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)
2698 clutter_backend_get_cogl_context (clutter_get_default_backend ());
2699 outline = cogl_pipeline_new (ctx);
2702 _clutter_paint_volume_complete (pv);
2704 n_vertices = pv->is_2d ? 4 * 2 : 12 * 2;
2707 line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1];
2708 line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2];
2709 line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3];
2710 line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0];
2715 line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5];
2716 line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6];
2717 line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7];
2718 line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4];
2720 /* Lines connecting front face to back face */
2721 line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4];
2722 line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5];
2723 line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6];
2724 line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
2727 prim = cogl_primitive_new_p3 (ctx, COGL_VERTICES_MODE_LINES, n_vertices,
2728 (CoglVertexP3 *)line_ends);
2730 cogl_pipeline_set_color (outline, color);
2731 cogl_framebuffer_draw_primitive (fb, outline, prim);
2732 cogl_object_unref (prim);
2736 PangoLayout *layout;
2737 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2738 pango_layout_set_text (layout, label, -1);
2739 cogl_pango_render_layout (layout,
2744 g_object_unref (layout);
2749 _clutter_actor_draw_paint_volume (ClutterActor *self)
2751 ClutterPaintVolume *pv;
2754 pv = _clutter_actor_get_paint_volume_mutable (self);
2757 gfloat width, height;
2758 ClutterPaintVolume fake_pv;
2760 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
2761 _clutter_paint_volume_init_static (&fake_pv, stage);
2763 clutter_actor_get_size (self, &width, &height);
2764 clutter_paint_volume_set_width (&fake_pv, width);
2765 clutter_paint_volume_set_height (&fake_pv, height);
2767 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2768 _clutter_actor_draw_paint_volume_full (self, &fake_pv,
2769 _clutter_actor_get_debug_name (self),
2772 clutter_paint_volume_free (&fake_pv);
2776 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2777 _clutter_actor_draw_paint_volume_full (self, pv,
2778 _clutter_actor_get_debug_name (self),
2784 _clutter_actor_paint_cull_result (ClutterActor *self,
2786 ClutterCullResult result)
2788 ClutterPaintVolume *pv;
2793 if (result == CLUTTER_CULL_RESULT_IN)
2794 cogl_color_init_from_4f (&color, 0, 1, 0, 1);
2795 else if (result == CLUTTER_CULL_RESULT_OUT)
2796 cogl_color_init_from_4f (&color, 0, 0, 1, 1);
2798 cogl_color_init_from_4f (&color, 0, 1, 1, 1);
2801 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2803 if (success && (pv = _clutter_actor_get_paint_volume_mutable (self)))
2804 _clutter_actor_draw_paint_volume_full (self, pv,
2805 _clutter_actor_get_debug_name (self),
2809 PangoLayout *layout;
2811 g_strdup_printf ("CULL FAILURE: %s", _clutter_actor_get_debug_name (self));
2812 cogl_color_init_from_4f (&color, 1, 1, 1, 1);
2813 cogl_set_source_color (&color);
2815 layout = pango_layout_new (clutter_actor_get_pango_context (self));
2816 pango_layout_set_text (layout, label, -1);
2817 cogl_pango_render_layout (layout,
2823 g_object_unref (layout);
2827 static int clone_paint_level = 0;
2830 _clutter_actor_push_clone_paint (void)
2832 clone_paint_level++;
2836 _clutter_actor_pop_clone_paint (void)
2838 clone_paint_level--;
2842 in_clone_paint (void)
2844 return clone_paint_level > 0;
2847 /* Returns TRUE if the actor can be ignored */
2848 /* FIXME: we should return a ClutterCullResult, and
2849 * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN
2850 * means there's no point in trying to cull descendants of the current
2853 cull_actor (ClutterActor *self, ClutterCullResult *result_out)
2855 ClutterActorPrivate *priv = self->priv;
2856 ClutterActor *stage;
2857 const ClutterPlane *stage_clip;
2859 if (!priv->last_paint_volume_valid)
2861 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2862 "->last_paint_volume_valid == FALSE",
2863 _clutter_actor_get_debug_name (self));
2867 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING))
2870 stage = _clutter_actor_get_stage_internal (self);
2871 stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage));
2872 if (G_UNLIKELY (!stage_clip))
2874 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2875 "No stage clip set",
2876 _clutter_actor_get_debug_name (self));
2880 if (cogl_get_draw_framebuffer () !=
2881 _clutter_stage_get_active_framebuffer (CLUTTER_STAGE (stage)))
2883 CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): "
2884 "Current framebuffer doesn't correspond to stage",
2885 _clutter_actor_get_debug_name (self));
2890 _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip);
2895 _clutter_actor_update_last_paint_volume (ClutterActor *self)
2897 ClutterActorPrivate *priv = self->priv;
2898 const ClutterPaintVolume *pv;
2900 if (priv->last_paint_volume_valid)
2902 clutter_paint_volume_free (&priv->last_paint_volume);
2903 priv->last_paint_volume_valid = FALSE;
2906 pv = clutter_actor_get_paint_volume (self);
2909 CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): "
2910 "Actor failed to report a paint volume",
2911 _clutter_actor_get_debug_name (self));
2915 _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume);
2917 _clutter_paint_volume_transform_relative (&priv->last_paint_volume,
2918 NULL); /* eye coordinates */
2920 priv->last_paint_volume_valid = TRUE;
2923 static inline gboolean
2924 actor_has_shader_data (ClutterActor *self)
2926 return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
2930 _clutter_actor_get_pick_id (ClutterActor *self)
2932 if (self->priv->pick_id < 0)
2935 return self->priv->pick_id;
2938 /* This is the same as clutter_actor_add_effect except that it doesn't
2939 queue a redraw and it doesn't notify on the effect property */
2941 _clutter_actor_add_effect_internal (ClutterActor *self,
2942 ClutterEffect *effect)
2944 ClutterActorPrivate *priv = self->priv;
2946 if (priv->effects == NULL)
2948 priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
2949 priv->effects->actor = self;
2952 _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2955 /* This is the same as clutter_actor_remove_effect except that it doesn't
2956 queue a redraw and it doesn't notify on the effect property */
2958 _clutter_actor_remove_effect_internal (ClutterActor *self,
2959 ClutterEffect *effect)
2961 ClutterActorPrivate *priv = self->priv;
2963 if (priv->effects == NULL)
2966 _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect));
2970 needs_flatten_effect (ClutterActor *self)
2972 ClutterActorPrivate *priv = self->priv;
2974 if (G_UNLIKELY (clutter_paint_debug_flags &
2975 CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
2978 if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
2980 else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
2982 if (clutter_actor_get_paint_opacity (self) < 255 &&
2983 clutter_actor_has_overlaps (self))
2991 add_or_remove_flatten_effect (ClutterActor *self)
2993 ClutterActorPrivate *priv = self->priv;
2995 /* Add or remove the flatten effect depending on the
2996 offscreen-redirect property. */
2997 if (needs_flatten_effect (self))
2999 if (priv->flatten_effect == NULL)
3001 ClutterActorMeta *actor_meta;
3004 priv->flatten_effect = _clutter_flatten_effect_new ();
3005 /* Keep a reference to the effect so that we can queue
3007 g_object_ref_sink (priv->flatten_effect);
3009 /* Set the priority of the effect to high so that it will
3010 always be applied to the actor first. It uses an internal
3011 priority so that it won't be visible to applications */
3012 actor_meta = CLUTTER_ACTOR_META (priv->flatten_effect);
3013 priority = CLUTTER_ACTOR_META_PRIORITY_INTERNAL_HIGH;
3014 _clutter_actor_meta_set_priority (actor_meta, priority);
3016 /* This will add the effect without queueing a redraw */
3017 _clutter_actor_add_effect_internal (self, priv->flatten_effect);
3022 if (priv->flatten_effect != NULL)
3024 /* Destroy the effect so that it will lose its fbo cache of
3026 _clutter_actor_remove_effect_internal (self, priv->flatten_effect);
3027 g_object_unref (priv->flatten_effect);
3028 priv->flatten_effect = NULL;
3034 clutter_actor_real_paint (ClutterActor *actor)
3036 ClutterActorPrivate *priv = actor->priv;
3039 /* paint the background color, if set */
3040 if (priv->bg_color_set)
3042 float width, height;
3045 clutter_actor_box_get_size (&priv->allocation, &width, &height);
3047 real_alpha = clutter_actor_get_paint_opacity_internal (actor)
3048 * priv->bg_color.alpha
3051 cogl_set_source_color4ub (priv->bg_color.red,
3052 priv->bg_color.green,
3053 priv->bg_color.blue,
3056 cogl_rectangle (0, 0, width, height);
3059 for (iter = priv->first_child;
3061 iter = iter->priv->next_sibling)
3063 CLUTTER_NOTE (PAINT, "Painting %s, child of %s, at { %.2f, %.2f - %.2f x %.2f }",
3064 _clutter_actor_get_debug_name (iter),
3065 _clutter_actor_get_debug_name (actor),
3066 iter->priv->allocation.x1,
3067 iter->priv->allocation.y1,
3068 iter->priv->allocation.x2 - iter->priv->allocation.x1,
3069 iter->priv->allocation.y2 - iter->priv->allocation.y1);
3071 clutter_actor_paint (iter);
3076 * clutter_actor_paint:
3077 * @self: A #ClutterActor
3079 * Renders the actor to display.
3081 * This function should not be called directly by applications.
3082 * Call clutter_actor_queue_redraw() to queue paints, instead.
3084 * This function is context-aware, and will either cause a
3085 * regular paint or a pick paint.
3087 * This function will emit the #ClutterActor::paint signal or
3088 * the #ClutterActor::pick signal, depending on the context.
3090 * This function does not paint the actor if the actor is set to 0,
3091 * unless it is performing a pick paint.
3094 clutter_actor_paint (ClutterActor *self)
3096 ClutterActorPrivate *priv;
3097 ClutterPickMode pick_mode;
3098 gboolean clip_set = FALSE;
3099 gboolean shader_applied = FALSE;
3101 CLUTTER_STATIC_COUNTER (actor_paint_counter,
3102 "Actor real-paint counter",
3103 "Increments each time any actor is painted",
3104 0 /* no application private data */);
3105 CLUTTER_STATIC_COUNTER (actor_pick_counter,
3106 "Actor pick-paint counter",
3107 "Increments each time any actor is painted "
3109 0 /* no application private data */);
3111 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3113 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
3118 pick_mode = _clutter_context_get_pick_mode ();
3120 if (pick_mode == CLUTTER_PICK_NONE)
3121 priv->propagated_one_redraw = FALSE;
3123 /* It's an important optimization that we consider painting of
3124 * actors with 0 opacity to be a NOP... */
3125 if (pick_mode == CLUTTER_PICK_NONE &&
3126 /* ignore top-levels, since they might be transparent */
3127 !CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
3128 /* Use the override opacity if its been set */
3129 ((priv->opacity_override >= 0) ?
3130 priv->opacity_override : priv->opacity) == 0)
3133 /* if we aren't paintable (not in a toplevel with all
3134 * parents paintable) then do nothing.
3136 if (!CLUTTER_ACTOR_IS_MAPPED (self))
3139 /* mark that we are in the paint process */
3140 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3144 if (priv->enable_model_view_transform)
3148 /* XXX: It could be better to cache the modelview with the actor
3149 * instead of progressively building up the transformations on
3150 * the matrix stack every time we paint. */
3151 cogl_get_modelview_matrix (&matrix);
3152 _clutter_actor_apply_modelview_transform (self, &matrix);
3154 #ifdef CLUTTER_ENABLE_DEBUG
3155 /* Catch when out-of-band transforms have been made by actors not as part
3156 * of an apply_transform vfunc... */
3157 if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_OOB_TRANSFORMS))
3159 CoglMatrix expected_matrix;
3161 _clutter_actor_get_relative_transformation_matrix (self, NULL,
3164 if (!cogl_matrix_equal (&matrix, &expected_matrix))
3166 GString *buf = g_string_sized_new (1024);
3167 ClutterActor *parent;
3170 while (parent != NULL)
3172 g_string_append (buf, _clutter_actor_get_debug_name (parent));
3174 if (parent->priv->parent != NULL)
3175 g_string_append (buf, "->");
3177 parent = parent->priv->parent;
3180 g_warning ("Unexpected transform found when painting actor "
3181 "\"%s\". This will be caused by one of the actor's "
3182 "ancestors (%s) using the Cogl API directly to transform "
3183 "children instead of using ::apply_transform().",
3184 _clutter_actor_get_debug_name (self),
3187 g_string_free (buf, TRUE);
3190 #endif /* CLUTTER_ENABLE_DEBUG */
3192 cogl_set_modelview_matrix (&matrix);
3197 cogl_clip_push_rectangle (priv->clip.x,
3199 priv->clip.x + priv->clip.width,
3200 priv->clip.y + priv->clip.height);
3203 else if (priv->clip_to_allocation)
3205 gfloat width, height;
3207 width = priv->allocation.x2 - priv->allocation.x1;
3208 height = priv->allocation.y2 - priv->allocation.y1;
3210 cogl_clip_push_rectangle (0, 0, width, height);
3214 if (pick_mode == CLUTTER_PICK_NONE)
3216 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter);
3218 /* We check whether we need to add the flatten effect before
3219 each paint so that we can avoid having a mechanism for
3220 applications to notify when the value of the
3221 has_overlaps virtual changes. */
3222 add_or_remove_flatten_effect (self);
3225 CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter);
3227 /* We save the current paint volume so that the next time the
3228 * actor queues a redraw we can constrain the redraw to just
3229 * cover the union of the new bounding box and the old.
3231 * We also fetch the current paint volume to perform culling so
3232 * we can avoid painting actors outside the current clip region.
3234 * If we are painting inside a clone, we should neither update
3235 * the paint volume or use it to cull painting, since the paint
3236 * box represents the location of the source actor on the
3239 * XXX: We are starting to do a lot of vertex transforms on
3240 * the CPU in a typical paint, so at some point we should
3241 * audit these and consider caching some things.
3243 * NB: We don't perform culling while picking at this point because
3244 * clutter-stage.c doesn't setup the clipping planes appropriately.
3246 * NB: We don't want to update the last-paint-volume during picking
3247 * because the last-paint-volume is used to determine the old screen
3248 * space location of an actor that has moved so we can know the
3249 * minimal region to redraw to clear an old view of the actor. If we
3250 * update this during picking then by the time we come around to
3251 * paint then the last-paint-volume would likely represent the new
3252 * actor position not the old.
3254 if (!in_clone_paint () && pick_mode == CLUTTER_PICK_NONE)
3257 /* annoyingly gcc warns if uninitialized even though
3258 * the initialization is redundant :-( */
3259 ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
3261 if (G_LIKELY ((clutter_paint_debug_flags &
3262 (CLUTTER_DEBUG_DISABLE_CULLING |
3263 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
3264 (CLUTTER_DEBUG_DISABLE_CULLING |
3265 CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
3266 _clutter_actor_update_last_paint_volume (self);
3268 success = cull_actor (self, &result);
3270 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
3271 _clutter_actor_paint_cull_result (self, success, result);
3272 else if (result == CLUTTER_CULL_RESULT_OUT && success)
3276 if (priv->effects == NULL)
3278 if (pick_mode == CLUTTER_PICK_NONE &&
3279 actor_has_shader_data (self))
3281 _clutter_actor_shader_pre_paint (self, FALSE);
3282 shader_applied = TRUE;
3285 priv->next_effect_to_paint = NULL;
3288 priv->next_effect_to_paint =
3289 _clutter_meta_group_peek_metas (priv->effects);
3291 clutter_actor_continue_paint (self);
3294 _clutter_actor_shader_post_paint (self);
3296 if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
3297 pick_mode == CLUTTER_PICK_NONE))
3298 _clutter_actor_draw_paint_volume (self);
3301 /* If we make it here then the actor has run through a complete
3302 paint run including all the effects so it's no longer dirty */
3303 if (pick_mode == CLUTTER_PICK_NONE)
3304 priv->is_dirty = FALSE;
3311 /* paint sequence complete */
3312 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
3316 * clutter_actor_continue_paint:
3317 * @self: A #ClutterActor
3319 * Run the next stage of the paint sequence. This function should only
3320 * be called within the implementation of the ‘run’ virtual of a
3321 * #ClutterEffect. It will cause the run method of the next effect to
3322 * be applied, or it will paint the actual actor if the current effect
3323 * is the last effect in the chain.
3328 clutter_actor_continue_paint (ClutterActor *self)
3330 ClutterActorPrivate *priv;
3332 g_return_if_fail (CLUTTER_IS_ACTOR (self));
3333 /* This should only be called from with in the ‘run’ implementation
3334 of a ClutterEffect */
3335 g_return_if_fail (CLUTTER_ACTOR_IN_PAINT (self));
3339 /* Skip any effects that are disabled */
3340 while (priv->next_effect_to_paint &&
3341 !clutter_actor_meta_get_enabled (priv->next_effect_to_paint->data))
3342 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3344 /* If this has come from the last effect then we'll just paint the
3346 if (priv->next_effect_to_paint == NULL)
3348 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3350 g_signal_emit (self, actor_signals[PAINT], 0);
3354 ClutterColor col = { 0, };
3356 _clutter_id_to_color (_clutter_actor_get_pick_id (self), &col);
3358 /* Actor will then paint silhouette of itself in supplied
3359 * color. See clutter_stage_get_actor_at_pos() for where
3360 * picking is enabled.
3362 g_signal_emit (self, actor_signals[PICK], 0, &col);
3367 ClutterEffect *old_current_effect;
3368 ClutterEffectPaintFlags run_flags = 0;
3370 /* Cache the current effect so that we can put it back before
3372 old_current_effect = priv->current_effect;
3374 priv->current_effect = priv->next_effect_to_paint->data;
3375 priv->next_effect_to_paint = priv->next_effect_to_paint->next;
3377 if (_clutter_context_get_pick_mode () == CLUTTER_PICK_NONE)
3381 /* If there's an effect queued with this redraw then all
3382 effects up to that one will be considered dirty. It
3383 is expected the queued effect will paint the cached
3384 image and not call clutter_actor_continue_paint again
3385 (although it should work ok if it does) */
3386 if (priv->effect_to_redraw == NULL ||
3387 priv->current_effect != priv->effect_to_redraw)
3388 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3391 _clutter_effect_paint (priv->current_effect, run_flags);
3395 /* We can't determine when an actor has been modified since
3396 its last pick so lets just assume it has always been
3398 run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
3400 _clutter_effect_pick (priv->current_effect, run_flags);
3403 priv->current_effect = old_current_effect;
3407 static ClutterActorTraverseVisitFlags
3408 invalidate_queue_redraw_entry (ClutterActor *self,
3412 ClutterActorPrivate *priv = self->priv;
3414 if (priv->queue_redraw_entry != NULL)
3416 _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry);
3417 priv->queue_redraw_entry = NULL;
3420 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
3424 remove_child (ClutterActor *self,
3425 ClutterActor *child)
3427 ClutterActor *prev_sibling, *next_sibling;
3429 prev_sibling = child->priv->prev_sibling;
3430 next_sibling = child->priv->next_sibling;
3432 if (prev_sibling != NULL)
3433 prev_sibling->priv->next_sibling = next_sibling;
3435 if (next_sibling != NULL)
3436 next_sibling->priv->prev_sibling = prev_sibling;
3438 if (self->priv->first_child == child)
3439 self->priv->first_child = next_sibling;
3441 if (self->priv->last_child == child)
3442 self->priv->last_child = prev_sibling;
3444 child->priv->parent = NULL;
3445 child->priv->prev_sibling = NULL;
3446 child->priv->next_sibling = NULL;
3450 REMOVE_CHILD_DESTROY_META = 1 << 0,
3451 REMOVE_CHILD_EMIT_PARENT_SET = 1 << 1,
3452 REMOVE_CHILD_EMIT_ACTOR_REMOVED = 1 << 2,
3453 REMOVE_CHILD_CHECK_STATE = 1 << 3,
3454 REMOVE_CHILD_FLUSH_QUEUE = 1 << 4,
3455 REMOVE_CHILD_NOTIFY_FIRST_LAST = 1 << 5,
3457 /* default flags for public API */
3458 REMOVE_CHILD_DEFAULT_FLAGS = REMOVE_CHILD_DESTROY_META |
3459 REMOVE_CHILD_EMIT_PARENT_SET |
3460 REMOVE_CHILD_EMIT_ACTOR_REMOVED |
3461 REMOVE_CHILD_CHECK_STATE |
3462 REMOVE_CHILD_FLUSH_QUEUE |
3463 REMOVE_CHILD_NOTIFY_FIRST_LAST,
3465 /* flags for legacy/deprecated API */
3466 REMOVE_CHILD_LEGACY_FLAGS = REMOVE_CHILD_CHECK_STATE |
3467 REMOVE_CHILD_FLUSH_QUEUE |
3468 REMOVE_CHILD_EMIT_PARENT_SET |
3469 REMOVE_CHILD_NOTIFY_FIRST_LAST
3470 } ClutterActorRemoveChildFlags;
3473 * clutter_actor_remove_child_internal:
3474 * @self: a #ClutterActor
3475 * @child: the child of @self that has to be removed
3476 * @flags: control the removal operations
3478 * Removes @child from the list of children of @self.
3481 clutter_actor_remove_child_internal (ClutterActor *self,
3482 ClutterActor *child,
3483 ClutterActorRemoveChildFlags flags)
3485 ClutterActor *old_first, *old_last;
3486 gboolean destroy_meta, emit_parent_set, emit_actor_removed, check_state;
3487 gboolean flush_queue;
3488 gboolean notify_first_last;
3489 gboolean was_mapped;
3491 destroy_meta = (flags & REMOVE_CHILD_DESTROY_META) != 0;
3492 emit_parent_set = (flags & REMOVE_CHILD_EMIT_PARENT_SET) != 0;
3493 emit_actor_removed = (flags & REMOVE_CHILD_EMIT_ACTOR_REMOVED) != 0;
3494 check_state = (flags & REMOVE_CHILD_CHECK_STATE) != 0;
3495 flush_queue = (flags & REMOVE_CHILD_FLUSH_QUEUE) != 0;
3496 notify_first_last = (flags & REMOVE_CHILD_NOTIFY_FIRST_LAST) != 0;
3498 g_object_freeze_notify (G_OBJECT (self));
3501 clutter_container_destroy_child_meta (CLUTTER_CONTAINER (self), child);
3505 was_mapped = CLUTTER_ACTOR_IS_MAPPED (child);
3507 /* we need to unrealize *before* we set parent_actor to NULL,
3508 * because in an unrealize method actors are dissociating from the
3509 * stage, which means they need to be able to
3510 * clutter_actor_get_stage().
3512 * yhis should unmap and unrealize, unless we're reparenting.
3514 clutter_actor_update_map_state (child, MAP_STATE_MAKE_UNREALIZED);
3521 /* We take this opportunity to invalidate any queue redraw entry
3522 * associated with the actor and descendants since we won't be able to
3523 * determine the appropriate stage after this.
3525 * we do this after we updated the mapped state because actors might
3526 * end up queueing redraws inside their mapped/unmapped virtual
3527 * functions, and if we invalidate the redraw entry we could end up
3528 * with an inconsistent state and weird memory corruption. see
3531 * http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
3532 * https://bugzilla.gnome.org/show_bug.cgi?id=652036
3534 _clutter_actor_traverse (child,
3536 invalidate_queue_redraw_entry,
3541 old_first = self->priv->first_child;
3542 old_last = self->priv->last_child;
3544 remove_child (self, child);
3546 self->priv->n_children -= 1;
3548 self->priv->age += 1;
3550 /* clutter_actor_reparent() will emit ::parent-set for us */
3551 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
3552 g_signal_emit (child, actor_signals[PARENT_SET], 0, self);
3554 /* if the child was mapped then we need to relayout ourselves to account
3555 * for the removed child
3558 clutter_actor_queue_relayout (self);
3560 /* we need to emit the signal before dropping the reference */
3561 if (emit_actor_removed)
3562 g_signal_emit_by_name (self, "actor-removed", child);
3564 if (notify_first_last)
3566 if (old_first != self->priv->first_child)
3567 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
3569 if (old_last != self->priv->last_child)
3570 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
3573 g_object_thaw_notify (G_OBJECT (self));
3575 /* remove the reference we acquired in clutter_actor_add_child() */
3576 g_object_unref (child);
3579 static const ClutterTransformInfo default_transform_info = {
3580 0.0, { 0, }, /* rotation-x */
3581 0.0, { 0, }, /* rotation-y */
3582 0.0, { 0, }, /* rotation-z */
3584 1.0, 1.0, { 0, }, /* scale */
3586 { 0, }, /* anchor */
3590 * _clutter_actor_get_transform_info_or_defaults:
3591 * @self: a #ClutterActor
3593 * Retrieves the ClutterTransformInfo structure associated to an actor.
3595 * If the actor does not have a ClutterTransformInfo structure associated
3596 * to it, then the default structure will be returned.
3598 * This function should only be used for getters.
3600 * Return value: a const pointer to the ClutterTransformInfo structure
3602 const ClutterTransformInfo *
3603 _clutter_actor_get_transform_info_or_defaults (ClutterActor *self)
3605 ClutterTransformInfo *info;
3607 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3611 return &default_transform_info;
3615 clutter_transform_info_free (gpointer data)
3618 g_slice_free (ClutterTransformInfo, data);
3622 * _clutter_actor_get_transform_info:
3623 * @self: a #ClutterActor
3625 * Retrieves a pointer to the ClutterTransformInfo structure.
3627 * If the actor does not have a ClutterTransformInfo associated to it, one
3628 * will be created and initialized to the default values.
3630 * This function should be used for setters.
3632 * For getters, you should use _clutter_actor_get_transform_info_or_defaults()
3635 * Return value: (transfer none): a pointer to the ClutterTransformInfo
3638 ClutterTransformInfo *
3639 _clutter_actor_get_transform_info (ClutterActor *self)
3641 ClutterTransformInfo *info;
3643 info = g_object_get_qdata (G_OBJECT (self), quark_actor_transform_info);
3646 info = g_slice_new (ClutterTransformInfo);
3648 *info = default_transform_info;
3650 g_object_set_qdata_full (G_OBJECT (self), quark_actor_transform_info,
3652 clutter_transform_info_free);
3659 * clutter_actor_set_rotation_angle_internal:
3660 * @self: a #ClutterActor
3661 * @axis: the axis of the angle to change
3662 * @angle: the angle of rotation
3664 * Sets the rotation angle on the given axis without affecting the
3665 * rotation center point.
3668 clutter_actor_set_rotation_angle_internal (ClutterActor *self,
3669 ClutterRotateAxis axis,
3672 GObject *obj = G_OBJECT (self);
3673 ClutterTransformInfo *info;
3675 info = _clutter_actor_get_transform_info (self);
3677 g_object_freeze_notify (obj);
3681 case CLUTTER_X_AXIS:
3682 info->rx_angle = angle;
3683 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_X]);
3686 case CLUTTER_Y_AXIS:
3687 info->ry_angle = angle;
3688 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Y]);
3691 case CLUTTER_Z_AXIS:
3692 info->rz_angle = angle;
3693 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_ANGLE_Z]);
3697 self->priv->transform_valid = FALSE;
3699 g_object_thaw_notify (obj);
3701 clutter_actor_queue_redraw (self);
3705 * clutter_actor_set_rotation_center_internal:
3706 * @self: a #ClutterActor
3707 * @axis: the axis of the center to change
3708 * @center: the coordinates of the rotation center
3710 * Sets the rotation center on the given axis without affecting the
3714 clutter_actor_set_rotation_center_internal (ClutterActor *self,
3715 ClutterRotateAxis axis,
3716 const ClutterVertex *center)
3718 GObject *obj = G_OBJECT (self);
3719 ClutterTransformInfo *info;
3720 ClutterVertex v = { 0, 0, 0 };
3722 info = _clutter_actor_get_transform_info (self);
3727 g_object_freeze_notify (obj);
3731 case CLUTTER_X_AXIS:
3732 clutter_anchor_coord_set_units (&info->rx_center, v.x, v.y, v.z);
3733 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_X]);
3736 case CLUTTER_Y_AXIS:
3737 clutter_anchor_coord_set_units (&info->ry_center, v.x, v.y, v.z);
3738 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Y]);
3741 case CLUTTER_Z_AXIS:
3742 /* if the previously set rotation center was fractional, then
3743 * setting explicit coordinates will have to notify the
3744 * :rotation-center-z-gravity property as well
3746 if (info->rz_center.is_fractional)
3747 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
3749 clutter_anchor_coord_set_units (&info->rz_center, v.x, v.y, v.z);
3750 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
3754 self->priv->transform_valid = FALSE;
3756 g_object_thaw_notify (obj);
3758 clutter_actor_queue_redraw (self);
3762 clutter_actor_set_scale_factor (ClutterActor *self,
3763 ClutterRotateAxis axis,
3766 GObject *obj = G_OBJECT (self);
3767 ClutterTransformInfo *info;
3769 info = _clutter_actor_get_transform_info (self);
3771 g_object_freeze_notify (obj);
3775 case CLUTTER_X_AXIS:
3776 info->scale_x = factor;
3777 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
3780 case CLUTTER_Y_AXIS:
3781 info->scale_y = factor;
3782 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
3786 g_assert_not_reached ();
3789 self->priv->transform_valid = FALSE;
3791 clutter_actor_queue_redraw (self);
3793 g_object_thaw_notify (obj);
3797 clutter_actor_set_scale_center (ClutterActor *self,
3798 ClutterRotateAxis axis,
3801 GObject *obj = G_OBJECT (self);
3802 ClutterTransformInfo *info;
3803 gfloat center_x, center_y;
3805 info = _clutter_actor_get_transform_info (self);
3807 g_object_freeze_notify (obj);
3809 /* get the current scale center coordinates */
3810 clutter_anchor_coord_get_units (self, &info->scale_center,
3815 /* we need to notify this too, because setting explicit coordinates will
3816 * change the gravity as a side effect
3818 if (info->scale_center.is_fractional)
3819 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
3823 case CLUTTER_X_AXIS:
3824 clutter_anchor_coord_set_units (&info->scale_center, coord, center_y, 0);
3825 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
3828 case CLUTTER_Y_AXIS:
3829 clutter_anchor_coord_set_units (&info->scale_center, center_x, coord, 0);
3830 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
3834 g_assert_not_reached ();
3837 self->priv->transform_valid = FALSE;
3839 clutter_actor_queue_redraw (self);
3841 g_object_thaw_notify (obj);
3845 clutter_actor_set_anchor_coord (ClutterActor *self,
3846 ClutterRotateAxis axis,
3849 GObject *obj = G_OBJECT (self);
3850 ClutterTransformInfo *info;
3851 gfloat anchor_x, anchor_y;
3853 info = _clutter_actor_get_transform_info (self);
3855 g_object_freeze_notify (obj);
3857 clutter_anchor_coord_get_units (self, &info->anchor,
3862 if (info->anchor.is_fractional)
3863 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
3867 case CLUTTER_X_AXIS:
3868 clutter_anchor_coord_set_units (&info->anchor,
3872 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
3875 case CLUTTER_Y_AXIS:
3876 clutter_anchor_coord_set_units (&info->anchor,
3880 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
3884 g_assert_not_reached ();
3887 self->priv->transform_valid = FALSE;
3889 clutter_actor_queue_redraw (self);
3891 g_object_thaw_notify (obj);
3895 clutter_actor_set_property (GObject *object,
3897 const GValue *value,
3900 ClutterActor *actor = CLUTTER_ACTOR (object);
3901 ClutterActorPrivate *priv = actor->priv;
3906 clutter_actor_set_x (actor, g_value_get_float (value));
3910 clutter_actor_set_y (actor, g_value_get_float (value));
3914 clutter_actor_set_width (actor, g_value_get_float (value));
3918 clutter_actor_set_height (actor, g_value_get_float (value));
3922 clutter_actor_set_x (actor, g_value_get_float (value));
3926 clutter_actor_set_y (actor, g_value_get_float (value));
3929 case PROP_FIXED_POSITION_SET:
3930 clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
3933 case PROP_MIN_WIDTH:
3934 clutter_actor_set_min_width (actor, g_value_get_float (value));
3937 case PROP_MIN_HEIGHT:
3938 clutter_actor_set_min_height (actor, g_value_get_float (value));
3941 case PROP_NATURAL_WIDTH:
3942 clutter_actor_set_natural_width (actor, g_value_get_float (value));
3945 case PROP_NATURAL_HEIGHT:
3946 clutter_actor_set_natural_height (actor, g_value_get_float (value));
3949 case PROP_MIN_WIDTH_SET:
3950 clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
3953 case PROP_MIN_HEIGHT_SET:
3954 clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
3957 case PROP_NATURAL_WIDTH_SET:
3958 clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
3961 case PROP_NATURAL_HEIGHT_SET:
3962 clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
3965 case PROP_REQUEST_MODE:
3966 clutter_actor_set_request_mode (actor, g_value_get_enum (value));
3970 clutter_actor_set_depth (actor, g_value_get_float (value));
3974 clutter_actor_set_opacity (actor, g_value_get_uint (value));
3977 case PROP_OFFSCREEN_REDIRECT:
3978 clutter_actor_set_offscreen_redirect (actor, g_value_get_enum (value));
3982 clutter_actor_set_name (actor, g_value_get_string (value));
3986 if (g_value_get_boolean (value) == TRUE)
3987 clutter_actor_show (actor);
3989 clutter_actor_hide (actor);
3993 clutter_actor_set_scale_factor (actor, CLUTTER_X_AXIS,
3994 g_value_get_double (value));
3998 clutter_actor_set_scale_factor (actor, CLUTTER_Y_AXIS,
3999 g_value_get_double (value));
4002 case PROP_SCALE_CENTER_X:
4003 clutter_actor_set_scale_center (actor, CLUTTER_X_AXIS,
4004 g_value_get_float (value));
4007 case PROP_SCALE_CENTER_Y:
4008 clutter_actor_set_scale_center (actor, CLUTTER_Y_AXIS,
4009 g_value_get_float (value));
4012 case PROP_SCALE_GRAVITY:
4014 const ClutterTransformInfo *info;
4015 ClutterGravity gravity;
4017 info = _clutter_actor_get_transform_info_or_defaults (actor);
4018 gravity = g_value_get_enum (value);
4020 clutter_actor_set_scale_with_gravity (actor,
4029 const ClutterGeometry *geom = g_value_get_boxed (value);
4031 clutter_actor_set_clip (actor,
4033 geom->width, geom->height);
4037 case PROP_CLIP_TO_ALLOCATION:
4038 clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value));
4042 clutter_actor_set_reactive (actor, g_value_get_boolean (value));
4045 case PROP_ROTATION_ANGLE_X:
4046 clutter_actor_set_rotation_angle_internal (actor,
4048 g_value_get_double (value));
4051 case PROP_ROTATION_ANGLE_Y:
4052 clutter_actor_set_rotation_angle_internal (actor,
4054 g_value_get_double (value));
4057 case PROP_ROTATION_ANGLE_Z:
4058 clutter_actor_set_rotation_angle_internal (actor,
4060 g_value_get_double (value));
4063 case PROP_ROTATION_CENTER_X:
4064 clutter_actor_set_rotation_center_internal (actor,
4066 g_value_get_boxed (value));
4069 case PROP_ROTATION_CENTER_Y:
4070 clutter_actor_set_rotation_center_internal (actor,
4072 g_value_get_boxed (value));
4075 case PROP_ROTATION_CENTER_Z:
4076 clutter_actor_set_rotation_center_internal (actor,
4078 g_value_get_boxed (value));
4081 case PROP_ROTATION_CENTER_Z_GRAVITY:
4083 const ClutterTransformInfo *info;
4085 info = _clutter_actor_get_transform_info_or_defaults (actor);
4086 clutter_actor_set_z_rotation_from_gravity (actor, info->rz_angle,
4087 g_value_get_enum (value));
4092 clutter_actor_set_anchor_coord (actor, CLUTTER_X_AXIS,
4093 g_value_get_float (value));
4097 clutter_actor_set_anchor_coord (actor, CLUTTER_Y_AXIS,
4098 g_value_get_float (value));
4101 case PROP_ANCHOR_GRAVITY:
4102 clutter_actor_set_anchor_point_from_gravity (actor,
4103 g_value_get_enum (value));
4106 case PROP_SHOW_ON_SET_PARENT:
4107 priv->show_on_set_parent = g_value_get_boolean (value);
4110 case PROP_TEXT_DIRECTION:
4111 clutter_actor_set_text_direction (actor, g_value_get_enum (value));
4115 clutter_actor_add_action (actor, g_value_get_object (value));
4118 case PROP_CONSTRAINTS:
4119 clutter_actor_add_constraint (actor, g_value_get_object (value));
4123 clutter_actor_add_effect (actor, g_value_get_object (value));
4126 case PROP_LAYOUT_MANAGER:
4127 clutter_actor_set_layout_manager (actor, g_value_get_object (value));
4131 clutter_actor_set_x_align (actor, g_value_get_enum (value));
4135 clutter_actor_set_y_align (actor, g_value_get_enum (value));
4138 case PROP_MARGIN_TOP:
4139 clutter_actor_set_margin_top (actor, g_value_get_float (value));
4142 case PROP_MARGIN_BOTTOM:
4143 clutter_actor_set_margin_bottom (actor, g_value_get_float (value));
4146 case PROP_MARGIN_LEFT:
4147 clutter_actor_set_margin_left (actor, g_value_get_float (value));
4150 case PROP_MARGIN_RIGHT:
4151 clutter_actor_set_margin_right (actor, g_value_get_float (value));
4154 case PROP_BACKGROUND_COLOR:
4155 clutter_actor_set_background_color (actor, g_value_get_boxed (value));
4159 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4165 clutter_actor_get_property (GObject *object,
4170 ClutterActor *actor = CLUTTER_ACTOR (object);
4171 ClutterActorPrivate *priv = actor->priv;
4176 g_value_set_float (value, clutter_actor_get_x (actor));
4180 g_value_set_float (value, clutter_actor_get_y (actor));
4184 g_value_set_float (value, clutter_actor_get_width (actor));
4188 g_value_set_float (value, clutter_actor_get_height (actor));
4193 const ClutterLayoutInfo *info;
4195 info = _clutter_actor_get_layout_info_or_defaults (actor);
4196 g_value_set_float (value, info->fixed_x);
4202 const ClutterLayoutInfo *info;
4204 info = _clutter_actor_get_layout_info_or_defaults (actor);
4205 g_value_set_float (value, info->fixed_y);
4209 case PROP_FIXED_POSITION_SET:
4210 g_value_set_boolean (value, priv->position_set);
4213 case PROP_MIN_WIDTH:
4215 const ClutterLayoutInfo *info;
4217 info = _clutter_actor_get_layout_info_or_defaults (actor);
4218 g_value_set_float (value, info->min_width);
4222 case PROP_MIN_HEIGHT:
4224 const ClutterLayoutInfo *info;
4226 info = _clutter_actor_get_layout_info_or_defaults (actor);
4227 g_value_set_float (value, info->min_height);
4231 case PROP_NATURAL_WIDTH:
4233 const ClutterLayoutInfo *info;
4235 info = _clutter_actor_get_layout_info_or_defaults (actor);
4236 g_value_set_float (value, info->natural_width);
4240 case PROP_NATURAL_HEIGHT:
4242 const ClutterLayoutInfo *info;
4244 info = _clutter_actor_get_layout_info_or_defaults (actor);
4245 g_value_set_float (value, info->natural_height);
4249 case PROP_MIN_WIDTH_SET:
4250 g_value_set_boolean (value, priv->min_width_set);
4253 case PROP_MIN_HEIGHT_SET:
4254 g_value_set_boolean (value, priv->min_height_set);
4257 case PROP_NATURAL_WIDTH_SET:
4258 g_value_set_boolean (value, priv->natural_width_set);
4261 case PROP_NATURAL_HEIGHT_SET:
4262 g_value_set_boolean (value, priv->natural_height_set);
4265 case PROP_REQUEST_MODE:
4266 g_value_set_enum (value, priv->request_mode);
4269 case PROP_ALLOCATION:
4270 g_value_set_boxed (value, &priv->allocation);
4274 g_value_set_float (value, clutter_actor_get_depth (actor));
4278 g_value_set_uint (value, priv->opacity);
4281 case PROP_OFFSCREEN_REDIRECT:
4282 g_value_set_enum (value, priv->offscreen_redirect);
4286 g_value_set_string (value, priv->name);
4290 g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
4294 g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
4298 g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
4302 g_value_set_boolean (value, priv->has_clip);
4307 ClutterGeometry clip;
4309 clip.x = CLUTTER_NEARBYINT (priv->clip.x);
4310 clip.y = CLUTTER_NEARBYINT (priv->clip.y);
4311 clip.width = CLUTTER_NEARBYINT (priv->clip.width);
4312 clip.height = CLUTTER_NEARBYINT (priv->clip.height);
4314 g_value_set_boxed (value, &clip);
4318 case PROP_CLIP_TO_ALLOCATION:
4319 g_value_set_boolean (value, priv->clip_to_allocation);
4324 const ClutterTransformInfo *info;
4326 info = _clutter_actor_get_transform_info_or_defaults (actor);
4327 g_value_set_double (value, info->scale_x);
4333 const ClutterTransformInfo *info;
4335 info = _clutter_actor_get_transform_info_or_defaults (actor);
4336 g_value_set_double (value, info->scale_y);
4340 case PROP_SCALE_CENTER_X:
4344 clutter_actor_get_scale_center (actor, ¢er, NULL);
4346 g_value_set_float (value, center);
4350 case PROP_SCALE_CENTER_Y:
4354 clutter_actor_get_scale_center (actor, NULL, ¢er);
4356 g_value_set_float (value, center);
4360 case PROP_SCALE_GRAVITY:
4361 g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
4365 g_value_set_boolean (value, clutter_actor_get_reactive (actor));
4368 case PROP_ROTATION_ANGLE_X:
4370 const ClutterTransformInfo *info;
4372 info = _clutter_actor_get_transform_info_or_defaults (actor);
4373 g_value_set_double (value, info->rx_angle);
4377 case PROP_ROTATION_ANGLE_Y:
4379 const ClutterTransformInfo *info;
4381 info = _clutter_actor_get_transform_info_or_defaults (actor);
4382 g_value_set_double (value, info->ry_angle);
4386 case PROP_ROTATION_ANGLE_Z:
4388 const ClutterTransformInfo *info;
4390 info = _clutter_actor_get_transform_info_or_defaults (actor);
4391 g_value_set_double (value, info->rz_angle);
4395 case PROP_ROTATION_CENTER_X:
4397 ClutterVertex center;
4399 clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
4404 g_value_set_boxed (value, ¢er);
4408 case PROP_ROTATION_CENTER_Y:
4410 ClutterVertex center;
4412 clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
4417 g_value_set_boxed (value, ¢er);
4421 case PROP_ROTATION_CENTER_Z:
4423 ClutterVertex center;
4425 clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
4430 g_value_set_boxed (value, ¢er);
4434 case PROP_ROTATION_CENTER_Z_GRAVITY:
4435 g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
4440 const ClutterTransformInfo *info;
4443 info = _clutter_actor_get_transform_info_or_defaults (actor);
4444 clutter_anchor_coord_get_units (actor, &info->anchor,
4448 g_value_set_float (value, anchor_x);
4454 const ClutterTransformInfo *info;
4457 info = _clutter_actor_get_transform_info_or_defaults (actor);
4458 clutter_anchor_coord_get_units (actor, &info->anchor,
4462 g_value_set_float (value, anchor_y);
4466 case PROP_ANCHOR_GRAVITY:
4467 g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
4470 case PROP_SHOW_ON_SET_PARENT:
4471 g_value_set_boolean (value, priv->show_on_set_parent);
4474 case PROP_TEXT_DIRECTION:
4475 g_value_set_enum (value, priv->text_direction);
4478 case PROP_HAS_POINTER:
4479 g_value_set_boolean (value, priv->has_pointer);
4482 case PROP_LAYOUT_MANAGER:
4483 g_value_set_object (value, priv->layout_manager);
4488 const ClutterLayoutInfo *info;
4490 info = _clutter_actor_get_layout_info_or_defaults (actor);
4491 g_value_set_enum (value, info->x_align);
4497 const ClutterLayoutInfo *info;
4499 info = _clutter_actor_get_layout_info_or_defaults (actor);
4500 g_value_set_enum (value, info->y_align);
4504 case PROP_MARGIN_TOP:
4506 const ClutterLayoutInfo *info;
4508 info = _clutter_actor_get_layout_info_or_defaults (actor);
4509 g_value_set_float (value, info->margin.top);
4513 case PROP_MARGIN_BOTTOM:
4515 const ClutterLayoutInfo *info;
4517 info = _clutter_actor_get_layout_info_or_defaults (actor);
4518 g_value_set_float (value, info->margin.bottom);
4522 case PROP_MARGIN_LEFT:
4524 const ClutterLayoutInfo *info;
4526 info = _clutter_actor_get_layout_info_or_defaults (actor);
4527 g_value_set_float (value, info->margin.left);
4531 case PROP_MARGIN_RIGHT:
4533 const ClutterLayoutInfo *info;
4535 info = _clutter_actor_get_layout_info_or_defaults (actor);
4536 g_value_set_float (value, info->margin.right);
4540 case PROP_BACKGROUND_COLOR_SET:
4541 g_value_set_boolean (value, priv->bg_color_set);
4544 case PROP_BACKGROUND_COLOR:
4545 g_value_set_boxed (value, &priv->bg_color);
4548 case PROP_FIRST_CHILD:
4549 g_value_set_object (value, priv->first_child);
4552 case PROP_LAST_CHILD:
4553 g_value_set_object (value, priv->last_child);
4557 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
4563 clutter_actor_dispose (GObject *object)
4565 ClutterActor *self = CLUTTER_ACTOR (object);
4566 ClutterActorPrivate *priv = self->priv;
4568 CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
4570 g_type_name (G_OBJECT_TYPE (self)),
4573 g_signal_emit (self, actor_signals[DESTROY], 0);
4575 /* avoid recursing when called from clutter_actor_destroy() */
4576 if (priv->parent != NULL)
4578 ClutterActor *parent = priv->parent;
4580 /* go through the Container implementation unless this
4581 * is an internal child and has been marked as such.
