14800 ClutterTraverseCallback before_children_callback,
14801 ClutterTraverseCallback after_children_callback,
14802 gpointer user_data)
14804 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
14805 _clutter_actor_traverse_breadth (actor,
14806 before_children_callback,
14808 else /* DEPTH_FIRST */
14809 _clutter_actor_traverse_depth (actor,
14810 before_children_callback,
14811 after_children_callback,
14812 0, /* start depth */
14817 on_layout_manager_changed (ClutterLayoutManager *manager,
14818 ClutterActor *self)
14820 clutter_actor_queue_relayout (self);
14824 * clutter_actor_set_layout_manager:
14825 * @self: a #ClutterActor
14826 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
14828 * Sets the #ClutterLayoutManager delegate object that will be used to
14829 * lay out the children of @self.
14831 * The #ClutterActor will take a reference on the passed @manager which
14832 * will be released either when the layout manager is removed, or when
14833 * the actor is destroyed.
14838 clutter_actor_set_layout_manager (ClutterActor *self,
14839 ClutterLayoutManager *manager)
14841 ClutterActorPrivate *priv;
14843 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14844 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
14848 if (priv->layout_manager != NULL)
14850 g_signal_handlers_disconnect_by_func (priv->layout_manager,
14851 G_CALLBACK (on_layout_manager_changed),
14853 clutter_layout_manager_set_container (priv->layout_manager, NULL);
14854 g_object_unref (priv->layout_manager);
14857 priv->layout_manager = manager;
14859 if (priv->layout_manager != NULL)
14861 g_object_ref_sink (priv->layout_manager);
14862 clutter_layout_manager_set_container (priv->layout_manager,
14863 CLUTTER_CONTAINER (self));
14864 g_signal_connect (priv->layout_manager, "layout-changed",
14865 G_CALLBACK (on_layout_manager_changed),
14869 clutter_actor_queue_relayout (self);
14871 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
14875 * clutter_actor_get_layout_manager:
14876 * @self: a #ClutterActor
14878 * Retrieves the #ClutterLayoutManager used by @self.
14880 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
14885 ClutterLayoutManager *
14886 clutter_actor_get_layout_manager (ClutterActor *self)
14888 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14890 return self->priv->layout_manager;
14893 static const ClutterLayoutInfo default_layout_info = {
14896 { 0, 0, 0, 0 }, /* margin */
14897 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
14898 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
14899 0.f, 0.f, /* min_width, natural_width */
14900 0.f, 0.f, /* natual_width, natural_height */
14904 layout_info_free (gpointer data)
14906 if (G_LIKELY (data != NULL))
14907 g_slice_free (ClutterLayoutInfo, data);
14911 * _clutter_actor_get_layout_info:
14912 * @self: a #ClutterActor
14914 * Retrieves a pointer to the ClutterLayoutInfo structure.
14916 * If the actor does not have a ClutterLayoutInfo associated to it, one
14917 * will be created and initialized to the default values.
14919 * This function should be used for setters.
14921 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
14924 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
14926 ClutterLayoutInfo *
14927 _clutter_actor_get_layout_info (ClutterActor *self)
14929 ClutterLayoutInfo *retval;
14931 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
14932 if (retval == NULL)
14934 retval = g_slice_new (ClutterLayoutInfo);
14936 *retval = default_layout_info;
14938 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
14947 * _clutter_actor_get_layout_info_or_defaults:
14948 * @self: a #ClutterActor
14950 * Retrieves the ClutterLayoutInfo structure associated to an actor.
14952 * If the actor does not have a ClutterLayoutInfo structure associated to it,
14953 * then the default structure will be returned.
14955 * This function should only be used for getters.
14957 * Return value: a const pointer to the ClutterLayoutInfo structure
14959 const ClutterLayoutInfo *
14960 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
14962 const ClutterLayoutInfo *info;
14964 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
14966 return &default_layout_info;
14972 * clutter_actor_set_x_align:
14973 * @self: a #ClutterActor
14974 * @x_align: the horizontal alignment policy
14976 * Sets the horizontal alignment policy of a #ClutterActor, in case the
14977 * actor received extra horizontal space.
