4 * An OpenGL based 'interactive canvas' library.
6 * Authored By Matthew Allum <mallum@openedhand.com>
8 * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
9 * Copyright (C) 2009, 2010 Intel Corp
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library. If not, see <http://www.gnu.org/licenses/>.
26 * SECTION:clutter-actor
27 * @short_description: Base abstract class for all visual stage actors.
29 * The ClutterActor class is the basic element of the scene graph in Clutter,
30 * and it encapsulates the position, size, and transformations of a node in
33 * <refsect2 id="ClutterActor-transformations">
34 * <title>Actor transformations</title>
35 * <para>Each actor can be transformed using methods like
36 * clutter_actor_set_scale() or clutter_actor_set_rotation(). The order
37 * in which the transformations are applied is decided by Clutter and it is
38 * the following:</para>
40 * <listitem><para>translation by the origin of the #ClutterActor:allocation;</para></listitem>
41 * <listitem><para>translation by the actor's #ClutterActor:depth;</para></listitem>
42 * <listitem><para>scaling by the #ClutterActor:scale-x and #ClutterActor:scale-y factors;</para></listitem>
43 * <listitem><para>rotation around the #ClutterActor:rotation-z-angle and #ClutterActor:rotation-z-center;</para></listitem>
44 * <listitem><para>rotation around the #ClutterActor:rotation-y-angle and #ClutterActor:rotation-y-center;</para></listitem>
45 * <listitem><para>rotation around the #ClutterActor:rotation-x-angle and #ClutterActor:rotation-x-center;</para></listitem>
46 * <listitem><para>negative translation by the #ClutterActor:anchor-x and #ClutterActor:anchor-y point.</para></listitem>
50 * <refsect2 id="ClutterActor-geometry">
51 * <title>Modifying an actor's geometry</title>
52 * <para>Each actor has a bounding box, called #ClutterActor:allocation
53 * which is either set by its parent or explicitly through the
54 * clutter_actor_set_position() and clutter_actor_set_size() methods.
55 * Each actor also has an implicit preferred size.</para>
56 * <para>An actor’s preferred size can be defined by any subclass by
57 * overriding the #ClutterActorClass.get_preferred_width() and the
58 * #ClutterActorClass.get_preferred_height() virtual functions, or it can
59 * be explicitly set by using clutter_actor_set_width() and
60 * clutter_actor_set_height().</para>
61 * <para>An actor’s position can be set explicitly by using
62 * clutter_actor_set_x() and clutter_actor_set_y(); the coordinates are
63 * relative to the origin of the actor’s parent.</para>
66 * <refsect2 id="ClutterActor-children">
67 * <title>Managing actor children</title>
68 * <para>Each actor can have multiple children, by calling
69 * clutter_actor_add_child() to add a new child actor, and
70 * clutter_actor_remove_child() to remove an existing child. #ClutterActor
71 * will hold a reference on each child actor, which will be released when
72 * the child is removed from its parent, or destroyed using
73 * clutter_actor_destroy().</para>
74 * <informalexample><programlisting>
75 * ClutterActor *actor = clutter_actor_new ();
77 * /* set the bounding box of the actor */
78 * clutter_actor_set_position (actor, 0, 0);
79 * clutter_actor_set_size (actor, 480, 640);
81 * /* set the background color of the actor */
82 * clutter_actor_set_background_color (actor, CLUTTER_COLOR_Orange);
84 * /* set the bounding box of the child, relative to the parent */
85 * ClutterActor *child = clutter_actor_new ();
86 * clutter_actor_set_position (child, 20, 20);
87 * clutter_actor_set_size (child, 80, 240);
89 * /* set the background color of the child */
90 * clutter_actor_set_background_color (child, CLUTTER_COLOR_Blue);
92 * /* add the child to the actor */
93 * clutter_actor_add_child (actor, child);
94 * </programlisting></informalexample>
95 * <para>Children can be inserted at a given index, or above and below
96 * another child actor. The order of insertion determines the order of the
97 * children when iterating over them. Iterating over children is performed
98 * by using clutter_actor_get_first_child(), clutter_actor_get_previous_sibling(),
99 * clutter_actor_get_next_sibling(), and clutter_actor_get_last_child(). It is
100 * also possible to retrieve a list of children by using
101 * clutter_actor_get_children(), as well as retrieving a specific child at a
102 * given index by using clutter_actor_get_child_at_index().</para>
103 * <para>If you need to track additions of children to a #ClutterActor, use
104 * the #ClutterContainer::actor-added signal; similarly, to track removals
105 * of children from a ClutterActor, use the #ClutterContainer::actor-removed
107 * <informalexample><programlisting>
108 * <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" parse="text" href="../../../../tests/interactive/test-actor.c">
109 * <xi:fallback>FIXME: MISSING XINCLUDE CONTENT</xi:fallback>
111 * </programlisting></informalexample>
112 * <figure id="bin-layout">
113 * <title>Actors</title>
114 * <graphic fileref="test-actor.png" format="PNG"/>
118 * <refsect2 id="ClutterActor-events">
119 * <title>Handling events on an actor</title>
120 * <para>A #ClutterActor can receive and handle input device events, for
121 * instance pointer events and key events, as long as its
122 * #ClutterActor:reactive property is set to %TRUE.</para>
123 * <para>Once an actor has been determined to be the source of an event,
124 * Clutter will traverse the scene graph from the top-level actor towards the
125 * event source, emitting the #ClutterActor::captured-event signal on each
126 * ancestor until it reaches the source; this phase is also called
127 * <emphasis>the capture phase</emphasis>. If the event propagation was not
128 * stopped, the graph is walked backwards, from the source actor to the
129 * top-level, and the #ClutterActor::event signal, along with other event
130 * signals if needed, is emitted; this phase is also called <emphasis>the
131 * bubble phase</emphasis>. At any point of the signal emission, signal
132 * handlers can stop the propagation through the scene graph by returning
133 * %CLUTTER_EVENT_STOP; otherwise, they can continue the propagation by
134 * returning %CLUTTER_EVENT_PROPAGATE.</para>
137 * <refsect2 id="ClutterActor-subclassing">
138 * <title>Implementing an actor</title>
139 * <para>Careful consideration should be given when deciding to implement
140 * a #ClutterActor sub-class. It is generally recommended to implement a
141 * sub-class of #ClutterActor only for actors that should be used as leaf
142 * nodes of a scene graph.</para>
143 * <para>If your actor should be painted in a custom way, you should
144 * override the #ClutterActor::paint signal class handler. You can either
145 * opt to chain up to the parent class implementation or decide to fully
146 * override the default paint implementation; Clutter will set up the
147 * transformations and clip regions prior to emitting the #ClutterActor::paint
149 * <para>By overriding the #ClutterActorClass.get_preferred_width() and
150 * #ClutterActorClass.get_preferred_height() virtual functions it is
151 * possible to change or provide the preferred size of an actor; similarly,
152 * by overriding the #ClutterActorClass.allocate() virtual function it is
153 * possible to control the layout of the children of an actor. Make sure to
154 * always chain up to the parent implementation of the
155 * #ClutterActorClass.allocate() virtual function.</para>
156 * <para>In general, it is strongly encouraged to use delegation and
157 * composition instead of direct subclassing.</para>
160 * <refsect2 id="ClutterActor-script">
161 * <title>ClutterActor custom properties for #ClutterScript</title>
162 * <para>#ClutterActor defines a custom "rotation" property which
163 * allows a short-hand description of the rotations to be applied
164 * to an actor.</para>
165 * <para>The syntax of the "rotation" property is the following:</para>
169 * { "<axis>" : [ <angle>, [ <center> ] ] }
173 * <para>where the <emphasis>axis</emphasis> is the name of an enumeration
174 * value of type #ClutterRotateAxis and <emphasis>angle</emphasis> is a
175 * floating point value representing the rotation angle on the given axis,
177 * <para>The <emphasis>center</emphasis> array is optional, and if present
178 * it must contain the center of rotation as described by two coordinates:
179 * Y and Z for "x-axis"; X and Z for "y-axis"; and X and Y for
181 * <para>#ClutterActor will also parse every positional and dimensional
182 * property defined as a string through clutter_units_from_string(); you
183 * should read the documentation for the #ClutterUnits parser format for
184 * the valid units and syntax.</para>
187 * <refsect2 id="ClutterActor-animating">
188 * <title>Custom animatable properties</title>
189 * <para>#ClutterActor allows accessing properties of #ClutterAction
190 * and #ClutterConstraint instances associated to an actor instance
191 * for animation purposes.</para>
192 * <para>In order to access a specific #ClutterAction or a #ClutterConstraint
193 * property it is necessary to set the #ClutterActorMeta:name property on the
194 * given action or constraint.</para>
195 * <para>The property can be accessed using the following syntax:</para>
198 * @<section>.<meta-name>.<property-name>
201 * <para>The initial <emphasis>@</emphasis> is mandatory.</para>
202 * <para>The <emphasis>section</emphasis> fragment can be one between
203 * "actions", "constraints" and "effects".</para>
204 * <para>The <emphasis>meta-name</emphasis> fragment is the name of the
205 * action or constraint, as specified by the #ClutterActorMeta:name
207 * <para>The <emphasis>property-name</emphasis> fragment is the name of the
208 * action or constraint property to be animated.</para>
209 * <para>The example below animates a #ClutterBindConstraint applied to an
210 * actor using clutter_actor_animate(). The <emphasis>rect</emphasis> has
211 * a binding constraint for the <emphasis>origin</emphasis> actor, and in
212 * its initial state is fully transparent and overlapping the actor to
213 * which is bound to. </para>
214 * <informalexample><programlisting>
215 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0);
216 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x");
217 * clutter_actor_add_constraint (rect, constraint);
219 * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0);
220 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y");
221 * clutter_actor_add_constraint (rect, constraint);
223 * clutter_actor_set_reactive (rect, TRUE);
224 * clutter_actor_set_opacity (rect, 0);
226 * g_signal_connect (rect, "button-press-event",
227 * G_CALLBACK (on_button_press),
229 * </programlisting></informalexample>
230 * <para>On button press, the rectangle "slides" from behind the actor to
231 * which is bound to, using the #ClutterBindConstraint:offset property and
232 * the #ClutterActor:opacity property.</para>
233 * <informalexample><programlisting>
234 * float new_offset = clutter_actor_get_width (origin) + h_padding;
236 * clutter_actor_animate (rect, CLUTTER_EASE_OUT_CUBIC, 500,
238 * "@constraints.bind-x.offset", new_offset,
240 * </programlisting></informalexample>
245 * CLUTTER_ACTOR_IS_MAPPED:
246 * @a: a #ClutterActor
248 * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
250 * The mapped state is set when the actor is visible and all its parents up
251 * to a top-level (e.g. a #ClutterStage) are visible, realized, and mapped.
253 * This check can be used to see if an actor is going to be painted, as only
254 * actors with the %CLUTTER_ACTOR_MAPPED flag set are going to be painted.
256 * The %CLUTTER_ACTOR_MAPPED flag is managed by Clutter itself, and it should
257 * not be checked directly; instead, the recommended usage is to connect a
258 * handler on the #GObject::notify signal for the #ClutterActor:mapped
259 * property of #ClutterActor, and check the presence of
260 * the %CLUTTER_ACTOR_MAPPED flag on state changes.
262 * It is also important to note that Clutter may delay the changes of
263 * the %CLUTTER_ACTOR_MAPPED flag on top-levels due to backend-specific
264 * limitations, or during the reparenting of an actor, to optimize
265 * unnecessary (and potentially expensive) state changes.
271 * CLUTTER_ACTOR_IS_REALIZED:
272 * @a: a #ClutterActor
274 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
276 * The realized state has an actor-dependant interpretation. If an
277 * actor wants to delay allocating resources until it is attached to a
278 * stage, it may use the realize state to do so. However it is
279 * perfectly acceptable for an actor to allocate Cogl resources before
280 * being realized because there is only one drawing context used by Clutter
281 * so any resources will work on any stage. If an actor is mapped it
282 * must also be realized, but an actor can be realized and unmapped
283 * (this is so hiding an actor temporarily doesn't do an expensive
284 * unrealize/realize).
286 * To be realized an actor must be inside a stage, and all its parents
293 * CLUTTER_ACTOR_IS_VISIBLE:
294 * @a: a #ClutterActor
296 * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
297 * Equivalent to the ClutterActor::visible object property.
299 * Note that an actor is only painted onscreen if it's mapped, which
300 * means it's visible, and all its parents are visible, and one of the
301 * parents is a toplevel stage; see also %CLUTTER_ACTOR_IS_MAPPED.
307 * CLUTTER_ACTOR_IS_REACTIVE:
308 * @a: a #ClutterActor
310 * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
312 * Only reactive actors will receive event-related signals.
323 #include "cogl/cogl.h"
325 #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
326 #define CLUTTER_ENABLE_EXPERIMENTAL_API
328 #include "clutter-actor-private.h"
330 #include "clutter-action.h"
331 #include "clutter-actor-meta-private.h"
332 #include "clutter-animatable.h"
333 #include "clutter-color-static.h"
334 #include "clutter-color.h"
335 #include "clutter-constraint.h"
336 #include "clutter-container.h"
337 #include "clutter-debug.h"
338 #include "clutter-effect-private.h"
339 #include "clutter-enum-types.h"
340 #include "clutter-fixed-layout.h"
341 #include "clutter-main.h"
342 #include "clutter-marshal.h"
343 #include "clutter-flatten-effect.h"
344 #include "clutter-paint-volume-private.h"
345 #include "clutter-private.h"
346 #include "clutter-profile.h"
347 #include "clutter-scriptable.h"
348 #include "clutter-script-private.h"
349 #include "clutter-stage-private.h"
350 #include "clutter-units.h"
352 #include "deprecated/clutter-behaviour.h"
353 #include "deprecated/clutter-container.h"
355 #define CLUTTER_ACTOR_GET_PRIVATE(obj) \
356 (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
358 /* Internal enum used to control mapped state update. This is a hint
359 * which indicates when to do something other than just enforce
363 MAP_STATE_CHECK, /* just enforce invariants. */
364 MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
365 * used when about to unparent.
367 MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met;
368 * used to set mapped on toplevels.
370 MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped,
371 * used just before unmapping parent.
375 /* 3 entries should be a good compromise, few layout managers
376 * will ask for 3 different preferred size in each allocation cycle */
377 #define N_CACHED_SIZE_REQUESTS 3
379 struct _ClutterActorPrivate
382 ClutterRequestMode request_mode;
384 /* our cached size requests for different width / height */
385 SizeRequest width_requests[N_CACHED_SIZE_REQUESTS];
386 SizeRequest height_requests[N_CACHED_SIZE_REQUESTS];
388 /* An age of 0 means the entry is not set */
389 guint cached_height_age;
390 guint cached_width_age;
392 /* the bounding box of the actor, relative to the parent's
395 ClutterActorBox allocation;
396 ClutterAllocationFlags allocation_flags;
401 /* clip, in actor coordinates */
402 cairo_rectangle_t clip;
404 /* the cached transformation matrix; see apply_transform() */
405 CoglMatrix transform;
408 gint opacity_override;
410 ClutterOffscreenRedirect offscreen_redirect;
412 /* This is an internal effect used to implement the
413 offscreen-redirect property */
414 ClutterEffect *flatten_effect;
417 ClutterActor *parent;
418 ClutterActor *prev_sibling;
419 ClutterActor *next_sibling;
420 ClutterActor *first_child;
421 ClutterActor *last_child;
425 /* tracks whenever the children of an actor are changed; the
426 * age is incremented by 1 whenever an actor is added or
427 * removed. the age is not incremented when the first or the
428 * last child pointers are changed, or when grandchildren of
429 * an actor are changed.
433 gchar *name; /* a non-unique name, used for debugging */
434 guint32 id; /* unique id, used for backward compatibility */
436 gint32 pick_id; /* per-stage unique id, used for picking */
438 /* a back-pointer to the Pango context that we can use
439 * to create pre-configured PangoLayout
441 PangoContext *pango_context;
443 /* the text direction configured for this child - either by
444 * application code, or by the actor's parent
446 ClutterTextDirection text_direction;
448 /* a counter used to toggle the CLUTTER_INTERNAL_CHILD flag */
452 ClutterMetaGroup *actions;
453 ClutterMetaGroup *constraints;
454 ClutterMetaGroup *effects;
456 /* delegate object used to allocate the children of this actor */
457 ClutterLayoutManager *layout_manager;
459 /* used when painting, to update the paint volume */
460 ClutterEffect *current_effect;
462 /* This is used to store an effect which needs to be redrawn. A
463 redraw can be queued to start from a particular effect. This is
464 used by parametrised effects that can cache an image of the
465 actor. If a parameter of the effect changes then it only needs to
466 redraw the cached image, not the actual actor. The pointer is
467 only valid if is_dirty == TRUE. If the pointer is NULL then the
468 whole actor is dirty. */
469 ClutterEffect *effect_to_redraw;
471 /* This is used when painting effects to implement the
472 clutter_actor_continue_paint() function. It points to the node in
473 the list of effects that is next in the chain */
474 const GList *next_effect_to_paint;
476 ClutterPaintVolume paint_volume;
478 /* NB: This volume isn't relative to this actor, it is in eye
479 * coordinates so that it can remain valid after the actor changes.
481 ClutterPaintVolume last_paint_volume;
483 ClutterStageQueueRedrawEntry *queue_redraw_entry;
485 ClutterColor bg_color;
489 /* fixed position and sizes */
490 guint position_set : 1;
491 guint min_width_set : 1;
492 guint min_height_set : 1;
493 guint natural_width_set : 1;
494 guint natural_height_set : 1;
495 /* cached request is invalid (implies allocation is too) */
496 guint needs_width_request : 1;
497 /* cached request is invalid (implies allocation is too) */
498 guint needs_height_request : 1;
499 /* cached allocation is invalid (request has changed, probably) */
500 guint needs_allocation : 1;
501 guint show_on_set_parent : 1;
503 guint clip_to_allocation : 1;
504 guint enable_model_view_transform : 1;
505 guint enable_paint_unmapped : 1;
506 guint has_pointer : 1;
507 guint propagated_one_redraw : 1;
508 guint paint_volume_valid : 1;
509 guint last_paint_volume_valid : 1;
510 guint in_clone_paint : 1;
511 guint transform_valid : 1;
512 /* This is TRUE if anything has queued a redraw since we were last
513 painted. In this case effect_to_redraw will point to an effect
514 the redraw was queued from or it will be NULL if the redraw was
515 queued without an effect. */
517 guint bg_color_set : 1;
526 /* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
527 * when set they force a size request, when gotten they
528 * get the allocation if the allocation is valid, and the
536 /* Then the rest of these size-related properties are the "actual"
537 * underlying properties set or gotten by X, Y, WIDTH, HEIGHT
542 PROP_FIXED_POSITION_SET,
551 PROP_NATURAL_WIDTH_SET,
554 PROP_NATURAL_HEIGHT_SET,
558 /* Allocation properties are read-only */
565 PROP_CLIP_TO_ALLOCATION,
569 PROP_OFFSCREEN_REDIRECT,
582 PROP_ROTATION_ANGLE_X,
583 PROP_ROTATION_ANGLE_Y,
584 PROP_ROTATION_ANGLE_Z,
585 PROP_ROTATION_CENTER_X,
586 PROP_ROTATION_CENTER_Y,
587 PROP_ROTATION_CENTER_Z,
588 /* This property only makes sense for the z rotation because the
589 others would depend on the actor having a size along the
591 PROP_ROTATION_CENTER_Z_GRAVITY,
597 PROP_SHOW_ON_SET_PARENT,
615 PROP_BACKGROUND_COLOR,
616 PROP_BACKGROUND_COLOR_SET,
624 static GParamSpec *obj_props[PROP_LAST];
643 BUTTON_RELEASE_EVENT,
655 static guint actor_signals[LAST_SIGNAL] = { 0, };
657 static void clutter_container_iface_init (ClutterContainerIface *iface);
658 static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
659 static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
660 static void atk_implementor_iface_init (AtkImplementorIface *iface);
662 /* These setters are all static for now, maybe they should be in the
663 * public API, but they are perhaps obscure enough to leave only as
666 static void clutter_actor_set_min_width (ClutterActor *self,
668 static void clutter_actor_set_min_height (ClutterActor *self,
670 static void clutter_actor_set_natural_width (ClutterActor *self,
671 gfloat natural_width);
672 static void clutter_actor_set_natural_height (ClutterActor *self,
673 gfloat natural_height);
674 static void clutter_actor_set_min_width_set (ClutterActor *self,
675 gboolean use_min_width);
676 static void clutter_actor_set_min_height_set (ClutterActor *self,
677 gboolean use_min_height);
678 static void clutter_actor_set_natural_width_set (ClutterActor *self,
679 gboolean use_natural_width);
680 static void clutter_actor_set_natural_height_set (ClutterActor *self,
681 gboolean use_natural_height);
682 static void clutter_actor_update_map_state (ClutterActor *self,
683 MapStateChange change);
684 static void clutter_actor_unrealize_not_hiding (ClutterActor *self);
686 /* Helper routines for managing anchor coords */
687 static void clutter_anchor_coord_get_units (ClutterActor *self,
688 const AnchorCoord *coord,
692 static void clutter_anchor_coord_set_units (AnchorCoord *coord,
697 static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord);
698 static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
699 ClutterGravity gravity);
701 static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
703 static void _clutter_actor_queue_only_relayout (ClutterActor *self);
705 static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
706 ClutterActor *ancestor,
709 static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self);
711 static guint8 clutter_actor_get_paint_opacity_internal (ClutterActor *self);
713 static void on_layout_manager_changed (ClutterLayoutManager *manager,
716 /* Helper macro which translates by the anchor coord, applies the
717 given transformation and then translates back */
718 #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \
719 gfloat _tx, _ty, _tz; \
720 clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \
721 cogl_matrix_translate ((m), _tx, _ty, _tz); \
723 cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
725 static GQuark quark_shader_data = 0;
726 static GQuark quark_actor_layout_info = 0;
727 static GQuark quark_actor_transform_info = 0;
729 G_DEFINE_TYPE_WITH_CODE (ClutterActor,
731 G_TYPE_INITIALLY_UNOWNED,
732 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
733 clutter_container_iface_init)
734 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
735 clutter_scriptable_iface_init)
736 G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
737 clutter_animatable_iface_init)
738 G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR,
739 atk_implementor_iface_init));
742 * clutter_actor_get_debug_name:
743 * @actor: a #ClutterActor
745 * Retrieves a printable name of @actor for debugging messages
747 * Return value: a string with a printable name
750 _clutter_actor_get_debug_name (ClutterActor *actor)
752 return actor->priv->name != NULL ? actor->priv->name
753 : G_OBJECT_TYPE_NAME (actor);
756 #ifdef CLUTTER_ENABLE_DEBUG
757 /* XXX - this is for debugging only, remove once working (or leave
758 * in only in some debug mode). Should leave it for a little while
759 * until we're confident in the new map/realize/visible handling.
762 clutter_actor_verify_map_state (ClutterActor *self)
764 ClutterActorPrivate *priv = self->priv;
766 if (CLUTTER_ACTOR_IS_REALIZED (self))
768 /* all bets are off during reparent when we're potentially realized,
769 * but should not be according to invariants
771 if (!CLUTTER_ACTOR_IN_REPARENT (self))
773 if (priv->parent == NULL)
775 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
779 g_warning ("Realized non-toplevel actor '%s' should "
781 _clutter_actor_get_debug_name (self));
783 else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
785 g_warning ("Realized actor %s has an unrealized parent %s",
786 _clutter_actor_get_debug_name (self),
787 _clutter_actor_get_debug_name (priv->parent));
792 if (CLUTTER_ACTOR_IS_MAPPED (self))
794 if (!CLUTTER_ACTOR_IS_REALIZED (self))
795 g_warning ("Actor '%s' is mapped but not realized",
796 _clutter_actor_get_debug_name (self));
798 /* remaining bets are off during reparent when we're potentially
799 * mapped, but should not be according to invariants
801 if (!CLUTTER_ACTOR_IN_REPARENT (self))
803 if (priv->parent == NULL)
805 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
807 if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
808 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
810 g_warning ("Toplevel actor '%s' is mapped "
812 _clutter_actor_get_debug_name (self));
817 g_warning ("Mapped actor '%s' should have a parent",
818 _clutter_actor_get_debug_name (self));
823 ClutterActor *iter = self;
825 /* check for the enable_paint_unmapped flag on the actor
826 * and parents; if the flag is enabled at any point of this
827 * branch of the scene graph then all the later checks
832 if (iter->priv->enable_paint_unmapped)
835 iter = iter->priv->parent;
838 if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent))
840 g_warning ("Actor '%s' should not be mapped if parent '%s'"
842 _clutter_actor_get_debug_name (self),
843 _clutter_actor_get_debug_name (priv->parent));
846 if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent))
848 g_warning ("Actor '%s' should not be mapped if parent '%s'"
850 _clutter_actor_get_debug_name (self),
851 _clutter_actor_get_debug_name (priv->parent));
854 if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent))
856 if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent))
857 g_warning ("Actor '%s' is mapped but its non-toplevel "
858 "parent '%s' is not mapped",
859 _clutter_actor_get_debug_name (self),
860 _clutter_actor_get_debug_name (priv->parent));
867 #endif /* CLUTTER_ENABLE_DEBUG */
870 clutter_actor_set_mapped (ClutterActor *self,
873 if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
878 CLUTTER_ACTOR_GET_CLASS (self)->map (self);
879 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
883 CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
884 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
888 /* this function updates the mapped and realized states according to
889 * invariants, in the appropriate order.
892 clutter_actor_update_map_state (ClutterActor *self,
893 MapStateChange change)
897 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
899 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
901 /* the mapped flag on top-level actors must be set by the
902 * per-backend implementation because it might be asynchronous.
904 * That is, the MAPPED flag on toplevels currently tracks the X
905 * server mapped-ness of the window, while the expected behavior
906 * (if used to GTK) may be to track WM_STATE!=WithdrawnState.
907 * This creates some weird complexity by breaking the invariant
908 * that if we're visible and all ancestors shown then we are
909 * also mapped - instead, we are mapped if all ancestors
910 * _possibly excepting_ the stage are mapped. The stage
911 * will map/unmap for example when it is minimized or
912 * moved to another workspace.
914 * So, the only invariant on the stage is that if visible it
915 * should be realized, and that it has to be visible to be
918 if (CLUTTER_ACTOR_IS_VISIBLE (self))
919 clutter_actor_realize (self);
923 case MAP_STATE_CHECK:
926 case MAP_STATE_MAKE_MAPPED:
927 g_assert (!was_mapped);
928 clutter_actor_set_mapped (self, TRUE);
931 case MAP_STATE_MAKE_UNMAPPED:
932 g_assert (was_mapped);
933 clutter_actor_set_mapped (self, FALSE);
936 case MAP_STATE_MAKE_UNREALIZED:
937 /* we only use MAKE_UNREALIZED in unparent,
938 * and unparenting a stage isn't possible.
939 * If someone wants to just unrealize a stage
940 * then clutter_actor_unrealize() doesn't
941 * go through this codepath.
943 g_warning ("Trying to force unrealize stage is not allowed");
947 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
948 !CLUTTER_ACTOR_IS_VISIBLE (self) &&
949 !CLUTTER_ACTOR_IN_DESTRUCTION (self))
951 g_warning ("Clutter toplevel of type '%s' is not visible, but "
952 "it is somehow still mapped",
953 _clutter_actor_get_debug_name (self));
958 ClutterActorPrivate *priv = self->priv;
959 ClutterActor *parent = priv->parent;
960 gboolean should_be_mapped;
961 gboolean may_be_realized;
962 gboolean must_be_realized;
964 should_be_mapped = FALSE;
965 may_be_realized = TRUE;
966 must_be_realized = FALSE;
968 if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
970 may_be_realized = FALSE;
974 /* Maintain invariant that if parent is mapped, and we are
975 * visible, then we are mapped ... unless parent is a
976 * stage, in which case we map regardless of parent's map
977 * state but do require stage to be visible and realized.
979 * If parent is realized, that does not force us to be
980 * realized; but if parent is unrealized, that does force
981 * us to be unrealized.
983 * The reason we don't force children to realize with
984 * parents is _clutter_actor_rerealize(); if we require that
985 * a realized parent means children are realized, then to
986 * unrealize an actor we would have to unrealize its
987 * parents, which would end up meaning unrealizing and
988 * hiding the entire stage. So we allow unrealizing a
989 * child (as long as that child is not mapped) while that
990 * child still has a realized parent.
992 * Also, if we unrealize from leaf nodes to root, and
993 * realize from root to leaf, the invariants are never
994 * violated if we allow children to be unrealized
995 * while parents are realized.
997 * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
998 * to force us to unmap, even though parent is still
999 * mapped. This is because we're unmapping from leaf nodes
1002 if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
1003 change != MAP_STATE_MAKE_UNMAPPED)
1005 gboolean parent_is_visible_realized_toplevel;
1007 parent_is_visible_realized_toplevel =
1008 (CLUTTER_ACTOR_IS_TOPLEVEL (parent) &&
1009 CLUTTER_ACTOR_IS_VISIBLE (parent) &&
1010 CLUTTER_ACTOR_IS_REALIZED (parent));
1012 if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
1013 parent_is_visible_realized_toplevel)
1015 must_be_realized = TRUE;
1016 should_be_mapped = TRUE;
1020 /* if the actor has been set to be painted even if unmapped
1021 * then we should map it and check for realization as well;
1022 * this is an override for the branch of the scene graph
1023 * which begins with this node
1025 if (priv->enable_paint_unmapped)
1027 if (priv->parent == NULL)
1028 g_warning ("Attempting to map an unparented actor '%s'",
1029 _clutter_actor_get_debug_name (self));
1031 should_be_mapped = TRUE;
1032 must_be_realized = TRUE;
1035 if (!CLUTTER_ACTOR_IS_REALIZED (parent))
1036 may_be_realized = FALSE;
1039 if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
1042 g_warning ("Attempting to map a child that does not "
1043 "meet the necessary invariants: the actor '%s' "
1045 _clutter_actor_get_debug_name (self));
1047 g_warning ("Attempting to map a child that does not "
1048 "meet the necessary invariants: the actor '%s' "
1049 "is parented to an unmapped actor '%s'",
1050 _clutter_actor_get_debug_name (self),
1051 _clutter_actor_get_debug_name (priv->parent));
1054 /* If in reparent, we temporarily suspend unmap and unrealize.
1056 * We want to go in the order "realize, map" and "unmap, unrealize"
1060 if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self))
1061 clutter_actor_set_mapped (self, FALSE);
1064 if (must_be_realized)
1065 clutter_actor_realize (self);
1067 /* if we must be realized then we may be, presumably */
1068 g_assert (!(must_be_realized && !may_be_realized));
1071 if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self))
1072 clutter_actor_unrealize_not_hiding (self);
1075 if (should_be_mapped)
1077 if (!must_be_realized)
1078 g_warning ("Somehow we think actor '%s' should be mapped but "
1079 "not realized, which isn't allowed",
1080 _clutter_actor_get_debug_name (self));
1082 /* realization is allowed to fail (though I don't know what
1083 * an app is supposed to do about that - shouldn't it just
1084 * be a g_error? anyway, we have to avoid mapping if this
1087 if (CLUTTER_ACTOR_IS_REALIZED (self))
1088 clutter_actor_set_mapped (self, TRUE);
1092 #ifdef CLUTTER_ENABLE_DEBUG
1093 /* check all invariants were kept */
1094 clutter_actor_verify_map_state (self);
1099 clutter_actor_real_map (ClutterActor *self)
1101 ClutterActorPrivate *priv = self->priv;
1102 ClutterActor *stage, *iter;
1104 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1106 CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
1107 _clutter_actor_get_debug_name (self));
1109 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1111 stage = _clutter_actor_get_stage_internal (self);
1112 priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
1114 CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
1116 _clutter_actor_get_debug_name (self));
1118 /* notify on parent mapped before potentially mapping
1119 * children, so apps see a top-down notification.
1121 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1123 for (iter = self->priv->first_child;
1125 iter = iter->priv->next_sibling)
1127 clutter_actor_map (iter);
1132 * clutter_actor_map:
1133 * @self: A #ClutterActor
1135 * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
1136 * and realizes its children if they are visible. Does nothing if the
1137 * actor is not visible.
1139 * Calling this function is strongly disencouraged: the default
1140 * implementation of #ClutterActorClass.map() will map all the children
1141 * of an actor when mapping its parent.
1143 * When overriding map, it is mandatory to chain up to the parent
1149 clutter_actor_map (ClutterActor *self)
1151 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1153 if (CLUTTER_ACTOR_IS_MAPPED (self))
1156 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1159 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
1163 clutter_actor_real_unmap (ClutterActor *self)
1165 ClutterActorPrivate *priv = self->priv;
1168 g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
1170 CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
1171 _clutter_actor_get_debug_name (self));
1173 for (iter = self->priv->first_child;
1175 iter = iter->priv->next_sibling)
1177 clutter_actor_unmap (iter);
1180 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
1182 /* clear the contents of the last paint volume, so that hiding + moving +
1183 * showing will not result in the wrong area being repainted
1185 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
1186 priv->last_paint_volume_valid = TRUE;
1188 /* notify on parent mapped after potentially unmapping
1189 * children, so apps see a bottom-up notification.
1191 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]);
1193 /* relinquish keyboard focus if we were unmapped while owning it */
1194 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
1196 ClutterStage *stage;
1198 stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
1201 _clutter_stage_release_pick_id (stage, priv->pick_id);
1205 if (stage != NULL &&
1206 clutter_stage_get_key_focus (stage) == self)
1208 clutter_stage_set_key_focus (stage, NULL);
1214 * clutter_actor_unmap:
1215 * @self: A #ClutterActor
1217 * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly
1218 * unmaps its children if they were mapped.
1220 * Calling this function is not encouraged: the default #ClutterActor
1221 * implementation of #ClutterActorClass.unmap() will also unmap any
1222 * eventual children by default when their parent is unmapped.
1224 * When overriding #ClutterActorClass.unmap(), it is mandatory to
1225 * chain up to the parent implementation.
1227 * <note>It is important to note that the implementation of the
1228 * #ClutterActorClass.unmap() virtual function may be called after
1229 * the #ClutterActorClass.destroy() or the #GObjectClass.dispose()
1230 * implementation, but it is guaranteed to be called before the
1231 * #GObjectClass.finalize() implementation.</note>
1236 clutter_actor_unmap (ClutterActor *self)
1238 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1240 if (!CLUTTER_ACTOR_IS_MAPPED (self))
1243 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
1247 clutter_actor_real_show (ClutterActor *self)
1249 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1251 ClutterActorPrivate *priv = self->priv;
1253 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1255 /* we notify on the "visible" flag in the clutter_actor_show()
1256 * wrapper so the entire show signal emission completes first
1259 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1261 /* we queue a relayout unless the actor is inside a
1262 * container that explicitly told us not to
1264 if (priv->parent != NULL &&
1265 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1267 /* While an actor is hidden the parent may not have
1268 * allocated/requested so we need to start from scratch
1269 * and avoid the short-circuiting in
1270 * clutter_actor_queue_relayout().
1272 priv->needs_width_request = FALSE;
1273 priv->needs_height_request = FALSE;
1274 priv->needs_allocation = FALSE;
1275 clutter_actor_queue_relayout (self);
1281 set_show_on_set_parent (ClutterActor *self,
1284 ClutterActorPrivate *priv = self->priv;
1286 set_show = !!set_show;
1288 if (priv->show_on_set_parent == set_show)
1291 if (priv->parent == NULL)
1293 priv->show_on_set_parent = set_show;
1294 g_object_notify_by_pspec (G_OBJECT (self),
1295 obj_props[PROP_SHOW_ON_SET_PARENT]);
1300 * clutter_actor_show:
1301 * @self: A #ClutterActor
1303 * Flags an actor to be displayed. An actor that isn't shown will not
1304 * be rendered on the stage.
1306 * Actors are visible by default.
1308 * If this function is called on an actor without a parent, the
1309 * #ClutterActor:show-on-set-parent will be set to %TRUE as a side
1313 clutter_actor_show (ClutterActor *self)
1315 ClutterActorPrivate *priv;
1317 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1319 /* simple optimization */
1320 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1322 /* we still need to set the :show-on-set-parent property, in
1323 * case show() is called on an unparented actor
1325 set_show_on_set_parent (self, TRUE);
1329 #ifdef CLUTTER_ENABLE_DEBUG
1330 clutter_actor_verify_map_state (self);
1335 g_object_freeze_notify (G_OBJECT (self));
1337 set_show_on_set_parent (self, TRUE);
1339 g_signal_emit (self, actor_signals[SHOW], 0);
1340 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1342 if (priv->parent != NULL)
1343 clutter_actor_queue_redraw (priv->parent);
1345 g_object_thaw_notify (G_OBJECT (self));
1349 * clutter_actor_show_all:
1350 * @self: a #ClutterActor
1352 * Calls clutter_actor_show() on all children of an actor (if any).
1356 * Deprecated: 1.10: Actors are visible by default
1359 clutter_actor_show_all (ClutterActor *self)
1361 ClutterActorClass *klass;
1363 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1365 klass = CLUTTER_ACTOR_GET_CLASS (self);
1366 if (klass->show_all)
1367 klass->show_all (self);
1371 clutter_actor_real_hide (ClutterActor *self)
1373 if (CLUTTER_ACTOR_IS_VISIBLE (self))
1375 ClutterActorPrivate *priv = self->priv;
1377 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
1379 /* we notify on the "visible" flag in the clutter_actor_hide()
1380 * wrapper so the entire hide signal emission completes first
1383 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1385 /* we queue a relayout unless the actor is inside a
1386 * container that explicitly told us not to
1388 if (priv->parent != NULL &&
1389 (!(priv->parent->flags & CLUTTER_ACTOR_NO_LAYOUT)))
1390 clutter_actor_queue_relayout (priv->parent);
1395 * clutter_actor_hide:
1396 * @self: A #ClutterActor
1398 * Flags an actor to be hidden. A hidden actor will not be
1399 * rendered on the stage.
1401 * Actors are visible by default.
1403 * If this function is called on an actor without a parent, the
1404 * #ClutterActor:show-on-set-parent property will be set to %FALSE
1408 clutter_actor_hide (ClutterActor *self)
1410 ClutterActorPrivate *priv;
1412 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1414 /* simple optimization */
1415 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
1417 /* we still need to set the :show-on-set-parent property, in
1418 * case hide() is called on an unparented actor
1420 set_show_on_set_parent (self, FALSE);
1424 #ifdef CLUTTER_ENABLE_DEBUG
1425 clutter_actor_verify_map_state (self);
1430 g_object_freeze_notify (G_OBJECT (self));
1432 set_show_on_set_parent (self, FALSE);
1434 g_signal_emit (self, actor_signals[HIDE], 0);
1435 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]);
1437 if (priv->parent != NULL)
1438 clutter_actor_queue_redraw (priv->parent);
1440 g_object_thaw_notify (G_OBJECT (self));
1444 * clutter_actor_hide_all:
1445 * @self: a #ClutterActor
1447 * Calls clutter_actor_hide() on all child actors (if any).
1451 * Deprecated: 1.10: Using clutter_actor_hide() on the actor will
1452 * prevent its children from being painted as well.
1455 clutter_actor_hide_all (ClutterActor *self)
1457 ClutterActorClass *klass;
1459 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1461 klass = CLUTTER_ACTOR_GET_CLASS (self);
1462 if (klass->hide_all)
1463 klass->hide_all (self);
1467 * clutter_actor_realize:
1468 * @self: A #ClutterActor
1470 * Realization informs the actor that it is attached to a stage. It
1471 * can use this to allocate resources if it wanted to delay allocation
1472 * until it would be rendered. However it is perfectly acceptable for
1473 * an actor to create resources before being realized because Clutter
1474 * only ever has a single rendering context so that actor is free to
1475 * be moved from one stage to another.
1477 * This function does nothing if the actor is already realized.
1479 * Because a realized actor must have realized parent actors, calling
1480 * clutter_actor_realize() will also realize all parents of the actor.
1482 * This function does not realize child actors, except in the special
1483 * case that realizing the stage, when the stage is visible, will
1484 * suddenly map (and thus realize) the children of the stage.
1487 clutter_actor_realize (ClutterActor *self)
1489 ClutterActorPrivate *priv;
1491 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1495 #ifdef CLUTTER_ENABLE_DEBUG
1496 clutter_actor_verify_map_state (self);
1499 if (CLUTTER_ACTOR_IS_REALIZED (self))
1502 /* To be realized, our parent actors must be realized first.
1503 * This will only succeed if we're inside a toplevel.
1505 if (priv->parent != NULL)
1506 clutter_actor_realize (priv->parent);
1508 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
1510 /* toplevels can be realized at any time */
1514 /* "Fail" the realization if parent is missing or unrealized;
1515 * this should really be a g_warning() not some kind of runtime
1516 * failure; how can an app possibly recover? Instead it's a bug
1517 * in the app and the app should get an explanatory warning so
1518 * someone can fix it. But for now it's too hard to fix this
1519 * because e.g. ClutterTexture needs reworking.
1521 if (priv->parent == NULL ||
1522 !CLUTTER_ACTOR_IS_REALIZED (priv->parent))
1526 CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self));
1528 CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1529 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1531 g_signal_emit (self, actor_signals[REALIZE], 0);
1533 /* Stage actor is allowed to unset the realized flag again in its
1534 * default signal handler, though that is a pathological situation.
1537 /* If realization "failed" we'll have to update child state. */
1538 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
1542 clutter_actor_real_unrealize (ClutterActor *self)
1544 /* we must be unmapped (implying our children are also unmapped) */
1545 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1549 * clutter_actor_unrealize:
1550 * @self: A #ClutterActor
1552 * Unrealization informs the actor that it may be being destroyed or
1553 * moved to another stage. The actor may want to destroy any
1554 * underlying graphics resources at this point. However it is
1555 * perfectly acceptable for it to retain the resources until the actor
1556 * is destroyed because Clutter only ever uses a single rendering
1557 * context and all of the graphics resources are valid on any stage.
1559 * Because mapped actors must be realized, actors may not be
1560 * unrealized if they are mapped. This function hides the actor to be
1561 * sure it isn't mapped, an application-visible side effect that you
1562 * may not be expecting.
1564 * This function should not be called by application code.
1567 clutter_actor_unrealize (ClutterActor *self)
1569 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1570 g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
1572 /* This function should not really be in the public API, because
1573 * there isn't a good reason to call it. ClutterActor will already
1574 * unrealize things for you when it's important to do so.
1576 * If you were using clutter_actor_unrealize() in a dispose
1577 * implementation, then don't, just chain up to ClutterActor's
1580 * If you were using clutter_actor_unrealize() to implement
1581 * unrealizing children of your container, then don't, ClutterActor
1582 * will already take care of that.
1584 * If you were using clutter_actor_unrealize() to re-realize to
1585 * create your resources in a different way, then use
1586 * _clutter_actor_rerealize() (inside Clutter) or just call your
1587 * code that recreates your resources directly (outside Clutter).
1590 #ifdef CLUTTER_ENABLE_DEBUG
1591 clutter_actor_verify_map_state (self);
1594 clutter_actor_hide (self);
1596 clutter_actor_unrealize_not_hiding (self);
1599 static ClutterActorTraverseVisitFlags
1600 unrealize_actor_before_children_cb (ClutterActor *self,
1604 /* If an actor is already unrealized we know its children have also
1605 * already been unrealized... */
1606 if (!CLUTTER_ACTOR_IS_REALIZED (self))
1607 return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN;
1609 g_signal_emit (self, actor_signals[UNREALIZE], 0);
1611 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1614 static ClutterActorTraverseVisitFlags
1615 unrealize_actor_after_children_cb (ClutterActor *self,
1619 /* We want to unset the realized flag only _after_
1620 * child actors are unrealized, to maintain invariants.
1622 CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
1623 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]);
1624 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
1628 * clutter_actor_unrealize_not_hiding:
1629 * @self: A #ClutterActor
1631 * Unrealization informs the actor that it may be being destroyed or
1632 * moved to another stage. The actor may want to destroy any
1633 * underlying graphics resources at this point. However it is
1634 * perfectly acceptable for it to retain the resources until the actor
1635 * is destroyed because Clutter only ever uses a single rendering
1636 * context and all of the graphics resources are valid on any stage.
1638 * Because mapped actors must be realized, actors may not be
1639 * unrealized if they are mapped. You must hide the actor or one of
1640 * its parents before attempting to unrealize.
1642 * This function is separate from clutter_actor_unrealize() because it
1643 * does not automatically hide the actor.
1644 * Actors need not be hidden to be unrealized, they just need to
1645 * be unmapped. In fact we don't want to mess up the application's
1646 * setting of the "visible" flag, so hiding is very undesirable.
1648 * clutter_actor_unrealize() does a clutter_actor_hide() just for
1649 * backward compatibility.
1652 clutter_actor_unrealize_not_hiding (ClutterActor *self)
1654 _clutter_actor_traverse (self,
1655 CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST,
1656 unrealize_actor_before_children_cb,
1657 unrealize_actor_after_children_cb,
1662 * _clutter_actor_rerealize:
1663 * @self: A #ClutterActor
1664 * @callback: Function to call while unrealized
1665 * @data: data for callback
1667 * If an actor is already unrealized, this just calls the callback.
1669 * If it is realized, it unrealizes temporarily, calls the callback,
1670 * and then re-realizes the actor.
1672 * As a side effect, leaves all children of the actor unrealized if
1673 * the actor was realized but not showing. This is because when we
1674 * unrealize the actor temporarily we must unrealize its children
1675 * (e.g. children of a stage can't be realized if stage window is
1676 * gone). And we aren't clever enough to save the realization state of
1677 * all children. In most cases this should not matter, because
1678 * the children will automatically realize when they next become mapped.
