## ClutterActor ClutterActor — Base abstract class for all visual stage actors. |

## Synopsis

    #define             CLUTTER_ACTOR_SET_FLAGS             (a,f)
    #define             CLUTTER_ACTOR_UNSET_FLAGS           (a,f)
    #define             CLUTTER_ACTOR_IS_MAPPED             (a)
    #define             CLUTTER_ACTOR_IS_REALIZED           (a)
    #define             CLUTTER_ACTOR_IS_VISIBLE            (a)
    #define             CLUTTER_ACTOR_IS_REACTIVE           (a)

    enum                ClutterActorFlags;
    enum                ClutterRequestMode;
                        ClutterGeometry;
    #define             CLUTTER_CALLBACK                    (f)
    void                (*ClutterCallback)                  (ClutterActor *actor,
                                                             gpointer data);
                        ClutterActor;
                        ClutterActorClass;
    void                clutter_actor_set_flags             (ClutterActor *self,
                                                             ClutterActorFlags flags);
    void                clutter_actor_unset_flags           (ClutterActor *self,
                                                             ClutterActorFlags flags);
    ClutterActorFlags   clutter_actor_get_flags             (ClutterActor *self);

    void                clutter_actor_show                  (ClutterActor *self);
    void                clutter_actor_show_all              (ClutterActor *self);
    void                clutter_actor_hide                  (ClutterActor *self);
    void                clutter_actor_hide_all              (ClutterActor *self);
    void                clutter_actor_realize               (ClutterActor *self);
    void                clutter_actor_unrealize             (ClutterActor *self);
    void                clutter_actor_paint                 (ClutterActor *self);
    void                clutter_actor_queue_redraw          (ClutterActor *self);
    void                clutter_actor_queue_relayout        (ClutterActor *self);
    void                clutter_actor_destroy               (ClutterActor *self);
    gboolean            clutter_actor_event                 (ClutterActor *actor,
                                                             ClutterEvent *event,
                                                             gboolean capture);
    gboolean            clutter_actor_should_pick_paint     (ClutterActor *self);
    void                clutter_actor_map                   (ClutterActor *self);
    void                clutter_actor_unmap                 (ClutterActor *self);

    enum                ClutterAllocationFlags;
    void                clutter_actor_allocate              (ClutterActor *self,
                                                             const ClutterActorBox *box,
                                                             ClutterAllocationFlags flags);
    void                clutter_actor_allocate_preferred_size
                                                            (ClutterActor *self,
                                                             ClutterAllocationFlags flags);
    void                clutter_actor_allocate_available_size
                                                            (ClutterActor *self,
                                                             gfloat x,
                                                             gfloat y,
                                                             gfloat available_width,
                                                             gfloat available_height,
                                                             ClutterAllocationFlags flags);
    void                clutter_actor_get_allocation_box    (ClutterActor *self,
                                                             ClutterActorBox *box);
    void                clutter_actor_get_allocation_geometry
                                                            (ClutterActor *self,
                                                             ClutterGeometry *geom);
    void                clutter_actor_get_allocation_vertices
                                                            (ClutterActor *self,
                                                             ClutterActor *ancestor,
                                                             ClutterVertex verts[]);
    void                clutter_actor_get_preferred_size    (ClutterActor *self,
                                                             gfloat *min_width_p,
                                                             gfloat *min_height_p,
                                                             gfloat *natural_width_p,
                                                             gfloat *natural_height_p);
    void                clutter_actor_get_preferred_width   (ClutterActor *self,
                                                             gfloat for_height,
                                                             gfloat *min_width_p,
                                                             gfloat *natural_width_p);
    void                clutter_actor_get_preferred_height  (ClutterActor *self,
                                                             gfloat for_width,
                                                             gfloat *min_height_p,
                                                             gfloat *natural_height_p);
    void                clutter_actor_set_fixed_position_set
                                                            (ClutterActor *self,
                                                             gboolean is_set);
    gboolean            clutter_actor_get_fixed_position_set
                                                            (ClutterActor *self);