14979 * See also the #ClutterActor:x-align property.
14984 clutter_actor_set_x_align (ClutterActor *self,
14985 ClutterActorAlign x_align)
14987 ClutterLayoutInfo *info;
14989 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14991 info = _clutter_actor_get_layout_info (self);
14993 if (info->x_align != x_align)
14995 info->x_align = x_align;
14997 clutter_actor_queue_relayout (self);
14999 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
15004 * clutter_actor_get_x_align:
15005 * @self: a #ClutterActor
15007 * Retrieves the horizontal alignment policy set using
15008 * clutter_actor_set_x_align().
15010 * Return value: the horizontal alignment policy.
15015 clutter_actor_get_x_align (ClutterActor *self)
15017 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15019 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
15023 * clutter_actor_set_y_align:
15024 * @self: a #ClutterActor
15025 * @y_align: the vertical alignment policy
15027 * Sets the vertical alignment policy of a #ClutterActor, in case the
15028 * actor received extra vertical space.
15030 * See also the #ClutterActor:y-align property.
15035 clutter_actor_set_y_align (ClutterActor *self,
15036 ClutterActorAlign y_align)
15038 ClutterLayoutInfo *info;
15040 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15042 info = _clutter_actor_get_layout_info (self);
15044 if (info->y_align != y_align)
15046 info->y_align = y_align;
15048 clutter_actor_queue_relayout (self);
15050 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
15055 * clutter_actor_get_y_align:
15056 * @self: a #ClutterActor
15058 * Retrieves the vertical alignment policy set using
15059 * clutter_actor_set_y_align().
15061 * Return value: the vertical alignment policy.
15066 clutter_actor_get_y_align (ClutterActor *self)
15068 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15070 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
15075 * clutter_margin_new:
15077 * Creates a new #ClutterMargin.
15079 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
15080 * clutter_margin_free() to free the resources associated with it when
15086 clutter_margin_new (void)
15088 return g_slice_new0 (ClutterMargin);
15092 * clutter_margin_copy:
15093 * @margin_: a #ClutterMargin
15095 * Creates a new #ClutterMargin and copies the contents of @margin_ into
15096 * the newly created structure.
15098 * Return value: (transfer full): a copy of the #ClutterMargin.
15103 clutter_margin_copy (const ClutterMargin *margin_)
15105 if (G_LIKELY (margin_ != NULL))
15106 return g_slice_dup (ClutterMargin, margin_);
15112 * clutter_margin_free:
15113 * @margin_: a #ClutterMargin
15115 * Frees the resources allocated by clutter_margin_new() and
15116 * clutter_margin_copy().
15121 clutter_margin_free (ClutterMargin *margin_)
15123 if (G_LIKELY (margin_ != NULL))
15124 g_slice_free (ClutterMargin, margin_);
15127 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
15128 clutter_margin_copy,
15129 clutter_margin_free)
15132 * clutter_actor_set_margin:
15133 * @self: a #ClutterActor
15134 * @margin: a #ClutterMargin
15136 * Sets all the components of the margin of a #ClutterActor.
15141 clutter_actor_set_margin (ClutterActor *self,
15142 const ClutterMargin *margin)
15144 ClutterLayoutInfo *info;
15148 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15149 g_return_if_fail (margin != NULL);
15151 obj = G_OBJECT (self);
15154 g_object_freeze_notify (obj);
15156 info = _clutter_actor_get_layout_info (self);
15158 if (info->margin.top != margin->top)
15160 info->margin.top = margin->top;
15161 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
15165 if (info->margin.right != margin->right)
15167 info->margin.right = margin->right;
15168 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
15172 if (info->margin.bottom != margin->bottom)
15174 info->margin.bottom = margin->bottom;
15175 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
15179 if (info->margin.left != margin->left)
15181 info->margin.left = margin->left;
15182 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
15187 clutter_actor_queue_relayout (self);
15189 g_object_thaw_notify (obj);
15193 * clutter_actor_get_margin:
15194 * @self: a #ClutterActor
15195 * @margin: (out caller-allocates): return location for a #ClutterMargin
15197 * Retrieves all the components of the margin of a #ClutterActor.