4583 * removing the actor from its parent will reset the
4584 * realized and mapped states.
4586 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
4587 clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
4589 clutter_actor_remove_child_internal (parent, self,
4590 REMOVE_CHILD_LEGACY_FLAGS);
4593 /* parent must be gone at this point */
4594 g_assert (priv->parent == NULL);
4596 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
4598 /* can't be mapped or realized with no parent */
4599 g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
4600 g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
4603 g_clear_object (&priv->pango_context);
4604 g_clear_object (&priv->actions);
4605 g_clear_object (&priv->constraints);
4606 g_clear_object (&priv->effects);
4607 g_clear_object (&priv->flatten_effect);
4609 if (priv->layout_manager != NULL)
4611 clutter_layout_manager_set_container (priv->layout_manager, NULL);
4612 g_object_unref (priv->layout_manager);
4613 priv->layout_manager = NULL;
4616 G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
4620 clutter_actor_finalize (GObject *object)
4622 ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv;
4624 CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'",
4625 priv->name != NULL ? priv->name : "<none>",
4627 g_type_name (G_OBJECT_TYPE (object)));
4629 _clutter_context_release_id (priv->id);
4631 g_free (priv->name);
4633 G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
4638 * clutter_actor_get_accessible:
4639 * @self: a #ClutterActor
4641 * Returns the accessible object that describes the actor to an
4642 * assistive technology.
4644 * If no class-specific #AtkObject implementation is available for the
4645 * actor instance in question, it will inherit an #AtkObject
4646 * implementation from the first ancestor class for which such an
4647 * implementation is defined.
4649 * The documentation of the <ulink
4650 * url="http://developer.gnome.org/doc/API/2.0/atk/index.html">ATK</ulink>
4651 * library contains more information about accessible objects and
4654 * Returns: (transfer none): the #AtkObject associated with @actor
4657 clutter_actor_get_accessible (ClutterActor *self)
4659 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
4661 return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self);
4665 clutter_actor_real_get_accessible (ClutterActor *actor)
4667 return atk_gobject_accessible_for_object (G_OBJECT (actor));
4671 _clutter_actor_ref_accessible (AtkImplementor *implementor)
4673 AtkObject *accessible;
4675 accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor));
4676 if (accessible != NULL)
4677 g_object_ref (accessible);
4683 atk_implementor_iface_init (AtkImplementorIface *iface)
4685 iface->ref_accessible = _clutter_actor_ref_accessible;
4689 clutter_actor_real_get_paint_volume (ClutterActor *self,
4690 ClutterPaintVolume *volume)
4692 ClutterActorPrivate *priv = self->priv;
4693 ClutterActor *child;
4694 ClutterActorClass *klass;
4697 klass = CLUTTER_ACTOR_GET_CLASS (self);
4699 /* XXX - this thoroughly sucks, but we don't want to penalize users
4700 * who use ClutterActor as a "new ClutterGroup" by forcing a full-stage
4701 * redraw. This should go away in 2.0.
4703 if (klass->paint == clutter_actor_real_paint &&
4704 klass->get_paint_volume == clutter_actor_real_get_paint_volume)
4710 /* this is the default return value: we cannot know if a class
4711 * is going to paint outside its allocation, so we take the
4712 * conservative approach.
4717 /* we start from the allocation */
4718 clutter_paint_volume_set_width (volume,
4719 priv->allocation.x2 - priv->allocation.x1);
4720 clutter_paint_volume_set_height (volume,
4721 priv->allocation.y2 - priv->allocation.y1);
4723 /* if the actor has a clip set then we have a pretty definite
4724 * size for the paint volume: the actor cannot possibly paint
4725 * outside the clip region.
4727 if (priv->clip_to_allocation)
4729 /* the allocation has already been set, so we just flip the
4736 if (priv->has_clip &&
4737 priv->clip.width >= 0 &&
4738 priv->clip.height >= 0)
4740 ClutterVertex origin;
4742 origin.x = priv->clip.x;
4743 origin.y = priv->clip.y;
4746 clutter_paint_volume_set_origin (volume, &origin);
4747 clutter_paint_volume_set_width (volume, priv->clip.width);
4748 clutter_paint_volume_set_height (volume, priv->clip.height);
4753 /* if we don't have children we just bail out here... */
4754 if (priv->n_children == 0)
4757 /* ...but if we have children then we ask for their paint volume in
4758 * our coordinates. if any of our children replies that it doesn't
4759 * have a paint volume, we bail out
4761 for (child = priv->first_child;
4763 child = child->priv->next_sibling)
4765 const ClutterPaintVolume *child_volume;
4767 child_volume = clutter_actor_get_transformed_paint_volume (child, self);
4768 if (child_volume == NULL)
4774 clutter_paint_volume_union (volume, child_volume);
4783 clutter_actor_real_has_overlaps (ClutterActor *self)
4785 /* By default we'll assume that all actors need an offscreen redirect to get
4786 * the correct opacity. Actors such as ClutterTexture that would never need
4787 * an offscreen redirect can override this to return FALSE. */
4792 clutter_actor_real_destroy (ClutterActor *actor)
4794 ClutterActorIter iter;
4796 clutter_actor_iter_init (&iter, actor);
4797 while (clutter_actor_iter_next (&iter, NULL))
4798 clutter_actor_iter_destroy (&iter);
4802 clutter_actor_constructor (GType gtype,
4804 GObjectConstructParam *props)
4806 GObjectClass *gobject_class;
4810 gobject_class = G_OBJECT_CLASS (clutter_actor_parent_class);
4811 retval = gobject_class->constructor (gtype, n_props, props);
4812 self = CLUTTER_ACTOR (retval);
4814 if (self->priv->layout_manager == NULL)
4816 ClutterLayoutManager *default_layout;
4818 CLUTTER_NOTE (LAYOUT, "Creating default layout manager");
4820 default_layout = clutter_fixed_layout_new ();
4821 clutter_actor_set_layout_manager (self, default_layout);
4828 clutter_actor_class_init (ClutterActorClass *klass)
4830 GObjectClass *object_class = G_OBJECT_CLASS (klass);
4832 quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
4833 quark_actor_layout_info = g_quark_from_static_string ("-clutter-actor-layout-info");
4834 quark_actor_transform_info = g_quark_from_static_string ("-clutter-actor-transform-info");
4836 object_class->constructor = clutter_actor_constructor;
4837 object_class->set_property = clutter_actor_set_property;
4838 object_class->get_property = clutter_actor_get_property;
4839 object_class->dispose = clutter_actor_dispose;
4840 object_class->finalize = clutter_actor_finalize;
4842 klass->show = clutter_actor_real_show;
4843 klass->show_all = clutter_actor_show;
4844 klass->hide = clutter_actor_real_hide;
4845 klass->hide_all = clutter_actor_hide;
4846 klass->map = clutter_actor_real_map;
4847 klass->unmap = clutter_actor_real_unmap;
4848 klass->unrealize = clutter_actor_real_unrealize;
4849 klass->pick = clutter_actor_real_pick;
4850 klass->get_preferred_width = clutter_actor_real_get_preferred_width;
4851 klass->get_preferred_height = clutter_actor_real_get_preferred_height;
4852 klass->allocate = clutter_actor_real_allocate;
4853 klass->queue_redraw = clutter_actor_real_queue_redraw;
4854 klass->queue_relayout = clutter_actor_real_queue_relayout;
4855 klass->apply_transform = clutter_actor_real_apply_transform;
4856 klass->get_accessible = clutter_actor_real_get_accessible;
4857 klass->get_paint_volume = clutter_actor_real_get_paint_volume;
4858 klass->has_overlaps = clutter_actor_real_has_overlaps;
4859 klass->paint = clutter_actor_real_paint;
4860 klass->destroy = clutter_actor_real_destroy;
4862 g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
4867 * X coordinate of the actor in pixels. If written, forces a fixed
4868 * position for the actor. If read, returns the fixed position if any,
4869 * otherwise the allocation if available, otherwise 0.
4872 g_param_spec_float ("x",
4874 P_("X coordinate of the actor"),
4875 -G_MAXFLOAT, G_MAXFLOAT,
4877 CLUTTER_PARAM_READWRITE);
4882 * Y coordinate of the actor in pixels. If written, forces a fixed
4883 * position for the actor. If read, returns the fixed position if
4884 * any, otherwise the allocation if available, otherwise 0.
4887 g_param_spec_float ("y",
4889 P_("Y coordinate of the actor"),
4890 -G_MAXFLOAT, G_MAXFLOAT,
4892 CLUTTER_PARAM_READWRITE);
4895 * ClutterActor:width:
4897 * Width of the actor (in pixels). If written, forces the minimum and
4898 * natural size request of the actor to the given width. If read, returns
4899 * the allocated width if available, otherwise the width request.
4901 obj_props[PROP_WIDTH] =
4902 g_param_spec_float ("width",
4904 P_("Width of the actor"),
4907 CLUTTER_PARAM_READWRITE);
4910 * ClutterActor:height:
4912 * Height of the actor (in pixels). If written, forces the minimum and
4913 * natural size request of the actor to the given height. If read, returns
4914 * the allocated height if available, otherwise the height request.
4916 obj_props[PROP_HEIGHT] =
4917 g_param_spec_float ("height",
4919 P_("Height of the actor"),
4922 CLUTTER_PARAM_READWRITE);
4925 * ClutterActor:fixed-x:
4927 * The fixed X position of the actor in pixels.
4929 * Writing this property sets #ClutterActor:fixed-position-set
4930 * property as well, as a side effect
4934 obj_props[PROP_FIXED_X] =
4935 g_param_spec_float ("fixed-x",
4937 P_("Forced X position of the actor"),
4938 -G_MAXFLOAT, G_MAXFLOAT,
4940 CLUTTER_PARAM_READWRITE);
4943 * ClutterActor:fixed-y:
4945 * The fixed Y position of the actor in pixels.
4947 * Writing this property sets the #ClutterActor:fixed-position-set
4948 * property as well, as a side effect
4952 obj_props[PROP_FIXED_Y] =
4953 g_param_spec_float ("fixed-y",
4955 P_("Forced Y position of the actor"),
4956 -G_MAXFLOAT, G_MAXFLOAT,
4958 CLUTTER_PARAM_READWRITE);
4961 * ClutterActor:fixed-position-set:
4963 * This flag controls whether the #ClutterActor:fixed-x and
4964 * #ClutterActor:fixed-y properties are used
4968 obj_props[PROP_FIXED_POSITION_SET] =
4969 g_param_spec_boolean ("fixed-position-set",
4970 P_("Fixed position set"),
4971 P_("Whether to use fixed positioning for the actor"),
4973 CLUTTER_PARAM_READWRITE);
4976 * ClutterActor:min-width:
4978 * A forced minimum width request for the actor, in pixels
4980 * Writing this property sets the #ClutterActor:min-width-set property
4981 * as well, as a side effect.
4983 *This property overrides the usual width request of the actor.
4987 obj_props[PROP_MIN_WIDTH] =
4988 g_param_spec_float ("min-width",
4990 P_("Forced minimum width request for the actor"),
4993 CLUTTER_PARAM_READWRITE);
4996 * ClutterActor:min-height:
4998 * A forced minimum height request for the actor, in pixels
5000 * Writing this property sets the #ClutterActor:min-height-set property
5001 * as well, as a side effect. This property overrides the usual height
5002 * request of the actor.
5006 obj_props[PROP_MIN_HEIGHT] =
5007 g_param_spec_float ("min-height",
5009 P_("Forced minimum height request for the actor"),
5012 CLUTTER_PARAM_READWRITE);
5015 * ClutterActor:natural-width:
5017 * A forced natural width request for the actor, in pixels
5019 * Writing this property sets the #ClutterActor:natural-width-set
5020 * property as well, as a side effect. This property overrides the
5021 * usual width request of the actor
5025 obj_props[PROP_NATURAL_WIDTH] =
5026 g_param_spec_float ("natural-width",
5027 P_("Natural Width"),
5028 P_("Forced natural width request for the actor"),
5031 CLUTTER_PARAM_READWRITE);
5034 * ClutterActor:natural-height:
5036 * A forced natural height request for the actor, in pixels
5038 * Writing this property sets the #ClutterActor:natural-height-set
5039 * property as well, as a side effect. This property overrides the
5040 * usual height request of the actor
5044 obj_props[PROP_NATURAL_HEIGHT] =
5045 g_param_spec_float ("natural-height",
5046 P_("Natural Height"),
5047 P_("Forced natural height request for the actor"),
5050 CLUTTER_PARAM_READWRITE);
5053 * ClutterActor:min-width-set:
5055 * This flag controls whether the #ClutterActor:min-width property
5060 obj_props[PROP_MIN_WIDTH_SET] =
5061 g_param_spec_boolean ("min-width-set",
5062 P_("Minimum width set"),
5063 P_("Whether to use the min-width property"),
5065 CLUTTER_PARAM_READWRITE);
5068 * ClutterActor:min-height-set:
5070 * This flag controls whether the #ClutterActor:min-height property
5075 obj_props[PROP_MIN_HEIGHT_SET] =
5076 g_param_spec_boolean ("min-height-set",
5077 P_("Minimum height set"),
5078 P_("Whether to use the min-height property"),
5080 CLUTTER_PARAM_READWRITE);
5083 * ClutterActor:natural-width-set:
5085 * This flag controls whether the #ClutterActor:natural-width property
5090 obj_props[PROP_NATURAL_WIDTH_SET] =
5091 g_param_spec_boolean ("natural-width-set",
5092 P_("Natural width set"),
5093 P_("Whether to use the natural-width property"),
5095 CLUTTER_PARAM_READWRITE);
5098 * ClutterActor:natural-height-set:
5100 * This flag controls whether the #ClutterActor:natural-height property
5105 obj_props[PROP_NATURAL_HEIGHT_SET] =
5106 g_param_spec_boolean ("natural-height-set",
5107 P_("Natural height set"),
5108 P_("Whether to use the natural-height property"),
5110 CLUTTER_PARAM_READWRITE);
5113 * ClutterActor:allocation:
5115 * The allocation for the actor, in pixels
5117 * This is property is read-only, but you might monitor it to know when an
5118 * actor moves or resizes
5122 obj_props[PROP_ALLOCATION] =
5123 g_param_spec_boxed ("allocation",
5125 P_("The actor's allocation"),
5126 CLUTTER_TYPE_ACTOR_BOX,
5127 CLUTTER_PARAM_READABLE);
5130 * ClutterActor:request-mode:
5132 * Request mode for the #ClutterActor. The request mode determines the
5133 * type of geometry management used by the actor, either height for width
5134 * (the default) or width for height.
5136 * For actors implementing height for width, the parent container should get
5137 * the preferred width first, and then the preferred height for that width.
5139 * For actors implementing width for height, the parent container should get
5140 * the preferred height first, and then the preferred width for that height.
5145 * ClutterRequestMode mode;
5146 * gfloat natural_width, min_width;
5147 * gfloat natural_height, min_height;
5149 * mode = clutter_actor_get_request_mode (child);
5150 * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
5152 * clutter_actor_get_preferred_width (child, -1,
5154 * &natural_width);
5155 * clutter_actor_get_preferred_height (child, natural_width,
5157 * &natural_height);
5161 * clutter_actor_get_preferred_height (child, -1,
5163 * &natural_height);
5164 * clutter_actor_get_preferred_width (child, natural_height,
5166 * &natural_width);
5170 * will retrieve the minimum and natural width and height depending on the
5171 * preferred request mode of the #ClutterActor "child".
5173 * The clutter_actor_get_preferred_size() function will implement this
5178 obj_props[PROP_REQUEST_MODE] =
5179 g_param_spec_enum ("request-mode",
5181 P_("The actor's request mode"),
5182 CLUTTER_TYPE_REQUEST_MODE,
5183 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
5184 CLUTTER_PARAM_READWRITE);
5187 * ClutterActor:depth:
5189 * The position of the actor on the Z axis
5193 obj_props[PROP_DEPTH] =
5194 g_param_spec_float ("depth",
5196 P_("Position on the Z axis"),
5197 -G_MAXFLOAT, G_MAXFLOAT,
5199 CLUTTER_PARAM_READWRITE);
5202 * ClutterActor:opacity:
5204 * Opacity of an actor, between 0 (fully transparent) and
5205 * 255 (fully opaque)
5207 obj_props[PROP_OPACITY] =
5208 g_param_spec_uint ("opacity",
5210 P_("Opacity of an actor"),
5213 CLUTTER_PARAM_READWRITE);
5216 * ClutterActor:offscreen-redirect:
5218 * Determines the conditions in which the actor will be redirected
5219 * to an offscreen framebuffer while being painted. For example this
5220 * can be used to cache an actor in a framebuffer or for improved
5221 * handling of transparent actors. See
5222 * clutter_actor_set_offscreen_redirect() for details.
5226 obj_props[PROP_OFFSCREEN_REDIRECT] =
5227 g_param_spec_flags ("offscreen-redirect",
5228 P_("Offscreen redirect"),
5229 P_("Flags controlling when to flatten the actor into a single image"),
5230 CLUTTER_TYPE_OFFSCREEN_REDIRECT,
5232 CLUTTER_PARAM_READWRITE);
5235 * ClutterActor:visible:
5237 * Whether the actor is set to be visible or not
5239 * See also #ClutterActor:mapped
5241 obj_props[PROP_VISIBLE] =
5242 g_param_spec_boolean ("visible",
5244 P_("Whether the actor is visible or not"),
5246 CLUTTER_PARAM_READWRITE);
5249 * ClutterActor:mapped:
5251 * Whether the actor is mapped (will be painted when the stage
5252 * to which it belongs is mapped)
5256 obj_props[PROP_MAPPED] =
5257 g_param_spec_boolean ("mapped",
5259 P_("Whether the actor will be painted"),
5261 CLUTTER_PARAM_READABLE);
5264 * ClutterActor:realized:
5266 * Whether the actor has been realized
5270 obj_props[PROP_REALIZED] =
5271 g_param_spec_boolean ("realized",
5273 P_("Whether the actor has been realized"),
5275 CLUTTER_PARAM_READABLE);
5278 * ClutterActor:reactive:
5280 * Whether the actor is reactive to events or not
5282 * Only reactive actors will emit event-related signals
5286 obj_props[PROP_REACTIVE] =
5287 g_param_spec_boolean ("reactive",
5289 P_("Whether the actor is reactive to events"),
5291 CLUTTER_PARAM_READWRITE);
5294 * ClutterActor:has-clip:
5296 * Whether the actor has the #ClutterActor:clip property set or not
5298 obj_props[PROP_HAS_CLIP] =
5299 g_param_spec_boolean ("has-clip",
5301 P_("Whether the actor has a clip set"),
5303 CLUTTER_PARAM_READABLE);
5306 * ClutterActor:clip:
5308 * The clip region for the actor, in actor-relative coordinates
5310 * Every part of the actor outside the clip region will not be
5313 obj_props[PROP_CLIP] =
5314 g_param_spec_boxed ("clip",
5316 P_("The clip region for the actor"),
5317 CLUTTER_TYPE_GEOMETRY,
5318 CLUTTER_PARAM_READWRITE);
5321 * ClutterActor:name:
5323 * The name of the actor
5327 obj_props[PROP_NAME] =
5328 g_param_spec_string ("name",
5330 P_("Name of the actor"),
5332 CLUTTER_PARAM_READWRITE);
5335 * ClutterActor:scale-x:
5337 * The horizontal scale of the actor
5341 obj_props[PROP_SCALE_X] =
5342 g_param_spec_double ("scale-x",
5344 P_("Scale factor on the X axis"),
5347 CLUTTER_PARAM_READWRITE);
5350 * ClutterActor:scale-y:
5352 * The vertical scale of the actor
5356 obj_props[PROP_SCALE_Y] =
5357 g_param_spec_double ("scale-y",
5359 P_("Scale factor on the Y axis"),
5362 CLUTTER_PARAM_READWRITE);
5365 * ClutterActor:scale-center-x:
5367 * The horizontal center point for scaling
5371 obj_props[PROP_SCALE_CENTER_X] =
5372 g_param_spec_float ("scale-center-x",
5373 P_("Scale Center X"),
5374 P_("Horizontal scale center"),
5375 -G_MAXFLOAT, G_MAXFLOAT,
5377 CLUTTER_PARAM_READWRITE);
5380 * ClutterActor:scale-center-y:
5382 * The vertical center point for scaling
5386 obj_props[PROP_SCALE_CENTER_Y] =
5387 g_param_spec_float ("scale-center-y",
5388 P_("Scale Center Y"),
5389 P_("Vertical scale center"),
5390 -G_MAXFLOAT, G_MAXFLOAT,
5392 CLUTTER_PARAM_READWRITE);
5395 * ClutterActor:scale-gravity:
5397 * The center point for scaling expressed as a #ClutterGravity
5401 obj_props[PROP_SCALE_GRAVITY] =
5402 g_param_spec_enum ("scale-gravity",
5403 P_("Scale Gravity"),
5404 P_("The center of scaling"),
5405 CLUTTER_TYPE_GRAVITY,
5406 CLUTTER_GRAVITY_NONE,
5407 CLUTTER_PARAM_READWRITE);
5410 * ClutterActor:rotation-angle-x:
5412 * The rotation angle on the X axis
5416 obj_props[PROP_ROTATION_ANGLE_X] =
5417 g_param_spec_double ("rotation-angle-x",
5418 P_("Rotation Angle X"),
5419 P_("The rotation angle on the X axis"),
5420 -G_MAXDOUBLE, G_MAXDOUBLE,
5422 CLUTTER_PARAM_READWRITE);
5425 * ClutterActor:rotation-angle-y:
5427 * The rotation angle on the Y axis
5431 obj_props[PROP_ROTATION_ANGLE_Y] =
5432 g_param_spec_double ("rotation-angle-y",
5433 P_("Rotation Angle Y"),
5434 P_("The rotation angle on the Y axis"),
5435 -G_MAXDOUBLE, G_MAXDOUBLE,
5437 CLUTTER_PARAM_READWRITE);
5440 * ClutterActor:rotation-angle-z:
5442 * The rotation angle on the Z axis
5446 obj_props[PROP_ROTATION_ANGLE_Z] =
5447 g_param_spec_double ("rotation-angle-z",
5448 P_("Rotation Angle Z"),
5449 P_("The rotation angle on the Z axis"),
5450 -G_MAXDOUBLE, G_MAXDOUBLE,
5452 CLUTTER_PARAM_READWRITE);
5455 * ClutterActor:rotation-center-x:
5457 * The rotation center on the X axis.
5461 obj_props[PROP_ROTATION_CENTER_X] =
5462 g_param_spec_boxed ("rotation-center-x",
5463 P_("Rotation Center X"),
5464 P_("The rotation center on the X axis"),
5465 CLUTTER_TYPE_VERTEX,
5466 CLUTTER_PARAM_READWRITE);
5469 * ClutterActor:rotation-center-y:
5471 * The rotation center on the Y axis.
5475 obj_props[PROP_ROTATION_CENTER_Y] =
5476 g_param_spec_boxed ("rotation-center-y",
5477 P_("Rotation Center Y"),
5478 P_("The rotation center on the Y axis"),
5479 CLUTTER_TYPE_VERTEX,
5480 CLUTTER_PARAM_READWRITE);
5483 * ClutterActor:rotation-center-z:
5485 * The rotation center on the Z axis.
5489 obj_props[PROP_ROTATION_CENTER_Z] =
5490 g_param_spec_boxed ("rotation-center-z",
5491 P_("Rotation Center Z"),
5492 P_("The rotation center on the Z axis"),
5493 CLUTTER_TYPE_VERTEX,
5494 CLUTTER_PARAM_READWRITE);
5497 * ClutterActor:rotation-center-z-gravity:
5499 * The rotation center on the Z axis expressed as a #ClutterGravity.
5503 obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] =
5504 g_param_spec_enum ("rotation-center-z-gravity",
5505 P_("Rotation Center Z Gravity"),
5506 P_("Center point for rotation around the Z axis"),
5507 CLUTTER_TYPE_GRAVITY,
5508 CLUTTER_GRAVITY_NONE,
5509 CLUTTER_PARAM_READWRITE);
5512 * ClutterActor:anchor-x:
5514 * The X coordinate of an actor's anchor point, relative to
5515 * the actor coordinate space, in pixels
5519 obj_props[PROP_ANCHOR_X] =
5520 g_param_spec_float ("anchor-x",
5522 P_("X coordinate of the anchor point"),
5523 -G_MAXFLOAT, G_MAXFLOAT,
5525 CLUTTER_PARAM_READWRITE);
5528 * ClutterActor:anchor-y:
5530 * The Y coordinate of an actor's anchor point, relative to
5531 * the actor coordinate space, in pixels
5535 obj_props[PROP_ANCHOR_Y] =
5536 g_param_spec_float ("anchor-y",
5538 P_("Y coordinate of the anchor point"),
5539 -G_MAXFLOAT, G_MAXFLOAT,
5541 CLUTTER_PARAM_READWRITE);
5544 * ClutterActor:anchor-gravity:
5546 * The anchor point expressed as a #ClutterGravity
5550 obj_props[PROP_ANCHOR_GRAVITY] =
5551 g_param_spec_enum ("anchor-gravity",
5552 P_("Anchor Gravity"),
5553 P_("The anchor point as a ClutterGravity"),
5554 CLUTTER_TYPE_GRAVITY,
5555 CLUTTER_GRAVITY_NONE,
5556 CLUTTER_PARAM_READWRITE);
5559 * ClutterActor:show-on-set-parent:
5561 * If %TRUE, the actor is automatically shown when parented.
5563 * Calling clutter_actor_hide() on an actor which has not been
5564 * parented will set this property to %FALSE as a side effect.
5568 obj_props[PROP_SHOW_ON_SET_PARENT] =
5569 g_param_spec_boolean ("show-on-set-parent",
5570 P_("Show on set parent"),
5571 P_("Whether the actor is shown when parented"),
5573 CLUTTER_PARAM_READWRITE);
5576 * ClutterActor:clip-to-allocation:
5578 * Whether the clip region should track the allocated area
5581 * This property is ignored if a clip area has been explicitly
5582 * set using clutter_actor_set_clip().
5586 obj_props[PROP_CLIP_TO_ALLOCATION] =
5587 g_param_spec_boolean ("clip-to-allocation",
5588 P_("Clip to Allocation"),
5589 P_("Sets the clip region to track the actor's allocation"),
5591 CLUTTER_PARAM_READWRITE);
5594 * ClutterActor:text-direction:
5596 * The direction of the text inside a #ClutterActor.
5600 obj_props[PROP_TEXT_DIRECTION] =
5601 g_param_spec_enum ("text-direction",
5602 P_("Text Direction"),
5603 P_("Direction of the text"),
5604 CLUTTER_TYPE_TEXT_DIRECTION,
5605 CLUTTER_TEXT_DIRECTION_LTR,
5606 CLUTTER_PARAM_READWRITE);
5609 * ClutterActor:has-pointer:
5611 * Whether the actor contains the pointer of a #ClutterInputDevice
5616 obj_props[PROP_HAS_POINTER] =
5617 g_param_spec_boolean ("has-pointer",
5619 P_("Whether the actor contains the pointer of an input device"),
5621 CLUTTER_PARAM_READABLE);
5624 * ClutterActor:actions:
5626 * Adds a #ClutterAction to the actor
5630 obj_props[PROP_ACTIONS] =
5631 g_param_spec_object ("actions",
5633 P_("Adds an action to the actor"),
5634 CLUTTER_TYPE_ACTION,
5635 CLUTTER_PARAM_WRITABLE);
5638 * ClutterActor:constraints:
5640 * Adds a #ClutterConstraint to the actor
5644 obj_props[PROP_CONSTRAINTS] =
5645 g_param_spec_object ("constraints",
5647 P_("Adds a constraint to the actor"),
5648 CLUTTER_TYPE_CONSTRAINT,
5649 CLUTTER_PARAM_WRITABLE);
5652 * ClutterActor:effect:
5654 * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor
5658 obj_props[PROP_EFFECT] =
5659 g_param_spec_object ("effect",
5661 P_("Add an effect to be applied on the actor"),
5662 CLUTTER_TYPE_EFFECT,
5663 CLUTTER_PARAM_WRITABLE);
5666 * ClutterActor:layout-manager:
5668 * A delegate object for controlling the layout of the children of
5673 obj_props[PROP_LAYOUT_MANAGER] =
5674 g_param_spec_object ("layout-manager",
5675 P_("Layout Manager"),
5676 P_("The object controlling the layout of an actor's children"),
5677 CLUTTER_TYPE_LAYOUT_MANAGER,
5678 CLUTTER_PARAM_READWRITE);
5682 * ClutterActor:x-align:
5684 * The alignment of an actor on the X axis, if the actor has been given
5685 * extra space for its allocation.
5689 obj_props[PROP_X_ALIGN] =
5690 g_param_spec_enum ("x-align",
5692 P_("The alignment of the actor on the X axis within its allocation"),
5693 CLUTTER_TYPE_ACTOR_ALIGN,
5694 CLUTTER_ACTOR_ALIGN_FILL,
5695 CLUTTER_PARAM_READWRITE);
5698 * ClutterActor:y-align:
5700 * The alignment of an actor on the Y axis, if the actor has been given
5701 * extra space for its allocation.
5705 obj_props[PROP_Y_ALIGN] =
5706 g_param_spec_enum ("y-align",
5708 P_("The alignment of the actor on the Y axis within its allocation"),
5709 CLUTTER_TYPE_ACTOR_ALIGN,
5710 CLUTTER_ACTOR_ALIGN_FILL,
5711 CLUTTER_PARAM_READWRITE);
5714 * ClutterActor:margin-top:
5716 * The margin (in pixels) from the top of the actor.
5718 * This property adds a margin to the actor's preferred size; the margin
5719 * will be automatically taken into account when allocating the actor.
5723 obj_props[PROP_MARGIN_TOP] =
5724 g_param_spec_float ("margin-top",
5726 P_("Extra space at the top"),
5729 CLUTTER_PARAM_READWRITE);
5732 * ClutterActor:margin-bottom:
5734 * The margin (in pixels) from the bottom of the actor.
5736 * This property adds a margin to the actor's preferred size; the margin
5737 * will be automatically taken into account when allocating the actor.
5741 obj_props[PROP_MARGIN_BOTTOM] =
5742 g_param_spec_float ("margin-bottom",
5743 P_("Margin Bottom"),
5744 P_("Extra space at the bottom"),
5747 CLUTTER_PARAM_READWRITE);
5750 * ClutterActor:margin-left:
5752 * The margin (in pixels) from the left of the actor.
5754 * This property adds a margin to the actor's preferred size; the margin
5755 * will be automatically taken into account when allocating the actor.
5759 obj_props[PROP_MARGIN_LEFT] =
5760 g_param_spec_float ("margin-left",
5762 P_("Extra space at the left"),
5765 CLUTTER_PARAM_READWRITE);
5768 * ClutterActor:margin-right:
5770 * The margin (in pixels) from the right of the actor.
5772 * This property adds a margin to the actor's preferred size; the margin
5773 * will be automatically taken into account when allocating the actor.
5777 obj_props[PROP_MARGIN_RIGHT] =
5778 g_param_spec_float ("margin-right",
5780 P_("Extra space at the right"),
5783 CLUTTER_PARAM_READWRITE);
5786 * ClutterActor:background-color-set:
5788 * Whether the #ClutterActor:background-color property has been set.
5792 obj_props[PROP_BACKGROUND_COLOR_SET] =
5793 g_param_spec_boolean ("background-color-set",
5794 P_("Background Color Set"),
5795 P_("Whether the background color is set"),
5797 CLUTTER_PARAM_READABLE);
5800 * ClutterActor:background-color:
5802 * Paints a solid fill of the actor's allocation using the specified
5807 obj_props[PROP_BACKGROUND_COLOR] =
5808 clutter_param_spec_color ("background-color",
5809 P_("Background color"),
5810 P_("The actor's background color"),
5811 CLUTTER_COLOR_Transparent,
5812 CLUTTER_PARAM_READWRITE);
5815 * ClutterActor:first-child:
5817 * The actor's first child.
5821 obj_props[PROP_FIRST_CHILD] =
5822 g_param_spec_object ("first-child",
5824 P_("The actor's first child"),
5826 CLUTTER_PARAM_READABLE);
5829 * ClutterActor:last-child:
5831 * The actor's last child.
5835 obj_props[PROP_LAST_CHILD] =
5836 g_param_spec_object ("last-child",
5838 P_("The actor's last child"),
5840 CLUTTER_PARAM_READABLE);
5842 g_object_class_install_properties (object_class, PROP_LAST, obj_props);
5845 * ClutterActor::destroy:
5846 * @actor: the #ClutterActor which emitted the signal
5848 * The ::destroy signal notifies that all references held on the
5849 * actor which emitted it should be released.
5851 * The ::destroy signal should be used by all holders of a reference
5854 * This signal might result in the finalization of the #ClutterActor
5855 * if all references are released.
5857 * Composite actors and actors implementing the #ClutterContainer
5858 * interface should override the default implementation of the
5859 * class handler of this signal and call clutter_actor_destroy() on
5860 * their children. When overriding the default class handler, it is
5861 * required to chain up to the parent's implementation.
5865 actor_signals[DESTROY] =
5866 g_signal_new (I_("destroy"),
5867 G_TYPE_FROM_CLASS (object_class),
5868 G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
5869 G_STRUCT_OFFSET (ClutterActorClass, destroy),
5871 _clutter_marshal_VOID__VOID,
5874 * ClutterActor::show:
5875 * @actor: the object which received the signal
5877 * The ::show signal is emitted when an actor is visible and
5878 * rendered on the stage.
5882 actor_signals[SHOW] =
5883 g_signal_new (I_("show"),
5884 G_TYPE_FROM_CLASS (object_class),
5886 G_STRUCT_OFFSET (ClutterActorClass, show),
5888 _clutter_marshal_VOID__VOID,
5891 * ClutterActor::hide:
5892 * @actor: the object which received the signal
5894 * The ::hide signal is emitted when an actor is no longer rendered
5899 actor_signals[HIDE] =
5900 g_signal_new (I_("hide"),
5901 G_TYPE_FROM_CLASS (object_class),
5903 G_STRUCT_OFFSET (ClutterActorClass, hide),
5905 _clutter_marshal_VOID__VOID,
5908 * ClutterActor::parent-set:
5909 * @actor: the object which received the signal
5910 * @old_parent: (allow-none): the previous parent of the actor, or %NULL
5912 * This signal is emitted when the parent of the actor changes.