    void                clutter_actor_set_geometry          (ClutterActor *self,
                                                             const ClutterGeometry *geometry);
    void                clutter_actor_get_geometry          (ClutterActor *self,
                                                             ClutterGeometry *geometry);
    void                clutter_actor_set_size              (ClutterActor *self,
                                                             gfloat width,
                                                             gfloat height);
    void                clutter_actor_get_size              (ClutterActor *self,
                                                             gfloat *width,
                                                             gfloat *height);
    void                clutter_actor_set_position          (ClutterActor *self,
                                                             gfloat x,
                                                             gfloat y);
    void                clutter_actor_get_position          (ClutterActor *self,
                                                             gfloat *x,
                                                             gfloat *y);
    void                clutter_actor_set_width             (ClutterActor *self,
                                                             gfloat width);
    gfloat              clutter_actor_get_width             (ClutterActor *self);
    void                clutter_actor_set_height            (ClutterActor *self,
                                                             gfloat height);
    gfloat              clutter_actor_get_height            (ClutterActor *self);
    void                clutter_actor_set_x                 (ClutterActor *self,
                                                             gfloat x);
    gfloat              clutter_actor_get_x                 (ClutterActor *self);
    void                clutter_actor_set_y                 (ClutterActor *self,
                                                             gfloat y);
    gfloat              clutter_actor_get_y                 (ClutterActor *self);
    void                clutter_actor_move_by               (ClutterActor *self,
                                                             gfloat dx,
                                                             gfloat dy);
    void                clutter_actor_set_rotation          (ClutterActor *self,
                                                             ClutterRotateAxis axis,
                                                             gdouble angle,
                                                             gfloat x,
                                                             gfloat y,
                                                             gfloat z);
    void                clutter_actor_set_z_rotation_from_gravity
                                                            (ClutterActor *self,
                                                             gdouble angle,
                                                             ClutterGravity gravity);
    gdouble             clutter_actor_get_rotation          (ClutterActor *self,
                                                             ClutterRotateAxis axis,
                                                             gfloat *x,
                                                             gfloat *y,
                                                             gfloat *z);
    ClutterGravity      clutter_actor_get_z_rotation_gravity
                                                            (ClutterActor *self);
    gboolean            clutter_actor_is_rotated            (ClutterActor *self);
    void                clutter_actor_set_opacity           (ClutterActor *self,
                                                             guint8 opacity);
    guint8              clutter_actor_get_opacity           (ClutterActor *self);
    void                clutter_actor_set_name              (ClutterActor *self,
                                                             const gchar *name);
    const gchar *       clutter_actor_get_name              (ClutterActor *self);
    guint32             clutter_actor_get_gid               (ClutterActor *self);

    void                clutter_actor_set_clip              (ClutterActor *self,
                                                             gfloat xoff,
                                                             gfloat yoff,
                                                             gfloat width,
                                                             gfloat height);
    void                clutter_actor_remove_clip           (ClutterActor *self);
    gboolean            clutter_actor_has_clip              (ClutterActor *self);
    void                clutter_actor_get_clip              (ClutterActor *self,
                                                             gfloat *xoff,
                                                             gfloat *yoff,
                                                             gfloat *width,
                                                             gfloat *height);

    void                clutter_actor_set_parent            (ClutterActor *self,
                                                             ClutterActor *parent);
    ClutterActor *      clutter_actor_get_parent            (ClutterActor *self);
    void                clutter_actor_reparent              (ClutterActor *self,
                                                             ClutterActor *new_parent);
    void                clutter_actor_unparent              (ClutterActor *self);
    void                clutter_actor_raise                 (ClutterActor *self,
                                                             ClutterActor *below);
    void                clutter_actor_lower                 (ClutterActor *self,
                                                             ClutterActor *above);
    void                clutter_actor_raise_top             (ClutterActor *self);
    void                clutter_actor_lower_bottom          (ClutterActor *self);
    ClutterActor*       clutter_actor_get_stage             (ClutterActor *actor);

    void                clutter_actor_set_depth             (ClutterActor *self,
                                                             gfloat depth);
    gfloat              clutter_actor_get_depth             (ClutterActor *self);
    void                clutter_actor_set_scale             (ClutterActor *self,
                                                             gdouble scale_x,
                                                             gdouble scale_y);
    void                clutter_actor_set_scale_full        (ClutterActor *self,
                                                             gdouble scale_x,
                                                             gdouble scale_y,
                                                             gfloat center_x,
                                                             gfloat center_y);
    void                clutter_actor_set_scale_with_gravity
                                                            (ClutterActor *self,
                                                             gdouble scale_x,
                                                             gdouble scale_y,
                                                             ClutterGravity gravity);
    void                clutter_actor_get_scale             (ClutterActor *self,
                                                             gdouble *scale_x,
                                                             gdouble *scale_y);
    void                clutter_actor_get_scale_center      (ClutterActor *self,
                                                             gfloat *center_x,
                                                             gfloat *center_y);
    ClutterGravity      clutter_actor_get_scale_gravity     (ClutterActor *self);
    gboolean            clutter_actor_is_scaled             (ClutterActor *self);
    void                clutter_actor_apply_transform_to_point
                                                            (ClutterActor *self,
                                                             const ClutterVertex *point,
                                                             ClutterVertex *vertex);
    gboolean            clutter_actor_transform_stage_point (ClutterActor *self,
                                                             gfloat x,
                                                             gfloat y,
                                                             gfloat *x_out,
                                                             gfloat *y_out);
    void                clutter_actor_apply_relative_transform_to_point
                                                            (ClutterActor *self,
                                                             ClutterActor *ancestor,
                                                             const ClutterVertex *point,
                                                             ClutterVertex *vertex);
    void                clutter_actor_get_transformed_position
                                                            (ClutterActor *self,
                                                             gfloat *x,
                                                             gfloat *y);
    void                clutter_actor_get_transformed_size  (ClutterActor *self,
                                                             gfloat *width,
                                                             gfloat *height);
    guint8              clutter_actor_get_paint_opacity     (ClutterActor *self);
    gboolean            clutter_actor_get_paint_visibility  (ClutterActor *self);
    void                clutter_actor_get_abs_allocation_vertices
                                                            (ClutterActor *self,
                                                             ClutterVertex verts[]);
    void                clutter_actor_get_transformation_matrix
                                                            (ClutterActor *self,
                                                             CoglMatrix *matrix);