1681 _clutter_actor_rerealize (ClutterActor *self,
1682 ClutterCallback callback,
1685 gboolean was_mapped;
1686 gboolean was_showing;
1687 gboolean was_realized;
1689 g_return_if_fail (CLUTTER_IS_ACTOR (self));
1691 #ifdef CLUTTER_ENABLE_DEBUG
1692 clutter_actor_verify_map_state (self);
1695 was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
1696 was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
1697 was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
1699 /* Must be unmapped to unrealize. Note we only have to hide this
1700 * actor if it was mapped (if all parents were showing). If actor
1701 * is merely visible (but not mapped), then that's fine, we can
1705 clutter_actor_hide (self);
1707 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
1709 /* unrealize self and all children */
1710 clutter_actor_unrealize_not_hiding (self);
1712 if (callback != NULL)
1714 (* callback) (self, data);
1718 clutter_actor_show (self); /* will realize only if mapping implies it */
1719 else if (was_realized)
1720 clutter_actor_realize (self); /* realize self and all parents */
1724 clutter_actor_real_pick (ClutterActor *self,
1725 const ClutterColor *color)
1727 /* the default implementation is just to paint a rectangle
1728 * with the same size of the actor using the passed color
1730 if (clutter_actor_should_pick_paint (self))
1732 ClutterActorBox box = { 0, };
1733 float width, height;
1735 clutter_actor_get_allocation_box (self, &box);
1737 width = box.x2 - box.x1;
1738 height = box.y2 - box.y1;
1740 cogl_set_source_color4ub (color->red,
1745 cogl_rectangle (0, 0, width, height);
1748 /* XXX - this thoroughly sucks, but we need to maintain compatibility
1749 * with existing container classes that override the pick() virtual
1750 * and chain up to the default implementation - otherwise we'll end up
1751 * painting our children twice.
1753 * this has to go away for 2.0; hopefully along the pick() itself.
1755 if (CLUTTER_ACTOR_GET_CLASS (self)->pick == clutter_actor_real_pick)
1759 for (iter = self->priv->first_child;
1761 iter = iter->priv->next_sibling)
1762 clutter_actor_paint (iter);
1767 * clutter_actor_should_pick_paint:
1768 * @self: A #ClutterActor
1770 * Should be called inside the implementation of the
1771 * #ClutterActor::pick virtual function in order to check whether
1772 * the actor should paint itself in pick mode or not.
1774 * This function should never be called directly by applications.
1776 * Return value: %TRUE if the actor should paint its silhouette,
1780 clutter_actor_should_pick_paint (ClutterActor *self)
1782 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
1784 if (CLUTTER_ACTOR_IS_MAPPED (self) &&
1785 (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL ||
1786 CLUTTER_ACTOR_IS_REACTIVE (self)))
1793 clutter_actor_real_get_preferred_width (ClutterActor *self,
1795 gfloat *min_width_p,
1796 gfloat *natural_width_p)
1798 ClutterActorPrivate *priv = self->priv;
1800 if (priv->n_children != 0 &&
1801 priv->layout_manager != NULL)
1803 ClutterContainer *container = CLUTTER_CONTAINER (self);
1805 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1806 "for the preferred width",
1807 G_OBJECT_TYPE_NAME (priv->layout_manager),
1808 priv->layout_manager);
1810 clutter_layout_manager_get_preferred_width (priv->layout_manager,
1819 /* Default implementation is always 0x0, usually an actor
1820 * using this default is relying on someone to set the
1823 CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
1828 if (natural_width_p)
1829 *natural_width_p = 0;
1833 clutter_actor_real_get_preferred_height (ClutterActor *self,
1835 gfloat *min_height_p,
1836 gfloat *natural_height_p)
1838 ClutterActorPrivate *priv = self->priv;
1840 if (priv->n_children != 0 &&
1841 priv->layout_manager != NULL)
1843 ClutterContainer *container = CLUTTER_CONTAINER (self);
1845 CLUTTER_NOTE (LAYOUT, "Querying the layout manager '%s'[%p] "
1846 "for the preferred height",
1847 G_OBJECT_TYPE_NAME (priv->layout_manager),
1848 priv->layout_manager);
1850 clutter_layout_manager_get_preferred_height (priv->layout_manager,
1858 /* Default implementation is always 0x0, usually an actor
1859 * using this default is relying on someone to set the
1862 CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
1867 if (natural_height_p)
1868 *natural_height_p = 0;
1872 clutter_actor_store_old_geometry (ClutterActor *self,
1873 ClutterActorBox *box)
1875 *box = self->priv->allocation;
1879 clutter_actor_notify_if_geometry_changed (ClutterActor *self,
1880 const ClutterActorBox *old)
1882 ClutterActorPrivate *priv = self->priv;
1883 GObject *obj = G_OBJECT (self);
1885 g_object_freeze_notify (obj);
1887 /* to avoid excessive requisition or allocation cycles we
1888 * use the cached values.
1890 * - if we don't have an allocation we assume that we need
1892 * - if we don't have a width or a height request we notify
1894 * - if we have a valid allocation then we check the old
1895 * bounding box with the current allocation and we notify
1898 if (priv->needs_allocation)
1900 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1901 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1902 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1903 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1905 else if (priv->needs_width_request || priv->needs_height_request)
1907 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1908 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1913 gfloat widthu, heightu;
1915 xu = priv->allocation.x1;
1916 yu = priv->allocation.y1;
1917 widthu = priv->allocation.x2 - priv->allocation.x1;
1918 heightu = priv->allocation.y2 - priv->allocation.y1;
1921 g_object_notify_by_pspec (obj, obj_props[PROP_X]);
1924 g_object_notify_by_pspec (obj, obj_props[PROP_Y]);
1926 if (widthu != (old->x2 - old->x1))
1927 g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]);
1929 if (heightu != (old->y2 - old->y1))
1930 g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]);
1933 g_object_thaw_notify (obj);
1937 * clutter_actor_set_allocation_internal:
1938 * @self: a #ClutterActor
1939 * @box: a #ClutterActorBox
1940 * @flags: allocation flags
1942 * Stores the allocation of @self.
1944 * This function only performs basic storage and property notification.
1946 * This function should be called by clutter_actor_set_allocation()
1947 * and by the default implementation of #ClutterActorClass.allocate().
1949 * Return value: %TRUE if the allocation of the #ClutterActor has been
1950 * changed, and %FALSE otherwise
1952 static inline gboolean
1953 clutter_actor_set_allocation_internal (ClutterActor *self,
1954 const ClutterActorBox *box,
1955 ClutterAllocationFlags flags)
1957 ClutterActorPrivate *priv = self->priv;
1959 gboolean x1_changed, y1_changed, x2_changed, y2_changed;
1960 gboolean flags_changed;
1962 ClutterActorBox old_alloc = { 0, };
1964 obj = G_OBJECT (self);
1966 g_object_freeze_notify (obj);
1968 clutter_actor_store_old_geometry (self, &old_alloc);
1970 x1_changed = priv->allocation.x1 != box->x1;
1971 y1_changed = priv->allocation.y1 != box->y1;
1972 x2_changed = priv->allocation.x2 != box->x2;
1973 y2_changed = priv->allocation.y2 != box->y2;
1975 flags_changed = priv->allocation_flags != flags;
1977 priv->allocation = *box;
1978 priv->allocation_flags = flags;
1980 /* allocation is authoritative */
1981 priv->needs_width_request = FALSE;
1982 priv->needs_height_request = FALSE;
1983 priv->needs_allocation = FALSE;
1985 if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed)
1987 CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
1988 _clutter_actor_get_debug_name (self));
1990 priv->transform_valid = FALSE;
1992 g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
1999 clutter_actor_notify_if_geometry_changed (self, &old_alloc);
2001 g_object_thaw_notify (obj);
2006 static void clutter_actor_real_allocate (ClutterActor *self,
2007 const ClutterActorBox *box,
2008 ClutterAllocationFlags flags);
2011 clutter_actor_maybe_layout_children (ClutterActor *self,
2012 const ClutterActorBox *allocation,
2013 ClutterAllocationFlags flags)
2015 ClutterActorPrivate *priv = self->priv;
2017 /* this is going to be a bit hard to follow, so let's put an explanation
2020 * we want ClutterActor to have a default layout manager if the actor was
2021 * created using "g_object_new (CLUTTER_TYPE_ACTOR, NULL)".
2023 * we also want any subclass of ClutterActor that does not override the
2024 * ::allocate() virtual function to delegate to a layout manager.
2026 * finally, we want to allow people subclassing ClutterActor and overriding
2027 * the ::allocate() vfunc to let Clutter delegate to the layout manager.
2029 * on the other hand, we want existing actor subclasses overriding the
2030 * ::allocate() virtual function and chaining up to the parent's
2031 * implementation to continue working without allocating their children
2032 * twice, or without entering an allocation loop.
2034 * for the first two points, we check if the class of the actor is
2035 * overridding the ::allocate() virtual function; if it isn't, then we
2036 * follow through with checking whether we have children and a layout
2037 * manager, and eventually calling clutter_layout_manager_allocate().
2039 * for the third point, we check the CLUTTER_DELEGATE_LAYOUT flag in the
2040 * allocation flags that we got passed, and if it is present, we continue
2041 * with the check above.
2043 * if neither of these two checks yields a positive result, we just
2044 * assume that the ::allocate() virtual function that resulted in this
2045 * function being called will also allocate the children of the actor.
2048 if (CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate)
2051 if ((flags & CLUTTER_DELEGATE_LAYOUT) != 0)
2057 if (priv->n_children != 0 &&
2058 priv->layout_manager != NULL)
2060 ClutterContainer *container = CLUTTER_CONTAINER (self);
2061 ClutterAllocationFlags children_flags;
2062 ClutterActorBox children_box;
2064 /* normalize the box passed to the layout manager */
2065 children_box.x1 = children_box.y1 = 0.f;
2066 children_box.x2 = (allocation->x2 - allocation->x1);
2067 children_box.y2 = (allocation->y2 - allocation->y1);
2069 /* remove the DELEGATE_LAYOUT flag; this won't be passed to
2070 * the actor's children, since it refers only to the current
2071 * actor's allocation.
2073 children_flags = flags;
2074 children_flags &= ~CLUTTER_DELEGATE_LAYOUT;
2076 CLUTTER_NOTE (LAYOUT,
2077 "Allocating %d children of %s "
2078 "at { %.2f, %.2f - %.2f x %.2f } "
2081 _clutter_actor_get_debug_name (self),
2084 (allocation->x2 - allocation->x1),
2085 (allocation->y2 - allocation->y1),
2086 G_OBJECT_TYPE_NAME (priv->layout_manager));
2088 clutter_layout_manager_allocate (priv->layout_manager,
2096 clutter_actor_real_allocate (ClutterActor *self,
2097 const ClutterActorBox *box,
2098 ClutterAllocationFlags flags)
2100 ClutterActorPrivate *priv = self->priv;
2103 g_object_freeze_notify (G_OBJECT (self));
2105 changed = clutter_actor_set_allocation_internal (self, box, flags);
2107 /* we allocate our children before we notify changes in our geometry,
2108 * so that people connecting to properties will be able to get valid
2109 * data out of the sub-tree of the scene graph that has this actor at
2112 clutter_actor_maybe_layout_children (self, box, flags);
2115 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
2117 priv->allocation_flags);
2119 g_object_thaw_notify (G_OBJECT (self));
2123 _clutter_actor_signal_queue_redraw (ClutterActor *self,
2124 ClutterActor *origin)
2126 /* no point in queuing a redraw on a destroyed actor */
2127 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2130 /* NB: We can't bail out early here if the actor is hidden in case
2131 * the actor bas been cloned. In this case the clone will need to
2132 * receive the signal so it can queue its own redraw.
2135 /* calls klass->queue_redraw in default handler */
2136 g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
2140 clutter_actor_real_queue_redraw (ClutterActor *self,
2141 ClutterActor *origin)
2143 ClutterActor *parent;
2145 CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
2146 _clutter_actor_get_debug_name (self),
2147 origin != NULL ? _clutter_actor_get_debug_name (origin)
2150 /* no point in queuing a redraw on a destroyed actor */
2151 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2154 /* If the queue redraw is coming from a child then the actor has
2155 become dirty and any queued effect is no longer valid */
2158 self->priv->is_dirty = TRUE;
2159 self->priv->effect_to_redraw = NULL;
2162 /* If the actor isn't visible, we still had to emit the signal
2163 * to allow for a ClutterClone, but the appearance of the parent
2164 * won't change so we don't have to propagate up the hierarchy.
2166 if (!CLUTTER_ACTOR_IS_VISIBLE (self))
2169 /* Although we could determine here that a full stage redraw
2170 * has already been queued and immediately bail out, we actually
2171 * guarantee that we will propagate a queue-redraw signal to our
2172 * parent at least once so that it's possible to implement a
2173 * container that tracks which of its children have queued a
2176 if (self->priv->propagated_one_redraw)
2178 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2179 if (stage != NULL &&
2180 _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
2184 self->priv->propagated_one_redraw = TRUE;
2186 /* notify parents, if they are all visible eventually we'll
2187 * queue redraw on the stage, which queues the redraw idle.
2189 parent = clutter_actor_get_parent (self);
2192 /* this will go up recursively */
2193 _clutter_actor_signal_queue_redraw (parent, origin);
2198 clutter_actor_real_queue_relayout (ClutterActor *self)
2200 ClutterActorPrivate *priv = self->priv;
2202 /* no point in queueing a redraw on a destroyed actor */
2203 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
2206 priv->needs_width_request = TRUE;
2207 priv->needs_height_request = TRUE;
2208 priv->needs_allocation = TRUE;
2210 /* reset the cached size requests */
2211 memset (priv->width_requests, 0,
2212 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2213 memset (priv->height_requests, 0,
2214 N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest));
2216 /* We need to go all the way up the hierarchy */
2217 if (priv->parent != NULL)
2218 _clutter_actor_queue_only_relayout (priv->parent);
2222 * clutter_actor_apply_relative_transform_to_point:
2223 * @self: A #ClutterActor
2224 * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
2225 * default #ClutterStage
2226 * @point: A point as #ClutterVertex
2227 * @vertex: (out caller-allocates): The translated #ClutterVertex
2229 * Transforms @point in coordinates relative to the actor into
2230 * ancestor-relative coordinates using the relevant transform
2231 * stack (i.e. scale, rotation, etc).
2233 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2234 * this case, the coordinates returned will be the coordinates on
2235 * the stage before the projection is applied. This is different from
2236 * the behaviour of clutter_actor_apply_transform_to_point().
2241 clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
2242 ClutterActor *ancestor,
2243 const ClutterVertex *point,
2244 ClutterVertex *vertex)
2249 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2250 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2251 g_return_if_fail (point != NULL);
2252 g_return_if_fail (vertex != NULL);
2257 if (ancestor == NULL)
2258 ancestor = _clutter_actor_get_stage_internal (self);
2260 if (ancestor == NULL)
2266 _clutter_actor_get_relative_transformation_matrix (self, ancestor, &matrix);
2267 cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w);
2271 _clutter_actor_fully_transform_vertices (ClutterActor *self,
2272 const ClutterVertex *vertices_in,
2273 ClutterVertex *vertices_out,
2276 ClutterActor *stage;
2277 CoglMatrix modelview;
2278 CoglMatrix projection;
2281 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
2283 stage = _clutter_actor_get_stage_internal (self);
2285 /* We really can't do anything meaningful in this case so don't try
2286 * to do any transform */
2290 /* Note: we pass NULL as the ancestor because we don't just want the modelview
2291 * that gets us to stage coordinates, we want to go all the way to eye
2293 _clutter_actor_apply_relative_transformation_matrix (self, NULL, &modelview);
2295 /* Fetch the projection and viewport */
2296 _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);
2297 _clutter_stage_get_viewport (CLUTTER_STAGE (stage),
2303 _clutter_util_fully_transform_vertices (&modelview,
2314 * clutter_actor_apply_transform_to_point:
2315 * @self: A #ClutterActor
2316 * @point: A point as #ClutterVertex
2317 * @vertex: (out caller-allocates): The translated #ClutterVertex
2319 * Transforms @point in coordinates relative to the actor
2320 * into screen-relative coordinates with the current actor
2321 * transformation (i.e. scale, rotation, etc)
2326 clutter_actor_apply_transform_to_point (ClutterActor *self,
2327 const ClutterVertex *point,
2328 ClutterVertex *vertex)
2330 g_return_if_fail (point != NULL);
2331 g_return_if_fail (vertex != NULL);
2332 _clutter_actor_fully_transform_vertices (self, point, vertex, 1);
2336 * _clutter_actor_get_relative_transformation_matrix:
2337 * @self: The actor whose coordinate space you want to transform from.
2338 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2339 * or %NULL if you want to transform all the way to eye coordinates.
2340 * @matrix: A #CoglMatrix to store the transformation
2342 * This gets a transformation @matrix that will transform coordinates from the
2343 * coordinate space of @self into the coordinate space of @ancestor.
2345 * For example if you need a matrix that can transform the local actor
2346 * coordinates of @self into stage coordinates you would pass the actor's stage
2347 * pointer as the @ancestor.
2349 * If you pass %NULL then the transformation will take you all the way through
2350 * to eye coordinates. This can be useful if you want to extract the entire
2351 * modelview transform that Clutter applies before applying the projection
2352 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2353 * using cogl_set_modelview_matrix() for example then you would want a matrix
2354 * that transforms into eye coordinates.
2356 * <note><para>This function explicitly initializes the given @matrix. If you just
2357 * want clutter to multiply a relative transformation with an existing matrix
2358 * you can use clutter_actor_apply_relative_transformation_matrix()
2359 * instead.</para></note>
2362 /* XXX: We should consider caching the stage relative modelview along with
2363 * the actor itself */
2365 _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
2366 ClutterActor *ancestor,
2369 cogl_matrix_init_identity (matrix);
2371 _clutter_actor_apply_relative_transformation_matrix (self, ancestor, matrix);
2374 /* Project the given @box into stage window coordinates, writing the
2375 * transformed vertices to @verts[]. */
2377 _clutter_actor_transform_and_project_box (ClutterActor *self,
2378 const ClutterActorBox *box,
2379 ClutterVertex verts[])
2381 ClutterVertex box_vertices[4];
2383 box_vertices[0].x = box->x1;
2384 box_vertices[0].y = box->y1;
2385 box_vertices[0].z = 0;
2386 box_vertices[1].x = box->x2;
2387 box_vertices[1].y = box->y1;
2388 box_vertices[1].z = 0;
2389 box_vertices[2].x = box->x1;
2390 box_vertices[2].y = box->y2;
2391 box_vertices[2].z = 0;
2392 box_vertices[3].x = box->x2;
2393 box_vertices[3].y = box->y2;
2394 box_vertices[3].z = 0;
2397 _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4);
2401 * clutter_actor_get_allocation_vertices:
2402 * @self: A #ClutterActor
2403 * @ancestor: (allow-none): A #ClutterActor to calculate the vertices
2404 * against, or %NULL to use the #ClutterStage
2405 * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return
2406 * location for an array of 4 #ClutterVertex in which to store the result
2408 * Calculates the transformed coordinates of the four corners of the
2409 * actor in the plane of @ancestor. The returned vertices relate to
2410 * the #ClutterActorBox coordinates as follows:
2412 * <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
2413 * <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
2414 * <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
2415 * <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
2418 * If @ancestor is %NULL the ancestor will be the #ClutterStage. In
2419 * this case, the coordinates returned will be the coordinates on
2420 * the stage before the projection is applied. This is different from
2421 * the behaviour of clutter_actor_get_abs_allocation_vertices().
2426 clutter_actor_get_allocation_vertices (ClutterActor *self,
2427 ClutterActor *ancestor,
2428 ClutterVertex verts[])
2430 ClutterActorPrivate *priv;
2431 ClutterActorBox box;
2432 ClutterVertex vertices[4];
2433 CoglMatrix modelview;
2435 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2436 g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
2438 if (ancestor == NULL)
2439 ancestor = _clutter_actor_get_stage_internal (self);
2441 /* Fallback to a NOP transform if the actor isn't parented under a
2443 if (ancestor == NULL)
2448 /* if the actor needs to be allocated we force a relayout, so that
2449 * we will have valid values to use in the transformations */
2450 if (priv->needs_allocation)
2452 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2454 _clutter_stage_maybe_relayout (stage);
2457 box.x1 = box.y1 = 0;
2458 /* The result isn't really meaningful in this case but at
2459 * least try to do something *vaguely* reasonable... */
2460 clutter_actor_get_size (self, &box.x2, &box.y2);
2464 clutter_actor_get_allocation_box (self, &box);
2466 vertices[0].x = box.x1;
2467 vertices[0].y = box.y1;
2469 vertices[1].x = box.x2;
2470 vertices[1].y = box.y1;
2472 vertices[2].x = box.x1;
2473 vertices[2].y = box.y2;
2475 vertices[3].x = box.x2;
2476 vertices[3].y = box.y2;
2479 _clutter_actor_get_relative_transformation_matrix (self, ancestor,
2482 cogl_matrix_transform_points (&modelview,
2484 sizeof (ClutterVertex),
2486 sizeof (ClutterVertex),
2492 * clutter_actor_get_abs_allocation_vertices:
2493 * @self: A #ClutterActor
2494 * @verts: (out) (array fixed-size=4): Pointer to a location of an array
2495 * of 4 #ClutterVertex where to store the result.
2497 * Calculates the transformed screen coordinates of the four corners of
2498 * the actor; the returned vertices relate to the #ClutterActorBox
2499 * coordinates as follows:
2501 * <listitem><para>v[0] contains (x1, y1)</para></listitem>
2502 * <listitem><para>v[1] contains (x2, y1)</para></listitem>
2503 * <listitem><para>v[2] contains (x1, y2)</para></listitem>
2504 * <listitem><para>v[3] contains (x2, y2)</para></listitem>
2510 clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
2511 ClutterVertex verts[])
2513 ClutterActorPrivate *priv;
2514 ClutterActorBox actor_space_allocation;
2516 g_return_if_fail (CLUTTER_IS_ACTOR (self));
2520 /* if the actor needs to be allocated we force a relayout, so that
2521 * the actor allocation box will be valid for
2522 * _clutter_actor_transform_and_project_box()
2524 if (priv->needs_allocation)
2526 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2527 /* There's nothing meaningful we can do now */
2531 _clutter_stage_maybe_relayout (stage);
2534 /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's
2535 * own coordinate space... */
2536 actor_space_allocation.x1 = 0;
2537 actor_space_allocation.y1 = 0;
2538 actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1;
2539 actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1;
2540 _clutter_actor_transform_and_project_box (self,
2541 &actor_space_allocation,
2546 clutter_actor_real_apply_transform (ClutterActor *self,
2549 ClutterActorPrivate *priv = self->priv;
2551 if (!priv->transform_valid)
2553 CoglMatrix *transform = &priv->transform;
2554 const ClutterTransformInfo *info;
2556 info = _clutter_actor_get_transform_info_or_defaults (self);
2558 cogl_matrix_init_identity (transform);
2560 cogl_matrix_translate (transform,
2561 priv->allocation.x1,
2562 priv->allocation.y1,
2566 cogl_matrix_translate (transform, 0, 0, priv->z);
2569 * because the rotation involves translations, we must scale
2570 * before applying the rotations (if we apply the scale after
2571 * the rotations, the translations included in the rotation are
2572 * not scaled and so the entire object will move on the screen
2573 * as a result of rotating it).
2575 if (info->scale_x != 1.0 || info->scale_y != 1.0)
2577 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2578 &info->scale_center,
2579 cogl_matrix_scale (transform,
2586 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2588 cogl_matrix_rotate (transform,
2593 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2595 cogl_matrix_rotate (transform,
2600 TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
2602 cogl_matrix_rotate (transform,
2606 if (!clutter_anchor_coord_is_zero (&info->anchor))
2610 clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
2611 cogl_matrix_translate (transform, -x, -y, -z);
2614 priv->transform_valid = TRUE;
2617 cogl_matrix_multiply (matrix, matrix, &priv->transform);
2620 /* Applies the transforms associated with this actor to the given
2623 _clutter_actor_apply_modelview_transform (ClutterActor *self,
2626 CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
2630 * clutter_actor_apply_relative_transformation_matrix:
2631 * @self: The actor whose coordinate space you want to transform from.
2632 * @ancestor: The ancestor actor whose coordinate space you want to transform too
2633 * or %NULL if you want to transform all the way to eye coordinates.
2634 * @matrix: A #CoglMatrix to apply the transformation too.
2636 * This multiplies a transform with @matrix that will transform coordinates
2637 * from the coordinate space of @self into the coordinate space of @ancestor.
2639 * For example if you need a matrix that can transform the local actor
2640 * coordinates of @self into stage coordinates you would pass the actor's stage
2641 * pointer as the @ancestor.
2643 * If you pass %NULL then the transformation will take you all the way through
2644 * to eye coordinates. This can be useful if you want to extract the entire
2645 * modelview transform that Clutter applies before applying the projection
2646 * transformation. If you want to explicitly set a modelview on a CoglFramebuffer
2647 * using cogl_set_modelview_matrix() for example then you would want a matrix
2648 * that transforms into eye coordinates.
2650 * <note>This function doesn't initialize the given @matrix, it simply
2651 * multiplies the requested transformation matrix with the existing contents of
2652 * @matrix. You can use cogl_matrix_init_identity() to initialize the @matrix
2653 * before calling this function, or you can use
2654 * clutter_actor_get_relative_transformation_matrix() instead.</note>
2657 _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
2658 ClutterActor *ancestor,
2661 ClutterActor *parent;
2663 /* Note we terminate before ever calling stage->apply_transform()
2664 * since that would conceptually be relative to the underlying
2665 * window OpenGL coordinates so we'd need a special @ancestor
2666 * value to represent the fake parent of the stage. */
2667 if (self == ancestor)
2670 parent = clutter_actor_get_parent (self);
2673 _clutter_actor_apply_relative_transformation_matrix (parent, ancestor,
2676 _clutter_actor_apply_modelview_transform (self, matrix);
2680 _clutter_actor_draw_paint_volume_full (ClutterActor *self,
2681 ClutterPaintVolume *pv,
2683 const CoglColor *color)
2685 static CoglPipeline *outline = NULL;
2686 CoglPrimitive *prim;
2687 ClutterVertex line_ends[12 * 2];
2690 clutter_backend_get_cogl_context (clutter_get_default_backend ());
2691 /* XXX: at some point we'll query this from the stage but we can't
2692 * do that until the osx backend uses Cogl natively. */
2693 CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
2695 if (outline == NULL)
2696 outline = cogl_pipeline_new ();
2698 _clutter_paint_volume_complete (pv);
2700 n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2703 line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2704 line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2705 line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2706 line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2711 line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2712 line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2713 line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2714 line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2716 /* Lines connecting front face to back face */
2717 line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2718 line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2719 line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
2720 line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
2723 prim = cogl_primitive_new_p3 (ctx, COGL_VERTICES_MODE_LINES, n_vertices,
2724 (CoglVertexP3 *)line_ends);
2726 cogl_pipeline_set_color (outline, color);
2727 cogl_framebuffer_draw_primitive (fb, outline, prim);
2728 cogl_object_unref (prim);
2732 PangoLayout *layout;
2733 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2734 pango_layout_set_text (layout, label, -1);
2735 cogl_pango_render_layout (layout,
2740 g_object_unref (layout);
2745 _clutter_actor_draw_paint_volume (ClutterActor *self)
2747 ClutterPaintVolume *pv;
2750 pv = _clutter_actor_get_paint_volume_mutable (self);
2753 gfloat width, height;
2754 ClutterPaintVolume fake_pv;
2756 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2757 _clutter_paint_volume_init_static (&fake_pv, stage);
2759 clutter_actor_get_size (self, &width, &height);
2760 clutter_paint_volume_set_width (&fake_pv, width);
2761 clutter_paint_volume_set_height (&fake_pv, height);
2763 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2764 _clutter_actor_draw_paint_volume_full (self, &fake_pv,
2765 _clutter_actor_get_debug_name (self),
2768 clutter_paint_volume_free (&fake_pv);
2772 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2773 _clutter_actor_draw_paint_volume_full (self, pv,
2774 _clutter_actor_get_debug_name (self),
2780 _clutter_actor_paint_cull_result (ClutterActor *self,
2782 ClutterCullResult result)
2784 ClutterPaintVolume *pv;
2789 if (result == CLUTTER_CULL_RESULT_IN)
2790 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2791 else if (result == CLUTTER_CULL_RESULT_OUT)
2792 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2794 cogl_color_init_from_4f (&color, 0, 1, 1, 1);
2797 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2799 if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
2800 _clutter_actor_draw_paint_volume_full (self, pv,
2801 _clutter_actor_get_debug_name (self),
2805 PangoLayout *layout;
2807 g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
2808 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2809 cogl_set_source_color (&color);
2811 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2812 pango_layout_set_text (layout, label, -1);
2813 cogl_pango_render_layout (layout,
2819 g_object_unref (layout);
2823 static int clone_paint_level = 0;
2826 _clutter_actor_push_clone_paint (void)
2828 clone_paint_level++;
2832 _clutter_actor_pop_clone_paint (void)
2834 clone_paint_level--;
2838 in_clone_paint (void)
2840 return clone_paint_level > 0;
2843 /* Returns TRUE if the actor can be ignored */
2844 /* FIXME: we should return a ClutterCullResult, and
2845 * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
2846 * means there's no point in trying to cull descendants of the current
2849 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
2851 ClutterActorPrivate *priv = self->priv;
2852 ClutterActor *stage;
2853 const ClutterPlane *stage_clip;
2855 if (!priv->last_paint_volume_valid)
2857 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2858 "->last_paint_volume_valid == FALSE",
2859 _clutter_actor_get_debug_name (self));
2863 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
2866 stage = _clutter_actor_get_stage_internal (self);
2867 stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
2868 if (G_UNLIKELY (!stage_clip))
2870 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2871 "No stage clip set",
2872 _clutter_actor_get_debug_name (self));
2876 if (cogl_get_draw_framebuffer () !=
2877 _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
2879 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2880 "Current framebuffer doesn't correspond to stage",
2881 _clutter_actor_get_debug_name (self));
2886 _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
2891 _clutter_actor_update_last_paint_volume (ClutterActor *self)
2893 ClutterActorPrivate *priv = self->priv;
2894 const ClutterPaintVolume *pv;
2896 if (priv->last_paint_volume_valid)
2898 clutter_paint_volume_free (&priv->last_paint_volume);
2899 priv->last_paint_volume_valid = FALSE;
2902 pv = clutter_actor_get_paint_volume (self);
2905 CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
2906 "Actor failed to report a paint volume",
2907 _clutter_actor_get_debug_name (self));
2911 _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
2913 _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
2914 NULL); /* eye coordinates */
2916 priv->last_paint_volume_valid = TRUE;
2919 static inline gboolean
2920 actor_has_shader_data (ClutterActor *self)
2922 return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
2926 _clutter_actor_get_pick_id (ClutterActor *self)
2928 if (self->priv->pick_id < 0)
2931 return self->priv->pick_id;
2934 /* This is the same as clutter_actor_add_effect except that it doesn't
2935 queue a redraw and it doesn't notify on the effect property */
2937 _clutter_actor_add_effect_internal (ClutterActor *self,
2938 ClutterEffect *effect)
2940 ClutterActorPrivate *priv = self->priv;
2942 if (priv->effects == NULL)
2944 priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
2945 priv->effects->actor = self;
2948 _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2951 /* This is the same as clutter_actor_remove_effect except that it doesn't
2952 queue a redraw and it doesn't notify on the effect property */
2954 _clutter_actor_remove_effect_internal (ClutterActor *self,
2955 ClutterEffect *effect)
2957 ClutterActorPrivate *priv = self->priv;
2959 if (priv->effects == NULL)
2962 _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2966 needs_flatten_effect (ClutterActor *self)
2968 ClutterActorPrivate *priv = self->priv;
2970 if (G_UNLIKELY (clutter_paint_debug_flags &
2971 CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
2974 if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
2976 else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
2978 if (clutter_actor_get_paint_opacity (self) < 255 &&
2979 clutter_actor_has_overlaps (self))
2987 add_or_remove_flatten_effect (ClutterActor *self)
2989 ClutterActorPrivate *priv = self->priv;
2991 /* Add or remove the flatten effect depending on the
2992 offscreen-redirect property. */
2993 if (needs_flatten_effect (self))
2995 if (priv->flatten_effect == NULL)
2997 ClutterActorMeta *actor_meta;
3000 priv->flatten_effect = _clutter_flatten_effect_new ();
3001 /* Keep a reference to the effect so that we can queue
3003 g_object_ref_sink (priv->flatten_effect);
3005 /* Set the priority of the effect to high so that it will
3006 always be applied to the actor first. It uses an internal
3007 priority so that it won't be visible to applications */
3008 actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3009 priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3010 _clutter_actor_meta_set_priority (actor_meta, priority);
3012 /* This will add the effect without queueing a redraw */
3013 _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3018 if (priv->flatten_effect != NULL)
3020 /* Destroy the effect so that it will lose its fbo cache of
3022 _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3023 g_object_unref (priv->flatten_effect);
3024 priv->flatten_effect = NULL;
3030 clutter_actor_real_paint (ClutterActor *actor)
3032 ClutterActorPrivate *priv = actor->priv;
3035 /* paint the background color, if set */
3036 if (priv->bg_color_set)
3038 float width, height;
3041 clutter_actor_box_get_size (&priv->allocation, &width, &height);
3043 real_alpha = clutter_actor_get_paint_opacity_internal (actor)
3044 * priv->bg_color.alpha
3047 cogl_set_source_color4ub (priv->bg_color.red,
3048 priv->bg_color.green,
3049 priv->bg_color.blue,
3052 cogl_rectangle (0, 0, width, height);
3055 for (iter = priv->first_child;
3057 iter = iter->priv->next_sibling)
3059 CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3060 _clutter_actor_get_debug_name (iter),
3061 _clutter_actor_get_debug_name (actor),
3062 iter->priv->allocation.x1,
3063 iter->priv->allocation.y1,
3064 iter->priv->allocation.x2 - iter->priv->allocation.x1,
3065 iter->priv->allocation.y2 - iter->priv->allocation.y1);
3067 clutter_actor_paint (iter);
3072 * clutter_actor_paint:
3073 * @self: A #ClutterActor
3075 * Renders the actor to display.
3077 * This function should not be called directly by applications.
3078 * Call clutter_actor_queue_redraw() to queue paints, instead.
3080 * This function is context-aware, and will either cause a
3081 * regular paint or a pick paint.
3083 * This function will emit the #ClutterActor::paint signal or
3084 * the #ClutterActor::pick signal, depending on the context.
3086 * This function does not paint the actor if the actor is set to 0,
3087 * unless it is performing a pick paint.
3090 clutter_actor_paint (ClutterActor *self)
3092 ClutterActorPrivate *priv;
3093 ClutterPickMode pick_mode;
3094 gboolean clip_set = FALSE;
3095 gboolean shader_applied = FALSE;
3097 CLUTTER_STATIC_COUNTER (actor_paint_counter,
3098 "Actor real-paint counter",
3099 "Increments each time any actor is painted",
3100 0 /* no application private data */);
3101 CLUTTER_STATIC_COUNTER (actor_pick_counter,
3102 "Actor pick-paint counter",
3103 "Increments each time any actor is painted "
3105 0 /* no application private data */);
3107 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3109 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3114 pick_mode = _clutter_context_get_pick_mode ();
3116 if (pick_mode == CLUTTER_PICK_NONE)
3117 priv->propagated_one_redraw = FALSE;
3119 /* It's an important optimization that we consider painting of
3120 * actors with 0 opacity to be a NOP... */
3121 if (pick_mode == CLUTTER_PICK_NONE &&
3122 /* ignore top-levels, since they might be transparent */
3123 !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3124 /* Use the override opacity if its been set */
3125 ((priv->opacity_override >= 0) ?
3126 priv->opacity_override : priv->opacity) == 0)
3129 /* if we aren't paintable (not in a toplevel with all
3130 * parents paintable) then do nothing.
3132 if (!CLUTTER_ACTOR_IS_MAPPED (self))
3135 /* mark that we are in the paint process */
3136 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3140 if (priv->enable_model_view_transform)
3144 /* XXX: It could be better to cache the modelview with the actor
3145 * instead of progressively building up the transformations on
3146 * the matrix stack every time we paint. */
3147 cogl_get_modelview_matrix (&matrix);
3148 _clutter_actor_apply_modelview_transform (self, &matrix);
3150 #ifdef CLUTTER_ENABLE_DEBUG
3151 /* Catch when out-of-band transforms have been made by actors not as part
3152 * of an apply_transform vfunc... */
3153 if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3155 CoglMatrix expected_matrix;
3157 _clutter_actor_get_relative_transformation_matrix (self, NULL,
3160 if (!cogl_matrix_equal (&matrix, &expected_matrix))
3162 GString *buf = g_string_sized_new (1024);
3163 ClutterActor *parent;
3166 while (parent != NULL)
3168 g_string_append (buf, _clutter_actor_get_debug_name (parent));
3170 if (parent->priv->parent != NULL)
3171 g_string_append (buf, "->");
3173 parent = parent->priv->parent;
3176 g_warning ("Unexpected transform found when painting actor "
3177 "\"%s\". This will be caused by one of the actor's "
3178 "ancestors (%s) using the Cogl API directly to transform "
3179 "children instead of using ::apply_transform().",
3180 _clutter_actor_get_debug_name (self),
3183 g_string_free (buf, TRUE);
3186 #endif /* CLUTTER_ENABLE_DEBUG */
3188 cogl_set_modelview_matrix (&matrix);
3193 cogl_clip_push_rectangle (priv->clip.x,
3195 priv->clip.x + priv->clip.width,
3196 priv->clip.y + priv->clip.height);
3199 else if (priv->clip_to_allocation)
3201 gfloat width, height;
3203 width = priv->allocation.x2 - priv->allocation.x1;
3204 height = priv->allocation.y2 - priv->allocation.y1;
3206 cogl_clip_push_rectangle (0, 0, width, height);
3210 if (pick_mode == CLUTTER_PICK_NONE)
3212 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3214 /* We check whether we need to add the flatten effect before
3215 each paint so that we can avoid having a mechanism for
3216 applications to notify when the value of the
3217 has_overlaps virtual changes. */
3218 add_or_remove_flatten_effect (self);
3221 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3223 /* We save the current paint volume so that the next time the
3224 * actor queues a redraw we can constrain the redraw to just
3225 * cover the union of the new bounding box and the old.
3227 * We also fetch the current paint volume to perform culling so
3228 * we can avoid painting actors outside the current clip region.
3230 * If we are painting inside a clone, we should neither update
3231 * the paint volume or use it to cull painting, since the paint
3232 * box represents the location of the source actor on the
3235 * XXX: We are starting to do a lot of vertex transforms on
3236 * the CPU in a typical paint, so at some point we should
3237 * audit these and consider caching some things.
3239 * NB: We don't perform culling while picking at this point because
3240 * clutter-stage.c doesn't setup the clipping planes appropriately.
3242 * NB: We don't want to update the last-paint-volume during picking
3243 * because the last-paint-volume is used to determine the old screen
3244 * space location of an actor that has moved so we can know the
3245 * minimal region to redraw to clear an old view of the actor. If we
3246 * update this during picking then by the time we come around to
3247 * paint then the last-paint-volume would likely represent the new
3248 * actor position not the old.
3250 if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3253 /* annoyingly gcc warns if uninitialized even though
3254 * the initialization is redundant :-( */
3255 ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3257 if (G_LIKELY ((clutter_paint_debug_flags &
3258 (CLUTTER_DEBUG_DISABLE_CULLING |
3259 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3260 (CLUTTER_DEBUG_DISABLE_CULLING |
3261 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3262 _clutter_actor_update_last_paint_volume (self);
3264 success = cull_actor (self, &result);
3266 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3267 _clutter_actor_paint_cull_result (self, success, result);
3268 else if (result == CLUTTER_CULL_RESULT_OUT && success)
3272 if (priv->effects == NULL)
3274 if (pick_mode == CLUTTER_PICK_NONE &&
3275 actor_has_shader_data (self))
3277 _clutter_actor_shader_pre_paint (self, FALSE);
3278 shader_applied = TRUE;
3281 priv->next_effect_to_paint = NULL;
3284 priv->next_effect_to_paint =
3285 _clutter_meta_group_peek_metas (priv->effects);
3287 clutter_actor_continue_paint (self);
3290 _clutter_actor_shader_post_paint (self);
3292 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3293 pick_mode == CLUTTER_PICK_NONE))
3294 _clutter_actor_draw_paint_volume (self);
3297 /* If we make it here then the actor has run through a complete
3298 paint run including all the effects so it's no longer dirty */
3299 if (pick_mode == CLUTTER_PICK_NONE)
3300 priv->is_dirty = FALSE;
3307 /* paint sequence complete */
3308 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3312 * clutter_actor_continue_paint:
3313 * @self: A #ClutterActor
3315 * Run the next stage of the paint sequence. This function should only
3316 * be called within the implementation of the ‘run’ virtual of a
3317 * #ClutterEffect. It will cause the run method of the next effect to
3318 * be applied, or it will paint the actual actor if the current effect
3319 * is the last effect in the chain.
3324 clutter_actor_continue_paint (ClutterActor *self)
3326 ClutterActorPrivate *priv;
3328 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3329 /* This should only be called from with in the ‘run’ implementation
3330 of a ClutterEffect */
3331 g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3335 /* Skip any effects that are disabled */
3336 while (priv->next_effect_to_paint &&
3337 !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3338 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3340 /* If this has come from the last effect then we'll just paint the
3342 if (priv->next_effect_to_paint == NULL)
3344 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3346 g_signal_emit (self, actor_signals[PAINT], 0);
3350 ClutterColor col = { 0, };
3352 _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3354 /* Actor will then paint silhouette of itself in supplied
3355 * color. See clutter_stage_get_actor_at_pos() for where
3356 * picking is enabled.
3358 g_signal_emit (self, actor_signals[PICK], 0, &col);
3363 ClutterEffect *old_current_effect;
3364 ClutterEffectPaintFlags run_flags = 0;
3366 /* Cache the current effect so that we can put it back before
3368 old_current_effect = priv->current_effect;
3370 priv->current_effect = priv->next_effect_to_paint->data;
3371 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3373 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3377 /* If there's an effect queued with this redraw then all
3378 effects up to that one will be considered dirty. It
3379 is expected the queued effect will paint the cached
3380 image and not call clutter_actor_continue_paint again
3381 (although it should work ok if it does) */
3382 if (priv->effect_to_redraw == NULL ||
3383 priv->current_effect != priv->effect_to_redraw)
3384 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3387 _clutter_effect_paint (priv->current_effect, run_flags);
3391 /* We can't determine when an actor has been modified since
3392 its last pick so lets just assume it has always been
3394 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3396 _clutter_effect_pick (priv->current_effect, run_flags);
3399 priv->current_effect = old_current_effect;
3403 static ClutterActorTraverseVisitFlags
3404 invalidate_queue_redraw_entry (ClutterActor *self,
3408 ClutterActorPrivate *priv = self->priv;
3410 if (priv->queue_redraw_entry != NULL)
3412 _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3413 priv->queue_redraw_entry = NULL;
3416 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3420 remove_child (ClutterActor *self,
3421 ClutterActor *child)
3423 ClutterActor *prev_sibling, *next_sibling;
3425 prev_sibling = child->priv->prev_sibling;
3426 next_sibling = child->priv->next_sibling;
3428 if (prev_sibling != NULL)
3429 prev_sibling->priv->next_sibling = next_sibling;
3431 if (next_sibling != NULL)
3432 next_sibling->priv->prev_sibling = prev_sibling;
3434 if (self->priv->first_child == child)
3435 self->priv->first_child = next_sibling;
3437 if (self->priv->last_child == child)
3438 self->priv->last_child = prev_sibling;
3440 child->priv->parent = NULL;
3441 child->priv->prev_sibling = NULL;
3442 child->priv->next_sibling = NULL;
3446 REMOVE_CHILD_DESTROY_META = 1 << 0,
3447 REMOVE_CHILD_EMIT_PARENT_SET = 1 << 1,
3448 REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3449 REMOVE_CHILD_CHECK_STATE = 1 << 3,
3450 REMOVE_CHILD_FLUSH_QUEUE = 1 << 4,
3451 REMOVE_CHILD_NOTIFY_FIRST_LAST = 1 << 5,
3453 /* default flags for public API */
3454 REMOVE_CHILD_DEFAULT_FLAGS = REMOVE_CHILD_DESTROY_META |
3455 REMOVE_CHILD_EMIT_PARENT_SET |
3456 REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3457 REMOVE_CHILD_CHECK_STATE |
3458 REMOVE_CHILD_FLUSH_QUEUE |
3459 REMOVE_CHILD_NOTIFY_FIRST_LAST,
3461 /* flags for legacy/deprecated API */
3462 REMOVE_CHILD_LEGACY_FLAGS = REMOVE_CHILD_CHECK_STATE |
3463 REMOVE_CHILD_FLUSH_QUEUE |
3464 REMOVE_CHILD_EMIT_PARENT_SET |
3465 REMOVE_CHILD_NOTIFY_FIRST_LAST
3466 } ClutterActorRemoveChildFlags;
3469 * clutter_actor_remove_child_internal:
3470 * @self: a #ClutterActor
3471 * @child: the child of @self that has to be removed
3472 * @flags: control the removal operations
3474 * Removes @child from the list of children of @self.
3477 clutter_actor_remove_child_internal (ClutterActor *self,
3478 ClutterActor *child,
3479 ClutterActorRemoveChildFlags flags)
3481 ClutterActor *old_first, *old_last;
3482 gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3483 gboolean flush_queue;
3484 gboolean notify_first_last;
3485 gboolean was_mapped;
3487 destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3488 emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3489 emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3490 check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3491 flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3492 notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3495 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3499 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3501 /* we need to unrealize *before* we set parent_actor to NULL,
3502 * because in an unrealize method actors are dissociating from the
3503 * stage, which means they need to be able to
3504 * clutter_actor_get_stage().
3506 * yhis should unmap and unrealize, unless we're reparenting.
3508 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3515 /* We take this opportunity to invalidate any queue redraw entry
3516 * associated with the actor and descendants since we won't be able to
3517 * determine the appropriate stage after this.