5916 actor_signals[PARENT_SET] =
5917 g_signal_new (I_("parent-set"),
5918 G_TYPE_FROM_CLASS (object_class),
5920 G_STRUCT_OFFSET (ClutterActorClass, parent_set),
5922 _clutter_marshal_VOID__OBJECT,
5924 CLUTTER_TYPE_ACTOR);
5927 * ClutterActor::queue-redraw:
5928 * @actor: the actor we're bubbling the redraw request through
5929 * @origin: the actor which initiated the redraw request
5931 * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
5932 * is called on @origin.
5934 * The default implementation for #ClutterActor chains up to the
5935 * parent actor and queues a redraw on the parent, thus "bubbling"
5936 * the redraw queue up through the actor graph. The default
5937 * implementation for #ClutterStage queues a clutter_stage_ensure_redraw()
5938 * in a main loop idle handler.
5940 * Note that the @origin actor may be the stage, or a container; it
5941 * does not have to be a leaf node in the actor graph.
5943 * Toolkits embedding a #ClutterStage which require a redraw and
5944 * relayout cycle can stop the emission of this signal using the
5945 * GSignal API, redraw the UI and then call clutter_stage_ensure_redraw()
5950 * on_redraw_complete (gpointer data)
5952 * ClutterStage *stage = data;
5954 * /* execute the Clutter drawing pipeline */
5955 * clutter_stage_ensure_redraw (stage);
5959 * on_stage_queue_redraw (ClutterStage *stage)
5961 * /* this prevents the default handler to run */
5962 * g_signal_stop_emission_by_name (stage, "queue-redraw");
5964 * /* queue a redraw with the host toolkit and call
5965 * * a function when the redraw has been completed
5967 * queue_a_redraw (G_CALLBACK (on_redraw_complete), stage);
5971 * <note><para>This signal is emitted before the Clutter paint
5972 * pipeline is executed. If you want to know when the pipeline has
5973 * been completed you should connect to the ::paint signal on the
5974 * Stage with g_signal_connect_after().</para></note>
5978 actor_signals[QUEUE_REDRAW] =
5979 g_signal_new (I_("queue-redraw"),
5980 G_TYPE_FROM_CLASS (object_class),
5982 G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
5984 _clutter_marshal_VOID__OBJECT,
5986 CLUTTER_TYPE_ACTOR);
5989 * ClutterActor::queue-relayout
5990 * @actor: the actor being queued for relayout
5992 * The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
5993 * is called on an actor.
5995 * The default implementation for #ClutterActor chains up to the
5996 * parent actor and queues a relayout on the parent, thus "bubbling"
5997 * the relayout queue up through the actor graph.
5999 * The main purpose of this signal is to allow relayout to be propagated
6000 * properly in the procense of #ClutterClone actors. Applications will
6001 * not normally need to connect to this signal.
6005 actor_signals[QUEUE_RELAYOUT] =
6006 g_signal_new (I_("queue-relayout"),
6007 G_TYPE_FROM_CLASS (object_class),
6009 G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
6011 _clutter_marshal_VOID__VOID,
6015 * ClutterActor::event:
6016 * @actor: the actor which received the event
6017 * @event: a #ClutterEvent
6019 * The ::event signal is emitted each time an event is received
6020 * by the @actor. This signal will be emitted on every actor,
6021 * following the hierarchy chain, until it reaches the top-level
6022 * container (the #ClutterStage).
6024 * Return value: %TRUE if the event has been handled by the actor,
6025 * or %FALSE to continue the emission.
6029 actor_signals[EVENT] =
6030 g_signal_new (I_("event"),
6031 G_TYPE_FROM_CLASS (object_class),
6033 G_STRUCT_OFFSET (ClutterActorClass, event),
6034 _clutter_boolean_handled_accumulator, NULL,
6035 _clutter_marshal_BOOLEAN__BOXED,
6037 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6039 * ClutterActor::button-press-event:
6040 * @actor: the actor which received the event
6041 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6043 * The ::button-press-event signal is emitted each time a mouse button
6044 * is pressed on @actor.
6046 * Return value: %TRUE if the event has been handled by the actor,
6047 * or %FALSE to continue the emission.
6051 actor_signals[BUTTON_PRESS_EVENT] =
6052 g_signal_new (I_("button-press-event"),
6053 G_TYPE_FROM_CLASS (object_class),
6055 G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
6056 _clutter_boolean_handled_accumulator, NULL,
6057 _clutter_marshal_BOOLEAN__BOXED,
6059 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6061 * ClutterActor::button-release-event:
6062 * @actor: the actor which received the event
6063 * @event: (type ClutterButtonEvent): a #ClutterButtonEvent
6065 * The ::button-release-event signal is emitted each time a mouse button
6066 * is released on @actor.
6068 * Return value: %TRUE if the event has been handled by the actor,
6069 * or %FALSE to continue the emission.
6073 actor_signals[BUTTON_RELEASE_EVENT] =
6074 g_signal_new (I_("button-release-event"),
6075 G_TYPE_FROM_CLASS (object_class),
6077 G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
6078 _clutter_boolean_handled_accumulator, NULL,
6079 _clutter_marshal_BOOLEAN__BOXED,
6081 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6083 * ClutterActor::scroll-event:
6084 * @actor: the actor which received the event
6085 * @event: (type ClutterScrollEvent): a #ClutterScrollEvent
6087 * The ::scroll-event signal is emitted each time the mouse is
6088 * scrolled on @actor
6090 * Return value: %TRUE if the event has been handled by the actor,
6091 * or %FALSE to continue the emission.
6095 actor_signals[SCROLL_EVENT] =
6096 g_signal_new (I_("scroll-event"),
6097 G_TYPE_FROM_CLASS (object_class),
6099 G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
6100 _clutter_boolean_handled_accumulator, NULL,
6101 _clutter_marshal_BOOLEAN__BOXED,
6103 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6105 * ClutterActor::key-press-event:
6106 * @actor: the actor which received the event
6107 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6109 * The ::key-press-event signal is emitted each time a keyboard button
6110 * is pressed while @actor has key focus (see 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_PRESS_EVENT] =
6118 g_signal_new (I_("key-press-event"),
6119 G_TYPE_FROM_CLASS (object_class),
6121 G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
6122 _clutter_boolean_handled_accumulator, NULL,
6123 _clutter_marshal_BOOLEAN__BOXED,
6125 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6127 * ClutterActor::key-release-event:
6128 * @actor: the actor which received the event
6129 * @event: (type ClutterKeyEvent): a #ClutterKeyEvent
6131 * The ::key-release-event signal is emitted each time a keyboard button
6132 * is released while @actor has key focus (see
6133 * clutter_stage_set_key_focus()).
6135 * Return value: %TRUE if the event has been handled by the actor,
6136 * or %FALSE to continue the emission.
6140 actor_signals[KEY_RELEASE_EVENT] =
6141 g_signal_new (I_("key-release-event"),
6142 G_TYPE_FROM_CLASS (object_class),
6144 G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
6145 _clutter_boolean_handled_accumulator, NULL,
6146 _clutter_marshal_BOOLEAN__BOXED,
6148 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6150 * ClutterActor::motion-event:
6151 * @actor: the actor which received the event
6152 * @event: (type ClutterMotionEvent): a #ClutterMotionEvent
6154 * The ::motion-event signal is emitted each time the mouse pointer is
6155 * moved over @actor.
6157 * Return value: %TRUE if the event has been handled by the actor,
6158 * or %FALSE to continue the emission.
6162 actor_signals[MOTION_EVENT] =
6163 g_signal_new (I_("motion-event"),
6164 G_TYPE_FROM_CLASS (object_class),
6166 G_STRUCT_OFFSET (ClutterActorClass, motion_event),
6167 _clutter_boolean_handled_accumulator, NULL,
6168 _clutter_marshal_BOOLEAN__BOXED,
6170 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6173 * ClutterActor::key-focus-in:
6174 * @actor: the actor which now has key focus
6176 * The ::key-focus-in signal is emitted when @actor receives key focus.
6180 actor_signals[KEY_FOCUS_IN] =
6181 g_signal_new (I_("key-focus-in"),
6182 G_TYPE_FROM_CLASS (object_class),
6184 G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
6186 _clutter_marshal_VOID__VOID,
6190 * ClutterActor::key-focus-out:
6191 * @actor: the actor which now has key focus
6193 * The ::key-focus-out signal is emitted when @actor loses key focus.
6197 actor_signals[KEY_FOCUS_OUT] =
6198 g_signal_new (I_("key-focus-out"),
6199 G_TYPE_FROM_CLASS (object_class),
6201 G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
6203 _clutter_marshal_VOID__VOID,
6207 * ClutterActor::enter-event:
6208 * @actor: the actor which the pointer has entered.
6209 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6211 * The ::enter-event signal is emitted when the pointer enters the @actor
6213 * Return value: %TRUE if the event has been handled by the actor,
6214 * or %FALSE to continue the emission.
6218 actor_signals[ENTER_EVENT] =
6219 g_signal_new (I_("enter-event"),
6220 G_TYPE_FROM_CLASS (object_class),
6222 G_STRUCT_OFFSET (ClutterActorClass, enter_event),
6223 _clutter_boolean_handled_accumulator, NULL,
6224 _clutter_marshal_BOOLEAN__BOXED,
6226 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6229 * ClutterActor::leave-event:
6230 * @actor: the actor which the pointer has left
6231 * @event: (type ClutterCrossingEvent): a #ClutterCrossingEvent
6233 * The ::leave-event signal is emitted when the pointer leaves the @actor.
6235 * Return value: %TRUE if the event has been handled by the actor,
6236 * or %FALSE to continue the emission.
6240 actor_signals[LEAVE_EVENT] =
6241 g_signal_new (I_("leave-event"),
6242 G_TYPE_FROM_CLASS (object_class),
6244 G_STRUCT_OFFSET (ClutterActorClass, leave_event),
6245 _clutter_boolean_handled_accumulator, NULL,
6246 _clutter_marshal_BOOLEAN__BOXED,
6248 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6251 * ClutterActor::captured-event:
6252 * @actor: the actor which received the signal
6253 * @event: a #ClutterEvent
6255 * The ::captured-event signal is emitted when an event is captured
6256 * by Clutter. This signal will be emitted starting from the top-level
6257 * container (the #ClutterStage) to the actor which received the event
6258 * going down the hierarchy. This signal can be used to intercept every
6259 * event before the specialized events (like
6260 * ClutterActor::button-press-event or ::key-released-event) are
6263 * Return value: %TRUE if the event has been handled by the actor,
6264 * or %FALSE to continue the emission.
6268 actor_signals[CAPTURED_EVENT] =
6269 g_signal_new (I_("captured-event"),
6270 G_TYPE_FROM_CLASS (object_class),
6272 G_STRUCT_OFFSET (ClutterActorClass, captured_event),
6273 _clutter_boolean_handled_accumulator, NULL,
6274 _clutter_marshal_BOOLEAN__BOXED,
6276 CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
6279 * ClutterActor::paint:
6280 * @actor: the #ClutterActor that received the signal
6282 * The ::paint signal is emitted each time an actor is being painted.
6284 * Subclasses of #ClutterActor should override the class signal handler
6285 * and paint themselves in that function.
6287 * It is possible to connect a handler to the ::paint signal in order
6288 * to set up some custom aspect of a paint.
6292 actor_signals[PAINT] =
6293 g_signal_new (I_("paint"),
6294 G_TYPE_FROM_CLASS (object_class),
6296 G_STRUCT_OFFSET (ClutterActorClass, paint),
6298 _clutter_marshal_VOID__VOID,
6301 * ClutterActor::realize:
6302 * @actor: the #ClutterActor that received the signal
6304 * The ::realize signal is emitted each time an actor is being
6309 actor_signals[REALIZE] =
6310 g_signal_new (I_("realize"),
6311 G_TYPE_FROM_CLASS (object_class),
6313 G_STRUCT_OFFSET (ClutterActorClass, realize),
6315 _clutter_marshal_VOID__VOID,
6318 * ClutterActor::unrealize:
6319 * @actor: the #ClutterActor that received the signal
6321 * The ::unrealize signal is emitted each time an actor is being
6326 actor_signals[UNREALIZE] =
6327 g_signal_new (I_("unrealize"),
6328 G_TYPE_FROM_CLASS (object_class),
6330 G_STRUCT_OFFSET (ClutterActorClass, unrealize),
6332 _clutter_marshal_VOID__VOID,
6336 * ClutterActor::pick:
6337 * @actor: the #ClutterActor that received the signal
6338 * @color: the #ClutterColor to be used when picking
6340 * The ::pick signal is emitted each time an actor is being painted
6341 * in "pick mode". The pick mode is used to identify the actor during
6342 * the event handling phase, or by clutter_stage_get_actor_at_pos().
6343 * The actor should paint its shape using the passed @pick_color.
6345 * Subclasses of #ClutterActor should override the class signal handler
6346 * and paint themselves in that function.
6348 * It is possible to connect a handler to the ::pick signal in order
6349 * to set up some custom aspect of a paint in pick mode.
6353 actor_signals[PICK] =
6354 g_signal_new (I_("pick"),
6355 G_TYPE_FROM_CLASS (object_class),
6357 G_STRUCT_OFFSET (ClutterActorClass, pick),
6359 _clutter_marshal_VOID__BOXED,
6361 CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE);
6364 * ClutterActor::allocation-changed:
6365 * @actor: the #ClutterActor that emitted the signal
6366 * @box: a #ClutterActorBox with the new allocation
6367 * @flags: #ClutterAllocationFlags for the allocation
6369 * The ::allocation-changed signal is emitted when the
6370 * #ClutterActor:allocation property changes. Usually, application
6371 * code should just use the notifications for the :allocation property
6372 * but if you want to track the allocation flags as well, for instance
6373 * to know whether the absolute origin of @actor changed, then you might
6374 * want use this signal instead.
6378 actor_signals[ALLOCATION_CHANGED] =
6379 g_signal_new (I_("allocation-changed"),
6380 G_TYPE_FROM_CLASS (object_class),
6384 _clutter_marshal_VOID__BOXED_FLAGS,
6386 CLUTTER_TYPE_ACTOR_BOX,
6387 CLUTTER_TYPE_ALLOCATION_FLAGS);
6391 clutter_actor_init (ClutterActor *self)
6393 ClutterActorPrivate *priv;
6395 self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
6397 priv->id = _clutter_context_acquire_id (self);
6400 priv->opacity = 0xff;
6401 priv->show_on_set_parent = TRUE;
6403 priv->needs_width_request = TRUE;
6404 priv->needs_height_request = TRUE;
6405 priv->needs_allocation = TRUE;
6407 priv->cached_width_age = 1;
6408 priv->cached_height_age = 1;
6410 priv->opacity_override = -1;
6411 priv->enable_model_view_transform = TRUE;
6413 /* Initialize an empty paint volume to start with */
6414 _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
6415 priv->last_paint_volume_valid = TRUE;
6417 priv->transform_valid = FALSE;
6421 * clutter_actor_new:
6423 * Creates a new #ClutterActor.
6425 * A newly created actor has a floating reference, which will be sunk
6426 * when it is added to another actor.
6428 * Return value: (transfer full): the newly created #ClutterActor
6433 clutter_actor_new (void)
6435 return g_object_new (CLUTTER_TYPE_ACTOR, NULL);
6439 * clutter_actor_destroy:
6440 * @self: a #ClutterActor
6442 * Destroys an actor. When an actor is destroyed, it will break any
6443 * references it holds to other objects. If the actor is inside a
6444 * container, the actor will be removed.
6446 * When you destroy a container, its children will be destroyed as well.
6448 * Note: you cannot destroy the #ClutterStage returned by
6449 * clutter_stage_get_default().
6452 clutter_actor_destroy (ClutterActor *self)
6454 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6456 g_object_ref (self);
6458 /* avoid recursion while destroying */
6459 if (!CLUTTER_ACTOR_IN_DESTRUCTION (self))
6461 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6463 g_object_run_dispose (G_OBJECT (self));
6465 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION);
6468 g_object_unref (self);
6472 _clutter_actor_finish_queue_redraw (ClutterActor *self,
6473 ClutterPaintVolume *clip)
6475 ClutterActorPrivate *priv = self->priv;
6476 ClutterPaintVolume *pv;
6479 /* If we've been explicitly passed a clip volume then there's
6480 * nothing more to calculate, but otherwise the only thing we know
6481 * is that the change is constrained to the given actor.
6483 * The idea is that if we know the paint volume for where the actor
6484 * was last drawn (in eye coordinates) and we also have the paint
6485 * volume for where it will be drawn next (in actor coordinates)
6486 * then if we queue a redraw for both these volumes that will cover
6487 * everything that needs to be redrawn to clear the old view and
6488 * show the latest view of the actor.
6490 * Don't clip this redraw if we don't know what position we had for
6491 * the previous redraw since we don't know where to set the clip so
6492 * it will clear the actor as it is currently.
6496 _clutter_actor_set_queue_redraw_clip (self, clip);
6499 else if (G_LIKELY (priv->last_paint_volume_valid))
6501 pv = _clutter_actor_get_paint_volume_mutable (self);
6504 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
6506 /* make sure we redraw the actors old position... */
6507 _clutter_actor_set_queue_redraw_clip (stage,
6508 &priv->last_paint_volume);
6509 _clutter_actor_signal_queue_redraw (stage, stage);
6510 _clutter_actor_set_queue_redraw_clip (stage, NULL);
6512 /* XXX: Ideally the redraw signal would take a clip volume
6513 * argument, but that would be an ABI break. Until we can
6514 * break the ABI we pass the argument out-of-band
6517 /* setup the clip for the actors new position... */
6518 _clutter_actor_set_queue_redraw_clip (self, pv);
6527 _clutter_actor_signal_queue_redraw (self, self);
6529 /* Just in case anyone is manually firing redraw signals without
6530 * using the public queue_redraw() API we are careful to ensure that
6531 * our out-of-band clip member is cleared before returning...
6533 * Note: A NULL clip denotes a full-stage, un-clipped redraw
6535 if (G_LIKELY (clipped))
6536 _clutter_actor_set_queue_redraw_clip (self, NULL);
6538 priv->queue_redraw_entry = NULL;
6542 _clutter_actor_get_allocation_clip (ClutterActor *self,
6543 ClutterActorBox *clip)
6545 ClutterActorBox allocation;
6547 /* XXX: we don't care if we get an out of date allocation here
6548 * because clutter_actor_queue_redraw_with_clip knows to ignore
6549 * the clip if the actor's allocation is invalid.
6551 * This is noted because clutter_actor_get_allocation_box does some
6552 * unnecessary work to support buggy code with a comment suggesting
6553 * that it could be changed later which would be good for this use
6556 clutter_actor_get_allocation_box (self, &allocation);
6558 /* NB: clutter_actor_queue_redraw_with_clip expects a box in the
6559 * actor's own coordinate space but the allocation is in parent
6563 clip->x2 = allocation.x2 - allocation.x1;
6564 clip->y2 = allocation.y2 - allocation.y1;
6568 _clutter_actor_queue_redraw_full (ClutterActor *self,
6569 ClutterRedrawFlags flags,
6570 ClutterPaintVolume *volume,
6571 ClutterEffect *effect)
6573 ClutterActorPrivate *priv = self->priv;
6574 ClutterPaintVolume allocation_pv;
6575 ClutterPaintVolume *pv;
6576 gboolean should_free_pv;
6577 ClutterActor *stage;
6579 /* Here's an outline of the actor queue redraw mechanism:
6581 * The process starts in one of the following two functions which
6582 * are wrappers for this function:
6583 * clutter_actor_queue_redraw
6584 * _clutter_actor_queue_redraw_with_clip
6586 * additionally, an effect can queue a redraw by wrapping this
6587 * function in clutter_effect_queue_rerun
6589 * This functions queues an entry in a list associated with the
6590 * stage which is a list of actors that queued a redraw while
6591 * updating the timelines, performing layouting and processing other
6592 * mainloop sources before the next paint starts.
6594 * We aim to minimize the processing done at this point because
6595 * there is a good chance other events will happen while updating
6596 * the scenegraph that would invalidate any expensive work we might
6597 * otherwise try to do here. For example we don't try and resolve
6598 * the screen space bounding box of an actor at this stage so as to
6599 * minimize how much of the screen redraw because it's possible
6600 * something else will happen which will force a full redraw anyway.
6602 * When all updates are complete and we come to paint the stage then
6603 * we iterate this list and actually emit the "queue-redraw" signals
6604 * for each of the listed actors which will bubble up to the stage
6605 * for each actor and at that point we will transform the actors
6606 * paint volume into screen coordinates to determine the clip region
6607 * for what needs to be redrawn in the next paint.
6609 * Besides minimizing redundant work another reason for this
6610 * deferred design is that it's more likely we will be able to
6611 * determine the paint volume of an actor once we've finished
6612 * updating the scenegraph because its allocation should be up to
6613 * date. NB: If we can't determine an actors paint volume then we
6614 * can't automatically queue a clipped redraw which can make a big
6615 * difference to performance.
6617 * So the control flow goes like this:
6618 * One of clutter_actor_queue_redraw,
6619 * _clutter_actor_queue_redraw_with_clip
6620 * or clutter_effect_queue_rerun
6622 * then control moves to:
6623 * _clutter_stage_queue_actor_redraw
6625 * later during _clutter_stage_do_update, once relayouting is done
6626 * and the scenegraph has been updated we will call:
6627 * _clutter_stage_finish_queue_redraws
6629 * _clutter_stage_finish_queue_redraws will call
6630 * _clutter_actor_finish_queue_redraw for each listed actor.
6631 * Note: actors *are* allowed to queue further redraws during this
6632 * process (considering clone actors or texture_new_from_actor which
6633 * respond to their source queueing a redraw by queuing a redraw
6634 * themselves). We repeat the process until the list is empty.
6636 * This will result in the "queue-redraw" signal being fired for
6637 * each actor which will pass control to the default signal handler:
6638 * clutter_actor_real_queue_redraw
6640 * This will bubble up to the stages handler:
6641 * clutter_stage_real_queue_redraw
6643 * clutter_stage_real_queue_redraw will transform the actors paint
6644 * volume into screen space and add it as a clip region for the next
6648 /* ignore queueing a redraw for actors being destroyed */
6649 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6652 stage = _clutter_actor_get_stage_internal (self);
6654 /* Ignore queueing a redraw for actors not descended from a stage */
6658 /* ignore queueing a redraw on stages that are being destroyed */
6659 if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
6662 if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION)
6664 ClutterActorBox allocation_clip;
6665 ClutterVertex origin;
6667 /* If the actor doesn't have a valid allocation then we will
6668 * queue a full stage redraw. */
6669 if (priv->needs_allocation)
6671 /* NB: NULL denotes an undefined clip which will result in a
6673 _clutter_actor_set_queue_redraw_clip (self, NULL);
6674 _clutter_actor_signal_queue_redraw (self, self);
6678 _clutter_paint_volume_init_static (&allocation_pv, self);
6679 pv = &allocation_pv;
6681 _clutter_actor_get_allocation_clip (self, &allocation_clip);
6683 origin.x = allocation_clip.x1;
6684 origin.y = allocation_clip.y1;
6686 clutter_paint_volume_set_origin (pv, &origin);
6687 clutter_paint_volume_set_width (pv,
6688 allocation_clip.x2 - allocation_clip.x1);
6689 clutter_paint_volume_set_height (pv,
6690 allocation_clip.y2 -
6691 allocation_clip.y1);
6692 should_free_pv = TRUE;
6697 should_free_pv = FALSE;
6700 self->priv->queue_redraw_entry =
6701 _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage),
6702 priv->queue_redraw_entry,
6707 clutter_paint_volume_free (pv);
6709 /* If this is the first redraw queued then we can directly use the
6711 if (!priv->is_dirty)
6712 priv->effect_to_redraw = effect;
6713 /* Otherwise we need to merge it with the existing effect parameter */
6714 else if (effect != NULL)
6716 /* If there's already an effect then we need to use whichever is
6717 later in the chain of actors. Otherwise a full redraw has
6718 already been queued on the actor so we need to ignore the
6720 if (priv->effect_to_redraw != NULL)
6722 if (priv->effects == NULL)
6723 g_warning ("Redraw queued with an effect that is "
6724 "not applied to the actor");
6729 for (l = _clutter_meta_group_peek_metas (priv->effects);
6733 if (l->data == priv->effect_to_redraw ||
6735 priv->effect_to_redraw = l->data;
6742 /* If no effect is specified then we need to redraw the whole
6744 priv->effect_to_redraw = NULL;
6747 priv->is_dirty = TRUE;
6751 * clutter_actor_queue_redraw:
6752 * @self: A #ClutterActor
6754 * Queues up a redraw of an actor and any children. The redraw occurs
6755 * once the main loop becomes idle (after the current batch of events
6756 * has been processed, roughly).
6758 * Applications rarely need to call this, as redraws are handled
6759 * automatically by modification functions.
6761 * This function will not do anything if @self is not visible, or
6762 * if the actor is inside an invisible part of the scenegraph.
6764 * Also be aware that painting is a NOP for actors with an opacity of
6767 * When you are implementing a custom actor you must queue a redraw
6768 * whenever some private state changes that will affect painting or
6769 * picking of your actor.
6772 clutter_actor_queue_redraw (ClutterActor *self)
6774 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6776 _clutter_actor_queue_redraw_full (self,
6778 NULL, /* clip volume */
6783 * _clutter_actor_queue_redraw_with_clip:
6784 * @self: A #ClutterActor
6785 * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of
6786 * this queue redraw.
6787 * @volume: A #ClutterPaintVolume describing the bounds of what needs to be
6788 * redrawn or %NULL if you are just using a @flag to state your
6791 * Queues up a clipped redraw of an actor and any children. The redraw
6792 * occurs once the main loop becomes idle (after the current batch of
6793 * events has been processed, roughly).
6795 * If no flags are given the clip volume is defined by @volume
6796 * specified in actor coordinates and tells Clutter that only content
6797 * within this volume has been changed so Clutter can optionally
6798 * optimize the redraw.
6800 * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume
6801 * should be %NULL and this tells Clutter to use the actor's current
6802 * allocation as a clip box. This flag can only be used for 2D actors,
6803 * because any actor with depth may be projected outside its
6806 * Applications rarely need to call this, as redraws are handled
6807 * automatically by modification functions.
6809 * This function will not do anything if @self is not visible, or if
6810 * the actor is inside an invisible part of the scenegraph.
6812 * Also be aware that painting is a NOP for actors with an opacity of
6815 * When you are implementing a custom actor you must queue a redraw
6816 * whenever some private state changes that will affect painting or
6817 * picking of your actor.
6820 _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6821 ClutterRedrawFlags flags,
6822 ClutterPaintVolume *volume)
6824 _clutter_actor_queue_redraw_full (self,
6826 volume, /* clip volume */
6831 _clutter_actor_queue_only_relayout (ClutterActor *self)
6833 ClutterActorPrivate *priv = self->priv;
6835 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
6838 if (priv->needs_width_request &&
6839 priv->needs_height_request &&
6840 priv->needs_allocation)
6841 return; /* save some cpu cycles */
6843 #if CLUTTER_ENABLE_DEBUG
6844 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self))
6846 g_warning ("The actor '%s' is currently inside an allocation "
6847 "cycle; calling clutter_actor_queue_relayout() is "
6849 _clutter_actor_get_debug_name (self));
6851 #endif /* CLUTTER_ENABLE_DEBUG */
6853 g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
6857 * clutter_actor_queue_redraw_with_clip:
6858 * @self: a #ClutterActor
6859 * @clip: (allow-none): a rectangular clip region, or %NULL
6861 * Queues a redraw on @self limited to a specific, actor-relative
6864 * If @clip is %NULL this function is equivalent to
6865 * clutter_actor_queue_redraw().
6870 clutter_actor_queue_redraw_with_clip (ClutterActor *self,
6871 const cairo_rectangle_int_t *clip)
6873 ClutterPaintVolume volume;
6874 ClutterVertex origin;
6876 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6880 clutter_actor_queue_redraw (self);
6884 _clutter_paint_volume_init_static (&volume, self);
6890 clutter_paint_volume_set_origin (&volume, &origin);
6891 clutter_paint_volume_set_width (&volume, clip->width);
6892 clutter_paint_volume_set_height (&volume, clip->height);
6894 _clutter_actor_queue_redraw_full (self, 0, &volume, NULL);
6896 clutter_paint_volume_free (&volume);
6900 * clutter_actor_queue_relayout:
6901 * @self: A #ClutterActor
6903 * Indicates that the actor's size request or other layout-affecting
6904 * properties may have changed. This function is used inside #ClutterActor
6905 * subclass implementations, not by applications directly.
6907 * Queueing a new layout automatically queues a redraw as well.
6912 clutter_actor_queue_relayout (ClutterActor *self)
6914 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6916 _clutter_actor_queue_only_relayout (self);
6917 clutter_actor_queue_redraw (self);
6921 * clutter_actor_get_preferred_size:
6922 * @self: a #ClutterActor
6923 * @min_width_p: (out) (allow-none): return location for the minimum
6925 * @min_height_p: (out) (allow-none): return location for the minimum
6927 * @natural_width_p: (out) (allow-none): return location for the natural
6929 * @natural_height_p: (out) (allow-none): return location for the natural
6932 * Computes the preferred minimum and natural size of an actor, taking into
6933 * account the actor's geometry management (either height-for-width
6934 * or width-for-height).
6936 * The width and height used to compute the preferred height and preferred
6937 * width are the actor's natural ones.
6939 * If you need to control the height for the preferred width, or the width for
6940 * the preferred height, you should use clutter_actor_get_preferred_width()
6941 * and clutter_actor_get_preferred_height(), and check the actor's preferred
6942 * geometry management using the #ClutterActor:request-mode property.
6947 clutter_actor_get_preferred_size (ClutterActor *self,
6948 gfloat *min_width_p,
6949 gfloat *min_height_p,
6950 gfloat *natural_width_p,
6951 gfloat *natural_height_p)
6953 ClutterActorPrivate *priv;
6954 gfloat min_width, min_height;
6955 gfloat natural_width, natural_height;
6957 g_return_if_fail (CLUTTER_IS_ACTOR (self));
6961 min_width = min_height = 0;
6962 natural_width = natural_height = 0;
6964 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
6966 CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
6967 clutter_actor_get_preferred_width (self, -1,
6970 clutter_actor_get_preferred_height (self, natural_width,
6976 CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
6977 clutter_actor_get_preferred_height (self, -1,
6980 clutter_actor_get_preferred_width (self, natural_height,
6986 *min_width_p = min_width;
6989 *min_height_p = min_height;
6991 if (natural_width_p)
6992 *natural_width_p = natural_width;
6994 if (natural_height_p)
6995 *natural_height_p = natural_height;
7000 * @align: a #ClutterActorAlign
7001 * @direction: a #ClutterTextDirection
7003 * Retrieves the correct alignment depending on the text direction
7005 * Return value: the effective alignment
7007 static ClutterActorAlign
7008 effective_align (ClutterActorAlign align,
7009 ClutterTextDirection direction)
7011 ClutterActorAlign res;
7015 case CLUTTER_ACTOR_ALIGN_START:
7016 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7017 ? CLUTTER_ACTOR_ALIGN_END
7018 : CLUTTER_ACTOR_ALIGN_START;
7021 case CLUTTER_ACTOR_ALIGN_END:
7022 res = (direction == CLUTTER_TEXT_DIRECTION_RTL)
7023 ? CLUTTER_ACTOR_ALIGN_START
7024 : CLUTTER_ACTOR_ALIGN_END;
7036 adjust_for_margin (float margin_start,
7038 float *minimum_size,
7039 float *natural_size,
7040 float *allocated_start,
7041 float *allocated_end)
7043 *minimum_size -= (margin_start + margin_end);
7044 *natural_size -= (margin_start + margin_end);
7045 *allocated_start += margin_start;
7046 *allocated_end -= margin_end;
7050 adjust_for_alignment (ClutterActorAlign alignment,
7052 float *allocated_start,
7053 float *allocated_end)
7055 float allocated_size = *allocated_end - *allocated_start;
7059 case CLUTTER_ACTOR_ALIGN_FILL:
7063 case CLUTTER_ACTOR_ALIGN_START:
7065 *allocated_end = *allocated_start + MIN (natural_size, allocated_size);
7068 case CLUTTER_ACTOR_ALIGN_END:
7069 if (allocated_size > natural_size)
7071 *allocated_start += (allocated_size - natural_size);
7072 *allocated_end = *allocated_start + natural_size;
7076 case CLUTTER_ACTOR_ALIGN_CENTER:
7077 if (allocated_size > natural_size)
7079 *allocated_start += ceilf ((allocated_size - natural_size) / 2);
7080 *allocated_end = *allocated_start + MIN (allocated_size, natural_size);
7087 * clutter_actor_adjust_width:
7088 * @self: a #ClutterActor
7089 * @minimum_width: (inout): the actor's preferred minimum width, which
7090 * will be adjusted depending on the margin
7091 * @natural_width: (inout): the actor's preferred natural width, which
7092 * will be adjusted depending on the margin
7093 * @adjusted_x1: (out): the adjusted x1 for the actor's bounding box
7094 * @adjusted_x2: (out): the adjusted x2 for the actor's bounding box
7096 * Adjusts the preferred and allocated position and size of an actor,
7097 * depending on the margin and alignment properties.
7100 clutter_actor_adjust_width (ClutterActor *self,
7101 gfloat *minimum_width,
7102 gfloat *natural_width,
7103 gfloat *adjusted_x1,
7104 gfloat *adjusted_x2)
7106 ClutterTextDirection text_dir;
7107 const ClutterLayoutInfo *info;
7109 info = _clutter_actor_get_layout_info_or_defaults (self);
7110 text_dir = clutter_actor_get_text_direction (self);
7112 CLUTTER_NOTE (LAYOUT, "Adjusting allocated X and width");
7114 /* this will tweak natural_width to remove the margin, so that
7115 * adjust_for_alignment() will use the correct size
7117 adjust_for_margin (info->margin.left, info->margin.right,
7118 minimum_width, natural_width,
7119 adjusted_x1, adjusted_x2);
7121 adjust_for_alignment (effective_align (info->x_align, text_dir),
7123 adjusted_x1, adjusted_x2);
7127 * clutter_actor_adjust_height:
7128 * @self: a #ClutterActor
7129 * @minimum_height: (inout): the actor's preferred minimum height, which
7130 * will be adjusted depending on the margin
7131 * @natural_height: (inout): the actor's preferred natural height, which
7132 * will be adjusted depending on the margin
7133 * @adjusted_y1: (out): the adjusted y1 for the actor's bounding box
7134 * @adjusted_y2: (out): the adjusted y2 for the actor's bounding box
7136 * Adjusts the preferred and allocated position and size of an actor,
7137 * depending on the margin and alignment properties.
7140 clutter_actor_adjust_height (ClutterActor *self,
7141 gfloat *minimum_height,
7142 gfloat *natural_height,
7143 gfloat *adjusted_y1,
7144 gfloat *adjusted_y2)
7146 const ClutterLayoutInfo *info;
7148 info = _clutter_actor_get_layout_info_or_defaults (self);
7150 CLUTTER_NOTE (LAYOUT, "Adjusting allocated Y and height");
7152 /* this will tweak natural_height to remove the margin, so that
7153 * adjust_for_alignment() will use the correct size
7155 adjust_for_margin (info->margin.top, info->margin.bottom,
7156 minimum_height, natural_height,
7160 /* we don't use effective_align() here, because text direction
7161 * only affects the horizontal axis
7163 adjust_for_alignment (info->y_align,
7170 /* looks for a cached size request for this for_size. If not
7171 * found, returns the oldest entry so it can be overwritten */
7173 _clutter_actor_get_cached_size_request (gfloat for_size,
7174 SizeRequest *cached_size_requests,
7175 SizeRequest **result)
7179 *result = &cached_size_requests[0];
7181 for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++)
7185 sr = &cached_size_requests[i];
7188 sr->for_size == for_size)
7190 CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size);
7194 else if (sr->age < (*result)->age)
7200 CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size);
7206 * clutter_actor_get_preferred_width:
7207 * @self: A #ClutterActor
7208 * @for_height: available height when computing the preferred width,
7209 * or a negative value to indicate that no height is defined
7210 * @min_width_p: (out) (allow-none): return location for minimum width,
7212 * @natural_width_p: (out) (allow-none): return location for the natural
7215 * Computes the requested minimum and natural widths for an actor,
7216 * optionally depending on the specified height, or if they are
7217 * already computed, returns the cached values.
7219 * An actor may not get its request - depending on the layout
7220 * manager that's in effect.
7222 * A request should not incorporate the actor's scale or anchor point;
7223 * those transformations do not affect layout, only rendering.
7228 clutter_actor_get_preferred_width (ClutterActor *self,
7230 gfloat *min_width_p,
7231 gfloat *natural_width_p)
7233 float request_min_width, request_natural_width;
7234 SizeRequest *cached_size_request;
7235 const ClutterLayoutInfo *info;
7236 ClutterActorPrivate *priv;
7237 gboolean found_in_cache;
7239 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7243 info = _clutter_actor_get_layout_info_or_defaults (self);
7245 /* we shortcircuit the case of a fixed size set using set_width() */
7246 if (priv->min_width_set && priv->natural_width_set)
7248 if (min_width_p != NULL)
7249 *min_width_p = info->min_width + (info->margin.left + info->margin.right);
7251 if (natural_width_p != NULL)
7252 *natural_width_p = info->natural_width + (info->margin.left + info->margin.right);
7257 /* the remaining cases are:
7259 * - either min_width or natural_width have been set
7260 * - neither min_width or natural_width have been set
7262 * in both cases, we go through the cache (and through the actor in case
7263 * of cache misses) and determine the authoritative value depending on
7267 if (!priv->needs_width_request)
7270 _clutter_actor_get_cached_size_request (for_height,
7271 priv->width_requests,
7272 &cached_size_request);
7276 /* if the actor needs a width request we use the first slot */
7277 found_in_cache = FALSE;
7278 cached_size_request = &priv->width_requests[0];
7281 if (!found_in_cache)
7283 gfloat minimum_width, natural_width;
7284 ClutterActorClass *klass;
7286 minimum_width = natural_width = 0;
7288 /* adjust for the margin */
7289 if (for_height >= 0)
7291 for_height -= (info->margin.top + info->margin.bottom);
7296 CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
7298 klass = CLUTTER_ACTOR_GET_CLASS (self);
7299 klass->get_preferred_width (self, for_height,
7303 /* adjust for the margin */
7304 minimum_width += (info->margin.left + info->margin.right);
7305 natural_width += (info->margin.left + info->margin.right);
7307 /* Due to accumulated float errors, it's better not to warn
7308 * on this, but just fix it.
7310 if (natural_width < minimum_width)
7311 natural_width = minimum_width;
7313 cached_size_request->min_size = minimum_width;
7314 cached_size_request->natural_size = natural_width;
7315 cached_size_request->for_size = for_height;
7316 cached_size_request->age = priv->cached_width_age;
7318 priv->cached_width_age += 1;
7319 priv->needs_width_request = FALSE;
7322 if (!priv->min_width_set)
7323 request_min_width = cached_size_request->min_size;
7325 request_min_width = info->min_width;
7327 if (!priv->natural_width_set)
7328 request_natural_width = cached_size_request->natural_size;
7330 request_natural_width = info->natural_width;
7333 *min_width_p = request_min_width;
7335 if (natural_width_p)
7336 *natural_width_p = request_natural_width;
7340 * clutter_actor_get_preferred_height:
7341 * @self: A #ClutterActor
7342 * @for_width: available width to assume in computing desired height,
7343 * or a negative value to indicate that no width is defined
7344 * @min_height_p: (out) (allow-none): return location for minimum height,
7346 * @natural_height_p: (out) (allow-none): return location for natural
7349 * Computes the requested minimum and natural heights for an actor,
7350 * or if they are already computed, returns the cached values.
7352 * An actor may not get its request - depending on the layout
7353 * manager that's in effect.
7355 * A request should not incorporate the actor's scale or anchor point;
7356 * those transformations do not affect layout, only rendering.