    void                clutter_actor_set_anchor_point      (ClutterActor *self,
                                                             gfloat anchor_x,
                                                             gfloat anchor_y);
    void                clutter_actor_get_anchor_point      (ClutterActor *self,
                                                             gfloat *anchor_x,
                                                             gfloat *anchor_y);
    void                clutter_actor_set_anchor_point_from_gravity
                                                            (ClutterActor *self,
                                                             ClutterGravity gravity);
    ClutterGravity      clutter_actor_get_anchor_point_gravity
                                                            (ClutterActor *self);
    void                clutter_actor_move_anchor_point     (ClutterActor *self,
                                                             gfloat anchor_x,
                                                             gfloat anchor_y);
    void                clutter_actor_move_anchor_point_from_gravity
                                                            (ClutterActor *self,
                                                             ClutterGravity gravity);

    void                clutter_actor_set_reactive          (ClutterActor *actor,
                                                             gboolean reactive);
    gboolean            clutter_actor_get_reactive          (ClutterActor *actor);
    gboolean            clutter_actor_set_shader            (ClutterActor *self,
                                                             ClutterShader *shader);
    ClutterShader *     clutter_actor_get_shader            (ClutterActor *self);
    void                clutter_actor_set_shader_param      (ClutterActor *self,
                                                             const gchar *param,
                                                             const GValue *value);
    void                clutter_actor_set_shader_param_float
                                                            (ClutterActor *self,
                                                             const gchar *param,
                                                             gfloat value);
    void                clutter_actor_set_shader_param_int  (ClutterActor *self,
                                                             const gchar *param,
                                                             gint value);

    void                clutter_actor_grab_key_focus        (ClutterActor *self);
    PangoContext *      clutter_actor_get_pango_context     (ClutterActor *self);
    PangoContext *      clutter_actor_create_pango_context  (ClutterActor *self);
    PangoLayout *       clutter_actor_create_pango_layout   (ClutterActor *self,
                                                             const gchar *text);
    gboolean            clutter_actor_is_in_clone_paint     (ClutterActor *self);

                        ClutterActorBox;
    ClutterActorBox *   clutter_actor_box_new               (gfloat x_1,
                                                             gfloat y_1,
                                                             gfloat x_2,
                                                             gfloat y_2);
    ClutterActorBox *   clutter_actor_box_copy              (const ClutterActorBox *box);
    void                clutter_actor_box_free              (ClutterActorBox *box);
    gboolean            clutter_actor_box_equal             (const ClutterActorBox *box_a,
                                                             const ClutterActorBox *box_b);
    gfloat              clutter_actor_box_get_x             (const ClutterActorBox *box);
    gfloat              clutter_actor_box_get_y             (const ClutterActorBox *box);
    gfloat              clutter_actor_box_get_width         (const ClutterActorBox *box);
    gfloat              clutter_actor_box_get_height        (const ClutterActorBox *box);
    void                clutter_actor_box_get_origin        (const ClutterActorBox *box,
                                                             gfloat *x,
                                                             gfloat *y);
    void                clutter_actor_box_get_size          (const ClutterActorBox *box,
                                                             gfloat *width,
                                                             gfloat *height);
    gfloat              clutter_actor_box_get_area          (const ClutterActorBox *box);
    gboolean            clutter_actor_box_contains          (const ClutterActorBox *box,
                                                             gfloat x,
                                                             gfloat y);
    void                clutter_actor_box_from_vertices     (ClutterActorBox *box,
                                                             const ClutterVertex verts[]);

                        ClutterVertex;
    ClutterVertex *     clutter_vertex_new                  (gfloat x,
                                                             gfloat y,
                                                             gfloat z);
    ClutterVertex *     clutter_vertex_copy                 (const ClutterVertex *vertex);
    void                clutter_vertex_free                 (ClutterVertex *vertex);
    gboolean            clutter_vertex_equal                (const ClutterVertex *vertex_a,
                                                             const ClutterVertex *vertex_b);

## Object Hierarchy

      GObject
       +----GInitiallyUnowned
             +----ClutterActor
                   +----ClutterGroup
                   +----ClutterRectangle
                   +----ClutterTexture
                   +----ClutterClone
                   +----ClutterText

## Implemented Interfaces

ClutterActor implements ClutterScriptable.