15202 clutter_actor_get_margin (ClutterActor *self,
15203 ClutterMargin *margin)
15205 const ClutterLayoutInfo *info;
15207 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15208 g_return_if_fail (margin != NULL);
15210 info = _clutter_actor_get_layout_info_or_defaults (self);
15212 *margin = info->margin;
15216 * clutter_actor_set_margin_top:
15217 * @self: a #ClutterActor
15218 * @margin: the top margin
15220 * Sets the margin from the top of a #ClutterActor.
15225 clutter_actor_set_margin_top (ClutterActor *self,
15228 ClutterLayoutInfo *info;
15230 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15231 g_return_if_fail (margin >= 0.f);
15233 info = _clutter_actor_get_layout_info (self);
15235 if (info->margin.top == margin)
15238 info->margin.top = margin;
15240 clutter_actor_queue_relayout (self);
15242 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
15246 * clutter_actor_get_margin_top:
15247 * @self: a #ClutterActor
15249 * Retrieves the top margin of a #ClutterActor.
15251 * Return value: the top margin
15256 clutter_actor_get_margin_top (ClutterActor *self)
15258 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15260 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
15264 * clutter_actor_set_margin_bottom:
15265 * @self: a #ClutterActor
15266 * @margin: the bottom margin
15268 * Sets the margin from the bottom of a #ClutterActor.
15273 clutter_actor_set_margin_bottom (ClutterActor *self,
15276 ClutterLayoutInfo *info;
15278 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15279 g_return_if_fail (margin >= 0.f);
15281 info = _clutter_actor_get_layout_info (self);
15283 if (info->margin.bottom == margin)
15286 info->margin.bottom = margin;
15288 clutter_actor_queue_relayout (self);
15290 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
15294 * clutter_actor_get_margin_bottom:
15295 * @self: a #ClutterActor
15297 * Retrieves the bottom margin of a #ClutterActor.
15299 * Return value: the bottom margin
15304 clutter_actor_get_margin_bottom (ClutterActor *self)
15306 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15308 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
15312 * clutter_actor_set_margin_left:
15313 * @self: a #ClutterActor
15314 * @margin: the left margin
15316 * Sets the margin from the left of a #ClutterActor.
15321 clutter_actor_set_margin_left (ClutterActor *self,
15324 ClutterLayoutInfo *info;
15326 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15327 g_return_if_fail (margin >= 0.f);
15329 info = _clutter_actor_get_layout_info (self);
15331 if (info->margin.left == margin)
15334 info->margin.left = margin;
15336 clutter_actor_queue_relayout (self);
15338 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
15342 * clutter_actor_get_margin_left:
15343 * @self: a #ClutterActor
15345 * Retrieves the left margin of a #ClutterActor.
15347 * Return value: the left margin
15352 clutter_actor_get_margin_left (ClutterActor *self)
15354 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15356 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
15360 * clutter_actor_set_margin_right:
15361 * @self: a #ClutterActor
15362 * @margin: the right margin
15364 * Sets the margin from the right of a #ClutterActor.
15369 clutter_actor_set_margin_right (ClutterActor *self,
15372 ClutterLayoutInfo *info;
15374 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15375 g_return_if_fail (margin >= 0.f);
15377 info = _clutter_actor_get_layout_info (self);
15379 if (info->margin.right == margin)
15382 info->margin.right = margin;
15384 clutter_actor_queue_relayout (self);
15386 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
15390 * clutter_actor_get_margin_right:
15391 * @self: a #ClutterActor
15393 * Retrieves the right margin of a #ClutterActor.
15395 * Return value: the right margin
15400 clutter_actor_get_margin_right (ClutterActor *self)
15402 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15404 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
15408 * clutter_actor_set_background_color:
15409 * @self: a #ClutterActor
15410 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
15413 * Sets the background color of a #ClutterActor.
15415 * The background color will be used to cover the whole allocation of the
15416 * actor. The default background color of an actor is transparent.