7361 clutter_actor_get_preferred_height (ClutterActor *self,
7363 gfloat *min_height_p,
7364 gfloat *natural_height_p)
7366 float request_min_height, request_natural_height;
7367 SizeRequest *cached_size_request;
7368 const ClutterLayoutInfo *info;
7369 ClutterActorPrivate *priv;
7370 gboolean found_in_cache;
7372 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7376 info = _clutter_actor_get_layout_info_or_defaults (self);
7378 /* we shortcircuit the case of a fixed size set using set_height() */
7379 if (priv->min_height_set && priv->natural_height_set)
7381 if (min_height_p != NULL)
7382 *min_height_p = info->min_height + (info->margin.top + info->margin.bottom);
7384 if (natural_height_p != NULL)
7385 *natural_height_p = info->natural_height + (info->margin.top + info->margin.bottom);
7390 /* the remaining cases are:
7392 * - either min_height or natural_height have been set
7393 * - neither min_height or natural_height have been set
7395 * in both cases, we go through the cache (and through the actor in case
7396 * of cache misses) and determine the authoritative value depending on
7400 if (!priv->needs_height_request)
7403 _clutter_actor_get_cached_size_request (for_width,
7404 priv->height_requests,
7405 &cached_size_request);
7409 found_in_cache = FALSE;
7410 cached_size_request = &priv->height_requests[0];
7413 if (!found_in_cache)
7415 gfloat minimum_height, natural_height;
7416 ClutterActorClass *klass;
7418 minimum_height = natural_height = 0;
7420 CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width);
7422 /* adjust for margin */
7425 for_width -= (info->margin.left + info->margin.right);
7430 klass = CLUTTER_ACTOR_GET_CLASS (self);
7431 klass->get_preferred_height (self, for_width,
7435 /* adjust for margin */
7436 minimum_height += (info->margin.top + info->margin.bottom);
7437 natural_height += (info->margin.top + info->margin.bottom);
7439 /* Due to accumulated float errors, it's better not to warn
7440 * on this, but just fix it.
7442 if (natural_height < minimum_height)
7443 natural_height = minimum_height;
7445 cached_size_request->min_size = minimum_height;
7446 cached_size_request->natural_size = natural_height;
7447 cached_size_request->for_size = for_width;
7448 cached_size_request->age = priv->cached_height_age;
7450 priv->cached_height_age += 1;
7451 priv->needs_height_request = FALSE;
7454 if (!priv->min_height_set)
7455 request_min_height = cached_size_request->min_size;
7457 request_min_height = info->min_height;
7459 if (!priv->natural_height_set)
7460 request_natural_height = cached_size_request->natural_size;
7462 request_natural_height = info->natural_height;
7465 *min_height_p = request_min_height;
7467 if (natural_height_p)
7468 *natural_height_p = request_natural_height;
7472 * clutter_actor_get_allocation_box:
7473 * @self: A #ClutterActor
7474 * @box: (out): the function fills this in with the actor's allocation
7476 * Gets the layout box an actor has been assigned. The allocation can
7477 * only be assumed valid inside a paint() method; anywhere else, it
7478 * may be out-of-date.
7480 * An allocation does not incorporate the actor's scale or anchor point;
7481 * those transformations do not affect layout, only rendering.
7483 * <note>Do not call any of the clutter_actor_get_allocation_*() family
7484 * of functions inside the implementation of the get_preferred_width()
7485 * or get_preferred_height() virtual functions.</note>
7490 clutter_actor_get_allocation_box (ClutterActor *self,
7491 ClutterActorBox *box)
7493 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7495 /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
7496 * which limits calling get_allocation to inside paint() basically; or
7497 * we can 2) force a layout, which could be expensive if someone calls
7498 * get_allocation somewhere silly; or we can 3) just return the latest
7499 * value, allowing it to be out-of-date, and assume people know what
7502 * The least-surprises approach that keeps existing code working is
7503 * likely to be 2). People can end up doing some inefficient things,
7504 * though, and in general code that requires 2) is probably broken.
7507 /* this implements 2) */
7508 if (G_UNLIKELY (self->priv->needs_allocation))
7510 ClutterActor *stage = _clutter_actor_get_stage_internal (self);
7512 /* do not queue a relayout on an unparented actor */
7514 _clutter_stage_maybe_relayout (stage);
7517 /* commenting out the code above and just keeping this assigment
7520 *box = self->priv->allocation;
7524 * clutter_actor_get_allocation_geometry:
7525 * @self: A #ClutterActor
7526 * @geom: (out): allocation geometry in pixels
7528 * Gets the layout box an actor has been assigned. The allocation can
7529 * only be assumed valid inside a paint() method; anywhere else, it
7530 * may be out-of-date.
7532 * An allocation does not incorporate the actor's scale or anchor point;
7533 * those transformations do not affect layout, only rendering.
7535 * The returned rectangle is in pixels.
7540 clutter_actor_get_allocation_geometry (ClutterActor *self,
7541 ClutterGeometry *geom)
7543 ClutterActorBox box;
7545 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7546 g_return_if_fail (geom != NULL);
7548 clutter_actor_get_allocation_box (self, &box);
7550 geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
7551 geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
7552 geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
7553 geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
7557 clutter_actor_update_constraints (ClutterActor *self,
7558 ClutterActorBox *allocation)
7560 ClutterActorPrivate *priv = self->priv;
7561 const GList *constraints, *l;
7563 if (priv->constraints == NULL)
7566 constraints = _clutter_meta_group_peek_metas (priv->constraints);
7567 for (l = constraints; l != NULL; l = l->next)
7569 ClutterConstraint *constraint = l->data;
7570 ClutterActorMeta *meta = l->data;
7572 if (clutter_actor_meta_get_enabled (meta))
7574 _clutter_constraint_update_allocation (constraint,
7582 * clutter_actor_adjust_allocation:
7583 * @self: a #ClutterActor
7584 * @allocation: (inout): the allocation to adjust
7586 * Adjusts the passed allocation box taking into account the actor's
7587 * layout information, like alignment, expansion, and margin.
7590 clutter_actor_adjust_allocation (ClutterActor *self,
7591 ClutterActorBox *allocation)
7593 ClutterActorBox adj_allocation;
7594 float alloc_width, alloc_height;
7595 float min_width, min_height;
7596 float nat_width, nat_height;
7597 ClutterRequestMode req_mode;
7599 adj_allocation = *allocation;
7601 clutter_actor_box_get_size (allocation, &alloc_width, &alloc_height);
7603 /* we want to hit the cache, so we use the public API */
7604 req_mode = clutter_actor_get_request_mode (self);
7606 if (req_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
7608 clutter_actor_get_preferred_width (self, -1,
7611 clutter_actor_get_preferred_height (self, alloc_width,
7615 else if (req_mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
7617 clutter_actor_get_preferred_height (self, -1,
7620 clutter_actor_get_preferred_height (self, alloc_height,
7625 #ifdef CLUTTER_ENABLE_DEBUG
7626 /* warn about underallocations */
7627 if (_clutter_diagnostic_enabled () &&
7628 (floorf (min_width - alloc_width) > 0 ||
7629 floorf (min_height - alloc_height) > 0))
7631 ClutterActor *parent = clutter_actor_get_parent (self);
7633 /* the only actors that are allowed to be underallocated are the Stage,
7634 * as it doesn't have an implicit size, and Actors that specifically
7635 * told us that they want to opt-out from layout control mechanisms
7636 * through the NO_LAYOUT escape hatch.
7638 if (parent != NULL &&
7639 !(self->flags & CLUTTER_ACTOR_NO_LAYOUT) != 0)
7641 g_warning (G_STRLOC ": The actor '%s' is getting an allocation "
7642 "of %.2f x %.2f from its parent actor '%s', but its "
7643 "requested minimum size is of %.2f x %.2f",
7644 _clutter_actor_get_debug_name (self),
7645 alloc_width, alloc_height,
7646 _clutter_actor_get_debug_name (parent),
7647 min_width, min_height);
7652 clutter_actor_adjust_width (self,
7656 &adj_allocation.x2);
7658 clutter_actor_adjust_height (self,
7662 &adj_allocation.y2);
7664 /* we maintain the invariant that an allocation cannot be adjusted
7665 * to be outside the parent-given box
7667 if (adj_allocation.x1 < allocation->x1 ||
7668 adj_allocation.y1 < allocation->y1 ||
7669 adj_allocation.x2 > allocation->x2 ||
7670 adj_allocation.y2 > allocation->y2)
7672 g_warning (G_STRLOC ": The actor '%s' tried to adjust its allocation "
7673 "to { %.2f, %.2f, %.2f, %.2f }, which is outside of its "
7674 "original allocation of { %.2f, %.2f, %.2f, %.2f }",
7675 _clutter_actor_get_debug_name (self),
7676 adj_allocation.x1, adj_allocation.y1,
7677 adj_allocation.x2 - adj_allocation.x1,
7678 adj_allocation.y2 - adj_allocation.y1,
7679 allocation->x1, allocation->y1,
7680 allocation->x2 - allocation->x1,
7681 allocation->y2 - allocation->y1);
7685 *allocation = adj_allocation;
7689 * clutter_actor_allocate:
7690 * @self: A #ClutterActor
7691 * @box: new allocation of the actor, in parent-relative coordinates
7692 * @flags: flags that control the allocation
7694 * Called by the parent of an actor to assign the actor its size.
7695 * Should never be called by applications (except when implementing
7696 * a container or layout manager).
7698 * Actors can know from their allocation box whether they have moved
7699 * with respect to their parent actor. The @flags parameter describes
7700 * additional information about the allocation, for instance whether
7701 * the parent has moved with respect to the stage, for example because
7702 * a grandparent's origin has moved.
7707 clutter_actor_allocate (ClutterActor *self,
7708 const ClutterActorBox *box,
7709 ClutterAllocationFlags flags)
7711 ClutterActorPrivate *priv;
7712 ClutterActorClass *klass;
7713 ClutterActorBox old_allocation, real_allocation;
7714 gboolean origin_changed, child_moved, size_changed;
7715 gboolean stage_allocation_changed;
7717 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7718 if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL))
7720 g_warning ("Spurious clutter_actor_allocate called for actor %p/%s "
7721 "which isn't a descendent of the stage!\n",
7722 self, _clutter_actor_get_debug_name (self));
7728 old_allocation = priv->allocation;
7729 real_allocation = *box;
7731 /* constraints are allowed to modify the allocation only here; we do
7732 * this prior to all the other checks so that we can bail out if the
7733 * allocation did not change
7735 clutter_actor_update_constraints (self, &real_allocation);
7737 /* adjust the allocation depending on the align/margin properties */
7738 clutter_actor_adjust_allocation (self, &real_allocation);
7740 if (real_allocation.x2 < real_allocation.x1 ||
7741 real_allocation.y2 < real_allocation.y1)
7743 g_warning (G_STRLOC ": Actor '%s' tried to allocate a size of %.2f x %.2f",
7744 _clutter_actor_get_debug_name (self),
7745 real_allocation.x2 - real_allocation.x1,
7746 real_allocation.y2 - real_allocation.y1);
7749 /* we allow 0-sized actors, but not negative-sized ones */
7750 real_allocation.x2 = MAX (real_allocation.x2, real_allocation.x1);
7751 real_allocation.y2 = MAX (real_allocation.y2, real_allocation.y1);
7753 origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED);
7755 child_moved = (real_allocation.x1 != old_allocation.x1 ||
7756 real_allocation.y1 != old_allocation.y1);
7758 size_changed = (real_allocation.x2 != old_allocation.x2 ||
7759 real_allocation.y2 != old_allocation.y2);
7761 if (origin_changed || child_moved || size_changed)
7762 stage_allocation_changed = TRUE;
7764 stage_allocation_changed = FALSE;
7766 /* If we get an allocation "out of the blue"
7767 * (we did not queue relayout), then we want to
7768 * ignore it. But if we have needs_allocation set,
7769 * we want to guarantee that allocate() virtual
7770 * method is always called, i.e. that queue_relayout()
7771 * always results in an allocate() invocation on
7774 * The optimization here is to avoid re-allocating
7775 * actors that did not queue relayout and were
7778 if (!priv->needs_allocation && !stage_allocation_changed)
7780 CLUTTER_NOTE (LAYOUT, "No allocation needed");
7784 /* When ABSOLUTE_ORIGIN_CHANGED is passed in to
7785 * clutter_actor_allocate(), it indicates whether the parent has its
7786 * absolute origin moved; when passed in to ClutterActor::allocate()
7787 * virtual method though, it indicates whether the child has its
7788 * absolute origin moved. So we set it when child_moved is TRUE
7791 flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
7793 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7795 klass = CLUTTER_ACTOR_GET_CLASS (self);
7796 klass->allocate (self, &real_allocation, flags);
7798 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT);
7800 if (stage_allocation_changed)
7801 clutter_actor_queue_redraw (self);
7805 * clutter_actor_set_allocation:
7806 * @self: a #ClutterActor
7807 * @box: a #ClutterActorBox
7808 * @flags: allocation flags
7810 * Stores the allocation of @self as defined by @box.
7812 * This function can only be called from within the implementation of
7813 * the #ClutterActorClass.allocate() virtual function.
7815 * The allocation should have been adjusted to take into account constraints,
7816 * alignment, and margin properties. If you are implementing a #ClutterActor
7817 * subclass that provides its own layout management policy for its children
7818 * instead of using a #ClutterLayoutManager delegate, you should not call
7819 * this function on the children of @self; instead, you should call
7820 * clutter_actor_allocate(), which will adjust the allocation box for
7823 * This function should only be used by subclasses of #ClutterActor
7824 * that wish to store their allocation but cannot chain up to the
7825 * parent's implementation; the default implementation of the
7826 * #ClutterActorClass.allocate() virtual function will call this
7829 * It is important to note that, while chaining up was the recommended
7830 * behaviour for #ClutterActor subclasses prior to the introduction of
7831 * this function, it is recommended to call clutter_actor_set_allocation()
7834 * If the #ClutterActor is using a #ClutterLayoutManager delegate object
7835 * to handle the allocation of its children, this function will call
7836 * the clutter_layout_manager_allocate() function only if the
7837 * %CLUTTER_DELEGATE_LAYOUT flag is set on @flags, otherwise it is
7838 * expected that the subclass will call clutter_layout_manager_allocate()
7839 * by itself. For instance, the following code:
7843 * my_actor_allocate (ClutterActor *actor,
7844 * const ClutterActorBox *allocation,
7845 * ClutterAllocationFlags flags)
7847 * ClutterActorBox new_alloc;
7848 * ClutterAllocationFlags new_flags;
7850 * adjust_allocation (allocation, &new_alloc);
7852 * new_flags = flags | CLUTTER_DELEGATE_LAYOUT;
7854 * /* this will use the layout manager set on the actor */
7855 * clutter_actor_set_allocation (actor, &new_alloc, new_flags);
7859 * is equivalent to this:
7863 * my_actor_allocate (ClutterActor *actor,
7864 * const ClutterActorBox *allocation,
7865 * ClutterAllocationFlags flags)
7867 * ClutterLayoutManager *layout;
7868 * ClutterActorBox new_alloc;
7870 * adjust_allocation (allocation, &new_alloc);
7872 * clutter_actor_set_allocation (actor, &new_alloc, flags);
7874 * layout = clutter_actor_get_layout_manager (actor);
7875 * clutter_layout_manager_allocate (layout,
7876 * CLUTTER_CONTAINER (actor),
7885 clutter_actor_set_allocation (ClutterActor *self,
7886 const ClutterActorBox *box,
7887 ClutterAllocationFlags flags)
7889 ClutterActorPrivate *priv;
7892 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7893 g_return_if_fail (box != NULL);
7895 if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
7897 g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
7898 "can only be called from within the implementation of "
7899 "the ClutterActor::allocate() virtual function.");
7905 g_object_freeze_notify (G_OBJECT (self));
7907 changed = clutter_actor_set_allocation_internal (self, box, flags);
7909 /* we allocate our children before we notify changes in our geometry,
7910 * so that people connecting to properties will be able to get valid
7911 * data out of the sub-tree of the scene graph that has this actor at
7914 clutter_actor_maybe_layout_children (self, box, flags);
7917 g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
7919 priv->allocation_flags);
7921 g_object_thaw_notify (G_OBJECT (self));
7925 * clutter_actor_set_geometry:
7926 * @self: A #ClutterActor
7927 * @geometry: A #ClutterGeometry
7929 * Sets the actor's fixed position and forces its minimum and natural
7930 * size, in pixels. This means the untransformed actor will have the
7931 * given geometry. This is the same as calling clutter_actor_set_position()
7932 * and clutter_actor_set_size().
7934 * Deprecated: 1.10: Use clutter_actor_set_position() and
7935 * clutter_actor_set_size() instead.
7938 clutter_actor_set_geometry (ClutterActor *self,
7939 const ClutterGeometry *geometry)
7941 g_object_freeze_notify (G_OBJECT (self));
7943 clutter_actor_set_position (self, geometry->x, geometry->y);
7944 clutter_actor_set_size (self, geometry->width, geometry->height);
7946 g_object_thaw_notify (G_OBJECT (self));
7950 * clutter_actor_get_geometry:
7951 * @self: A #ClutterActor
7952 * @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
7954 * Gets the size and position of an actor relative to its parent
7955 * actor. This is the same as calling clutter_actor_get_position() and
7956 * clutter_actor_get_size(). It tries to "do what you mean" and get the
7957 * requested size and position if the actor's allocation is invalid.
7959 * Deprecated: 1.10: Use clutter_actor_get_position() and
7960 * clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
7964 clutter_actor_get_geometry (ClutterActor *self,
7965 ClutterGeometry *geometry)
7967 gfloat x, y, width, height;
7969 g_return_if_fail (CLUTTER_IS_ACTOR (self));
7970 g_return_if_fail (geometry != NULL);
7972 clutter_actor_get_position (self, &x, &y);
7973 clutter_actor_get_size (self, &width, &height);
7975 geometry->x = (int) x;
7976 geometry->y = (int) y;
7977 geometry->width = (int) width;
7978 geometry->height = (int) height;
7982 * clutter_actor_set_position:
7983 * @self: A #ClutterActor
7984 * @x: New left position of actor in pixels.
7985 * @y: New top position of actor in pixels.
7987 * Sets the actor's fixed position in pixels relative to any parent
7990 * If a layout manager is in use, this position will override the
7991 * layout manager and force a fixed position.
7994 clutter_actor_set_position (ClutterActor *self,
7998 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8000 g_object_freeze_notify (G_OBJECT (self));
8002 clutter_actor_set_x (self, x);
8003 clutter_actor_set_y (self, y);
8005 g_object_thaw_notify (G_OBJECT (self));
8009 * clutter_actor_get_fixed_position_set:
8010 * @self: A #ClutterActor
8012 * Checks whether an actor has a fixed position set (and will thus be
8013 * unaffected by any layout manager).
8015 * Return value: %TRUE if the fixed position is set on the actor
8020 clutter_actor_get_fixed_position_set (ClutterActor *self)
8022 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
8024 return self->priv->position_set;
8028 * clutter_actor_set_fixed_position_set:
8029 * @self: A #ClutterActor
8030 * @is_set: whether to use fixed position
8032 * Sets whether an actor has a fixed position set (and will thus be
8033 * unaffected by any layout manager).
8038 clutter_actor_set_fixed_position_set (ClutterActor *self,
8041 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8043 if (self->priv->position_set == (is_set != FALSE))
8046 self->priv->position_set = is_set != FALSE;
8047 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]);
8049 clutter_actor_queue_relayout (self);
8053 * clutter_actor_move_by:
8054 * @self: A #ClutterActor
8055 * @dx: Distance to move Actor on X axis.
8056 * @dy: Distance to move Actor on Y axis.
8058 * Moves an actor by the specified distance relative to its current
8059 * position in pixels.
8061 * This function modifies the fixed position of an actor and thus removes
8062 * it from any layout management. Another way to move an actor is with an
8063 * anchor point, see clutter_actor_set_anchor_point().
8068 clutter_actor_move_by (ClutterActor *self,
8072 const ClutterLayoutInfo *info;
8075 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8077 info = _clutter_actor_get_layout_info_or_defaults (self);
8081 clutter_actor_set_position (self, x + dx, y + dy);
8085 clutter_actor_set_min_width (ClutterActor *self,
8088 ClutterActorPrivate *priv = self->priv;
8089 ClutterActorBox old = { 0, };
8090 ClutterLayoutInfo *info;
8092 /* if we are setting the size on a top-level actor and the
8093 * backend only supports static top-levels (e.g. framebuffers)
8094 * then we ignore the passed value and we override it with
8095 * the stage implementation's preferred size.
8097 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8098 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8101 info = _clutter_actor_get_layout_info (self);
8103 if (priv->min_width_set && min_width == info->min_width)
8106 g_object_freeze_notify (G_OBJECT (self));
8108 clutter_actor_store_old_geometry (self, &old);
8110 info->min_width = min_width;
8111 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]);
8112 clutter_actor_set_min_width_set (self, TRUE);
8114 clutter_actor_notify_if_geometry_changed (self, &old);
8116 g_object_thaw_notify (G_OBJECT (self));
8118 clutter_actor_queue_relayout (self);
8122 clutter_actor_set_min_height (ClutterActor *self,
8126 ClutterActorPrivate *priv = self->priv;
8127 ClutterActorBox old = { 0, };
8128 ClutterLayoutInfo *info;
8130 /* if we are setting the size on a top-level actor and the
8131 * backend only supports static top-levels (e.g. framebuffers)
8132 * then we ignore the passed value and we override it with
8133 * the stage implementation's preferred size.
8135 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8136 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8139 info = _clutter_actor_get_layout_info (self);
8141 if (priv->min_height_set && min_height == info->min_height)
8144 g_object_freeze_notify (G_OBJECT (self));
8146 clutter_actor_store_old_geometry (self, &old);
8148 info->min_height = min_height;
8149 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]);
8150 clutter_actor_set_min_height_set (self, TRUE);
8152 clutter_actor_notify_if_geometry_changed (self, &old);
8154 g_object_thaw_notify (G_OBJECT (self));
8156 clutter_actor_queue_relayout (self);
8160 clutter_actor_set_natural_width (ClutterActor *self,
8161 gfloat natural_width)
8163 ClutterActorPrivate *priv = self->priv;
8164 ClutterActorBox old = { 0, };
8165 ClutterLayoutInfo *info;
8167 /* if we are setting the size on a top-level actor and the
8168 * backend only supports static top-levels (e.g. framebuffers)
8169 * then we ignore the passed value and we override it with
8170 * the stage implementation's preferred size.
8172 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8173 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8176 info = _clutter_actor_get_layout_info (self);
8178 if (priv->natural_width_set && natural_width == info->natural_width)
8181 g_object_freeze_notify (G_OBJECT (self));
8183 clutter_actor_store_old_geometry (self, &old);
8185 info->natural_width = natural_width;
8186 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]);
8187 clutter_actor_set_natural_width_set (self, TRUE);
8189 clutter_actor_notify_if_geometry_changed (self, &old);
8191 g_object_thaw_notify (G_OBJECT (self));
8193 clutter_actor_queue_relayout (self);
8197 clutter_actor_set_natural_height (ClutterActor *self,
8198 gfloat natural_height)
8200 ClutterActorPrivate *priv = self->priv;
8201 ClutterActorBox old = { 0, };
8202 ClutterLayoutInfo *info;
8204 /* if we are setting the size on a top-level actor and the
8205 * backend only supports static top-levels (e.g. framebuffers)
8206 * then we ignore the passed value and we override it with
8207 * the stage implementation's preferred size.
8209 if (CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
8210 clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
8213 info = _clutter_actor_get_layout_info (self);
8215 if (priv->natural_height_set && natural_height == info->natural_height)
8218 g_object_freeze_notify (G_OBJECT (self));
8220 clutter_actor_store_old_geometry (self, &old);
8222 info->natural_height = natural_height;
8223 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]);
8224 clutter_actor_set_natural_height_set (self, TRUE);
8226 clutter_actor_notify_if_geometry_changed (self, &old);
8228 g_object_thaw_notify (G_OBJECT (self));
8230 clutter_actor_queue_relayout (self);
8234 clutter_actor_set_min_width_set (ClutterActor *self,
8235 gboolean use_min_width)
8237 ClutterActorPrivate *priv = self->priv;
8238 ClutterActorBox old = { 0, };
8240 if (priv->min_width_set == (use_min_width != FALSE))
8243 clutter_actor_store_old_geometry (self, &old);
8245 priv->min_width_set = use_min_width != FALSE;
8246 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]);
8248 clutter_actor_notify_if_geometry_changed (self, &old);
8250 clutter_actor_queue_relayout (self);
8254 clutter_actor_set_min_height_set (ClutterActor *self,
8255 gboolean use_min_height)
8257 ClutterActorPrivate *priv = self->priv;
8258 ClutterActorBox old = { 0, };
8260 if (priv->min_height_set == (use_min_height != FALSE))
8263 clutter_actor_store_old_geometry (self, &old);
8265 priv->min_height_set = use_min_height != FALSE;
8266 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]);
8268 clutter_actor_notify_if_geometry_changed (self, &old);
8270 clutter_actor_queue_relayout (self);
8274 clutter_actor_set_natural_width_set (ClutterActor *self,
8275 gboolean use_natural_width)
8277 ClutterActorPrivate *priv = self->priv;
8278 ClutterActorBox old = { 0, };
8280 if (priv->natural_width_set == (use_natural_width != FALSE))
8283 clutter_actor_store_old_geometry (self, &old);
8285 priv->natural_width_set = use_natural_width != FALSE;
8286 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]);
8288 clutter_actor_notify_if_geometry_changed (self, &old);
8290 clutter_actor_queue_relayout (self);
8294 clutter_actor_set_natural_height_set (ClutterActor *self,
8295 gboolean use_natural_height)
8297 ClutterActorPrivate *priv = self->priv;
8298 ClutterActorBox old = { 0, };
8300 if (priv->natural_height_set == (use_natural_height != FALSE))
8303 clutter_actor_store_old_geometry (self, &old);
8305 priv->natural_height_set = use_natural_height != FALSE;
8306 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]);
8308 clutter_actor_notify_if_geometry_changed (self, &old);
8310 clutter_actor_queue_relayout (self);
8314 * clutter_actor_set_request_mode:
8315 * @self: a #ClutterActor
8316 * @mode: the request mode
8318 * Sets the geometry request mode of @self.
8320 * The @mode determines the order for invoking
8321 * clutter_actor_get_preferred_width() and
8322 * clutter_actor_get_preferred_height()
8327 clutter_actor_set_request_mode (ClutterActor *self,
8328 ClutterRequestMode mode)
8330 ClutterActorPrivate *priv;
8332 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8336 if (priv->request_mode == mode)
8339 priv->request_mode = mode;
8341 priv->needs_width_request = TRUE;
8342 priv->needs_height_request = TRUE;
8344 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]);
8346 clutter_actor_queue_relayout (self);
8350 * clutter_actor_get_request_mode:
8351 * @self: a #ClutterActor
8353 * Retrieves the geometry request mode of @self
8355 * Return value: the request mode for the actor
8360 clutter_actor_get_request_mode (ClutterActor *self)
8362 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
8363 CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
8365 return self->priv->request_mode;
8368 /* variant of set_width() without checks and without notification
8369 * freeze+thaw, for internal usage only
8372 clutter_actor_set_width_internal (ClutterActor *self,
8377 /* the Stage will use the :min-width to control the minimum
8378 * width to be resized to, so we should not be setting it
8379 * along with the :natural-width
8381 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8382 clutter_actor_set_min_width (self, width);
8384 clutter_actor_set_natural_width (self, width);
8388 /* we only unset the :natural-width for the Stage */
8389 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8390 clutter_actor_set_min_width_set (self, FALSE);
8392 clutter_actor_set_natural_width_set (self, FALSE);
8396 /* variant of set_height() without checks and without notification
8397 * freeze+thaw, for internal usage only
8400 clutter_actor_set_height_internal (ClutterActor *self,
8405 /* see the comment above in set_width_internal() */
8406 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8407 clutter_actor_set_min_height (self, height);
8409 clutter_actor_set_natural_height (self, height);
8413 /* see the comment above in set_width_internal() */
8414 if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
8415 clutter_actor_set_min_height_set (self, FALSE);
8417 clutter_actor_set_natural_height_set (self, FALSE);
8422 * clutter_actor_set_size:
8423 * @self: A #ClutterActor
8424 * @width: New width of actor in pixels, or -1
8425 * @height: New height of actor in pixels, or -1
8427 * Sets the actor's size request in pixels. This overrides any
8428 * "normal" size request the actor would have. For example
8429 * a text actor might normally request the size of the text;
8430 * this function would force a specific size instead.
8432 * If @width and/or @height are -1 the actor will use its
8433 * "normal" size request instead of overriding it, i.e.
8434 * you can "unset" the size with -1.
8436 * This function sets or unsets both the minimum and natural size.
8439 clutter_actor_set_size (ClutterActor *self,
8443 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8445 g_object_freeze_notify (G_OBJECT (self));
8447 clutter_actor_set_width_internal (self, width);
8448 clutter_actor_set_height_internal (self, height);
8450 g_object_thaw_notify (G_OBJECT (self));
8454 * clutter_actor_get_size:
8455 * @self: A #ClutterActor
8456 * @width: (out) (allow-none): return location for the width, or %NULL.
8457 * @height: (out) (allow-none): return location for the height, or %NULL.
8459 * This function tries to "do what you mean" and return
8460 * the size an actor will have. If the actor has a valid
8461 * allocation, the allocation will be returned; otherwise,
8462 * the actors natural size request will be returned.
8464 * If you care whether you get the request vs. the allocation, you
8465 * should probably call a different function like
8466 * clutter_actor_get_allocation_box() or
8467 * clutter_actor_get_preferred_width().
8472 clutter_actor_get_size (ClutterActor *self,
8476 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8479 *width = clutter_actor_get_width (self);
8482 *height = clutter_actor_get_height (self);
8486 * clutter_actor_get_position:
8487 * @self: a #ClutterActor
8488 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8489 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8491 * This function tries to "do what you mean" and tell you where the
8492 * actor is, prior to any transformations. Retrieves the fixed
8493 * position of an actor in pixels, if one has been set; otherwise, if
8494 * the allocation is valid, returns the actor's allocated position;
8495 * otherwise, returns 0,0.
8497 * The returned position is in pixels.
8502 clutter_actor_get_position (ClutterActor *self,
8506 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8509 *x = clutter_actor_get_x (self);
8512 *y = clutter_actor_get_y (self);
8516 * clutter_actor_get_transformed_position:
8517 * @self: A #ClutterActor
8518 * @x: (out) (allow-none): return location for the X coordinate, or %NULL
8519 * @y: (out) (allow-none): return location for the Y coordinate, or %NULL
8521 * Gets the absolute position of an actor, in pixels relative to the stage.
8526 clutter_actor_get_transformed_position (ClutterActor *self,
8533 v1.x = v1.y = v1.z = 0;
8534 clutter_actor_apply_transform_to_point (self, &v1, &v2);
8544 * clutter_actor_get_transformed_size:
8545 * @self: A #ClutterActor
8546 * @width: (out) (allow-none): return location for the width, or %NULL
8547 * @height: (out) (allow-none): return location for the height, or %NULL
8549 * Gets the absolute size of an actor in pixels, taking into account the
8552 * If the actor has a valid allocation, the allocated size will be used.
8553 * If the actor has not a valid allocation then the preferred size will
8554 * be transformed and returned.
8556 * If you want the transformed allocation, see
8557 * clutter_actor_get_abs_allocation_vertices() instead.
8559 * <note>When the actor (or one of its ancestors) is rotated around the
8560 * X or Y axis, it no longer appears as on the stage as a rectangle, but
8561 * as a generic quadrangle; in that case this function returns the size
8562 * of the smallest rectangle that encapsulates the entire quad. Please
8563 * note that in this case no assumptions can be made about the relative
8564 * position of this envelope to the absolute position of the actor, as
8565 * returned by clutter_actor_get_transformed_position(); if you need this
8566 * information, you need to use clutter_actor_get_abs_allocation_vertices()
8567 * to get the coords of the actual quadrangle.</note>
8572 clutter_actor_get_transformed_size (ClutterActor *self,
8576 ClutterActorPrivate *priv;
8578 gfloat x_min, x_max, y_min, y_max;
8581 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8585 /* if the actor hasn't been allocated yet, get the preferred
8586 * size and transform that
8588 if (priv->needs_allocation)
8590 gfloat natural_width, natural_height;
8591 ClutterActorBox box;
8593 /* Make a fake allocation to transform.
8595 * NB: _clutter_actor_transform_and_project_box expects a box in
8596 * the actor's coordinate space... */
8601 natural_width = natural_height = 0;
8602 clutter_actor_get_preferred_size (self, NULL, NULL,
8606 box.x2 = natural_width;
8607 box.y2 = natural_height;
8609 _clutter_actor_transform_and_project_box (self, &box, v);
8612 clutter_actor_get_abs_allocation_vertices (self, v);
8614 x_min = x_max = v[0].x;
8615 y_min = y_max = v[0].y;
8617 for (i = 1; i < G_N_ELEMENTS (v); ++i)
8633 *width = x_max - x_min;
8636 *height = y_max - y_min;
8640 * clutter_actor_get_width:
8641 * @self: A #ClutterActor
8643 * Retrieves the width of a #ClutterActor.
8645 * If the actor has a valid allocation, this function will return the
8646 * width of the allocated area given to the actor.
8648 * If the actor does not have a valid allocation, this function will
8649 * return the actor's natural width, that is the preferred width of
8652 * If you care whether you get the preferred width or the width that
8653 * has been assigned to the actor, you should probably call a different
8654 * function like clutter_actor_get_allocation_box() to retrieve the
8655 * allocated size or clutter_actor_get_preferred_width() to retrieve the
8658 * If an actor has a fixed width, for instance a width that has been
8659 * assigned using clutter_actor_set_width(), the width returned will
8660 * be the same value.
8662 * Return value: the width of the actor, in pixels
8665 clutter_actor_get_width (ClutterActor *self)
8667 ClutterActorPrivate *priv;
8669 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8673 if (priv->needs_allocation)
8675 gfloat natural_width = 0;
8677 if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8678 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8681 gfloat natural_height = 0;
8683 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8684 clutter_actor_get_preferred_width (self, natural_height,
8689 return natural_width;
8692 return priv->allocation.x2 - priv->allocation.x1;
8696 * clutter_actor_get_height:
8697 * @self: A #ClutterActor
8699 * Retrieves the height of a #ClutterActor.
8701 * If the actor has a valid allocation, this function will return the
8702 * height of the allocated area given to the actor.
8704 * If the actor does not have a valid allocation, this function will
8705 * return the actor's natural height, that is the preferred height of
8708 * If you care whether you get the preferred height or the height that
8709 * has been assigned to the actor, you should probably call a different
8710 * function like clutter_actor_get_allocation_box() to retrieve the
8711 * allocated size or clutter_actor_get_preferred_height() to retrieve the
8714 * If an actor has a fixed height, for instance a height that has been
8715 * assigned using clutter_actor_set_height(), the height returned will
8716 * be the same value.
8718 * Return value: the height of the actor, in pixels
8721 clutter_actor_get_height (ClutterActor *self)
8723 ClutterActorPrivate *priv;
8725 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8729 if (priv->needs_allocation)
8731 gfloat natural_height = 0;
8733 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
8735 gfloat natural_width = 0;
8737 clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
8738 clutter_actor_get_preferred_height (self, natural_width,
8739 NULL, &natural_height);
8742 clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
8744 return natural_height;
8747 return priv->allocation.y2 - priv->allocation.y1;
8751 * clutter_actor_set_width:
8752 * @self: A #ClutterActor
8753 * @width: Requested new width for the actor, in pixels, or -1
8755 * Forces a width on an actor, causing the actor's preferred width
8756 * and height (if any) to be ignored.
8758 * If @width is -1 the actor will use its preferred width request
8759 * instead of overriding it, i.e. you can "unset" the width with -1.
8761 * This function sets both the minimum and natural size of the actor.
8766 clutter_actor_set_width (ClutterActor *self,
8769 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8771 g_object_freeze_notify (G_OBJECT (self));
8773 clutter_actor_set_width_internal (self, width);
8775 g_object_thaw_notify (G_OBJECT (self));
8779 * clutter_actor_set_height:
8780 * @self: A #ClutterActor
8781 * @height: Requested new height for the actor, in pixels, or -1
8783 * Forces a height on an actor, causing the actor's preferred width
8784 * and height (if any) to be ignored.
8786 * If @height is -1 the actor will use its preferred height instead of
8787 * overriding it, i.e. you can "unset" the height with -1.
8789 * This function sets both the minimum and natural size of the actor.
8794 clutter_actor_set_height (ClutterActor *self,
8797 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8799 g_object_freeze_notify (G_OBJECT (self));
8801 clutter_actor_set_height_internal (self, height);
8803 g_object_thaw_notify (G_OBJECT (self));
8807 * clutter_actor_set_x:
8808 * @self: a #ClutterActor
8809 * @x: the actor's position on the X axis
8811 * Sets the actor's X coordinate, relative to its parent, in pixels.
8813 * Overrides any layout manager and forces a fixed position for
8819 clutter_actor_set_x (ClutterActor *self,
8822 ClutterActorBox old = { 0, };
8823 ClutterActorPrivate *priv;
8824 ClutterLayoutInfo *info;
8826 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8830 info = _clutter_actor_get_layout_info (self);
8832 if (priv->position_set && info->fixed_x == x)
8835 clutter_actor_store_old_geometry (self, &old);
8838 clutter_actor_set_fixed_position_set (self, TRUE);
8840 clutter_actor_notify_if_geometry_changed (self, &old);
8842 clutter_actor_queue_relayout (self);
8846 * clutter_actor_set_y:
8847 * @self: a #ClutterActor
8848 * @y: the actor's position on the Y axis
8850 * Sets the actor's Y coordinate, relative to its parent, in pixels.#
8852 * Overrides any layout manager and forces a fixed position for
8858 clutter_actor_set_y (ClutterActor *self,
8861 ClutterActorBox old = { 0, };
8862 ClutterActorPrivate *priv;
8863 ClutterLayoutInfo *info;
8865 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8869 info = _clutter_actor_get_layout_info (self);
8871 if (priv->position_set && info->fixed_y == y)
8874 clutter_actor_store_old_geometry (self, &old);
8877 clutter_actor_set_fixed_position_set (self, TRUE);
8879 clutter_actor_notify_if_geometry_changed (self, &old);
8881 clutter_actor_queue_relayout (self);
8885 * clutter_actor_get_x:
8886 * @self: A #ClutterActor
8888 * Retrieves the X coordinate of a #ClutterActor.
8890 * This function tries to "do what you mean", by returning the
8891 * correct value depending on the actor's state.
8893 * If the actor has a valid allocation, this function will return
8894 * the X coordinate of the origin of the allocation box.
8896 * If the actor has any fixed coordinate set using clutter_actor_set_x(),
8897 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8898 * function will return that coordinate.
8900 * If both the allocation and a fixed position are missing, this function
8903 * Return value: the X coordinate, in pixels, ignoring any
8904 * transformation (i.e. scaling, rotation)
8907 clutter_actor_get_x (ClutterActor *self)
8909 ClutterActorPrivate *priv;
8911 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8915 if (priv->needs_allocation)
8917 if (priv->position_set)
8919 const ClutterLayoutInfo *info;
8921 info = _clutter_actor_get_layout_info_or_defaults (self);
8923 return info->fixed_x;
8929 return priv->allocation.x1;
8933 * clutter_actor_get_y:
8934 * @self: A #ClutterActor
8936 * Retrieves the Y coordinate of a #ClutterActor.
8938 * This function tries to "do what you mean", by returning the
8939 * correct value depending on the actor's state.
8941 * If the actor has a valid allocation, this function will return
8942 * the Y coordinate of the origin of the allocation box.
8944 * If the actor has any fixed coordinate set using clutter_actor_set_y(),
8945 * clutter_actor_set_position() or clutter_actor_set_geometry(), this
8946 * function will return that coordinate.