3519 * we do this after we updated the mapped state because actors might
3520 * end up queueing redraws inside their mapped/unmapped virtual
3521 * functions, and if we invalidate the redraw entry we could end up
3522 * with an inconsistent state and weird memory corruption. see
3525 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3526 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3528 _clutter_actor_traverse (child,
3530 invalidate_queue_redraw_entry,
3535 old_first = self->priv->first_child;
3536 old_last = self->priv->last_child;
3538 remove_child (self, child);
3540 self->priv->n_children -= 1;
3542 self->priv->age += 1;
3544 /* clutter_actor_reparent() will emit ::parent-set for us */
3545 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3546 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3548 /* if the child was mapped then we need to relayout ourselves to account
3549 * for the removed child
3552 clutter_actor_queue_relayout (self);
3554 /* we need to emit the signal before dropping the reference */
3555 if (emit_actor_removed)
3556 g_signal_emit_by_name (self, "actor-removed", child);
3558 if (notify_first_last)
3560 if (old_first != self->priv->first_child)
3561 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3563 if (old_last != self->priv->last_child)
3564 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3567 /* remove the reference we acquired in clutter_actor_add_child() */
3568 g_object_unref (child);
3571 static const ClutterTransformInfo default_transform_info = {
3572 0.0, { 0, }, /* rotation-x */
3573 0.0, { 0, }, /* rotation-y */
3574 0.0, { 0, }, /* rotation-z */
3576 1.0, 1.0, { 0, }, /* scale */
3578 { 0, }, /* anchor */
3582 * _clutter_actor_get_transform_info_or_defaults:
3583 * @self: a #ClutterActor
3585 * Retrieves the ClutterTransformInfo structure associated to an actor.
3587 * If the actor does not have a ClutterTransformInfo structure associated
3588 * to it, then the default structure will be returned.
3590 * This function should only be used for getters.
3592 * Return value: a const pointer to the ClutterTransformInfo structure
3594 const ClutterTransformInfo *
3595 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3597 ClutterTransformInfo *info;
3599 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3603 return &default_transform_info;
3607 clutter_transform_info_free (gpointer data)
3610 g_slice_free (ClutterTransformInfo, data);
3614 * _clutter_actor_get_transform_info:
3615 * @self: a #ClutterActor
3617 * Retrieves a pointer to the ClutterTransformInfo structure.
3619 * If the actor does not have a ClutterTransformInfo associated to it, one
3620 * will be created and initialized to the default values.
3622 * This function should be used for setters.
3624 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3627 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3630 ClutterTransformInfo *
3631 _clutter_actor_get_transform_info (ClutterActor *self)
3633 ClutterTransformInfo *info;
3635 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3638 info = g_slice_new (ClutterTransformInfo);
3640 *info = default_transform_info;
3642 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3644 clutter_transform_info_free);
3651 * clutter_actor_set_rotation_angle_internal:
3652 * @self: a #ClutterActor
3653 * @axis: the axis of the angle to change
3654 * @angle: the angle of rotation
3656 * Sets the rotation angle on the given axis without affecting the
3657 * rotation center point.
3660 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
3661 ClutterRotateAxis axis,
3664 GObject *obj = G_OBJECT (self);
3665 ClutterTransformInfo *info;
3667 info = _clutter_actor_get_transform_info (self);
3669 g_object_freeze_notify (obj);
3673 case CLUTTER_X_AXIS:
3674 info->rx_angle = angle;
3675 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3678 case CLUTTER_Y_AXIS:
3679 info->ry_angle = angle;
3680 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3683 case CLUTTER_Z_AXIS:
3684 info->rz_angle = angle;
3685 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3689 self->priv->transform_valid = FALSE;
3691 g_object_thaw_notify (obj);
3693 clutter_actor_queue_redraw (self);
3697 * clutter_actor_set_rotation_center_internal:
3698 * @self: a #ClutterActor
3699 * @axis: the axis of the center to change
3700 * @center: the coordinates of the rotation center
3702 * Sets the rotation center on the given axis without affecting the
3706 clutter_actor_set_rotation_center_internal (ClutterActor *self,
3707 ClutterRotateAxis axis,
3708 const ClutterVertex *center)
3710 GObject *obj = G_OBJECT (self);
3711 ClutterTransformInfo *info;
3712 ClutterVertex v = { 0, 0, 0 };
3714 info = _clutter_actor_get_transform_info (self);
3719 g_object_freeze_notify (obj);
3723 case CLUTTER_X_AXIS:
3724 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
3725 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
3728 case CLUTTER_Y_AXIS:
3729 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
3730 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
3733 case CLUTTER_Z_AXIS:
3734 /* if the previously set rotation center was fractional, then
3735 * setting explicit coordinates will have to notify the
3736 * :rotation-center-z-gravity property as well
3738 if (info->rz_center.is_fractional)
3739 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
3741 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
3742 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
3746 self->priv->transform_valid = FALSE;
3748 g_object_thaw_notify (obj);
3750 clutter_actor_queue_redraw (self);
3754 clutter_actor_set_scale_factor (ClutterActor *self,
3755 ClutterRotateAxis axis,
3758 GObject *obj = G_OBJECT (self);
3759 ClutterTransformInfo *info;
3761 info = _clutter_actor_get_transform_info (self);
3763 g_object_freeze_notify (obj);
3767 case CLUTTER_X_AXIS:
3768 info->scale_x = factor;
3769 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
3772 case CLUTTER_Y_AXIS:
3773 info->scale_y = factor;
3774 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
3778 g_assert_not_reached ();
3781 self->priv->transform_valid = FALSE;
3783 clutter_actor_queue_redraw (self);
3785 g_object_thaw_notify (obj);
3789 clutter_actor_set_scale_center (ClutterActor *self,
3790 ClutterRotateAxis axis,
3793 GObject *obj = G_OBJECT (self);
3794 ClutterTransformInfo *info;
3795 gfloat center_x, center_y;
3797 info = _clutter_actor_get_transform_info (self);
3799 g_object_freeze_notify (obj);
3801 /* get the current scale center coordinates */
3802 clutter_anchor_coord_get_units (self, &info->scale_center,
3807 /* we need to notify this too, because setting explicit coordinates will
3808 * change the gravity as a side effect
3810 if (info->scale_center.is_fractional)
3811 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
3815 case CLUTTER_X_AXIS:
3816 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
3817 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
3820 case CLUTTER_Y_AXIS:
3821 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
3822 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
3826 g_assert_not_reached ();
3829 self->priv->transform_valid = FALSE;
3831 clutter_actor_queue_redraw (self);
3833 g_object_thaw_notify (obj);
3837 clutter_actor_set_anchor_coord (ClutterActor *self,
3838 ClutterRotateAxis axis,
3841 GObject *obj = G_OBJECT (self);
3842 ClutterTransformInfo *info;
3843 gfloat anchor_x, anchor_y;
3845 info = _clutter_actor_get_transform_info (self);
3847 g_object_freeze_notify (obj);
3849 clutter_anchor_coord_get_units (self, &info->anchor,
3854 if (info->anchor.is_fractional)
3855 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
3859 case CLUTTER_X_AXIS:
3860 clutter_anchor_coord_set_units (&info->anchor,
3864 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
3867 case CLUTTER_Y_AXIS:
3868 clutter_anchor_coord_set_units (&info->anchor,
3872 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
3876 g_assert_not_reached ();
3879 self->priv->transform_valid = FALSE;
3881 clutter_actor_queue_redraw (self);
3883 g_object_thaw_notify (obj);
3887 clutter_actor_set_property (GObject *object,
3889 const GValue *value,
3892 ClutterActor *actor = CLUTTER_ACTOR (object);
3893 ClutterActorPrivate *priv = actor->priv;
3898 clutter_actor_set_x (actor, g_value_get_float (value));
3902 clutter_actor_set_y (actor, g_value_get_float (value));
3906 clutter_actor_set_width (actor, g_value_get_float (value));
3910 clutter_actor_set_height (actor, g_value_get_float (value));
3914 clutter_actor_set_x (actor, g_value_get_float (value));
3918 clutter_actor_set_y (actor, g_value_get_float (value));
3921 case PROP_FIXED_POSITION_SET:
3922 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
3925 case PROP_MIN_WIDTH:
3926 clutter_actor_set_min_width (actor, g_value_get_float (value));
3929 case PROP_MIN_HEIGHT:
3930 clutter_actor_set_min_height (actor, g_value_get_float (value));
3933 case PROP_NATURAL_WIDTH:
3934 clutter_actor_set_natural_width (actor, g_value_get_float (value));
3937 case PROP_NATURAL_HEIGHT:
3938 clutter_actor_set_natural_height (actor, g_value_get_float (value));
3941 case PROP_MIN_WIDTH_SET:
3942 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
3945 case PROP_MIN_HEIGHT_SET:
3946 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
3949 case PROP_NATURAL_WIDTH_SET:
3950 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
3953 case PROP_NATURAL_HEIGHT_SET:
3954 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
3957 case PROP_REQUEST_MODE:
3958 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
3962 clutter_actor_set_depth (actor, g_value_get_float (value));
3966 clutter_actor_set_opacity (actor, g_value_get_uint (value));
3969 case PROP_OFFSCREEN_REDIRECT:
3970 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
3974 clutter_actor_set_name (actor, g_value_get_string (value));
3978 if (g_value_get_boolean (value) == TRUE)
3979 clutter_actor_show (actor);
3981 clutter_actor_hide (actor);
3985 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
3986 g_value_get_double (value));
3990 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
3991 g_value_get_double (value));
3994 case PROP_SCALE_CENTER_X:
3995 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
3996 g_value_get_float (value));
3999 case PROP_SCALE_CENTER_Y:
4000 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4001 g_value_get_float (value));
4004 case PROP_SCALE_GRAVITY:
4006 const ClutterTransformInfo *info;
4007 ClutterGravity gravity;
4009 info = _clutter_actor_get_transform_info_or_defaults (actor);
4010 gravity = g_value_get_enum (value);
4012 clutter_actor_set_scale_with_gravity (actor,
4021 const ClutterGeometry *geom = g_value_get_boxed (value);
4023 clutter_actor_set_clip (actor,
4025 geom->width, geom->height);
4029 case PROP_CLIP_TO_ALLOCATION:
4030 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4034 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4037 case PROP_ROTATION_ANGLE_X:
4038 clutter_actor_set_rotation_angle_internal (actor,
4040 g_value_get_double (value));
4043 case PROP_ROTATION_ANGLE_Y:
4044 clutter_actor_set_rotation_angle_internal (actor,
4046 g_value_get_double (value));
4049 case PROP_ROTATION_ANGLE_Z:
4050 clutter_actor_set_rotation_angle_internal (actor,
4052 g_value_get_double (value));
4055 case PROP_ROTATION_CENTER_X:
4056 clutter_actor_set_rotation_center_internal (actor,
4058 g_value_get_boxed (value));
4061 case PROP_ROTATION_CENTER_Y:
4062 clutter_actor_set_rotation_center_internal (actor,
4064 g_value_get_boxed (value));
4067 case PROP_ROTATION_CENTER_Z:
4068 clutter_actor_set_rotation_center_internal (actor,
4070 g_value_get_boxed (value));
4073 case PROP_ROTATION_CENTER_Z_GRAVITY:
4075 const ClutterTransformInfo *info;
4077 info = _clutter_actor_get_transform_info_or_defaults (actor);
4078 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4079 g_value_get_enum (value));
4084 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4085 g_value_get_float (value));
4089 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4090 g_value_get_float (value));
4093 case PROP_ANCHOR_GRAVITY:
4094 clutter_actor_set_anchor_point_from_gravity (actor,
4095 g_value_get_enum (value));
4098 case PROP_SHOW_ON_SET_PARENT:
4099 priv->show_on_set_parent = g_value_get_boolean (value);
4102 case PROP_TEXT_DIRECTION:
4103 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4107 clutter_actor_add_action (actor, g_value_get_object (value));
4110 case PROP_CONSTRAINTS:
4111 clutter_actor_add_constraint (actor, g_value_get_object (value));
4115 clutter_actor_add_effect (actor, g_value_get_object (value));
4118 case PROP_LAYOUT_MANAGER:
4119 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4123 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4127 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4130 case PROP_MARGIN_TOP:
4131 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4134 case PROP_MARGIN_BOTTOM:
4135 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4138 case PROP_MARGIN_LEFT:
4139 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4142 case PROP_MARGIN_RIGHT:
4143 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4146 case PROP_BACKGROUND_COLOR:
4147 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4151 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4157 clutter_actor_get_property (GObject *object,
4162 ClutterActor *actor = CLUTTER_ACTOR (object);
4163 ClutterActorPrivate *priv = actor->priv;
4168 g_value_set_float (value, clutter_actor_get_x (actor));
4172 g_value_set_float (value, clutter_actor_get_y (actor));
4176 g_value_set_float (value, clutter_actor_get_width (actor));
4180 g_value_set_float (value, clutter_actor_get_height (actor));
4185 const ClutterLayoutInfo *info;
4187 info = _clutter_actor_get_layout_info_or_defaults (actor);
4188 g_value_set_float (value, info->fixed_x);
4194 const ClutterLayoutInfo *info;
4196 info = _clutter_actor_get_layout_info_or_defaults (actor);
4197 g_value_set_float (value, info->fixed_y);
4201 case PROP_FIXED_POSITION_SET:
4202 g_value_set_boolean (value, priv->position_set);
4205 case PROP_MIN_WIDTH:
4207 const ClutterLayoutInfo *info;
4209 info = _clutter_actor_get_layout_info_or_defaults (actor);
4210 g_value_set_float (value, info->min_width);
4214 case PROP_MIN_HEIGHT:
4216 const ClutterLayoutInfo *info;
4218 info = _clutter_actor_get_layout_info_or_defaults (actor);
4219 g_value_set_float (value, info->min_height);
4223 case PROP_NATURAL_WIDTH:
4225 const ClutterLayoutInfo *info;
4227 info = _clutter_actor_get_layout_info_or_defaults (actor);
4228 g_value_set_float (value, info->natural_width);
4232 case PROP_NATURAL_HEIGHT:
4234 const ClutterLayoutInfo *info;
4236 info = _clutter_actor_get_layout_info_or_defaults (actor);
4237 g_value_set_float (value, info->natural_height);
4241 case PROP_MIN_WIDTH_SET:
4242 g_value_set_boolean (value, priv->min_width_set);
4245 case PROP_MIN_HEIGHT_SET:
4246 g_value_set_boolean (value, priv->min_height_set);
4249 case PROP_NATURAL_WIDTH_SET:
4250 g_value_set_boolean (value, priv->natural_width_set);
4253 case PROP_NATURAL_HEIGHT_SET:
4254 g_value_set_boolean (value, priv->natural_height_set);
4257 case PROP_REQUEST_MODE:
4258 g_value_set_enum (value, priv->request_mode);
4261 case PROP_ALLOCATION:
4262 g_value_set_boxed (value, &priv->allocation);
4266 g_value_set_float (value, clutter_actor_get_depth (actor));
4270 g_value_set_uint (value, priv->opacity);
4273 case PROP_OFFSCREEN_REDIRECT:
4274 g_value_set_enum (value, priv->offscreen_redirect);
4278 g_value_set_string (value, priv->name);
4282 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4286 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4290 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4294 g_value_set_boolean (value, priv->has_clip);
4299 ClutterGeometry clip;
4301 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4302 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4303 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4304 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4306 g_value_set_boxed (value, &clip);
4310 case PROP_CLIP_TO_ALLOCATION:
4311 g_value_set_boolean (value, priv->clip_to_allocation);
4316 const ClutterTransformInfo *info;
4318 info = _clutter_actor_get_transform_info_or_defaults (actor);
4319 g_value_set_double (value, info->scale_x);
4325 const ClutterTransformInfo *info;
4327 info = _clutter_actor_get_transform_info_or_defaults (actor);
4328 g_value_set_double (value, info->scale_y);
4332 case PROP_SCALE_CENTER_X:
4336 clutter_actor_get_scale_center (actor, ¢er, NULL);
4338 g_value_set_float (value, center);
4342 case PROP_SCALE_CENTER_Y:
4346 clutter_actor_get_scale_center (actor, NULL, ¢er);
4348 g_value_set_float (value, center);
4352 case PROP_SCALE_GRAVITY:
4353 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4357 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4360 case PROP_ROTATION_ANGLE_X:
4362 const ClutterTransformInfo *info;
4364 info = _clutter_actor_get_transform_info_or_defaults (actor);
4365 g_value_set_double (value, info->rx_angle);
4369 case PROP_ROTATION_ANGLE_Y:
4371 const ClutterTransformInfo *info;
4373 info = _clutter_actor_get_transform_info_or_defaults (actor);
4374 g_value_set_double (value, info->ry_angle);
4378 case PROP_ROTATION_ANGLE_Z:
4380 const ClutterTransformInfo *info;
4382 info = _clutter_actor_get_transform_info_or_defaults (actor);
4383 g_value_set_double (value, info->rz_angle);
4387 case PROP_ROTATION_CENTER_X:
4389 ClutterVertex center;
4391 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4396 g_value_set_boxed (value, ¢er);
4400 case PROP_ROTATION_CENTER_Y:
4402 ClutterVertex center;
4404 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4409 g_value_set_boxed (value, ¢er);
4413 case PROP_ROTATION_CENTER_Z:
4415 ClutterVertex center;
4417 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4422 g_value_set_boxed (value, ¢er);
4426 case PROP_ROTATION_CENTER_Z_GRAVITY:
4427 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4432 const ClutterTransformInfo *info;
4435 info = _clutter_actor_get_transform_info_or_defaults (actor);
4436 clutter_anchor_coord_get_units (actor, &info->anchor,
4440 g_value_set_float (value, anchor_x);
4446 const ClutterTransformInfo *info;
4449 info = _clutter_actor_get_transform_info_or_defaults (actor);
4450 clutter_anchor_coord_get_units (actor, &info->anchor,
4454 g_value_set_float (value, anchor_y);
4458 case PROP_ANCHOR_GRAVITY:
4459 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4462 case PROP_SHOW_ON_SET_PARENT:
4463 g_value_set_boolean (value, priv->show_on_set_parent);
4466 case PROP_TEXT_DIRECTION:
4467 g_value_set_enum (value, priv->text_direction);
4470 case PROP_HAS_POINTER:
4471 g_value_set_boolean (value, priv->has_pointer);
4474 case PROP_LAYOUT_MANAGER:
4475 g_value_set_object (value, priv->layout_manager);
4480 const ClutterLayoutInfo *info;
4482 info = _clutter_actor_get_layout_info_or_defaults (actor);
4483 g_value_set_enum (value, info->x_align);
4489 const ClutterLayoutInfo *info;
4491 info = _clutter_actor_get_layout_info_or_defaults (actor);
4492 g_value_set_enum (value, info->y_align);
4496 case PROP_MARGIN_TOP:
4498 const ClutterLayoutInfo *info;
4500 info = _clutter_actor_get_layout_info_or_defaults (actor);
4501 g_value_set_float (value, info->margin.top);
4505 case PROP_MARGIN_BOTTOM:
4507 const ClutterLayoutInfo *info;
4509 info = _clutter_actor_get_layout_info_or_defaults (actor);
4510 g_value_set_float (value, info->margin.bottom);
4514 case PROP_MARGIN_LEFT:
4516 const ClutterLayoutInfo *info;
4518 info = _clutter_actor_get_layout_info_or_defaults (actor);
4519 g_value_set_float (value, info->margin.left);
4523 case PROP_MARGIN_RIGHT:
4525 const ClutterLayoutInfo *info;
4527 info = _clutter_actor_get_layout_info_or_defaults (actor);
4528 g_value_set_float (value, info->margin.right);
4532 case PROP_BACKGROUND_COLOR_SET:
4533 g_value_set_boolean (value, priv->bg_color_set);
4536 case PROP_BACKGROUND_COLOR:
4537 g_value_set_boxed (value, &priv->bg_color);
4540 case PROP_FIRST_CHILD:
4541 g_value_set_object (value, priv->first_child);
4544 case PROP_LAST_CHILD:
4545 g_value_set_object (value, priv->last_child);
4549 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4555 clutter_actor_dispose (GObject *object)
4557 ClutterActor *self = CLUTTER_ACTOR (object);
4558 ClutterActorPrivate *priv = self->priv;
4560 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4562 g_type_name (G_OBJECT_TYPE (self)),
4565 g_signal_emit (self, actor_signals[DESTROY], 0);
4567 /* avoid recursing when called from clutter_actor_destroy() */
4568 if (priv->parent != NULL)
4570 ClutterActor *parent = priv->parent;
4572 /* go through the Container implementation unless this
4573 * is an internal child and has been marked as such.
4575 * removing the actor from its parent will reset the
4576 * realized and mapped states.
4578 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4579 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4581 clutter_actor_remove_child_internal (parent, self,
4582 REMOVE_CHILD_LEGACY_FLAGS);
4585 /* parent must be gone at this point */
4586 g_assert (priv->parent == NULL);
4588 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4590 /* can't be mapped or realized with no parent */
4591 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4592 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4595 g_clear_object (&priv->pango_context);
4596 g_clear_object (&priv->actions);
4597 g_clear_object (&priv->constraints);
4598 g_clear_object (&priv->effects);
4599 g_clear_object (&priv->flatten_effect);
4601 if (priv->layout_manager != NULL)
4603 clutter_layout_manager_set_container (priv->layout_manager, NULL);
4604 g_object_unref (priv->layout_manager);
4605 priv->layout_manager = NULL;
4608 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4612 clutter_actor_finalize (GObject *object)
4614 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4616 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4617 priv->name != NULL ? priv->name : "<none>",
4619 g_type_name (G_OBJECT_TYPE (object)));
4621 _clutter_context_release_id (priv->id);
4623 g_free (priv->name);
4625 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
4630 * clutter_actor_get_accessible:
4631 * @self: a #ClutterActor
4633 * Returns the accessible object that describes the actor to an
4634 * assistive technology.
4636 * If no class-specific #AtkObject implementation is available for the
4637 * actor instance in question, it will inherit an #AtkObject
4638 * implementation from the first ancestor class for which such an
4639 * implementation is defined.
4641 * The documentation of the <ulink
4642 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
4643 * library contains more information about accessible objects and
4646 * Returns: (transfer none): the #AtkObject associated with @actor
4649 clutter_actor_get_accessible (ClutterActor *self)
4651 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4653 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
4657 clutter_actor_real_get_accessible (ClutterActor *actor)
4659 return atk_gobject_accessible_for_object (G_OBJECT (actor));
4663 _clutter_actor_ref_accessible (AtkImplementor *implementor)
4665 AtkObject *accessible;
4667 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
4668 if (accessible != NULL)
4669 g_object_ref (accessible);
4675 atk_implementor_iface_init (AtkImplementorIface *iface)
4677 iface->ref_accessible = _clutter_actor_ref_accessible;
4681 clutter_actor_real_get_paint_volume (ClutterActor *self,
4682 ClutterPaintVolume *volume)
4684 ClutterActorPrivate *priv = self->priv;
4685 ClutterActor *child;
4688 /* this is the default return value: we cannot know if a class
4689 * is going to paint outside its allocation, so we take the
4690 * conservative approach.
4694 /* we start from the allocation */
4695 clutter_paint_volume_set_width (volume,
4696 priv->allocation.x2 - priv->allocation.x1);
4697 clutter_paint_volume_set_height (volume,
4698 priv->allocation.y2 - priv->allocation.y1);
4700 /* if the actor has a clip set then we have a pretty definite
4701 * size for the paint volume: the actor cannot possibly paint
4702 * outside the clip region.
4704 if (priv->clip_to_allocation)
4706 /* the allocation has already been set, so we just flip the
4713 if (priv->has_clip &&
4714 priv->clip.width >= 0 &&
4715 priv->clip.height >= 0)
4717 ClutterVertex origin;
4719 origin.x = priv->clip.x;
4720 origin.y = priv->clip.y;
4723 clutter_paint_volume_set_origin (volume, &origin);
4724 clutter_paint_volume_set_width (volume, priv->clip.width);
4725 clutter_paint_volume_set_height (volume, priv->clip.height);
4730 /* if we don't have children we just bail out here... */
4731 if (priv->n_children == 0)
4734 /* ...but if we have children then we ask for their paint volume in
4735 * our coordinates. if any of our children replies that it doesn't
4736 * have a paint volume, we bail out
4738 for (child = priv->first_child;
4740 child = child->priv->next_sibling)
4742 const ClutterPaintVolume *child_volume;
4744 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
4745 if (child_volume == NULL)
4751 clutter_paint_volume_union (volume, child_volume);
4760 clutter_actor_real_has_overlaps (ClutterActor *self)
4762 /* By default we'll assume that all actors need an offscreen redirect to get
4763 * the correct opacity. Actors such as ClutterTexture that would never need
4764 * an offscreen redirect can override this to return FALSE. */
4769 clutter_actor_real_destroy (ClutterActor *actor)
4771 ClutterActorIter iter;
4773 clutter_actor_iter_init (&iter, actor);
4774 while (clutter_actor_iter_next (&iter, NULL))
4775 clutter_actor_iter_destroy (&iter);
4779 clutter_actor_constructor (GType gtype,
4781 GObjectConstructParam *props)
4783 GObjectClass *gobject_class;
4787 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
4788 retval = gobject_class->constructor (gtype, n_props, props);
4789 self = CLUTTER_ACTOR (retval);
4791 if (self->priv->layout_manager == NULL)
4793 ClutterLayoutManager *default_layout;
4795 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
4797 default_layout = clutter_fixed_layout_new ();
4798 clutter_actor_set_layout_manager (self, default_layout);
4805 clutter_actor_class_init (ClutterActorClass *klass)
4807 GObjectClass *object_class = G_OBJECT_CLASS (klass);
4809 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
4810 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
4811 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
4813 object_class->constructor = clutter_actor_constructor;
4814 object_class->set_property = clutter_actor_set_property;
4815 object_class->get_property = clutter_actor_get_property;
4816 object_class->dispose = clutter_actor_dispose;
4817 object_class->finalize = clutter_actor_finalize;
4819 klass->show = clutter_actor_real_show;
4820 klass->show_all = clutter_actor_show;
4821 klass->hide = clutter_actor_real_hide;
4822 klass->hide_all = clutter_actor_hide;
4823 klass->map = clutter_actor_real_map;
4824 klass->unmap = clutter_actor_real_unmap;
4825 klass->unrealize = clutter_actor_real_unrealize;
4826 klass->pick = clutter_actor_real_pick;
4827 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
4828 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
4829 klass->allocate = clutter_actor_real_allocate;
4830 klass->queue_redraw = clutter_actor_real_queue_redraw;
4831 klass->queue_relayout = clutter_actor_real_queue_relayout;
4832 klass->apply_transform = clutter_actor_real_apply_transform;
4833 klass->get_accessible = clutter_actor_real_get_accessible;
4834 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
4835 klass->has_overlaps = clutter_actor_real_has_overlaps;
4836 klass->paint = clutter_actor_real_paint;
4837 klass->destroy = clutter_actor_real_destroy;
4839 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
4844 * X coordinate of the actor in pixels. If written, forces a fixed
4845 * position for the actor. If read, returns the fixed position if any,
4846 * otherwise the allocation if available, otherwise 0.
4849 g_param_spec_float ("x",
4851 P_("X coordinate of the actor"),
4852 -G_MAXFLOAT, G_MAXFLOAT,
4854 CLUTTER_PARAM_READWRITE);
4859 * Y coordinate of the actor in pixels. If written, forces a fixed
4860 * position for the actor. If read, returns the fixed position if
4861 * any, otherwise the allocation if available, otherwise 0.
4864 g_param_spec_float ("y",
4866 P_("Y coordinate of the actor"),
4867 -G_MAXFLOAT, G_MAXFLOAT,
4869 CLUTTER_PARAM_READWRITE);
4872 * ClutterActor:width:
4874 * Width of the actor (in pixels). If written, forces the minimum and
4875 * natural size request of the actor to the given width. If read, returns
4876 * the allocated width if available, otherwise the width request.
4878 obj_props[PROP_WIDTH] =
4879 g_param_spec_float ("width",
4881 P_("Width of the actor"),
4884 CLUTTER_PARAM_READWRITE);
4887 * ClutterActor:height:
4889 * Height of the actor (in pixels). If written, forces the minimum and
4890 * natural size request of the actor to the given height. If read, returns
4891 * the allocated height if available, otherwise the height request.
4893 obj_props[PROP_HEIGHT] =
4894 g_param_spec_float ("height",
4896 P_("Height of the actor"),
4899 CLUTTER_PARAM_READWRITE);
4902 * ClutterActor:fixed-x:
4904 * The fixed X position of the actor in pixels.
4906 * Writing this property sets #ClutterActor:fixed-position-set
4907 * property as well, as a side effect
4911 obj_props[PROP_FIXED_X] =
4912 g_param_spec_float ("fixed-x",
4914 P_("Forced X position of the actor"),
4915 -G_MAXFLOAT, G_MAXFLOAT,
4917 CLUTTER_PARAM_READWRITE);
4920 * ClutterActor:fixed-y:
4922 * The fixed Y position of the actor in pixels.
4924 * Writing this property sets the #ClutterActor:fixed-position-set
4925 * property as well, as a side effect
4929 obj_props[PROP_FIXED_Y] =
4930 g_param_spec_float ("fixed-y",
4932 P_("Forced Y position of the actor"),
4933 -G_MAXFLOAT, G_MAXFLOAT,
4935 CLUTTER_PARAM_READWRITE);
4938 * ClutterActor:fixed-position-set:
4940 * This flag controls whether the #ClutterActor:fixed-x and
4941 * #ClutterActor:fixed-y properties are used
4945 obj_props[PROP_FIXED_POSITION_SET] =
4946 g_param_spec_boolean ("fixed-position-set",
4947 P_("Fixed position set"),
4948 P_("Whether to use fixed positioning for the actor"),
4950 CLUTTER_PARAM_READWRITE);
4953 * ClutterActor:min-width:
4955 * A forced minimum width request for the actor, in pixels
4957 * Writing this property sets the #ClutterActor:min-width-set property
4958 * as well, as a side effect.
4960 *This property overrides the usual width request of the actor.
4964 obj_props[PROP_MIN_WIDTH] =
4965 g_param_spec_float ("min-width",
4967 P_("Forced minimum width request for the actor"),
4970 CLUTTER_PARAM_READWRITE);
4973 * ClutterActor:min-height:
4975 * A forced minimum height request for the actor, in pixels
4977 * Writing this property sets the #ClutterActor:min-height-set property
4978 * as well, as a side effect. This property overrides the usual height
4979 * request of the actor.
4983 obj_props[PROP_MIN_HEIGHT] =
4984 g_param_spec_float ("min-height",
4986 P_("Forced minimum height request for the actor"),
4989 CLUTTER_PARAM_READWRITE);
4992 * ClutterActor:natural-width:
4994 * A forced natural width request for the actor, in pixels
4996 * Writing this property sets the #ClutterActor:natural-width-set
4997 * property as well, as a side effect. This property overrides the
4998 * usual width request of the actor
5002 obj_props[PROP_NATURAL_WIDTH] =
5003 g_param_spec_float ("natural-width",
5004 P_("Natural Width"),
5005 P_("Forced natural width request for the actor"),
5008 CLUTTER_PARAM_READWRITE);
5011 * ClutterActor:natural-height:
5013 * A forced natural height request for the actor, in pixels
5015 * Writing this property sets the #ClutterActor:natural-height-set
5016 * property as well, as a side effect. This property overrides the
5017 * usual height request of the actor
5021 obj_props[PROP_NATURAL_HEIGHT] =
5022 g_param_spec_float ("natural-height",
5023 P_("Natural Height"),
5024 P_("Forced natural height request for the actor"),
5027 CLUTTER_PARAM_READWRITE);
5030 * ClutterActor:min-width-set:
5032 * This flag controls whether the #ClutterActor:min-width property
5037 obj_props[PROP_MIN_WIDTH_SET] =
5038 g_param_spec_boolean ("min-width-set",
5039 P_("Minimum width set"),
5040 P_("Whether to use the min-width property"),
5042 CLUTTER_PARAM_READWRITE);
5045 * ClutterActor:min-height-set:
5047 * This flag controls whether the #ClutterActor:min-height property
5052 obj_props[PROP_MIN_HEIGHT_SET] =
5053 g_param_spec_boolean ("min-height-set",
5054 P_("Minimum height set"),
5055 P_("Whether to use the min-height property"),
5057 CLUTTER_PARAM_READWRITE);
5060 * ClutterActor:natural-width-set:
5062 * This flag controls whether the #ClutterActor:natural-width property
5067 obj_props[PROP_NATURAL_WIDTH_SET] =
5068 g_param_spec_boolean ("natural-width-set",
5069 P_("Natural width set"),
5070 P_("Whether to use the natural-width property"),
5072 CLUTTER_PARAM_READWRITE);
5075 * ClutterActor:natural-height-set:
5077 * This flag controls whether the #ClutterActor:natural-height property
5082 obj_props[PROP_NATURAL_HEIGHT_SET] =
5083 g_param_spec_boolean ("natural-height-set",
5084 P_("Natural height set"),
5085 P_("Whether to use the natural-height property"),
5087 CLUTTER_PARAM_READWRITE);
5090 * ClutterActor:allocation:
5092 * The allocation for the actor, in pixels
5094 * This is property is read-only, but you might monitor it to know when an
5095 * actor moves or resizes
5099 obj_props[PROP_ALLOCATION] =
5100 g_param_spec_boxed ("allocation",
5102 P_("The actor's allocation"),
5103 CLUTTER_TYPE_ACTOR_BOX,
5104 CLUTTER_PARAM_READABLE);
5107 * ClutterActor:request-mode:
5109 * Request mode for the #ClutterActor. The request mode determines the
5110 * type of geometry management used by the actor, either height for width
5111 * (the default) or width for height.
5113 * For actors implementing height for width, the parent container should get
5114 * the preferred width first, and then the preferred height for that width.
5116 * For actors implementing width for height, the parent container should get
5117 * the preferred height first, and then the preferred width for that height.
5122 * ClutterRequestMode mode;
5123 * gfloat natural_width, min_width;
5124 * gfloat natural_height, min_height;
5126 * mode = clutter_actor_get_request_mode (child);
5127 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5129 * clutter_actor_get_preferred_width (child, -1,
5131 * &natural_width);
5132 * clutter_actor_get_preferred_height (child, natural_width,
5134 * &natural_height);
5138 * clutter_actor_get_preferred_height (child, -1,
5140 * &natural_height);
5141 * clutter_actor_get_preferred_width (child, natural_height,
5143 * &natural_width);
5147 * will retrieve the minimum and natural width and height depending on the
5148 * preferred request mode of the #ClutterActor "child".
5150 * The clutter_actor_get_preferred_size() function will implement this
5155 obj_props[PROP_REQUEST_MODE] =
5156 g_param_spec_enum ("request-mode",
5158 P_("The actor's request mode"),
5159 CLUTTER_TYPE_REQUEST_MODE,
5160 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5161 CLUTTER_PARAM_READWRITE);
5164 * ClutterActor:depth:
5166 * The position of the actor on the Z axis
5170 obj_props[PROP_DEPTH] =
5171 g_param_spec_float ("depth",
5173 P_("Position on the Z axis"),
5174 -G_MAXFLOAT, G_MAXFLOAT,
5176 CLUTTER_PARAM_READWRITE);
5179 * ClutterActor:opacity:
5181 * Opacity of an actor, between 0 (fully transparent) and
5182 * 255 (fully opaque)
5184 obj_props[PROP_OPACITY] =
5185 g_param_spec_uint ("opacity",
5187 P_("Opacity of an actor"),
5190 CLUTTER_PARAM_READWRITE);
5193 * ClutterActor:offscreen-redirect:
5195 * Determines the conditions in which the actor will be redirected
5196 * to an offscreen framebuffer while being painted. For example this
5197 * can be used to cache an actor in a framebuffer or for improved
5198 * handling of transparent actors. See
5199 * clutter_actor_set_offscreen_redirect() for details.
5203 obj_props[PROP_OFFSCREEN_REDIRECT] =
5204 g_param_spec_flags ("offscreen-redirect",
5205 P_("Offscreen redirect"),
5206 P_("Flags controlling when to flatten the actor into a single image"),
5207 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5209 CLUTTER_PARAM_READWRITE);
5212 * ClutterActor:visible:
5214 * Whether the actor is set to be visible or not
5216 * See also #ClutterActor:mapped
5218 obj_props[PROP_VISIBLE] =
5219 g_param_spec_boolean ("visible",
5221 P_("Whether the actor is visible or not"),
5223 CLUTTER_PARAM_READWRITE);
5226 * ClutterActor:mapped:
5228 * Whether the actor is mapped (will be painted when the stage
5229 * to which it belongs is mapped)
5233 obj_props[PROP_MAPPED] =
5234 g_param_spec_boolean ("mapped",
5236 P_("Whether the actor will be painted"),
5238 CLUTTER_PARAM_READABLE);
5241 * ClutterActor:realized:
5243 * Whether the actor has been realized
5247 obj_props[PROP_REALIZED] =
5248 g_param_spec_boolean ("realized",
5250 P_("Whether the actor has been realized"),
5252 CLUTTER_PARAM_READABLE);
5255 * ClutterActor:reactive:
5257 * Whether the actor is reactive to events or not
5259 * Only reactive actors will emit event-related signals
5263 obj_props[PROP_REACTIVE] =
5264 g_param_spec_boolean ("reactive",
5266 P_("Whether the actor is reactive to events"),
5268 CLUTTER_PARAM_READWRITE);
5271 * ClutterActor:has-clip:
5273 * Whether the actor has the #ClutterActor:clip property set or not
5275 obj_props[PROP_HAS_CLIP] =
5276 g_param_spec_boolean ("has-clip",
5278 P_("Whether the actor has a clip set"),
5280 CLUTTER_PARAM_READABLE);
5283 * ClutterActor:clip:
5285 * The clip region for the actor, in actor-relative coordinates
5287 * Every part of the actor outside the clip region will not be
5290 obj_props[PROP_CLIP] =
5291 g_param_spec_boxed ("clip",
5293 P_("The clip region for the actor"),
5294 CLUTTER_TYPE_GEOMETRY,
5295 CLUTTER_PARAM_READWRITE);
5298 * ClutterActor:name:
5300 * The name of the actor
5304 obj_props[PROP_NAME] =
5305 g_param_spec_string ("name",
5307 P_("Name of the actor"),
5309 CLUTTER_PARAM_READWRITE);
5312 * ClutterActor:scale-x:
5314 * The horizontal scale of the actor
5318 obj_props[PROP_SCALE_X] =
5319 g_param_spec_double ("scale-x",
5321 P_("Scale factor on the X axis"),
5324 CLUTTER_PARAM_READWRITE);
5327 * ClutterActor:scale-y:
5329 * The vertical scale of the actor
5333 obj_props[PROP_SCALE_Y] =
5334 g_param_spec_double ("scale-y",
5336 P_("Scale factor on the Y axis"),
5339 CLUTTER_PARAM_READWRITE);
5342 * ClutterActor:scale-center-x:
5344 * The horizontal center point for scaling
5348 obj_props[PROP_SCALE_CENTER_X] =
5349 g_param_spec_float ("scale-center-x",
5350 P_("Scale Center X"),
5351 P_("Horizontal scale center"),
5352 -G_MAXFLOAT, G_MAXFLOAT,
5354 CLUTTER_PARAM_READWRITE);
5357 * ClutterActor:scale-center-y:
5359 * The vertical center point for scaling
5363 obj_props[PROP_SCALE_CENTER_Y] =
5364 g_param_spec_float ("scale-center-y",
5365 P_("Scale Center Y"),
5366 P_("Vertical scale center"),
5367 -G_MAXFLOAT, G_MAXFLOAT,
5369 CLUTTER_PARAM_READWRITE);
5372 * ClutterActor:scale-gravity:
5374 * The center point for scaling expressed as a #ClutterGravity
5378 obj_props[PROP_SCALE_GRAVITY] =
5379 g_param_spec_enum ("scale-gravity",
5380 P_("Scale Gravity"),
5381 P_("The center of scaling"),
5382 CLUTTER_TYPE_GRAVITY,
5383 CLUTTER_GRAVITY_NONE,
5384 CLUTTER_PARAM_READWRITE);
5387 * ClutterActor:rotation-angle-x:
5389 * The rotation angle on the X axis
5393 obj_props[PROP_ROTATION_ANGLE_X] =
5394 g_param_spec_double ("rotation-angle-x",
5395 P_("Rotation Angle X"),
5396 P_("The rotation angle on the X axis"),
5397 -G_MAXDOUBLE, G_MAXDOUBLE,
5399 CLUTTER_PARAM_READWRITE);
5402 * ClutterActor:rotation-angle-y:
5404 * The rotation angle on the Y axis
5408 obj_props[PROP_ROTATION_ANGLE_Y] =
5409 g_param_spec_double ("rotation-angle-y",
5410 P_("Rotation Angle Y"),
5411 P_("The rotation angle on the Y axis"),
5412 -G_MAXDOUBLE, G_MAXDOUBLE,
5414 CLUTTER_PARAM_READWRITE);
5417 * ClutterActor:rotation-angle-z:
5419 * The rotation angle on the Z axis
5423 obj_props[PROP_ROTATION_ANGLE_Z] =
5424 g_param_spec_double ("rotation-angle-z",
5425 P_("Rotation Angle Z"),
5426 P_("The rotation angle on the Z axis"),
5427 -G_MAXDOUBLE, G_MAXDOUBLE,
5429 CLUTTER_PARAM_READWRITE);
5432 * ClutterActor:rotation-center-x:
5434 * The rotation center on the X axis.
5438 obj_props[PROP_ROTATION_CENTER_X] =
5439 g_param_spec_boxed ("rotation-center-x",
5440 P_("Rotation Center X"),
5441 P_("The rotation center on the X axis"),
5442 CLUTTER_TYPE_VERTEX,
5443 CLUTTER_PARAM_READWRITE);
5446 * ClutterActor:rotation-center-y:
5448 * The rotation center on the Y axis.
5452 obj_props[PROP_ROTATION_CENTER_Y] =
5453 g_param_spec_boxed ("rotation-center-y",
5454 P_("Rotation Center Y"),
5455 P_("The rotation center on the Y axis"),
5456 CLUTTER_TYPE_VERTEX,
5457 CLUTTER_PARAM_READWRITE);
5460 * ClutterActor:rotation-center-z:
5462 * The rotation center on the Z axis.
5466 obj_props[PROP_ROTATION_CENTER_Z] =
5467 g_param_spec_boxed ("rotation-center-z",
5468 P_("Rotation Center Z"),
5469 P_("The rotation center on the Z axis"),
5470 CLUTTER_TYPE_VERTEX,
5471 CLUTTER_PARAM_READWRITE);
5474 * ClutterActor:rotation-center-z-gravity:
5476 * The rotation center on the Z axis expressed as a #ClutterGravity.
5480 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5481 g_param_spec_enum ("rotation-center-z-gravity",
5482 P_("Rotation Center Z Gravity"),
5483 P_("Center point for rotation around the Z axis"),
5484 CLUTTER_TYPE_GRAVITY,
5485 CLUTTER_GRAVITY_NONE,
5486 CLUTTER_PARAM_READWRITE);
5489 * ClutterActor:anchor-x:
5491 * The X coordinate of an actor's anchor point, relative to
5492 * the actor coordinate space, in pixels
5496 obj_props[PROP_ANCHOR_X] =
5497 g_param_spec_float ("anchor-x",
5499 P_("X coordinate of the anchor point"),
5500 -G_MAXFLOAT, G_MAXFLOAT,
5502 CLUTTER_PARAM_READWRITE);
5505 * ClutterActor:anchor-y:
5507 * The Y coordinate of an actor's anchor point, relative to
5508 * the actor coordinate space, in pixels
5512 obj_props[PROP_ANCHOR_Y] =
5513 g_param_spec_float ("anchor-y",
5515 P_("Y coordinate of the anchor point"),
5516 -G_MAXFLOAT, G_MAXFLOAT,
5518 CLUTTER_PARAM_READWRITE);
5521 * ClutterActor:anchor-gravity:
5523 * The anchor point expressed as a #ClutterGravity
5527 obj_props[PROP_ANCHOR_GRAVITY] =
5528 g_param_spec_enum ("anchor-gravity",
5529 P_("Anchor Gravity"),
5530 P_("The anchor point as a ClutterGravity"),
5531 CLUTTER_TYPE_GRAVITY,
5532 CLUTTER_GRAVITY_NONE,
5533 CLUTTER_PARAM_READWRITE);
5536 * ClutterActor:show-on-set-parent:
5538 * If %TRUE, the actor is automatically shown when parented.
5540 * Calling clutter_actor_hide() on an actor which has not been
5541 * parented will set this property to %FALSE as a side effect.
5545 obj_props[PROP_SHOW_ON_SET_PARENT] =
5546 g_param_spec_boolean ("show-on-set-parent",
5547 P_("Show on set parent"),
5548 P_("Whether the actor is shown when parented"),
5550 CLUTTER_PARAM_READWRITE);
5553 * ClutterActor:clip-to-allocation:
5555 * Whether the clip region should track the allocated area
5558 * This property is ignored if a clip area has been explicitly
5559 * set using clutter_actor_set_clip().
5563 obj_props[PROP_CLIP_TO_ALLOCATION] =
5564 g_param_spec_boolean ("clip-to-allocation",
5565 P_("Clip to Allocation"),
5566 P_("Sets the clip region to track the actor's allocation"),
5568 CLUTTER_PARAM_READWRITE);
5571 * ClutterActor:text-direction:
5573 * The direction of the text inside a #ClutterActor.