## Properties

      "allocation"               ClutterActorBox*      : Read
      "anchor-gravity"           ClutterGravity        : Read / Write
      "anchor-x"                 gfloat                : Read / Write
      "anchor-y"                 gfloat                : Read / Write
      "clip"                     ClutterGeometry*      : Read / Write
      "clip-to-allocation"       gboolean              : Read / Write
      "depth"                    gfloat                : Read / Write
      "fixed-position-set"       gboolean              : Read / Write
      "fixed-x"                  gfloat                : Read / Write
      "fixed-y"                  gfloat                : Read / Write
      "has-clip"                 gboolean              : Read
      "height"                   gfloat                : Read / Write
      "mapped"                   gboolean              : Read
      "min-height"               gfloat                : Read / Write
      "min-height-set"           gboolean              : Read / Write
      "min-width"                gfloat                : Read / Write
      "min-width-set"            gboolean              : Read / Write
      "name"                     gchar*                : Read / Write
      "natural-height"           gfloat                : Read / Write
      "natural-height-set"       gboolean              : Read / Write
      "natural-width"            gfloat                : Read / Write
      "natural-width-set"        gboolean              : Read / Write
      "opacity"                  guchar                : Read / Write
      "reactive"                 gboolean              : Read / Write
      "realized"                 gboolean              : Read
      "request-mode"             ClutterRequestMode    : Read / Write
      "rotation-angle-x"         gdouble               : Read / Write
      "rotation-angle-y"         gdouble               : Read / Write
      "rotation-angle-z"         gdouble               : Read / Write
      "rotation-center-x"        ClutterVertex*        : Read / Write
      "rotation-center-y"        ClutterVertex*        : Read / Write
      "rotation-center-z"        ClutterVertex*        : Read / Write
      "rotation-center-z-gravity" ClutterGravity        : Read / Write
      "scale-center-x"           gfloat                : Read / Write
      "scale-center-y"           gfloat                : Read / Write
      "scale-gravity"            ClutterGravity        : Read / Write
      "scale-x"                  gdouble               : Read / Write
      "scale-y"                  gdouble               : Read / Write
      "show-on-set-parent"       gboolean              : Read / Write
      "visible"                  gboolean              : Read / Write
      "width"                    gfloat                : Read / Write
      "x"                        gfloat                : Read / Write
      "y"                        gfloat                : Read / Write

## Signals

      "allocation-changed"                             : Run Last
      "button-press-event"                             : Run Last
      "button-release-event"                           : Run Last
      "captured-event"                                 : Run Last
      "destroy"                                        : Cleanup / No Recursion / No Hooks
      "enter-event"                                    : Run Last
      "event"                                          : Run Last
      "hide"                                           : Run First
      "key-focus-in"                                   : Run Last
      "key-focus-out"                                  : Run Last
      "key-press-event"                                : Run Last
      "key-release-event"                              : Run Last
      "leave-event"                                    : Run Last
      "motion-event"                                   : Run Last
      "paint"                                          : Run Last
      "parent-set"                                     : Run Last
      "pick"                                           : Run Last
      "queue-redraw"                                   : Run Last
      "realize"                                        : Run Last
      "scroll-event"                                   : Run Last
      "show"                                           : Run First
      "unrealize"                                      : Run Last

## Description

ClutterActor is a base abstract class for all visual elements on the stage. Every object that must appear on the main ClutterStage must also be a ClutterActor, either by using one of the classes provided by Clutter, or by implementing a new ClutterActor subclass.

Every actor is a 2D surface positioned and optionally transformed in 3D space. The actor is positioned relative to top left corner of it parent with the childs origin being its anchor point (also top left by default).

The actors 2D surface is contained inside its bounding box, described by the ClutterActorBox structure:

Figure 1. Bounding box of an Actor

The actor box represents the untransformed area occupied by an actor. Each visible actor that has been put on a ClutterStage also has a transformed area, depending on the actual transformations applied to it by the developer (scale, rotation). Tranforms will also be applied to any child actors. Also applied to all actors by the ClutterStage is a perspective transformation. API is provided for both tranformed and untransformed actor geometry information.

The 'modelview' transform matrix for the actor is constructed from the actor settings by the following order of operations:

1. Translation by actor x, y coords,

2. Translation by actor depth (z),

3. Scaling by scale_x, scale_y,

4. Rotation around z axis,

5. Rotation around y axis,

6. Rotation around x axis,

7. Negative translation by anchor point x, y,

8. Rectangular Clip is applied (this is not an operation on the matrix as such, but it is done as part of the transform set up).

An actor can either be explicitly sized and positioned, using the various size and position accessors, like `clutter_actor_set_x()` or `clutter_actor_set_width()`; or it can have a preferred width and height, which then allows a layout manager to implicitly size and position it by "allocating" an area for an actor. This allows for actors to be manipulate in both a fixed or static parent container (i.e. children of ClutterGroup) and a more automatic or dynamic layout based parent container.

When accessing the position and size of an actor, the simple accessors like `clutter_actor_get_width()` and `clutter_actor_get_x()` will return a value depending on whether the actor has been explicitly sized and positioned by the developer or implicitly by the layout manager.