8948 * If both the allocation and a fixed position are missing, this function
8951 * Return value: the Y coordinate, in pixels, ignoring any
8952 * transformation (i.e. scaling, rotation)
8955 clutter_actor_get_y (ClutterActor *self)
8957 ClutterActorPrivate *priv;
8959 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
8963 if (priv->needs_allocation)
8965 if (priv->position_set)
8967 const ClutterLayoutInfo *info;
8969 info = _clutter_actor_get_layout_info_or_defaults (self);
8971 return info->fixed_y;
8977 return priv->allocation.y1;
8981 * clutter_actor_set_scale:
8982 * @self: A #ClutterActor
8983 * @scale_x: double factor to scale actor by horizontally.
8984 * @scale_y: double factor to scale actor by vertically.
8986 * Scales an actor with the given factors. The scaling is relative to
8987 * the scale center and the anchor point. The scale center is
8988 * unchanged by this function and defaults to 0,0.
8993 clutter_actor_set_scale (ClutterActor *self,
8997 g_return_if_fail (CLUTTER_IS_ACTOR (self));
8999 g_object_freeze_notify (G_OBJECT (self));
9001 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9002 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9004 g_object_thaw_notify (G_OBJECT (self));
9008 * clutter_actor_set_scale_full:
9009 * @self: A #ClutterActor
9010 * @scale_x: double factor to scale actor by horizontally.
9011 * @scale_y: double factor to scale actor by vertically.
9012 * @center_x: X coordinate of the center of the scale.
9013 * @center_y: Y coordinate of the center of the scale
9015 * Scales an actor with the given factors around the given center
9016 * point. The center point is specified in pixels relative to the
9017 * anchor point (usually the top left corner of the actor).
9022 clutter_actor_set_scale_full (ClutterActor *self,
9028 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9030 g_object_freeze_notify (G_OBJECT (self));
9032 clutter_actor_set_scale_factor (self, CLUTTER_X_AXIS, scale_x);
9033 clutter_actor_set_scale_factor (self, CLUTTER_Y_AXIS, scale_y);
9034 clutter_actor_set_scale_center (self, CLUTTER_X_AXIS, center_x);
9035 clutter_actor_set_scale_center (self, CLUTTER_Y_AXIS, center_y);
9037 g_object_thaw_notify (G_OBJECT (self));
9041 * clutter_actor_set_scale_with_gravity:
9042 * @self: A #ClutterActor
9043 * @scale_x: double factor to scale actor by horizontally.
9044 * @scale_y: double factor to scale actor by vertically.
9045 * @gravity: the location of the scale center expressed as a compass
9048 * Scales an actor with the given factors around the given
9049 * center point. The center point is specified as one of the compass
9050 * directions in #ClutterGravity. For example, setting it to north
9051 * will cause the top of the actor to remain unchanged and the rest of
9052 * the actor to expand left, right and downwards.
9057 clutter_actor_set_scale_with_gravity (ClutterActor *self,
9060 ClutterGravity gravity)
9062 ClutterTransformInfo *info;
9065 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9067 obj = G_OBJECT (self);
9069 g_object_freeze_notify (obj);
9071 info = _clutter_actor_get_transform_info (self);
9072 info->scale_x = scale_x;
9073 info->scale_y = scale_y;
9075 if (gravity == CLUTTER_GRAVITY_NONE)
9076 clutter_anchor_coord_set_units (&info->scale_center, 0, 0, 0);
9078 clutter_anchor_coord_set_gravity (&info->scale_center, gravity);
9080 self->priv->transform_valid = FALSE;
9082 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_X]);
9083 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_Y]);
9084 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_X]);
9085 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_CENTER_Y]);
9086 g_object_notify_by_pspec (obj, obj_props[PROP_SCALE_GRAVITY]);
9088 clutter_actor_queue_redraw (self);
9090 g_object_thaw_notify (obj);
9094 * clutter_actor_get_scale:
9095 * @self: A #ClutterActor
9096 * @scale_x: (out) (allow-none): Location to store horizonal
9097 * scale factor, or %NULL.
9098 * @scale_y: (out) (allow-none): Location to store vertical
9099 * scale factor, or %NULL.
9101 * Retrieves an actors scale factors.
9106 clutter_actor_get_scale (ClutterActor *self,
9110 const ClutterTransformInfo *info;
9112 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9114 info = _clutter_actor_get_transform_info_or_defaults (self);
9117 *scale_x = info->scale_x;
9120 *scale_y = info->scale_y;
9124 * clutter_actor_get_scale_center:
9125 * @self: A #ClutterActor
9126 * @center_x: (out) (allow-none): Location to store the X position
9127 * of the scale center, or %NULL.
9128 * @center_y: (out) (allow-none): Location to store the Y position
9129 * of the scale center, or %NULL.
9131 * Retrieves the scale center coordinate in pixels relative to the top
9132 * left corner of the actor. If the scale center was specified using a
9133 * #ClutterGravity this will calculate the pixel offset using the
9134 * current size of the actor.
9139 clutter_actor_get_scale_center (ClutterActor *self,
9143 const ClutterTransformInfo *info;
9145 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9147 info = _clutter_actor_get_transform_info_or_defaults (self);
9149 clutter_anchor_coord_get_units (self, &info->scale_center,
9156 * clutter_actor_get_scale_gravity:
9157 * @self: A #ClutterActor
9159 * Retrieves the scale center as a compass direction. If the scale
9160 * center was specified in pixels or units this will return
9161 * %CLUTTER_GRAVITY_NONE.
9163 * Return value: the scale gravity
9168 clutter_actor_get_scale_gravity (ClutterActor *self)
9170 const ClutterTransformInfo *info;
9172 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
9174 info = _clutter_actor_get_transform_info_or_defaults (self);
9176 return clutter_anchor_coord_get_gravity (&info->scale_center);
9180 * clutter_actor_set_opacity:
9181 * @self: A #ClutterActor
9182 * @opacity: New opacity value for the actor.
9184 * Sets the actor's opacity, with zero being completely transparent and
9185 * 255 (0xff) being fully opaque.
9188 clutter_actor_set_opacity (ClutterActor *self,
9191 ClutterActorPrivate *priv;
9193 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9197 if (priv->opacity != opacity)
9199 priv->opacity = opacity;
9201 /* Queue a redraw from the flatten effect so that it can use
9202 its cached image if available instead of having to redraw the
9203 actual actor. If it doesn't end up using the FBO then the
9204 effect is still able to continue the paint anyway. If there
9205 is no flatten effect yet then this is equivalent to queueing
9207 _clutter_actor_queue_redraw_full (self,
9210 priv->flatten_effect);
9212 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]);
9217 * clutter_actor_get_paint_opacity_internal:
9218 * @self: a #ClutterActor
9220 * Retrieves the absolute opacity of the actor, as it appears on the stage
9222 * This function does not do type checks
9224 * Return value: the absolute opacity of the actor
9227 clutter_actor_get_paint_opacity_internal (ClutterActor *self)
9229 ClutterActorPrivate *priv = self->priv;
9230 ClutterActor *parent;
9232 /* override the top-level opacity to always be 255; even in
9233 * case of ClutterStage:use-alpha being TRUE we want the rest
9234 * of the scene to be painted
9236 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
9239 if (priv->opacity_override >= 0)
9240 return priv->opacity_override;
9242 parent = priv->parent;
9244 /* Factor in the actual actors opacity with parents */
9247 guint8 opacity = clutter_actor_get_paint_opacity_internal (parent);
9249 if (opacity != 0xff)
9250 return (opacity * priv->opacity) / 0xff;
9253 return priv->opacity;
9258 * clutter_actor_get_paint_opacity:
9259 * @self: A #ClutterActor
9261 * Retrieves the absolute opacity of the actor, as it appears on the stage.
9263 * This function traverses the hierarchy chain and composites the opacity of
9264 * the actor with that of its parents.
9266 * This function is intended for subclasses to use in the paint virtual
9267 * function, to paint themselves with the correct opacity.
9269 * Return value: The actor opacity value.
9274 clutter_actor_get_paint_opacity (ClutterActor *self)
9276 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9278 return clutter_actor_get_paint_opacity_internal (self);
9282 * clutter_actor_get_opacity:
9283 * @self: a #ClutterActor
9285 * Retrieves the opacity value of an actor, as set by
9286 * clutter_actor_set_opacity().
9288 * For retrieving the absolute opacity of the actor inside a paint
9289 * virtual function, see clutter_actor_get_paint_opacity().
9291 * Return value: the opacity of the actor
9294 clutter_actor_get_opacity (ClutterActor *self)
9296 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9298 return self->priv->opacity;
9302 * clutter_actor_set_offscreen_redirect:
9303 * @self: A #ClutterActor
9304 * @redirect: New offscreen redirect flags for the actor.
9306 * Defines the circumstances where the actor should be redirected into
9307 * an offscreen image. The offscreen image is used to flatten the
9308 * actor into a single image while painting for two main reasons.
9309 * Firstly, when the actor is painted a second time without any of its
9310 * contents changing it can simply repaint the cached image without
9311 * descending further down the actor hierarchy. Secondly, it will make
9312 * the opacity look correct even if there are overlapping primitives
9315 * Caching the actor could in some cases be a performance win and in
9316 * some cases be a performance lose so it is important to determine
9317 * which value is right for an actor before modifying this value. For
9318 * example, there is never any reason to flatten an actor that is just
9319 * a single texture (such as a #ClutterTexture) because it is
9320 * effectively already cached in an image so the offscreen would be
9321 * redundant. Also if the actor contains primitives that are far apart
9322 * with a large transparent area in the middle (such as a large
9323 * CluterGroup with a small actor in the top left and a small actor in
9324 * the bottom right) then the cached image will contain the entire
9325 * image of the large area and the paint will waste time blending all
9326 * of the transparent pixels in the middle.
9328 * The default method of implementing opacity on a container simply
9329 * forwards on the opacity to all of the children. If the children are
9330 * overlapping then it will appear as if they are two separate glassy
9331 * objects and there will be a break in the color where they
9332 * overlap. By redirecting to an offscreen buffer it will be as if the
9333 * two opaque objects are combined into one and then made transparent
9334 * which is usually what is expected.
9336 * The image below demonstrates the difference between redirecting and
9337 * not. The image shows two Clutter groups, each containing a red and
9338 * a green rectangle which overlap. The opacity on the group is set to
9339 * 128 (which is 50%). When the offscreen redirect is not used, the
9340 * red rectangle can be seen through the blue rectangle as if the two
9341 * rectangles were separately transparent. When the redirect is used
9342 * the group as a whole is transparent instead so the red rectangle is
9343 * not visible where they overlap.
9345 * <figure id="offscreen-redirect">
9346 * <title>Sample of using an offscreen redirect for transparency</title>
9347 * <graphic fileref="offscreen-redirect.png" format="PNG"/>
9350 * The default value for this property is 0, so we effectively will
9351 * never redirect an actor offscreen by default. This means that there
9352 * are times that transparent actors may look glassy as described
9353 * above. The reason this is the default is because there is a
9354 * performance trade off between quality and performance here. In many
9355 * cases the default form of glassy opacity looks good enough, but if
9356 * it's not you will need to set the
9357 * %CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY flag to enable
9358 * redirection for opacity.
9360 * Custom actors that don't contain any overlapping primitives are
9361 * recommended to override the has_overlaps() virtual to return %FALSE
9362 * for maximum efficiency.
9367 clutter_actor_set_offscreen_redirect (ClutterActor *self,
9368 ClutterOffscreenRedirect redirect)
9370 ClutterActorPrivate *priv;
9372 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9376 if (priv->offscreen_redirect != redirect)
9378 priv->offscreen_redirect = redirect;
9380 /* Queue a redraw from the effect so that it can use its cached
9381 image if available instead of having to redraw the actual
9382 actor. If it doesn't end up using the FBO then the effect is
9383 still able to continue the paint anyway. If there is no
9384 effect then this is equivalent to queuing a full redraw */
9385 _clutter_actor_queue_redraw_full (self,
9388 priv->flatten_effect);
9390 g_object_notify_by_pspec (G_OBJECT (self),
9391 obj_props[PROP_OFFSCREEN_REDIRECT]);
9396 * clutter_actor_get_offscreen_redirect:
9397 * @self: a #ClutterActor
9399 * Retrieves whether to redirect the actor to an offscreen buffer, as
9400 * set by clutter_actor_set_offscreen_redirect().
9402 * Return value: the value of the offscreen-redirect property of the actor
9406 ClutterOffscreenRedirect
9407 clutter_actor_get_offscreen_redirect (ClutterActor *self)
9409 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9411 return self->priv->offscreen_redirect;
9415 * clutter_actor_set_name:
9416 * @self: A #ClutterActor
9417 * @name: Textual tag to apply to actor
9419 * Sets the given name to @self. The name can be used to identify
9423 clutter_actor_set_name (ClutterActor *self,
9426 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9428 g_free (self->priv->name);
9429 self->priv->name = g_strdup (name);
9431 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]);
9435 * clutter_actor_get_name:
9436 * @self: A #ClutterActor
9438 * Retrieves the name of @self.
9440 * Return value: the name of the actor, or %NULL. The returned string is
9441 * owned by the actor and should not be modified or freed.
9444 clutter_actor_get_name (ClutterActor *self)
9446 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9448 return self->priv->name;
9452 * clutter_actor_get_gid:
9453 * @self: A #ClutterActor
9455 * Retrieves the unique id for @self.
9457 * Return value: Globally unique value for this object instance.
9461 * Deprecated: 1.8: The id is not used any longer.
9464 clutter_actor_get_gid (ClutterActor *self)
9466 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9468 return self->priv->id;
9472 * clutter_actor_set_depth:
9473 * @self: a #ClutterActor
9476 * Sets the Z coordinate of @self to @depth.
9478 * The unit used by @depth is dependant on the perspective setup. See
9479 * also clutter_stage_set_perspective().
9482 clutter_actor_set_depth (ClutterActor *self,
9485 ClutterActorPrivate *priv;
9487 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9491 if (priv->z != depth)
9493 /* Sets Z value - XXX 2.0: should we invert? */
9496 priv->transform_valid = FALSE;
9498 /* FIXME - remove this crap; sadly, there are still containers
9499 * in Clutter that depend on this utter brain damage
9501 clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
9503 clutter_actor_queue_redraw (self);
9505 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]);
9510 * clutter_actor_get_depth:
9511 * @self: a #ClutterActor
9513 * Retrieves the depth of @self.
9515 * Return value: the depth of the actor
9518 clutter_actor_get_depth (ClutterActor *self)
9520 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
9522 return self->priv->z;
9526 * clutter_actor_set_rotation:
9527 * @self: a #ClutterActor
9528 * @axis: the axis of rotation
9529 * @angle: the angle of rotation
9530 * @x: X coordinate of the rotation center
9531 * @y: Y coordinate of the rotation center
9532 * @z: Z coordinate of the rotation center
9534 * Sets the rotation angle of @self around the given axis.
9536 * The rotation center coordinates used depend on the value of @axis:
9538 * <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
9539 * <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
9540 * <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
9543 * The rotation coordinates are relative to the anchor point of the
9544 * actor, set using clutter_actor_set_anchor_point(). If no anchor
9545 * point is set, the upper left corner is assumed as the origin.
9550 clutter_actor_set_rotation (ClutterActor *self,
9551 ClutterRotateAxis axis,
9559 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9565 g_object_freeze_notify (G_OBJECT (self));
9567 clutter_actor_set_rotation_angle_internal (self, axis, angle);
9568 clutter_actor_set_rotation_center_internal (self, axis, &v);
9570 g_object_thaw_notify (G_OBJECT (self));
9574 * clutter_actor_set_z_rotation_from_gravity:
9575 * @self: a #ClutterActor
9576 * @angle: the angle of rotation
9577 * @gravity: the center point of the rotation
9579 * Sets the rotation angle of @self around the Z axis using the center
9580 * point specified as a compass point. For example to rotate such that
9581 * the center of the actor remains static you can use
9582 * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
9583 * will move accordingly.
9588 clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
9590 ClutterGravity gravity)
9592 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9594 if (gravity == CLUTTER_GRAVITY_NONE)
9595 clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
9598 GObject *obj = G_OBJECT (self);
9599 ClutterTransformInfo *info;
9601 info = _clutter_actor_get_transform_info (self);
9603 g_object_freeze_notify (obj);
9605 clutter_actor_set_rotation_angle_internal (self, CLUTTER_Z_AXIS, angle);
9607 clutter_anchor_coord_set_gravity (&info->rz_center, gravity);
9608 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]);
9609 g_object_notify_by_pspec (obj, obj_props[PROP_ROTATION_CENTER_Z]);
9611 g_object_thaw_notify (obj);
9616 * clutter_actor_get_rotation:
9617 * @self: a #ClutterActor
9618 * @axis: the axis of rotation
9619 * @x: (out): return value for the X coordinate of the center of rotation
9620 * @y: (out): return value for the Y coordinate of the center of rotation
9621 * @z: (out): return value for the Z coordinate of the center of rotation
9623 * Retrieves the angle and center of rotation on the given axis,
9624 * set using clutter_actor_set_rotation().
9626 * Return value: the angle of rotation
9631 clutter_actor_get_rotation (ClutterActor *self,
9632 ClutterRotateAxis axis,
9637 const ClutterTransformInfo *info;
9638 const AnchorCoord *anchor_coord;
9641 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
9643 info = _clutter_actor_get_transform_info_or_defaults (self);
9647 case CLUTTER_X_AXIS:
9648 anchor_coord = &info->rx_center;
9649 retval = info->rx_angle;
9652 case CLUTTER_Y_AXIS:
9653 anchor_coord = &info->ry_center;
9654 retval = info->ry_angle;
9657 case CLUTTER_Z_AXIS:
9658 anchor_coord = &info->rz_center;
9659 retval = info->rz_angle;
9663 anchor_coord = NULL;
9668 clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
9674 * clutter_actor_get_z_rotation_gravity:
9675 * @self: A #ClutterActor
9677 * Retrieves the center for the rotation around the Z axis as a
9678 * compass direction. If the center was specified in pixels or units
9679 * this will return %CLUTTER_GRAVITY_NONE.
9681 * Return value: the Z rotation center
9686 clutter_actor_get_z_rotation_gravity (ClutterActor *self)
9688 const ClutterTransformInfo *info;
9690 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
9692 info = _clutter_actor_get_transform_info_or_defaults (self);
9694 return clutter_anchor_coord_get_gravity (&info->rz_center);
9698 * clutter_actor_set_clip:
9699 * @self: A #ClutterActor
9700 * @xoff: X offset of the clip rectangle
9701 * @yoff: Y offset of the clip rectangle
9702 * @width: Width of the clip rectangle
9703 * @height: Height of the clip rectangle
9705 * Sets clip area for @self. The clip area is always computed from the
9706 * upper left corner of the actor, even if the anchor point is set
9712 clutter_actor_set_clip (ClutterActor *self,
9718 ClutterActorPrivate *priv;
9720 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9724 if (priv->has_clip &&
9725 priv->clip.x == xoff &&
9726 priv->clip.y == yoff &&
9727 priv->clip.width == width &&
9728 priv->clip.height == height)
9731 priv->clip.x = xoff;
9732 priv->clip.y = yoff;
9733 priv->clip.width = width;
9734 priv->clip.height = height;
9736 priv->has_clip = TRUE;
9738 clutter_actor_queue_redraw (self);
9740 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9741 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]);
9745 * clutter_actor_remove_clip:
9746 * @self: A #ClutterActor
9748 * Removes clip area from @self.
9751 clutter_actor_remove_clip (ClutterActor *self)
9753 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9755 if (!self->priv->has_clip)
9758 self->priv->has_clip = FALSE;
9760 clutter_actor_queue_redraw (self);
9762 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]);
9766 * clutter_actor_has_clip:
9767 * @self: a #ClutterActor
9769 * Determines whether the actor has a clip area set or not.
9771 * Return value: %TRUE if the actor has a clip area set.
9776 clutter_actor_has_clip (ClutterActor *self)
9778 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
9780 return self->priv->has_clip;
9784 * clutter_actor_get_clip:
9785 * @self: a #ClutterActor
9786 * @xoff: (out) (allow-none): return location for the X offset of
9787 * the clip rectangle, or %NULL
9788 * @yoff: (out) (allow-none): return location for the Y offset of
9789 * the clip rectangle, or %NULL
9790 * @width: (out) (allow-none): return location for the width of
9791 * the clip rectangle, or %NULL
9792 * @height: (out) (allow-none): return location for the height of
9793 * the clip rectangle, or %NULL
9795 * Gets the clip area for @self, if any is set
9800 clutter_actor_get_clip (ClutterActor *self,
9806 ClutterActorPrivate *priv;
9808 g_return_if_fail (CLUTTER_IS_ACTOR (self));
9812 if (!priv->has_clip)
9816 *xoff = priv->clip.x;
9819 *yoff = priv->clip.y;
9822 *width = priv->clip.width;
9825 *height = priv->clip.height;
9829 * clutter_actor_get_children:
9830 * @self: a #ClutterActor
9832 * Retrieves the list of children of @self.
9834 * Return value: (transfer container) (element-type ClutterActor): A newly
9835 * allocated #GList of #ClutterActor<!-- -->s. Use g_list_free() when
9841 clutter_actor_get_children (ClutterActor *self)
9846 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
9848 /* we walk the list backward so that we can use prepend(),
9851 for (iter = self->priv->last_child, res = NULL;
9853 iter = iter->priv->prev_sibling)
9855 res = g_list_prepend (res, iter);
9862 * insert_child_at_depth:
9863 * @self: a #ClutterActor
9864 * @child: a #ClutterActor
9866 * Inserts @child inside the list of children held by @self, using
9867 * the depth as the insertion criteria.
9869 * This sadly makes the insertion not O(1), but we can keep the
9870 * list sorted so that the painters algorithm we use for painting
9871 * the children will work correctly.
9874 insert_child_at_depth (ClutterActor *self,
9875 ClutterActor *child,
9876 gpointer dummy G_GNUC_UNUSED)
9880 child->priv->parent = self;
9882 /* special-case the first child */
9883 if (self->priv->n_children == 0)
9885 self->priv->first_child = child;
9886 self->priv->last_child = child;
9888 child->priv->next_sibling = NULL;
9889 child->priv->prev_sibling = NULL;
9894 /* Find the right place to insert the child so that it will still be
9895 sorted and the child will be after all of the actors at the same
9897 for (iter = self->priv->first_child;
9899 iter = iter->priv->next_sibling)
9901 if (iter->priv->z > child->priv->z)
9907 ClutterActor *tmp = iter->priv->prev_sibling;
9910 tmp->priv->next_sibling = child;
9912 /* Insert the node before the found one */
9913 child->priv->prev_sibling = iter->priv->prev_sibling;
9914 child->priv->next_sibling = iter;
9915 iter->priv->prev_sibling = child;
9919 ClutterActor *tmp = self->priv->last_child;
9922 tmp->priv->next_sibling = child;
9924 /* insert the node at the end of the list */
9925 child->priv->prev_sibling = self->priv->last_child;
9926 child->priv->next_sibling = NULL;
9929 if (child->priv->prev_sibling == NULL)
9930 self->priv->first_child = child;
9932 if (child->priv->next_sibling == NULL)
9933 self->priv->last_child = child;
9937 insert_child_at_index (ClutterActor *self,
9938 ClutterActor *child,
9941 gint index_ = GPOINTER_TO_INT (data_);
9943 child->priv->parent = self;
9947 ClutterActor *tmp = self->priv->first_child;
9950 tmp->priv->prev_sibling = child;
9952 child->priv->prev_sibling = NULL;
9953 child->priv->next_sibling = tmp;
9955 else if (index_ < 0 || index_ >= self->priv->n_children)
9957 ClutterActor *tmp = self->priv->last_child;
9960 tmp->priv->next_sibling = child;
9962 child->priv->prev_sibling = tmp;
9963 child->priv->next_sibling = NULL;
9970 for (iter = self->priv->first_child, i = 0;
9972 iter = iter->priv->next_sibling, i += 1)
9976 ClutterActor *tmp = iter->priv->prev_sibling;
9978 child->priv->prev_sibling = tmp;
9979 child->priv->next_sibling = iter;
9981 iter->priv->prev_sibling = child;
9984 tmp->priv->next_sibling = child;
9991 if (child->priv->prev_sibling == NULL)
9992 self->priv->first_child = child;
9994 if (child->priv->next_sibling == NULL)
9995 self->priv->last_child = child;
9999 insert_child_above (ClutterActor *self,
10000 ClutterActor *child,
10003 ClutterActor *sibling = data;
10005 child->priv->parent = self;
10007 if (sibling == NULL)
10008 sibling = self->priv->last_child;
10010 child->priv->prev_sibling = sibling;
10012 if (sibling != NULL)
10014 ClutterActor *tmp = sibling->priv->next_sibling;
10016 child->priv->next_sibling = tmp;
10019 tmp->priv->prev_sibling = child;
10021 sibling->priv->next_sibling = child;
10024 child->priv->next_sibling = NULL;
10026 if (child->priv->prev_sibling == NULL)
10027 self->priv->first_child = child;
10029 if (child->priv->next_sibling == NULL)
10030 self->priv->last_child = child;
10034 insert_child_below (ClutterActor *self,
10035 ClutterActor *child,
10038 ClutterActor *sibling = data;
10040 child->priv->parent = self;
10042 if (sibling == NULL)
10043 sibling = self->priv->first_child;
10045 child->priv->next_sibling = sibling;
10047 if (sibling != NULL)
10049 ClutterActor *tmp = sibling->priv->prev_sibling;
10051 child->priv->prev_sibling = tmp;
10054 tmp->priv->next_sibling = child;
10056 sibling->priv->prev_sibling = child;
10059 child->priv->prev_sibling = NULL;
10061 if (child->priv->prev_sibling == NULL)
10062 self->priv->first_child = child;
10064 if (child->priv->next_sibling == NULL)
10065 self->priv->last_child = child;
10068 typedef void (* ClutterActorAddChildFunc) (ClutterActor *parent,
10069 ClutterActor *child,
10073 ADD_CHILD_CREATE_META = 1 << 0,
10074 ADD_CHILD_EMIT_PARENT_SET = 1 << 1,
10075 ADD_CHILD_EMIT_ACTOR_ADDED = 1 << 2,
10076 ADD_CHILD_CHECK_STATE = 1 << 3,
10077 ADD_CHILD_NOTIFY_FIRST_LAST = 1 << 4,
10079 /* default flags for public API */
10080 ADD_CHILD_DEFAULT_FLAGS = ADD_CHILD_CREATE_META |
10081 ADD_CHILD_EMIT_PARENT_SET |
10082 ADD_CHILD_EMIT_ACTOR_ADDED |
10083 ADD_CHILD_CHECK_STATE |
10084 ADD_CHILD_NOTIFY_FIRST_LAST,
10086 /* flags for legacy/deprecated API */
10087 ADD_CHILD_LEGACY_FLAGS = ADD_CHILD_EMIT_PARENT_SET |
10088 ADD_CHILD_CHECK_STATE |
10089 ADD_CHILD_NOTIFY_FIRST_LAST
10090 } ClutterActorAddChildFlags;
10093 * clutter_actor_add_child_internal:
10094 * @self: a #ClutterActor
10095 * @child: a #ClutterActor
10096 * @flags: control flags for actions
10097 * @add_func: delegate function
10098 * @data: (closure): data to pass to @add_func
10100 * Adds @child to the list of children of @self.
10102 * The actual insertion inside the list is delegated to @add_func: this
10103 * function will just set up the state, perform basic checks, and emit
10106 * The @flags argument is used to perform additional operations.
10109 clutter_actor_add_child_internal (ClutterActor *self,
10110 ClutterActor *child,
10111 ClutterActorAddChildFlags flags,
10112 ClutterActorAddChildFunc add_func,
10115 ClutterTextDirection text_dir;
10116 gboolean create_meta;
10117 gboolean emit_parent_set, emit_actor_added;
10118 gboolean check_state;
10119 gboolean notify_first_last;
10120 ClutterActor *old_first_child, *old_last_child;
10122 if (child->priv->parent != NULL)
10124 g_warning ("Cannot set a parent on an actor which has a parent. "
10125 "You must use clutter_actor_remove_child() first.");
10129 if (CLUTTER_ACTOR_IS_TOPLEVEL (child))
10131 g_warning ("Cannot set a parent on a toplevel actor\n");
10135 if (CLUTTER_ACTOR_IN_DESTRUCTION (child))
10137 g_warning ("Cannot set a parent currently being destroyed");
10141 create_meta = (flags & ADD_CHILD_CREATE_META) != 0;
10142 emit_parent_set = (flags & ADD_CHILD_EMIT_PARENT_SET) != 0;
10143 emit_actor_added = (flags & ADD_CHILD_EMIT_ACTOR_ADDED) != 0;
10144 check_state = (flags & ADD_CHILD_CHECK_STATE) != 0;
10145 notify_first_last = (flags & ADD_CHILD_NOTIFY_FIRST_LAST) != 0;
10147 old_first_child = self->priv->first_child;
10148 old_last_child = self->priv->last_child;
10150 g_object_freeze_notify (G_OBJECT (self));
10153 clutter_container_create_child_meta (CLUTTER_CONTAINER (self), child);
10155 g_object_ref_sink (child);
10156 child->priv->parent = NULL;
10157 child->priv->next_sibling = NULL;
10158 child->priv->prev_sibling = NULL;
10160 /* delegate the actual insertion */
10161 add_func (self, child, data);
10163 g_assert (child->priv->parent == self);
10165 self->priv->n_children += 1;
10167 self->priv->age += 1;
10169 /* if push_internal() has been called then we automatically set
10170 * the flag on the actor
10172 if (self->priv->internal_child)
10173 CLUTTER_SET_PRIVATE_FLAGS (child, CLUTTER_INTERNAL_CHILD);
10175 /* clutter_actor_reparent() will emit ::parent-set for us */
10176 if (emit_parent_set && !CLUTTER_ACTOR_IN_REPARENT (child))
10177 g_signal_emit (child, actor_signals[PARENT_SET], 0, NULL);
10181 /* If parent is mapped or realized, we need to also be mapped or
10182 * realized once we're inside the parent.
10184 clutter_actor_update_map_state (child, MAP_STATE_CHECK);
10186 /* propagate the parent's text direction to the child */
10187 text_dir = clutter_actor_get_text_direction (self);
10188 clutter_actor_set_text_direction (child, text_dir);
10191 if (child->priv->show_on_set_parent)
10192 clutter_actor_show (child);
10194 if (CLUTTER_ACTOR_IS_MAPPED (child))
10195 clutter_actor_queue_redraw (child);
10197 /* maintain the invariant that if an actor needs layout,
10198 * its parents do as well
10200 if (child->priv->needs_width_request ||
10201 child->priv->needs_height_request ||
10202 child->priv->needs_allocation)
10204 /* we work around the short-circuiting we do
10205 * in clutter_actor_queue_relayout() since we
10206 * want to force a relayout
10208 child->priv->needs_width_request = TRUE;
10209 child->priv->needs_height_request = TRUE;
10210 child->priv->needs_allocation = TRUE;
10212 clutter_actor_queue_relayout (child->priv->parent);
10215 if (emit_actor_added)
10216 g_signal_emit_by_name (self, "actor-added", child);
10218 if (notify_first_last)
10220 if (old_first_child != self->priv->first_child)
10221 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIRST_CHILD]);
10223 if (old_last_child != self->priv->last_child)
10224 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAST_CHILD]);
10227 g_object_thaw_notify (G_OBJECT (self));
10231 * clutter_actor_add_child:
10232 * @self: a #ClutterActor
10233 * @child: a #ClutterActor
10235 * Adds @child to the children of @self.
10237 * This function will acquire a reference on @child that will only
10238 * be released when calling clutter_actor_remove_child().
10240 * This function will take into consideration the #ClutterActor:depth
10241 * of @child, and will keep the list of children sorted.
10243 * This function will emit the #ClutterContainer::actor-added signal
10249 clutter_actor_add_child (ClutterActor *self,
10250 ClutterActor *child)
10252 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10253 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10254 g_return_if_fail (self != child);
10255 g_return_if_fail (child->priv->parent == NULL);
10257 clutter_actor_add_child_internal (self, child,
10258 ADD_CHILD_DEFAULT_FLAGS,
10259 insert_child_at_depth,
10264 * clutter_actor_insert_child_at_index:
10265 * @self: a #ClutterActor
10266 * @child: a #ClutterActor
10267 * @index_: the index
10269 * Inserts @child into the list of children of @self, using the
10270 * given @index_. If @index_ is greater than the number of children
10271 * in @self, or is less than 0, then the new child is added at the end.
10273 * This function will acquire a reference on @child that will only
10274 * be released when calling clutter_actor_remove_child().
10276 * This function will not take into consideration the #ClutterActor:depth
10279 * This function will emit the #ClutterContainer::actor-added signal
10285 clutter_actor_insert_child_at_index (ClutterActor *self,
10286 ClutterActor *child,
10289 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10290 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10291 g_return_if_fail (self != child);
10292 g_return_if_fail (child->priv->parent == NULL);
10294 clutter_actor_add_child_internal (self, child,
10295 ADD_CHILD_DEFAULT_FLAGS,
10296 insert_child_at_index,
10297 GINT_TO_POINTER (index_));
10301 * clutter_actor_insert_child_above:
10302 * @self: a #ClutterActor
10303 * @child: a #ClutterActor
10304 * @sibling: (allow-none): a child of @self, or %NULL
10306 * Inserts @child into the list of children of @self, above another
10307 * child of @self or, if @sibling is %NULL, above all the children
10310 * This function will acquire a reference on @child that will only
10311 * be released when calling clutter_actor_remove_child().
10313 * This function will not take into consideration the #ClutterActor:depth
10316 * This function will emit the #ClutterContainer::actor-added signal
10322 clutter_actor_insert_child_above (ClutterActor *self,
10323 ClutterActor *child,
10324 ClutterActor *sibling)
10326 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10327 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10328 g_return_if_fail (self != child);
10329 g_return_if_fail (child != sibling);
10330 g_return_if_fail (child->priv->parent == NULL);
10331 g_return_if_fail (sibling == NULL ||
10332 (CLUTTER_IS_ACTOR (sibling) &&
10333 sibling->priv->parent == self));
10335 clutter_actor_add_child_internal (self, child,
10336 ADD_CHILD_DEFAULT_FLAGS,
10337 insert_child_above,
10342 * clutter_actor_insert_child_below:
10343 * @self: a #ClutterActor
10344 * @child: a #ClutterActor
10345 * @sibling: (allow-none): a child of @self, or %NULL
10347 * Inserts @child into the list of children of @self, below another
10348 * child of @self or, if @sibling is %NULL, below all the children
10351 * This function will acquire a reference on @child that will only
10352 * be released when calling clutter_actor_remove_child().
10354 * This function will not take into consideration the #ClutterActor:depth
10357 * This function will emit the #ClutterContainer::actor-added signal
10363 clutter_actor_insert_child_below (ClutterActor *self,
10364 ClutterActor *child,
10365 ClutterActor *sibling)
10367 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10368 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10369 g_return_if_fail (self != child);
10370 g_return_if_fail (child != sibling);
10371 g_return_if_fail (child->priv->parent == NULL);
10372 g_return_if_fail (sibling == NULL ||
10373 (CLUTTER_IS_ACTOR (sibling) &&
10374 sibling->priv->parent == self));
10376 clutter_actor_add_child_internal (self, child,
10377 ADD_CHILD_DEFAULT_FLAGS,
10378 insert_child_below,
10383 * clutter_actor_set_parent:
10384 * @self: A #ClutterActor
10385 * @parent: A new #ClutterActor parent
10387 * Sets the parent of @self to @parent.
10389 * This function will result in @parent acquiring a reference on @self,
10390 * eventually by sinking its floating reference first. The reference
10391 * will be released by clutter_actor_unparent().
10393 * This function should only be called by legacy #ClutterActor<!-- -->s
10394 * implementing the #ClutterContainer interface.
10396 * Deprecated: 1.10: Use clutter_actor_add_child() instead.
10399 clutter_actor_set_parent (ClutterActor *self,
10400 ClutterActor *parent)
10402 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10403 g_return_if_fail (CLUTTER_IS_ACTOR (parent));
10404 g_return_if_fail (self != parent);
10405 g_return_if_fail (self->priv->parent == NULL);
10407 /* as this function will be called inside ClutterContainer::add
10408 * implementations or when building up a composite actor, we have
10409 * to preserve the old behaviour, and not create child meta or
10410 * emit the ::actor-added signal, to avoid recursion or double
10413 clutter_actor_add_child_internal (parent, self,
10414 ADD_CHILD_LEGACY_FLAGS,
10415 insert_child_at_depth,
10420 * clutter_actor_get_parent:
10421 * @self: A #ClutterActor
10423 * Retrieves the parent of @self.
10425 * Return Value: (transfer none): The #ClutterActor parent, or %NULL
10426 * if no parent is set
10429 clutter_actor_get_parent (ClutterActor *self)
10431 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
10433 return self->priv->parent;
10437 * clutter_actor_get_paint_visibility:
10438 * @self: A #ClutterActor
10440 * Retrieves the 'paint' visibility of an actor recursively checking for non
10443 * This is by definition the same as %CLUTTER_ACTOR_IS_MAPPED.
10445 * Return Value: %TRUE if the actor is visibile and will be painted.
10450 clutter_actor_get_paint_visibility (ClutterActor *actor)
10452 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
10454 return CLUTTER_ACTOR_IS_MAPPED (actor);
10458 * clutter_actor_remove_child:
10459 * @self: a #ClutterActor
10460 * @child: a #ClutterActor
10462 * Removes @child from the children of @self.
10464 * This function will release the reference added by
10465 * clutter_actor_add_child(), so if you want to keep using @child
10466 * you will have to acquire a referenced on it before calling this
10469 * This function will emit the #ClutterContainer::actor-removed
10475 clutter_actor_remove_child (ClutterActor *self,
10476 ClutterActor *child)
10478 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10479 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10480 g_return_if_fail (self != child);
10481 g_return_if_fail (child->priv->parent != NULL);
10482 g_return_if_fail (child->priv->parent == self);
10484 clutter_actor_remove_child_internal (self, child,
10485 REMOVE_CHILD_DEFAULT_FLAGS);
10489 * clutter_actor_remove_all_children:
10490 * @self: a #ClutterActor
10492 * Removes all children of @self.
10494 * This function releases the reference added by inserting a child actor
10495 * in the list of children of @self.
10497 * If the reference count of a child drops to zero, the child will be
10498 * destroyed. If you want to ensure the destruction of all the children
10499 * of @self, use clutter_actor_destroy_all_children().
10504 clutter_actor_remove_all_children (ClutterActor *self)
10506 ClutterActorIter iter;
10508 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10510 if (self->priv->n_children == 0)
10513 g_object_freeze_notify (G_OBJECT (self));
10515 clutter_actor_iter_init (&iter, self);
10516 while (clutter_actor_iter_next (&iter, NULL))
10517 clutter_actor_iter_remove (&iter);
10519 g_object_thaw_notify (G_OBJECT (self));
10522 g_assert (self->priv->first_child == NULL);
10523 g_assert (self->priv->last_child == NULL);
10524 g_assert (self->priv->n_children == 0);
10528 * clutter_actor_destroy_all_children:
10529 * @self: a #ClutterActor
10531 * Destroys all children of @self.
10533 * This function releases the reference added by inserting a child
10534 * actor in the list of children of @self, and ensures that the
10535 * #ClutterActor::destroy signal is emitted on each child of the
10538 * By default, #ClutterActor will emit the #ClutterActor::destroy signal
10539 * when its reference count drops to 0; the default handler of the
10540 * #ClutterActor::destroy signal will destroy all the children of an
10541 * actor. This function ensures that all children are destroyed, instead
10542 * of just removed from @self, unlike clutter_actor_remove_all_children()
10543 * which will merely release the reference and remove each child.
10545 * Unless you acquired an additional reference on each child of @self
10546 * prior to calling clutter_actor_remove_all_children() and want to reuse
10547 * the actors, you should use clutter_actor_destroy_all_children() in
10548 * order to make sure that children are destroyed and signal handlers
10549 * are disconnected even in cases where circular references prevent this
10550 * from automatically happening through reference counting alone.