5577 obj_props[PROP_TEXT_DIRECTION] =
5578 g_param_spec_enum ("text-direction",
5579 P_("Text Direction"),
5580 P_("Direction of the text"),
5581 CLUTTER_TYPE_TEXT_DIRECTION,
5582 CLUTTER_TEXT_DIRECTION_LTR,
5583 CLUTTER_PARAM_READWRITE);
5586 * ClutterActor:has-pointer:
5588 * Whether the actor contains the pointer of a #ClutterInputDevice
5593 obj_props[PROP_HAS_POINTER] =
5594 g_param_spec_boolean ("has-pointer",
5596 P_("Whether the actor contains the pointer of an input device"),
5598 CLUTTER_PARAM_READABLE);
5601 * ClutterActor:actions:
5603 * Adds a #ClutterAction to the actor
5607 obj_props[PROP_ACTIONS] =
5608 g_param_spec_object ("actions",
5610 P_("Adds an action to the actor"),
5611 CLUTTER_TYPE_ACTION,
5612 CLUTTER_PARAM_WRITABLE);
5615 * ClutterActor:constraints:
5617 * Adds a #ClutterConstraint to the actor
5621 obj_props[PROP_CONSTRAINTS] =
5622 g_param_spec_object ("constraints",
5624 P_("Adds a constraint to the actor"),
5625 CLUTTER_TYPE_CONSTRAINT,
5626 CLUTTER_PARAM_WRITABLE);
5629 * ClutterActor:effect:
5631 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
5635 obj_props[PROP_EFFECT] =
5636 g_param_spec_object ("effect",
5638 P_("Add an effect to be applied on the actor"),
5639 CLUTTER_TYPE_EFFECT,
5640 CLUTTER_PARAM_WRITABLE);
5643 * ClutterActor:layout-manager:
5645 * A delegate object for controlling the layout of the children of
5650 obj_props[PROP_LAYOUT_MANAGER] =
5651 g_param_spec_object ("layout-manager",
5652 P_("Layout Manager"),
5653 P_("The object controlling the layout of an actor's children"),
5654 CLUTTER_TYPE_LAYOUT_MANAGER,
5655 CLUTTER_PARAM_READWRITE);
5659 * ClutterActor:x-align:
5661 * The alignment of an actor on the X axis, if the actor has been given
5662 * extra space for its allocation.
5666 obj_props[PROP_X_ALIGN] =
5667 g_param_spec_enum ("x-align",
5669 P_("The alignment of the actor on the X axis within its allocation"),
5670 CLUTTER_TYPE_ACTOR_ALIGN,
5671 CLUTTER_ACTOR_ALIGN_FILL,
5672 CLUTTER_PARAM_READWRITE);
5675 * ClutterActor:y-align:
5677 * The alignment of an actor on the Y axis, if the actor has been given
5678 * extra space for its allocation.
5682 obj_props[PROP_Y_ALIGN] =
5683 g_param_spec_enum ("y-align",
5685 P_("The alignment of the actor on the Y axis within its allocation"),
5686 CLUTTER_TYPE_ACTOR_ALIGN,
5687 CLUTTER_ACTOR_ALIGN_FILL,
5688 CLUTTER_PARAM_READWRITE);
5691 * ClutterActor:margin-top:
5693 * The margin (in pixels) from the top of the actor.
5695 * This property adds a margin to the actor's preferred size; the margin
5696 * will be automatically taken into account when allocating the actor.
5700 obj_props[PROP_MARGIN_TOP] =
5701 g_param_spec_float ("margin-top",
5703 P_("Extra space at the top"),
5706 CLUTTER_PARAM_READWRITE);
5709 * ClutterActor:margin-bottom:
5711 * The margin (in pixels) from the bottom of the actor.
5713 * This property adds a margin to the actor's preferred size; the margin
5714 * will be automatically taken into account when allocating the actor.
5718 obj_props[PROP_MARGIN_BOTTOM] =
5719 g_param_spec_float ("margin-bottom",
5720 P_("Margin Bottom"),
5721 P_("Extra space at the bottom"),
5724 CLUTTER_PARAM_READWRITE);
5727 * ClutterActor:margin-left:
5729 * The margin (in pixels) from the left of the actor.
5731 * This property adds a margin to the actor's preferred size; the margin
5732 * will be automatically taken into account when allocating the actor.
5736 obj_props[PROP_MARGIN_LEFT] =
5737 g_param_spec_float ("margin-left",
5739 P_("Extra space at the left"),
5742 CLUTTER_PARAM_READWRITE);
5745 * ClutterActor:margin-right:
5747 * The margin (in pixels) from the right of the actor.
5749 * This property adds a margin to the actor's preferred size; the margin
5750 * will be automatically taken into account when allocating the actor.
5754 obj_props[PROP_MARGIN_RIGHT] =
5755 g_param_spec_float ("margin-right",
5757 P_("Extra space at the right"),
5760 CLUTTER_PARAM_READWRITE);
5763 * ClutterActor:background-color-set:
5765 * Whether the #ClutterActor:background-color property has been set.
5769 obj_props[PROP_BACKGROUND_COLOR_SET] =
5770 g_param_spec_boolean ("background-color-set",
5771 P_("Background Color Set"),
5772 P_("Whether the background color is set"),
5774 CLUTTER_PARAM_READABLE);
5777 * ClutterActor:background-color:
5779 * Paints a solid fill of the actor's allocation using the specified
5784 obj_props[PROP_BACKGROUND_COLOR] =
5785 clutter_param_spec_color ("background-color",
5786 P_("Background color"),
5787 P_("The actor's background color"),
5788 CLUTTER_COLOR_Transparent,
5789 CLUTTER_PARAM_READWRITE);
5792 * ClutterActor:first-child:
5794 * The actor's first child.
5798 obj_props[PROP_FIRST_CHILD] =
5799 g_param_spec_object ("first-child",
5801 P_("The actor's first child"),
5803 CLUTTER_PARAM_READABLE);
5806 * ClutterActor:last-child:
5808 * The actor's last child.
5812 obj_props[PROP_LAST_CHILD] =
5813 g_param_spec_object ("last-child",
5815 P_("The actor's last child"),
5817 CLUTTER_PARAM_READABLE);
5819 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
5822 * ClutterActor::destroy:
5823 * @actor: the #ClutterActor which emitted the signal
5825 * The ::destroy signal notifies that all references held on the
5826 * actor which emitted it should be released.
5828 * The ::destroy signal should be used by all holders of a reference
5831 * This signal might result in the finalization of the #ClutterActor
5832 * if all references are released.
5834 * Composite actors and actors implementing the #ClutterContainer
5835 * interface should override the default implementation of the
5836 * class handler of this signal and call clutter_actor_destroy() on
5837 * their children. When overriding the default class handler, it is
5838 * required to chain up to the parent's implementation.
5842 actor_signals[DESTROY] =
5843 g_signal_new (I_("destroy"),
5844 G_TYPE_FROM_CLASS (object_class),
5845 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
5846 G_STRUCT_OFFSET (ClutterActorClass, destroy),
5848 _clutter_marshal_VOID__VOID,
5851 * ClutterActor::show:
5852 * @actor: the object which received the signal
5854 * The ::show signal is emitted when an actor is visible and
5855 * rendered on the stage.
5859 actor_signals[SHOW] =
5860 g_signal_new (I_("show"),
5861 G_TYPE_FROM_CLASS (object_class),
5863 G_STRUCT_OFFSET (ClutterActorClass, show),
5865 _clutter_marshal_VOID__VOID,
5868 * ClutterActor::hide:
5869 * @actor: the object which received the signal
5871 * The ::hide signal is emitted when an actor is no longer rendered
5876 actor_signals[HIDE] =
5877 g_signal_new (I_("hide"),
5878 G_TYPE_FROM_CLASS (object_class),
5880 G_STRUCT_OFFSET (ClutterActorClass, hide),
5882 _clutter_marshal_VOID__VOID,
5885 * ClutterActor::parent-set:
5886 * @actor: the object which received the signal
5887 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
5889 * This signal is emitted when the parent of the actor changes.
5893 actor_signals[PARENT_SET] =
5894 g_signal_new (I_("parent-set"),
5895 G_TYPE_FROM_CLASS (object_class),
5897 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
5899 _clutter_marshal_VOID__OBJECT,
5901 CLUTTER_TYPE_ACTOR);
5904 * ClutterActor::queue-redraw:
5905 * @actor: the actor we're bubbling the redraw request through
5906 * @origin: the actor which initiated the redraw request
5908 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
5909 * is called on @origin.
5911 * The default implementation for #ClutterActor chains up to the
5912 * parent actor and queues a redraw on the parent, thus "bubbling"
5913 * the redraw queue up through the actor graph. The default
5914 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
5915 * in a main loop idle handler.
5917 * Note that the @origin actor may be the stage, or a container; it
5918 * does not have to be a leaf node in the actor graph.
5920 * Toolkits embedding a #ClutterStage which require a redraw and
5921 * relayout cycle can stop the emission of this signal using the
5922 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
5927 * on_redraw_complete (gpointer data)
5929 * ClutterStage *stage = data;
5931 * /* execute the Clutter drawing pipeline */
5932 * clutter_stage_ensure_redraw (stage);
5936 * on_stage_queue_redraw (ClutterStage *stage)
5938 * /* this prevents the default handler to run */
5939 * g_signal_stop_emission_by_name (stage, "queue-redraw");
5941 * /* queue a redraw with the host toolkit and call
5942 * * a function when the redraw has been completed
5944 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
5948 * <note><para>This signal is emitted before the Clutter paint
5949 * pipeline is executed. If you want to know when the pipeline has
5950 * been completed you should connect to the ::paint signal on the
5951 * Stage with g_signal_connect_after().</para></note>
5955 actor_signals[QUEUE_REDRAW] =
5956 g_signal_new (I_("queue-redraw"),
5957 G_TYPE_FROM_CLASS (object_class),
5959 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
5961 _clutter_marshal_VOID__OBJECT,
5963 CLUTTER_TYPE_ACTOR);
5966 * ClutterActor::queue-relayout
5967 * @actor: the actor being queued for relayout
5969 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
5970 * is called on an actor.
5972 * The default implementation for #ClutterActor chains up to the
5973 * parent actor and queues a relayout on the parent, thus "bubbling"
5974 * the relayout queue up through the actor graph.
5976 * The main purpose of this signal is to allow relayout to be propagated
5977 * properly in the procense of #ClutterClone actors. Applications will
5978 * not normally need to connect to this signal.
5982 actor_signals[QUEUE_RELAYOUT] =
5983 g_signal_new (I_("queue-relayout"),
5984 G_TYPE_FROM_CLASS (object_class),
5986 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
5988 _clutter_marshal_VOID__VOID,
5992 * ClutterActor::event:
5993 * @actor: the actor which received the event
5994 * @event: a #ClutterEvent
5996 * The ::event signal is emitted each time an event is received
5997 * by the @actor. This signal will be emitted on every actor,
5998 * following the hierarchy chain, until it reaches the top-level
5999 * container (the #ClutterStage).
6001 * Return value: %TRUE if the event has been handled by the actor,
6002 * or %FALSE to continue the emission.
6006 actor_signals[EVENT] =
6007 g_signal_new (I_("event"),
6008 G_TYPE_FROM_CLASS (object_class),
6010 G_STRUCT_OFFSET (ClutterActorClass, event),
6011 _clutter_boolean_handled_accumulator, NULL,
6012 _clutter_marshal_BOOLEAN__BOXED,
6014 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6016 * ClutterActor::button-press-event:
6017 * @actor: the actor which received the event
6018 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6020 * The ::button-press-event signal is emitted each time a mouse button
6021 * is pressed on @actor.
6023 * Return value: %TRUE if the event has been handled by the actor,
6024 * or %FALSE to continue the emission.
6028 actor_signals[BUTTON_PRESS_EVENT] =
6029 g_signal_new (I_("button-press-event"),
6030 G_TYPE_FROM_CLASS (object_class),
6032 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6033 _clutter_boolean_handled_accumulator, NULL,
6034 _clutter_marshal_BOOLEAN__BOXED,
6036 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6038 * ClutterActor::button-release-event:
6039 * @actor: the actor which received the event
6040 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6042 * The ::button-release-event signal is emitted each time a mouse button
6043 * is released on @actor.
6045 * Return value: %TRUE if the event has been handled by the actor,
6046 * or %FALSE to continue the emission.
6050 actor_signals[BUTTON_RELEASE_EVENT] =
6051 g_signal_new (I_("button-release-event"),
6052 G_TYPE_FROM_CLASS (object_class),
6054 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6055 _clutter_boolean_handled_accumulator, NULL,
6056 _clutter_marshal_BOOLEAN__BOXED,
6058 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6060 * ClutterActor::scroll-event:
6061 * @actor: the actor which received the event
6062 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6064 * The ::scroll-event signal is emitted each time the mouse is
6065 * scrolled on @actor
6067 * Return value: %TRUE if the event has been handled by the actor,
6068 * or %FALSE to continue the emission.
6072 actor_signals[SCROLL_EVENT] =
6073 g_signal_new (I_("scroll-event"),
6074 G_TYPE_FROM_CLASS (object_class),
6076 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6077 _clutter_boolean_handled_accumulator, NULL,
6078 _clutter_marshal_BOOLEAN__BOXED,
6080 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6082 * ClutterActor::key-press-event:
6083 * @actor: the actor which received the event
6084 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6086 * The ::key-press-event signal is emitted each time a keyboard button
6087 * is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
6089 * Return value: %TRUE if the event has been handled by the actor,
6090 * or %FALSE to continue the emission.
6094 actor_signals[KEY_PRESS_EVENT] =
6095 g_signal_new (I_("key-press-event"),
6096 G_TYPE_FROM_CLASS (object_class),
6098 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6099 _clutter_boolean_handled_accumulator, NULL,
6100 _clutter_marshal_BOOLEAN__BOXED,
6102 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6104 * ClutterActor::key-release-event:
6105 * @actor: the actor which received the event
6106 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6108 * The ::key-release-event signal is emitted each time a keyboard button
6109 * is released while @actor has key focus (see
6110 * clutter_stage_set_key_focus()).
6112 * Return value: %TRUE if the event has been handled by the actor,
6113 * or %FALSE to continue the emission.
6117 actor_signals[KEY_RELEASE_EVENT] =
6118 g_signal_new (I_("key-release-event"),
6119 G_TYPE_FROM_CLASS (object_class),
6121 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6122 _clutter_boolean_handled_accumulator, NULL,
6123 _clutter_marshal_BOOLEAN__BOXED,
6125 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6127 * ClutterActor::motion-event:
6128 * @actor: the actor which received the event
6129 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6131 * The ::motion-event signal is emitted each time the mouse pointer is
6132 * moved over @actor.
6134 * Return value: %TRUE if the event has been handled by the actor,
6135 * or %FALSE to continue the emission.
6139 actor_signals[MOTION_EVENT] =
6140 g_signal_new (I_("motion-event"),
6141 G_TYPE_FROM_CLASS (object_class),
6143 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6144 _clutter_boolean_handled_accumulator, NULL,
6145 _clutter_marshal_BOOLEAN__BOXED,
6147 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6150 * ClutterActor::key-focus-in:
6151 * @actor: the actor which now has key focus
6153 * The ::key-focus-in signal is emitted when @actor receives key focus.
6157 actor_signals[KEY_FOCUS_IN] =
6158 g_signal_new (I_("key-focus-in"),
6159 G_TYPE_FROM_CLASS (object_class),
6161 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6163 _clutter_marshal_VOID__VOID,
6167 * ClutterActor::key-focus-out:
6168 * @actor: the actor which now has key focus
6170 * The ::key-focus-out signal is emitted when @actor loses key focus.
6174 actor_signals[KEY_FOCUS_OUT] =
6175 g_signal_new (I_("key-focus-out"),
6176 G_TYPE_FROM_CLASS (object_class),
6178 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6180 _clutter_marshal_VOID__VOID,
6184 * ClutterActor::enter-event:
6185 * @actor: the actor which the pointer has entered.
6186 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6188 * The ::enter-event signal is emitted when the pointer enters the @actor
6190 * Return value: %TRUE if the event has been handled by the actor,
6191 * or %FALSE to continue the emission.
6195 actor_signals[ENTER_EVENT] =
6196 g_signal_new (I_("enter-event"),
6197 G_TYPE_FROM_CLASS (object_class),
6199 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6200 _clutter_boolean_handled_accumulator, NULL,
6201 _clutter_marshal_BOOLEAN__BOXED,
6203 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6206 * ClutterActor::leave-event:
6207 * @actor: the actor which the pointer has left
6208 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6210 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6212 * Return value: %TRUE if the event has been handled by the actor,
6213 * or %FALSE to continue the emission.
6217 actor_signals[LEAVE_EVENT] =
6218 g_signal_new (I_("leave-event"),
6219 G_TYPE_FROM_CLASS (object_class),
6221 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6222 _clutter_boolean_handled_accumulator, NULL,
6223 _clutter_marshal_BOOLEAN__BOXED,
6225 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6228 * ClutterActor::captured-event:
6229 * @actor: the actor which received the signal
6230 * @event: a #ClutterEvent
6232 * The ::captured-event signal is emitted when an event is captured
6233 * by Clutter. This signal will be emitted starting from the top-level
6234 * container (the #ClutterStage) to the actor which received the event
6235 * going down the hierarchy. This signal can be used to intercept every
6236 * event before the specialized events (like
6237 * ClutterActor::button-press-event or ::key-released-event) are
6240 * Return value: %TRUE if the event has been handled by the actor,
6241 * or %FALSE to continue the emission.
6245 actor_signals[CAPTURED_EVENT] =
6246 g_signal_new (I_("captured-event"),
6247 G_TYPE_FROM_CLASS (object_class),
6249 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6250 _clutter_boolean_handled_accumulator, NULL,
6251 _clutter_marshal_BOOLEAN__BOXED,
6253 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6256 * ClutterActor::paint:
6257 * @actor: the #ClutterActor that received the signal
6259 * The ::paint signal is emitted each time an actor is being painted.
6261 * Subclasses of #ClutterActor should override the class signal handler
6262 * and paint themselves in that function.
6264 * It is possible to connect a handler to the ::paint signal in order
6265 * to set up some custom aspect of a paint.
6269 actor_signals[PAINT] =
6270 g_signal_new (I_("paint"),
6271 G_TYPE_FROM_CLASS (object_class),
6273 G_STRUCT_OFFSET (ClutterActorClass, paint),
6275 _clutter_marshal_VOID__VOID,
6278 * ClutterActor::realize:
6279 * @actor: the #ClutterActor that received the signal
6281 * The ::realize signal is emitted each time an actor is being
6286 actor_signals[REALIZE] =
6287 g_signal_new (I_("realize"),
6288 G_TYPE_FROM_CLASS (object_class),
6290 G_STRUCT_OFFSET (ClutterActorClass, realize),
6292 _clutter_marshal_VOID__VOID,
6295 * ClutterActor::unrealize:
6296 * @actor: the #ClutterActor that received the signal
6298 * The ::unrealize signal is emitted each time an actor is being
6303 actor_signals[UNREALIZE] =
6304 g_signal_new (I_("unrealize"),
6305 G_TYPE_FROM_CLASS (object_class),
6307 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6309 _clutter_marshal_VOID__VOID,
6313 * ClutterActor::pick:
6314 * @actor: the #ClutterActor that received the signal
6315 * @color: the #ClutterColor to be used when picking
6317 * The ::pick signal is emitted each time an actor is being painted
6318 * in "pick mode". The pick mode is used to identify the actor during
6319 * the event handling phase, or by clutter_stage_get_actor_at_pos().
6320 * The actor should paint its shape using the passed @pick_color.
6322 * Subclasses of #ClutterActor should override the class signal handler
6323 * and paint themselves in that function.
6325 * It is possible to connect a handler to the ::pick signal in order
6326 * to set up some custom aspect of a paint in pick mode.
6330 actor_signals[PICK] =
6331 g_signal_new (I_("pick"),
6332 G_TYPE_FROM_CLASS (object_class),
6334 G_STRUCT_OFFSET (ClutterActorClass, pick),
6336 _clutter_marshal_VOID__BOXED,
6338 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6341 * ClutterActor::allocation-changed:
6342 * @actor: the #ClutterActor that emitted the signal
6343 * @box: a #ClutterActorBox with the new allocation
6344 * @flags: #ClutterAllocationFlags for the allocation
6346 * The ::allocation-changed signal is emitted when the
6347 * #ClutterActor:allocation property changes. Usually, application
6348 * code should just use the notifications for the :allocation property
6349 * but if you want to track the allocation flags as well, for instance
6350 * to know whether the absolute origin of @actor changed, then you might
6351 * want use this signal instead.
6355 actor_signals[ALLOCATION_CHANGED] =
6356 g_signal_new (I_("allocation-changed"),
6357 G_TYPE_FROM_CLASS (object_class),
6361 _clutter_marshal_VOID__BOXED_FLAGS,
6363 CLUTTER_TYPE_ACTOR_BOX,
6364 CLUTTER_TYPE_ALLOCATION_FLAGS);
6368 clutter_actor_init (ClutterActor *self)
6370 ClutterActorPrivate *priv;
6372 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6374 priv->id = _clutter_context_acquire_id (self);
6377 priv->opacity = 0xff;
6378 priv->show_on_set_parent = TRUE;
6380 priv->needs_width_request = TRUE;
6381 priv->needs_height_request = TRUE;
6382 priv->needs_allocation = TRUE;
6384 priv->cached_width_age = 1;
6385 priv->cached_height_age = 1;
6387 priv->opacity_override = -1;
6388 priv->enable_model_view_transform = TRUE;
6390 /* Initialize an empty paint volume to start with */
6391 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6392 priv->last_paint_volume_valid = TRUE;
6394 priv->transform_valid = FALSE;
6398 * clutter_actor_new:
6400 * Creates a new #ClutterActor.
6402 * A newly created actor has a floating reference, which will be sunk
6403 * when it is added to another actor.
6405 * Return value: (transfer full): the newly created #ClutterActor
6410 clutter_actor_new (void)
6412 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
6416 * clutter_actor_destroy:
6417 * @self: a #ClutterActor
6419 * Destroys an actor. When an actor is destroyed, it will break any
6420 * references it holds to other objects. If the actor is inside a
6421 * container, the actor will be removed.
6423 * When you destroy a container, its children will be destroyed as well.
6425 * Note: you cannot destroy the #ClutterStage returned by
6426 * clutter_stage_get_default().
6429 clutter_actor_destroy (ClutterActor *self)
6431 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6433 g_object_ref (self);
6435 /* avoid recursion while destroying */
6436 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
6438 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6440 g_object_run_dispose (G_OBJECT (self));
6442 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6445 g_object_unref (self);
6449 _clutter_actor_finish_queue_redraw (ClutterActor *self,
6450 ClutterPaintVolume *clip)
6452 ClutterActorPrivate *priv = self->priv;
6453 ClutterPaintVolume *pv;
6456 /* If we've been explicitly passed a clip volume then there's
6457 * nothing more to calculate, but otherwise the only thing we know
6458 * is that the change is constrained to the given actor.
6460 * The idea is that if we know the paint volume for where the actor
6461 * was last drawn (in eye coordinates) and we also have the paint
6462 * volume for where it will be drawn next (in actor coordinates)
6463 * then if we queue a redraw for both these volumes that will cover
6464 * everything that needs to be redrawn to clear the old view and
6465 * show the latest view of the actor.
6467 * Don't clip this redraw if we don't know what position we had for
6468 * the previous redraw since we don't know where to set the clip so
6469 * it will clear the actor as it is currently.
6473 _clutter_actor_set_queue_redraw_clip (self, clip);
6476 else if (G_LIKELY (priv->last_paint_volume_valid))
6478 pv = _clutter_actor_get_paint_volume_mutable (self);
6481 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
6483 /* make sure we redraw the actors old position... */
6484 _clutter_actor_set_queue_redraw_clip (stage,
6485 &priv->last_paint_volume);
6486 _clutter_actor_signal_queue_redraw (stage, stage);
6487 _clutter_actor_set_queue_redraw_clip (stage, NULL);
6489 /* XXX: Ideally the redraw signal would take a clip volume
6490 * argument, but that would be an ABI break. Until we can
6491 * break the ABI we pass the argument out-of-band
6494 /* setup the clip for the actors new position... */
6495 _clutter_actor_set_queue_redraw_clip (self, pv);
6504 _clutter_actor_signal_queue_redraw (self, self);
6506 /* Just in case anyone is manually firing redraw signals without
6507 * using the public queue_redraw() API we are careful to ensure that
6508 * our out-of-band clip member is cleared before returning...
6510 * Note: A NULL clip denotes a full-stage, un-clipped redraw
6512 if (G_LIKELY (clipped))
6513 _clutter_actor_set_queue_redraw_clip (self, NULL);
6515 priv->queue_redraw_entry = NULL;
6519 _clutter_actor_get_allocation_clip (ClutterActor *self,
6520 ClutterActorBox *clip)
6522 ClutterActorBox allocation;
6524 /* XXX: we don't care if we get an out of date allocation here
6525 * because clutter_actor_queue_redraw_with_clip knows to ignore
6526 * the clip if the actor's allocation is invalid.
6528 * This is noted because clutter_actor_get_allocation_box does some
6529 * unnecessary work to support buggy code with a comment suggesting
6530 * that it could be changed later which would be good for this use
6533 clutter_actor_get_allocation_box (self, &allocation);
6535 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
6536 * actor's own coordinate space but the allocation is in parent
6540 clip->x2 = allocation.x2 - allocation.x1;
6541 clip->y2 = allocation.y2 - allocation.y1;
6545 _clutter_actor_queue_redraw_full (ClutterActor *self,
6546 ClutterRedrawFlags flags,
6547 ClutterPaintVolume *volume,
6548 ClutterEffect *effect)
6550 ClutterActorPrivate *priv = self->priv;
6551 ClutterPaintVolume allocation_pv;
6552 ClutterPaintVolume *pv;
6553 gboolean should_free_pv;
6554 ClutterActor *stage;
6556 /* Here's an outline of the actor queue redraw mechanism:
6558 * The process starts in one of the following two functions which
6559 * are wrappers for this function:
6560 * clutter_actor_queue_redraw
6561 * _clutter_actor_queue_redraw_with_clip
6563 * additionally, an effect can queue a redraw by wrapping this
6564 * function in clutter_effect_queue_rerun
6566 * This functions queues an entry in a list associated with the
6567 * stage which is a list of actors that queued a redraw while
6568 * updating the timelines, performing layouting and processing other
6569 * mainloop sources before the next paint starts.
6571 * We aim to minimize the processing done at this point because
6572 * there is a good chance other events will happen while updating
6573 * the scenegraph that would invalidate any expensive work we might
6574 * otherwise try to do here. For example we don't try and resolve
6575 * the screen space bounding box of an actor at this stage so as to
6576 * minimize how much of the screen redraw because it's possible
6577 * something else will happen which will force a full redraw anyway.
6579 * When all updates are complete and we come to paint the stage then
6580 * we iterate this list and actually emit the "queue-redraw" signals
6581 * for each of the listed actors which will bubble up to the stage
6582 * for each actor and at that point we will transform the actors
6583 * paint volume into screen coordinates to determine the clip region
6584 * for what needs to be redrawn in the next paint.
6586 * Besides minimizing redundant work another reason for this
6587 * deferred design is that it's more likely we will be able to
6588 * determine the paint volume of an actor once we've finished
6589 * updating the scenegraph because its allocation should be up to
6590 * date. NB: If we can't determine an actors paint volume then we
6591 * can't automatically queue a clipped redraw which can make a big
6592 * difference to performance.
6594 * So the control flow goes like this:
6595 * One of clutter_actor_queue_redraw,
6596 * _clutter_actor_queue_redraw_with_clip
6597 * or clutter_effect_queue_rerun
6599 * then control moves to:
6600 * _clutter_stage_queue_actor_redraw
6602 * later during _clutter_stage_do_update, once relayouting is done
6603 * and the scenegraph has been updated we will call:
6604 * _clutter_stage_finish_queue_redraws
6606 * _clutter_stage_finish_queue_redraws will call
6607 * _clutter_actor_finish_queue_redraw for each listed actor.
6608 * Note: actors *are* allowed to queue further redraws during this
6609 * process (considering clone actors or texture_new_from_actor which
6610 * respond to their source queueing a redraw by queuing a redraw
6611 * themselves). We repeat the process until the list is empty.
6613 * This will result in the "queue-redraw" signal being fired for
6614 * each actor which will pass control to the default signal handler:
6615 * clutter_actor_real_queue_redraw
6617 * This will bubble up to the stages handler:
6618 * clutter_stage_real_queue_redraw
6620 * clutter_stage_real_queue_redraw will transform the actors paint
6621 * volume into screen space and add it as a clip region for the next
6625 /* ignore queueing a redraw for actors being destroyed */
6626 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6629 stage = _clutter_actor_get_stage_internal (self);
6631 /* Ignore queueing a redraw for actors not descended from a stage */
6635 /* ignore queueing a redraw on stages that are being destroyed */
6636 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
6639 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
6641 ClutterActorBox allocation_clip;
6642 ClutterVertex origin;
6644 /* If the actor doesn't have a valid allocation then we will
6645 * queue a full stage redraw. */
6646 if (priv->needs_allocation)
6648 /* NB: NULL denotes an undefined clip which will result in a
6650 _clutter_actor_set_queue_redraw_clip (self, NULL);
6651 _clutter_actor_signal_queue_redraw (self, self);
6655 _clutter_paint_volume_init_static (&allocation_pv, self);
6656 pv = &allocation_pv;
6658 _clutter_actor_get_allocation_clip (self, &allocation_clip);
6660 origin.x = allocation_clip.x1;
6661 origin.y = allocation_clip.y1;
6663 clutter_paint_volume_set_origin (pv, &origin);
6664 clutter_paint_volume_set_width (pv,
6665 allocation_clip.x2 - allocation_clip.x1);
6666 clutter_paint_volume_set_height (pv,
6667 allocation_clip.y2 -
6668 allocation_clip.y1);
6669 should_free_pv = TRUE;
6674 should_free_pv = FALSE;
6677 self->priv->queue_redraw_entry =
6678 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
6679 priv->queue_redraw_entry,
6684 clutter_paint_volume_free (pv);
6686 /* If this is the first redraw queued then we can directly use the
6688 if (!priv->is_dirty)
6689 priv->effect_to_redraw = effect;
6690 /* Otherwise we need to merge it with the existing effect parameter */
6691 else if (effect != NULL)
6693 /* If there's already an effect then we need to use whichever is
6694 later in the chain of actors. Otherwise a full redraw has
6695 already been queued on the actor so we need to ignore the
6697 if (priv->effect_to_redraw != NULL)
6699 if (priv->effects == NULL)
6700 g_warning ("Redraw queued with an effect that is "
6701 "not applied to the actor");
6706 for (l = _clutter_meta_group_peek_metas (priv->effects);
6710 if (l->data == priv->effect_to_redraw ||
6712 priv->effect_to_redraw = l->data;
6719 /* If no effect is specified then we need to redraw the whole
6721 priv->effect_to_redraw = NULL;
6724 priv->is_dirty = TRUE;
6728 * clutter_actor_queue_redraw:
6729 * @self: A #ClutterActor
6731 * Queues up a redraw of an actor and any children. The redraw occurs
6732 * once the main loop becomes idle (after the current batch of events
6733 * has been processed, roughly).
6735 * Applications rarely need to call this, as redraws are handled
6736 * automatically by modification functions.
6738 * This function will not do anything if @self is not visible, or
6739 * if the actor is inside an invisible part of the scenegraph.
6741 * Also be aware that painting is a NOP for actors with an opacity of
6744 * When you are implementing a custom actor you must queue a redraw
6745 * whenever some private state changes that will affect painting or
6746 * picking of your actor.
6749 clutter_actor_queue_redraw (ClutterActor *self)
6751 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6753 _clutter_actor_queue_redraw_full (self,
6755 NULL, /* clip volume */
6760 * _clutter_actor_queue_redraw_with_clip:
6761 * @self: A #ClutterActor
6762 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
6763 * this queue redraw.
6764 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
6765 * redrawn or %NULL if you are just using a @flag to state your
6768 * Queues up a clipped redraw of an actor and any children. The redraw
6769 * occurs once the main loop becomes idle (after the current batch of
6770 * events has been processed, roughly).
6772 * If no flags are given the clip volume is defined by @volume
6773 * specified in actor coordinates and tells Clutter that only content
6774 * within this volume has been changed so Clutter can optionally
6775 * optimize the redraw.
6777 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
6778 * should be %NULL and this tells Clutter to use the actor's current
6779 * allocation as a clip box. This flag can only be used for 2D actors,
6780 * because any actor with depth may be projected outside its
6783 * Applications rarely need to call this, as redraws are handled
6784 * automatically by modification functions.
6786 * This function will not do anything if @self is not visible, or if
6787 * the actor is inside an invisible part of the scenegraph.
6789 * Also be aware that painting is a NOP for actors with an opacity of
6792 * When you are implementing a custom actor you must queue a redraw
6793 * whenever some private state changes that will affect painting or
6794 * picking of your actor.
6797 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6798 ClutterRedrawFlags flags,
6799 ClutterPaintVolume *volume)
6801 _clutter_actor_queue_redraw_full (self,
6803 volume, /* clip volume */
6808 _clutter_actor_queue_only_relayout (ClutterActor *self)
6810 ClutterActorPrivate *priv = self->priv;
6812 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6815 if (priv->needs_width_request &&
6816 priv->needs_height_request &&
6817 priv->needs_allocation)
6818 return; /* save some cpu cycles */
6820 #if CLUTTER_ENABLE_DEBUG
6821 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
6823 g_warning ("The actor '%s' is currently inside an allocation "
6824 "cycle; calling clutter_actor_queue_relayout() is "
6826 _clutter_actor_get_debug_name (self));
6828 #endif /* CLUTTER_ENABLE_DEBUG */
6830 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
6834 * clutter_actor_queue_redraw_with_clip:
6835 * @self: a #ClutterActor
6836 * @clip: (allow-none): a rectangular clip region, or %NULL
6838 * Queues a redraw on @self limited to a specific, actor-relative
6841 * If @clip is %NULL this function is equivalent to
6842 * clutter_actor_queue_redraw().
6847 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6848 const cairo_rectangle_int_t *clip)
6850 ClutterPaintVolume volume;
6851 ClutterVertex origin;
6853 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6857 clutter_actor_queue_redraw (self);
6861 _clutter_paint_volume_init_static (&volume, self);
6867 clutter_paint_volume_set_origin (&volume, &origin);
6868 clutter_paint_volume_set_width (&volume, clip->width);
6869 clutter_paint_volume_set_height (&volume, clip->height);
6871 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
6873 clutter_paint_volume_free (&volume);
6877 * clutter_actor_queue_relayout:
6878 * @self: A #ClutterActor
6880 * Indicates that the actor's size request or other layout-affecting
6881 * properties may have changed. This function is used inside #ClutterActor
6882 * subclass implementations, not by applications directly.
6884 * Queueing a new layout automatically queues a redraw as well.
6889 clutter_actor_queue_relayout (ClutterActor *self)
6891 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6893 _clutter_actor_queue_only_relayout (self);
6894 clutter_actor_queue_redraw (self);
6898 * clutter_actor_get_preferred_size:
6899 * @self: a #ClutterActor
6900 * @min_width_p: (out) (allow-none): return location for the minimum
6902 * @min_height_p: (out) (allow-none): return location for the minimum
6904 * @natural_width_p: (out) (allow-none): return location for the natural
6906 * @natural_height_p: (out) (allow-none): return location for the natural
6909 * Computes the preferred minimum and natural size of an actor, taking into
6910 * account the actor's geometry management (either height-for-width
6911 * or width-for-height).
6913 * The width and height used to compute the preferred height and preferred
6914 * width are the actor's natural ones.
6916 * If you need to control the height for the preferred width, or the width for
6917 * the preferred height, you should use clutter_actor_get_preferred_width()
6918 * and clutter_actor_get_preferred_height(), and check the actor's preferred
6919 * geometry management using the #ClutterActor:request-mode property.
6924 clutter_actor_get_preferred_size (ClutterActor *self,
6925 gfloat *min_width_p,
6926 gfloat *min_height_p,
6927 gfloat *natural_width_p,
6928 gfloat *natural_height_p)
6930 ClutterActorPrivate *priv;
6931 gfloat min_width, min_height;
6932 gfloat natural_width, natural_height;
6934 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6938 min_width = min_height = 0;
6939 natural_width = natural_height = 0;
6941 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
6943 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
6944 clutter_actor_get_preferred_width (self, -1,
6947 clutter_actor_get_preferred_height (self, natural_width,
6953 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
6954 clutter_actor_get_preferred_height (self, -1,
6957 clutter_actor_get_preferred_width (self, natural_height,
6963 *min_width_p = min_width;
6966 *min_height_p = min_height;
6968 if (natural_width_p)
6969 *natural_width_p = natural_width;
6971 if (natural_height_p)
6972 *natural_height_p = natural_height;
6977 * @align: a #ClutterActorAlign
6978 * @direction: a #ClutterTextDirection
6980 * Retrieves the correct alignment depending on the text direction
6982 * Return value: the effective alignment
6984 static ClutterActorAlign
6985 effective_align (ClutterActorAlign align,
6986 ClutterTextDirection direction)
6988 ClutterActorAlign res;
6992 case CLUTTER_ACTOR_ALIGN_START:
6993 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
6994 ? CLUTTER_ACTOR_ALIGN_END
6995 : CLUTTER_ACTOR_ALIGN_START;
6998 case CLUTTER_ACTOR_ALIGN_END:
6999 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7000 ? CLUTTER_ACTOR_ALIGN_START
7001 : CLUTTER_ACTOR_ALIGN_END;
7013 adjust_for_margin (float margin_start,
7015 float *minimum_size,
7016 float *natural_size,
7017 float *allocated_start,
7018 float *allocated_end)
7020 *minimum_size -= (margin_start + margin_end);
7021 *natural_size -= (margin_start + margin_end);
7022 *allocated_start += margin_start;
7023 *allocated_end -= margin_end;
7027 adjust_for_alignment (ClutterActorAlign alignment,
7029 float *allocated_start,
7030 float *allocated_end)
7032 float allocated_size = *allocated_end - *allocated_start;
7036 case CLUTTER_ACTOR_ALIGN_FILL:
7040 case CLUTTER_ACTOR_ALIGN_START:
7042 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7045 case CLUTTER_ACTOR_ALIGN_END:
7046 if (allocated_size > natural_size)
7048 *allocated_start += (allocated_size - natural_size);
7049 *allocated_end = *allocated_start + natural_size;
7053 case CLUTTER_ACTOR_ALIGN_CENTER:
7054 if (allocated_size > natural_size)
7056 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7057 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7064 * clutter_actor_adjust_width:
7065 * @self: a #ClutterActor
7066 * @minimum_width: (inout): the actor's preferred minimum width, which
7067 * will be adjusted depending on the margin
7068 * @natural_width: (inout): the actor's preferred natural width, which
7069 * will be adjusted depending on the margin
7070 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7071 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7073 * Adjusts the preferred and allocated position and size of an actor,
7074 * depending on the margin and alignment properties.
7077 clutter_actor_adjust_width (ClutterActor *self,
7078 gfloat *minimum_width,
7079 gfloat *natural_width,
7080 gfloat *adjusted_x1,
7081 gfloat *adjusted_x2)
7083 ClutterTextDirection text_dir;
7084 const ClutterLayoutInfo *info;
7086 info = _clutter_actor_get_layout_info_or_defaults (self);
7087 text_dir = clutter_actor_get_text_direction (self);
7089 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7091 /* this will tweak natural_width to remove the margin, so that
7092 * adjust_for_alignment() will use the correct size
7094 adjust_for_margin (info->margin.left, info->margin.right,
7095 minimum_width, natural_width,
7096 adjusted_x1, adjusted_x2);
7098 adjust_for_alignment (effective_align (info->x_align, text_dir),
7100 adjusted_x1, adjusted_x2);
7104 * clutter_actor_adjust_height:
7105 * @self: a #ClutterActor
7106 * @minimum_height: (inout): the actor's preferred minimum height, which
7107 * will be adjusted depending on the margin
7108 * @natural_height: (inout): the actor's preferred natural height, which
7109 * will be adjusted depending on the margin
7110 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7111 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7113 * Adjusts the preferred and allocated position and size of an actor,
7114 * depending on the margin and alignment properties.
7117 clutter_actor_adjust_height (ClutterActor *self,
7118 gfloat *minimum_height,
7119 gfloat *natural_height,
7120 gfloat *adjusted_y1,
7121 gfloat *adjusted_y2)
7123 const ClutterLayoutInfo *info;
7125 info = _clutter_actor_get_layout_info_or_defaults (self);
7127 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7129 /* this will tweak natural_height to remove the margin, so that
7130 * adjust_for_alignment() will use the correct size
7132 adjust_for_margin (info->margin.top, info->margin.bottom,
7133 minimum_height, natural_height,
7137 /* we don't use effective_align() here, because text direction
7138 * only affects the horizontal axis
7140 adjust_for_alignment (info->y_align,
7147 /* looks for a cached size request for this for_size. If not
7148 * found, returns the oldest entry so it can be overwritten */
7150 _clutter_actor_get_cached_size_request (gfloat for_size,
7151 SizeRequest *cached_size_requests,
7152 SizeRequest **result)
7156 *result = &cached_size_requests[0];
7158 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7162 sr = &cached_size_requests[i];
7165 sr->for_size == for_size)
7167 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7171 else if (sr->age < (*result)->age)
7177 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7183 * clutter_actor_get_preferred_width:
7184 * @self: A #ClutterActor
7185 * @for_height: available height when computing the preferred width,
7186 * or a negative value to indicate that no height is defined
7187 * @min_width_p: (out) (allow-none): return location for minimum width,
7189 * @natural_width_p: (out) (allow-none): return location for the natural
7192 * Computes the requested minimum and natural widths for an actor,
7193 * optionally depending on the specified height, or if they are
7194 * already computed, returns the cached values.
7196 * An actor may not get its request - depending on the layout
7197 * manager that's in effect.
7199 * A request should not incorporate the actor's scale or anchor point;
7200 * those transformations do not affect layout, only rendering.
7205 clutter_actor_get_preferred_width (ClutterActor *self,
7207 gfloat *min_width_p,
7208 gfloat *natural_width_p)
7210 float request_min_width, request_natural_width;
7211 SizeRequest *cached_size_request;
7212 const ClutterLayoutInfo *info;
7213 ClutterActorPrivate *priv;
7214 gboolean found_in_cache;
7216 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7220 info = _clutter_actor_get_layout_info_or_defaults (self);
7222 /* we shortcircuit the case of a fixed size set using set_width() */
7223 if (priv->min_width_set && priv->natural_width_set)
7225 if (min_width_p != NULL)
7226 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7228 if (natural_width_p != NULL)
7229 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7234 /* the remaining cases are:
7236 * - either min_width or natural_width have been set
7237 * - neither min_width or natural_width have been set
7239 * in both cases, we go through the cache (and through the actor in case
7240 * of cache misses) and determine the authoritative value depending on
7244 if (!priv->needs_width_request)
7247 _clutter_actor_get_cached_size_request (for_height,
7248 priv->width_requests,
7249 &cached_size_request);
7253 /* if the actor needs a width request we use the first slot */
7254 found_in_cache = FALSE;
7255 cached_size_request = &priv->width_requests[0];
7258 if (!found_in_cache)
7260 gfloat minimum_width, natural_width;
7261 ClutterActorClass *klass;
7263 minimum_width = natural_width = 0;
7265 /* adjust for the margin */
7266 if (for_height >= 0)
7268 for_height -= (info->margin.top + info->margin.bottom);
7273 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7275 klass = CLUTTER_ACTOR_GET_CLASS (self);
7276 klass->get_preferred_width (self, for_height,
7280 /* adjust for the margin */
7281 minimum_width += (info->margin.left + info->margin.right);
7282 natural_width += (info->margin.left + info->margin.right);
7284 /* Due to accumulated float errors, it's better not to warn
7285 * on this, but just fix it.
7287 if (natural_width < minimum_width)
7288 natural_width = minimum_width;
7290 cached_size_request->min_size = minimum_width;
7291 cached_size_request->natural_size = natural_width;
7292 cached_size_request->for_size = for_height;
7293 cached_size_request->age = priv->cached_width_age;
7295 priv->cached_width_age += 1;
7296 priv->needs_width_request = FALSE;
7299 if (!priv->min_width_set)
7300 request_min_width = cached_size_request->min_size;
7302 request_min_width = info->min_width;
7304 if (!priv->natural_width_set)
7305 request_natural_width = cached_size_request->natural_size;
7307 request_natural_width = info->natural_width;
7310 *min_width_p = request_min_width;
7312 if (natural_width_p)
7313 *natural_width_p = request_natural_width;
7317 * clutter_actor_get_preferred_height:
7318 * @self: A #ClutterActor
7319 * @for_width: available width to assume in computing desired height,
7320 * or a negative value to indicate that no width is defined
7321 * @min_height_p: (out) (allow-none): return location for minimum height,
7323 * @natural_height_p: (out) (allow-none): return location for natural
7326 * Computes the requested minimum and natural heights for an actor,
7327 * or if they are already computed, returns the cached values.
7329 * An actor may not get its request - depending on the layout
7330 * manager that's in effect.
7332 * A request should not incorporate the actor's scale or anchor point;
7333 * those transformations do not affect layout, only rendering.
7338 clutter_actor_get_preferred_height (ClutterActor *self,
7340 gfloat *min_height_p,
7341 gfloat *natural_height_p)
7343 float request_min_height, request_natural_height;
7344 SizeRequest *cached_size_request;
7345 const ClutterLayoutInfo *info;
7346 ClutterActorPrivate *priv;
7347 gboolean found_in_cache;
7349 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7353 info = _clutter_actor_get_layout_info_or_defaults (self);
7355 /* we shortcircuit the case of a fixed size set using set_height() */
7356 if (priv->min_height_set && priv->natural_height_set)
7358 if (min_height_p != NULL)
7359 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7361 if (natural_height_p != NULL)
7362 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7367 /* the remaining cases are:
7369 * - either min_height or natural_height have been set
7370 * - neither min_height or natural_height have been set
7372 * in both cases, we go through the cache (and through the actor in case
7373 * of cache misses) and determine the authoritative value depending on
7377 if (!priv->needs_height_request)
7380 _clutter_actor_get_cached_size_request (for_width,
7381 priv->height_requests,
7382 &cached_size_request);
7386 found_in_cache = FALSE;
7387 cached_size_request = &priv->height_requests[0];
7390 if (!found_in_cache)
7392 gfloat minimum_height, natural_height;
7393 ClutterActorClass *klass;
7395 minimum_height = natural_height = 0;
7397 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
7399 /* adjust for margin */
7402 for_width -= (info->margin.left + info->margin.right);
7407 klass = CLUTTER_ACTOR_GET_CLASS (self);
7408 klass->get_preferred_height (self, for_width,
7412 /* adjust for margin */
7413 minimum_height += (info->margin.top + info->margin.bottom);
7414 natural_height += (info->margin.top + info->margin.bottom);
7416 /* Due to accumulated float errors, it's better not to warn
7417 * on this, but just fix it.