Depending on whether you are querying an actor or implementing a layout manager, you should either use the simple accessors or use the size negotiation API.

Clutter actors are also able to receive input events and react to them. Events are handled in the following ways:

1. Actors emit pointer events if set reactive, see `clutter_actor_set_reactive()`

2. The stage is always reactive

3. Events are handled by connecting signal handlers to the numerous event signal types.

4. Event handlers must return `TRUE` if they handled the event and wish to block the event emission chain, or `FALSE` if the emission chain must continue

5. Keyboard events are emitted if actor has focus, see `clutter_stage_set_key_focus()`

6. Motion events (motion, enter, leave) are not emitted if `clutter_set_motion_events_enabled()` is called with `FALSE`. See `clutter_set_motion_events_enabled()` documentation for more information.

7. Once emitted, an event emission chain has two phases: capture and bubble. An emitted event starts in the capture phase (see ClutterActor::captured-event) beginning at the stage and traversing every child actor until the event source actor is reached. The emission then enters the bubble phase, traversing back up the chain via parents until it reaches the stage. Any event handler can abort this chain by returning `TRUE` (meaning "event handled").

8. Pointer events will 'pass through' non reactive overlapping actors.

Figure 2. Event flow in Clutter

Every '?' box in the diagram above is an entry point for application code.

For implementing a new custom actor class, please read the corresponding section of the API reference.

## Details

### CLUTTER_ACTOR_SET_FLAGS()

    #define CLUTTER_ACTOR_SET_FLAGS(a,f)    (((ClutterActor*)(a))->flags |= (f))

Sets the given flags on a ClutterActor

`a` : | a ClutterActor
`f` : | the ClutterActorFlags to set

### CLUTTER_ACTOR_UNSET_FLAGS()

    #define CLUTTER_ACTOR_UNSET_FLAGS(a,f)  (((ClutterActor*)(a))->flags &= ~(f))

Unsets the given flags on a ClutterActor

`a` : | a ClutterActor
`f` : | the ClutterActorFlags to unset

### CLUTTER_ACTOR_IS_MAPPED()

    #define CLUTTER_ACTOR_IS_MAPPED(a)      ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_MAPPED) != FALSE)

Evaluates to `TRUE` if the `CLUTTER_ACTOR_MAPPED` flag is set.

Means "the actor will be painted if the stage is mapped."

`TRUE` if the actor is visible; and all parents with possible exception of the stage are visible; and an ancestor of the actor is a toplevel.

Clutter auto-maintains the mapped flag whenever actors are reparented or shown/hidden.

`a` : | a ClutterActor

Since 0.2

### CLUTTER_ACTOR_IS_REALIZED()

    #define CLUTTER_ACTOR_IS_REALIZED(a)    ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REALIZED) != FALSE)

Evaluates to `TRUE` if the `CLUTTER_ACTOR_REALIZED` flag is set.

Whether GL resources such as textures are allocated; if an actor is mapped it must also be realized, but an actor can be realized and unmapped (this is so hiding an actor temporarily doesn't do an expensive unrealize/realize).

To be realized an actor must be inside a stage, and all its parents must be realized. The stage is required so the actor knows the correct GL context and window system resources to use.

`a` : | a ClutterActor

Since 0.2

### CLUTTER_ACTOR_IS_VISIBLE()

    #define CLUTTER_ACTOR_IS_VISIBLE(a)     ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_VISIBLE) != FALSE)

Evaluates to `TRUE` if the actor has been shown, `FALSE` if it's hidden. Equivalent to the ClutterActor::visible object property.

Note that an actor is only painted onscreen if it's mapped, which means it's visible, and all its parents are visible, and one of the parents is a toplevel stage.

`a` : | a ClutterActor

Since 0.2

### CLUTTER_ACTOR_IS_REACTIVE()

    #define CLUTTER_ACTOR_IS_REACTIVE(a)    ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REACTIVE) != FALSE)

Evaluates to `TRUE` if the `CLUTTER_ACTOR_REACTIVE` flag is set.

Only reactive actors will receive event-related signals.

`a` : | a ClutterActor

Since 0.6

### enum ClutterActorFlags

    typedef enum
    {
      CLUTTER_ACTOR_MAPPED   = 1 << 1,
      CLUTTER_ACTOR_REALIZED = 1 << 2,
      CLUTTER_ACTOR_REACTIVE = 1 << 3,
      CLUTTER_ACTOR_VISIBLE  = 1 << 4
    } ClutterActorFlags;

Flags used to signal the state of an actor.

`CLUTTER_ACTOR_MAPPED` | the actor will be painted (is visible, and inside a toplevel, and all parents visible)
`CLUTTER_ACTOR_REALIZED` | the resources associated to the actor have been allocated
`CLUTTER_ACTOR_REACTIVE` | the actor 'reacts' to mouse events emmitting event signals
`CLUTTER_ACTOR_VISIBLE` | the actor has been shown by the application program

### enum ClutterRequestMode

    typedef enum {
      CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
      CLUTTER_REQUEST_WIDTH_FOR_HEIGHT
    } ClutterRequestMode;

Specifies the type of requests for a ClutterActor.