10555 clutter_actor_destroy_all_children (ClutterActor *self)
10557 ClutterActorIter iter;
10559 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10561 if (self->priv->n_children == 0)
10564 g_object_freeze_notify (G_OBJECT (self));
10566 clutter_actor_iter_init (&iter, self);
10567 while (clutter_actor_iter_next (&iter, NULL))
10568 clutter_actor_iter_destroy (&iter);
10570 g_object_thaw_notify (G_OBJECT (self));
10573 g_assert (self->priv->first_child == NULL);
10574 g_assert (self->priv->last_child == NULL);
10575 g_assert (self->priv->n_children == 0);
10578 typedef struct _InsertBetweenData {
10579 ClutterActor *prev_sibling;
10580 ClutterActor *next_sibling;
10581 } InsertBetweenData;
10584 insert_child_between (ClutterActor *self,
10585 ClutterActor *child,
10588 InsertBetweenData *data = data_;
10589 ClutterActor *prev_sibling = data->prev_sibling;
10590 ClutterActor *next_sibling = data->next_sibling;
10592 child->priv->parent = self;
10593 child->priv->prev_sibling = prev_sibling;
10594 child->priv->next_sibling = next_sibling;
10596 if (prev_sibling != NULL)
10597 prev_sibling->priv->next_sibling = child;
10599 if (next_sibling != NULL)
10600 next_sibling->priv->prev_sibling = child;
10602 if (child->priv->prev_sibling == NULL)
10603 self->priv->first_child = child;
10605 if (child->priv->next_sibling == NULL)
10606 self->priv->last_child = child;
10610 * clutter_actor_replace_child:
10611 * @self: a #ClutterActor
10612 * @old_child: the child of @self to replace
10613 * @new_child: the #ClutterActor to replace @old_child
10615 * Replaces @old_child with @new_child in the list of children of @self.
10620 clutter_actor_replace_child (ClutterActor *self,
10621 ClutterActor *old_child,
10622 ClutterActor *new_child)
10624 ClutterActor *prev_sibling, *next_sibling;
10625 InsertBetweenData clos;
10627 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10628 g_return_if_fail (CLUTTER_IS_ACTOR (old_child));
10629 g_return_if_fail (old_child->priv->parent == self);
10630 g_return_if_fail (CLUTTER_IS_ACTOR (new_child));
10631 g_return_if_fail (old_child != new_child);
10632 g_return_if_fail (new_child != self);
10633 g_return_if_fail (new_child->priv->parent == NULL);
10635 prev_sibling = old_child->priv->prev_sibling;
10636 next_sibling = old_child->priv->next_sibling;
10637 clutter_actor_remove_child_internal (self, old_child,
10638 REMOVE_CHILD_DEFAULT_FLAGS);
10640 clos.prev_sibling = prev_sibling;
10641 clos.next_sibling = next_sibling;
10642 clutter_actor_add_child_internal (self, new_child,
10643 ADD_CHILD_DEFAULT_FLAGS,
10644 insert_child_between,
10649 * clutter_actor_unparent:
10650 * @self: a #ClutterActor
10652 * Removes the parent of @self.
10654 * This will cause the parent of @self to release the reference
10655 * acquired when calling clutter_actor_set_parent(), so if you
10656 * want to keep @self you will have to acquire a reference of
10657 * your own, through g_object_ref().
10659 * This function should only be called by legacy #ClutterActor<!-- -->s
10660 * implementing the #ClutterContainer interface.
10664 * Deprecated: 1.10: Use clutter_actor_remove_child() instead.
10667 clutter_actor_unparent (ClutterActor *self)
10669 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10671 if (self->priv->parent == NULL)
10674 clutter_actor_remove_child_internal (self->priv->parent, self,
10675 REMOVE_CHILD_LEGACY_FLAGS);
10679 * clutter_actor_reparent:
10680 * @self: a #ClutterActor
10681 * @new_parent: the new #ClutterActor parent
10683 * Resets the parent actor of @self.
10685 * This function is logically equivalent to calling clutter_actor_unparent()
10686 * and clutter_actor_set_parent(), but more efficiently implemented, as it
10687 * ensures the child is not finalized when unparented, and emits the
10688 * #ClutterActor::parent-set signal only once.
10690 * In reality, calling this function is less useful than it sounds, as some
10691 * application code may rely on changes in the intermediate state between
10692 * removal and addition of the actor from its old parent to the @new_parent.
10693 * Thus, it is strongly encouraged to avoid using this function in application
10698 * Deprecated: 1.10: Use clutter_actor_remove_child() and
10699 * clutter_actor_add_child() instead; remember to take a reference on
10700 * the actor being removed before calling clutter_actor_remove_child()
10701 * to avoid the reference count dropping to zero and the actor being
10705 clutter_actor_reparent (ClutterActor *self,
10706 ClutterActor *new_parent)
10708 ClutterActorPrivate *priv;
10710 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10711 g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
10712 g_return_if_fail (self != new_parent);
10714 if (CLUTTER_ACTOR_IS_TOPLEVEL (self))
10716 g_warning ("Cannot set a parent on a toplevel actor");
10720 if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
10722 g_warning ("Cannot set a parent currently being destroyed");
10728 if (priv->parent != new_parent)
10730 ClutterActor *old_parent;
10732 CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10734 old_parent = priv->parent;
10736 g_object_ref (self);
10738 if (old_parent != NULL)
10740 /* go through the Container implementation if this is a regular
10741 * child and not an internal one
10743 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10745 ClutterContainer *parent = CLUTTER_CONTAINER (old_parent);
10747 /* this will have to call unparent() */
10748 clutter_container_remove_actor (parent, self);
10751 clutter_actor_remove_child_internal (old_parent, self,
10752 REMOVE_CHILD_LEGACY_FLAGS);
10755 /* Note, will call set_parent() */
10756 if (!CLUTTER_ACTOR_IS_INTERNAL_CHILD (self))
10757 clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
10759 clutter_actor_add_child_internal (new_parent, self,
10760 ADD_CHILD_LEGACY_FLAGS,
10761 insert_child_at_depth,
10764 /* we emit the ::parent-set signal once */
10765 g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
10767 CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT);
10769 /* the IN_REPARENT flag suspends state updates */
10770 clutter_actor_update_map_state (self, MAP_STATE_CHECK);
10772 g_object_unref (self);
10777 * clutter_actor_contains:
10778 * @self: A #ClutterActor
10779 * @descendant: A #ClutterActor, possibly contained in @self
10781 * Determines if @descendant is contained inside @self (either as an
10782 * immediate child, or as a deeper descendant). If @self and
10783 * @descendant point to the same actor then it will also return %TRUE.
10785 * Return value: whether @descendent is contained within @self
10790 clutter_actor_contains (ClutterActor *self,
10791 ClutterActor *descendant)
10793 ClutterActor *actor;
10795 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
10796 g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE);
10798 for (actor = descendant; actor; actor = actor->priv->parent)
10806 * clutter_actor_set_child_above_sibling:
10807 * @self: a #ClutterActor
10808 * @child: a #ClutterActor child of @self
10809 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10811 * Sets @child to be above @sibling in the list of children of @self.
10813 * If @sibling is %NULL, @child will be the new last child of @self.
10815 * This function is logically equivalent to removing @child and using
10816 * clutter_actor_insert_child_above(), but it will not emit signals
10817 * or change state on @child.
10822 clutter_actor_set_child_above_sibling (ClutterActor *self,
10823 ClutterActor *child,
10824 ClutterActor *sibling)
10826 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10827 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10828 g_return_if_fail (child->priv->parent == self);
10829 g_return_if_fail (child != sibling);
10830 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10832 if (sibling != NULL)
10833 g_return_if_fail (sibling->priv->parent == self);
10835 /* we don't want to change the state of child, or emit signals, or
10836 * regenerate ChildMeta instances here, but we still want to follow
10837 * the correct sequence of steps encoded in remove_child() and
10838 * add_child(), so that correctness is ensured, and we only go
10839 * through one known code path.
10841 g_object_ref (child);
10842 clutter_actor_remove_child_internal (self, child, 0);
10843 clutter_actor_add_child_internal (self, child,
10844 ADD_CHILD_NOTIFY_FIRST_LAST,
10845 insert_child_above,
10848 clutter_actor_queue_relayout (self);
10852 * clutter_actor_set_child_below_sibling:
10853 * @self: a #ClutterActor
10854 * @child: a #ClutterActor child of @self
10855 * @sibling: (allow-none): a #ClutterActor child of @self, or %NULL
10857 * Sets @child to be below @sibling in the list of children of @self.
10859 * If @sibling is %NULL, @child will be the new first child of @self.
10861 * This function is logically equivalent to removing @self and using
10862 * clutter_actor_insert_child_below(), but it will not emit signals
10863 * or change state on @child.
10868 clutter_actor_set_child_below_sibling (ClutterActor *self,
10869 ClutterActor *child,
10870 ClutterActor *sibling)
10872 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10873 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10874 g_return_if_fail (child->priv->parent == self);
10875 g_return_if_fail (child != sibling);
10876 g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
10878 if (sibling != NULL)
10879 g_return_if_fail (sibling->priv->parent == self);
10881 /* see the comment in set_child_above_sibling() */
10882 g_object_ref (child);
10883 clutter_actor_remove_child_internal (self, child, 0);
10884 clutter_actor_add_child_internal (self, child,
10885 ADD_CHILD_NOTIFY_FIRST_LAST,
10886 insert_child_below,
10889 clutter_actor_queue_relayout (self);
10893 * clutter_actor_set_child_at_index:
10894 * @self: a #ClutterActor
10895 * @child: a #ClutterActor child of @self
10896 * @index_: the new index for @child
10898 * Changes the index of @child in the list of children of @self.
10900 * This function is logically equivalent to removing @child and
10901 * calling clutter_actor_insert_child_at_index(), but it will not
10902 * emit signals or change state on @child.
10907 clutter_actor_set_child_at_index (ClutterActor *self,
10908 ClutterActor *child,
10911 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10912 g_return_if_fail (CLUTTER_IS_ACTOR (child));
10913 g_return_if_fail (child->priv->parent == self);
10914 g_return_if_fail (index_ <= self->priv->n_children);
10916 g_object_ref (child);
10917 clutter_actor_remove_child_internal (self, child, 0);
10918 clutter_actor_add_child_internal (self, child,
10919 ADD_CHILD_NOTIFY_FIRST_LAST,
10920 insert_child_at_index,
10921 GINT_TO_POINTER (index_));
10923 clutter_actor_queue_relayout (self);
10927 * clutter_actor_raise:
10928 * @self: A #ClutterActor
10929 * @below: (allow-none): A #ClutterActor to raise above.
10931 * Puts @self above @below.
10933 * Both actors must have the same parent, and the parent must implement
10934 * the #ClutterContainer interface
10936 * This function calls clutter_container_raise_child() internally.
10938 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() instead.
10941 clutter_actor_raise (ClutterActor *self,
10942 ClutterActor *below)
10944 ClutterActor *parent;
10946 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10948 parent = clutter_actor_get_parent (self);
10949 if (parent == NULL)
10951 g_warning ("%s: Actor '%s' is not inside a container",
10953 _clutter_actor_get_debug_name (self));
10959 if (parent != clutter_actor_get_parent (below))
10961 g_warning ("%s Actor '%s' is not in the same container as "
10964 _clutter_actor_get_debug_name (self),
10965 _clutter_actor_get_debug_name (below));
10970 clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
10974 * clutter_actor_lower:
10975 * @self: A #ClutterActor
10976 * @above: (allow-none): A #ClutterActor to lower below
10978 * Puts @self below @above.
10980 * Both actors must have the same parent, and the parent must implement
10981 * the #ClutterContainer interface.
10983 * This function calls clutter_container_lower_child() internally.
10985 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() instead.
10988 clutter_actor_lower (ClutterActor *self,
10989 ClutterActor *above)
10991 ClutterActor *parent;
10993 g_return_if_fail (CLUTTER_IS_ACTOR (self));
10995 parent = clutter_actor_get_parent (self);
10996 if (parent == NULL)
10998 g_warning ("%s: Actor of type %s is not inside a container",
11000 _clutter_actor_get_debug_name (self));
11006 if (parent != clutter_actor_get_parent (above))
11008 g_warning ("%s: Actor '%s' is not in the same container as "
11011 _clutter_actor_get_debug_name (self),
11012 _clutter_actor_get_debug_name (above));
11017 clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
11021 * clutter_actor_raise_top:
11022 * @self: A #ClutterActor
11024 * Raises @self to the top.
11026 * This function calls clutter_actor_raise() internally.
11028 * Deprecated: 1.10: Use clutter_actor_set_child_above_sibling() with
11029 * a %NULL sibling, instead.
11032 clutter_actor_raise_top (ClutterActor *self)
11034 clutter_actor_raise (self, NULL);
11038 * clutter_actor_lower_bottom:
11039 * @self: A #ClutterActor
11041 * Lowers @self to the bottom.
11043 * This function calls clutter_actor_lower() internally.
11045 * Deprecated: 1.10: Use clutter_actor_set_child_below_sibling() with
11046 * a %NULL sibling, instead.
11049 clutter_actor_lower_bottom (ClutterActor *self)
11051 clutter_actor_lower (self, NULL);
11059 * clutter_actor_event:
11060 * @actor: a #ClutterActor
11061 * @event: a #ClutterEvent
11062 * @capture: TRUE if event in in capture phase, FALSE otherwise.
11064 * This function is used to emit an event on the main stage.
11065 * You should rarely need to use this function, except for
11066 * synthetising events.
11068 * Return value: the return value from the signal emission: %TRUE
11069 * if the actor handled the event, or %FALSE if the event was
11075 clutter_actor_event (ClutterActor *actor,
11076 ClutterEvent *event,
11079 gboolean retval = FALSE;
11080 gint signal_num = -1;
11082 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11083 g_return_val_if_fail (event != NULL, FALSE);
11085 g_object_ref (actor);
11089 g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
11095 g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
11099 switch (event->type)
11101 case CLUTTER_NOTHING:
11103 case CLUTTER_BUTTON_PRESS:
11104 signal_num = BUTTON_PRESS_EVENT;
11106 case CLUTTER_BUTTON_RELEASE:
11107 signal_num = BUTTON_RELEASE_EVENT;
11109 case CLUTTER_SCROLL:
11110 signal_num = SCROLL_EVENT;
11112 case CLUTTER_KEY_PRESS:
11113 signal_num = KEY_PRESS_EVENT;
11115 case CLUTTER_KEY_RELEASE:
11116 signal_num = KEY_RELEASE_EVENT;
11118 case CLUTTER_MOTION:
11119 signal_num = MOTION_EVENT;
11121 case CLUTTER_ENTER:
11122 signal_num = ENTER_EVENT;
11124 case CLUTTER_LEAVE:
11125 signal_num = LEAVE_EVENT;
11127 case CLUTTER_DELETE:
11128 case CLUTTER_DESTROY_NOTIFY:
11129 case CLUTTER_CLIENT_MESSAGE:
11135 if (signal_num != -1)
11136 g_signal_emit (actor, actor_signals[signal_num], 0,
11141 g_object_unref (actor);
11147 * clutter_actor_set_reactive:
11148 * @actor: a #ClutterActor
11149 * @reactive: whether the actor should be reactive to events
11151 * Sets @actor as reactive. Reactive actors will receive events.
11156 clutter_actor_set_reactive (ClutterActor *actor,
11159 g_return_if_fail (CLUTTER_IS_ACTOR (actor));
11161 if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
11165 CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11167 CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
11169 g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]);
11173 * clutter_actor_get_reactive:
11174 * @actor: a #ClutterActor
11176 * Checks whether @actor is marked as reactive.
11178 * Return value: %TRUE if the actor is reactive
11183 clutter_actor_get_reactive (ClutterActor *actor)
11185 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
11187 return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
11191 * clutter_actor_get_anchor_point:
11192 * @self: a #ClutterActor
11193 * @anchor_x: (out): return location for the X coordinate of the anchor point
11194 * @anchor_y: (out): return location for the Y coordinate of the anchor point
11196 * Gets the current anchor point of the @actor in pixels.
11201 clutter_actor_get_anchor_point (ClutterActor *self,
11205 const ClutterTransformInfo *info;
11207 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11209 info = _clutter_actor_get_transform_info_or_defaults (self);
11210 clutter_anchor_coord_get_units (self, &info->anchor,
11217 * clutter_actor_set_anchor_point:
11218 * @self: a #ClutterActor
11219 * @anchor_x: X coordinate of the anchor point
11220 * @anchor_y: Y coordinate of the anchor point
11222 * Sets an anchor point for @self. The anchor point is a point in the
11223 * coordinate space of an actor to which the actor position within its
11224 * parent is relative; the default is (0, 0), i.e. the top-left corner
11230 clutter_actor_set_anchor_point (ClutterActor *self,
11234 ClutterTransformInfo *info;
11235 ClutterActorPrivate *priv;
11236 gboolean changed = FALSE;
11237 gfloat old_anchor_x, old_anchor_y;
11240 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11242 obj = G_OBJECT (self);
11244 info = _clutter_actor_get_transform_info (self);
11246 g_object_freeze_notify (obj);
11248 clutter_anchor_coord_get_units (self, &info->anchor,
11253 if (info->anchor.is_fractional)
11254 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11256 if (old_anchor_x != anchor_x)
11258 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11262 if (old_anchor_y != anchor_y)
11264 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11268 clutter_anchor_coord_set_units (&info->anchor, anchor_x, anchor_y, 0);
11272 priv->transform_valid = FALSE;
11273 clutter_actor_queue_redraw (self);
11276 g_object_thaw_notify (obj);
11280 * clutter_actor_get_anchor_point_gravity:
11281 * @self: a #ClutterActor
11283 * Retrieves the anchor position expressed as a #ClutterGravity. If
11284 * the anchor point was specified using pixels or units this will
11285 * return %CLUTTER_GRAVITY_NONE.
11287 * Return value: the #ClutterGravity used by the anchor point
11292 clutter_actor_get_anchor_point_gravity (ClutterActor *self)
11294 const ClutterTransformInfo *info;
11296 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
11298 info = _clutter_actor_get_transform_info_or_defaults (self);
11300 return clutter_anchor_coord_get_gravity (&info->anchor);
11304 * clutter_actor_move_anchor_point:
11305 * @self: a #ClutterActor
11306 * @anchor_x: X coordinate of the anchor point
11307 * @anchor_y: Y coordinate of the anchor point
11309 * Sets an anchor point for the actor, and adjusts the actor postion so that
11310 * the relative position of the actor toward its parent remains the same.
11315 clutter_actor_move_anchor_point (ClutterActor *self,
11319 gfloat old_anchor_x, old_anchor_y;
11320 const ClutterTransformInfo *info;
11322 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11324 info = _clutter_actor_get_transform_info (self);
11325 clutter_anchor_coord_get_units (self, &info->anchor,
11330 g_object_freeze_notify (G_OBJECT (self));
11332 clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
11334 if (self->priv->position_set)
11335 clutter_actor_move_by (self,
11336 anchor_x - old_anchor_x,
11337 anchor_y - old_anchor_y);
11339 g_object_thaw_notify (G_OBJECT (self));
11343 * clutter_actor_move_anchor_point_from_gravity:
11344 * @self: a #ClutterActor
11345 * @gravity: #ClutterGravity.
11347 * Sets an anchor point on the actor based on the given gravity, adjusting the
11348 * actor postion so that its relative position within its parent remains
11351 * Since version 1.0 the anchor point will be stored as a gravity so
11352 * that if the actor changes size then the anchor point will move. For
11353 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11354 * and later double the size of the actor, the anchor point will move
11355 * to the bottom right.
11360 clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
11361 ClutterGravity gravity)
11363 gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
11364 const ClutterTransformInfo *info;
11365 ClutterActorPrivate *priv;
11367 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11370 info = _clutter_actor_get_transform_info (self);
11372 g_object_freeze_notify (G_OBJECT (self));
11374 clutter_anchor_coord_get_units (self, &info->anchor,
11378 clutter_actor_set_anchor_point_from_gravity (self, gravity);
11379 clutter_anchor_coord_get_units (self, &info->anchor,
11384 if (priv->position_set)
11385 clutter_actor_move_by (self,
11386 new_anchor_x - old_anchor_x,
11387 new_anchor_y - old_anchor_y);
11389 g_object_thaw_notify (G_OBJECT (self));
11393 * clutter_actor_set_anchor_point_from_gravity:
11394 * @self: a #ClutterActor
11395 * @gravity: #ClutterGravity.
11397 * Sets an anchor point on the actor, based on the given gravity (this is a
11398 * convenience function wrapping clutter_actor_set_anchor_point()).
11400 * Since version 1.0 the anchor point will be stored as a gravity so
11401 * that if the actor changes size then the anchor point will move. For
11402 * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
11403 * and later double the size of the actor, the anchor point will move
11404 * to the bottom right.
11409 clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
11410 ClutterGravity gravity)
11412 g_return_if_fail (CLUTTER_IS_ACTOR (self));
11414 if (gravity == CLUTTER_GRAVITY_NONE)
11415 clutter_actor_set_anchor_point (self, 0, 0);
11418 GObject *obj = G_OBJECT (self);
11419 ClutterTransformInfo *info;
11421 g_object_freeze_notify (obj);
11423 info = _clutter_actor_get_transform_info (self);
11424 clutter_anchor_coord_set_gravity (&info->anchor, gravity);
11426 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_GRAVITY]);
11427 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_X]);
11428 g_object_notify_by_pspec (obj, obj_props[PROP_ANCHOR_Y]);
11430 self->priv->transform_valid = FALSE;
11432 clutter_actor_queue_redraw (self);
11434 g_object_thaw_notify (obj);
11439 clutter_container_iface_init (ClutterContainerIface *iface)
11441 /* we don't override anything, as ClutterContainer already has a default
11442 * implementation that we can use, and which calls into our own API.
11457 parse_units (ClutterActor *self,
11458 ParseDimension dimension,
11461 GValue value = { 0, };
11464 if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
11467 json_node_get_value (node, &value);
11469 if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
11471 retval = (gfloat) g_value_get_int64 (&value);
11473 else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
11475 retval = g_value_get_double (&value);
11477 else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
11479 ClutterUnits units;
11482 res = clutter_units_from_string (&units, g_value_get_string (&value));
11484 retval = clutter_units_to_pixels (&units);
11487 g_warning ("Invalid value '%s': integers, strings or floating point "
11488 "values can be used for the x, y, width and height "
11489 "properties. Valid modifiers for strings are 'px', 'mm', "
11491 g_value_get_string (&value));
11497 g_warning ("Invalid value of type '%s': integers, strings of floating "
11498 "point values can be used for the x, y, width, height "
11499 "anchor-x and anchor-y properties.",
11500 g_type_name (G_VALUE_TYPE (&value)));
11503 g_value_unset (&value);
11509 ClutterRotateAxis axis;
11518 static inline gboolean
11519 parse_rotation_array (ClutterActor *actor,
11521 RotationInfo *info)
11525 if (json_array_get_length (array) != 2)
11529 element = json_array_get_element (array, 0);
11530 if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
11531 info->angle = json_node_get_double (element);
11536 element = json_array_get_element (array, 1);
11537 if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
11539 JsonArray *center = json_node_get_array (element);
11541 if (json_array_get_length (center) != 2)
11544 switch (info->axis)
11546 case CLUTTER_X_AXIS:
11547 info->center_y = parse_units (actor, PARSE_Y,
11548 json_array_get_element (center, 0));
11549 info->center_z = parse_units (actor, PARSE_Y,
11550 json_array_get_element (center, 1));
11553 case CLUTTER_Y_AXIS:
11554 info->center_x = parse_units (actor, PARSE_X,
11555 json_array_get_element (center, 0));
11556 info->center_z = parse_units (actor, PARSE_X,
11557 json_array_get_element (center, 1));
11560 case CLUTTER_Z_AXIS:
11561 info->center_x = parse_units (actor, PARSE_X,
11562 json_array_get_element (center, 0));
11563 info->center_y = parse_units (actor, PARSE_Y,
11564 json_array_get_element (center, 1));
11573 parse_rotation (ClutterActor *actor,
11575 RotationInfo *info)
11579 gboolean retval = FALSE;
11581 if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
11583 g_warning ("Invalid node of type '%s' found, expecting an array",
11584 json_node_type_name (node));
11588 array = json_node_get_array (node);
11589 len = json_array_get_length (array);
11591 for (i = 0; i < len; i++)
11593 JsonNode *element = json_array_get_element (array, i);
11594 JsonObject *object;
11597 if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
11599 g_warning ("Invalid node of type '%s' found, expecting an object",
11600 json_node_type_name (element));
11604 object = json_node_get_object (element);
11606 if (json_object_has_member (object, "x-axis"))
11608 member = json_object_get_member (object, "x-axis");
11610 info->axis = CLUTTER_X_AXIS;
11612 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11614 info->angle = json_node_get_double (member);
11617 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11618 retval = parse_rotation_array (actor,
11619 json_node_get_array (member),
11624 else if (json_object_has_member (object, "y-axis"))
11626 member = json_object_get_member (object, "y-axis");
11628 info->axis = CLUTTER_Y_AXIS;
11630 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11632 info->angle = json_node_get_double (member);
11635 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11636 retval = parse_rotation_array (actor,
11637 json_node_get_array (member),
11642 else if (json_object_has_member (object, "z-axis"))
11644 member = json_object_get_member (object, "z-axis");
11646 info->axis = CLUTTER_Z_AXIS;
11648 if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
11650 info->angle = json_node_get_double (member);
11653 else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
11654 retval = parse_rotation_array (actor,
11655 json_node_get_array (member),
11666 parse_actor_metas (ClutterScript *script,
11667 ClutterActor *actor,
11670 GList *elements, *l;
11671 GSList *retval = NULL;
11673 if (!JSON_NODE_HOLDS_ARRAY (node))
11676 elements = json_array_get_elements (json_node_get_array (node));
11678 for (l = elements; l != NULL; l = l->next)
11680 JsonNode *element = l->data;
11681 const gchar *id_ = _clutter_script_get_id_from_node (element);
11684 if (id_ == NULL || *id_ == '\0')
11687 meta = clutter_script_get_object (script, id_);
11691 retval = g_slist_prepend (retval, meta);
11694 g_list_free (elements);
11696 return g_slist_reverse (retval);
11700 parse_behaviours (ClutterScript *script,
11701 ClutterActor *actor,
11704 GList *elements, *l;
11705 GSList *retval = NULL;
11707 if (!JSON_NODE_HOLDS_ARRAY (node))
11710 elements = json_array_get_elements (json_node_get_array (node));
11712 for (l = elements; l != NULL; l = l->next)
11714 JsonNode *element = l->data;
11715 const gchar *id_ = _clutter_script_get_id_from_node (element);
11716 GObject *behaviour;
11718 if (id_ == NULL || *id_ == '\0')
11721 behaviour = clutter_script_get_object (script, id_);
11722 if (behaviour == NULL)
11725 retval = g_slist_prepend (retval, behaviour);
11728 g_list_free (elements);
11730 return g_slist_reverse (retval);
11734 clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
11735 ClutterScript *script,
11740 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11741 gboolean retval = FALSE;
11743 if ((name[0] == 'x' && name[1] == '\0') ||
11744 (name[0] == 'y' && name[1] == '\0') ||
11745 (strcmp (name, "width") == 0) ||
11746 (strcmp (name, "height") == 0) ||
11747 (strcmp (name, "anchor_x") == 0) ||
11748 (strcmp (name, "anchor_y") == 0))
11750 ParseDimension dimension;
11753 if (name[0] == 'x')
11754 dimension = PARSE_X;
11755 else if (name[0] == 'y')
11756 dimension = PARSE_Y;
11757 else if (name[0] == 'w')
11758 dimension = PARSE_WIDTH;
11759 else if (name[0] == 'h')
11760 dimension = PARSE_HEIGHT;
11761 else if (name[0] == 'a' && name[7] == 'x')
11762 dimension = PARSE_ANCHOR_X;
11763 else if (name[0] == 'a' && name[7] == 'y')
11764 dimension = PARSE_ANCHOR_Y;
11768 units = parse_units (actor, dimension, node);
11770 /* convert back to pixels: all properties are pixel-based */
11771 g_value_init (value, G_TYPE_FLOAT);
11772 g_value_set_float (value, units);
11776 else if (strcmp (name, "rotation") == 0)
11778 RotationInfo *info;
11780 info = g_slice_new0 (RotationInfo);
11781 retval = parse_rotation (actor, node, info);
11785 g_value_init (value, G_TYPE_POINTER);
11786 g_value_set_pointer (value, info);
11789 g_slice_free (RotationInfo, info);
11791 else if (strcmp (name, "behaviours") == 0)
11795 #ifdef CLUTTER_ENABLE_DEBUG
11796 if (G_UNLIKELY (_clutter_diagnostic_enabled ()))
11797 _clutter_diagnostic_message ("The 'behaviours' key is deprecated "
11798 "and it should not be used in newly "
11799 "written ClutterScript definitions.");
11802 l = parse_behaviours (script, actor, node);
11804 g_value_init (value, G_TYPE_POINTER);
11805 g_value_set_pointer (value, l);
11809 else if (strcmp (name, "actions") == 0 ||
11810 strcmp (name, "constraints") == 0 ||
11811 strcmp (name, "effects") == 0)
11815 l = parse_actor_metas (script, actor, node);
11817 g_value_init (value, G_TYPE_POINTER);
11818 g_value_set_pointer (value, l);
11827 clutter_actor_set_custom_property (ClutterScriptable *scriptable,
11828 ClutterScript *script,
11830 const GValue *value)
11832 ClutterActor *actor = CLUTTER_ACTOR (scriptable);
11834 #ifdef CLUTTER_ENABLE_DEBUG
11835 if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT)))
11837 gchar *tmp = g_strdup_value_contents (value);
11839 CLUTTER_NOTE (SCRIPT,
11840 "in ClutterActor::set_custom_property('%s') = %s",
11846 #endif /* CLUTTER_ENABLE_DEBUG */
11848 if (strcmp (name, "rotation") == 0)
11850 RotationInfo *info;
11852 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11855 info = g_value_get_pointer (value);
11857 clutter_actor_set_rotation (actor,
11858 info->axis, info->angle,
11863 g_slice_free (RotationInfo, info);
11868 if (strcmp (name, "behaviours") == 0)
11870 GSList *behaviours, *l;
11872 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11875 behaviours = g_value_get_pointer (value);
11876 for (l = behaviours; l != NULL; l = l->next)
11878 ClutterBehaviour *behaviour = l->data;
11880 clutter_behaviour_apply (behaviour, actor);
11883 g_slist_free (behaviours);
11888 if (strcmp (name, "actions") == 0 ||
11889 strcmp (name, "constraints") == 0 ||
11890 strcmp (name, "effects") == 0)
11894 if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
11897 metas = g_value_get_pointer (value);
11898 for (l = metas; l != NULL; l = l->next)
11900 if (name[0] == 'a')
11901 clutter_actor_add_action (actor, l->data);
11903 if (name[0] == 'c')
11904 clutter_actor_add_constraint (actor, l->data);
11906 if (name[0] == 'e')
11907 clutter_actor_add_effect (actor, l->data);
11910 g_slist_free (metas);
11915 g_object_set_property (G_OBJECT (scriptable), name, value);
11919 clutter_scriptable_iface_init (ClutterScriptableIface *iface)
11921 iface->parse_custom_node = clutter_actor_parse_custom_node;
11922 iface->set_custom_property = clutter_actor_set_custom_property;
11925 static ClutterActorMeta *
11926 get_meta_from_animation_property (ClutterActor *actor,
11930 ClutterActorPrivate *priv = actor->priv;
11931 ClutterActorMeta *meta = NULL;
11934 /* if this is not a special property, fall through */
11935 if (name[0] != '@')
11938 /* detect the properties named using the following spec:
11940 * @<section>.<meta-name>.<property-name>
11942 * where <section> can be one of the following:
11948 * and <meta-name> is the name set on a specific ActorMeta
11951 tokens = g_strsplit (name + 1, ".", -1);
11952 if (tokens == NULL || g_strv_length (tokens) != 3)
11954 CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'",
11956 g_strfreev (tokens);
11960 if (strcmp (tokens[0], "actions") == 0)
11961 meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]);
11963 if (strcmp (tokens[0], "constraints") == 0)
11964 meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]);
11966 if (strcmp (tokens[0], "effects") == 0)
11967 meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]);
11969 if (name_p != NULL)
11970 *name_p = g_strdup (tokens[2]);
11972 CLUTTER_NOTE (ANIMATION,
11973 "Looking for property '%s' of object '%s' in section '%s'",
11978 g_strfreev (tokens);
11983 static GParamSpec *
11984 clutter_actor_find_property (ClutterAnimatable *animatable,
11985 const gchar *property_name)
11987 ClutterActorMeta *meta = NULL;
11988 GObjectClass *klass = NULL;
11989 GParamSpec *pspec = NULL;
11990 gchar *p_name = NULL;
11992 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
11998 klass = G_OBJECT_GET_CLASS (meta);
12000 pspec = g_object_class_find_property (klass, p_name);
12004 klass = G_OBJECT_GET_CLASS (animatable);
12006 pspec = g_object_class_find_property (klass, property_name);
12015 clutter_actor_get_initial_state (ClutterAnimatable *animatable,
12016 const gchar *property_name,
12019 ClutterActorMeta *meta = NULL;
12020 gchar *p_name = NULL;
12022 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12027 g_object_get_property (G_OBJECT (meta), p_name, initial);
12029 g_object_get_property (G_OBJECT (animatable), property_name, initial);
12035 clutter_actor_set_final_state (ClutterAnimatable *animatable,
12036 const gchar *property_name,
12037 const GValue *final)
12039 ClutterActorMeta *meta = NULL;
12040 gchar *p_name = NULL;
12042 meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable),
12046 g_object_set_property (G_OBJECT (meta), p_name, final);
12048 g_object_set_property (G_OBJECT (animatable), property_name, final);
12054 clutter_animatable_iface_init (ClutterAnimatableIface *iface)
12056 iface->find_property = clutter_actor_find_property;
12057 iface->get_initial_state = clutter_actor_get_initial_state;
12058 iface->set_final_state = clutter_actor_set_final_state;
12062 * clutter_actor_transform_stage_point:
12063 * @self: A #ClutterActor
12064 * @x: (in): x screen coordinate of the point to unproject
12065 * @y: (in): y screen coordinate of the point to unproject
12066 * @x_out: (out): return location for the unprojected x coordinance
12067 * @y_out: (out): return location for the unprojected y coordinance
12069 * This function translates screen coordinates (@x, @y) to
12070 * coordinates relative to the actor. For example, it can be used to translate
12071 * screen events from global screen coordinates into actor-local coordinates.
12073 * The conversion can fail, notably if the transform stack results in the
12074 * actor being projected on the screen as a mere line.
12076 * The conversion should not be expected to be pixel-perfect due to the
12077 * nature of the operation. In general the error grows when the skewing
12078 * of the actor rectangle on screen increases.
12080 * <note><para>This function can be computationally intensive.</para></note>
12082 * <note><para>This function only works when the allocation is up-to-date,
12083 * i.e. inside of paint().</para></note>
12085 * Return value: %TRUE if conversion was successful.
12090 clutter_actor_transform_stage_point (ClutterActor *self,
12096 ClutterVertex v[4];
12099 int du, dv, xi, yi;
12101 float xf, yf, wf, det;
12102 ClutterActorPrivate *priv;
12104 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12108 /* This implementation is based on the quad -> quad projection algorithm
12109 * described by Paul Heckbert in:
12111 * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
12113 * and the sample implementation at:
12115 * http://www.cs.cmu.edu/~ph/src/texfund/
12117 * Our texture is a rectangle with origin [0, 0], so we are mapping from
12118 * quad to rectangle only, which significantly simplifies things; the
12119 * function calls have been unrolled, and most of the math is done in fixed
12123 clutter_actor_get_abs_allocation_vertices (self, v);
12125 /* Keeping these as ints simplifies the multiplication (no significant
12126 * loss of precision here).
12128 du = (int) (priv->allocation.x2 - priv->allocation.x1);
12129 dv = (int) (priv->allocation.y2 - priv->allocation.y1);
12134 #define UX2FP(x) (x)
12135 #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
12137 /* First, find mapping from unit uv square to xy quadrilateral; this
12138 * equivalent to the pmap_square_quad() functions in the sample
12139 * implementation, which we can simplify, since our target is always
12142 px = v[0].x - v[1].x + v[3].x - v[2].x;
12143 py = v[0].y - v[1].y + v[3].y - v[2].y;
12147 /* affine transform */
12148 RQ[0][0] = UX2FP (v[1].x - v[0].x);
12149 RQ[1][0] = UX2FP (v[3].x - v[1].x);
12150 RQ[2][0] = UX2FP (v[0].x);
12151 RQ[0][1] = UX2FP (v[1].y - v[0].y);
12152 RQ[1][1] = UX2FP (v[3].y - v[1].y);
12153 RQ[2][1] = UX2FP (v[0].y);
12160 /* projective transform */
12161 double dx1, dx2, dy1, dy2, del;
12163 dx1 = UX2FP (v[1].x - v[3].x);
12164 dx2 = UX2FP (v[2].x - v[3].x);
12165 dy1 = UX2FP (v[1].y - v[3].y);
12166 dy2 = UX2FP (v[2].y - v[3].y);
12168 del = DET2FP (dx1, dx2, dy1, dy2);
12173 * The division here needs to be done in floating point for
12174 * precisions reasons.
12176 RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
12177 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12178 RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
12180 RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
12181 RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
12182 RQ[2][0] = UX2FP (v[0].x);
12183 RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
12184 RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
12185 RQ[2][1] = UX2FP (v[0].y);
12189 * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
12190 * square. Since our rectangle is based at 0,0 we only need to scale.
12200 * Now RQ is transform from uv rectangle to xy quadrilateral; we need an
12203 ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
12204 ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
12205 ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
12206 ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
12207 ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
12208 ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
12209 ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
12210 ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
12211 ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
12214 * Check the resulting matrix is OK.
12216 det = (RQ[0][0] * ST[0][0])
12217 + (RQ[0][1] * ST[0][1])
12218 + (RQ[0][2] * ST[0][2]);
12223 * Now transform our point with the ST matrix; the notional w
12224 * coordinate is 1, hence the last part is simply added.
12229 xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
12230 yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
12231 wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
12249 static ClutterGeometry*
12250 clutter_geometry_copy (const ClutterGeometry *geometry)
12252 return g_slice_dup (ClutterGeometry, geometry);
12256 clutter_geometry_free (ClutterGeometry *geometry)
12258 if (G_LIKELY (geometry != NULL))
12259 g_slice_free (ClutterGeometry, geometry);
12263 * clutter_geometry_union:
12264 * @geometry_a: a #ClutterGeometry
12265 * @geometry_b: another #ClutterGeometry
12266 * @result: (out): location to store the result
12268 * Find the union of two rectangles represented as #ClutterGeometry.
12273 clutter_geometry_union (const ClutterGeometry *geometry_a,
12274 const ClutterGeometry *geometry_b,
12275 ClutterGeometry *result)
12277 /* We don't try to handle rectangles that can't be represented
12278 * as a signed integer box */
12279 gint x_1 = MIN (geometry_a->x, geometry_b->x);
12280 gint y_1 = MIN (geometry_a->y, geometry_b->y);
12281 gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width,
12282 geometry_b->x + (gint)geometry_b->width);
12283 gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height,
12284 geometry_b->y + (gint)geometry_b->height);
12287 result->width = x_2 - x_1;
12288 result->height = y_2 - y_1;
12292 * clutter_geometry_intersects:
12293 * @geometry0: The first geometry to test
12294 * @geometry1: The second geometry to test
12296 * Determines if @geometry0 and geometry1 intersect returning %TRUE if
12297 * they do else %FALSE.
