* This function should not never be called directly by applications.
*
* Subclasses overiding this method should call
- * #clutter_actor_should_pick_paint to decide if to render there
+ * clutter_actor_should_pick_paint() to decide if to render there
* silhouette but in any case should still recursively call pick for
* any children.
*
*
* This function should not never be called directly by applications.
*
- * Return value: TRUE if the actor should paint its silhouette, FALSE otherwise
+ * Return value: %TRUE if the actor should paint its silhouette,
+ * %FALSE otherwise
*/
gboolean
clutter_actor_should_pick_paint (ClutterActor *self)
context = clutter_context_get_default ();
- if (CLUTTER_ACTOR_IS_MAPPED (self)
- && (G_UNLIKELY(context->pick_mode == CLUTTER_PICK_ALL)
- || CLUTTER_ACTOR_IS_REACTIVE (self)))
+ if (CLUTTER_ACTOR_IS_MAPPED (self) &&
+ (G_UNLIKELY (context->pick_mode == CLUTTER_PICK_ALL) ||
+ CLUTTER_ACTOR_IS_REACTIVE (self)))
return TRUE;
return FALSE;
/* Help macros to scale from OpenGL <-1,1> coordinates system to our
* X-window based <0,window-size> coordinates
*/
-#define MTX_GL_SCALE_X(x,w,v1,v2) (CFX_MUL( \
- ((CFX_DIV (x,w) + CFX_ONE) >> 1), v1) \
- + v2)
-
-#define MTX_GL_SCALE_Y(y,w,v1,v2) (v1 - CFX_MUL( \
- ((CFX_DIV (y,w) + CFX_ONE) >> 1), v1) \
- + v2)
-
-#define MTX_GL_SCALE_Z(z,w,v1,v2) MTX_GL_SCALE_X(z,w,v1,v2)
+#define MTX_GL_SCALE_X(x,w,v1,v2) (CFX_MUL (((CFX_DIV ((x), (w)) + CFX_ONE) >> 1), (v1)) + (v2))
+#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - CFX_MUL (((CFX_DIV ((y), (w)) + CFX_ONE) >> 1), (v1)) + (v2))
+#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
/**
* clutter_actor_apply_transform_to_point:
mtx_transform (mtx_p, &point->x, &point->y, &point->z, &w);
/* Finaly translate from OpenGL coords to window coords */
- vertex->x = MTX_GL_SCALE_X(point->x,w,v[2],v[0]);
- vertex->y = MTX_GL_SCALE_Y(point->y,w,v[3],v[1]);
- vertex->z = MTX_GL_SCALE_Z(point->z,w,v[2],v[0]);
+ vertex->x = MTX_GL_SCALE_X (point->x, w, v[2], v[0]);
+ vertex->y = MTX_GL_SCALE_Y (point->y, w, v[3], v[1]);
+ vertex->z = MTX_GL_SCALE_Z (point->z, w, v[2], v[0]);
}
/* Recursively tranform supplied vertices with the tranform for the current
*
* Sets the rotation angle of @self around the given axis.
*
- * The rotation center coordinates depend on the value of @axis:
+ * The rotation center coordinates used depend on the value of @axis:
* <itemizedlist>
* <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
* <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
* <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
* </itemizedlist>
*
+ * The rotation coordinates are relative to the anchor point of the
+ * actor, set using clutter_actor_set_anchor_point(). If no anchor
+ * point is set, the upper left corner is assumed as the origin.
+ *
* Since: 0.6
*/
void
* Retrieves the angle and center of rotation on the given axis,
* set using clutter_actor_set_angle().
*
- * The coordinates of the center depend on the axis used.
+ * The coordinates of the center returned by this function depend on
+ * the axis passed.
*
* Return value: the angle of rotation.
*