`CLUTTER_REQUEST_HEIGHT_FOR_WIDTH` | Height for width requests
`CLUTTER_REQUEST_WIDTH_FOR_HEIGHT` | Width for height requests

Since 0.8

### ClutterGeometry

    typedef struct {
      gint   x;
      gint   y;
      guint  width;
      guint  height;
    } ClutterGeometry;

The rectangle containing an actor's bounding box, measured in pixels.

gint `x`; | X coordinate of the top left corner of an actor
gint `y`; | Y coordinate of the top left corner of an actor
guint `width`; | width of an actor
guint `height`; | height of an actor

### CLUTTER_CALLBACK()

    #define CLUTTER_CALLBACK(f)        ((ClutterCallback) (f))

Convenience macro to cast a function to ClutterCallback

`f` : | a function

### ClutterCallback ()

    void                (*ClutterCallback)                  (ClutterActor *actor,
                                                             gpointer data);

Generic callback

`actor` : | a ClutterActor
`data` : | user data

### ClutterActor

    typedef struct {
      guint32 flags;
    } ClutterActor;

Base class for actors.

guint32 `flags`; | ClutterActorFlags

### ClutterActorClass

    typedef struct {
      void (* show)                 (ClutterActor          *actor);
      void (* show_all)             (ClutterActor          *actor);
      void (* hide)                 (ClutterActor          *actor);
      void (* hide_all)             (ClutterActor          *actor);
      void (* realize)              (ClutterActor          *actor);
      void (* unrealize)            (ClutterActor          *actor);
      void (* map)                  (ClutterActor          *actor);
      void (* unmap)                (ClutterActor          *actor);
      void (* paint)                (ClutterActor          *actor);
      void (* parent_set)           (ClutterActor          *actor,
                                     ClutterActor          *old_parent);

      void (* destroy)              (ClutterActor          *actor);
      void (* pick)                 (ClutterActor          *actor,
                                     const ClutterColor    *color);

      void (* queue_redraw)         (ClutterActor          *actor,
                                     ClutterActor          *leaf_that_queued);

      /* size negotiation */
      void (* get_preferred_width)  (ClutterActor           *actor,
                                     gfloat                  for_height,
                                     gfloat                 *min_width_p,
                                     gfloat                 *natural_width_p);
      void (* get_preferred_height) (ClutterActor           *actor,
                                     gfloat                  for_width,
                                     gfloat                 *min_height_p,
                                     gfloat                 *natural_height_p);
      void (* allocate)             (ClutterActor           *actor,
                                     const ClutterActorBox  *box,
                                     ClutterAllocationFlags  flags);

      /* transformations */
      void (* apply_transform)      (ClutterActor           *actor,
                                     CoglMatrix             *matrix);

      /* event signals */
      gboolean (* event)                (ClutterActor         *actor,
                                         ClutterEvent         *event);
      gboolean (* button_press_event)   (ClutterActor         *actor,
                                         ClutterButtonEvent   *event);
      gboolean (* button_release_event) (ClutterActor         *actor,
                                         ClutterButtonEvent   *event);
      gboolean (* scroll_event)         (ClutterActor         *actor,
                                         ClutterScrollEvent   *event);
      gboolean (* key_press_event)      (ClutterActor         *actor,
                                         ClutterKeyEvent      *event);
      gboolean (* key_release_event)    (ClutterActor         *actor,
                                         ClutterKeyEvent      *event);
      gboolean (* motion_event)         (ClutterActor         *actor,
                                         ClutterMotionEvent   *event);
      gboolean (* enter_event)          (ClutterActor         *actor,
                                         ClutterCrossingEvent *event);
      gboolean (* leave_event)          (ClutterActor         *actor,
                                         ClutterCrossingEvent *event);
      gboolean (* captured_event)       (ClutterActor         *actor,
                                         ClutterEvent         *event);
      void     (* key_focus_in)         (ClutterActor         *actor);
      void     (* key_focus_out)        (ClutterActor         *actor);
    } ClutterActorClass;

Base class for actors.