12299 * Return value: %TRUE of @geometry0 and geometry1 intersect else
12305 clutter_geometry_intersects (const ClutterGeometry *geometry0,
12306 const ClutterGeometry *geometry1)
12308 if (geometry1->x >= (geometry0->x + (gint)geometry0->width) ||
12309 geometry1->y >= (geometry0->y + (gint)geometry0->height) ||
12310 (geometry1->x + (gint)geometry1->width) <= geometry0->x ||
12311 (geometry1->y + (gint)geometry1->height) <= geometry0->y)
12318 clutter_geometry_progress (const GValue *a,
12323 const ClutterGeometry *a_geom = g_value_get_boxed (a);
12324 const ClutterGeometry *b_geom = g_value_get_boxed (b);
12325 ClutterGeometry res = { 0, };
12326 gint a_width = a_geom->width;
12327 gint b_width = b_geom->width;
12328 gint a_height = a_geom->height;
12329 gint b_height = b_geom->height;
12331 res.x = a_geom->x + (b_geom->x - a_geom->x) * progress;
12332 res.y = a_geom->y + (b_geom->y - a_geom->y) * progress;
12334 res.width = a_width + (b_width - a_width) * progress;
12335 res.height = a_height + (b_height - a_height) * progress;
12337 g_value_set_boxed (retval, &res);
12342 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry,
12343 clutter_geometry_copy,
12344 clutter_geometry_free,
12345 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress));
12352 * clutter_vertex_new:
12357 * Creates a new #ClutterVertex for the point in 3D space
12358 * identified by the 3 coordinates @x, @y, @z
12360 * Return value: the newly allocate #ClutterVertex. Use
12361 * clutter_vertex_free() to free the resources
12366 clutter_vertex_new (gfloat x,
12370 ClutterVertex *vertex;
12372 vertex = g_slice_new (ClutterVertex);
12381 * clutter_vertex_copy:
12382 * @vertex: a #ClutterVertex
12386 * Return value: a newly allocated copy of #ClutterVertex. Use
12387 * clutter_vertex_free() to free the allocated resources
12392 clutter_vertex_copy (const ClutterVertex *vertex)
12394 if (G_LIKELY (vertex != NULL))
12395 return g_slice_dup (ClutterVertex, vertex);
12401 * clutter_vertex_free:
12402 * @vertex: a #ClutterVertex
12404 * Frees a #ClutterVertex allocated using clutter_vertex_copy()
12409 clutter_vertex_free (ClutterVertex *vertex)
12411 if (G_UNLIKELY (vertex != NULL))
12412 g_slice_free (ClutterVertex, vertex);
12416 * clutter_vertex_equal:
12417 * @vertex_a: a #ClutterVertex
12418 * @vertex_b: a #ClutterVertex
12420 * Compares @vertex_a and @vertex_b for equality
12422 * Return value: %TRUE if the passed #ClutterVertex are equal
12427 clutter_vertex_equal (const ClutterVertex *vertex_a,
12428 const ClutterVertex *vertex_b)
12430 g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
12432 if (vertex_a == vertex_b)
12435 return vertex_a->x == vertex_b->x &&
12436 vertex_a->y == vertex_b->y &&
12437 vertex_a->z == vertex_b->z;
12441 clutter_vertex_progress (const GValue *a,
12446 const ClutterVertex *av = g_value_get_boxed (a);
12447 const ClutterVertex *bv = g_value_get_boxed (b);
12448 ClutterVertex res = { 0, };
12450 res.x = av->x + (bv->x - av->x) * progress;
12451 res.y = av->y + (bv->y - av->y) * progress;
12452 res.z = av->z + (bv->z - av->z) * progress;
12454 g_value_set_boxed (retval, &res);
12459 G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
12460 clutter_vertex_copy,
12461 clutter_vertex_free,
12462 CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
12465 * clutter_actor_is_rotated:
12466 * @self: a #ClutterActor
12468 * Checks whether any rotation is applied to the actor.
12470 * Return value: %TRUE if the actor is rotated.
12475 clutter_actor_is_rotated (ClutterActor *self)
12477 const ClutterTransformInfo *info;
12479 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12481 info = _clutter_actor_get_transform_info_or_defaults (self);
12483 if (info->rx_angle || info->ry_angle || info->rz_angle)
12490 * clutter_actor_is_scaled:
12491 * @self: a #ClutterActor
12493 * Checks whether the actor is scaled in either dimension.
12495 * Return value: %TRUE if the actor is scaled.
12500 clutter_actor_is_scaled (ClutterActor *self)
12502 const ClutterTransformInfo *info;
12504 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
12506 info = _clutter_actor_get_transform_info_or_defaults (self);
12508 if (info->scale_x != 1.0 || info->scale_y != 1.0)
12515 _clutter_actor_get_stage_internal (ClutterActor *actor)
12517 while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor))
12518 actor = actor->priv->parent;
12524 * clutter_actor_get_stage:
12525 * @actor: a #ClutterActor
12527 * Retrieves the #ClutterStage where @actor is contained.
12529 * Return value: (transfer none) (type Clutter.Stage): the stage
12530 * containing the actor, or %NULL
12535 clutter_actor_get_stage (ClutterActor *actor)
12537 g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
12539 return _clutter_actor_get_stage_internal (actor);
12543 * clutter_actor_allocate_available_size:
12544 * @self: a #ClutterActor
12545 * @x: the actor's X coordinate
12546 * @y: the actor's Y coordinate
12547 * @available_width: the maximum available width, or -1 to use the
12548 * actor's natural width
12549 * @available_height: the maximum available height, or -1 to use the
12550 * actor's natural height
12551 * @flags: flags controlling the allocation
12553 * Allocates @self taking into account the #ClutterActor<!-- -->'s
12554 * preferred size, but limiting it to the maximum available width
12555 * and height provided.
12557 * This function will do the right thing when dealing with the
12558 * actor's request mode.
12560 * The implementation of this function is equivalent to:
12563 * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12565 * clutter_actor_get_preferred_width (self, available_height,
12567 * &natural_width);
12568 * width = CLAMP (natural_width, min_width, available_width);
12570 * clutter_actor_get_preferred_height (self, width,
12572 * &natural_height);
12573 * height = CLAMP (natural_height, min_height, available_height);
12577 * clutter_actor_get_preferred_height (self, available_width,
12579 * &natural_height);
12580 * height = CLAMP (natural_height, min_height, available_height);
12582 * clutter_actor_get_preferred_width (self, height,
12584 * &natural_width);
12585 * width = CLAMP (natural_width, min_width, available_width);
12588 * box.x1 = x; box.y1 = y;
12589 * box.x2 = box.x1 + available_width;
12590 * box.y2 = box.y1 + available_height;
12591 * clutter_actor_allocate (self, &box, flags);
12594 * This function can be used by fluid layout managers to allocate
12595 * an actor's preferred size without making it bigger than the area
12596 * available for the container.
12601 clutter_actor_allocate_available_size (ClutterActor *self,
12604 gfloat available_width,
12605 gfloat available_height,
12606 ClutterAllocationFlags flags)
12608 ClutterActorPrivate *priv;
12609 gfloat width, height;
12610 gfloat min_width, min_height;
12611 gfloat natural_width, natural_height;
12612 ClutterActorBox box;
12614 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12618 width = height = 0.0;
12620 switch (priv->request_mode)
12622 case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
12623 clutter_actor_get_preferred_width (self, available_height,
12626 width = CLAMP (natural_width, min_width, available_width);
12628 clutter_actor_get_preferred_height (self, width,
12631 height = CLAMP (natural_height, min_height, available_height);
12634 case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
12635 clutter_actor_get_preferred_height (self, available_width,
12638 height = CLAMP (natural_height, min_height, available_height);
12640 clutter_actor_get_preferred_width (self, height,
12643 width = CLAMP (natural_width, min_width, available_width);
12650 box.x2 = box.x1 + width;
12651 box.y2 = box.y1 + height;
12652 clutter_actor_allocate (self, &box, flags);
12656 * clutter_actor_allocate_preferred_size:
12657 * @self: a #ClutterActor
12658 * @flags: flags controlling the allocation
12660 * Allocates the natural size of @self.
12662 * This function is a utility call for #ClutterActor implementations
12663 * that allocates the actor's preferred natural size. It can be used
12664 * by fixed layout managers (like #ClutterGroup or so called
12665 * 'composite actors') inside the ClutterActor::allocate
12666 * implementation to give each child exactly how much space it
12669 * This function is not meant to be used by applications. It is also
12670 * not meant to be used outside the implementation of the
12671 * ClutterActor::allocate virtual function.
12676 clutter_actor_allocate_preferred_size (ClutterActor *self,
12677 ClutterAllocationFlags flags)
12679 gfloat actor_x, actor_y;
12680 gfloat natural_width, natural_height;
12681 ClutterActorBox actor_box;
12683 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12685 actor_x = clutter_actor_get_x (self);
12686 actor_y = clutter_actor_get_y (self);
12688 clutter_actor_get_preferred_size (self,
12693 actor_box.x1 = actor_x;
12694 actor_box.y1 = actor_y;
12695 actor_box.x2 = actor_box.x1 + natural_width;
12696 actor_box.y2 = actor_box.y1 + natural_height;
12698 clutter_actor_allocate (self, &actor_box, flags);
12702 * clutter_actor_allocate_align_fill:
12703 * @self: a #ClutterActor
12704 * @box: a #ClutterActorBox, containing the available width and height
12705 * @x_align: the horizontal alignment, between 0 and 1
12706 * @y_align: the vertical alignment, between 0 and 1
12707 * @x_fill: whether the actor should fill horizontally
12708 * @y_fill: whether the actor should fill vertically
12709 * @flags: allocation flags to be passed to clutter_actor_allocate()
12711 * Allocates @self by taking into consideration the available allocation
12712 * area; an alignment factor on either axis; and whether the actor should
12713 * fill the allocation on either axis.
12715 * The @box should contain the available allocation width and height;
12716 * if the x1 and y1 members of #ClutterActorBox are not set to 0, the
12717 * allocation will be offset by their value.
12719 * This function takes into consideration the geometry request specified by
12720 * the #ClutterActor:request-mode property, and the text direction.
12722 * This function is useful for fluid layout managers, like #ClutterBinLayout
12723 * or #ClutterTableLayout
12728 clutter_actor_allocate_align_fill (ClutterActor *self,
12729 const ClutterActorBox *box,
12734 ClutterAllocationFlags flags)
12736 ClutterActorPrivate *priv;
12737 ClutterActorBox allocation = { 0, };
12738 gfloat x_offset, y_offset;
12739 gfloat available_width, available_height;
12740 gfloat child_width, child_height;
12742 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12743 g_return_if_fail (box != NULL);
12744 g_return_if_fail (x_align >= 0.0 && x_align <= 1.0);
12745 g_return_if_fail (y_align >= 0.0 && y_align <= 1.0);
12749 clutter_actor_box_get_origin (box, &x_offset, &y_offset);
12750 clutter_actor_box_get_size (box, &available_width, &available_height);
12752 if (available_width < 0)
12753 available_width = 0;
12755 if (available_height < 0)
12756 available_height = 0;
12760 allocation.x1 = x_offset;
12761 allocation.x2 = allocation.x1 + available_width;
12766 allocation.y1 = y_offset;
12767 allocation.y2 = allocation.y1 + available_height;
12770 /* if we are filling horizontally and vertically then we're done */
12771 if (x_fill && y_fill)
12774 child_width = child_height = 0.0f;
12776 if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
12778 gfloat min_width, natural_width;
12779 gfloat min_height, natural_height;
12781 clutter_actor_get_preferred_width (self, available_height,
12785 child_width = CLAMP (natural_width, min_width, available_width);
12789 clutter_actor_get_preferred_height (self, child_width,
12793 child_height = CLAMP (natural_height, min_height, available_height);
12798 gfloat min_width, natural_width;
12799 gfloat min_height, natural_height;
12801 clutter_actor_get_preferred_height (self, available_width,
12805 child_height = CLAMP (natural_height, min_height, available_height);
12809 clutter_actor_get_preferred_width (self, child_height,
12813 child_width = CLAMP (natural_width, min_width, available_width);
12817 /* invert the horizontal alignment for RTL languages */
12818 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL)
12819 x_align = 1.0 - x_align;
12823 allocation.x1 = x_offset
12824 + ((available_width - child_width) * x_align);
12825 allocation.x2 = allocation.x1 + child_width;
12830 allocation.y1 = y_offset
12831 + ((available_height - child_height) * y_align);
12832 allocation.y2 = allocation.y1 + child_height;
12836 clutter_actor_box_clamp_to_pixel (&allocation);
12837 clutter_actor_allocate (self, &allocation, flags);
12841 * clutter_actor_grab_key_focus:
12842 * @self: a #ClutterActor
12844 * Sets the key focus of the #ClutterStage including @self
12845 * to this #ClutterActor.
12850 clutter_actor_grab_key_focus (ClutterActor *self)
12852 ClutterActor *stage;
12854 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12856 stage = _clutter_actor_get_stage_internal (self);
12858 clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self);
12862 * clutter_actor_get_pango_context:
12863 * @self: a #ClutterActor
12865 * Retrieves the #PangoContext for @self. The actor's #PangoContext
12866 * is already configured using the appropriate font map, resolution
12867 * and font options.
12869 * Unlike clutter_actor_create_pango_context(), this context is owend
12870 * by the #ClutterActor and it will be updated each time the options
12871 * stored by the #ClutterBackend change.
12873 * You can use the returned #PangoContext to create a #PangoLayout
12874 * and render text using cogl_pango_render_layout() to reuse the
12875 * glyphs cache also used by Clutter.
12877 * Return value: (transfer none): the #PangoContext for a #ClutterActor.
12878 * The returned #PangoContext is owned by the actor and should not be
12879 * unreferenced by the application code
12884 clutter_actor_get_pango_context (ClutterActor *self)
12886 ClutterActorPrivate *priv;
12888 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12892 if (priv->pango_context != NULL)
12893 return priv->pango_context;
12895 priv->pango_context = _clutter_context_get_pango_context ();
12896 g_object_ref (priv->pango_context);
12898 return priv->pango_context;
12902 * clutter_actor_create_pango_context:
12903 * @self: a #ClutterActor
12905 * Creates a #PangoContext for the given actor. The #PangoContext
12906 * is already configured using the appropriate font map, resolution
12907 * and font options.
12909 * See also clutter_actor_get_pango_context().
12911 * Return value: (transfer full): the newly created #PangoContext.
12912 * Use g_object_unref() on the returned value to deallocate its
12918 clutter_actor_create_pango_context (ClutterActor *self)
12920 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12922 return _clutter_context_create_pango_context ();
12926 * clutter_actor_create_pango_layout:
12927 * @self: a #ClutterActor
12928 * @text: (allow-none) the text to set on the #PangoLayout, or %NULL
12930 * Creates a new #PangoLayout from the same #PangoContext used
12931 * by the #ClutterActor. The #PangoLayout is already configured
12932 * with the font map, resolution and font options, and the
12935 * If you want to keep around a #PangoLayout created by this
12936 * function you will have to connect to the #ClutterBackend::font-changed
12937 * and #ClutterBackend::resolution-changed signals, and call
12938 * pango_layout_context_changed() in response to them.
12940 * Return value: (transfer full): the newly created #PangoLayout.
12941 * Use g_object_unref() when done
12946 clutter_actor_create_pango_layout (ClutterActor *self,
12949 PangoContext *context;
12950 PangoLayout *layout;
12952 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
12954 context = clutter_actor_get_pango_context (self);
12955 layout = pango_layout_new (context);
12958 pango_layout_set_text (layout, text, -1);
12963 /* Allows overriding the calculated paint opacity. Used by ClutterClone and
12964 * ClutterOffscreenEffect.
12967 _clutter_actor_set_opacity_override (ClutterActor *self,
12970 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12972 self->priv->opacity_override = opacity;
12976 _clutter_actor_get_opacity_override (ClutterActor *self)
12978 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
12980 return self->priv->opacity_override;
12983 /* Allows you to disable applying the actors model view transform during
12984 * a paint. Used by ClutterClone. */
12986 _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
12989 g_return_if_fail (CLUTTER_IS_ACTOR (self));
12991 self->priv->enable_model_view_transform = enable;
12995 _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
12998 ClutterActorPrivate *priv;
13000 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13004 priv->enable_paint_unmapped = enable;
13006 if (priv->enable_paint_unmapped)
13008 /* Make sure that the parents of the widget are realized first;
13009 * otherwise checks in clutter_actor_update_map_state() will
13012 clutter_actor_realize (self);
13014 clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
13018 clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
13023 clutter_anchor_coord_get_units (ClutterActor *self,
13024 const AnchorCoord *coord,
13029 if (coord->is_fractional)
13031 gfloat actor_width, actor_height;
13033 clutter_actor_get_size (self, &actor_width, &actor_height);
13036 *x = actor_width * coord->v.fraction.x;
13039 *y = actor_height * coord->v.fraction.y;
13047 *x = coord->v.units.x;
13050 *y = coord->v.units.y;
13053 *z = coord->v.units.z;
13058 clutter_anchor_coord_set_units (AnchorCoord *coord,
13063 coord->is_fractional = FALSE;
13064 coord->v.units.x = x;
13065 coord->v.units.y = y;
13066 coord->v.units.z = z;
13069 static ClutterGravity
13070 clutter_anchor_coord_get_gravity (const AnchorCoord *coord)
13072 if (coord->is_fractional)
13074 if (coord->v.fraction.x == 0.0)
13076 if (coord->v.fraction.y == 0.0)
13077 return CLUTTER_GRAVITY_NORTH_WEST;
13078 else if (coord->v.fraction.y == 0.5)
13079 return CLUTTER_GRAVITY_WEST;
13080 else if (coord->v.fraction.y == 1.0)
13081 return CLUTTER_GRAVITY_SOUTH_WEST;
13083 return CLUTTER_GRAVITY_NONE;
13085 else if (coord->v.fraction.x == 0.5)
13087 if (coord->v.fraction.y == 0.0)
13088 return CLUTTER_GRAVITY_NORTH;
13089 else if (coord->v.fraction.y == 0.5)
13090 return CLUTTER_GRAVITY_CENTER;
13091 else if (coord->v.fraction.y == 1.0)
13092 return CLUTTER_GRAVITY_SOUTH;
13094 return CLUTTER_GRAVITY_NONE;
13096 else if (coord->v.fraction.x == 1.0)
13098 if (coord->v.fraction.y == 0.0)
13099 return CLUTTER_GRAVITY_NORTH_EAST;
13100 else if (coord->v.fraction.y == 0.5)
13101 return CLUTTER_GRAVITY_EAST;
13102 else if (coord->v.fraction.y == 1.0)
13103 return CLUTTER_GRAVITY_SOUTH_EAST;
13105 return CLUTTER_GRAVITY_NONE;
13108 return CLUTTER_GRAVITY_NONE;
13111 return CLUTTER_GRAVITY_NONE;
13115 clutter_anchor_coord_set_gravity (AnchorCoord *coord,
13116 ClutterGravity gravity)
13120 case CLUTTER_GRAVITY_NORTH:
13121 coord->v.fraction.x = 0.5;
13122 coord->v.fraction.y = 0.0;
13125 case CLUTTER_GRAVITY_NORTH_EAST:
13126 coord->v.fraction.x = 1.0;
13127 coord->v.fraction.y = 0.0;
13130 case CLUTTER_GRAVITY_EAST:
13131 coord->v.fraction.x = 1.0;
13132 coord->v.fraction.y = 0.5;
13135 case CLUTTER_GRAVITY_SOUTH_EAST:
13136 coord->v.fraction.x = 1.0;
13137 coord->v.fraction.y = 1.0;
13140 case CLUTTER_GRAVITY_SOUTH:
13141 coord->v.fraction.x = 0.5;
13142 coord->v.fraction.y = 1.0;
13145 case CLUTTER_GRAVITY_SOUTH_WEST:
13146 coord->v.fraction.x = 0.0;
13147 coord->v.fraction.y = 1.0;
13150 case CLUTTER_GRAVITY_WEST:
13151 coord->v.fraction.x = 0.0;
13152 coord->v.fraction.y = 0.5;
13155 case CLUTTER_GRAVITY_NORTH_WEST:
13156 coord->v.fraction.x = 0.0;
13157 coord->v.fraction.y = 0.0;
13160 case CLUTTER_GRAVITY_CENTER:
13161 coord->v.fraction.x = 0.5;
13162 coord->v.fraction.y = 0.5;
13166 coord->v.fraction.x = 0.0;
13167 coord->v.fraction.y = 0.0;
13171 coord->is_fractional = TRUE;
13175 clutter_anchor_coord_is_zero (const AnchorCoord *coord)
13177 if (coord->is_fractional)
13178 return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
13180 return (coord->v.units.x == 0.0
13181 && coord->v.units.y == 0.0
13182 && coord->v.units.z == 0.0);
13186 * clutter_actor_get_flags:
13187 * @self: a #ClutterActor
13189 * Retrieves the flags set on @self
13191 * Return value: a bitwise or of #ClutterActorFlags or 0
13196 clutter_actor_get_flags (ClutterActor *self)
13198 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
13200 return self->flags;
13204 * clutter_actor_set_flags:
13205 * @self: a #ClutterActor
13206 * @flags: the flags to set
13208 * Sets @flags on @self
13210 * This function will emit notifications for the changed properties
13215 clutter_actor_set_flags (ClutterActor *self,
13216 ClutterActorFlags flags)
13218 ClutterActorFlags old_flags;
13220 gboolean was_reactive_set, reactive_set;
13221 gboolean was_realized_set, realized_set;
13222 gboolean was_mapped_set, mapped_set;
13223 gboolean was_visible_set, visible_set;
13225 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13227 if (self->flags == flags)
13230 obj = G_OBJECT (self);
13231 g_object_ref (obj);
13232 g_object_freeze_notify (obj);
13234 old_flags = self->flags;
13236 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13237 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13238 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13239 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13241 self->flags |= flags;
13243 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13244 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13245 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13246 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13248 if (reactive_set != was_reactive_set)
13249 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13251 if (realized_set != was_realized_set)
13252 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13254 if (mapped_set != was_mapped_set)
13255 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13257 if (visible_set != was_visible_set)
13258 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13260 g_object_thaw_notify (obj);
13261 g_object_unref (obj);
13265 * clutter_actor_unset_flags:
13266 * @self: a #ClutterActor
13267 * @flags: the flags to unset
13269 * Unsets @flags on @self
13271 * This function will emit notifications for the changed properties
13276 clutter_actor_unset_flags (ClutterActor *self,
13277 ClutterActorFlags flags)
13279 ClutterActorFlags old_flags;
13281 gboolean was_reactive_set, reactive_set;
13282 gboolean was_realized_set, realized_set;
13283 gboolean was_mapped_set, mapped_set;
13284 gboolean was_visible_set, visible_set;
13286 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13288 obj = G_OBJECT (self);
13289 g_object_freeze_notify (obj);
13291 old_flags = self->flags;
13293 was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
13294 was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
13295 was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
13296 was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
13298 self->flags &= ~flags;
13300 if (self->flags == old_flags)
13303 reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
13304 realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
13305 mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
13306 visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
13308 if (reactive_set != was_reactive_set)
13309 g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]);
13311 if (realized_set != was_realized_set)
13312 g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]);
13314 if (mapped_set != was_mapped_set)
13315 g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]);
13317 if (visible_set != was_visible_set)
13318 g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]);
13320 g_object_thaw_notify (obj);
13324 * clutter_actor_get_transformation_matrix:
13325 * @self: a #ClutterActor
13326 * @matrix: (out caller-allocates): the return location for a #CoglMatrix
13328 * Retrieves the transformations applied to @self relative to its
13334 clutter_actor_get_transformation_matrix (ClutterActor *self,
13335 CoglMatrix *matrix)
13337 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13339 cogl_matrix_init_identity (matrix);
13341 _clutter_actor_apply_modelview_transform (self, matrix);
13345 _clutter_actor_set_in_clone_paint (ClutterActor *self,
13346 gboolean is_in_clone_paint)
13348 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13349 self->priv->in_clone_paint = is_in_clone_paint;
13353 * clutter_actor_is_in_clone_paint:
13354 * @self: a #ClutterActor
13356 * Checks whether @self is being currently painted by a #ClutterClone
13358 * This function is useful only inside the ::paint virtual function
13359 * implementations or within handlers for the #ClutterActor::paint
13362 * This function should not be used by applications
13364 * Return value: %TRUE if the #ClutterActor is currently being painted
13365 * by a #ClutterClone, and %FALSE otherwise
13370 clutter_actor_is_in_clone_paint (ClutterActor *self)
13372 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13374 return self->priv->in_clone_paint;
13378 set_direction_recursive (ClutterActor *actor,
13379 gpointer user_data)
13381 ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data);
13383 clutter_actor_set_text_direction (actor, text_dir);
13389 * clutter_actor_set_text_direction:
13390 * @self: a #ClutterActor
13391 * @text_dir: the text direction for @self
13393 * Sets the #ClutterTextDirection for an actor
13395 * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT
13397 * If @self implements #ClutterContainer then this function will recurse
13398 * inside all the children of @self (including the internal ones).
13400 * Composite actors not implementing #ClutterContainer, or actors requiring
13401 * special handling when the text direction changes, should connect to
13402 * the #GObject::notify signal for the #ClutterActor:text-direction property
13407 clutter_actor_set_text_direction (ClutterActor *self,
13408 ClutterTextDirection text_dir)
13410 ClutterActorPrivate *priv;
13412 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13413 g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT);
13417 if (priv->text_direction != text_dir)
13419 priv->text_direction = text_dir;
13421 /* we need to emit the notify::text-direction first, so that
13422 * the sub-classes can catch that and do specific handling of
13423 * the text direction; see clutter_text_direction_changed_cb()
13424 * inside clutter-text.c
13426 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]);
13428 _clutter_actor_foreach_child (self, set_direction_recursive,
13429 GINT_TO_POINTER (text_dir));
13431 clutter_actor_queue_relayout (self);
13436 _clutter_actor_set_has_pointer (ClutterActor *self,
13437 gboolean has_pointer)
13439 ClutterActorPrivate *priv = self->priv;
13441 if (priv->has_pointer != has_pointer)
13443 priv->has_pointer = has_pointer;
13445 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]);
13450 * clutter_actor_get_text_direction:
13451 * @self: a #ClutterActor
13453 * Retrieves the value set using clutter_actor_set_text_direction()
13455 * If no text direction has been previously set, the default text
13456 * direction, as returned by clutter_get_default_text_direction(), will
13457 * be returned instead
13459 * Return value: the #ClutterTextDirection for the actor
13463 ClutterTextDirection
13464 clutter_actor_get_text_direction (ClutterActor *self)
13466 ClutterActorPrivate *priv;
13468 g_return_val_if_fail (CLUTTER_IS_ACTOR (self),
13469 CLUTTER_TEXT_DIRECTION_LTR);
13473 /* if no direction has been set yet use the default */
13474 if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT)
13475 priv->text_direction = clutter_get_default_text_direction ();
13477 return priv->text_direction;
13481 * clutter_actor_push_internal:
13482 * @self: a #ClutterActor
13484 * Should be used by actors implementing the #ClutterContainer and with
13485 * internal children added through clutter_actor_set_parent(), for instance:
13489 * my_actor_init (MyActor *self)
13491 * self->priv = SELF_ACTOR_GET_PRIVATE (self);
13493 * clutter_actor_push_internal (CLUTTER_ACTOR (self));
13495 * /* calling clutter_actor_set_parent() now will result in
13496 * * the internal flag being set on a child of MyActor
13499 * /* internal child - a background texture */
13500 * self->priv->background_tex = clutter_texture_new ();
13501 * clutter_actor_set_parent (self->priv->background_tex,
13502 * CLUTTER_ACTOR (self));
13504 * /* internal child - a label */
13505 * self->priv->label = clutter_text_new ();
13506 * clutter_actor_set_parent (self->priv->label,
13507 * CLUTTER_ACTOR (self));
13509 * clutter_actor_pop_internal (CLUTTER_ACTOR (self));
13511 * /* calling clutter_actor_set_parent() now will not result in
13512 * * the internal flag being set on a child of MyActor
13517 * This function will be used by Clutter to toggle an "internal child"
13518 * flag whenever clutter_actor_set_parent() is called; internal children
13519 * are handled differently by Clutter, specifically when destroying their
13522 * Call clutter_actor_pop_internal() when you finished adding internal
13525 * Nested calls to clutter_actor_push_internal() are allowed, but each
13526 * one must by followed by a clutter_actor_pop_internal() call.
13530 * Deprecated: 1.10: All children of an actor are accessible through
13531 * the #ClutterActor API, and #ClutterActor implements the
13532 * #ClutterContainer interface, so this function is only useful
13533 * for legacy containers overriding the default implementation.
13536 clutter_actor_push_internal (ClutterActor *self)
13538 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13540 self->priv->internal_child += 1;
13544 * clutter_actor_pop_internal:
13545 * @self: a #ClutterActor
13547 * Disables the effects of clutter_actor_push_internal().
13551 * Deprecated: 1.10: All children of an actor are accessible through
13552 * the #ClutterActor API. This function is only useful for legacy
13553 * containers overriding the default implementation of the
13554 * #ClutterContainer interface.
13557 clutter_actor_pop_internal (ClutterActor *self)
13559 ClutterActorPrivate *priv;
13561 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13565 if (priv->internal_child == 0)
13567 g_warning ("Mismatched %s: you need to call "
13568 "clutter_actor_push_composite() at least once before "
13569 "calling this function", G_STRFUNC);
13573 priv->internal_child -= 1;
13577 * clutter_actor_has_pointer:
13578 * @self: a #ClutterActor
13580 * Checks whether an actor contains the pointer of a
13581 * #ClutterInputDevice
13583 * Return value: %TRUE if the actor contains the pointer, and
13589 clutter_actor_has_pointer (ClutterActor *self)
13591 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13593 return self->priv->has_pointer;
13596 /* XXX: This is a workaround for not being able to break the ABI of
13597 * the QUEUE_REDRAW signal. It is an out-of-band argument. See
13598 * clutter_actor_queue_clipped_redraw() for details.
13600 ClutterPaintVolume *
13601 _clutter_actor_get_queue_redraw_clip (ClutterActor *self)
13603 return g_object_get_data (G_OBJECT (self),
13604 "-clutter-actor-queue-redraw-clip");
13608 _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
13609 ClutterPaintVolume *clip)
13611 g_object_set_data (G_OBJECT (self),
13612 "-clutter-actor-queue-redraw-clip",
13617 * clutter_actor_has_allocation:
13618 * @self: a #ClutterActor
13620 * Checks if the actor has an up-to-date allocation assigned to
13621 * it. This means that the actor should have an allocation: it's
13622 * visible and has a parent. It also means that there is no
13623 * outstanding relayout request in progress for the actor or its
13624 * children (There might be other outstanding layout requests in
13625 * progress that will cause the actor to get a new allocation
13626 * when the stage is laid out, however).
13628 * If this function returns %FALSE, then the actor will normally
13629 * be allocated before it is next drawn on the screen.
13631 * Return value: %TRUE if the actor has an up-to-date allocation
13636 clutter_actor_has_allocation (ClutterActor *self)
13638 ClutterActorPrivate *priv;
13640 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
13644 return priv->parent != NULL &&
13645 CLUTTER_ACTOR_IS_VISIBLE (self) &&
13646 !priv->needs_allocation;
13650 * clutter_actor_add_action:
13651 * @self: a #ClutterActor
13652 * @action: a #ClutterAction
13654 * Adds @action to the list of actions applied to @self
13656 * A #ClutterAction can only belong to one actor at a time
13658 * The #ClutterActor will hold a reference on @action until either
13659 * clutter_actor_remove_action() or clutter_actor_clear_actions()
13665 clutter_actor_add_action (ClutterActor *self,
13666 ClutterAction *action)
13668 ClutterActorPrivate *priv;
13670 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13671 g_return_if_fail (CLUTTER_IS_ACTION (action));
13675 if (priv->actions == NULL)
13677 priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13678 priv->actions->actor = self;
13681 _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action));
13683 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13687 * clutter_actor_add_action_with_name:
13688 * @self: a #ClutterActor
13689 * @name: the name to set on the action
13690 * @action: a #ClutterAction
13692 * A convenience function for setting the name of a #ClutterAction
13693 * while adding it to the list of actions applied to @self
13695 * This function is the logical equivalent of:
13698 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13699 * clutter_actor_add_action (self, action);
13705 clutter_actor_add_action_with_name (ClutterActor *self,
13707 ClutterAction *action)
13709 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13710 g_return_if_fail (name != NULL);
13711 g_return_if_fail (CLUTTER_IS_ACTION (action));
13713 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name);
13714 clutter_actor_add_action (self, action);
13718 * clutter_actor_remove_action:
13719 * @self: a #ClutterActor
13720 * @action: a #ClutterAction
13722 * Removes @action from the list of actions applied to @self
13724 * The reference held by @self on the #ClutterAction will be released
13729 clutter_actor_remove_action (ClutterActor *self,
13730 ClutterAction *action)
13732 ClutterActorPrivate *priv;
13734 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13735 g_return_if_fail (CLUTTER_IS_ACTION (action));
13739 if (priv->actions == NULL)
13742 _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action));
13744 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13748 * clutter_actor_remove_action_by_name:
13749 * @self: a #ClutterActor
13750 * @name: the name of the action to remove
13752 * Removes the #ClutterAction with the given name from the list
13753 * of actions applied to @self
13758 clutter_actor_remove_action_by_name (ClutterActor *self,
13761 ClutterActorPrivate *priv;
13762 ClutterActorMeta *meta;
13764 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13765 g_return_if_fail (name != NULL);
13769 if (priv->actions == NULL)
13772 meta = _clutter_meta_group_get_meta (priv->actions, name);
13776 _clutter_meta_group_remove_meta (priv->actions, meta);
13778 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]);
13782 * clutter_actor_get_actions:
13783 * @self: a #ClutterActor
13785 * Retrieves the list of actions applied to @self
13787 * Return value: (transfer container) (element-type Clutter.Action): a copy
13788 * of the list of #ClutterAction<!-- -->s. The contents of the list are
13789 * owned by the #ClutterActor. Use g_list_free() to free the resources
13790 * allocated by the returned #GList
13795 clutter_actor_get_actions (ClutterActor *self)
13797 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13799 if (self->priv->actions == NULL)
13802 return _clutter_meta_group_get_metas_no_internal (self->priv->actions);
13806 * clutter_actor_get_action:
13807 * @self: a #ClutterActor
13808 * @name: the name of the action to retrieve
13810 * Retrieves the #ClutterAction with the given name in the list
13811 * of actions applied to @self
13813 * Return value: (transfer none): a #ClutterAction for the given
13814 * name, or %NULL. The returned #ClutterAction is owned by the
13815 * actor and it should not be unreferenced directly
13820 clutter_actor_get_action (ClutterActor *self,
13823 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
13824 g_return_val_if_fail (name != NULL, NULL);
13826 if (self->priv->actions == NULL)
13829 return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name));
13833 * clutter_actor_clear_actions:
13834 * @self: a #ClutterActor
13836 * Clears the list of actions applied to @self
13841 clutter_actor_clear_actions (ClutterActor *self)
13843 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13845 if (self->priv->actions == NULL)
13848 _clutter_meta_group_clear_metas_no_internal (self->priv->actions);
13852 * clutter_actor_add_constraint:
13853 * @self: a #ClutterActor
13854 * @constraint: a #ClutterConstraint
13856 * Adds @constraint to the list of #ClutterConstraint<!-- -->s applied
13859 * The #ClutterActor will hold a reference on the @constraint until
13860 * either clutter_actor_remove_constraint() or
13861 * clutter_actor_clear_constraints() is called.
13866 clutter_actor_add_constraint (ClutterActor *self,
13867 ClutterConstraint *constraint)
13869 ClutterActorPrivate *priv;
13871 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13872 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13876 if (priv->constraints == NULL)
13878 priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL);
13879 priv->constraints->actor = self;
13882 _clutter_meta_group_add_meta (priv->constraints,
13883 CLUTTER_ACTOR_META (constraint));
13884 clutter_actor_queue_relayout (self);
13886 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13890 * clutter_actor_add_constraint_with_name:
13891 * @self: a #ClutterActor
13892 * @name: the name to set on the constraint
13893 * @constraint: a #ClutterConstraint
13895 * A convenience function for setting the name of a #ClutterConstraint
13896 * while adding it to the list of constraints applied to @self
13898 * This function is the logical equivalent of:
13901 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13902 * clutter_actor_add_constraint (self, constraint);
13908 clutter_actor_add_constraint_with_name (ClutterActor *self,
13910 ClutterConstraint *constraint)
13912 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13913 g_return_if_fail (name != NULL);
13914 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13916 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name);
13917 clutter_actor_add_constraint (self, constraint);
13921 * clutter_actor_remove_constraint:
13922 * @self: a #ClutterActor
13923 * @constraint: a #ClutterConstraint
13925 * Removes @constraint from the list of constraints applied to @self
13927 * The reference held by @self on the #ClutterConstraint will be released
13932 clutter_actor_remove_constraint (ClutterActor *self,
13933 ClutterConstraint *constraint)
13935 ClutterActorPrivate *priv;
13937 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13938 g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint));
13942 if (priv->constraints == NULL)
13945 _clutter_meta_group_remove_meta (priv->constraints,
13946 CLUTTER_ACTOR_META (constraint));
13947 clutter_actor_queue_relayout (self);
13949 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]);
13953 * clutter_actor_remove_constraint_by_name:
13954 * @self: a #ClutterActor
13955 * @name: the name of the constraint to remove
13957 * Removes the #ClutterConstraint with the given name from the list
13958 * of constraints applied to @self
13963 clutter_actor_remove_constraint_by_name (ClutterActor *self,
13966 ClutterActorPrivate *priv;
13967 ClutterActorMeta *meta;
13969 g_return_if_fail (CLUTTER_IS_ACTOR (self));
13970 g_return_if_fail (name != NULL);
13974 if (priv->constraints == NULL)
13977 meta = _clutter_meta_group_get_meta (priv->constraints, name);
13981 _clutter_meta_group_remove_meta (priv->constraints, meta);
13982 clutter_actor_queue_relayout (self);
13986 * clutter_actor_get_constraints:
13987 * @self: a #ClutterActor
13989 * Retrieves the list of constraints applied to @self
13991 * Return value: (transfer container) (element-type Clutter.Constraint): a copy
13992 * of the list of #ClutterConstraint<!-- -->s. The contents of the list are
13993 * owned by the #ClutterActor. Use g_list_free() to free the resources
13994 * allocated by the returned #GList
13999 clutter_actor_get_constraints (ClutterActor *self)
14001 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14003 if (self->priv->constraints == NULL)
14006 return _clutter_meta_group_get_metas_no_internal (self->priv->constraints);
14010 * clutter_actor_get_constraint:
14011 * @self: a #ClutterActor
14012 * @name: the name of the constraint to retrieve
14014 * Retrieves the #ClutterConstraint with the given name in the list
14015 * of constraints applied to @self
14017 * Return value: (transfer none): a #ClutterConstraint for the given
14018 * name, or %NULL. The returned #ClutterConstraint is owned by the
14019 * actor and it should not be unreferenced directly
14023 ClutterConstraint *
14024 clutter_actor_get_constraint (ClutterActor *self,
14027 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14028 g_return_val_if_fail (name != NULL, NULL);
14030 if (self->priv->constraints == NULL)
14033 return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name));
14037 * clutter_actor_clear_constraints:
14038 * @self: a #ClutterActor
14040 * Clears the list of constraints applied to @self
14045 clutter_actor_clear_constraints (ClutterActor *self)
14047 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14049 if (self->priv->constraints == NULL)
14052 _clutter_meta_group_clear_metas_no_internal (self->priv->constraints);
14054 clutter_actor_queue_relayout (self);
14058 * clutter_actor_set_clip_to_allocation:
14059 * @self: a #ClutterActor
14060 * @clip_set: %TRUE to apply a clip tracking the allocation
14062 * Sets whether @self should be clipped to the same size as its
14068 clutter_actor_set_clip_to_allocation (ClutterActor *self,
14071 ClutterActorPrivate *priv;
14073 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14075 clip_set = !!clip_set;
14079 if (priv->clip_to_allocation != clip_set)
14081 priv->clip_to_allocation = clip_set;
14083 clutter_actor_queue_redraw (self);
14085 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]);
14090 * clutter_actor_get_clip_to_allocation:
14091 * @self: a #ClutterActor
14093 * Retrieves the value set using clutter_actor_set_clip_to_allocation()
14095 * Return value: %TRUE if the #ClutterActor is clipped to its allocation
14100 clutter_actor_get_clip_to_allocation (ClutterActor *self)
14102 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14104 return self->priv->clip_to_allocation;
14108 * clutter_actor_add_effect:
14109 * @self: a #ClutterActor
14110 * @effect: a #ClutterEffect
14112 * Adds @effect to the list of #ClutterEffect<!-- -->s applied to @self
14114 * The #ClutterActor will hold a reference on the @effect until either
14115 * clutter_actor_remove_effect() or clutter_actor_clear_effects() is
14121 clutter_actor_add_effect (ClutterActor *self,
14122 ClutterEffect *effect)
14124 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14125 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14127 _clutter_actor_add_effect_internal (self, effect);
14129 clutter_actor_queue_redraw (self);
14131 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14135 * clutter_actor_add_effect_with_name:
14136 * @self: a #ClutterActor
14137 * @name: the name to set on the effect
14138 * @effect: a #ClutterEffect
14140 * A convenience function for setting the name of a #ClutterEffect
14141 * while adding it to the list of effectss applied to @self
14143 * This function is the logical equivalent of:
14146 * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14147 * clutter_actor_add_effect (self, effect);
14153 clutter_actor_add_effect_with_name (ClutterActor *self,
14155 ClutterEffect *effect)
14157 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14158 g_return_if_fail (name != NULL);
14159 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14161 clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name);
14162 clutter_actor_add_effect (self, effect);
14166 * clutter_actor_remove_effect:
14167 * @self: a #ClutterActor
14168 * @effect: a #ClutterEffect
14170 * Removes @effect from the list of effects applied to @self
14172 * The reference held by @self on the #ClutterEffect will be released
14177 clutter_actor_remove_effect (ClutterActor *self,
14178 ClutterEffect *effect)
14180 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14181 g_return_if_fail (CLUTTER_IS_EFFECT (effect));
14183 _clutter_actor_remove_effect_internal (self, effect);
14185 clutter_actor_queue_redraw (self);
14187 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]);
14191 * clutter_actor_remove_effect_by_name:
14192 * @self: a #ClutterActor
14193 * @name: the name of the effect to remove
14195 * Removes the #ClutterEffect with the given name from the list
14196 * of effects applied to @self
14201 clutter_actor_remove_effect_by_name (ClutterActor *self,
14204 ClutterActorPrivate *priv;
14205 ClutterActorMeta *meta;
14207 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14208 g_return_if_fail (name != NULL);
14212 if (priv->effects == NULL)
14215 meta = _clutter_meta_group_get_meta (priv->effects, name);
14219 clutter_actor_remove_effect (self, CLUTTER_EFFECT (meta));
14223 * clutter_actor_get_effects:
14224 * @self: a #ClutterActor
14226 * Retrieves the #ClutterEffect<!-- -->s applied on @self, if any
14228 * Return value: (transfer container) (element-type Clutter.Effect): a list
14229 * of #ClutterEffect<!-- -->s, or %NULL. The elements of the returned
14230 * list are owned by Clutter and they should not be freed. You should
14231 * free the returned list using g_list_free() when done
14236 clutter_actor_get_effects (ClutterActor *self)
14238 ClutterActorPrivate *priv;
14240 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14244 if (priv->effects == NULL)
14247 return _clutter_meta_group_get_metas_no_internal (priv->effects);
14251 * clutter_actor_get_effect:
14252 * @self: a #ClutterActor
14253 * @name: the name of the effect to retrieve
14255 * Retrieves the #ClutterEffect with the given name in the list
14256 * of effects applied to @self
14258 * Return value: (transfer none): a #ClutterEffect for the given
14259 * name, or %NULL. The returned #ClutterEffect is owned by the
14260 * actor and it should not be unreferenced directly
14265 clutter_actor_get_effect (ClutterActor *self,
14268 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14269 g_return_val_if_fail (name != NULL, NULL);
14271 if (self->priv->effects == NULL)
14274 return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name));
14278 * clutter_actor_clear_effects:
14279 * @self: a #ClutterActor
14281 * Clears the list of effects applied to @self
14286 clutter_actor_clear_effects (ClutterActor *self)
14288 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14290 if (self->priv->effects == NULL)
14293 _clutter_meta_group_clear_metas_no_internal (self->priv->effects);
14295 clutter_actor_queue_redraw (self);
14299 * clutter_actor_has_key_focus:
14300 * @self: a #ClutterActor
14302 * Checks whether @self is the #ClutterActor that has key focus
14304 * Return value: %TRUE if the actor has key focus, and %FALSE otherwise
14309 clutter_actor_has_key_focus (ClutterActor *self)
14311 ClutterActor *stage;
14313 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14315 stage = _clutter_actor_get_stage_internal (self);
14319 return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self;
14323 _clutter_actor_get_paint_volume_real (ClutterActor *self,
14324 ClutterPaintVolume *pv)
14326 ClutterActorPrivate *priv = self->priv;
14328 /* Actors are only expected to report a valid paint volume
14329 * while they have a valid allocation. */
14330 if (G_UNLIKELY (priv->needs_allocation))
14332 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14333 "Actor needs allocation",
14334 _clutter_actor_get_debug_name (self));
14338 /* Check if there are any handlers connected to the paint
14339 * signal. If there are then all bets are off for what the paint
14340 * volume for this actor might possibly be!