7419 if (natural_height < minimum_height)
7420 natural_height = minimum_height;
7422 cached_size_request->min_size = minimum_height;
7423 cached_size_request->natural_size = natural_height;
7424 cached_size_request->for_size = for_width;
7425 cached_size_request->age = priv->cached_height_age;
7427 priv->cached_height_age += 1;
7428 priv->needs_height_request = FALSE;
7431 if (!priv->min_height_set)
7432 request_min_height = cached_size_request->min_size;
7434 request_min_height = info->min_height;
7436 if (!priv->natural_height_set)
7437 request_natural_height = cached_size_request->natural_size;
7439 request_natural_height = info->natural_height;
7442 *min_height_p = request_min_height;
7444 if (natural_height_p)
7445 *natural_height_p = request_natural_height;
7449 * clutter_actor_get_allocation_box:
7450 * @self: A #ClutterActor
7451 * @box: (out): the function fills this in with the actor's allocation
7453 * Gets the layout box an actor has been assigned. The allocation can
7454 * only be assumed valid inside a paint() method; anywhere else, it
7455 * may be out-of-date.
7457 * An allocation does not incorporate the actor's scale or anchor point;
7458 * those transformations do not affect layout, only rendering.
7460 * <note>Do not call any of the clutter_actor_get_allocation_*() family
7461 * of functions inside the implementation of the get_preferred_width()
7462 * or get_preferred_height() virtual functions.</note>
7467 clutter_actor_get_allocation_box (ClutterActor *self,
7468 ClutterActorBox *box)
7470 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7472 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
7473 * which limits calling get_allocation to inside paint() basically; or
7474 * we can 2) force a layout, which could be expensive if someone calls
7475 * get_allocation somewhere silly; or we can 3) just return the latest
7476 * value, allowing it to be out-of-date, and assume people know what
7479 * The least-surprises approach that keeps existing code working is
7480 * likely to be 2). People can end up doing some inefficient things,
7481 * though, and in general code that requires 2) is probably broken.
7484 /* this implements 2) */
7485 if (G_UNLIKELY (self->priv->needs_allocation))
7487 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7489 /* do not queue a relayout on an unparented actor */
7491 _clutter_stage_maybe_relayout (stage);
7494 /* commenting out the code above and just keeping this assigment
7497 *box = self->priv->allocation;
7501 * clutter_actor_get_allocation_geometry:
7502 * @self: A #ClutterActor
7503 * @geom: (out): allocation geometry in pixels
7505 * Gets the layout box an actor has been assigned. The allocation can
7506 * only be assumed valid inside a paint() method; anywhere else, it
7507 * may be out-of-date.
7509 * An allocation does not incorporate the actor's scale or anchor point;
7510 * those transformations do not affect layout, only rendering.
7512 * The returned rectangle is in pixels.
7517 clutter_actor_get_allocation_geometry (ClutterActor *self,
7518 ClutterGeometry *geom)
7520 ClutterActorBox box;
7522 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7523 g_return_if_fail (geom != NULL);
7525 clutter_actor_get_allocation_box (self, &box);
7527 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
7528 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
7529 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
7530 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
7534 clutter_actor_update_constraints (ClutterActor *self,
7535 ClutterActorBox *allocation)
7537 ClutterActorPrivate *priv = self->priv;
7538 const GList *constraints, *l;
7540 if (priv->constraints == NULL)
7543 constraints = _clutter_meta_group_peek_metas (priv->constraints);
7544 for (l = constraints; l != NULL; l = l->next)
7546 ClutterConstraint *constraint = l->data;
7547 ClutterActorMeta *meta = l->data;
7549 if (clutter_actor_meta_get_enabled (meta))
7551 _clutter_constraint_update_allocation (constraint,
7559 * clutter_actor_adjust_allocation:
7560 * @self: a #ClutterActor
7561 * @allocation: (inout): the allocation to adjust
7563 * Adjusts the passed allocation box taking into account the actor's
7564 * layout information, like alignment, expansion, and margin.
7567 clutter_actor_adjust_allocation (ClutterActor *self,
7568 ClutterActorBox *allocation)
7570 ClutterActorBox adj_allocation;
7571 float alloc_width, alloc_height;
7572 float min_width, min_height;
7573 float nat_width, nat_height;
7574 ClutterRequestMode req_mode;
7576 adj_allocation = *allocation;
7578 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
7580 /* we want to hit the cache, so we use the public API */
7581 req_mode = clutter_actor_get_request_mode (self);
7583 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7585 clutter_actor_get_preferred_width (self, -1,
7588 clutter_actor_get_preferred_height (self, alloc_width,
7592 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
7594 clutter_actor_get_preferred_height (self, -1,
7597 clutter_actor_get_preferred_height (self, alloc_height,
7602 #ifdef CLUTTER_ENABLE_DEBUG
7603 /* warn about underallocations */
7604 if (_clutter_diagnostic_enabled () &&
7605 (floorf (min_width - alloc_width) > 0 ||
7606 floorf (min_height - alloc_height) > 0))
7608 ClutterActor *parent = clutter_actor_get_parent (self);
7610 /* the only actors that are allowed to be underallocated are the Stage,
7611 * as it doesn't have an implicit size, and Actors that specifically
7612 * told us that they want to opt-out from layout control mechanisms
7613 * through the NO_LAYOUT escape hatch.
7615 if (parent != NULL &&
7616 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
7618 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
7619 "of %.2f x %.2f from its parent actor '%s', but its "
7620 "requested minimum size is of %.2f x %.2f",
7621 _clutter_actor_get_debug_name (self),
7622 alloc_width, alloc_height,
7623 _clutter_actor_get_debug_name (parent),
7624 min_width, min_height);
7629 clutter_actor_adjust_width (self,
7633 &adj_allocation.x2);
7635 clutter_actor_adjust_height (self,
7639 &adj_allocation.y2);
7641 /* we maintain the invariant that an allocation cannot be adjusted
7642 * to be outside the parent-given box
7644 if (adj_allocation.x1 < allocation->x1 ||
7645 adj_allocation.y1 < allocation->y1 ||
7646 adj_allocation.x2 > allocation->x2 ||
7647 adj_allocation.y2 > allocation->y2)
7649 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
7650 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
7651 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
7652 _clutter_actor_get_debug_name (self),
7653 adj_allocation.x1, adj_allocation.y1,
7654 adj_allocation.x2 - adj_allocation.x1,
7655 adj_allocation.y2 - adj_allocation.y1,
7656 allocation->x1, allocation->y1,
7657 allocation->x2 - allocation->x1,
7658 allocation->y2 - allocation->y1);
7662 *allocation = adj_allocation;
7666 * clutter_actor_allocate:
7667 * @self: A #ClutterActor
7668 * @box: new allocation of the actor, in parent-relative coordinates
7669 * @flags: flags that control the allocation
7671 * Called by the parent of an actor to assign the actor its size.
7672 * Should never be called by applications (except when implementing
7673 * a container or layout manager).
7675 * Actors can know from their allocation box whether they have moved
7676 * with respect to their parent actor. The @flags parameter describes
7677 * additional information about the allocation, for instance whether
7678 * the parent has moved with respect to the stage, for example because
7679 * a grandparent's origin has moved.
7684 clutter_actor_allocate (ClutterActor *self,
7685 const ClutterActorBox *box,
7686 ClutterAllocationFlags flags)
7688 ClutterActorPrivate *priv;
7689 ClutterActorClass *klass;
7690 ClutterActorBox old_allocation, real_allocation;
7691 gboolean origin_changed, child_moved, size_changed;
7692 gboolean stage_allocation_changed;
7694 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7695 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
7697 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
7698 "which isn't a descendent of the stage!\n",
7699 self, _clutter_actor_get_debug_name (self));
7705 old_allocation = priv->allocation;
7706 real_allocation = *box;
7708 /* constraints are allowed to modify the allocation only here; we do
7709 * this prior to all the other checks so that we can bail out if the
7710 * allocation did not change
7712 clutter_actor_update_constraints (self, &real_allocation);
7714 /* adjust the allocation depending on the align/margin properties */
7715 clutter_actor_adjust_allocation (self, &real_allocation);
7717 if (real_allocation.x2 < real_allocation.x1 ||
7718 real_allocation.y2 < real_allocation.y1)
7720 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
7721 _clutter_actor_get_debug_name (self),
7722 real_allocation.x2 - real_allocation.x1,
7723 real_allocation.y2 - real_allocation.y1);
7726 /* we allow 0-sized actors, but not negative-sized ones */
7727 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
7728 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
7730 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
7732 child_moved = (real_allocation.x1 != old_allocation.x1 ||
7733 real_allocation.y1 != old_allocation.y1);
7735 size_changed = (real_allocation.x2 != old_allocation.x2 ||
7736 real_allocation.y2 != old_allocation.y2);
7738 if (origin_changed || child_moved || size_changed)
7739 stage_allocation_changed = TRUE;
7741 stage_allocation_changed = FALSE;
7743 /* If we get an allocation "out of the blue"
7744 * (we did not queue relayout), then we want to
7745 * ignore it. But if we have needs_allocation set,
7746 * we want to guarantee that allocate() virtual
7747 * method is always called, i.e. that queue_relayout()
7748 * always results in an allocate() invocation on
7751 * The optimization here is to avoid re-allocating
7752 * actors that did not queue relayout and were
7755 if (!priv->needs_allocation && !stage_allocation_changed)
7757 CLUTTER_NOTE (LAYOUT, "No allocation needed");
7761 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
7762 * clutter_actor_allocate(), it indicates whether the parent has its
7763 * absolute origin moved; when passed in to ClutterActor::allocate()
7764 * virtual method though, it indicates whether the child has its
7765 * absolute origin moved. So we set it when child_moved is TRUE
7768 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
7770 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7772 klass = CLUTTER_ACTOR_GET_CLASS (self);
7773 klass->allocate (self, &real_allocation, flags);
7775 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7777 if (stage_allocation_changed)
7778 clutter_actor_queue_redraw (self);
7782 * clutter_actor_set_allocation:
7783 * @self: a #ClutterActor
7784 * @box: a #ClutterActorBox
7785 * @flags: allocation flags
7787 * Stores the allocation of @self as defined by @box.
7789 * This function can only be called from within the implementation of
7790 * the #ClutterActorClass.allocate() virtual function.
7792 * The allocation should have been adjusted to take into account constraints,
7793 * alignment, and margin properties. If you are implementing a #ClutterActor
7794 * subclass that provides its own layout management policy for its children
7795 * instead of using a #ClutterLayoutManager delegate, you should not call
7796 * this function on the children of @self; instead, you should call
7797 * clutter_actor_allocate(), which will adjust the allocation box for
7800 * This function should only be used by subclasses of #ClutterActor
7801 * that wish to store their allocation but cannot chain up to the
7802 * parent's implementation; the default implementation of the
7803 * #ClutterActorClass.allocate() virtual function will call this
7806 * It is important to note that, while chaining up was the recommended
7807 * behaviour for #ClutterActor subclasses prior to the introduction of
7808 * this function, it is recommended to call clutter_actor_set_allocation()
7811 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
7812 * to handle the allocation of its children, this function will call
7813 * the clutter_layout_manager_allocate() function only if the
7814 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
7815 * expected that the subclass will call clutter_layout_manager_allocate()
7816 * by itself. For instance, the following code:
7820 * my_actor_allocate (ClutterActor *actor,
7821 * const ClutterActorBox *allocation,
7822 * ClutterAllocationFlags flags)
7824 * ClutterActorBox new_alloc;
7825 * ClutterAllocationFlags new_flags;
7827 * adjust_allocation (allocation, &new_alloc);
7829 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
7831 * /* this will use the layout manager set on the actor */
7832 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
7836 * is equivalent to this:
7840 * my_actor_allocate (ClutterActor *actor,
7841 * const ClutterActorBox *allocation,
7842 * ClutterAllocationFlags flags)
7844 * ClutterLayoutManager *layout;
7845 * ClutterActorBox new_alloc;
7847 * adjust_allocation (allocation, &new_alloc);
7849 * clutter_actor_set_allocation (actor, &new_alloc, flags);
7851 * layout = clutter_actor_get_layout_manager (actor);
7852 * clutter_layout_manager_allocate (layout,
7853 * CLUTTER_CONTAINER (actor),
7862 clutter_actor_set_allocation (ClutterActor *self,
7863 const ClutterActorBox *box,
7864 ClutterAllocationFlags flags)
7866 ClutterActorPrivate *priv;
7869 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7870 g_return_if_fail (box != NULL);
7872 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
7874 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
7875 "can only be called from within the implementation of "
7876 "the ClutterActor::allocate() virtual function.");
7882 g_object_freeze_notify (G_OBJECT (self));
7884 changed = clutter_actor_set_allocation_internal (self, box, flags);
7886 /* we allocate our children before we notify changes in our geometry,
7887 * so that people connecting to properties will be able to get valid
7888 * data out of the sub-tree of the scene graph that has this actor at
7891 clutter_actor_maybe_layout_children (self, box, flags);
7894 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
7896 priv->allocation_flags);
7898 g_object_thaw_notify (G_OBJECT (self));
7902 * clutter_actor_set_geometry:
7903 * @self: A #ClutterActor
7904 * @geometry: A #ClutterGeometry
7906 * Sets the actor's fixed position and forces its minimum and natural
7907 * size, in pixels. This means the untransformed actor will have the
7908 * given geometry. This is the same as calling clutter_actor_set_position()
7909 * and clutter_actor_set_size().
7911 * Deprecated: 1.10: Use clutter_actor_set_position() and
7912 * clutter_actor_set_size() instead.
7915 clutter_actor_set_geometry (ClutterActor *self,
7916 const ClutterGeometry *geometry)
7918 g_object_freeze_notify (G_OBJECT (self));
7920 clutter_actor_set_position (self, geometry->x, geometry->y);
7921 clutter_actor_set_size (self, geometry->width, geometry->height);
7923 g_object_thaw_notify (G_OBJECT (self));
7927 * clutter_actor_get_geometry:
7928 * @self: A #ClutterActor
7929 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
7931 * Gets the size and position of an actor relative to its parent
7932 * actor. This is the same as calling clutter_actor_get_position() and
7933 * clutter_actor_get_size(). It tries to "do what you mean" and get the
7934 * requested size and position if the actor's allocation is invalid.
7936 * Deprecated: 1.10: Use clutter_actor_get_position() and
7937 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
7941 clutter_actor_get_geometry (ClutterActor *self,
7942 ClutterGeometry *geometry)
7944 gfloat x, y, width, height;
7946 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7947 g_return_if_fail (geometry != NULL);
7949 clutter_actor_get_position (self, &x, &y);
7950 clutter_actor_get_size (self, &width, &height);
7952 geometry->x = (int) x;
7953 geometry->y = (int) y;
7954 geometry->width = (int) width;
7955 geometry->height = (int) height;
7959 * clutter_actor_set_position:
7960 * @self: A #ClutterActor
7961 * @x: New left position of actor in pixels.
7962 * @y: New top position of actor in pixels.
7964 * Sets the actor's fixed position in pixels relative to any parent
7967 * If a layout manager is in use, this position will override the
7968 * layout manager and force a fixed position.
7971 clutter_actor_set_position (ClutterActor *self,
7975 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7977 g_object_freeze_notify (G_OBJECT (self));
7979 clutter_actor_set_x (self, x);
7980 clutter_actor_set_y (self, y);
7982 g_object_thaw_notify (G_OBJECT (self));
7986 * clutter_actor_get_fixed_position_set:
7987 * @self: A #ClutterActor
7989 * Checks whether an actor has a fixed position set (and will thus be
7990 * unaffected by any layout manager).
7992 * Return value: %TRUE if the fixed position is set on the actor
7997 clutter_actor_get_fixed_position_set (ClutterActor *self)
7999 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
8001 return self->priv->position_set;
8005 * clutter_actor_set_fixed_position_set:
8006 * @self: A #ClutterActor
8007 * @is_set: whether to use fixed position
8009 * Sets whether an actor has a fixed position set (and will thus be
8010 * unaffected by any layout manager).
8015 clutter_actor_set_fixed_position_set (ClutterActor *self,
8018 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8020 if (self->priv->position_set == (is_set != FALSE))
8023 self->priv->position_set = is_set != FALSE;
8024 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8026 clutter_actor_queue_relayout (self);
8030 * clutter_actor_move_by:
8031 * @self: A #ClutterActor
8032 * @dx: Distance to move Actor on X axis.
8033 * @dy: Distance to move Actor on Y axis.
8035 * Moves an actor by the specified distance relative to its current
8036 * position in pixels.
8038 * This function modifies the fixed position of an actor and thus removes
8039 * it from any layout management. Another way to move an actor is with an
8040 * anchor point, see clutter_actor_set_anchor_point().
8045 clutter_actor_move_by (ClutterActor *self,
8049 const ClutterLayoutInfo *info;
8052 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8054 info = _clutter_actor_get_layout_info_or_defaults (self);
8058 clutter_actor_set_position (self, x + dx, y + dy);
8062 clutter_actor_set_min_width (ClutterActor *self,
8065 ClutterActorPrivate *priv = self->priv;
8066 ClutterActorBox old = { 0, };
8067 ClutterLayoutInfo *info;
8069 /* if we are setting the size on a top-level actor and the
8070 * backend only supports static top-levels (e.g. framebuffers)
8071 * then we ignore the passed value and we override it with
8072 * the stage implementation's preferred size.
8074 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8075 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8078 info = _clutter_actor_get_layout_info (self);
8080 if (priv->min_width_set && min_width == info->min_width)
8083 g_object_freeze_notify (G_OBJECT (self));
8085 clutter_actor_store_old_geometry (self, &old);
8087 info->min_width = min_width;
8088 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8089 clutter_actor_set_min_width_set (self, TRUE);
8091 clutter_actor_notify_if_geometry_changed (self, &old);
8093 g_object_thaw_notify (G_OBJECT (self));
8095 clutter_actor_queue_relayout (self);
8099 clutter_actor_set_min_height (ClutterActor *self,
8103 ClutterActorPrivate *priv = self->priv;
8104 ClutterActorBox old = { 0, };
8105 ClutterLayoutInfo *info;
8107 /* if we are setting the size on a top-level actor and the
8108 * backend only supports static top-levels (e.g. framebuffers)
8109 * then we ignore the passed value and we override it with
8110 * the stage implementation's preferred size.
8112 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8113 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8116 info = _clutter_actor_get_layout_info (self);
8118 if (priv->min_height_set && min_height == info->min_height)
8121 g_object_freeze_notify (G_OBJECT (self));
8123 clutter_actor_store_old_geometry (self, &old);
8125 info->min_height = min_height;
8126 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8127 clutter_actor_set_min_height_set (self, TRUE);
8129 clutter_actor_notify_if_geometry_changed (self, &old);
8131 g_object_thaw_notify (G_OBJECT (self));
8133 clutter_actor_queue_relayout (self);
8137 clutter_actor_set_natural_width (ClutterActor *self,
8138 gfloat natural_width)
8140 ClutterActorPrivate *priv = self->priv;
8141 ClutterActorBox old = { 0, };
8142 ClutterLayoutInfo *info;
8144 /* if we are setting the size on a top-level actor and the
8145 * backend only supports static top-levels (e.g. framebuffers)
8146 * then we ignore the passed value and we override it with
8147 * the stage implementation's preferred size.
8149 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8150 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8153 info = _clutter_actor_get_layout_info (self);
8155 if (priv->natural_width_set && natural_width == info->natural_width)
8158 g_object_freeze_notify (G_OBJECT (self));
8160 clutter_actor_store_old_geometry (self, &old);
8162 info->natural_width = natural_width;
8163 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8164 clutter_actor_set_natural_width_set (self, TRUE);
8166 clutter_actor_notify_if_geometry_changed (self, &old);
8168 g_object_thaw_notify (G_OBJECT (self));
8170 clutter_actor_queue_relayout (self);
8174 clutter_actor_set_natural_height (ClutterActor *self,
8175 gfloat natural_height)
8177 ClutterActorPrivate *priv = self->priv;
8178 ClutterActorBox old = { 0, };
8179 ClutterLayoutInfo *info;
8181 /* if we are setting the size on a top-level actor and the
8182 * backend only supports static top-levels (e.g. framebuffers)
8183 * then we ignore the passed value and we override it with
8184 * the stage implementation's preferred size.
8186 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8187 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8190 info = _clutter_actor_get_layout_info (self);
8192 if (priv->natural_height_set && natural_height == info->natural_height)
8195 g_object_freeze_notify (G_OBJECT (self));
8197 clutter_actor_store_old_geometry (self, &old);
8199 info->natural_height = natural_height;
8200 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8201 clutter_actor_set_natural_height_set (self, TRUE);
8203 clutter_actor_notify_if_geometry_changed (self, &old);
8205 g_object_thaw_notify (G_OBJECT (self));
8207 clutter_actor_queue_relayout (self);
8211 clutter_actor_set_min_width_set (ClutterActor *self,
8212 gboolean use_min_width)
8214 ClutterActorPrivate *priv = self->priv;
8215 ClutterActorBox old = { 0, };
8217 if (priv->min_width_set == (use_min_width != FALSE))
8220 clutter_actor_store_old_geometry (self, &old);
8222 priv->min_width_set = use_min_width != FALSE;
8223 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8225 clutter_actor_notify_if_geometry_changed (self, &old);
8227 clutter_actor_queue_relayout (self);
8231 clutter_actor_set_min_height_set (ClutterActor *self,
8232 gboolean use_min_height)
8234 ClutterActorPrivate *priv = self->priv;
8235 ClutterActorBox old = { 0, };
8237 if (priv->min_height_set == (use_min_height != FALSE))
8240 clutter_actor_store_old_geometry (self, &old);
8242 priv->min_height_set = use_min_height != FALSE;
8243 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8245 clutter_actor_notify_if_geometry_changed (self, &old);
8247 clutter_actor_queue_relayout (self);
8251 clutter_actor_set_natural_width_set (ClutterActor *self,
8252 gboolean use_natural_width)
8254 ClutterActorPrivate *priv = self->priv;
8255 ClutterActorBox old = { 0, };
8257 if (priv->natural_width_set == (use_natural_width != FALSE))
8260 clutter_actor_store_old_geometry (self, &old);
8262 priv->natural_width_set = use_natural_width != FALSE;
8263 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8265 clutter_actor_notify_if_geometry_changed (self, &old);
8267 clutter_actor_queue_relayout (self);
8271 clutter_actor_set_natural_height_set (ClutterActor *self,
8272 gboolean use_natural_height)
8274 ClutterActorPrivate *priv = self->priv;
8275 ClutterActorBox old = { 0, };
8277 if (priv->natural_height_set == (use_natural_height != FALSE))
8280 clutter_actor_store_old_geometry (self, &old);
8282 priv->natural_height_set = use_natural_height != FALSE;
8283 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8285 clutter_actor_notify_if_geometry_changed (self, &old);
8287 clutter_actor_queue_relayout (self);
8291 * clutter_actor_set_request_mode:
8292 * @self: a #ClutterActor
8293 * @mode: the request mode
8295 * Sets the geometry request mode of @self.
8297 * The @mode determines the order for invoking
8298 * clutter_actor_get_preferred_width() and
8299 * clutter_actor_get_preferred_height()
8304 clutter_actor_set_request_mode (ClutterActor *self,
8305 ClutterRequestMode mode)
8307 ClutterActorPrivate *priv;
8309 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8313 if (priv->request_mode == mode)
8316 priv->request_mode = mode;
8318 priv->needs_width_request = TRUE;
8319 priv->needs_height_request = TRUE;
8321 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8323 clutter_actor_queue_relayout (self);
8327 * clutter_actor_get_request_mode:
8328 * @self: a #ClutterActor
8330 * Retrieves the geometry request mode of @self
8332 * Return value: the request mode for the actor
8337 clutter_actor_get_request_mode (ClutterActor *self)
8339 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8340 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8342 return self->priv->request_mode;
8345 /* variant of set_width() without checks and without notification
8346 * freeze+thaw, for internal usage only
8349 clutter_actor_set_width_internal (ClutterActor *self,
8354 /* the Stage will use the :min-width to control the minimum
8355 * width to be resized to, so we should not be setting it
8356 * along with the :natural-width
8358 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8359 clutter_actor_set_min_width (self, width);
8361 clutter_actor_set_natural_width (self, width);
8365 /* we only unset the :natural-width for the Stage */
8366 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8367 clutter_actor_set_min_width_set (self, FALSE);
8369 clutter_actor_set_natural_width_set (self, FALSE);
8373 /* variant of set_height() without checks and without notification
8374 * freeze+thaw, for internal usage only
8377 clutter_actor_set_height_internal (ClutterActor *self,
8382 /* see the comment above in set_width_internal() */
8383 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8384 clutter_actor_set_min_height (self, height);
8386 clutter_actor_set_natural_height (self, height);
8390 /* see the comment above in set_width_internal() */
8391 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8392 clutter_actor_set_min_height_set (self, FALSE);
8394 clutter_actor_set_natural_height_set (self, FALSE);
8399 * clutter_actor_set_size:
8400 * @self: A #ClutterActor
8401 * @width: New width of actor in pixels, or -1
8402 * @height: New height of actor in pixels, or -1
8404 * Sets the actor's size request in pixels. This overrides any
8405 * "normal" size request the actor would have. For example
8406 * a text actor might normally request the size of the text;
8407 * this function would force a specific size instead.
8409 * If @width and/or @height are -1 the actor will use its
8410 * "normal" size request instead of overriding it, i.e.
8411 * you can "unset" the size with -1.
8413 * This function sets or unsets both the minimum and natural size.
8416 clutter_actor_set_size (ClutterActor *self,
8420 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8422 g_object_freeze_notify (G_OBJECT (self));
8424 clutter_actor_set_width_internal (self, width);
8425 clutter_actor_set_height_internal (self, height);
8427 g_object_thaw_notify (G_OBJECT (self));
8431 * clutter_actor_get_size:
8432 * @self: A #ClutterActor
8433 * @width: (out) (allow-none): return location for the width, or %NULL.
8434 * @height: (out) (allow-none): return location for the height, or %NULL.
8436 * This function tries to "do what you mean" and return
8437 * the size an actor will have. If the actor has a valid
8438 * allocation, the allocation will be returned; otherwise,
8439 * the actors natural size request will be returned.
8441 * If you care whether you get the request vs. the allocation, you
8442 * should probably call a different function like
8443 * clutter_actor_get_allocation_box() or
8444 * clutter_actor_get_preferred_width().
8449 clutter_actor_get_size (ClutterActor *self,
8453 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8456 *width = clutter_actor_get_width (self);
8459 *height = clutter_actor_get_height (self);
8463 * clutter_actor_get_position:
8464 * @self: a #ClutterActor
8465 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8466 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8468 * This function tries to "do what you mean" and tell you where the
8469 * actor is, prior to any transformations. Retrieves the fixed
8470 * position of an actor in pixels, if one has been set; otherwise, if
8471 * the allocation is valid, returns the actor's allocated position;
8472 * otherwise, returns 0,0.
8474 * The returned position is in pixels.
8479 clutter_actor_get_position (ClutterActor *self,
8483 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8486 *x = clutter_actor_get_x (self);
8489 *y = clutter_actor_get_y (self);
8493 * clutter_actor_get_transformed_position:
8494 * @self: A #ClutterActor
8495 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8496 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8498 * Gets the absolute position of an actor, in pixels relative to the stage.
8503 clutter_actor_get_transformed_position (ClutterActor *self,
8510 v1.x = v1.y = v1.z = 0;
8511 clutter_actor_apply_transform_to_point (self, &v1, &v2);
8521 * clutter_actor_get_transformed_size:
8522 * @self: A #ClutterActor
8523 * @width: (out) (allow-none): return location for the width, or %NULL
8524 * @height: (out) (allow-none): return location for the height, or %NULL
8526 * Gets the absolute size of an actor in pixels, taking into account the
8529 * If the actor has a valid allocation, the allocated size will be used.
8530 * If the actor has not a valid allocation then the preferred size will
8531 * be transformed and returned.
8533 * If you want the transformed allocation, see
8534 * clutter_actor_get_abs_allocation_vertices() instead.
8536 * <note>When the actor (or one of its ancestors) is rotated around the
8537 * X or Y axis, it no longer appears as on the stage as a rectangle, but
8538 * as a generic quadrangle; in that case this function returns the size
8539 * of the smallest rectangle that encapsulates the entire quad. Please
8540 * note that in this case no assumptions can be made about the relative
8541 * position of this envelope to the absolute position of the actor, as
8542 * returned by clutter_actor_get_transformed_position(); if you need this
8543 * information, you need to use clutter_actor_get_abs_allocation_vertices()
8544 * to get the coords of the actual quadrangle.</note>
8549 clutter_actor_get_transformed_size (ClutterActor *self,
8553 ClutterActorPrivate *priv;
8555 gfloat x_min, x_max, y_min, y_max;
8558 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8562 /* if the actor hasn't been allocated yet, get the preferred
8563 * size and transform that
8565 if (priv->needs_allocation)
8567 gfloat natural_width, natural_height;
8568 ClutterActorBox box;
8570 /* Make a fake allocation to transform.
8572 * NB: _clutter_actor_transform_and_project_box expects a box in
8573 * the actor's coordinate space... */
8578 natural_width = natural_height = 0;
8579 clutter_actor_get_preferred_size (self, NULL, NULL,
8583 box.x2 = natural_width;
8584 box.y2 = natural_height;
8586 _clutter_actor_transform_and_project_box (self, &box, v);
8589 clutter_actor_get_abs_allocation_vertices (self, v);
8591 x_min = x_max = v[0].x;
8592 y_min = y_max = v[0].y;
8594 for (i = 1; i < G_N_ELEMENTS (v); ++i)
8610 *width = x_max - x_min;
8613 *height = y_max - y_min;
8617 * clutter_actor_get_width:
8618 * @self: A #ClutterActor
8620 * Retrieves the width of a #ClutterActor.
8622 * If the actor has a valid allocation, this function will return the
8623 * width of the allocated area given to the actor.
8625 * If the actor does not have a valid allocation, this function will
8626 * return the actor's natural width, that is the preferred width of
8629 * If you care whether you get the preferred width or the width that
8630 * has been assigned to the actor, you should probably call a different
8631 * function like clutter_actor_get_allocation_box() to retrieve the
8632 * allocated size or clutter_actor_get_preferred_width() to retrieve the
8635 * If an actor has a fixed width, for instance a width that has been
8636 * assigned using clutter_actor_set_width(), the width returned will
8637 * be the same value.
8639 * Return value: the width of the actor, in pixels
8642 clutter_actor_get_width (ClutterActor *self)
8644 ClutterActorPrivate *priv;
8646 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8650 if (priv->needs_allocation)
8652 gfloat natural_width = 0;
8654 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8655 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8658 gfloat natural_height = 0;
8660 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8661 clutter_actor_get_preferred_width (self, natural_height,
8666 return natural_width;
8669 return priv->allocation.x2 - priv->allocation.x1;
8673 * clutter_actor_get_height:
8674 * @self: A #ClutterActor
8676 * Retrieves the height of a #ClutterActor.
8678 * If the actor has a valid allocation, this function will return the
8679 * height of the allocated area given to the actor.
8681 * If the actor does not have a valid allocation, this function will
8682 * return the actor's natural height, that is the preferred height of
8685 * If you care whether you get the preferred height or the height that
8686 * has been assigned to the actor, you should probably call a different
8687 * function like clutter_actor_get_allocation_box() to retrieve the
8688 * allocated size or clutter_actor_get_preferred_height() to retrieve the
8691 * If an actor has a fixed height, for instance a height that has been
8692 * assigned using clutter_actor_set_height(), the height returned will
8693 * be the same value.
8695 * Return value: the height of the actor, in pixels
8698 clutter_actor_get_height (ClutterActor *self)
8700 ClutterActorPrivate *priv;
8702 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8706 if (priv->needs_allocation)
8708 gfloat natural_height = 0;
8710 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8712 gfloat natural_width = 0;
8714 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8715 clutter_actor_get_preferred_height (self, natural_width,
8716 NULL, &natural_height);
8719 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8721 return natural_height;
8724 return priv->allocation.y2 - priv->allocation.y1;
8728 * clutter_actor_set_width:
8729 * @self: A #ClutterActor
8730 * @width: Requested new width for the actor, in pixels, or -1
8732 * Forces a width on an actor, causing the actor's preferred width
8733 * and height (if any) to be ignored.
8735 * If @width is -1 the actor will use its preferred width request
8736 * instead of overriding it, i.e. you can "unset" the width with -1.
8738 * This function sets both the minimum and natural size of the actor.
8743 clutter_actor_set_width (ClutterActor *self,
8746 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8748 g_object_freeze_notify (G_OBJECT (self));
8750 clutter_actor_set_width_internal (self, width);
8752 g_object_thaw_notify (G_OBJECT (self));
8756 * clutter_actor_set_height:
8757 * @self: A #ClutterActor
8758 * @height: Requested new height for the actor, in pixels, or -1
8760 * Forces a height on an actor, causing the actor's preferred width
8761 * and height (if any) to be ignored.
8763 * If @height is -1 the actor will use its preferred height instead of
8764 * overriding it, i.e. you can "unset" the height with -1.
8766 * This function sets both the minimum and natural size of the actor.
8771 clutter_actor_set_height (ClutterActor *self,
8774 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8776 g_object_freeze_notify (G_OBJECT (self));
8778 clutter_actor_set_height_internal (self, height);
8780 g_object_thaw_notify (G_OBJECT (self));
8784 * clutter_actor_set_x:
8785 * @self: a #ClutterActor
8786 * @x: the actor's position on the X axis
8788 * Sets the actor's X coordinate, relative to its parent, in pixels.
8790 * Overrides any layout manager and forces a fixed position for
8796 clutter_actor_set_x (ClutterActor *self,
8799 ClutterActorBox old = { 0, };
8800 ClutterActorPrivate *priv;
8801 ClutterLayoutInfo *info;
8803 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8807 info = _clutter_actor_get_layout_info (self);
8809 if (priv->position_set && info->fixed_x == x)
8812 clutter_actor_store_old_geometry (self, &old);
8815 clutter_actor_set_fixed_position_set (self, TRUE);
8817 clutter_actor_notify_if_geometry_changed (self, &old);
8819 clutter_actor_queue_relayout (self);
8823 * clutter_actor_set_y:
8824 * @self: a #ClutterActor
8825 * @y: the actor's position on the Y axis
8827 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
8829 * Overrides any layout manager and forces a fixed position for
8835 clutter_actor_set_y (ClutterActor *self,
8838 ClutterActorBox old = { 0, };
8839 ClutterActorPrivate *priv;
8840 ClutterLayoutInfo *info;
8842 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8846 info = _clutter_actor_get_layout_info (self);
8848 if (priv->position_set && info->fixed_y == y)
8851 clutter_actor_store_old_geometry (self, &old);
8854 clutter_actor_set_fixed_position_set (self, TRUE);
8856 clutter_actor_notify_if_geometry_changed (self, &old);
8858 clutter_actor_queue_relayout (self);
8862 * clutter_actor_get_x:
8863 * @self: A #ClutterActor
8865 * Retrieves the X coordinate of a #ClutterActor.
8867 * This function tries to "do what you mean", by returning the
8868 * correct value depending on the actor's state.
8870 * If the actor has a valid allocation, this function will return
8871 * the X coordinate of the origin of the allocation box.
8873 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
8874 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8875 * function will return that coordinate.
8877 * If both the allocation and a fixed position are missing, this function
8880 * Return value: the X coordinate, in pixels, ignoring any
8881 * transformation (i.e. scaling, rotation)
8884 clutter_actor_get_x (ClutterActor *self)
8886 ClutterActorPrivate *priv;
8888 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8892 if (priv->needs_allocation)
8894 if (priv->position_set)
8896 const ClutterLayoutInfo *info;
8898 info = _clutter_actor_get_layout_info_or_defaults (self);
8900 return info->fixed_x;
8906 return priv->allocation.x1;
8910 * clutter_actor_get_y:
8911 * @self: A #ClutterActor
8913 * Retrieves the Y coordinate of a #ClutterActor.
8915 * This function tries to "do what you mean", by returning the
8916 * correct value depending on the actor's state.
8918 * If the actor has a valid allocation, this function will return
8919 * the Y coordinate of the origin of the allocation box.
8921 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
8922 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8923 * function will return that coordinate.
8925 * If both the allocation and a fixed position are missing, this function
8928 * Return value: the Y coordinate, in pixels, ignoring any
8929 * transformation (i.e. scaling, rotation)
8932 clutter_actor_get_y (ClutterActor *self)
8934 ClutterActorPrivate *priv;
8936 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8940 if (priv->needs_allocation)
8942 if (priv->position_set)
8944 const ClutterLayoutInfo *info;
8946 info = _clutter_actor_get_layout_info_or_defaults (self);
8948 return info->fixed_y;
8954 return priv->allocation.y1;
8958 * clutter_actor_set_scale:
8959 * @self: A #ClutterActor
8960 * @scale_x: double factor to scale actor by horizontally.
8961 * @scale_y: double factor to scale actor by vertically.
8963 * Scales an actor with the given factors. The scaling is relative to
8964 * the scale center and the anchor point. The scale center is
8965 * unchanged by this function and defaults to 0,0.
8970 clutter_actor_set_scale (ClutterActor *self,
8974 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8976 g_object_freeze_notify (G_OBJECT (self));
8978 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
8979 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
8981 g_object_thaw_notify (G_OBJECT (self));
8985 * clutter_actor_set_scale_full:
8986 * @self: A #ClutterActor
8987 * @scale_x: double factor to scale actor by horizontally.
8988 * @scale_y: double factor to scale actor by vertically.
8989 * @center_x: X coordinate of the center of the scale.
8990 * @center_y: Y coordinate of the center of the scale
8992 * Scales an actor with the given factors around the given center
8993 * point. The center point is specified in pixels relative to the
8994 * anchor point (usually the top left corner of the actor).
8999 clutter_actor_set_scale_full (ClutterActor *self,
9005 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9007 g_object_freeze_notify (G_OBJECT (self));
9009 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9010 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9011 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9012 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9014 g_object_thaw_notify (G_OBJECT (self));
9018 * clutter_actor_set_scale_with_gravity:
9019 * @self: A #ClutterActor
9020 * @scale_x: double factor to scale actor by horizontally.
9021 * @scale_y: double factor to scale actor by vertically.
9022 * @gravity: the location of the scale center expressed as a compass
9025 * Scales an actor with the given factors around the given
9026 * center point. The center point is specified as one of the compass
9027 * directions in #ClutterGravity. For example, setting it to north
9028 * will cause the top of the actor to remain unchanged and the rest of
9029 * the actor to expand left, right and downwards.
9034 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9037 ClutterGravity gravity)
9039 ClutterTransformInfo *info;
9042 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9044 obj = G_OBJECT (self);
9046 g_object_freeze_notify (obj);
9048 info = _clutter_actor_get_transform_info (self);
9049 info->scale_x = scale_x;
9050 info->scale_y = scale_y;
9052 if (gravity == CLUTTER_GRAVITY_NONE)
9053 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9055 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9057 self->priv->transform_valid = FALSE;
9059 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9060 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9061 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9062 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9063 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9065 clutter_actor_queue_redraw (self);
9067 g_object_thaw_notify (obj);
9071 * clutter_actor_get_scale:
9072 * @self: A #ClutterActor
9073 * @scale_x: (out) (allow-none): Location to store horizonal
9074 * scale factor, or %NULL.
9075 * @scale_y: (out) (allow-none): Location to store vertical
9076 * scale factor, or %NULL.
9078 * Retrieves an actors scale factors.
9083 clutter_actor_get_scale (ClutterActor *self,
9087 const ClutterTransformInfo *info;
9089 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9091 info = _clutter_actor_get_transform_info_or_defaults (self);
9094 *scale_x = info->scale_x;
9097 *scale_y = info->scale_y;
9101 * clutter_actor_get_scale_center:
9102 * @self: A #ClutterActor
9103 * @center_x: (out) (allow-none): Location to store the X position
9104 * of the scale center, or %NULL.
9105 * @center_y: (out) (allow-none): Location to store the Y position
9106 * of the scale center, or %NULL.
9108 * Retrieves the scale center coordinate in pixels relative to the top
9109 * left corner of the actor. If the scale center was specified using a
9110 * #ClutterGravity this will calculate the pixel offset using the
9111 * current size of the actor.
9116 clutter_actor_get_scale_center (ClutterActor *self,
9120 const ClutterTransformInfo *info;
9122 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9124 info = _clutter_actor_get_transform_info_or_defaults (self);
9126 clutter_anchor_coord_get_units (self, &info->scale_center,
9133 * clutter_actor_get_scale_gravity:
9134 * @self: A #ClutterActor
9136 * Retrieves the scale center as a compass direction. If the scale
9137 * center was specified in pixels or units this will return
9138 * %CLUTTER_GRAVITY_NONE.
9140 * Return value: the scale gravity
9145 clutter_actor_get_scale_gravity (ClutterActor *self)
9147 const ClutterTransformInfo *info;
9149 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9151 info = _clutter_actor_get_transform_info_or_defaults (self);
9153 return clutter_anchor_coord_get_gravity (&info->scale_center);
9157 * clutter_actor_set_opacity:
9158 * @self: A #ClutterActor
9159 * @opacity: New opacity value for the actor.
9161 * Sets the actor's opacity, with zero being completely transparent and
9162 * 255 (0xff) being fully opaque.
9165 clutter_actor_set_opacity (ClutterActor *self,
9168 ClutterActorPrivate *priv;
9170 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9174 if (priv->opacity != opacity)
9176 priv->opacity = opacity;
9178 /* Queue a redraw from the flatten effect so that it can use
9179 its cached image if available instead of having to redraw the
9180 actual actor. If it doesn't end up using the FBO then the
9181 effect is still able to continue the paint anyway. If there
9182 is no flatten effect yet then this is equivalent to queueing
9184 _clutter_actor_queue_redraw_full (self,
9187 priv->flatten_effect);
9189 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9194 * clutter_actor_get_paint_opacity_internal:
9195 * @self: a #ClutterActor
9197 * Retrieves the absolute opacity of the actor, as it appears on the stage
9199 * This function does not do type checks
9201 * Return value: the absolute opacity of the actor
9204 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9206 ClutterActorPrivate *priv = self->priv;
9207 ClutterActor *parent;
9209 /* override the top-level opacity to always be 255; even in
9210 * case of ClutterStage:use-alpha being TRUE we want the rest
9211 * of the scene to be painted
9213 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9216 if (priv->opacity_override >= 0)
9217 return priv->opacity_override;
9219 parent = priv->parent;
9221 /* Factor in the actual actors opacity with parents */
9224 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9226 if (opacity != 0xff)
9227 return (opacity * priv->opacity) / 0xff;
9230 return priv->opacity;
9235 * clutter_actor_get_paint_opacity:
9236 * @self: A #ClutterActor
9238 * Retrieves the absolute opacity of the actor, as it appears on the stage.
9240 * This function traverses the hierarchy chain and composites the opacity of
9241 * the actor with that of its parents.
9243 * This function is intended for subclasses to use in the paint virtual
9244 * function, to paint themselves with the correct opacity.
9246 * Return value: The actor opacity value.
9251 clutter_actor_get_paint_opacity (ClutterActor *self)
9253 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9255 return clutter_actor_get_paint_opacity_internal (self);
9259 * clutter_actor_get_opacity:
9260 * @self: a #ClutterActor
9262 * Retrieves the opacity value of an actor, as set by
9263 * clutter_actor_set_opacity().
9265 * For retrieving the absolute opacity of the actor inside a paint
9266 * virtual function, see clutter_actor_get_paint_opacity().
9268 * Return value: the opacity of the actor
9271 clutter_actor_get_opacity (ClutterActor *self)
9273 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9275 return self->priv->opacity;
9279 * clutter_actor_set_offscreen_redirect:
9280 * @self: A #ClutterActor
9281 * @redirect: New offscreen redirect flags for the actor.
9283 * Defines the circumstances where the actor should be redirected into
9284 * an offscreen image. The offscreen image is used to flatten the
9285 * actor into a single image while painting for two main reasons.
9286 * Firstly, when the actor is painted a second time without any of its
9287 * contents changing it can simply repaint the cached image without
9288 * descending further down the actor hierarchy. Secondly, it will make
9289 * the opacity look correct even if there are overlapping primitives
9292 * Caching the actor could in some cases be a performance win and in
9293 * some cases be a performance lose so it is important to determine
9294 * which value is right for an actor before modifying this value. For
9295 * example, there is never any reason to flatten an actor that is just
9296 * a single texture (such as a #ClutterTexture) because it is
9297 * effectively already cached in an image so the offscreen would be
9298 * redundant. Also if the actor contains primitives that are far apart
9299 * with a large transparent area in the middle (such as a large
9300 * CluterGroup with a small actor in the top left and a small actor in
9301 * the bottom right) then the cached image will contain the entire
9302 * image of the large area and the paint will waste time blending all
9303 * of the transparent pixels in the middle.
9305 * The default method of implementing opacity on a container simply
9306 * forwards on the opacity to all of the children. If the children are
9307 * overlapping then it will appear as if they are two separate glassy
9308 * objects and there will be a break in the color where they
9309 * overlap. By redirecting to an offscreen buffer it will be as if the
9310 * two opaque objects are combined into one and then made transparent
9311 * which is usually what is expected.
9313 * The image below demonstrates the difference between redirecting and
9314 * not. The image shows two Clutter groups, each containing a red and
9315 * a green rectangle which overlap. The opacity on the group is set to
9316 * 128 (which is 50%). When the offscreen redirect is not used, the
9317 * red rectangle can be seen through the blue rectangle as if the two
9318 * rectangles were separately transparent. When the redirect is used
9319 * the group as a whole is transparent instead so the red rectangle is
9320 * not visible where they overlap.
9322 * <figure id="offscreen-redirect">
9323 * <title>Sample of using an offscreen redirect for transparency</title>
9324 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
9327 * The default value for this property is 0, so we effectively will
9328 * never redirect an actor offscreen by default. This means that there
9329 * are times that transparent actors may look glassy as described
9330 * above. The reason this is the default is because there is a
9331 * performance trade off between quality and performance here. In many
9332 * cases the default form of glassy opacity looks good enough, but if
9333 * it's not you will need to set the
9334 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
9335 * redirection for opacity.
9337 * Custom actors that don't contain any overlapping primitives are
9338 * recommended to override the has_overlaps() virtual to return %FALSE
9339 * for maximum efficiency.