15418 * To check whether an actor has a background color, you can use the
15419 * #ClutterActor:background-color-set actor property.
15424 clutter_actor_set_background_color (ClutterActor *self,
15425 const ClutterColor *color)
15427 ClutterActorPrivate *priv;
15429 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15435 priv->bg_color_set = FALSE;
15436 g_object_notify_by_pspec (G_OBJECT (self),
15437 obj_props[PROP_BACKGROUND_COLOR_SET]);
15441 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
15444 priv->bg_color = *color;
15445 priv->bg_color_set = TRUE;
15447 clutter_actor_queue_redraw (self);
15449 g_object_notify_by_pspec (G_OBJECT (self),
15450 obj_props[PROP_BACKGROUND_COLOR_SET]);
15451 g_object_notify_by_pspec (G_OBJECT (self),
15452 obj_props[PROP_BACKGROUND_COLOR]);
15456 * clutter_actor_get_background_color:
15457 * @self: a #ClutterActor
15458 * @color: (out caller-allocates): return location for a #ClutterColor
15460 * Retrieves the color set using clutter_actor_set_background_color().
15465 clutter_actor_get_background_color (ClutterActor *self,
15466 ClutterColor *color)
15468 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15469 g_return_if_fail (color != NULL);
15471 *color = self->priv->bg_color;
15475 * clutter_actor_get_previous_sibling:
15476 * @self: a #ClutterActor
15478 * Retrieves the sibling of @self that comes before it in the list
15479 * of children of @self's parent.
15481 * The returned pointer is only valid until the scene graph changes; it
15482 * is not safe to modify the list of children of @self while iterating
15485 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15490 clutter_actor_get_previous_sibling (ClutterActor *self)
15492 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15494 return self->priv->prev_sibling;
15498 * clutter_actor_get_next_sibling:
15499 * @self: a #ClutterActor
15501 * Retrieves the sibling of @self that comes after it in the list
15502 * of children of @self's parent.
15504 * The returned pointer is only valid until the scene graph changes; it
15505 * is not safe to modify the list of children of @self while iterating
15508 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15513 clutter_actor_get_next_sibling (ClutterActor *self)
15515 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15517 return self->priv->next_sibling;
15521 * clutter_actor_get_first_child:
15522 * @self: a #ClutterActor
15524 * Retrieves the first child of @self.
15526 * The returned pointer is only valid until the scene graph changes; it
15527 * is not safe to modify the list of children of @self while iterating
15530 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15535 clutter_actor_get_first_child (ClutterActor *self)
15537 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15539 return self->priv->first_child;
15543 * clutter_actor_get_last_child:
15544 * @self: a #ClutterActor
15546 * Retrieves the last child of @self.
15548 * The returned pointer is only valid until the scene graph changes; it
15549 * is not safe to modify the list of children of @self while iterating
15552 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15557 clutter_actor_get_last_child (ClutterActor *self)
15559 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15561 return self->priv->last_child;
15564 /* easy way to have properly named fields instead of the dummy ones
15565 * we use in the public structure
15567 typedef struct _RealActorIter
15569 ClutterActor *root; /* dummy1 */
15570 ClutterActor *current; /* dummy2 */
15571 gpointer padding_1; /* dummy3 */
15572 gint age; /* dummy4 */
15573 gpointer padding_2; /* dummy5 */
15577 * clutter_actor_iter_init:
15578 * @iter: a #ClutterActorIter
15579 * @root: a #ClutterActor
15581 * Initializes a #ClutterActorIter, which can then be used to iterate
15582 * efficiently over a section of the scene graph, and associates it
15585 * Modifying the scene graph section that contains @root will invalidate
15589 * ClutterActorIter iter;
15590 * ClutterActor *child;
15592 * clutter_actor_iter_init (&iter, container);
15593 * while (clutter_actor_iter_next (&iter, &child))
15595 * /* do something with child */
15602 clutter_actor_iter_init (ClutterActorIter *iter,
15603 ClutterActor *root)
15605 RealActorIter *ri = (RealActorIter *) iter;
15607 g_return_if_fail (iter != NULL);
15608 g_return_if_fail (CLUTTER_IS_ACTOR (root));
15611 ri->current = NULL;
15612 ri->age = root->priv->age;
15616 * clutter_actor_iter_next:
15617 * @iter: a #ClutterActorIter
15618 * @child: (out): return location for a #ClutterActor
15620 * Advances the @iter and retrieves the next child of the root #ClutterActor
15621 * that was used to initialize the #ClutterActorIterator.
