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/*
 * Clutter.
 *
 * An OpenGL based 'interactive canvas' library.
 *
 * Copyright (C) 2010  Intel Corporation.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library. If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef __CLUTTER_ACTOR_PRIVATE_H__
#define __CLUTTER_ACTOR_PRIVATE_H__

#include <clutter/clutter-actor.h>

G_BEGIN_DECLS

/*< private >
 * ClutterRedrawFlags:
 * @CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION: Tells clutter the maximum
 *   extents of what needs to be redrawn lies within the actors
 *   current allocation. (Only use this for 2D actors though because
 *   any actor with depth may be projected outside of its allocation)
 *
 * Flags passed to the clutter_actor_queue_redraw_with_clip ()
 * function
 *
 * Since: 1.6
 */
typedef enum
{
  CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION  = 1 << 0
} ClutterRedrawFlags;

/*< private >
 * ClutterActorTraverseFlags:
 * CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST: Traverse the graph in
 *   a depth first order.
 * CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST: Traverse the graph in a
 *   breadth first order.
 *
 * Controls some options for how clutter_actor_traverse() iterates
 * through the graph.
 */
typedef enum {
  CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST   = 1L<<0,
  CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST = 1L<<1
} ClutterActorTraverseFlags;

/*< private >
 * ClutterActorTraverseVisitFlags:
 * CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE: Continue traversing as
 *   normal
 * CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN: Don't traverse the
 *   children of the last visited actor. (Not applicable when using
 *   %CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST_POST_ORDER since the children
 *   are visited before having an opportunity to bail out)
 * CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK: Immediately bail out without
 *   visiting any more actors.
 *
 * Each time an actor is visited during a scenegraph traversal the
 * ClutterTraverseCallback can return a set of flags that may affect
 * the continuing traversal. It may stop traversal completely, just
 * skip over children for the current actor or continue as normal.
 */
typedef enum {
  CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE       = 1L<<0,
  CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN  = 1L<<1,
  CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK          = 1L<<2
} ClutterActorTraverseVisitFlags;

/*< private >
 * ClutterTraverseCallback:
 *
 * The callback prototype used with clutter_actor_traverse. The
 * returned flags can be used to affect the continuing traversal
 * either by continuing as normal, skipping over children of an
 * actor or bailing out completely.
 */
typedef ClutterActorTraverseVisitFlags (*ClutterTraverseCallback) (ClutterActor *actor,
                                                                   gint          depth,
                                                                   gpointer      user_data);

/*< private >
 * ClutterForeachCallback:
 * @actor: The actor being iterated
 * @user_data: The private data specified when starting the iteration
 *
 * A generic callback for iterating over actor, such as with
 * _clutter_actor_foreach_child. The difference when compared to
 * #ClutterCallback is that it returns a boolean so it is possible to break
 * out of an iteration early.
 *
 * Return value: %TRUE to continue iterating or %FALSE to break iteration
 * early.
 */
typedef gboolean (*ClutterForeachCallback) (ClutterActor *actor,
                                            gpointer      user_data);

typedef struct _AnchorCoord             AnchorCoord;
typedef struct _SizeRequest             SizeRequest;

typedef struct _ClutterLayoutInfo       ClutterLayoutInfo;
typedef struct _ClutterTransformInfo    ClutterTransformInfo;

/* Internal helper struct to represent a point that can be stored in
   either direct pixel coordinates or as a fraction of the actor's
   size. It is used for the anchor point, scale center and rotation
   centers. */
struct _AnchorCoord
{
  gboolean is_fractional;

  union
  {
    /* Used when is_fractional == TRUE */
    struct
    {
      gdouble x;
      gdouble y;
    } fraction;

    /* Use when is_fractional == FALSE */
    ClutterVertex units;
  } v;
};

struct _SizeRequest
{
  guint  age;
  gfloat for_size;
  gfloat min_size;
  gfloat natural_size;
};