9344 clutter_actor_set_offscreen_redirect (ClutterActor *self,
9345 ClutterOffscreenRedirect redirect)
9347 ClutterActorPrivate *priv;
9349 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9353 if (priv->offscreen_redirect != redirect)
9355 priv->offscreen_redirect = redirect;
9357 /* Queue a redraw from the effect so that it can use its cached
9358 image if available instead of having to redraw the actual
9359 actor. If it doesn't end up using the FBO then the effect is
9360 still able to continue the paint anyway. If there is no
9361 effect then this is equivalent to queuing a full redraw */
9362 _clutter_actor_queue_redraw_full (self,
9365 priv->flatten_effect);
9367 g_object_notify_by_pspec (G_OBJECT (self),
9368 obj_props[PROP_OFFSCREEN_REDIRECT]);
9373 * clutter_actor_get_offscreen_redirect:
9374 * @self: a #ClutterActor
9376 * Retrieves whether to redirect the actor to an offscreen buffer, as
9377 * set by clutter_actor_set_offscreen_redirect().
9379 * Return value: the value of the offscreen-redirect property of the actor
9383 ClutterOffscreenRedirect
9384 clutter_actor_get_offscreen_redirect (ClutterActor *self)
9386 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9388 return self->priv->offscreen_redirect;
9392 * clutter_actor_set_name:
9393 * @self: A #ClutterActor
9394 * @name: Textual tag to apply to actor
9396 * Sets the given name to @self. The name can be used to identify
9400 clutter_actor_set_name (ClutterActor *self,
9403 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9405 g_free (self->priv->name);
9406 self->priv->name = g_strdup (name);
9408 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
9412 * clutter_actor_get_name:
9413 * @self: A #ClutterActor
9415 * Retrieves the name of @self.
9417 * Return value: the name of the actor, or %NULL. The returned string is
9418 * owned by the actor and should not be modified or freed.
9421 clutter_actor_get_name (ClutterActor *self)
9423 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9425 return self->priv->name;
9429 * clutter_actor_get_gid:
9430 * @self: A #ClutterActor
9432 * Retrieves the unique id for @self.
9434 * Return value: Globally unique value for this object instance.
9438 * Deprecated: 1.8: The id is not used any longer.
9441 clutter_actor_get_gid (ClutterActor *self)
9443 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9445 return self->priv->id;
9449 * clutter_actor_set_depth:
9450 * @self: a #ClutterActor
9453 * Sets the Z coordinate of @self to @depth.
9455 * The unit used by @depth is dependant on the perspective setup. See
9456 * also clutter_stage_set_perspective().
9459 clutter_actor_set_depth (ClutterActor *self,
9462 ClutterActorPrivate *priv;
9464 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9468 if (priv->z != depth)
9470 /* Sets Z value - XXX 2.0: should we invert? */
9473 priv->transform_valid = FALSE;
9475 /* FIXME - remove this crap; sadly, there are still containers
9476 * in Clutter that depend on this utter brain damage
9478 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
9480 clutter_actor_queue_redraw (self);
9482 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
9487 * clutter_actor_get_depth:
9488 * @self: a #ClutterActor
9490 * Retrieves the depth of @self.
9492 * Return value: the depth of the actor
9495 clutter_actor_get_depth (ClutterActor *self)
9497 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
9499 return self->priv->z;
9503 * clutter_actor_set_rotation:
9504 * @self: a #ClutterActor
9505 * @axis: the axis of rotation
9506 * @angle: the angle of rotation
9507 * @x: X coordinate of the rotation center
9508 * @y: Y coordinate of the rotation center
9509 * @z: Z coordinate of the rotation center
9511 * Sets the rotation angle of @self around the given axis.
9513 * The rotation center coordinates used depend on the value of @axis:
9515 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
9516 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
9517 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
9520 * The rotation coordinates are relative to the anchor point of the
9521 * actor, set using clutter_actor_set_anchor_point(). If no anchor
9522 * point is set, the upper left corner is assumed as the origin.
9527 clutter_actor_set_rotation (ClutterActor *self,
9528 ClutterRotateAxis axis,
9536 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9542 g_object_freeze_notify (G_OBJECT (self));
9544 clutter_actor_set_rotation_angle_internal (self, axis, angle);
9545 clutter_actor_set_rotation_center_internal (self, axis, &v);
9547 g_object_thaw_notify (G_OBJECT (self));
9551 * clutter_actor_set_z_rotation_from_gravity:
9552 * @self: a #ClutterActor
9553 * @angle: the angle of rotation
9554 * @gravity: the center point of the rotation
9556 * Sets the rotation angle of @self around the Z axis using the center
9557 * point specified as a compass point. For example to rotate such that
9558 * the center of the actor remains static you can use
9559 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
9560 * will move accordingly.
9565 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
9567 ClutterGravity gravity)
9569 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9571 if (gravity == CLUTTER_GRAVITY_NONE)
9572 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
9575 GObject *obj = G_OBJECT (self);
9576 ClutterTransformInfo *info;
9578 info = _clutter_actor_get_transform_info (self);
9580 g_object_freeze_notify (obj);
9582 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
9584 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
9585 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
9586 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
9588 g_object_thaw_notify (obj);
9593 * clutter_actor_get_rotation:
9594 * @self: a #ClutterActor
9595 * @axis: the axis of rotation
9596 * @x: (out): return value for the X coordinate of the center of rotation
9597 * @y: (out): return value for the Y coordinate of the center of rotation
9598 * @z: (out): return value for the Z coordinate of the center of rotation
9600 * Retrieves the angle and center of rotation on the given axis,
9601 * set using clutter_actor_set_rotation().
9603 * Return value: the angle of rotation
9608 clutter_actor_get_rotation (ClutterActor *self,
9609 ClutterRotateAxis axis,
9614 const ClutterTransformInfo *info;
9615 const AnchorCoord *anchor_coord;
9618 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9620 info = _clutter_actor_get_transform_info_or_defaults (self);
9624 case CLUTTER_X_AXIS:
9625 anchor_coord = &info->rx_center;
9626 retval = info->rx_angle;
9629 case CLUTTER_Y_AXIS:
9630 anchor_coord = &info->ry_center;
9631 retval = info->ry_angle;
9634 case CLUTTER_Z_AXIS:
9635 anchor_coord = &info->rz_center;
9636 retval = info->rz_angle;
9640 anchor_coord = NULL;
9645 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
9651 * clutter_actor_get_z_rotation_gravity:
9652 * @self: A #ClutterActor
9654 * Retrieves the center for the rotation around the Z axis as a
9655 * compass direction. If the center was specified in pixels or units
9656 * this will return %CLUTTER_GRAVITY_NONE.
9658 * Return value: the Z rotation center
9663 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
9665 const ClutterTransformInfo *info;
9667 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
9669 info = _clutter_actor_get_transform_info_or_defaults (self);
9671 return clutter_anchor_coord_get_gravity (&info->rz_center);
9675 * clutter_actor_set_clip:
9676 * @self: A #ClutterActor
9677 * @xoff: X offset of the clip rectangle
9678 * @yoff: Y offset of the clip rectangle
9679 * @width: Width of the clip rectangle
9680 * @height: Height of the clip rectangle
9682 * Sets clip area for @self. The clip area is always computed from the
9683 * upper left corner of the actor, even if the anchor point is set
9689 clutter_actor_set_clip (ClutterActor *self,
9695 ClutterActorPrivate *priv;
9697 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9701 if (priv->has_clip &&
9702 priv->clip.x == xoff &&
9703 priv->clip.y == yoff &&
9704 priv->clip.width == width &&
9705 priv->clip.height == height)
9708 priv->clip.x = xoff;
9709 priv->clip.y = yoff;
9710 priv->clip.width = width;
9711 priv->clip.height = height;
9713 priv->has_clip = TRUE;
9715 clutter_actor_queue_redraw (self);
9717 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9718 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
9722 * clutter_actor_remove_clip:
9723 * @self: A #ClutterActor
9725 * Removes clip area from @self.
9728 clutter_actor_remove_clip (ClutterActor *self)
9730 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9732 if (!self->priv->has_clip)
9735 self->priv->has_clip = FALSE;
9737 clutter_actor_queue_redraw (self);
9739 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9743 * clutter_actor_has_clip:
9744 * @self: a #ClutterActor
9746 * Determines whether the actor has a clip area set or not.
9748 * Return value: %TRUE if the actor has a clip area set.
9753 clutter_actor_has_clip (ClutterActor *self)
9755 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
9757 return self->priv->has_clip;
9761 * clutter_actor_get_clip:
9762 * @self: a #ClutterActor
9763 * @xoff: (out) (allow-none): return location for the X offset of
9764 * the clip rectangle, or %NULL
9765 * @yoff: (out) (allow-none): return location for the Y offset of
9766 * the clip rectangle, or %NULL
9767 * @width: (out) (allow-none): return location for the width of
9768 * the clip rectangle, or %NULL
9769 * @height: (out) (allow-none): return location for the height of
9770 * the clip rectangle, or %NULL
9772 * Gets the clip area for @self, if any is set
9777 clutter_actor_get_clip (ClutterActor *self,
9783 ClutterActorPrivate *priv;
9785 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9789 if (!priv->has_clip)
9793 *xoff = priv->clip.x;
9796 *yoff = priv->clip.y;
9799 *width = priv->clip.width;
9802 *height = priv->clip.height;
9806 * clutter_actor_get_children:
9807 * @self: a #ClutterActor
9809 * Retrieves the list of children of @self.
9811 * Return value: (transfer container) (element-type ClutterActor): A newly
9812 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
9818 clutter_actor_get_children (ClutterActor *self)
9823 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9825 /* we walk the list backward so that we can use prepend(),
9828 for (iter = self->priv->last_child, res = NULL;
9830 iter = iter->priv->prev_sibling)
9832 res = g_list_prepend (res, iter);
9839 * insert_child_at_depth:
9840 * @self: a #ClutterActor
9841 * @child: a #ClutterActor
9843 * Inserts @child inside the list of children held by @self, using
9844 * the depth as the insertion criteria.
9846 * This sadly makes the insertion not O(1), but we can keep the
9847 * list sorted so that the painters algorithm we use for painting
9848 * the children will work correctly.
9851 insert_child_at_depth (ClutterActor *self,
9852 ClutterActor *child,
9853 gpointer dummy G_GNUC_UNUSED)
9857 child->priv->parent = self;
9859 /* special-case the first child */
9860 if (self->priv->n_children == 0)
9862 self->priv->first_child = child;
9863 self->priv->last_child = child;
9865 child->priv->next_sibling = NULL;
9866 child->priv->prev_sibling = NULL;
9871 /* Find the right place to insert the child so that it will still be
9872 sorted and the child will be after all of the actors at the same
9874 for (iter = self->priv->first_child;
9876 iter = iter->priv->next_sibling)
9878 if (iter->priv->z > child->priv->z)
9884 ClutterActor *tmp = iter->priv->prev_sibling;
9887 tmp->priv->next_sibling = child;
9889 /* Insert the node before the found one */
9890 child->priv->prev_sibling = iter->priv->prev_sibling;
9891 child->priv->next_sibling = iter;
9892 iter->priv->prev_sibling = child;
9896 ClutterActor *tmp = self->priv->last_child;
9899 tmp->priv->next_sibling = child;
9901 /* insert the node at the end of the list */
9902 child->priv->prev_sibling = self->priv->last_child;
9903 child->priv->next_sibling = NULL;
9906 if (child->priv->prev_sibling == NULL)
9907 self->priv->first_child = child;
9909 if (child->priv->next_sibling == NULL)
9910 self->priv->last_child = child;
9914 insert_child_at_index (ClutterActor *self,
9915 ClutterActor *child,
9918 gint index_ = GPOINTER_TO_INT (data_);
9920 child->priv->parent = self;
9924 ClutterActor *tmp = self->priv->first_child;
9927 tmp->priv->prev_sibling = child;
9929 child->priv->prev_sibling = NULL;
9930 child->priv->next_sibling = tmp;
9932 else if (index_ < 0 || index_ >= self->priv->n_children)
9934 ClutterActor *tmp = self->priv->last_child;
9937 tmp->priv->next_sibling = child;
9939 child->priv->prev_sibling = tmp;
9940 child->priv->next_sibling = NULL;
9947 for (iter = self->priv->first_child, i = 0;
9949 iter = iter->priv->next_sibling, i += 1)
9953 ClutterActor *tmp = iter->priv->prev_sibling;
9955 child->priv->prev_sibling = tmp;
9956 child->priv->next_sibling = iter;
9958 iter->priv->prev_sibling = child;
9961 tmp->priv->next_sibling = child;
9968 if (child->priv->prev_sibling == NULL)
9969 self->priv->first_child = child;
9971 if (child->priv->next_sibling == NULL)
9972 self->priv->last_child = child;
9976 insert_child_above (ClutterActor *self,
9977 ClutterActor *child,
9980 ClutterActor *sibling = data;
9982 child->priv->parent = self;
9984 if (sibling == NULL)
9985 sibling = self->priv->last_child;
9987 child->priv->prev_sibling = sibling;
9989 if (sibling != NULL)
9991 ClutterActor *tmp = sibling->priv->next_sibling;
9993 child->priv->next_sibling = tmp;
9996 tmp->priv->prev_sibling = child;
9998 sibling->priv->next_sibling = child;
10001 child->priv->next_sibling = NULL;
10003 if (child->priv->prev_sibling == NULL)
10004 self->priv->first_child = child;
10006 if (child->priv->next_sibling == NULL)
10007 self->priv->last_child = child;
10011 insert_child_below (ClutterActor *self,
10012 ClutterActor *child,
10015 ClutterActor *sibling = data;
10017 child->priv->parent = self;
10019 if (sibling == NULL)
10020 sibling = self->priv->first_child;
10022 child->priv->next_sibling = sibling;
10024 if (sibling != NULL)
10026 ClutterActor *tmp = sibling->priv->prev_sibling;
10028 child->priv->prev_sibling = tmp;
10031 tmp->priv->next_sibling = child;
10033 sibling->priv->prev_sibling = child;
10036 child->priv->prev_sibling = NULL;
10038 if (child->priv->prev_sibling == NULL)
10039 self->priv->first_child = child;
10041 if (child->priv->next_sibling == NULL)
10042 self->priv->last_child = child;
10045 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10046 ClutterActor *child,
10050 ADD_CHILD_CREATE_META = 1 << 0,
10051 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10052 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10053 ADD_CHILD_CHECK_STATE = 1 << 3,
10054 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10056 /* default flags for public API */
10057 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10058 ADD_CHILD_EMIT_PARENT_SET |
10059 ADD_CHILD_EMIT_ACTOR_ADDED |
10060 ADD_CHILD_CHECK_STATE |
10061 ADD_CHILD_NOTIFY_FIRST_LAST,
10063 /* flags for legacy/deprecated API */
10064 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10065 ADD_CHILD_CHECK_STATE |
10066 ADD_CHILD_NOTIFY_FIRST_LAST
10067 } ClutterActorAddChildFlags;
10070 * clutter_actor_add_child_internal:
10071 * @self: a #ClutterActor
10072 * @child: a #ClutterActor
10073 * @flags: control flags for actions
10074 * @add_func: delegate function
10075 * @data: (closure): data to pass to @add_func
10077 * Adds @child to the list of children of @self.
10079 * The actual insertion inside the list is delegated to @add_func: this
10080 * function will just set up the state, perform basic checks, and emit
10083 * The @flags argument is used to perform additional operations.
10086 clutter_actor_add_child_internal (ClutterActor *self,
10087 ClutterActor *child,
10088 ClutterActorAddChildFlags flags,
10089 ClutterActorAddChildFunc add_func,
10092 ClutterTextDirection text_dir;
10093 gboolean create_meta;
10094 gboolean emit_parent_set, emit_actor_added;
10095 gboolean check_state;
10096 gboolean notify_first_last;
10097 ClutterActor *old_first_child, *old_last_child;
10099 if (child->priv->parent != NULL)
10101 g_warning ("Cannot set a parent on an actor which has a parent. "
10102 "You must use clutter_actor_remove_child() first.");
10106 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10108 g_warning ("Cannot set a parent on a toplevel actor\n");
10112 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10114 g_warning ("Cannot set a parent currently being destroyed");
10118 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10119 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10120 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10121 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10122 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10124 old_first_child = self->priv->first_child;
10125 old_last_child = self->priv->last_child;
10128 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10130 g_object_ref_sink (child);
10131 child->priv->parent = NULL;
10132 child->priv->next_sibling = NULL;
10133 child->priv->prev_sibling = NULL;
10135 /* delegate the actual insertion */
10136 add_func (self, child, data);
10138 g_assert (child->priv->parent == self);
10140 self->priv->n_children += 1;
10142 self->priv->age += 1;
10144 /* if push_internal() has been called then we automatically set
10145 * the flag on the actor
10147 if (self->priv->internal_child)
10148 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10150 /* clutter_actor_reparent() will emit ::parent-set for us */
10151 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10152 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
10156 /* If parent is mapped or realized, we need to also be mapped or
10157 * realized once we're inside the parent.
10159 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
10161 /* propagate the parent's text direction to the child */
10162 text_dir = clutter_actor_get_text_direction (self);
10163 clutter_actor_set_text_direction (child, text_dir);
10166 if (child->priv->show_on_set_parent)
10167 clutter_actor_show (child);
10169 if (CLUTTER_ACTOR_IS_MAPPED (child))
10170 clutter_actor_queue_redraw (child);
10172 /* maintain the invariant that if an actor needs layout,
10173 * its parents do as well
10175 if (child->priv->needs_width_request ||
10176 child->priv->needs_height_request ||
10177 child->priv->needs_allocation)
10179 /* we work around the short-circuiting we do
10180 * in clutter_actor_queue_relayout() since we
10181 * want to force a relayout
10183 child->priv->needs_width_request = TRUE;
10184 child->priv->needs_height_request = TRUE;
10185 child->priv->needs_allocation = TRUE;
10187 clutter_actor_queue_relayout (child->priv->parent);
10190 if (emit_actor_added)
10191 g_signal_emit_by_name (self, "actor-added", child);
10193 if (notify_first_last)
10195 if (old_first_child != self->priv->first_child)
10196 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
10198 if (old_last_child != self->priv->last_child)
10199 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
10204 * clutter_actor_add_child:
10205 * @self: a #ClutterActor
10206 * @child: a #ClutterActor
10208 * Adds @child to the children of @self.
10210 * This function will acquire a reference on @child that will only
10211 * be released when calling clutter_actor_remove_child().
10213 * This function will take into consideration the #ClutterActor:depth
10214 * of @child, and will keep the list of children sorted.
10216 * This function will emit the #ClutterContainer::actor-added signal
10222 clutter_actor_add_child (ClutterActor *self,
10223 ClutterActor *child)
10225 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10226 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10227 g_return_if_fail (self != child);
10228 g_return_if_fail (child->priv->parent == NULL);
10230 clutter_actor_add_child_internal (self, child,
10231 ADD_CHILD_DEFAULT_FLAGS,
10232 insert_child_at_depth,
10237 * clutter_actor_insert_child_at_index:
10238 * @self: a #ClutterActor
10239 * @child: a #ClutterActor
10240 * @index_: the index
10242 * Inserts @child into the list of children of @self, using the
10243 * given @index_. If @index_ is greater than the number of children
10244 * in @self, or is less than 0, then the new child is added at the end.
10246 * This function will acquire a reference on @child that will only
10247 * be released when calling clutter_actor_remove_child().
10249 * This function will not take into consideration the #ClutterActor:depth
10252 * This function will emit the #ClutterContainer::actor-added signal
10258 clutter_actor_insert_child_at_index (ClutterActor *self,
10259 ClutterActor *child,
10262 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10263 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10264 g_return_if_fail (self != child);
10265 g_return_if_fail (child->priv->parent == NULL);
10267 clutter_actor_add_child_internal (self, child,
10268 ADD_CHILD_DEFAULT_FLAGS,
10269 insert_child_at_index,
10270 GINT_TO_POINTER (index_));
10274 * clutter_actor_insert_child_above:
10275 * @self: a #ClutterActor
10276 * @child: a #ClutterActor
10277 * @sibling: (allow-none): a child of @self, or %NULL
10279 * Inserts @child into the list of children of @self, above another
10280 * child of @self or, if @sibling is %NULL, above all the children
10283 * This function will acquire a reference on @child that will only
10284 * be released when calling clutter_actor_remove_child().
10286 * This function will not take into consideration the #ClutterActor:depth
10289 * This function will emit the #ClutterContainer::actor-added signal
10295 clutter_actor_insert_child_above (ClutterActor *self,
10296 ClutterActor *child,
10297 ClutterActor *sibling)
10299 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10300 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10301 g_return_if_fail (self != child);
10302 g_return_if_fail (child != sibling);
10303 g_return_if_fail (child->priv->parent == NULL);
10304 g_return_if_fail (sibling == NULL ||
10305 (CLUTTER_IS_ACTOR (sibling) &&
10306 sibling->priv->parent == self));
10308 clutter_actor_add_child_internal (self, child,
10309 ADD_CHILD_DEFAULT_FLAGS,
10310 insert_child_above,
10315 * clutter_actor_insert_child_below:
10316 * @self: a #ClutterActor
10317 * @child: a #ClutterActor
10318 * @sibling: (allow-none): a child of @self, or %NULL
10320 * Inserts @child into the list of children of @self, below another
10321 * child of @self or, if @sibling is %NULL, below all the children
10324 * This function will acquire a reference on @child that will only
10325 * be released when calling clutter_actor_remove_child().
10327 * This function will not take into consideration the #ClutterActor:depth
10330 * This function will emit the #ClutterContainer::actor-added signal
10336 clutter_actor_insert_child_below (ClutterActor *self,
10337 ClutterActor *child,
10338 ClutterActor *sibling)
10340 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10341 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10342 g_return_if_fail (self != child);
10343 g_return_if_fail (child != sibling);
10344 g_return_if_fail (child->priv->parent == NULL);
10345 g_return_if_fail (sibling == NULL ||
10346 (CLUTTER_IS_ACTOR (sibling) &&
10347 sibling->priv->parent == self));
10349 clutter_actor_add_child_internal (self, child,
10350 ADD_CHILD_DEFAULT_FLAGS,
10351 insert_child_below,
10356 * clutter_actor_set_parent:
10357 * @self: A #ClutterActor
10358 * @parent: A new #ClutterActor parent
10360 * Sets the parent of @self to @parent.
10362 * This function will result in @parent acquiring a reference on @self,
10363 * eventually by sinking its floating reference first. The reference
10364 * will be released by clutter_actor_unparent().
10366 * This function should only be called by legacy #ClutterActor<!-- -->s
10367 * implementing the #ClutterContainer interface.
10369 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
10372 clutter_actor_set_parent (ClutterActor *self,
10373 ClutterActor *parent)
10375 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10376 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
10377 g_return_if_fail (self != parent);
10378 g_return_if_fail (self->priv->parent == NULL);
10380 /* as this function will be called inside ClutterContainer::add
10381 * implementations or when building up a composite actor, we have
10382 * to preserve the old behaviour, and not create child meta or
10383 * emit the ::actor-added signal, to avoid recursion or double
10386 clutter_actor_add_child_internal (parent, self,
10387 ADD_CHILD_LEGACY_FLAGS,
10388 insert_child_at_depth,
10393 * clutter_actor_get_parent:
10394 * @self: A #ClutterActor
10396 * Retrieves the parent of @self.
10398 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
10399 * if no parent is set
10402 clutter_actor_get_parent (ClutterActor *self)
10404 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10406 return self->priv->parent;
10410 * clutter_actor_get_paint_visibility:
10411 * @self: A #ClutterActor
10413 * Retrieves the 'paint' visibility of an actor recursively checking for non
10416 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
10418 * Return Value: %TRUE if the actor is visibile and will be painted.
10423 clutter_actor_get_paint_visibility (ClutterActor *actor)
10425 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10427 return CLUTTER_ACTOR_IS_MAPPED (actor);
10431 * clutter_actor_remove_child:
10432 * @self: a #ClutterActor
10433 * @child: a #ClutterActor
10435 * Removes @child from the children of @self.
10437 * This function will release the reference added by
10438 * clutter_actor_add_child(), so if you want to keep using @child
10439 * you will have to acquire a referenced on it before calling this
10442 * This function will emit the #ClutterContainer::actor-removed
10448 clutter_actor_remove_child (ClutterActor *self,
10449 ClutterActor *child)
10451 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10452 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10453 g_return_if_fail (self != child);
10454 g_return_if_fail (child->priv->parent != NULL);
10455 g_return_if_fail (child->priv->parent == self);
10457 clutter_actor_remove_child_internal (self, child,
10458 REMOVE_CHILD_DEFAULT_FLAGS);
10462 * clutter_actor_remove_all_children:
10463 * @self: a #ClutterActor
10465 * Removes all children of @self.
10467 * This function releases the reference added by inserting a child actor
10468 * in the list of children of @self.
10470 * If the reference count of a child drops to zero, the child will be
10471 * destroyed. If you want to ensure the destruction of all the children
10472 * of @self, use clutter_actor_destroy_all_children().
10477 clutter_actor_remove_all_children (ClutterActor *self)
10479 ClutterActorIter iter;
10481 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10483 if (self->priv->n_children == 0)
10486 clutter_actor_iter_init (&iter, self);
10487 while (clutter_actor_iter_next (&iter, NULL))
10488 clutter_actor_iter_remove (&iter);
10491 g_assert (self->priv->first_child == NULL);
10492 g_assert (self->priv->last_child == NULL);
10493 g_assert (self->priv->n_children == 0);
10497 * clutter_actor_destroy_all_children:
10498 * @self: a #ClutterActor
10500 * Destroys all children of @self.
10502 * This function releases the reference added by inserting a child
10503 * actor in the list of children of @self, and ensures that the
10504 * #ClutterActor::destroy signal is emitted on each child of the
10507 * By default, #ClutterActor will emit the #ClutterActor::destroy signal
10508 * when its reference count drops to 0; the default handler of the
10509 * #ClutterActor::destroy signal will destroy all the children of an
10510 * actor. This function ensures that all children are destroyed, instead
10511 * of just removed from @self, unlike clutter_actor_remove_all_children()
10512 * which will merely release the reference and remove each child.
10514 * Unless you acquired an additional reference on each child of @self
10515 * prior to calling clutter_actor_remove_all_children() and want to reuse
10516 * the actors, you should use clutter_actor_destroy_all_children() in
10517 * order to make sure that children are destroyed and signal handlers
10518 * are disconnected even in cases where circular references prevent this
10519 * from automatically happening through reference counting alone.
10524 clutter_actor_destroy_all_children (ClutterActor *self)
10526 ClutterActorIter iter;
10528 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10530 if (self->priv->n_children == 0)
10533 clutter_actor_iter_init (&iter, self);
10534 while (clutter_actor_iter_next (&iter, NULL))
10535 clutter_actor_iter_destroy (&iter);
10538 g_assert (self->priv->first_child == NULL);
10539 g_assert (self->priv->last_child == NULL);
10540 g_assert (self->priv->n_children == 0);
10543 typedef struct _InsertBetweenData {
10544 ClutterActor *prev_sibling;
10545 ClutterActor *next_sibling;
10546 } InsertBetweenData;
10549 insert_child_between (ClutterActor *self,
10550 ClutterActor *child,
10553 InsertBetweenData *data = data_;
10554 ClutterActor *prev_sibling = data->prev_sibling;
10555 ClutterActor *next_sibling = data->next_sibling;
10557 child->priv->parent = self;
10558 child->priv->prev_sibling = prev_sibling;
10559 child->priv->next_sibling = next_sibling;
10561 if (prev_sibling != NULL)
10562 prev_sibling->priv->next_sibling = child;
10564 if (next_sibling != NULL)
10565 next_sibling->priv->prev_sibling = child;
10567 if (child->priv->prev_sibling == NULL)
10568 self->priv->first_child = child;
10570 if (child->priv->next_sibling == NULL)
10571 self->priv->last_child = child;
10575 * clutter_actor_replace_child:
10576 * @self: a #ClutterActor
10577 * @old_child: the child of @self to replace
10578 * @new_child: the #ClutterActor to replace @old_child
10580 * Replaces @old_child with @new_child in the list of children of @self.
10585 clutter_actor_replace_child (ClutterActor *self,
10586 ClutterActor *old_child,
10587 ClutterActor *new_child)
10589 ClutterActor *prev_sibling, *next_sibling;
10590 InsertBetweenData clos;
10592 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10593 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
10594 g_return_if_fail (old_child->priv->parent == self);
10595 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
10596 g_return_if_fail (old_child != new_child);
10597 g_return_if_fail (new_child != self);
10598 g_return_if_fail (new_child->priv->parent == NULL);
10600 prev_sibling = old_child->priv->prev_sibling;
10601 next_sibling = old_child->priv->next_sibling;
10602 clutter_actor_remove_child_internal (self, old_child,
10603 REMOVE_CHILD_DEFAULT_FLAGS);
10605 clos.prev_sibling = prev_sibling;
10606 clos.next_sibling = next_sibling;
10607 clutter_actor_add_child_internal (self, new_child,
10608 ADD_CHILD_DEFAULT_FLAGS,
10609 insert_child_between,
10614 * clutter_actor_unparent:
10615 * @self: a #ClutterActor
10617 * Removes the parent of @self.
10619 * This will cause the parent of @self to release the reference
10620 * acquired when calling clutter_actor_set_parent(), so if you
10621 * want to keep @self you will have to acquire a reference of
10622 * your own, through g_object_ref().
10624 * This function should only be called by legacy #ClutterActor<!-- -->s
10625 * implementing the #ClutterContainer interface.
10629 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
10632 clutter_actor_unparent (ClutterActor *self)
10634 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10636 if (self->priv->parent == NULL)
10639 clutter_actor_remove_child_internal (self->priv->parent, self,
10640 REMOVE_CHILD_LEGACY_FLAGS);
10644 * clutter_actor_reparent:
10645 * @self: a #ClutterActor
10646 * @new_parent: the new #ClutterActor parent
10648 * Resets the parent actor of @self.
10650 * This function is logically equivalent to calling clutter_actor_unparent()
10651 * and clutter_actor_set_parent(), but more efficiently implemented, as it
10652 * ensures the child is not finalized when unparented, and emits the
10653 * #ClutterActor::parent-set signal only once.
10655 * In reality, calling this function is less useful than it sounds, as some
10656 * application code may rely on changes in the intermediate state between
10657 * removal and addition of the actor from its old parent to the @new_parent.
10658 * Thus, it is strongly encouraged to avoid using this function in application
10663 * Deprecated: 1.10: Use clutter_actor_remove_child() and
10664 * clutter_actor_add_child() instead; remember to take a reference on
10665 * the actor being removed before calling clutter_actor_remove_child()
10666 * to avoid the reference count dropping to zero and the actor being
10670 clutter_actor_reparent (ClutterActor *self,
10671 ClutterActor *new_parent)
10673 ClutterActorPrivate *priv;
10675 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10676 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
10677 g_return_if_fail (self != new_parent);
10679 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10681 g_warning ("Cannot set a parent on a toplevel actor");
10685 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
10687 g_warning ("Cannot set a parent currently being destroyed");
10693 if (priv->parent != new_parent)
10695 ClutterActor *old_parent;
10697 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10699 old_parent = priv->parent;
10701 g_object_ref (self);
10703 if (old_parent != NULL)
10705 /* go through the Container implementation if this is a regular
10706 * child and not an internal one
10708 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10710 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
10712 /* this will have to call unparent() */
10713 clutter_container_remove_actor (parent, self);
10716 clutter_actor_remove_child_internal (old_parent, self,
10717 REMOVE_CHILD_LEGACY_FLAGS);
10720 /* Note, will call set_parent() */
10721 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10722 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
10724 clutter_actor_add_child_internal (new_parent, self,
10725 ADD_CHILD_LEGACY_FLAGS,
10726 insert_child_at_depth,
10729 /* we emit the ::parent-set signal once */
10730 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
10732 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10734 /* the IN_REPARENT flag suspends state updates */
10735 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
10737 g_object_unref (self);
10742 * clutter_actor_contains:
10743 * @self: A #ClutterActor
10744 * @descendant: A #ClutterActor, possibly contained in @self
10746 * Determines if @descendant is contained inside @self (either as an
10747 * immediate child, or as a deeper descendant). If @self and
10748 * @descendant point to the same actor then it will also return %TRUE.
10750 * Return value: whether @descendent is contained within @self
10755 clutter_actor_contains (ClutterActor *self,
10756 ClutterActor *descendant)
10758 ClutterActor *actor;
10760 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10761 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
10763 for (actor = descendant; actor; actor = actor->priv->parent)
10771 * clutter_actor_set_child_above_sibling:
10772 * @self: a #ClutterActor
10773 * @child: a #ClutterActor child of @self
10774 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10776 * Sets @child to be above @sibling in the list of children of @self.
10778 * If @sibling is %NULL, @child will be the new last child of @self.
10780 * This function is logically equivalent to removing @child and using
10781 * clutter_actor_insert_child_above(), but it will not emit signals
10782 * or change state on @child.
10787 clutter_actor_set_child_above_sibling (ClutterActor *self,
10788 ClutterActor *child,
10789 ClutterActor *sibling)
10791 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10792 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10793 g_return_if_fail (child->priv->parent == self);
10794 g_return_if_fail (child != sibling);
10795 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10797 if (sibling != NULL)
10798 g_return_if_fail (sibling->priv->parent == self);
10800 /* we don't want to change the state of child, or emit signals, or
10801 * regenerate ChildMeta instances here, but we still want to follow
10802 * the correct sequence of steps encoded in remove_child() and
10803 * add_child(), so that correctness is ensured, and we only go
10804 * through one known code path.
10806 g_object_ref (child);
10807 clutter_actor_remove_child_internal (self, child, 0);
10808 clutter_actor_add_child_internal (self, child,
10809 ADD_CHILD_NOTIFY_FIRST_LAST,
10810 insert_child_above,
10813 clutter_actor_queue_relayout (self);
10817 * clutter_actor_set_child_below_sibling:
10818 * @self: a #ClutterActor
10819 * @child: a #ClutterActor child of @self
10820 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10822 * Sets @child to be below @sibling in the list of children of @self.
10824 * If @sibling is %NULL, @child will be the new first child of @self.
10826 * This function is logically equivalent to removing @self and using
10827 * clutter_actor_insert_child_below(), but it will not emit signals
10828 * or change state on @child.
10833 clutter_actor_set_child_below_sibling (ClutterActor *self,
10834 ClutterActor *child,
10835 ClutterActor *sibling)
10837 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10838 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10839 g_return_if_fail (child->priv->parent == self);
10840 g_return_if_fail (child != sibling);
10841 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10843 if (sibling != NULL)
10844 g_return_if_fail (sibling->priv->parent == self);
10846 /* see the comment in set_child_above_sibling() */
10847 g_object_ref (child);
10848 clutter_actor_remove_child_internal (self, child, 0);
10849 clutter_actor_add_child_internal (self, child,
10850 ADD_CHILD_NOTIFY_FIRST_LAST,
10851 insert_child_below,
10854 clutter_actor_queue_relayout (self);
10858 * clutter_actor_set_child_at_index:
10859 * @self: a #ClutterActor
10860 * @child: a #ClutterActor child of @self
10861 * @index_: the new index for @child
10863 * Changes the index of @child in the list of children of @self.
10865 * This function is logically equivalent to removing @child and
10866 * calling clutter_actor_insert_child_at_index(), but it will not
10867 * emit signals or change state on @child.
10872 clutter_actor_set_child_at_index (ClutterActor *self,
10873 ClutterActor *child,
10876 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10877 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10878 g_return_if_fail (child->priv->parent == self);
10879 g_return_if_fail (index_ <= self->priv->n_children);
10881 g_object_ref (child);
10882 clutter_actor_remove_child_internal (self, child, 0);
10883 clutter_actor_add_child_internal (self, child,
10884 ADD_CHILD_NOTIFY_FIRST_LAST,
10885 insert_child_at_index,
10886 GINT_TO_POINTER (index_));
10888 clutter_actor_queue_relayout (self);
10892 * clutter_actor_raise:
10893 * @self: A #ClutterActor
10894 * @below: (allow-none): A #ClutterActor to raise above.
10896 * Puts @self above @below.
10898 * Both actors must have the same parent, and the parent must implement
10899 * the #ClutterContainer interface
10901 * This function calls clutter_container_raise_child() internally.
10903 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
10906 clutter_actor_raise (ClutterActor *self,
10907 ClutterActor *below)
10909 ClutterActor *parent;
10911 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10913 parent = clutter_actor_get_parent (self);
10914 if (parent == NULL)
10916 g_warning ("%s: Actor '%s' is not inside a container",
10918 _clutter_actor_get_debug_name (self));
10924 if (parent != clutter_actor_get_parent (below))
10926 g_warning ("%s Actor '%s' is not in the same container as "
10929 _clutter_actor_get_debug_name (self),
10930 _clutter_actor_get_debug_name (below));
10935 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
10939 * clutter_actor_lower:
10940 * @self: A #ClutterActor
10941 * @above: (allow-none): A #ClutterActor to lower below
10943 * Puts @self below @above.
10945 * Both actors must have the same parent, and the parent must implement
10946 * the #ClutterContainer interface.
10948 * This function calls clutter_container_lower_child() internally.
10950 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
10953 clutter_actor_lower (ClutterActor *self,
10954 ClutterActor *above)
10956 ClutterActor *parent;
10958 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10960 parent = clutter_actor_get_parent (self);
10961 if (parent == NULL)
10963 g_warning ("%s: Actor of type %s is not inside a container",
10965 _clutter_actor_get_debug_name (self));
10971 if (parent != clutter_actor_get_parent (above))
10973 g_warning ("%s: Actor '%s' is not in the same container as "
10976 _clutter_actor_get_debug_name (self),
10977 _clutter_actor_get_debug_name (above));
10982 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
10986 * clutter_actor_raise_top:
10987 * @self: A #ClutterActor
10989 * Raises @self to the top.
10991 * This function calls clutter_actor_raise() internally.
10993 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
10994 * a %NULL sibling, instead.
10997 clutter_actor_raise_top (ClutterActor *self)
10999 clutter_actor_raise (self, NULL);
11003 * clutter_actor_lower_bottom:
11004 * @self: A #ClutterActor
11006 * Lowers @self to the bottom.
11008 * This function calls clutter_actor_lower() internally.
11010 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11011 * a %NULL sibling, instead.
11014 clutter_actor_lower_bottom (ClutterActor *self)
11016 clutter_actor_lower (self, NULL);
11024 * clutter_actor_event:
11025 * @actor: a #ClutterActor
11026 * @event: a #ClutterEvent
11027 * @capture: TRUE if event in in capture phase, FALSE otherwise.
11029 * This function is used to emit an event on the main stage.
11030 * You should rarely need to use this function, except for
11031 * synthetising events.
11033 * Return value: the return value from the signal emission: %TRUE
11034 * if the actor handled the event, or %FALSE if the event was
11040 clutter_actor_event (ClutterActor *actor,
11041 ClutterEvent *event,
11044 gboolean retval = FALSE;
11045 gint signal_num = -1;
11047 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11048 g_return_val_if_fail (event != NULL, FALSE);
11050 g_object_ref (actor);
11054 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11060 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11064 switch (event->type)
11066 case CLUTTER_NOTHING:
11068 case CLUTTER_BUTTON_PRESS:
11069 signal_num = BUTTON_PRESS_EVENT;
11071 case CLUTTER_BUTTON_RELEASE:
11072 signal_num = BUTTON_RELEASE_EVENT;
11074 case CLUTTER_SCROLL:
11075 signal_num = SCROLL_EVENT;
11077 case CLUTTER_KEY_PRESS:
11078 signal_num = KEY_PRESS_EVENT;
11080 case CLUTTER_KEY_RELEASE:
11081 signal_num = KEY_RELEASE_EVENT;
11083 case CLUTTER_MOTION:
11084 signal_num = MOTION_EVENT;
11086 case CLUTTER_ENTER:
11087 signal_num = ENTER_EVENT;
11089 case CLUTTER_LEAVE:
11090 signal_num = LEAVE_EVENT;
11092 case CLUTTER_DELETE:
11093 case CLUTTER_DESTROY_NOTIFY:
11094 case CLUTTER_CLIENT_MESSAGE:
11100 if (signal_num != -1)
11101 g_signal_emit (actor, actor_signals[signal_num], 0,
11106 g_object_unref (actor);
11112 * clutter_actor_set_reactive:
11113 * @actor: a #ClutterActor
11114 * @reactive: whether the actor should be reactive to events
11116 * Sets @actor as reactive. Reactive actors will receive events.
11121 clutter_actor_set_reactive (ClutterActor *actor,
11124 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11126 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11130 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11132 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11134 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11138 * clutter_actor_get_reactive:
11139 * @actor: a #ClutterActor
11141 * Checks whether @actor is marked as reactive.
11143 * Return value: %TRUE if the actor is reactive
11148 clutter_actor_get_reactive (ClutterActor *actor)
11150 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11152 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
11156 * clutter_actor_get_anchor_point:
11157 * @self: a #ClutterActor
11158 * @anchor_x: (out): return location for the X coordinate of the anchor point
11159 * @anchor_y: (out): return location for the Y coordinate of the anchor point
11161 * Gets the current anchor point of the @actor in pixels.
11166 clutter_actor_get_anchor_point (ClutterActor *self,
11170 const ClutterTransformInfo *info;
11172 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11174 info = _clutter_actor_get_transform_info_or_defaults (self);
11175 clutter_anchor_coord_get_units (self, &info->anchor,
11182 * clutter_actor_set_anchor_point:
11183 * @self: a #ClutterActor
11184 * @anchor_x: X coordinate of the anchor point
11185 * @anchor_y: Y coordinate of the anchor point
11187 * Sets an anchor point for @self. The anchor point is a point in the
11188 * coordinate space of an actor to which the actor position within its
11189 * parent is relative; the default is (0, 0), i.e. the top-left corner
11195 clutter_actor_set_anchor_point (ClutterActor *self,
11199 ClutterTransformInfo *info;
11200 ClutterActorPrivate *priv;
11201 gboolean changed = FALSE;
11202 gfloat old_anchor_x, old_anchor_y;
11205 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11207 obj = G_OBJECT (self);
11209 info = _clutter_actor_get_transform_info (self);
11211 g_object_freeze_notify (obj);
11213 clutter_anchor_coord_get_units (self, &info->anchor,
11218 if (info->anchor.is_fractional)
11219 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11221 if (old_anchor_x != anchor_x)
11223 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11227 if (old_anchor_y != anchor_y)
11229 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11233 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
11237 priv->transform_valid = FALSE;
11238 clutter_actor_queue_redraw (self);
11241 g_object_thaw_notify (obj);
11245 * clutter_actor_get_anchor_point_gravity:
11246 * @self: a #ClutterActor
11248 * Retrieves the anchor position expressed as a #ClutterGravity. If
11249 * the anchor point was specified using pixels or units this will
11250 * return %CLUTTER_GRAVITY_NONE.
11252 * Return value: the #ClutterGravity used by the anchor point
11257 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
11259 const ClutterTransformInfo *info;
11261 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
11263 info = _clutter_actor_get_transform_info_or_defaults (self);
11265 return clutter_anchor_coord_get_gravity (&info->anchor);
11269 * clutter_actor_move_anchor_point:
11270 * @self: a #ClutterActor
11271 * @anchor_x: X coordinate of the anchor point
11272 * @anchor_y: Y coordinate of the anchor point
11274 * Sets an anchor point for the actor, and adjusts the actor postion so that
11275 * the relative position of the actor toward its parent remains the same.
11280 clutter_actor_move_anchor_point (ClutterActor *self,
11284 gfloat old_anchor_x, old_anchor_y;
11285 const ClutterTransformInfo *info;
11287 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11289 info = _clutter_actor_get_transform_info (self);
11290 clutter_anchor_coord_get_units (self, &info->anchor,
11295 g_object_freeze_notify (G_OBJECT (self));
11297 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
11299 if (self->priv->position_set)
11300 clutter_actor_move_by (self,
11301 anchor_x - old_anchor_x,
11302 anchor_y - old_anchor_y);
11304 g_object_thaw_notify (G_OBJECT (self));
11308 * clutter_actor_move_anchor_point_from_gravity:
11309 * @self: a #ClutterActor
11310 * @gravity: #ClutterGravity.
11312 * Sets an anchor point on the actor based on the given gravity, adjusting the
11313 * actor postion so that its relative position within its parent remains
11316 * Since version 1.0 the anchor point will be stored as a gravity so
11317 * that if the actor changes size then the anchor point will move. For
11318 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11319 * and later double the size of the actor, the anchor point will move
11320 * to the bottom right.
11325 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
11326 ClutterGravity gravity)
11328 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
11329 const ClutterTransformInfo *info;
11330 ClutterActorPrivate *priv;
11332 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11335 info = _clutter_actor_get_transform_info (self);
11337 g_object_freeze_notify (G_OBJECT (self));
11339 clutter_anchor_coord_get_units (self, &info->anchor,
11343 clutter_actor_set_anchor_point_from_gravity (self, gravity);
11344 clutter_anchor_coord_get_units (self, &info->anchor,
11349 if (priv->position_set)
11350 clutter_actor_move_by (self,
11351 new_anchor_x - old_anchor_x,
11352 new_anchor_y - old_anchor_y);
11354 g_object_thaw_notify (G_OBJECT (self));
11358 * clutter_actor_set_anchor_point_from_gravity:
11359 * @self: a #ClutterActor
11360 * @gravity: #ClutterGravity.
11362 * Sets an anchor point on the actor, based on the given gravity (this is a
11363 * convenience function wrapping clutter_actor_set_anchor_point()).
11365 * Since version 1.0 the anchor point will be stored as a gravity so
11366 * that if the actor changes size then the anchor point will move. For
11367 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11368 * and later double the size of the actor, the anchor point will move
11369 * to the bottom right.
11374 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
11375 ClutterGravity gravity)
11377 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11379 if (gravity == CLUTTER_GRAVITY_NONE)
11380 clutter_actor_set_anchor_point (self, 0, 0);
11383 GObject *obj = G_OBJECT (self);
11384 ClutterTransformInfo *info;
11386 g_object_freeze_notify (obj);
11388 info = _clutter_actor_get_transform_info (self);
11389 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
11391 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11392 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11393 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11395 self->priv->transform_valid = FALSE;
11397 clutter_actor_queue_redraw (self);
11399 g_object_thaw_notify (obj);
11404 clutter_container_iface_init (ClutterContainerIface *iface)
11406 /* we don't override anything, as ClutterContainer already has a default
11407 * implementation that we can use, and which calls into our own API.