14342 * XXX: It's expected that this is going to end up being quite a
14343 * costly check to have to do here, but we haven't come up with
14344 * another solution that can reliably catch paint signal handlers at
14345 * the right time to either avoid artefacts due to invalid stage
14346 * clipping or due to incorrect culling.
14348 * Previously we checked in clutter_actor_paint(), but at that time
14349 * we may already be using a stage clip that could be derived from
14350 * an invalid paint-volume. We used to try and handle that by
14351 * queuing a follow up, unclipped, redraw but still the previous
14352 * checking wasn't enough to catch invalid volumes involved in
14353 * culling (considering that containers may derive their volume from
14354 * children that haven't yet been painted)
14356 * Longer term, improved solutions could be:
14357 * - Disallow painting in the paint signal, only allow using it
14358 * for tracking when paints happen. We can add another API that
14359 * allows monkey patching the paint of arbitrary actors but in a
14360 * more controlled way and that also supports modifying the
14362 * - If we could be notified somehow when signal handlers are
14363 * connected we wouldn't have to poll for handlers like this.
14365 if (g_signal_has_handler_pending (self,
14366 actor_signals[PAINT],
14370 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14371 "Actor has \"paint\" signal handlers",
14372 _clutter_actor_get_debug_name (self));
14376 _clutter_paint_volume_init_static (pv, self);
14378 if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv))
14380 clutter_paint_volume_free (pv);
14381 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14382 "Actor failed to report a volume",
14383 _clutter_actor_get_debug_name (self));
14387 /* since effects can modify the paint volume, we allow them to actually
14388 * do this by making get_paint_volume() "context sensitive"
14390 if (priv->effects != NULL)
14392 if (priv->current_effect != NULL)
14394 const GList *effects, *l;
14396 /* if we are being called from within the paint sequence of
14397 * an actor, get the paint volume up to the current effect
14399 effects = _clutter_meta_group_peek_metas (priv->effects);
14401 l != NULL || (l != NULL && l->data != priv->current_effect);
14404 if (!_clutter_effect_get_paint_volume (l->data, pv))
14406 clutter_paint_volume_free (pv);
14407 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14408 "Effect (%s) failed to report a volume",
14409 _clutter_actor_get_debug_name (self),
14410 _clutter_actor_meta_get_debug_name (l->data));
14417 const GList *effects, *l;
14419 /* otherwise, get the cumulative volume */
14420 effects = _clutter_meta_group_peek_metas (priv->effects);
14421 for (l = effects; l != NULL; l = l->next)
14422 if (!_clutter_effect_get_paint_volume (l->data, pv))
14424 clutter_paint_volume_free (pv);
14425 CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): "
14426 "Effect (%s) failed to report a volume",
14427 _clutter_actor_get_debug_name (self),
14428 _clutter_actor_meta_get_debug_name (l->data));
14437 /* The public clutter_actor_get_paint_volume API returns a const
14438 * pointer since we return a pointer directly to the cached
14439 * PaintVolume associated with the actor and don't want the user to
14440 * inadvertently modify it, but for internal uses we sometimes need
14441 * access to the same PaintVolume but need to apply some book-keeping
14442 * modifications to it so we don't want a const pointer.
14444 static ClutterPaintVolume *
14445 _clutter_actor_get_paint_volume_mutable (ClutterActor *self)
14447 ClutterActorPrivate *priv;
14451 if (priv->paint_volume_valid)
14452 clutter_paint_volume_free (&priv->paint_volume);
14454 if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume))
14456 priv->paint_volume_valid = TRUE;
14457 return &priv->paint_volume;
14461 priv->paint_volume_valid = FALSE;
14467 * clutter_actor_get_paint_volume:
14468 * @self: a #ClutterActor
14470 * Retrieves the paint volume of the passed #ClutterActor, or %NULL
14471 * when a paint volume can't be determined.
14473 * The paint volume is defined as the 3D space occupied by an actor
14474 * when being painted.
14476 * This function will call the <function>get_paint_volume()</function>
14477 * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor
14478 * should not usually care about overriding the default implementation,
14479 * unless they are, for instance: painting outside their allocation, or
14480 * actors with a depth factor (not in terms of #ClutterActor:depth but real
14483 * <note>2D actors overriding <function>get_paint_volume()</function>
14484 * ensure their volume has a depth of 0. (This will be true so long as
14485 * you don't call clutter_paint_volume_set_depth().)</note>
14487 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14488 * or %NULL if no volume could be determined.
14492 const ClutterPaintVolume *
14493 clutter_actor_get_paint_volume (ClutterActor *self)
14495 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14497 return _clutter_actor_get_paint_volume_mutable (self);
14501 * clutter_actor_get_transformed_paint_volume:
14502 * @self: a #ClutterActor
14503 * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self
14504 * (or %NULL for the stage)
14506 * Retrieves the 3D paint volume of an actor like
14507 * clutter_actor_get_paint_volume() does (Please refer to the
14508 * documentation of clutter_actor_get_paint_volume() for more
14509 * details.) and it additionally transforms the paint volume into the
14510 * coordinate space of @relative_to_ancestor. (Or the stage if %NULL
14511 * is passed for @relative_to_ancestor)
14513 * This can be used by containers that base their paint volume on
14514 * the volume of their children. Such containers can query the
14515 * transformed paint volume of all of its children and union them
14516 * together using clutter_paint_volume_union().
14518 * Return value: (transfer none): a pointer to a #ClutterPaintVolume
14519 * or %NULL if no volume could be determined.
14523 const ClutterPaintVolume *
14524 clutter_actor_get_transformed_paint_volume (ClutterActor *self,
14525 ClutterActor *relative_to_ancestor)
14527 const ClutterPaintVolume *volume;
14528 ClutterActor *stage;
14529 ClutterPaintVolume *transformed_volume;
14531 stage = _clutter_actor_get_stage_internal (self);
14532 if (G_UNLIKELY (stage == NULL))
14535 if (relative_to_ancestor == NULL)
14536 relative_to_ancestor = stage;
14538 volume = clutter_actor_get_paint_volume (self);
14539 if (volume == NULL)
14542 transformed_volume =
14543 _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage));
14545 _clutter_paint_volume_copy_static (volume, transformed_volume);
14547 _clutter_paint_volume_transform_relative (transformed_volume,
14548 relative_to_ancestor);
14550 return transformed_volume;
14554 * clutter_actor_get_paint_box:
14555 * @self: a #ClutterActor
14556 * @box: (out): return location for a #ClutterActorBox
14558 * Retrieves the paint volume of the passed #ClutterActor, and
14559 * transforms it into a 2D bounding box in stage coordinates.
14561 * This function is useful to determine the on screen area occupied by
14562 * the actor. The box is only an approximation and may often be
14563 * considerably larger due to the optimizations used to calculate the
14564 * box. The box is never smaller though, so it can reliably be used
14567 * There are times when a 2D paint box can't be determined, e.g.
14568 * because the actor isn't yet parented under a stage or because
14569 * the actor is unable to determine a paint volume.
14571 * Return value: %TRUE if a 2D paint box could be determined, else
14577 clutter_actor_get_paint_box (ClutterActor *self,
14578 ClutterActorBox *box)
14580 ClutterActor *stage;
14581 ClutterPaintVolume *pv;
14583 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
14584 g_return_val_if_fail (box != NULL, FALSE);
14586 stage = _clutter_actor_get_stage_internal (self);
14587 if (G_UNLIKELY (!stage))
14590 pv = _clutter_actor_get_paint_volume_mutable (self);
14591 if (G_UNLIKELY (!pv))
14594 _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box);
14600 * clutter_actor_has_overlaps:
14601 * @self: A #ClutterActor
14603 * Asks the actor's implementation whether it may contain overlapping
14606 * For example; Clutter may use this to determine whether the painting
14607 * should be redirected to an offscreen buffer to correctly implement
14608 * the opacity property.
14610 * Custom actors can override the default response by implementing the
14611 * #ClutterActor <function>has_overlaps</function> virtual function. See
14612 * clutter_actor_set_offscreen_redirect() for more information.
14614 * Return value: %TRUE if the actor may have overlapping primitives, and
14620 clutter_actor_has_overlaps (ClutterActor *self)
14622 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14624 return CLUTTER_ACTOR_GET_CLASS (self)->has_overlaps (self);
14628 * clutter_actor_has_effects:
14629 * @self: A #ClutterActor
14631 * Returns whether the actor has any effects applied.
14633 * Return value: %TRUE if the actor has any effects,
14639 clutter_actor_has_effects (ClutterActor *self)
14641 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14643 if (self->priv->effects == NULL)
14646 return _clutter_meta_group_has_metas_no_internal (self->priv->effects);
14650 * clutter_actor_has_constraints:
14651 * @self: A #ClutterActor
14653 * Returns whether the actor has any constraints applied.
14655 * Return value: %TRUE if the actor has any constraints,
14661 clutter_actor_has_constraints (ClutterActor *self)
14663 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14665 return self->priv->constraints != NULL;
14669 * clutter_actor_has_actions:
14670 * @self: A #ClutterActor
14672 * Returns whether the actor has any actions applied.
14674 * Return value: %TRUE if the actor has any actions,
14680 clutter_actor_has_actions (ClutterActor *self)
14682 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), TRUE);
14684 return self->priv->actions != NULL;
14688 * clutter_actor_get_n_children:
14689 * @self: a #ClutterActor
14691 * Retrieves the number of children of @self.
14693 * Return value: the number of children of an actor
14698 clutter_actor_get_n_children (ClutterActor *self)
14700 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
14702 return self->priv->n_children;
14706 * clutter_actor_get_child_at_index:
14707 * @self: a #ClutterActor
14708 * @index_: the position in the list of children
14710 * Retrieves the actor at the given @index_ inside the list of
14711 * children of @self.
14713 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
14718 clutter_actor_get_child_at_index (ClutterActor *self,
14721 ClutterActor *iter;
14724 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14725 g_return_val_if_fail (index_ <= self->priv->n_children, NULL);
14727 for (iter = self->priv->first_child, i = 0;
14728 iter != NULL && i < index_;
14729 iter = iter->priv->next_sibling, i += 1)
14736 * _clutter_actor_foreach_child:
14737 * @actor: The actor whos children you want to iterate
14738 * @callback: The function to call for each child
14739 * @user_data: Private data to pass to @callback
14741 * Calls a given @callback once for each child of the specified @actor and
14742 * passing the @user_data pointer each time.
14744 * Return value: returns %TRUE if all children were iterated, else
14745 * %FALSE if a callback broke out of iteration early.
14748 _clutter_actor_foreach_child (ClutterActor *self,
14749 ClutterForeachCallback callback,
14750 gpointer user_data)
14752 ClutterActorPrivate *priv = self->priv;
14753 ClutterActor *iter;
14756 for (cont = TRUE, iter = priv->first_child;
14757 cont && iter != NULL;
14758 iter = iter->priv->next_sibling)
14760 cont = callback (iter, user_data);
14766 /* For debugging purposes this gives us a simple way to print out
14767 * the scenegraph e.g in gdb using:
14769 * _clutter_actor_traverse (stage,
14771 * _clutter_debug_print_actor_cb,
14776 ClutterActorTraverseVisitFlags
14777 _clutter_debug_print_actor_cb (ClutterActor *actor,
14781 g_print ("%*s%s:%p\n",
14783 _clutter_actor_get_debug_name (actor),
14786 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14790 _clutter_actor_traverse_breadth (ClutterActor *actor,
14791 ClutterTraverseCallback callback,
14792 gpointer user_data)
14794 GQueue *queue = g_queue_new ();
14795 ClutterActor dummy;
14796 int current_depth = 0;
14798 g_queue_push_tail (queue, actor);
14799 g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */
14801 while ((actor = g_queue_pop_head (queue)))
14803 ClutterActorTraverseVisitFlags flags;
14805 if (actor == &dummy)
14808 g_queue_push_tail (queue, &dummy);
14812 flags = callback (actor, current_depth, user_data);
14813 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14815 else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14817 ClutterActor *iter;
14819 for (iter = actor->priv->first_child;
14821 iter = iter->priv->next_sibling)
14823 g_queue_push_tail (queue, iter);
14828 g_queue_free (queue);
14831 static ClutterActorTraverseVisitFlags
14832 _clutter_actor_traverse_depth (ClutterActor *actor,
14833 ClutterTraverseCallback before_children_callback,
14834 ClutterTraverseCallback after_children_callback,
14836 gpointer user_data)
14838 ClutterActorTraverseVisitFlags flags;
14840 flags = before_children_callback (actor, current_depth, user_data);
14841 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14842 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14844 if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN))
14846 ClutterActor *iter;
14848 for (iter = actor->priv->first_child;
14850 iter = iter->priv->next_sibling)
14852 flags = _clutter_actor_traverse_depth (iter,
14853 before_children_callback,
14854 after_children_callback,
14858 if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK)
14859 return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK;
14863 if (after_children_callback)
14864 return after_children_callback (actor, current_depth, user_data);
14866 return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE;
14869 /* _clutter_actor_traverse:
14870 * @actor: The actor to start traversing the graph from
14871 * @flags: These flags may affect how the traversal is done
14872 * @before_children_callback: A function to call before visiting the
14873 * children of the current actor.
14874 * @after_children_callback: A function to call after visiting the
14875 * children of the current actor. (Ignored if
14876 * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.)
14877 * @user_data: The private data to pass to the callbacks
14879 * Traverses the scenegraph starting at the specified @actor and
14880 * descending through all its children and its children's children.
14881 * For each actor traversed @before_children_callback and
14882 * @after_children_callback are called with the specified
14883 * @user_data, before and after visiting that actor's children.
14885 * The callbacks can return flags that affect the ongoing traversal
14886 * such as by skipping over an actors children or bailing out of
14887 * any further traversing.
14890 _clutter_actor_traverse (ClutterActor *actor,
14891 ClutterActorTraverseFlags flags,
14892 ClutterTraverseCallback before_children_callback,
14893 ClutterTraverseCallback after_children_callback,
14894 gpointer user_data)
14896 if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST)
14897 _clutter_actor_traverse_breadth (actor,
14898 before_children_callback,
14900 else /* DEPTH_FIRST */
14901 _clutter_actor_traverse_depth (actor,
14902 before_children_callback,
14903 after_children_callback,
14904 0, /* start depth */
14909 on_layout_manager_changed (ClutterLayoutManager *manager,
14910 ClutterActor *self)
14912 clutter_actor_queue_relayout (self);
14916 * clutter_actor_set_layout_manager:
14917 * @self: a #ClutterActor
14918 * @manager: (allow-none): a #ClutterLayoutManager, or %NULL to unset it
14920 * Sets the #ClutterLayoutManager delegate object that will be used to
14921 * lay out the children of @self.
14923 * The #ClutterActor will take a reference on the passed @manager which
14924 * will be released either when the layout manager is removed, or when
14925 * the actor is destroyed.
14930 clutter_actor_set_layout_manager (ClutterActor *self,
14931 ClutterLayoutManager *manager)
14933 ClutterActorPrivate *priv;
14935 g_return_if_fail (CLUTTER_IS_ACTOR (self));
14936 g_return_if_fail (manager == NULL || CLUTTER_IS_LAYOUT_MANAGER (manager));
14940 if (priv->layout_manager != NULL)
14942 g_signal_handlers_disconnect_by_func (priv->layout_manager,
14943 G_CALLBACK (on_layout_manager_changed),
14945 clutter_layout_manager_set_container (priv->layout_manager, NULL);
14946 g_object_unref (priv->layout_manager);
14949 priv->layout_manager = manager;
14951 if (priv->layout_manager != NULL)
14953 g_object_ref_sink (priv->layout_manager);
14954 clutter_layout_manager_set_container (priv->layout_manager,
14955 CLUTTER_CONTAINER (self));
14956 g_signal_connect (priv->layout_manager, "layout-changed",
14957 G_CALLBACK (on_layout_manager_changed),
14961 clutter_actor_queue_relayout (self);
14963 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_LAYOUT_MANAGER]);
14967 * clutter_actor_get_layout_manager:
14968 * @self: a #ClutterActor
14970 * Retrieves the #ClutterLayoutManager used by @self.
14972 * Return value: (transfer none): a pointer to the #ClutterLayoutManager,
14977 ClutterLayoutManager *
14978 clutter_actor_get_layout_manager (ClutterActor *self)
14980 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
14982 return self->priv->layout_manager;
14985 static const ClutterLayoutInfo default_layout_info = {
14988 { 0, 0, 0, 0 }, /* margin */
14989 CLUTTER_ACTOR_ALIGN_FILL, /* x-align */
14990 CLUTTER_ACTOR_ALIGN_FILL, /* y-align */
14991 0.f, 0.f, /* min_width, natural_width */
14992 0.f, 0.f, /* natual_width, natural_height */
14996 layout_info_free (gpointer data)
14998 if (G_LIKELY (data != NULL))
14999 g_slice_free (ClutterLayoutInfo, data);
15003 * _clutter_actor_get_layout_info:
15004 * @self: a #ClutterActor
15006 * Retrieves a pointer to the ClutterLayoutInfo structure.
15008 * If the actor does not have a ClutterLayoutInfo associated to it, one
15009 * will be created and initialized to the default values.
15011 * This function should be used for setters.
15013 * For getters, you should use _clutter_actor_get_layout_info_or_defaults()
15016 * Return value: (transfer none): a pointer to the ClutterLayoutInfo structure
15018 ClutterLayoutInfo *
15019 _clutter_actor_get_layout_info (ClutterActor *self)
15021 ClutterLayoutInfo *retval;
15023 retval = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15024 if (retval == NULL)
15026 retval = g_slice_new (ClutterLayoutInfo);
15028 *retval = default_layout_info;
15030 g_object_set_qdata_full (G_OBJECT (self), quark_actor_layout_info,
15039 * _clutter_actor_get_layout_info_or_defaults:
15040 * @self: a #ClutterActor
15042 * Retrieves the ClutterLayoutInfo structure associated to an actor.
15044 * If the actor does not have a ClutterLayoutInfo structure associated to it,
15045 * then the default structure will be returned.
15047 * This function should only be used for getters.
15049 * Return value: a const pointer to the ClutterLayoutInfo structure
15051 const ClutterLayoutInfo *
15052 _clutter_actor_get_layout_info_or_defaults (ClutterActor *self)
15054 const ClutterLayoutInfo *info;
15056 info = g_object_get_qdata (G_OBJECT (self), quark_actor_layout_info);
15058 return &default_layout_info;
15064 * clutter_actor_set_x_align:
15065 * @self: a #ClutterActor
15066 * @x_align: the horizontal alignment policy
15068 * Sets the horizontal alignment policy of a #ClutterActor, in case the
15069 * actor received extra horizontal space.
15071 * See also the #ClutterActor:x-align property.
15076 clutter_actor_set_x_align (ClutterActor *self,
15077 ClutterActorAlign x_align)
15079 ClutterLayoutInfo *info;
15081 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15083 info = _clutter_actor_get_layout_info (self);
15085 if (info->x_align != x_align)
15087 info->x_align = x_align;
15089 clutter_actor_queue_relayout (self);
15091 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_X_ALIGN]);
15096 * clutter_actor_get_x_align:
15097 * @self: a #ClutterActor
15099 * Retrieves the horizontal alignment policy set using
15100 * clutter_actor_set_x_align().
15102 * Return value: the horizontal alignment policy.
15107 clutter_actor_get_x_align (ClutterActor *self)
15109 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15111 return _clutter_actor_get_layout_info_or_defaults (self)->x_align;
15115 * clutter_actor_set_y_align:
15116 * @self: a #ClutterActor
15117 * @y_align: the vertical alignment policy
15119 * Sets the vertical alignment policy of a #ClutterActor, in case the
15120 * actor received extra vertical space.
15122 * See also the #ClutterActor:y-align property.
15127 clutter_actor_set_y_align (ClutterActor *self,
15128 ClutterActorAlign y_align)
15130 ClutterLayoutInfo *info;
15132 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15134 info = _clutter_actor_get_layout_info (self);
15136 if (info->y_align != y_align)
15138 info->y_align = y_align;
15140 clutter_actor_queue_relayout (self);
15142 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Y_ALIGN]);
15147 * clutter_actor_get_y_align:
15148 * @self: a #ClutterActor
15150 * Retrieves the vertical alignment policy set using
15151 * clutter_actor_set_y_align().
15153 * Return value: the vertical alignment policy.
15158 clutter_actor_get_y_align (ClutterActor *self)
15160 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_ACTOR_ALIGN_FILL);
15162 return _clutter_actor_get_layout_info_or_defaults (self)->y_align;
15167 * clutter_margin_new:
15169 * Creates a new #ClutterMargin.
15171 * Return value: (transfer full): a newly allocated #ClutterMargin. Use
15172 * clutter_margin_free() to free the resources associated with it when
15178 clutter_margin_new (void)
15180 return g_slice_new0 (ClutterMargin);
15184 * clutter_margin_copy:
15185 * @margin_: a #ClutterMargin
15187 * Creates a new #ClutterMargin and copies the contents of @margin_ into
15188 * the newly created structure.
15190 * Return value: (transfer full): a copy of the #ClutterMargin.
15195 clutter_margin_copy (const ClutterMargin *margin_)
15197 if (G_LIKELY (margin_ != NULL))
15198 return g_slice_dup (ClutterMargin, margin_);
15204 * clutter_margin_free:
15205 * @margin_: a #ClutterMargin
15207 * Frees the resources allocated by clutter_margin_new() and
15208 * clutter_margin_copy().
15213 clutter_margin_free (ClutterMargin *margin_)
15215 if (G_LIKELY (margin_ != NULL))
15216 g_slice_free (ClutterMargin, margin_);
15219 G_DEFINE_BOXED_TYPE (ClutterMargin, clutter_margin,
15220 clutter_margin_copy,
15221 clutter_margin_free)
15224 * clutter_actor_set_margin:
15225 * @self: a #ClutterActor
15226 * @margin: a #ClutterMargin
15228 * Sets all the components of the margin of a #ClutterActor.
15233 clutter_actor_set_margin (ClutterActor *self,
15234 const ClutterMargin *margin)
15236 ClutterLayoutInfo *info;
15240 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15241 g_return_if_fail (margin != NULL);
15243 obj = G_OBJECT (self);
15246 g_object_freeze_notify (obj);
15248 info = _clutter_actor_get_layout_info (self);
15250 if (info->margin.top != margin->top)
15252 info->margin.top = margin->top;
15253 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_TOP]);
15257 if (info->margin.right != margin->right)
15259 info->margin.right = margin->right;
15260 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_RIGHT]);
15264 if (info->margin.bottom != margin->bottom)
15266 info->margin.bottom = margin->bottom;
15267 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_BOTTOM]);
15271 if (info->margin.left != margin->left)
15273 info->margin.left = margin->left;
15274 g_object_notify_by_pspec (obj, obj_props[PROP_MARGIN_LEFT]);
15279 clutter_actor_queue_relayout (self);
15281 g_object_thaw_notify (obj);
15285 * clutter_actor_get_margin:
15286 * @self: a #ClutterActor
15287 * @margin: (out caller-allocates): return location for a #ClutterMargin
15289 * Retrieves all the components of the margin of a #ClutterActor.
15294 clutter_actor_get_margin (ClutterActor *self,
15295 ClutterMargin *margin)
15297 const ClutterLayoutInfo *info;
15299 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15300 g_return_if_fail (margin != NULL);
15302 info = _clutter_actor_get_layout_info_or_defaults (self);
15304 *margin = info->margin;
15308 * clutter_actor_set_margin_top:
15309 * @self: a #ClutterActor
15310 * @margin: the top margin
15312 * Sets the margin from the top of a #ClutterActor.
15317 clutter_actor_set_margin_top (ClutterActor *self,
15320 ClutterLayoutInfo *info;
15322 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15323 g_return_if_fail (margin >= 0.f);
15325 info = _clutter_actor_get_layout_info (self);
15327 if (info->margin.top == margin)
15330 info->margin.top = margin;
15332 clutter_actor_queue_relayout (self);
15334 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_TOP]);
15338 * clutter_actor_get_margin_top:
15339 * @self: a #ClutterActor
15341 * Retrieves the top margin of a #ClutterActor.
15343 * Return value: the top margin
15348 clutter_actor_get_margin_top (ClutterActor *self)
15350 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15352 return _clutter_actor_get_layout_info_or_defaults (self)->margin.top;
15356 * clutter_actor_set_margin_bottom:
15357 * @self: a #ClutterActor
15358 * @margin: the bottom margin
15360 * Sets the margin from the bottom of a #ClutterActor.
15365 clutter_actor_set_margin_bottom (ClutterActor *self,
15368 ClutterLayoutInfo *info;
15370 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15371 g_return_if_fail (margin >= 0.f);
15373 info = _clutter_actor_get_layout_info (self);
15375 if (info->margin.bottom == margin)
15378 info->margin.bottom = margin;
15380 clutter_actor_queue_relayout (self);
15382 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_BOTTOM]);
15386 * clutter_actor_get_margin_bottom:
15387 * @self: a #ClutterActor
15389 * Retrieves the bottom margin of a #ClutterActor.
15391 * Return value: the bottom margin
15396 clutter_actor_get_margin_bottom (ClutterActor *self)
15398 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15400 return _clutter_actor_get_layout_info_or_defaults (self)->margin.bottom;
15404 * clutter_actor_set_margin_left:
15405 * @self: a #ClutterActor
15406 * @margin: the left margin
15408 * Sets the margin from the left of a #ClutterActor.
15413 clutter_actor_set_margin_left (ClutterActor *self,
15416 ClutterLayoutInfo *info;
15418 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15419 g_return_if_fail (margin >= 0.f);
15421 info = _clutter_actor_get_layout_info (self);
15423 if (info->margin.left == margin)
15426 info->margin.left = margin;
15428 clutter_actor_queue_relayout (self);
15430 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_LEFT]);
15434 * clutter_actor_get_margin_left:
15435 * @self: a #ClutterActor
15437 * Retrieves the left margin of a #ClutterActor.
15439 * Return value: the left margin
15444 clutter_actor_get_margin_left (ClutterActor *self)
15446 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15448 return _clutter_actor_get_layout_info_or_defaults (self)->margin.left;
15452 * clutter_actor_set_margin_right:
15453 * @self: a #ClutterActor
15454 * @margin: the right margin
15456 * Sets the margin from the right of a #ClutterActor.
15461 clutter_actor_set_margin_right (ClutterActor *self,
15464 ClutterLayoutInfo *info;
15466 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15467 g_return_if_fail (margin >= 0.f);
15469 info = _clutter_actor_get_layout_info (self);
15471 if (info->margin.right == margin)
15474 info->margin.right = margin;
15476 clutter_actor_queue_relayout (self);
15478 g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MARGIN_RIGHT]);
15482 * clutter_actor_get_margin_right:
15483 * @self: a #ClutterActor
15485 * Retrieves the right margin of a #ClutterActor.
15487 * Return value: the right margin
15492 clutter_actor_get_margin_right (ClutterActor *self)
15494 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
15496 return _clutter_actor_get_layout_info_or_defaults (self)->margin.right;
15500 * clutter_actor_set_background_color:
15501 * @self: a #ClutterActor
15502 * @color: (allow-none): a #ClutterColor, or %NULL to unset a previously
15505 * Sets the background color of a #ClutterActor.
15507 * The background color will be used to cover the whole allocation of the
15508 * actor. The default background color of an actor is transparent.
15510 * To check whether an actor has a background color, you can use the
15511 * #ClutterActor:background-color-set actor property.
15516 clutter_actor_set_background_color (ClutterActor *self,
15517 const ClutterColor *color)
15519 ClutterActorPrivate *priv;
15521 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15527 priv->bg_color_set = FALSE;
15528 g_object_notify_by_pspec (G_OBJECT (self),
15529 obj_props[PROP_BACKGROUND_COLOR_SET]);
15533 if (priv->bg_color_set && clutter_color_equal (color, &priv->bg_color))
15536 priv->bg_color = *color;
15537 priv->bg_color_set = TRUE;
15539 clutter_actor_queue_redraw (self);
15541 g_object_notify_by_pspec (G_OBJECT (self),
15542 obj_props[PROP_BACKGROUND_COLOR_SET]);
15543 g_object_notify_by_pspec (G_OBJECT (self),
15544 obj_props[PROP_BACKGROUND_COLOR]);
15548 * clutter_actor_get_background_color:
15549 * @self: a #ClutterActor
15550 * @color: (out caller-allocates): return location for a #ClutterColor
15552 * Retrieves the color set using clutter_actor_set_background_color().
15557 clutter_actor_get_background_color (ClutterActor *self,
15558 ClutterColor *color)
15560 g_return_if_fail (CLUTTER_IS_ACTOR (self));
15561 g_return_if_fail (color != NULL);
15563 *color = self->priv->bg_color;
15567 * clutter_actor_get_previous_sibling:
15568 * @self: a #ClutterActor
15570 * Retrieves the sibling of @self that comes before it in the list
15571 * of children of @self's parent.
15573 * The returned pointer is only valid until the scene graph changes; it
15574 * is not safe to modify the list of children of @self while iterating
15577 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15582 clutter_actor_get_previous_sibling (ClutterActor *self)
15584 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15586 return self->priv->prev_sibling;
15590 * clutter_actor_get_next_sibling:
15591 * @self: a #ClutterActor
15593 * Retrieves the sibling of @self that comes after it in the list
15594 * of children of @self's parent.
15596 * The returned pointer is only valid until the scene graph changes; it
15597 * is not safe to modify the list of children of @self while iterating
15600 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15605 clutter_actor_get_next_sibling (ClutterActor *self)
15607 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15609 return self->priv->next_sibling;
15613 * clutter_actor_get_first_child:
15614 * @self: a #ClutterActor
15616 * Retrieves the first child of @self.
15618 * The returned pointer is only valid until the scene graph changes; it
15619 * is not safe to modify the list of children of @self while iterating
15622 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15627 clutter_actor_get_first_child (ClutterActor *self)
15629 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15631 return self->priv->first_child;
15635 * clutter_actor_get_last_child:
15636 * @self: a #ClutterActor
15638 * Retrieves the last child of @self.
15640 * The returned pointer is only valid until the scene graph changes; it
15641 * is not safe to modify the list of children of @self while iterating
15644 * Return value: (transfer none): a pointer to a #ClutterActor, or %NULL
15649 clutter_actor_get_last_child (ClutterActor *self)
15651 g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
15653 return self->priv->last_child;
15656 /* easy way to have properly named fields instead of the dummy ones
15657 * we use in the public structure
15659 typedef struct _RealActorIter
15661 ClutterActor *root; /* dummy1 */
15662 ClutterActor *current; /* dummy2 */
15663 gpointer padding_1; /* dummy3 */
15664 gint age; /* dummy4 */
15665 gpointer padding_2; /* dummy5 */
15669 * clutter_actor_iter_init:
15670 * @iter: a #ClutterActorIter
15671 * @root: a #ClutterActor
15673 * Initializes a #ClutterActorIter, which can then be used to iterate
15674 * efficiently over a section of the scene graph, and associates it
15677 * Modifying the scene graph section that contains @root will invalidate
15681 * ClutterActorIter iter;
15682 * ClutterActor *child;
15684 * clutter_actor_iter_init (&iter, container);
15685 * while (clutter_actor_iter_next (&iter, &child))
15687 * /* do something with child */
15694 clutter_actor_iter_init (ClutterActorIter *iter,
15695 ClutterActor *root)
15697 RealActorIter *ri = (RealActorIter *) iter;
15699 g_return_if_fail (iter != NULL);
15700 g_return_if_fail (CLUTTER_IS_ACTOR (root));
15703 ri->current = NULL;
15704 ri->age = root->priv->age;
15708 * clutter_actor_iter_next:
15709 * @iter: a #ClutterActorIter
15710 * @child: (out): return location for a #ClutterActor
15712 * Advances the @iter and retrieves the next child of the root #ClutterActor
15713 * that was used to initialize the #ClutterActorIterator.
15715 * If the iterator can advance, this function returns %TRUE and sets the
15718 * If the iterator cannot advance, this function returns %FALSE, and
15719 * the contents of @child are undefined.
15721 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15726 clutter_actor_iter_next (ClutterActorIter *iter,
15727 ClutterActor **child)
15729 RealActorIter *ri = (RealActorIter *) iter;
15731 g_return_val_if_fail (iter != NULL, FALSE);
15732 g_return_val_if_fail (ri->root != NULL, FALSE);
15733 #ifndef G_DISABLE_ASSERT
15734 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15737 if (ri->current == NULL)
15738 ri->current = ri->root->priv->first_child;
15740 ri->current = ri->current->priv->next_sibling;
15743 *child = ri->current;
15745 return ri->current != NULL;
15749 * clutter_actor_iter_next:
15750 * @iter: a #ClutterActorIter
15751 * @child: (out): return location for a #ClutterActor
15753 * Advances the @iter and retrieves the previous child of the root
15754 * #ClutterActor that was used to initialize the #ClutterActorIterator.
15756 * If the iterator can advance, this function returns %TRUE and sets the
15759 * If the iterator cannot advance, this function returns %FALSE, and
15760 * the contents of @child are undefined.
15762 * Return value: %TRUE if the iterator could advance, and %FALSE otherwise.
15767 clutter_actor_iter_prev (ClutterActorIter *iter,
15768 ClutterActor **child)
15770 RealActorIter *ri = (RealActorIter *) iter;
15772 g_return_val_if_fail (iter != NULL, FALSE);
15773 g_return_val_if_fail (ri->root != NULL, FALSE);
15774 #ifndef G_DISABLE_ASSERT
15775 g_return_val_if_fail (ri->age == ri->root->priv->age, FALSE);
15778 if (ri->current == NULL)
15779 ri->current = ri->root->priv->last_child;
15781 ri->current = ri->current->priv->prev_sibling;
15784 *child = ri->current;
15786 return ri->current != NULL;
15790 * clutter_actor_iter_remove:
15791 * @iter: a #ClutterActorIter
15793 * Safely removes the #ClutterActor currently pointer to by the iterator
15796 * This function can only be called after clutter_actor_iter_next() or
15797 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15798 * than once for the same actor.
15800 * This function will call clutter_actor_remove_child() internally.
15805 clutter_actor_iter_remove (ClutterActorIter *iter)
15807 RealActorIter *ri = (RealActorIter *) iter;
15810 g_return_if_fail (iter != NULL);
15811 g_return_if_fail (ri->root != NULL);
15812 #ifndef G_DISABLE_ASSERT
15813 g_return_if_fail (ri->age == ri->root->priv->age);
15815 g_return_if_fail (ri->current != NULL);
15821 ri->current = cur->priv->prev_sibling;
15823 clutter_actor_remove_child_internal (ri->root, cur,
15824 REMOVE_CHILD_DEFAULT_FLAGS);
15831 * clutter_actor_iter_destroy:
15832 * @iter: a #ClutterActorIter
15834 * Safely destroys the #ClutterActor currently pointer to by the iterator
15837 * This function can only be called after clutter_actor_iter_next() or
15838 * clutter_actor_iter_prev() returned %TRUE, and cannot be called more
15839 * than once for the same actor.
15841 * This function will call clutter_actor_destroy() internally.
15846 clutter_actor_iter_destroy (ClutterActorIter *iter)
15848 RealActorIter *ri = (RealActorIter *) iter;
15851 g_return_if_fail (iter != NULL);
15852 g_return_if_fail (ri->root != NULL);
15853 #ifndef G_DISABLE_ASSERT
15854 g_return_if_fail (ri->age == ri->root->priv->age);
15856 g_return_if_fail (ri->current != NULL);
15862 ri->current = cur->priv->prev_sibling;
15864 clutter_actor_destroy (cur);