/*< private >
 * ClutterLayoutInfo:
 * @fixed_x: the fixed position of the actor, set using clutter_actor_set_x()
 * @fixed_y: the fixed position of the actor, set using clutter_actor_set_y()
 * @margin: the composed margin of the actor
 * @x_expand: whether the actor should expand horizontally
 * @y_expand: whether the actor should expand vertically
 * @x_align: the horizontal alignment, if the actor expands horizontally
 * @y_align: the vertical alignment, if the actor expands vertically
 * @min_width: the minimum width, set using clutter_actor_set_min_width()
 * @min_height: the minimum height, set using clutter_actor_set_min_height()
 * @natural_width: the natural width, set using clutter_actor_set_natural_width()
 * @natural_height: the natural height, set using clutter_actor_set_natural_height()
 *
 * Ancillary layout information for an actor.
 */
struct _ClutterLayoutInfo
{
  /* fixed position coordinates */
  float fixed_x;
  float fixed_y;

  ClutterMargin margin;

  guint x_expand : 1;
  guint y_expand : 1;

  guint x_align : 4;
  guint y_align : 4;

  float min_width;
  float min_height;
  float natural_width;
  float natural_height;
};

const ClutterLayoutInfo *       _clutter_actor_get_layout_info_or_defaults      (ClutterActor *self);
ClutterLayoutInfo *             _clutter_actor_get_layout_info                  (ClutterActor *self);

struct _ClutterTransformInfo
{
  /* rotation (angle and center) */
  gdouble rx_angle;
  AnchorCoord rx_center;

  gdouble ry_angle;
  AnchorCoord ry_center;

  gdouble rz_angle;
  AnchorCoord rz_center;

  /* scaling */
  gdouble scale_x;
  gdouble scale_y;
  AnchorCoord scale_center;

  /* anchor point */
  AnchorCoord anchor;
};

const ClutterTransformInfo *    _clutter_actor_get_transform_info_or_defaults   (ClutterActor *self);
ClutterTransformInfo *          _clutter_actor_get_transform_info               (ClutterActor *self);

gboolean      _clutter_actor_foreach_child              (ClutterActor *self,
                                                         ClutterForeachCallback callback,
                                                         gpointer user_data);
void          _clutter_actor_traverse                   (ClutterActor *actor,
                                                         ClutterActorTraverseFlags flags,
                                                         ClutterTraverseCallback before_children_callback,
                                                         ClutterTraverseCallback after_children_callback,
                                                         gpointer user_data);
ClutterActor *_clutter_actor_get_stage_internal         (ClutterActor *actor);

void _clutter_actor_apply_modelview_transform           (ClutterActor *self,
                                                         CoglMatrix *matrix);
void _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self,
                                                          ClutterActor *ancestor,
                                                          CoglMatrix *matrix);

void _clutter_actor_rerealize (ClutterActor    *self,
                               ClutterCallback  callback,
                               gpointer         data);

void _clutter_actor_set_opacity_override (ClutterActor *self,
                                          gint          opacity);
gint _clutter_actor_get_opacity_override (ClutterActor *self);
void _clutter_actor_set_in_clone_paint (ClutterActor *self,
                                        gboolean      is_in_clone_paint);

void _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
                                                     gboolean      enable);

void _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
                                               gboolean      enable);

void _clutter_actor_set_has_pointer (ClutterActor *self,
                                     gboolean      has_pointer);

void _clutter_actor_queue_redraw_with_clip   (ClutterActor              *self,
                                              ClutterRedrawFlags         flags,
                                              ClutterPaintVolume        *clip_volume);
void _clutter_actor_queue_redraw_full        (ClutterActor              *self,
                                              ClutterRedrawFlags         flags,
                                              ClutterPaintVolume        *volume,
                                              ClutterEffect             *effect);

ClutterPaintVolume *_clutter_actor_get_queue_redraw_clip (ClutterActor *self);
int _clutter_actor_get_queue_redraw_camera_index (ClutterActor *self);
void _clutter_actor_finish_queue_redraw       (ClutterActor             *self,
                                               ClutterPaintVolume       *clip);

gboolean        _clutter_actor_set_default_paint_volume (ClutterActor *self,
                                                         GType         check_gtype,
                                                         ClutterPaintVolume *volume);

const gchar *   _clutter_actor_get_debug_name (ClutterActor *self);

void _clutter_actor_push_clone_paint (void);
void _clutter_actor_pop_clone_paint  (void);

guint32 _clutter_actor_get_pick_id (ClutterActor *self);

void    _clutter_actor_shader_pre_paint         (ClutterActor *actor,
                                                 gboolean      repeat);
void    _clutter_actor_shader_post_paint        (ClutterActor *actor);

G_END_DECLS

#endif /* __CLUTTER_ACTOR_PRIVATE_H__ */