11422 parse_units (ClutterActor *self,
11423 ParseDimension dimension,
11426 GValue value = { 0, };
11429 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
11432 json_node_get_value (node, &value);
11434 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
11436 retval = (gfloat) g_value_get_int64 (&value);
11438 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
11440 retval = g_value_get_double (&value);
11442 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
11444 ClutterUnits units;
11447 res = clutter_units_from_string (&units, g_value_get_string (&value));
11449 retval = clutter_units_to_pixels (&units);
11452 g_warning ("Invalid value '%s': integers, strings or floating point "
11453 "values can be used for the x, y, width and height "
11454 "properties. Valid modifiers for strings are 'px', 'mm', "
11456 g_value_get_string (&value));
11462 g_warning ("Invalid value of type '%s': integers, strings of floating "
11463 "point values can be used for the x, y, width, height "
11464 "anchor-x and anchor-y properties.",
11465 g_type_name (G_VALUE_TYPE (&value)));
11468 g_value_unset (&value);
11474 ClutterRotateAxis axis;
11483 static inline gboolean
11484 parse_rotation_array (ClutterActor *actor,
11486 RotationInfo *info)
11490 if (json_array_get_length (array) != 2)
11494 element = json_array_get_element (array, 0);
11495 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
11496 info->angle = json_node_get_double (element);
11501 element = json_array_get_element (array, 1);
11502 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
11504 JsonArray *center = json_node_get_array (element);
11506 if (json_array_get_length (center) != 2)
11509 switch (info->axis)
11511 case CLUTTER_X_AXIS:
11512 info->center_y = parse_units (actor, PARSE_Y,
11513 json_array_get_element (center, 0));
11514 info->center_z = parse_units (actor, PARSE_Y,
11515 json_array_get_element (center, 1));
11518 case CLUTTER_Y_AXIS:
11519 info->center_x = parse_units (actor, PARSE_X,
11520 json_array_get_element (center, 0));
11521 info->center_z = parse_units (actor, PARSE_X,
11522 json_array_get_element (center, 1));
11525 case CLUTTER_Z_AXIS:
11526 info->center_x = parse_units (actor, PARSE_X,
11527 json_array_get_element (center, 0));
11528 info->center_y = parse_units (actor, PARSE_Y,
11529 json_array_get_element (center, 1));
11538 parse_rotation (ClutterActor *actor,
11540 RotationInfo *info)
11544 gboolean retval = FALSE;
11546 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
11548 g_warning ("Invalid node of type '%s' found, expecting an array",
11549 json_node_type_name (node));
11553 array = json_node_get_array (node);
11554 len = json_array_get_length (array);
11556 for (i = 0; i < len; i++)
11558 JsonNode *element = json_array_get_element (array, i);
11559 JsonObject *object;
11562 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
11564 g_warning ("Invalid node of type '%s' found, expecting an object",
11565 json_node_type_name (element));
11569 object = json_node_get_object (element);
11571 if (json_object_has_member (object, "x-axis"))
11573 member = json_object_get_member (object, "x-axis");
11575 info->axis = CLUTTER_X_AXIS;
11577 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11579 info->angle = json_node_get_double (member);
11582 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11583 retval = parse_rotation_array (actor,
11584 json_node_get_array (member),
11589 else if (json_object_has_member (object, "y-axis"))
11591 member = json_object_get_member (object, "y-axis");
11593 info->axis = CLUTTER_Y_AXIS;
11595 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11597 info->angle = json_node_get_double (member);
11600 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11601 retval = parse_rotation_array (actor,
11602 json_node_get_array (member),
11607 else if (json_object_has_member (object, "z-axis"))
11609 member = json_object_get_member (object, "z-axis");
11611 info->axis = CLUTTER_Z_AXIS;
11613 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11615 info->angle = json_node_get_double (member);
11618 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11619 retval = parse_rotation_array (actor,
11620 json_node_get_array (member),
11631 parse_actor_metas (ClutterScript *script,
11632 ClutterActor *actor,
11635 GList *elements, *l;
11636 GSList *retval = NULL;
11638 if (!JSON_NODE_HOLDS_ARRAY (node))
11641 elements = json_array_get_elements (json_node_get_array (node));
11643 for (l = elements; l != NULL; l = l->next)
11645 JsonNode *element = l->data;
11646 const gchar *id_ = _clutter_script_get_id_from_node (element);
11649 if (id_ == NULL || *id_ == '\0')
11652 meta = clutter_script_get_object (script, id_);
11656 retval = g_slist_prepend (retval, meta);
11659 g_list_free (elements);
11661 return g_slist_reverse (retval);
11665 parse_behaviours (ClutterScript *script,
11666 ClutterActor *actor,
11669 GList *elements, *l;
11670 GSList *retval = NULL;
11672 if (!JSON_NODE_HOLDS_ARRAY (node))
11675 elements = json_array_get_elements (json_node_get_array (node));
11677 for (l = elements; l != NULL; l = l->next)
11679 JsonNode *element = l->data;
11680 const gchar *id_ = _clutter_script_get_id_from_node (element);
11681 GObject *behaviour;
11683 if (id_ == NULL || *id_ == '\0')
11686 behaviour = clutter_script_get_object (script, id_);
11687 if (behaviour == NULL)
11690 retval = g_slist_prepend (retval, behaviour);
11693 g_list_free (elements);
11695 return g_slist_reverse (retval);
11699 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
11700 ClutterScript *script,
11705 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11706 gboolean retval = FALSE;
11708 if ((name[0] == 'x' && name[1] == '\0') ||
11709 (name[0] == 'y' && name[1] == '\0') ||
11710 (strcmp (name, "width") == 0) ||
11711 (strcmp (name, "height") == 0) ||
11712 (strcmp (name, "anchor_x") == 0) ||
11713 (strcmp (name, "anchor_y") == 0))
11715 ParseDimension dimension;
11718 if (name[0] == 'x')
11719 dimension = PARSE_X;
11720 else if (name[0] == 'y')
11721 dimension = PARSE_Y;
11722 else if (name[0] == 'w')
11723 dimension = PARSE_WIDTH;
11724 else if (name[0] == 'h')
11725 dimension = PARSE_HEIGHT;
11726 else if (name[0] == 'a' && name[7] == 'x')
11727 dimension = PARSE_ANCHOR_X;
11728 else if (name[0] == 'a' && name[7] == 'y')
11729 dimension = PARSE_ANCHOR_Y;
11733 units = parse_units (actor, dimension, node);
11735 /* convert back to pixels: all properties are pixel-based */
11736 g_value_init (value, G_TYPE_FLOAT);
11737 g_value_set_float (value, units);
11741 else if (strcmp (name, "rotation") == 0)
11743 RotationInfo *info;
11745 info = g_slice_new0 (RotationInfo);
11746 retval = parse_rotation (actor, node, info);
11750 g_value_init (value, G_TYPE_POINTER);
11751 g_value_set_pointer (value, info);
11754 g_slice_free (RotationInfo, info);
11756 else if (strcmp (name, "behaviours") == 0)
11760 #ifdef CLUTTER_ENABLE_DEBUG
11761 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
11762 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
11763 "and it should not be used in newly "
11764 "written ClutterScript definitions.");
11767 l = parse_behaviours (script, actor, node);
11769 g_value_init (value, G_TYPE_POINTER);
11770 g_value_set_pointer (value, l);
11774 else if (strcmp (name, "actions") == 0 ||
11775 strcmp (name, "constraints") == 0 ||
11776 strcmp (name, "effects") == 0)
11780 l = parse_actor_metas (script, actor, node);
11782 g_value_init (value, G_TYPE_POINTER);
11783 g_value_set_pointer (value, l);
11792 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
11793 ClutterScript *script,
11795 const GValue *value)
11797 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11799 #ifdef CLUTTER_ENABLE_DEBUG
11800 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
11802 gchar *tmp = g_strdup_value_contents (value);
11804 CLUTTER_NOTE (SCRIPT,
11805 "in ClutterActor::set_custom_property('%s') = %s",
11811 #endif /* CLUTTER_ENABLE_DEBUG */
11813 if (strcmp (name, "rotation") == 0)
11815 RotationInfo *info;
11817 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11820 info = g_value_get_pointer (value);
11822 clutter_actor_set_rotation (actor,
11823 info->axis, info->angle,
11828 g_slice_free (RotationInfo, info);
11833 if (strcmp (name, "behaviours") == 0)
11835 GSList *behaviours, *l;
11837 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11840 behaviours = g_value_get_pointer (value);
11841 for (l = behaviours; l != NULL; l = l->next)
11843 ClutterBehaviour *behaviour = l->data;
11845 clutter_behaviour_apply (behaviour, actor);
11848 g_slist_free (behaviours);
11853 if (strcmp (name, "actions") == 0 ||
11854 strcmp (name, "constraints") == 0 ||
11855 strcmp (name, "effects") == 0)
11859 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11862 metas = g_value_get_pointer (value);
11863 for (l = metas; l != NULL; l = l->next)
11865 if (name[0] == 'a')
11866 clutter_actor_add_action (actor, l->data);
11868 if (name[0] == 'c')
11869 clutter_actor_add_constraint (actor, l->data);
11871 if (name[0] == 'e')
11872 clutter_actor_add_effect (actor, l->data);
11875 g_slist_free (metas);
11880 g_object_set_property (G_OBJECT (scriptable), name, value);
11884 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
11886 iface->parse_custom_node = clutter_actor_parse_custom_node;
11887 iface->set_custom_property = clutter_actor_set_custom_property;
11890 static ClutterActorMeta *
11891 get_meta_from_animation_property (ClutterActor *actor,
11895 ClutterActorPrivate *priv = actor->priv;
11896 ClutterActorMeta *meta = NULL;
11899 /* if this is not a special property, fall through */
11900 if (name[0] != '@')
11903 /* detect the properties named using the following spec:
11905 * @<section>.<meta-name>.<property-name>
11907 * where <section> can be one of the following:
11913 * and <meta-name> is the name set on a specific ActorMeta
11916 tokens = g_strsplit (name + 1, ".", -1);
11917 if (tokens == NULL || g_strv_length (tokens) != 3)
11919 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
11921 g_strfreev (tokens);
11925 if (strcmp (tokens[0], "actions") == 0)
11926 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
11928 if (strcmp (tokens[0], "constraints") == 0)
11929 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
11931 if (strcmp (tokens[0], "effects") == 0)
11932 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
11934 if (name_p != NULL)
11935 *name_p = g_strdup (tokens[2]);
11937 CLUTTER_NOTE (ANIMATION,
11938 "Looking for property '%s' of object '%s' in section '%s'",
11943 g_strfreev (tokens);
11948 static GParamSpec *
11949 clutter_actor_find_property (ClutterAnimatable *animatable,
11950 const gchar *property_name)
11952 ClutterActorMeta *meta = NULL;
11953 GObjectClass *klass = NULL;
11954 GParamSpec *pspec = NULL;
11955 gchar *p_name = NULL;
11957 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11963 klass = G_OBJECT_GET_CLASS (meta);
11965 pspec = g_object_class_find_property (klass, p_name);
11969 klass = G_OBJECT_GET_CLASS (animatable);
11971 pspec = g_object_class_find_property (klass, property_name);
11980 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
11981 const gchar *property_name,
11984 ClutterActorMeta *meta = NULL;
11985 gchar *p_name = NULL;
11987 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11992 g_object_get_property (G_OBJECT (meta), p_name, initial);
11994 g_object_get_property (G_OBJECT (animatable), property_name, initial);
12000 clutter_actor_set_final_state (ClutterAnimatable *animatable,
12001 const gchar *property_name,
12002 const GValue *final)
12004 ClutterActorMeta *meta = NULL;
12005 gchar *p_name = NULL;
12007 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12011 g_object_set_property (G_OBJECT (meta), p_name, final);
12013 g_object_set_property (G_OBJECT (animatable), property_name, final);
12019 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
12021 iface->find_property = clutter_actor_find_property;
12022 iface->get_initial_state = clutter_actor_get_initial_state;
12023 iface->set_final_state = clutter_actor_set_final_state;
12027 * clutter_actor_transform_stage_point:
12028 * @self: A #ClutterActor
12029 * @x: (in): x screen coordinate of the point to unproject
12030 * @y: (in): y screen coordinate of the point to unproject
12031 * @x_out: (out): return location for the unprojected x coordinance
12032 * @y_out: (out): return location for the unprojected y coordinance
12034 * This function translates screen coordinates (@x, @y) to
12035 * coordinates relative to the actor. For example, it can be used to translate
12036 * screen events from global screen coordinates into actor-local coordinates.
12038 * The conversion can fail, notably if the transform stack results in the
12039 * actor being projected on the screen as a mere line.
12041 * The conversion should not be expected to be pixel-perfect due to the
12042 * nature of the operation. In general the error grows when the skewing
12043 * of the actor rectangle on screen increases.
12045 * <note><para>This function can be computationally intensive.</para></note>
12047 * <note><para>This function only works when the allocation is up-to-date,
12048 * i.e. inside of paint().</para></note>
12050 * Return value: %TRUE if conversion was successful.
12055 clutter_actor_transform_stage_point (ClutterActor *self,
12061 ClutterVertex v[4];
12064 int du, dv, xi, yi;
12066 float xf, yf, wf, det;
12067 ClutterActorPrivate *priv;
12069 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12073 /* This implementation is based on the quad -> quad projection algorithm
12074 * described by Paul Heckbert in:
12076 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
12078 * and the sample implementation at:
12080 * http://www.cs.cmu.edu/~ph/src/texfund/
12082 * Our texture is a rectangle with origin [0, 0], so we are mapping from
12083 * quad to rectangle only, which significantly simplifies things; the
12084 * function calls have been unrolled, and most of the math is done in fixed
12088 clutter_actor_get_abs_allocation_vertices (self, v);
12090 /* Keeping these as ints simplifies the multiplication (no significant
12091 * loss of precision here).
12093 du = (int) (priv->allocation.x2 - priv->allocation.x1);
12094 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
12099 #define UX2FP(x) (x)
12100 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
12102 /* First, find mapping from unit uv square to xy quadrilateral; this
12103 * equivalent to the pmap_square_quad() functions in the sample
12104 * implementation, which we can simplify, since our target is always
12107 px = v[0].x - v[1].x + v[3].x - v[2].x;
12108 py = v[0].y - v[1].y + v[3].y - v[2].y;
12112 /* affine transform */
12113 RQ[0][0] = UX2FP (v[1].x - v[0].x);
12114 RQ[1][0] = UX2FP (v[3].x - v[1].x);
12115 RQ[2][0] = UX2FP (v[0].x);
12116 RQ[0][1] = UX2FP (v[1].y - v[0].y);
12117 RQ[1][1] = UX2FP (v[3].y - v[1].y);
12118 RQ[2][1] = UX2FP (v[0].y);
12125 /* projective transform */
12126 double dx1, dx2, dy1, dy2, del;
12128 dx1 = UX2FP (v[1].x - v[3].x);
12129 dx2 = UX2FP (v[2].x - v[3].x);
12130 dy1 = UX2FP (v[1].y - v[3].y);
12131 dy2 = UX2FP (v[2].y - v[3].y);
12133 del = DET2FP (dx1, dx2, dy1, dy2);
12138 * The division here needs to be done in floating point for
12139 * precisions reasons.
12141 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
12142 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12143 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12145 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
12146 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
12147 RQ[2][0] = UX2FP (v[0].x);
12148 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
12149 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
12150 RQ[2][1] = UX2FP (v[0].y);
12154 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
12155 * square. Since our rectangle is based at 0,0 we only need to scale.
12165 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
12168 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
12169 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
12170 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
12171 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
12172 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
12173 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
12174 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
12175 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
12176 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
12179 * Check the resulting matrix is OK.
12181 det = (RQ[0][0] * ST[0][0])
12182 + (RQ[0][1] * ST[0][1])
12183 + (RQ[0][2] * ST[0][2]);
12188 * Now transform our point with the ST matrix; the notional w
12189 * coordinate is 1, hence the last part is simply added.
12194 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
12195 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
12196 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
12214 static ClutterGeometry*
12215 clutter_geometry_copy (const ClutterGeometry *geometry)
12217 return g_slice_dup (ClutterGeometry, geometry);
12221 clutter_geometry_free (ClutterGeometry *geometry)
12223 if (G_LIKELY (geometry != NULL))
12224 g_slice_free (ClutterGeometry, geometry);
12228 * clutter_geometry_union:
12229 * @geometry_a: a #ClutterGeometry
12230 * @geometry_b: another #ClutterGeometry
12231 * @result: (out): location to store the result
12233 * Find the union of two rectangles represented as #ClutterGeometry.
12238 clutter_geometry_union (const ClutterGeometry *geometry_a,
12239 const ClutterGeometry *geometry_b,
12240 ClutterGeometry *result)
12242 /* We don't try to handle rectangles that can't be represented
12243 * as a signed integer box */
12244 gint x_1 = MIN (geometry_a->x, geometry_b->x);
12245 gint y_1 = MIN (geometry_a->y, geometry_b->y);
12246 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
12247 geometry_b->x + (gint)geometry_b->width);
12248 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
12249 geometry_b->y + (gint)geometry_b->height);
12252 result->width = x_2 - x_1;
12253 result->height = y_2 - y_1;
12257 * clutter_geometry_intersects:
12258 * @geometry0: The first geometry to test
12259 * @geometry1: The second geometry to test
12261 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
12262 * they do else %FALSE.
12264 * Return value: %TRUE of @geometry0 and geometry1 intersect else
12270 clutter_geometry_intersects (const ClutterGeometry *geometry0,
12271 const ClutterGeometry *geometry1)
12273 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
12274 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
12275 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
12276 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
12283 clutter_geometry_progress (const GValue *a,
12288 const ClutterGeometry *a_geom = g_value_get_boxed (a);
12289 const ClutterGeometry *b_geom = g_value_get_boxed (b);
12290 ClutterGeometry res = { 0, };
12291 gint a_width = a_geom->width;
12292 gint b_width = b_geom->width;
12293 gint a_height = a_geom->height;
12294 gint b_height = b_geom->height;
12296 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
12297 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
12299 res.width = a_width + (b_width - a_width) * progress;
12300 res.height = a_height + (b_height - a_height) * progress;
12302 g_value_set_boxed (retval, &res);
12307 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
12308 clutter_geometry_copy,
12309 clutter_geometry_free,
12310 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
12317 * clutter_vertex_new:
12322 * Creates a new #ClutterVertex for the point in 3D space
12323 * identified by the 3 coordinates @x, @y, @z
12325 * Return value: the newly allocate #ClutterVertex. Use
12326 * clutter_vertex_free() to free the resources
12331 clutter_vertex_new (gfloat x,
12335 ClutterVertex *vertex;
12337 vertex = g_slice_new (ClutterVertex);
12346 * clutter_vertex_copy:
12347 * @vertex: a #ClutterVertex
12351 * Return value: a newly allocated copy of #ClutterVertex. Use
12352 * clutter_vertex_free() to free the allocated resources
12357 clutter_vertex_copy (const ClutterVertex *vertex)
12359 if (G_LIKELY (vertex != NULL))
12360 return g_slice_dup (ClutterVertex, vertex);
12366 * clutter_vertex_free:
12367 * @vertex: a #ClutterVertex
12369 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
12374 clutter_vertex_free (ClutterVertex *vertex)
12376 if (G_UNLIKELY (vertex != NULL))
12377 g_slice_free (ClutterVertex, vertex);
12381 * clutter_vertex_equal:
12382 * @vertex_a: a #ClutterVertex
12383 * @vertex_b: a #ClutterVertex
12385 * Compares @vertex_a and @vertex_b for equality
12387 * Return value: %TRUE if the passed #ClutterVertex are equal
12392 clutter_vertex_equal (const ClutterVertex *vertex_a,
12393 const ClutterVertex *vertex_b)
12395 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
12397 if (vertex_a == vertex_b)
12400 return vertex_a->x == vertex_b->x &&
12401 vertex_a->y == vertex_b->y &&
12402 vertex_a->z == vertex_b->z;
12406 clutter_vertex_progress (const GValue *a,
12411 const ClutterVertex *av = g_value_get_boxed (a);
12412 const ClutterVertex *bv = g_value_get_boxed (b);
12413 ClutterVertex res = { 0, };
12415 res.x = av->x + (bv->x - av->x) * progress;
12416 res.y = av->y + (bv->y - av->y) * progress;
12417 res.z = av->z + (bv->z - av->z) * progress;
12419 g_value_set_boxed (retval, &res);
12424 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
12425 clutter_vertex_copy,
12426 clutter_vertex_free,
12427 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
12430 * clutter_actor_is_rotated:
12431 * @self: a #ClutterActor
12433 * Checks whether any rotation is applied to the actor.
12435 * Return value: %TRUE if the actor is rotated.
12440 clutter_actor_is_rotated (ClutterActor *self)
12442 const ClutterTransformInfo *info;
12444 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12446 info = _clutter_actor_get_transform_info_or_defaults (self);
12448 if (info->rx_angle || info->ry_angle || info->rz_angle)
12455 * clutter_actor_is_scaled:
12456 * @self: a #ClutterActor
12458 * Checks whether the actor is scaled in either dimension.
12460 * Return value: %TRUE if the actor is scaled.
12465 clutter_actor_is_scaled (ClutterActor *self)
12467 const ClutterTransformInfo *info;
12469 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12471 info = _clutter_actor_get_transform_info_or_defaults (self);
12473 if (info->scale_x != 1.0 || info->scale_y != 1.0)
12480 _clutter_actor_get_stage_internal (ClutterActor *actor)
12482 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
12483 actor = actor->priv->parent;
12489 * clutter_actor_get_stage:
12490 * @actor: a #ClutterActor
12492 * Retrieves the #ClutterStage where @actor is contained.
12494 * Return value: (transfer none) (type Clutter.Stage): the stage
12495 * containing the actor, or %NULL
12500 clutter_actor_get_stage (ClutterActor *actor)
12502 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
12504 return _clutter_actor_get_stage_internal (actor);
12508 * clutter_actor_allocate_available_size:
12509 * @self: a #ClutterActor
12510 * @x: the actor's X coordinate
12511 * @y: the actor's Y coordinate
12512 * @available_width: the maximum available width, or -1 to use the
12513 * actor's natural width
12514 * @available_height: the maximum available height, or -1 to use the
12515 * actor's natural height
12516 * @flags: flags controlling the allocation
12518 * Allocates @self taking into account the #ClutterActor<!-- -->'s
12519 * preferred size, but limiting it to the maximum available width
12520 * and height provided.
12522 * This function will do the right thing when dealing with the
12523 * actor's request mode.
12525 * The implementation of this function is equivalent to:
12528 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12530 * clutter_actor_get_preferred_width (self, available_height,
12532 * &natural_width);
12533 * width = CLAMP (natural_width, min_width, available_width);
12535 * clutter_actor_get_preferred_height (self, width,
12537 * &natural_height);
12538 * height = CLAMP (natural_height, min_height, available_height);
12542 * clutter_actor_get_preferred_height (self, available_width,
12544 * &natural_height);
12545 * height = CLAMP (natural_height, min_height, available_height);
12547 * clutter_actor_get_preferred_width (self, height,
12549 * &natural_width);
12550 * width = CLAMP (natural_width, min_width, available_width);
12553 * box.x1 = x; box.y1 = y;
12554 * box.x2 = box.x1 + available_width;
12555 * box.y2 = box.y1 + available_height;
12556 * clutter_actor_allocate (self, &box, flags);
12559 * This function can be used by fluid layout managers to allocate
12560 * an actor's preferred size without making it bigger than the area
12561 * available for the container.
12566 clutter_actor_allocate_available_size (ClutterActor *self,
12569 gfloat available_width,
12570 gfloat available_height,
12571 ClutterAllocationFlags flags)
12573 ClutterActorPrivate *priv;
12574 gfloat width, height;
12575 gfloat min_width, min_height;
12576 gfloat natural_width, natural_height;
12577 ClutterActorBox box;
12579 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12583 width = height = 0.0;
12585 switch (priv->request_mode)
12587 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
12588 clutter_actor_get_preferred_width (self, available_height,
12591 width = CLAMP (natural_width, min_width, available_width);
12593 clutter_actor_get_preferred_height (self, width,
12596 height = CLAMP (natural_height, min_height, available_height);
12599 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
12600 clutter_actor_get_preferred_height (self, available_width,
12603 height = CLAMP (natural_height, min_height, available_height);
12605 clutter_actor_get_preferred_width (self, height,
12608 width = CLAMP (natural_width, min_width, available_width);
12615 box.x2 = box.x1 + width;
12616 box.y2 = box.y1 + height;
12617 clutter_actor_allocate (self, &box, flags);
12621 * clutter_actor_allocate_preferred_size:
12622 * @self: a #ClutterActor
12623 * @flags: flags controlling the allocation
12625 * Allocates the natural size of @self.
12627 * This function is a utility call for #ClutterActor implementations
12628 * that allocates the actor's preferred natural size. It can be used
12629 * by fixed layout managers (like #ClutterGroup or so called
12630 * 'composite actors') inside the ClutterActor::allocate
12631 * implementation to give each child exactly how much space it
12634 * This function is not meant to be used by applications. It is also
12635 * not meant to be used outside the implementation of the
12636 * ClutterActor::allocate virtual function.
12641 clutter_actor_allocate_preferred_size (ClutterActor *self,
12642 ClutterAllocationFlags flags)
12644 gfloat actor_x, actor_y;
12645 gfloat natural_width, natural_height;
12646 ClutterActorBox actor_box;
12648 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12650 actor_x = clutter_actor_get_x (self);
12651 actor_y = clutter_actor_get_y (self);
12653 clutter_actor_get_preferred_size (self,
12658 actor_box.x1 = actor_x;
12659 actor_box.y1 = actor_y;
12660 actor_box.x2 = actor_box.x1 + natural_width;
12661 actor_box.y2 = actor_box.y1 + natural_height;
12663 clutter_actor_allocate (self, &actor_box, flags);
12667 * clutter_actor_allocate_align_fill:
12668 * @self: a #ClutterActor
12669 * @box: a #ClutterActorBox, containing the available width and height
12670 * @x_align: the horizontal alignment, between 0 and 1
12671 * @y_align: the vertical alignment, between 0 and 1
12672 * @x_fill: whether the actor should fill horizontally
12673 * @y_fill: whether the actor should fill vertically
12674 * @flags: allocation flags to be passed to clutter_actor_allocate()
12676 * Allocates @self by taking into consideration the available allocation
12677 * area; an alignment factor on either axis; and whether the actor should
12678 * fill the allocation on either axis.
12680 * The @box should contain the available allocation width and height;
12681 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
12682 * allocation will be offset by their value.
12684 * This function takes into consideration the geometry request specified by
12685 * the #ClutterActor:request-mode property, and the text direction.
12687 * This function is useful for fluid layout managers, like #ClutterBinLayout
12688 * or #ClutterTableLayout
12693 clutter_actor_allocate_align_fill (ClutterActor *self,
12694 const ClutterActorBox *box,
12699 ClutterAllocationFlags flags)
12701 ClutterActorPrivate *priv;
12702 ClutterActorBox allocation = { 0, };
12703 gfloat x_offset, y_offset;
12704 gfloat available_width, available_height;
12705 gfloat child_width, child_height;
12707 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12708 g_return_if_fail (box != NULL);
12709 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
12710 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
12714 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
12715 clutter_actor_box_get_size (box, &available_width, &available_height);
12717 if (available_width < 0)
12718 available_width = 0;
12720 if (available_height < 0)
12721 available_height = 0;
12725 allocation.x1 = x_offset;
12726 allocation.x2 = allocation.x1 + available_width;
12731 allocation.y1 = y_offset;
12732 allocation.y2 = allocation.y1 + available_height;
12735 /* if we are filling horizontally and vertically then we're done */
12736 if (x_fill && y_fill)
12739 child_width = child_height = 0.0f;
12741 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12743 gfloat min_width, natural_width;
12744 gfloat min_height, natural_height;
12746 clutter_actor_get_preferred_width (self, available_height,
12750 child_width = CLAMP (natural_width, min_width, available_width);
12754 clutter_actor_get_preferred_height (self, child_width,
12758 child_height = CLAMP (natural_height, min_height, available_height);
12763 gfloat min_width, natural_width;
12764 gfloat min_height, natural_height;
12766 clutter_actor_get_preferred_height (self, available_width,
12770 child_height = CLAMP (natural_height, min_height, available_height);
12774 clutter_actor_get_preferred_width (self, child_height,
12778 child_width = CLAMP (natural_width, min_width, available_width);
12782 /* invert the horizontal alignment for RTL languages */
12783 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
12784 x_align = 1.0 - x_align;
12788 allocation.x1 = x_offset
12789 + ((available_width - child_width) * x_align);
12790 allocation.x2 = allocation.x1 + child_width;
12795 allocation.y1 = y_offset
12796 + ((available_height - child_height) * y_align);
12797 allocation.y2 = allocation.y1 + child_height;
12801 clutter_actor_box_clamp_to_pixel (&allocation);
12802 clutter_actor_allocate (self, &allocation, flags);
12806 * clutter_actor_grab_key_focus:
12807 * @self: a #ClutterActor
12809 * Sets the key focus of the #ClutterStage including @self
12810 * to this #ClutterActor.
12815 clutter_actor_grab_key_focus (ClutterActor *self)
12817 ClutterActor *stage;
12819 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12821 stage = _clutter_actor_get_stage_internal (self);
12823 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
12827 * clutter_actor_get_pango_context:
12828 * @self: a #ClutterActor
12830 * Retrieves the #PangoContext for @self. The actor's #PangoContext
12831 * is already configured using the appropriate font map, resolution
12832 * and font options.
12834 * Unlike clutter_actor_create_pango_context(), this context is owend
12835 * by the #ClutterActor and it will be updated each time the options
12836 * stored by the #ClutterBackend change.
12838 * You can use the returned #PangoContext to create a #PangoLayout
12839 * and render text using cogl_pango_render_layout() to reuse the
12840 * glyphs cache also used by Clutter.
12842 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
12843 * The returned #PangoContext is owned by the actor and should not be
12844 * unreferenced by the application code
12849 clutter_actor_get_pango_context (ClutterActor *self)
12851 ClutterActorPrivate *priv;
12853 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12857 if (priv->pango_context != NULL)
12858 return priv->pango_context;
12860 priv->pango_context = _clutter_context_get_pango_context ();
12861 g_object_ref (priv->pango_context);
12863 return priv->pango_context;
12867 * clutter_actor_create_pango_context:
12868 * @self: a #ClutterActor
12870 * Creates a #PangoContext for the given actor. The #PangoContext
12871 * is already configured using the appropriate font map, resolution
12872 * and font options.
12874 * See also clutter_actor_get_pango_context().
12876 * Return value: (transfer full): the newly created #PangoContext.
12877 * Use g_object_unref() on the returned value to deallocate its
12883 clutter_actor_create_pango_context (ClutterActor *self)
12885 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12887 return _clutter_context_create_pango_context ();
12891 * clutter_actor_create_pango_layout:
12892 * @self: a #ClutterActor
12893 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
12895 * Creates a new #PangoLayout from the same #PangoContext used
12896 * by the #ClutterActor. The #PangoLayout is already configured
12897 * with the font map, resolution and font options, and the
12900 * If you want to keep around a #PangoLayout created by this
12901 * function you will have to connect to the #ClutterBackend::font-changed
12902 * and #ClutterBackend::resolution-changed signals, and call
12903 * pango_layout_context_changed() in response to them.
12905 * Return value: (transfer full): the newly created #PangoLayout.
12906 * Use g_object_unref() when done
12911 clutter_actor_create_pango_layout (ClutterActor *self,
12914 PangoContext *context;
12915 PangoLayout *layout;
12917 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12919 context = clutter_actor_get_pango_context (self);
12920 layout = pango_layout_new (context);
12923 pango_layout_set_text (layout, text, -1);
12928 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
12929 * ClutterOffscreenEffect.
12932 _clutter_actor_set_opacity_override (ClutterActor *self,
12935 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12937 self->priv->opacity_override = opacity;
12941 _clutter_actor_get_opacity_override (ClutterActor *self)
12943 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
12945 return self->priv->opacity_override;
12948 /* Allows you to disable applying the actors model view transform during
12949 * a paint. Used by ClutterClone. */
12951 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
12954 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12956 self->priv->enable_model_view_transform = enable;
12960 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
12963 ClutterActorPrivate *priv;
12965 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12969 priv->enable_paint_unmapped = enable;
12971 if (priv->enable_paint_unmapped)
12973 /* Make sure that the parents of the widget are realized first;
12974 * otherwise checks in clutter_actor_update_map_state() will
12977 clutter_actor_realize (self);
12979 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
12983 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
12988 clutter_anchor_coord_get_units (ClutterActor *self,
12989 const AnchorCoord *coord,
12994 if (coord->is_fractional)
12996 gfloat actor_width, actor_height;
12998 clutter_actor_get_size (self, &actor_width, &actor_height);
13001 *x = actor_width * coord->v.fraction.x;
13004 *y = actor_height * coord->v.fraction.y;
13012 *x = coord->v.units.x;
13015 *y = coord->v.units.y;
13018 *z = coord->v.units.z;
13023 clutter_anchor_coord_set_units (AnchorCoord *coord,
13028 coord->is_fractional = FALSE;
13029 coord->v.units.x = x;
13030 coord->v.units.y = y;
13031 coord->v.units.z = z;
13034 static ClutterGravity
13035 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
13037 if (coord->is_fractional)
13039 if (coord->v.fraction.x == 0.0)
13041 if (coord->v.fraction.y == 0.0)
13042 return CLUTTER_GRAVITY_NORTH_WEST;
13043 else if (coord->v.fraction.y == 0.5)
13044 return CLUTTER_GRAVITY_WEST;
13045 else if (coord->v.fraction.y == 1.0)
13046 return CLUTTER_GRAVITY_SOUTH_WEST;
13048 return CLUTTER_GRAVITY_NONE;
13050 else if (coord->v.fraction.x == 0.5)
13052 if (coord->v.fraction.y == 0.0)
13053 return CLUTTER_GRAVITY_NORTH;
13054 else if (coord->v.fraction.y == 0.5)
13055 return CLUTTER_GRAVITY_CENTER;
13056 else if (coord->v.fraction.y == 1.0)
13057 return CLUTTER_GRAVITY_SOUTH;
13059 return CLUTTER_GRAVITY_NONE;
13061 else if (coord->v.fraction.x == 1.0)
13063 if (coord->v.fraction.y == 0.0)
13064 return CLUTTER_GRAVITY_NORTH_EAST;
13065 else if (coord->v.fraction.y == 0.5)
13066 return CLUTTER_GRAVITY_EAST;
13067 else if (coord->v.fraction.y == 1.0)
13068 return CLUTTER_GRAVITY_SOUTH_EAST;
13070 return CLUTTER_GRAVITY_NONE;
13073 return CLUTTER_GRAVITY_NONE;
13076 return CLUTTER_GRAVITY_NONE;
13080 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
13081 ClutterGravity gravity)
13085 case CLUTTER_GRAVITY_NORTH:
13086 coord->v.fraction.x = 0.5;
13087 coord->v.fraction.y = 0.0;
13090 case CLUTTER_GRAVITY_NORTH_EAST:
13091 coord->v.fraction.x = 1.0;
13092 coord->v.fraction.y = 0.0;
13095 case CLUTTER_GRAVITY_EAST:
13096 coord->v.fraction.x = 1.0;
13097 coord->v.fraction.y = 0.5;
13100 case CLUTTER_GRAVITY_SOUTH_EAST:
13101 coord->v.fraction.x = 1.0;
13102 coord->v.fraction.y = 1.0;
13105 case CLUTTER_GRAVITY_SOUTH:
13106 coord->v.fraction.x = 0.5;
13107 coord->v.fraction.y = 1.0;
13110 case CLUTTER_GRAVITY_SOUTH_WEST:
13111 coord->v.fraction.x = 0.0;
13112 coord->v.fraction.y = 1.0;
13115 case CLUTTER_GRAVITY_WEST:
13116 coord->v.fraction.x = 0.0;
13117 coord->v.fraction.y = 0.5;
13120 case CLUTTER_GRAVITY_NORTH_WEST:
13121 coord->v.fraction.x = 0.0;
13122 coord->v.fraction.y = 0.0;
13125 case CLUTTER_GRAVITY_CENTER:
13126 coord->v.fraction.x = 0.5;
13127 coord->v.fraction.y = 0.5;
13131 coord->v.fraction.x = 0.0;
13132 coord->v.fraction.y = 0.0;
13136 coord->is_fractional = TRUE;
13140 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
13142 if (coord->is_fractional)
13143 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
13145 return (coord->v.units.x == 0.0
13146 && coord->v.units.y == 0.0
13147 && coord->v.units.z == 0.0);
13151 * clutter_actor_get_flags:
13152 * @self: a #ClutterActor
13154 * Retrieves the flags set on @self
13156 * Return value: a bitwise or of #ClutterActorFlags or 0
13161 clutter_actor_get_flags (ClutterActor *self)
13163 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
13165 return self->flags;
13169 * clutter_actor_set_flags:
13170 * @self: a #ClutterActor
13171 * @flags: the flags to set
13173 * Sets @flags on @self
13175 * This function will emit notifications for the changed properties
13180 clutter_actor_set_flags (ClutterActor *self,
13181 ClutterActorFlags flags)
13183 ClutterActorFlags old_flags;
13185 gboolean was_reactive_set, reactive_set;
13186 gboolean was_realized_set, realized_set;
13187 gboolean was_mapped_set, mapped_set;
13188 gboolean was_visible_set, visible_set;
13190 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13192 if (self->flags == flags)
13195 obj = G_OBJECT (self);
13196 g_object_ref (obj);
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 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13209 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13210 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13211 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13213 if (reactive_set != was_reactive_set)
13214 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13216 if (realized_set != was_realized_set)
13217 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13219 if (mapped_set != was_mapped_set)
13220 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13222 if (visible_set != was_visible_set)
13223 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13225 g_object_thaw_notify (obj);
13226 g_object_unref (obj);
13230 * clutter_actor_unset_flags:
13231 * @self: a #ClutterActor
13232 * @flags: the flags to unset
13234 * Unsets @flags on @self
13236 * This function will emit notifications for the changed properties
13241 clutter_actor_unset_flags (ClutterActor *self,
13242 ClutterActorFlags flags)
13244 ClutterActorFlags old_flags;
13246 gboolean was_reactive_set, reactive_set;
13247 gboolean was_realized_set, realized_set;
13248 gboolean was_mapped_set, mapped_set;
13249 gboolean was_visible_set, visible_set;
13251 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13253 obj = G_OBJECT (self);
13254 g_object_freeze_notify (obj);
13256 old_flags = self->flags;
13258 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13259 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13260 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13261 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13263 self->flags &= ~flags;
13265 if (self->flags == old_flags)
13268 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13269 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13270 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13271 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13273 if (reactive_set != was_reactive_set)
13274 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13276 if (realized_set != was_realized_set)
13277 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13279 if (mapped_set != was_mapped_set)
13280 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13282 if (visible_set != was_visible_set)
13283 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13285 g_object_thaw_notify (obj);
13289 * clutter_actor_get_transformation_matrix:
13290 * @self: a #ClutterActor
13291 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
13293 * Retrieves the transformations applied to @self relative to its
13299 clutter_actor_get_transformation_matrix (ClutterActor *self,
13300 CoglMatrix *matrix)
13302 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13304 cogl_matrix_init_identity (matrix);
13306 _clutter_actor_apply_modelview_transform (self, matrix);
13310 _clutter_actor_set_in_clone_paint (ClutterActor *self,
13311 gboolean is_in_clone_paint)
13313 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13314 self->priv->in_clone_paint = is_in_clone_paint;
13318 * clutter_actor_is_in_clone_paint:
13319 * @self: a #ClutterActor
13321 * Checks whether @self is being currently painted by a #ClutterClone
13323 * This function is useful only inside the ::paint virtual function
13324 * implementations or within handlers for the #ClutterActor::paint
13327 * This function should not be used by applications
13329 * Return value: %TRUE if the #ClutterActor is currently being painted
13330 * by a #ClutterClone, and %FALSE otherwise
13335 clutter_actor_is_in_clone_paint (ClutterActor *self)
13337 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13339 return self->priv->in_clone_paint;
13343 set_direction_recursive (ClutterActor *actor,
13344 gpointer user_data)
13346 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
13348 clutter_actor_set_text_direction (actor, text_dir);
13354 * clutter_actor_set_text_direction:
13355 * @self: a #ClutterActor
13356 * @text_dir: the text direction for @self
13358 * Sets the #ClutterTextDirection for an actor
13360 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
13362 * If @self implements #ClutterContainer then this function will recurse
13363 * inside all the children of @self (including the internal ones).
13365 * Composite actors not implementing #ClutterContainer, or actors requiring
13366 * special handling when the text direction changes, should connect to
13367 * the #GObject::notify signal for the #ClutterActor:text-direction property
13372 clutter_actor_set_text_direction (ClutterActor *self,
13373 ClutterTextDirection text_dir)
13375 ClutterActorPrivate *priv;
13377 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13378 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
13382 if (priv->text_direction != text_dir)
13384 priv->text_direction = text_dir;
13386 /* we need to emit the notify::text-direction first, so that
13387 * the sub-classes can catch that and do specific handling of
13388 * the text direction; see clutter_text_direction_changed_cb()
13389 * inside clutter-text.c
13391 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
13393 _clutter_actor_foreach_child (self, set_direction_recursive,
13394 GINT_TO_POINTER (text_dir));
13396 clutter_actor_queue_relayout (self);
13401 _clutter_actor_set_has_pointer (ClutterActor *self,
13402 gboolean has_pointer)
13404 ClutterActorPrivate *priv = self->priv;
13406 if (priv->has_pointer != has_pointer)
13408 priv->has_pointer = has_pointer;
13410 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
13415 * clutter_actor_get_text_direction:
13416 * @self: a #ClutterActor
13418 * Retrieves the value set using clutter_actor_set_text_direction()
13420 * If no text direction has been previously set, the default text
13421 * direction, as returned by clutter_get_default_text_direction(), will
13422 * be returned instead
13424 * Return value: the #ClutterTextDirection for the actor
13428 ClutterTextDirection
13429 clutter_actor_get_text_direction (ClutterActor *self)
13431 ClutterActorPrivate *priv;
13433 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
13434 CLUTTER_TEXT_DIRECTION_LTR);
13438 /* if no direction has been set yet use the default */
13439 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
13440 priv->text_direction = clutter_get_default_text_direction ();
13442 return priv->text_direction;
13446 * clutter_actor_push_internal:
13447 * @self: a #ClutterActor
13449 * Should be used by actors implementing the #ClutterContainer and with
13450 * internal children added through clutter_actor_set_parent(), for instance:
13454 * my_actor_init (MyActor *self)
13456 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
13458 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
13460 * /* calling clutter_actor_set_parent() now will result in
13461 * * the internal flag being set on a child of MyActor
13464 * /* internal child - a background texture */
13465 * self->priv->background_tex = clutter_texture_new ();
13466 * clutter_actor_set_parent (self->priv->background_tex,
13467 * CLUTTER_ACTOR (self));
13469 * /* internal child - a label */
13470 * self->priv->label = clutter_text_new ();
13471 * clutter_actor_set_parent (self->priv->label,
13472 * CLUTTER_ACTOR (self));
13474 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
13476 * /* calling clutter_actor_set_parent() now will not result in
13477 * * the internal flag being set on a child of MyActor
13482 * This function will be used by Clutter to toggle an "internal child"
13483 * flag whenever clutter_actor_set_parent() is called; internal children
13484 * are handled differently by Clutter, specifically when destroying their
13487 * Call clutter_actor_pop_internal() when you finished adding internal
13490 * Nested calls to clutter_actor_push_internal() are allowed, but each
13491 * one must by followed by a clutter_actor_pop_internal() call.
13495 * Deprecated: 1.10: All children of an actor are accessible through
13496 * the #ClutterActor API, and #ClutterActor implements the
13497 * #ClutterContainer interface, so this function is only useful
13498 * for legacy containers overriding the default implementation.
13501 clutter_actor_push_internal (ClutterActor *self)
13503 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13505 self->priv->internal_child += 1;
13509 * clutter_actor_pop_internal:
13510 * @self: a #ClutterActor
13512 * Disables the effects of clutter_actor_push_internal().
13516 * Deprecated: 1.10: All children of an actor are accessible through
13517 * the #ClutterActor API. This function is only useful for legacy
13518 * containers overriding the default implementation of the
13519 * #ClutterContainer interface.
13522 clutter_actor_pop_internal (ClutterActor *self)
13524 ClutterActorPrivate *priv;
13526 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13530 if (priv->internal_child == 0)
13532 g_warning ("Mismatched %s: you need to call "
13533 "clutter_actor_push_composite() at least once before "
13534 "calling this function", G_STRFUNC);
13538 priv->internal_child -= 1;
13542 * clutter_actor_has_pointer:
13543 * @self: a #ClutterActor
13545 * Checks whether an actor contains the pointer of a
13546 * #ClutterInputDevice
13548 * Return value: %TRUE if the actor contains the pointer, and
13554 clutter_actor_has_pointer (ClutterActor *self)
13556 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13558 return self->priv->has_pointer;
13561 /* XXX: This is a workaround for not being able to break the ABI of
13562 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
13563 * clutter_actor_queue_clipped_redraw() for details.
13565 ClutterPaintVolume *
13566 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
13568 return g_object_get_data (G_OBJECT (self),
13569 "-clutter-actor-queue-redraw-clip");
13573 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
13574 ClutterPaintVolume *clip)
13576 g_object_set_data (G_OBJECT (self),
13577 "-clutter-actor-queue-redraw-clip",
13582 * clutter_actor_has_allocation:
13583 * @self: a #ClutterActor
13585 * Checks if the actor has an up-to-date allocation assigned to
13586 * it. This means that the actor should have an allocation: it's
13587 * visible and has a parent. It also means that there is no
13588 * outstanding relayout request in progress for the actor or its
13589 * children (There might be other outstanding layout requests in
13590 * progress that will cause the actor to get a new allocation
13591 * when the stage is laid out, however).