`show` () | signal class handler for "show"; it must chain up to the parent's implementation
`show_all` () | virtual function for containers and composite actors, to determine which children should be shown when calling `clutter_actor_show_all()` on the actor. Defaults to calling `clutter_actor_show()`.
`hide` () | signal class handler for "hide"; it must chain up to the parent's implementation
`hide_all` () | virtual function for containers and composite actors, to determine which children should be shown when calling `clutter_actor_hide_all()` on the actor. Defaults to calling `clutter_actor_hide()`.
`realize` () | virtual function, used to allocate resources for the actor; it should chain up to the parent's implementation
`unrealize` () | virtual function, used to deallocate resources allocated in ::realize; it should chain up to the parent's implementation
`map` () | virtual function for containers and composite actors, to map their children; it must chain up to the parent's implementation
`unmap` () | virtual function for containers and composite actors, to unmap their children; it must chain up to the parent's implementation
`paint` () | virtual function, used to paint the actor
`parent_set` () | signal class handler for the "parent-set"
`destroy` () | signal class handler for "destroy"
`pick` () | virtual function, used to draw an outline of the actor with the given color
`queue_redraw` () | class handler for "queue-redraw"
`get_preferred_width` () | virtual function, used when querying the minimum and natural widths of an actor for a given height; it is used by `clutter_actor_get_preferred_width()`
`get_preferred_height` () | virtual function, used when querying the minimum and natural heights of an actor for a given width; it is used by `clutter_actor_get_preferred_height()`
`allocate` () | virtual function, used when settings the coordinates of an actor; it is used by `clutter_actor_allocate()`; it must chain up to the parent's implementation
`apply_transform` () | virtual function, used when applying the transformations to an actor before painting it or when transforming coordinates or the allocation; it must chain up to the parent's implementation
`event` () | class handler for "event"
`button_press_event` () | class handler for "button-press-event"
`button_release_event` () | class handler for "button-release-event"
`scroll_event` () | signal class closure for "scroll-event"
`key_press_event` () | signal class closure for "key-press-event"
`key_release_event` () | signal class closure for "key-release-event"
`motion_event` () | signal class closure for "motion-event"
`enter_event` () | signal class closure for "enter-event"
`leave_event` () | signal class closure for "leave-event"
`captured_event` () | signal class closure for "captured-event"
`key_focus_in` () | signal class closure for "focus-in"
`key_focus_out` () | signal class closure for "focus-out"

### clutter_actor_set_flags ()

    void                clutter_actor_set_flags             (ClutterActor *self,
                                                             ClutterActorFlags flags);

Sets `flags` on `self`

This function will emit notifications for the changed properties

`self` : | a ClutterActor
`flags` : | the flags to set

Since 1.0

### clutter_actor_unset_flags ()

    void                clutter_actor_unset_flags           (ClutterActor *self,
                                                             ClutterActorFlags flags);

Unsets `flags` on `self`

This function will emit notifications for the changed properties

`self` : | a ClutterActor
`flags` : | the flags to unset

Since 1.0

### clutter_actor_get_flags ()

    ClutterActorFlags   clutter_actor_get_flags             (ClutterActor *self);

Retrieves the flags set on `self`

`self` : | a ClutterActor
Returns : | a bitwise or of ClutterActorFlags or 0

Since 1.0

### clutter_actor_show ()

    void                clutter_actor_show                  (ClutterActor *self);

Flags an actor to be displayed. An actor that isn't shown will not be rendered on the stage.

Actors are visible by default.

If this function is called on an actor without a parent, the "show-on-set-parent" will be set to `TRUE` as a side effect.

`self` : | A ClutterActor

### clutter_actor_show_all ()

    void                clutter_actor_show_all              (ClutterActor *self);

Calls `clutter_actor_show()` on all children of an actor (if any).

`self` : | a ClutterActor

Since 0.2

### clutter_actor_hide ()

    void                clutter_actor_hide                  (ClutterActor *self);

Flags an actor to be hidden. A hidden actor will not be rendered on the stage.

Actors are visible by default.

If this function is called on an actor without a parent, the "show-on-set-parent" property will be set to `FALSE` as a side-effect.

`self` : | A ClutterActor

### clutter_actor_hide_all ()

    void                clutter_actor_hide_all              (ClutterActor *self);

Calls `clutter_actor_hide()` on all child actors (if any).

`self` : | a ClutterActor

Since 0.2

### clutter_actor_realize ()

    void                clutter_actor_realize               (ClutterActor *self);

Creates any underlying graphics resources needed by the actor to be displayed.

Realization means the actor is now tied to a specific rendering context (that is, a specific toplevel stage).

This function does nothing if the actor is already realized.

Because a realized actor must have realized parent actors, calling `clutter_actor_realize()` will also realize all parents of the actor.

This function does not realize child actors, except in the special case that realizing the stage, when the stage is visible, will suddenly map (and thus realize) the children of the stage.

`self` : | A ClutterActor

### clutter_actor_unrealize ()

    void                clutter_actor_unrealize             (ClutterActor *self);

Frees up any underlying graphics resources needed by the actor to be displayed.

Unrealization means the actor is now independent of any specific rendering context (is not attached to a specific toplevel stage).

Because mapped actors must be realized, actors may not be unrealized if they are mapped. This function hides the actor to be sure it isn't mapped, an application-visible side effect that you may not be expecting.

This function should not really be in the public API, because there isn't a good reason to call it. ClutterActor will already unrealize things for you when it's important to do so.

If you were using `clutter_actor_unrealize()` in a dispose implementation, then don't, just chain up to ClutterActor's dispose.