15623 * If the iterator can advance, this function returns %TRUE and sets the
15626 * If the iterator cannot advance, this function returns %FALSE, and
15627 * the contents of @child are undefined.
15629 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15634 clutter_actor_iter_next (ClutterActorIter *iter,
15635 ClutterActor **child)
15637 RealActorIter *ri = (RealActorIter *) iter;
15639 g_return_val_if_fail (iter != NULL, FALSE);
15640 g_return_val_if_fail (ri->root != NULL, FALSE);
15641 #ifndef G_DISABLE_ASSERT
15642 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15645 if (ri->current == NULL)
15646 ri->current = ri->root->priv->first_child;
15648 ri->current = ri->current->priv->next_sibling;
15651 *child = ri->current;
15653 return ri->current != NULL;
15657 * clutter_actor_iter_next:
15658 * @iter: a #ClutterActorIter
15659 * @child: (out): return location for a #ClutterActor
15661 * Advances the @iter and retrieves the previous child of the root
15662 * #ClutterActor that was used to initialize the #ClutterActorIterator.
15664 * If the iterator can advance, this function returns %TRUE and sets the
15667 * If the iterator cannot advance, this function returns %FALSE, and
15668 * the contents of @child are undefined.
15670 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15675 clutter_actor_iter_prev (ClutterActorIter *iter,
15676 ClutterActor **child)
15678 RealActorIter *ri = (RealActorIter *) iter;
15680 g_return_val_if_fail (iter != NULL, FALSE);
15681 g_return_val_if_fail (ri->root != NULL, FALSE);
15682 #ifndef G_DISABLE_ASSERT
15683 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15686 if (ri->current == NULL)
15687 ri->current = ri->root->priv->last_child;
15689 ri->current = ri->current->priv->prev_sibling;
15692 *child = ri->current;
15694 return ri->current != NULL;
15698 * clutter_actor_iter_remove:
15699 * @iter: a #ClutterActorIter
15701 * Safely removes the #ClutterActor currently pointer to by the iterator
15704 * This function can only be called after clutter_actor_iter_next() or
15705 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15706 * than once for the same actor.
15708 * This function will call clutter_actor_remove_child() internally.
15713 clutter_actor_iter_remove (ClutterActorIter *iter)
15715 RealActorIter *ri = (RealActorIter *) iter;
15718 g_return_if_fail (iter != NULL);
15719 g_return_if_fail (ri->root != NULL);
15720 #ifndef G_DISABLE_ASSERT
15721 g_return_if_fail (ri->age == ri->root->priv->age);
15723 g_return_if_fail (ri->current != NULL);
15729 ri->current = cur->priv->prev_sibling;
15731 clutter_actor_remove_child_internal (ri->root, cur,
15732 REMOVE_CHILD_DEFAULT_FLAGS);
15739 * clutter_actor_iter_destroy:
15740 * @iter: a #ClutterActorIter
15742 * Safely destroys the #ClutterActor currently pointer to by the iterator
15745 * This function can only be called after clutter_actor_iter_next() or
15746 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15747 * than once for the same actor.
15749 * This function will call clutter_actor_destroy() internally.
15754 clutter_actor_iter_destroy (ClutterActorIter *iter)
15756 RealActorIter *ri = (RealActorIter *) iter;
15759 g_return_if_fail (iter != NULL);
15760 g_return_if_fail (ri->root != NULL);
15761 #ifndef G_DISABLE_ASSERT
15762 g_return_if_fail (ri->age == ri->root->priv->age);
15764 g_return_if_fail (ri->current != NULL);
15770 ri->current = cur->priv->prev_sibling;
15772 clutter_actor_destroy (cur);