13593 * If this function returns %FALSE, then the actor will normally
13594 * be allocated before it is next drawn on the screen.
13596 * Return value: %TRUE if the actor has an up-to-date allocation
13601 clutter_actor_has_allocation (ClutterActor *self)
13603 ClutterActorPrivate *priv;
13605 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13609 return priv->parent != NULL &&
13610 CLUTTER_ACTOR_IS_VISIBLE (self) &&
13611 !priv->needs_allocation;
13615 * clutter_actor_add_action:
13616 * @self: a #ClutterActor
13617 * @action: a #ClutterAction
13619 * Adds @action to the list of actions applied to @self
13621 * A #ClutterAction can only belong to one actor at a time
13623 * The #ClutterActor will hold a reference on @action until either
13624 * clutter_actor_remove_action() or clutter_actor_clear_actions()
13630 clutter_actor_add_action (ClutterActor *self,
13631 ClutterAction *action)
13633 ClutterActorPrivate *priv;
13635 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13636 g_return_if_fail (CLUTTER_IS_ACTION (action));
13640 if (priv->actions == NULL)
13642 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13643 priv->actions->actor = self;
13646 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
13648 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13652 * clutter_actor_add_action_with_name:
13653 * @self: a #ClutterActor
13654 * @name: the name to set on the action
13655 * @action: a #ClutterAction
13657 * A convenience function for setting the name of a #ClutterAction
13658 * while adding it to the list of actions applied to @self
13660 * This function is the logical equivalent of:
13663 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13664 * clutter_actor_add_action (self, action);
13670 clutter_actor_add_action_with_name (ClutterActor *self,
13672 ClutterAction *action)
13674 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13675 g_return_if_fail (name != NULL);
13676 g_return_if_fail (CLUTTER_IS_ACTION (action));
13678 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13679 clutter_actor_add_action (self, action);
13683 * clutter_actor_remove_action:
13684 * @self: a #ClutterActor
13685 * @action: a #ClutterAction
13687 * Removes @action from the list of actions applied to @self
13689 * The reference held by @self on the #ClutterAction will be released
13694 clutter_actor_remove_action (ClutterActor *self,
13695 ClutterAction *action)
13697 ClutterActorPrivate *priv;
13699 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13700 g_return_if_fail (CLUTTER_IS_ACTION (action));
13704 if (priv->actions == NULL)
13707 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
13709 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13713 * clutter_actor_remove_action_by_name:
13714 * @self: a #ClutterActor
13715 * @name: the name of the action to remove
13717 * Removes the #ClutterAction with the given name from the list
13718 * of actions applied to @self
13723 clutter_actor_remove_action_by_name (ClutterActor *self,
13726 ClutterActorPrivate *priv;
13727 ClutterActorMeta *meta;
13729 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13730 g_return_if_fail (name != NULL);
13734 if (priv->actions == NULL)
13737 meta = _clutter_meta_group_get_meta (priv->actions, name);
13741 _clutter_meta_group_remove_meta (priv->actions, meta);
13743 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13747 * clutter_actor_get_actions:
13748 * @self: a #ClutterActor
13750 * Retrieves the list of actions applied to @self
13752 * Return value: (transfer container) (element-type Clutter.Action): a copy
13753 * of the list of #ClutterAction<!-- -->s. The contents of the list are
13754 * owned by the #ClutterActor. Use g_list_free() to free the resources
13755 * allocated by the returned #GList
13760 clutter_actor_get_actions (ClutterActor *self)
13762 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13764 if (self->priv->actions == NULL)
13767 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
13771 * clutter_actor_get_action:
13772 * @self: a #ClutterActor
13773 * @name: the name of the action to retrieve
13775 * Retrieves the #ClutterAction with the given name in the list
13776 * of actions applied to @self
13778 * Return value: (transfer none): a #ClutterAction for the given
13779 * name, or %NULL. The returned #ClutterAction is owned by the
13780 * actor and it should not be unreferenced directly
13785 clutter_actor_get_action (ClutterActor *self,
13788 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13789 g_return_val_if_fail (name != NULL, NULL);
13791 if (self->priv->actions == NULL)
13794 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
13798 * clutter_actor_clear_actions:
13799 * @self: a #ClutterActor
13801 * Clears the list of actions applied to @self
13806 clutter_actor_clear_actions (ClutterActor *self)
13808 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13810 if (self->priv->actions == NULL)
13813 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
13817 * clutter_actor_add_constraint:
13818 * @self: a #ClutterActor
13819 * @constraint: a #ClutterConstraint
13821 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
13824 * The #ClutterActor will hold a reference on the @constraint until
13825 * either clutter_actor_remove_constraint() or
13826 * clutter_actor_clear_constraints() is called.
13831 clutter_actor_add_constraint (ClutterActor *self,
13832 ClutterConstraint *constraint)
13834 ClutterActorPrivate *priv;
13836 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13837 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13841 if (priv->constraints == NULL)
13843 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13844 priv->constraints->actor = self;
13847 _clutter_meta_group_add_meta (priv->constraints,
13848 CLUTTER_ACTOR_META (constraint));
13849 clutter_actor_queue_relayout (self);
13851 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13855 * clutter_actor_add_constraint_with_name:
13856 * @self: a #ClutterActor
13857 * @name: the name to set on the constraint
13858 * @constraint: a #ClutterConstraint
13860 * A convenience function for setting the name of a #ClutterConstraint
13861 * while adding it to the list of constraints applied to @self
13863 * This function is the logical equivalent of:
13866 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13867 * clutter_actor_add_constraint (self, constraint);
13873 clutter_actor_add_constraint_with_name (ClutterActor *self,
13875 ClutterConstraint *constraint)
13877 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13878 g_return_if_fail (name != NULL);
13879 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13881 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13882 clutter_actor_add_constraint (self, constraint);
13886 * clutter_actor_remove_constraint:
13887 * @self: a #ClutterActor
13888 * @constraint: a #ClutterConstraint
13890 * Removes @constraint from the list of constraints applied to @self
13892 * The reference held by @self on the #ClutterConstraint will be released
13897 clutter_actor_remove_constraint (ClutterActor *self,
13898 ClutterConstraint *constraint)
13900 ClutterActorPrivate *priv;
13902 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13903 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13907 if (priv->constraints == NULL)
13910 _clutter_meta_group_remove_meta (priv->constraints,
13911 CLUTTER_ACTOR_META (constraint));
13912 clutter_actor_queue_relayout (self);
13914 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13918 * clutter_actor_remove_constraint_by_name:
13919 * @self: a #ClutterActor
13920 * @name: the name of the constraint to remove
13922 * Removes the #ClutterConstraint with the given name from the list
13923 * of constraints applied to @self
13928 clutter_actor_remove_constraint_by_name (ClutterActor *self,
13931 ClutterActorPrivate *priv;
13932 ClutterActorMeta *meta;
13934 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13935 g_return_if_fail (name != NULL);
13939 if (priv->constraints == NULL)
13942 meta = _clutter_meta_group_get_meta (priv->constraints, name);
13946 _clutter_meta_group_remove_meta (priv->constraints, meta);
13947 clutter_actor_queue_relayout (self);
13951 * clutter_actor_get_constraints:
13952 * @self: a #ClutterActor
13954 * Retrieves the list of constraints applied to @self
13956 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
13957 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
13958 * owned by the #ClutterActor. Use g_list_free() to free the resources
13959 * allocated by the returned #GList
13964 clutter_actor_get_constraints (ClutterActor *self)
13966 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13968 if (self->priv->constraints == NULL)
13971 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
13975 * clutter_actor_get_constraint:
13976 * @self: a #ClutterActor
13977 * @name: the name of the constraint to retrieve
13979 * Retrieves the #ClutterConstraint with the given name in the list
13980 * of constraints applied to @self
13982 * Return value: (transfer none): a #ClutterConstraint for the given
13983 * name, or %NULL. The returned #ClutterConstraint is owned by the
13984 * actor and it should not be unreferenced directly
13988 ClutterConstraint *
13989 clutter_actor_get_constraint (ClutterActor *self,
13992 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13993 g_return_val_if_fail (name != NULL, NULL);
13995 if (self->priv->constraints == NULL)
13998 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
14002 * clutter_actor_clear_constraints:
14003 * @self: a #ClutterActor
14005 * Clears the list of constraints applied to @self
14010 clutter_actor_clear_constraints (ClutterActor *self)
14012 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14014 if (self->priv->constraints == NULL)
14017 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
14019 clutter_actor_queue_relayout (self);
14023 * clutter_actor_set_clip_to_allocation:
14024 * @self: a #ClutterActor
14025 * @clip_set: %TRUE to apply a clip tracking the allocation
14027 * Sets whether @self should be clipped to the same size as its
14033 clutter_actor_set_clip_to_allocation (ClutterActor *self,
14036 ClutterActorPrivate *priv;
14038 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14040 clip_set = !!clip_set;
14044 if (priv->clip_to_allocation != clip_set)
14046 priv->clip_to_allocation = clip_set;
14048 clutter_actor_queue_redraw (self);
14050 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
14055 * clutter_actor_get_clip_to_allocation:
14056 * @self: a #ClutterActor
14058 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
14060 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
14065 clutter_actor_get_clip_to_allocation (ClutterActor *self)
14067 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14069 return self->priv->clip_to_allocation;
14073 * clutter_actor_add_effect:
14074 * @self: a #ClutterActor
14075 * @effect: a #ClutterEffect
14077 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
14079 * The #ClutterActor will hold a reference on the @effect until either
14080 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
14086 clutter_actor_add_effect (ClutterActor *self,
14087 ClutterEffect *effect)
14089 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14090 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14092 _clutter_actor_add_effect_internal (self, effect);
14094 clutter_actor_queue_redraw (self);
14096 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14100 * clutter_actor_add_effect_with_name:
14101 * @self: a #ClutterActor
14102 * @name: the name to set on the effect
14103 * @effect: a #ClutterEffect
14105 * A convenience function for setting the name of a #ClutterEffect
14106 * while adding it to the list of effectss applied to @self
14108 * This function is the logical equivalent of:
14111 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14112 * clutter_actor_add_effect (self, effect);
14118 clutter_actor_add_effect_with_name (ClutterActor *self,
14120 ClutterEffect *effect)
14122 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14123 g_return_if_fail (name != NULL);
14124 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14126 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14127 clutter_actor_add_effect (self, effect);
14131 * clutter_actor_remove_effect:
14132 * @self: a #ClutterActor
14133 * @effect: a #ClutterEffect
14135 * Removes @effect from the list of effects applied to @self
14137 * The reference held by @self on the #ClutterEffect will be released
14142 clutter_actor_remove_effect (ClutterActor *self,
14143 ClutterEffect *effect)
14145 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14146 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14148 _clutter_actor_remove_effect_internal (self, effect);
14150 clutter_actor_queue_redraw (self);
14152 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14156 * clutter_actor_remove_effect_by_name:
14157 * @self: a #ClutterActor
14158 * @name: the name of the effect to remove
14160 * Removes the #ClutterEffect with the given name from the list
14161 * of effects applied to @self
14166 clutter_actor_remove_effect_by_name (ClutterActor *self,
14169 ClutterActorPrivate *priv;
14170 ClutterActorMeta *meta;
14172 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14173 g_return_if_fail (name != NULL);
14177 if (priv->effects == NULL)
14180 meta = _clutter_meta_group_get_meta (priv->effects, name);
14184 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
14188 * clutter_actor_get_effects:
14189 * @self: a #ClutterActor
14191 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
14193 * Return value: (transfer container) (element-type Clutter.Effect): a list
14194 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
14195 * list are owned by Clutter and they should not be freed. You should
14196 * free the returned list using g_list_free() when done
14201 clutter_actor_get_effects (ClutterActor *self)
14203 ClutterActorPrivate *priv;
14205 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14209 if (priv->effects == NULL)
14212 return _clutter_meta_group_get_metas_no_internal (priv->effects);
14216 * clutter_actor_get_effect:
14217 * @self: a #ClutterActor
14218 * @name: the name of the effect to retrieve
14220 * Retrieves the #ClutterEffect with the given name in the list
14221 * of effects applied to @self
14223 * Return value: (transfer none): a #ClutterEffect for the given
14224 * name, or %NULL. The returned #ClutterEffect is owned by the
14225 * actor and it should not be unreferenced directly
14230 clutter_actor_get_effect (ClutterActor *self,
14233 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14234 g_return_val_if_fail (name != NULL, NULL);
14236 if (self->priv->effects == NULL)
14239 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
14243 * clutter_actor_clear_effects:
14244 * @self: a #ClutterActor
14246 * Clears the list of effects applied to @self
14251 clutter_actor_clear_effects (ClutterActor *self)
14253 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14255 if (self->priv->effects == NULL)
14258 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
14260 clutter_actor_queue_redraw (self);
14264 * clutter_actor_has_key_focus:
14265 * @self: a #ClutterActor
14267 * Checks whether @self is the #ClutterActor that has key focus
14269 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
14274 clutter_actor_has_key_focus (ClutterActor *self)
14276 ClutterActor *stage;
14278 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14280 stage = _clutter_actor_get_stage_internal (self);
14284 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
14288 _clutter_actor_get_paint_volume_real (ClutterActor *self,
14289 ClutterPaintVolume *pv)
14291 ClutterActorPrivate *priv = self->priv;
14293 /* Actors are only expected to report a valid paint volume
14294 * while they have a valid allocation. */
14295 if (G_UNLIKELY (priv->needs_allocation))
14297 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14298 "Actor needs allocation",
14299 _clutter_actor_get_debug_name (self));
14303 /* Check if there are any handlers connected to the paint
14304 * signal. If there are then all bets are off for what the paint
14305 * volume for this actor might possibly be!
14307 * XXX: It's expected that this is going to end up being quite a
14308 * costly check to have to do here, but we haven't come up with
14309 * another solution that can reliably catch paint signal handlers at
14310 * the right time to either avoid artefacts due to invalid stage
14311 * clipping or due to incorrect culling.
14313 * Previously we checked in clutter_actor_paint(), but at that time
14314 * we may already be using a stage clip that could be derived from
14315 * an invalid paint-volume. We used to try and handle that by
14316 * queuing a follow up, unclipped, redraw but still the previous
14317 * checking wasn't enough to catch invalid volumes involved in
14318 * culling (considering that containers may derive their volume from
14319 * children that haven't yet been painted)
14321 * Longer term, improved solutions could be:
14322 * - Disallow painting in the paint signal, only allow using it
14323 * for tracking when paints happen. We can add another API that
14324 * allows monkey patching the paint of arbitrary actors but in a
14325 * more controlled way and that also supports modifying the
14327 * - If we could be notified somehow when signal handlers are
14328 * connected we wouldn't have to poll for handlers like this.
14330 if (g_signal_has_handler_pending (self,
14331 actor_signals[PAINT],
14335 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14336 "Actor has \"paint\" signal handlers",
14337 _clutter_actor_get_debug_name (self));
14341 _clutter_paint_volume_init_static (pv, self);
14343 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
14345 clutter_paint_volume_free (pv);
14346 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14347 "Actor failed to report a volume",
14348 _clutter_actor_get_debug_name (self));
14352 /* since effects can modify the paint volume, we allow them to actually
14353 * do this by making get_paint_volume() "context sensitive"
14355 if (priv->effects != NULL)
14357 if (priv->current_effect != NULL)
14359 const GList *effects, *l;
14361 /* if we are being called from within the paint sequence of
14362 * an actor, get the paint volume up to the current effect
14364 effects = _clutter_meta_group_peek_metas (priv->effects);
14366 l != NULL || (l != NULL && l->data != priv->current_effect);
14369 if (!_clutter_effect_get_paint_volume (l->data, pv))
14371 clutter_paint_volume_free (pv);
14372 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14373 "Effect (%s) failed to report a volume",
14374 _clutter_actor_get_debug_name (self),
14375 _clutter_actor_meta_get_debug_name (l->data));
14382 const GList *effects, *l;
14384 /* otherwise, get the cumulative volume */
14385 effects = _clutter_meta_group_peek_metas (priv->effects);
14386 for (l = effects; l != NULL; l = l->next)
14387 if (!_clutter_effect_get_paint_volume (l->data, pv))
14389 clutter_paint_volume_free (pv);
14390 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14391 "Effect (%s) failed to report a volume",
14392 _clutter_actor_get_debug_name (self),
14393 _clutter_actor_meta_get_debug_name (l->data));
14402 /* The public clutter_actor_get_paint_volume API returns a const
14403 * pointer since we return a pointer directly to the cached
14404 * PaintVolume associated with the actor and don't want the user to
14405 * inadvertently modify it, but for internal uses we sometimes need
14406 * access to the same PaintVolume but need to apply some book-keeping
14407 * modifications to it so we don't want a const pointer.
14409 static ClutterPaintVolume *
14410 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
14412 ClutterActorPrivate *priv;
14416 if (priv->paint_volume_valid)
14417 clutter_paint_volume_free (&priv->paint_volume);
14419 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
14421 priv->paint_volume_valid = TRUE;
14422 return &priv->paint_volume;
14426 priv->paint_volume_valid = FALSE;
14432 * clutter_actor_get_paint_volume:
14433 * @self: a #ClutterActor
14435 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
14436 * when a paint volume can't be determined.
14438 * The paint volume is defined as the 3D space occupied by an actor
14439 * when being painted.
14441 * This function will call the <function>get_paint_volume()</function>
14442 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
14443 * should not usually care about overriding the default implementation,
14444 * unless they are, for instance: painting outside their allocation, or
14445 * actors with a depth factor (not in terms of #ClutterActor:depth but real
14448 * <note>2D actors overriding <function>get_paint_volume()</function>
14449 * ensure their volume has a depth of 0. (This will be true so long as
14450 * you don't call clutter_paint_volume_set_depth().)</note>
14452 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14453 * or %NULL if no volume could be determined.
14457 const ClutterPaintVolume *
14458 clutter_actor_get_paint_volume (ClutterActor *self)
14460 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14462 return _clutter_actor_get_paint_volume_mutable (self);
14466 * clutter_actor_get_transformed_paint_volume:
14467 * @self: a #ClutterActor
14468 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
14469 * (or %NULL for the stage)
14471 * Retrieves the 3D paint volume of an actor like
14472 * clutter_actor_get_paint_volume() does (Please refer to the
14473 * documentation of clutter_actor_get_paint_volume() for more
14474 * details.) and it additionally transforms the paint volume into the
14475 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
14476 * is passed for @relative_to_ancestor)
14478 * This can be used by containers that base their paint volume on
14479 * the volume of their children. Such containers can query the
14480 * transformed paint volume of all of its children and union them
14481 * together using clutter_paint_volume_union().
14483 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14484 * or %NULL if no volume could be determined.
14488 const ClutterPaintVolume *
14489 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
14490 ClutterActor *relative_to_ancestor)
14492 const ClutterPaintVolume *volume;
14493 ClutterActor *stage;
14494 ClutterPaintVolume *transformed_volume;
14496 stage = _clutter_actor_get_stage_internal (self);
14497 if (G_UNLIKELY (stage == NULL))
14500 if (relative_to_ancestor == NULL)
14501 relative_to_ancestor = stage;
14503 volume = clutter_actor_get_paint_volume (self);
14504 if (volume == NULL)
14507 transformed_volume =
14508 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
14510 _clutter_paint_volume_copy_static (volume, transformed_volume);
14512 _clutter_paint_volume_transform_relative (transformed_volume,
14513 relative_to_ancestor);
14515 return transformed_volume;
14519 * clutter_actor_get_paint_box:
14520 * @self: a #ClutterActor
14521 * @box: (out): return location for a #ClutterActorBox
14523 * Retrieves the paint volume of the passed #ClutterActor, and
14524 * transforms it into a 2D bounding box in stage coordinates.
14526 * This function is useful to determine the on screen area occupied by
14527 * the actor. The box is only an approximation and may often be
14528 * considerably larger due to the optimizations used to calculate the
14529 * box. The box is never smaller though, so it can reliably be used
14532 * There are times when a 2D paint box can't be determined, e.g.
14533 * because the actor isn't yet parented under a stage or because
14534 * the actor is unable to determine a paint volume.
14536 * Return value: %TRUE if a 2D paint box could be determined, else
14542 clutter_actor_get_paint_box (ClutterActor *self,
14543 ClutterActorBox *box)
14545 ClutterActor *stage;
14546 ClutterPaintVolume *pv;
14548 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14549 g_return_val_if_fail (box != NULL, FALSE);
14551 stage = _clutter_actor_get_stage_internal (self);
14552 if (G_UNLIKELY (!stage))
14555 pv = _clutter_actor_get_paint_volume_mutable (self);
14556 if (G_UNLIKELY (!pv))
14559 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
14565 * clutter_actor_has_overlaps:
14566 * @self: A #ClutterActor
14568 * Asks the actor's implementation whether it may contain overlapping
14571 * For example; Clutter may use this to determine whether the painting
14572 * should be redirected to an offscreen buffer to correctly implement
14573 * the opacity property.
14575 * Custom actors can override the default response by implementing the
14576 * #ClutterActor <function>has_overlaps</function> virtual function. See
14577 * clutter_actor_set_offscreen_redirect() for more information.
14579 * Return value: %TRUE if the actor may have overlapping primitives, and
14585 clutter_actor_has_overlaps (ClutterActor *self)
14587 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14589 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
14593 * clutter_actor_has_effects:
14594 * @self: A #ClutterActor
14596 * Returns whether the actor has any effects applied.
14598 * Return value: %TRUE if the actor has any effects,
14604 clutter_actor_has_effects (ClutterActor *self)
14606 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14608 if (self->priv->effects == NULL)
14611 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
14615 * clutter_actor_has_constraints:
14616 * @self: A #ClutterActor
14618 * Returns whether the actor has any constraints applied.
14620 * Return value: %TRUE if the actor has any constraints,
14626 clutter_actor_has_constraints (ClutterActor *self)
14628 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14630 return self->priv->constraints != NULL;
14634 * clutter_actor_has_actions:
14635 * @self: A #ClutterActor
14637 * Returns whether the actor has any actions applied.
14639 * Return value: %TRUE if the actor has any actions,
14645 clutter_actor_has_actions (ClutterActor *self)
14647 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14649 return self->priv->actions != NULL;
14653 * clutter_actor_get_n_children:
14654 * @self: a #ClutterActor
14656 * Retrieves the number of children of @self.
14658 * Return value: the number of children of an actor
14663 clutter_actor_get_n_children (ClutterActor *self)
14665 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14667 return self->priv->n_children;
14671 * clutter_actor_get_child_at_index:
14672 * @self: a #ClutterActor
14673 * @index_: the position in the list of children
14675 * Retrieves the actor at the given @index_ inside the list of
14676 * children of @self.
14678 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
14683 clutter_actor_get_child_at_index (ClutterActor *self,
14686 ClutterActor *iter;
14689 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14690 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
14692 for (iter = self->priv->first_child, i = 0;
14693 iter != NULL && i < index_;
14694 iter = iter->priv->next_sibling, i += 1)
14701 * _clutter_actor_foreach_child:
14702 * @actor: The actor whos children you want to iterate
14703 * @callback: The function to call for each child
14704 * @user_data: Private data to pass to @callback
14706 * Calls a given @callback once for each child of the specified @actor and
14707 * passing the @user_data pointer each time.
14709 * Return value: returns %TRUE if all children were iterated, else
14710 * %FALSE if a callback broke out of iteration early.
14713 _clutter_actor_foreach_child (ClutterActor *self,
14714 ClutterForeachCallback callback,
14715 gpointer user_data)
14717 ClutterActorPrivate *priv = self->priv;
14718 ClutterActor *iter;
14721 for (cont = TRUE, iter = priv->first_child;
14722 cont && iter != NULL;
14723 iter = iter->priv->next_sibling)
14725 cont = callback (iter, user_data);
14731 /* For debugging purposes this gives us a simple way to print out
14732 * the scenegraph e.g in gdb using:
14734 * _clutter_actor_traverse (stage,
14736 * _clutter_debug_print_actor_cb,
14741 ClutterActorTraverseVisitFlags
14742 _clutter_debug_print_actor_cb (ClutterActor *actor,
14746 g_print ("%*s%s:%p\n",
14748 _clutter_actor_get_debug_name (actor),
14751 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14755 _clutter_actor_traverse_breadth (ClutterActor *actor,
14756 ClutterTraverseCallback callback,
14757 gpointer user_data)
14759 GQueue *queue = g_queue_new ();
14760 ClutterActor dummy;
14761 int current_depth = 0;
14763 g_queue_push_tail (queue, actor);
14764 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
14766 while ((actor = g_queue_pop_head (queue)))
14768 ClutterActorTraverseVisitFlags flags;
14770 if (actor == &dummy)
14773 g_queue_push_tail (queue, &dummy);
14777 flags = callback (actor, current_depth, user_data);
14778 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14780 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14782 ClutterActor *iter;
14784 for (iter = actor->priv->first_child;
14786 iter = iter->priv->next_sibling)
14788 g_queue_push_tail (queue, iter);
14793 g_queue_free (queue);
14796 static ClutterActorTraverseVisitFlags
14797 _clutter_actor_traverse_depth (ClutterActor *actor,
14798 ClutterTraverseCallback before_children_callback,
14799 ClutterTraverseCallback after_children_callback,
14801 gpointer user_data)
14803 ClutterActorTraverseVisitFlags flags;
14805 flags = before_children_callback (actor, current_depth, user_data);
14806 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14807 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14809 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14811 ClutterActor *iter;
14813 for (iter = actor->priv->first_child;
14815 iter = iter->priv->next_sibling)
14817 flags = _clutter_actor_traverse_depth (iter,
14818 before_children_callback,
14819 after_children_callback,
14823 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14824 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14828 if (after_children_callback)
14829 return after_children_callback (actor, current_depth, user_data);
14831 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14834 /* _clutter_actor_traverse:
14835 * @actor: The actor to start traversing the graph from
14836 * @flags: These flags may affect how the traversal is done
14837 * @before_children_callback: A function to call before visiting the
14838 * children of the current actor.
14839 * @after_children_callback: A function to call after visiting the
14840 * children of the current actor. (Ignored if
14841 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
14842 * @user_data: The private data to pass to the callbacks
14844 * Traverses the scenegraph starting at the specified @actor and
14845 * descending through all its children and its children's children.
14846 * For each actor traversed @before_children_callback and
14847 * @after_children_callback are called with the specified
14848 * @user_data, before and after visiting that actor's children.
14850 * The callbacks can return flags that affect the ongoing traversal
14851 * such as by skipping over an actors children or bailing out of
14852 * any further traversing.
14855 _clutter_actor_traverse (ClutterActor *actor,
14856 ClutterActorTraverseFlags flags,
14857 ClutterTraverseCallback before_children_callback,
14858 ClutterTraverseCallback after_children_callback,
14859 gpointer user_data)
14861 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
14862 _clutter_actor_traverse_breadth (actor,
14863 before_children_callback,
14865 else /* DEPTH_FIRST */
14866 _clutter_actor_traverse_depth (actor,
14867 before_children_callback,
14868 after_children_callback,
14869 0, /* start depth */
14874 on_layout_manager_changed (ClutterLayoutManager *manager,
14875 ClutterActor *self)
14877 clutter_actor_queue_relayout (self);
14881 * clutter_actor_set_layout_manager:
14882 * @self: a #ClutterActor
14883 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
14885 * Sets the #ClutterLayoutManager delegate object that will be used to
14886 * lay out the children of @self.
14888 * The #ClutterActor will take a reference on the passed @manager which
14889 * will be released either when the layout manager is removed, or when
14890 * the actor is destroyed.
14895 clutter_actor_set_layout_manager (ClutterActor *self,
14896 ClutterLayoutManager *manager)
14898 ClutterActorPrivate *priv;
14900 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14901 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
14905 if (priv->layout_manager != NULL)
14907 g_signal_handlers_disconnect_by_func (priv->layout_manager,
14908 G_CALLBACK (on_layout_manager_changed),
14910 clutter_layout_manager_set_container (priv->layout_manager, NULL);
14911 g_object_unref (priv->layout_manager);
14914 priv->layout_manager = manager;
14916 if (priv->layout_manager != NULL)
14918 g_object_ref_sink (priv->layout_manager);
14919 clutter_layout_manager_set_container (priv->layout_manager,
14920 CLUTTER_CONTAINER (self));
14921 g_signal_connect (priv->layout_manager, "layout-changed",
14922 G_CALLBACK (on_layout_manager_changed),
14926 clutter_actor_queue_relayout (self);
14928 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
14932 * clutter_actor_get_layout_manager:
14933 * @self: a #ClutterActor
14935 * Retrieves the #ClutterLayoutManager used by @self.
14937 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
14942 ClutterLayoutManager *
14943 clutter_actor_get_layout_manager (ClutterActor *self)
14945 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14947 return self->priv->layout_manager;
14950 static const ClutterLayoutInfo default_layout_info = {
14953 { 0, 0, 0, 0 }, /* margin */
14954 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
14955 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
14956 0.f, 0.f, /* min_width, natural_width */
14957 0.f, 0.f, /* natual_width, natural_height */
14961 layout_info_free (gpointer data)
14963 if (G_LIKELY (data != NULL))
14964 g_slice_free (ClutterLayoutInfo, data);
14968 * _clutter_actor_get_layout_info:
14969 * @self: a #ClutterActor
14971 * Retrieves a pointer to the ClutterLayoutInfo structure.
14973 * If the actor does not have a ClutterLayoutInfo associated to it, one
14974 * will be created and initialized to the default values.
14976 * This function should be used for setters.
14978 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
14981 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
14983 ClutterLayoutInfo *
14984 _clutter_actor_get_layout_info (ClutterActor *self)
14986 ClutterLayoutInfo *retval;
14988 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
14989 if (retval == NULL)
14991 retval = g_slice_new (ClutterLayoutInfo);
14993 *retval = default_layout_info;
14995 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
15004 * _clutter_actor_get_layout_info_or_defaults:
15005 * @self: a #ClutterActor
15007 * Retrieves the ClutterLayoutInfo structure associated to an actor.
15009 * If the actor does not have a ClutterLayoutInfo structure associated to it,
15010 * then the default structure will be returned.
15012 * This function should only be used for getters.
15014 * Return value: a const pointer to the ClutterLayoutInfo structure
15016 const ClutterLayoutInfo *
15017 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
15019 const ClutterLayoutInfo *info;
15021 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15023 return &default_layout_info;
15029 * clutter_actor_set_x_align:
15030 * @self: a #ClutterActor
15031 * @x_align: the horizontal alignment policy
15033 * Sets the horizontal alignment policy of a #ClutterActor, in case the
15034 * actor received extra horizontal space.
15036 * See also the #ClutterActor:x-align property.
15041 clutter_actor_set_x_align (ClutterActor *self,
15042 ClutterActorAlign x_align)
15044 ClutterLayoutInfo *info;
15046 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15048 info = _clutter_actor_get_layout_info (self);
15050 if (info->x_align != x_align)
15052 info->x_align = x_align;
15054 clutter_actor_queue_relayout (self);
15056 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
15061 * clutter_actor_get_x_align:
15062 * @self: a #ClutterActor
15064 * Retrieves the horizontal alignment policy set using
15065 * clutter_actor_set_x_align().
15067 * Return value: the horizontal alignment policy.
15072 clutter_actor_get_x_align (ClutterActor *self)
15074 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15076 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
15080 * clutter_actor_set_y_align:
15081 * @self: a #ClutterActor
15082 * @y_align: the vertical alignment policy
15084 * Sets the vertical alignment policy of a #ClutterActor, in case the
15085 * actor received extra vertical space.
15087 * See also the #ClutterActor:y-align property.
15092 clutter_actor_set_y_align (ClutterActor *self,
15093 ClutterActorAlign y_align)
15095 ClutterLayoutInfo *info;
15097 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15099 info = _clutter_actor_get_layout_info (self);
15101 if (info->y_align != y_align)
15103 info->y_align = y_align;
15105 clutter_actor_queue_relayout (self);
15107 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
15112 * clutter_actor_get_y_align:
15113 * @self: a #ClutterActor
15115 * Retrieves the vertical alignment policy set using
15116 * clutter_actor_set_y_align().
15118 * Return value: the vertical alignment policy.
15123 clutter_actor_get_y_align (ClutterActor *self)
15125 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15127 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
15132 * clutter_margin_new:
15134 * Creates a new #ClutterMargin.
15136 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
15137 * clutter_margin_free() to free the resources associated with it when
15143 clutter_margin_new (void)
15145 return g_slice_new0 (ClutterMargin);
15149 * clutter_margin_copy:
15150 * @margin_: a #ClutterMargin
15152 * Creates a new #ClutterMargin and copies the contents of @margin_ into
15153 * the newly created structure.
15155 * Return value: (transfer full): a copy of the #ClutterMargin.
15160 clutter_margin_copy (const ClutterMargin *margin_)
15162 if (G_LIKELY (margin_ != NULL))
15163 return g_slice_dup (ClutterMargin, margin_);
15169 * clutter_margin_free:
15170 * @margin_: a #ClutterMargin
15172 * Frees the resources allocated by clutter_margin_new() and
15173 * clutter_margin_copy().
15178 clutter_margin_free (ClutterMargin *margin_)
15180 if (G_LIKELY (margin_ != NULL))
15181 g_slice_free (ClutterMargin, margin_);
15184 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
15185 clutter_margin_copy,
15186 clutter_margin_free)
15189 * clutter_actor_set_margin:
15190 * @self: a #ClutterActor
15191 * @margin: a #ClutterMargin
15193 * Sets all the components of the margin of a #ClutterActor.
15198 clutter_actor_set_margin (ClutterActor *self,
15199 const ClutterMargin *margin)
15201 ClutterLayoutInfo *info;
15205 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15206 g_return_if_fail (margin != NULL);
15208 obj = G_OBJECT (self);
15211 g_object_freeze_notify (obj);
15213 info = _clutter_actor_get_layout_info (self);
15215 if (info->margin.top != margin->top)
15217 info->margin.top = margin->top;
15218 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
15222 if (info->margin.right != margin->right)
15224 info->margin.right = margin->right;
15225 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
15229 if (info->margin.bottom != margin->bottom)
15231 info->margin.bottom = margin->bottom;
15232 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
15236 if (info->margin.left != margin->left)
15238 info->margin.left = margin->left;
15239 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
15244 clutter_actor_queue_relayout (self);
15246 g_object_thaw_notify (obj);
15250 * clutter_actor_get_margin:
15251 * @self: a #ClutterActor
15252 * @margin: (out caller-allocates): return location for a #ClutterMargin
15254 * Retrieves all the components of the margin of a #ClutterActor.
15259 clutter_actor_get_margin (ClutterActor *self,
15260 ClutterMargin *margin)
15262 const ClutterLayoutInfo *info;
15264 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15265 g_return_if_fail (margin != NULL);
15267 info = _clutter_actor_get_layout_info_or_defaults (self);
15269 *margin = info->margin;
15273 * clutter_actor_set_margin_top:
15274 * @self: a #ClutterActor
15275 * @margin: the top margin
15277 * Sets the margin from the top of a #ClutterActor.
15282 clutter_actor_set_margin_top (ClutterActor *self,
15285 ClutterLayoutInfo *info;
15287 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15288 g_return_if_fail (margin >= 0.f);
15290 info = _clutter_actor_get_layout_info (self);
15292 if (info->margin.top == margin)
15295 info->margin.top = margin;
15297 clutter_actor_queue_relayout (self);
15299 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
15303 * clutter_actor_get_margin_top:
15304 * @self: a #ClutterActor
15306 * Retrieves the top margin of a #ClutterActor.
15308 * Return value: the top margin
15313 clutter_actor_get_margin_top (ClutterActor *self)
15315 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15317 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
15321 * clutter_actor_set_margin_bottom:
15322 * @self: a #ClutterActor
15323 * @margin: the bottom margin
15325 * Sets the margin from the bottom of a #ClutterActor.
15330 clutter_actor_set_margin_bottom (ClutterActor *self,
15333 ClutterLayoutInfo *info;
15335 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15336 g_return_if_fail (margin >= 0.f);
15338 info = _clutter_actor_get_layout_info (self);
15340 if (info->margin.bottom == margin)
15343 info->margin.bottom = margin;
15345 clutter_actor_queue_relayout (self);
15347 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
15351 * clutter_actor_get_margin_bottom:
15352 * @self: a #ClutterActor
15354 * Retrieves the bottom margin of a #ClutterActor.
15356 * Return value: the bottom margin
15361 clutter_actor_get_margin_bottom (ClutterActor *self)
15363 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15365 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
15369 * clutter_actor_set_margin_left:
15370 * @self: a #ClutterActor
15371 * @margin: the left margin
15373 * Sets the margin from the left of a #ClutterActor.
15378 clutter_actor_set_margin_left (ClutterActor *self,
15381 ClutterLayoutInfo *info;
15383 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15384 g_return_if_fail (margin >= 0.f);
15386 info = _clutter_actor_get_layout_info (self);
15388 if (info->margin.left == margin)
15391 info->margin.left = margin;
15393 clutter_actor_queue_relayout (self);
15395 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
15399 * clutter_actor_get_margin_left:
15400 * @self: a #ClutterActor
15402 * Retrieves the left margin of a #ClutterActor.
15404 * Return value: the left margin
15409 clutter_actor_get_margin_left (ClutterActor *self)
15411 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15413 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
15417 * clutter_actor_set_margin_right:
15418 * @self: a #ClutterActor
15419 * @margin: the right margin
15421 * Sets the margin from the right of a #ClutterActor.
15426 clutter_actor_set_margin_right (ClutterActor *self,
15429 ClutterLayoutInfo *info;
15431 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15432 g_return_if_fail (margin >= 0.f);
15434 info = _clutter_actor_get_layout_info (self);
15436 if (info->margin.right == margin)
15439 info->margin.right = margin;
15441 clutter_actor_queue_relayout (self);
15443 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
15447 * clutter_actor_get_margin_right:
15448 * @self: a #ClutterActor
15450 * Retrieves the right margin of a #ClutterActor.
15452 * Return value: the right margin
15457 clutter_actor_get_margin_right (ClutterActor *self)
15459 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15461 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
15465 * clutter_actor_set_background_color:
15466 * @self: a #ClutterActor
15467 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
15470 * Sets the background color of a #ClutterActor.
15472 * The background color will be used to cover the whole allocation of the
15473 * actor. The default background color of an actor is transparent.
15475 * To check whether an actor has a background color, you can use the
15476 * #ClutterActor:background-color-set actor property.
15481 clutter_actor_set_background_color (ClutterActor *self,
15482 const ClutterColor *color)
15484 ClutterActorPrivate *priv;
15486 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15492 priv->bg_color_set = FALSE;
15493 g_object_notify_by_pspec (G_OBJECT (self),
15494 obj_props[PROP_BACKGROUND_COLOR_SET]);
15498 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
15501 priv->bg_color = *color;
15502 priv->bg_color_set = TRUE;
15504 clutter_actor_queue_redraw (self);
15506 g_object_notify_by_pspec (G_OBJECT (self),
15507 obj_props[PROP_BACKGROUND_COLOR_SET]);
15508 g_object_notify_by_pspec (G_OBJECT (self),
15509 obj_props[PROP_BACKGROUND_COLOR]);
15513 * clutter_actor_get_background_color:
15514 * @self: a #ClutterActor
15515 * @color: (out caller-allocates): return location for a #ClutterColor
15517 * Retrieves the color set using clutter_actor_set_background_color().
15522 clutter_actor_get_background_color (ClutterActor *self,
15523 ClutterColor *color)
15525 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15526 g_return_if_fail (color != NULL);
15528 *color = self->priv->bg_color;
15532 * clutter_actor_get_previous_sibling:
15533 * @self: a #ClutterActor
15535 * Retrieves the sibling of @self that comes before it in the list
15536 * of children of @self's parent.
15538 * The returned pointer is only valid until the scene graph changes; it
15539 * is not safe to modify the list of children of @self while iterating
15542 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15547 clutter_actor_get_previous_sibling (ClutterActor *self)
15549 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15551 return self->priv->prev_sibling;
15555 * clutter_actor_get_next_sibling:
15556 * @self: a #ClutterActor
15558 * Retrieves the sibling of @self that comes after it in the list
15559 * of children of @self's parent.
15561 * The returned pointer is only valid until the scene graph changes; it
15562 * is not safe to modify the list of children of @self while iterating
15565 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15570 clutter_actor_get_next_sibling (ClutterActor *self)
15572 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15574 return self->priv->next_sibling;
15578 * clutter_actor_get_first_child:
15579 * @self: a #ClutterActor
15581 * Retrieves the first child of @self.
15583 * The returned pointer is only valid until the scene graph changes; it
15584 * is not safe to modify the list of children of @self while iterating
15587 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15592 clutter_actor_get_first_child (ClutterActor *self)
15594 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15596 return self->priv->first_child;
15600 * clutter_actor_get_last_child:
15601 * @self: a #ClutterActor
15603 * Retrieves the last child of @self.
15605 * The returned pointer is only valid until the scene graph changes; it
15606 * is not safe to modify the list of children of @self while iterating
15609 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15614 clutter_actor_get_last_child (ClutterActor *self)
15616 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15618 return self->priv->last_child;
15621 /* easy way to have properly named fields instead of the dummy ones
15622 * we use in the public structure
15624 typedef struct _RealActorIter
15626 ClutterActor *root; /* dummy1 */
15627 ClutterActor *current; /* dummy2 */
15628 gpointer padding_1; /* dummy3 */
15629 gint age; /* dummy4 */
15630 gpointer padding_2; /* dummy5 */
15634 * clutter_actor_iter_init:
15635 * @iter: a #ClutterActorIter
15636 * @root: a #ClutterActor
15638 * Initializes a #ClutterActorIter, which can then be used to iterate
15639 * efficiently over a section of the scene graph, and associates it
15642 * Modifying the scene graph section that contains @root will invalidate
15646 * ClutterActorIter iter;
15647 * ClutterActor *child;
15649 * clutter_actor_iter_init (&iter, container);
15650 * while (clutter_actor_iter_next (&iter, &child))
15652 * /* do something with child */
15659 clutter_actor_iter_init (ClutterActorIter *iter,
15660 ClutterActor *root)
15662 RealActorIter *ri = (RealActorIter *) iter;
15664 g_return_if_fail (iter != NULL);
15665 g_return_if_fail (CLUTTER_IS_ACTOR (root));
15668 ri->current = NULL;
15669 ri->age = root->priv->age;
15673 * clutter_actor_iter_next:
15674 * @iter: a #ClutterActorIter
15675 * @child: (out): return location for a #ClutterActor
15677 * Advances the @iter and retrieves the next child of the root #ClutterActor
15678 * that was used to initialize the #ClutterActorIterator.
15680 * If the iterator can advance, this function returns %TRUE and sets the
15683 * If the iterator cannot advance, this function returns %FALSE, and
15684 * the contents of @child are undefined.
15686 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15691 clutter_actor_iter_next (ClutterActorIter *iter,
15692 ClutterActor **child)
15694 RealActorIter *ri = (RealActorIter *) iter;
15696 g_return_val_if_fail (iter != NULL, FALSE);
15697 g_return_val_if_fail (ri->root != NULL, FALSE);
15698 #ifndef G_DISABLE_ASSERT
15699 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15702 if (ri->current == NULL)
15703 ri->current = ri->root->priv->first_child;
15705 ri->current = ri->current->priv->next_sibling;
15708 *child = ri->current;
15710 return ri->current != NULL;
15714 * clutter_actor_iter_next:
15715 * @iter: a #ClutterActorIter
15716 * @child: (out): return location for a #ClutterActor
15718 * Advances the @iter and retrieves the previous child of the root
15719 * #ClutterActor that was used to initialize the #ClutterActorIterator.
15721 * If the iterator can advance, this function returns %TRUE and sets the
15724 * If the iterator cannot advance, this function returns %FALSE, and
15725 * the contents of @child are undefined.
15727 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15732 clutter_actor_iter_prev (ClutterActorIter *iter,
15733 ClutterActor **child)
15735 RealActorIter *ri = (RealActorIter *) iter;
15737 g_return_val_if_fail (iter != NULL, FALSE);
15738 g_return_val_if_fail (ri->root != NULL, FALSE);
15739 #ifndef G_DISABLE_ASSERT
15740 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15743 if (ri->current == NULL)
15744 ri->current = ri->root->priv->last_child;
15746 ri->current = ri->current->priv->prev_sibling;
15749 *child = ri->current;
15751 return ri->current != NULL;
15755 * clutter_actor_iter_remove:
15756 * @iter: a #ClutterActorIter
15758 * Safely removes the #ClutterActor currently pointer to by the iterator
15761 * This function can only be called after clutter_actor_iter_next() or
15762 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15763 * than once for the same actor.
15765 * This function will call clutter_actor_remove_child() internally.
15770 clutter_actor_iter_remove (ClutterActorIter *iter)
15772 RealActorIter *ri = (RealActorIter *) iter;
15775 g_return_if_fail (iter != NULL);
15776 g_return_if_fail (ri->root != NULL);
15777 #ifndef G_DISABLE_ASSERT
15778 g_return_if_fail (ri->age == ri->root->priv->age);
15780 g_return_if_fail (ri->current != NULL);
15786 ri->current = cur->priv->prev_sibling;
15788 clutter_actor_remove_child_internal (ri->root, cur,
15789 REMOVE_CHILD_DEFAULT_FLAGS);
15796 * clutter_actor_iter_destroy:
15797 * @iter: a #ClutterActorIter
15799 * Safely destroys the #ClutterActor currently pointer to by the iterator
15802 * This function can only be called after clutter_actor_iter_next() or
15803 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15804 * than once for the same actor.
15806 * This function will call clutter_actor_destroy() internally.
15811 clutter_actor_iter_destroy (ClutterActorIter *iter)
15813 RealActorIter *ri = (RealActorIter *) iter;
15816 g_return_if_fail (iter != NULL);
15817 g_return_if_fail (ri->root != NULL);
15818 #ifndef G_DISABLE_ASSERT
15819 g_return_if_fail (ri->age == ri->root->priv->age);
15821 g_return_if_fail (ri->current != NULL);
15827 ri->current = cur->priv->prev_sibling;
15829 clutter_actor_destroy (cur);