If you were using `clutter_actor_unrealize()` to implement unrealizing children of your container, then don't, ClutterActor will already take care of that.

If you were using `clutter_actor_unrealize()` to re-realize to create your resources in a different way, then use `_clutter_actor_rerealize()` (inside Clutter) or just call your code that recreates your resources directly (outside Clutter).

`self` : | A ClutterActor

### clutter_actor_paint ()

    void                clutter_actor_paint                 (ClutterActor *self);

Renders the actor to display.

This function should not be called directly by applications. Call `clutter_actor_queue_redraw()` to queue paints, instead.

This function will emit the "paint" signal.

`self` : | A ClutterActor

### clutter_actor_queue_redraw ()

    void                clutter_actor_queue_redraw          (ClutterActor *self);

Queues up a redraw of an actor and any children. The redraw occurs once the main loop becomes idle (after the current batch of events has been processed, roughly).

Applications rarely need to call this, as redraws are handled automatically by modification functions.

This function will not do anything if `self` is not visible, or if the actor is inside an invisible part of the scenegraph.

Also be aware that painting is a NOP for actors with an opacity of 0

`self` : | A ClutterActor

### clutter_actor_queue_relayout ()

    void                clutter_actor_queue_relayout        (ClutterActor *self);

Indicates that the actor's size request or other layout-affecting properties may have changed. This function is used inside ClutterActor subclass implementations, not by applications directly.

Queueing a new layout automatically queues a redraw as well.

`self` : | A ClutterActor

Since 0.8

### clutter_actor_destroy ()

    void                clutter_actor_destroy               (ClutterActor *self);

Destroys an actor. When an actor is destroyed, it will break any references it holds to other objects. If the actor is inside a container, the actor will be removed.

When you destroy a container, its children will be destroyed as well.

Note: you cannot destroy the ClutterStage returned by `clutter_stage_get_default()`.

`self` : | a ClutterActor

### clutter_actor_event ()

    gboolean            clutter_actor_event                 (ClutterActor *actor,
                                                             ClutterEvent *event,
                                                             gboolean capture);

This function is used to emit an event on the main stage. You should rarely need to use this function, except for synthetising events.

`actor` : | a ClutterActor
`event` : | a ClutterEvent
`capture` : | TRUE if event in in capture phase, FALSE otherwise.
Returns : | the return value from the signal emission: `TRUE` if the actor handled the event, or `FALSE` if the event was not handled

Since 0.6

### clutter_actor_should_pick_paint ()

    gboolean            clutter_actor_should_pick_paint     (ClutterActor *self);

Should be called inside the implementation of the "pick" virtual function in order to check whether the actor should paint itself in pick mode or not.

This function should never be called directly by applications.

`self` : | A ClutterActor
Returns : | `TRUE` if the actor should paint its silhouette, `FALSE` otherwise

### clutter_actor_map ()

    void                clutter_actor_map                   (ClutterActor *self);

Sets the CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps and realizes its children if they are visible. Does nothing if the actor is not visible.

Calling this is allowed in only one case: you are implementing the "map" virtual function in an actor and you need to map the children of that actor. It is not necessary to call this if you implement ClutterContainer because the default implementation will automatically map children of containers.

When overriding map, it is mandatory to chain up to the parent implementation.

`self` : | A ClutterActor

Since 1.0

### clutter_actor_unmap ()

    void                clutter_actor_unmap                 (ClutterActor *self);

Unsets the CLUTTER_ACTOR_MAPPED flag on the actor and possibly unmaps its children if they were mapped.

Calling this is allowed in only one case: you are implementing the "unmap" virtual function in an actor and you need to unmap the children of that actor. It is not necessary to call this if you implement ClutterContainer because the default implementation will automatically unmap children of containers.

When overriding unmap, it is mandatory to chain up to the parent implementation.

`self` : | A ClutterActor

Since 1.0

### enum ClutterAllocationFlags

    typedef enum
    {
      CLUTTER_ALLOCATION_NONE         = 0,
      CLUTTER_ABSOLUTE_ORIGIN_CHANGED = 1 << 1
    } ClutterAllocationFlags;

Flags passed to the ""`allocate()` virtual function and to the `clutter_actor_allocate()` function

`CLUTTER_ALLOCATION_NONE` | No flag set
`CLUTTER_ABSOLUTE_ORIGIN_CHANGED` | Whether the absolute origin of the actor has changed; this implies that any ancestor of the actor has been moved

Since 1.0

### clutter_actor_allocate ()

    void                clutter_actor_allocate              (ClutterActor *self,
                                                             const ClutterActorBox *box,
                                                             ClutterAllocationFlags flags);

Called by the parent of an actor to assign the actor its size. Should never be called by applications (except when implementing a container or layout manager).

Actors can know from their allocation box whether they have moved with respect to their parent actor. The `flags` parameter describes additional information about the allocation, for instance whether the parent has moved with respect to the stage, for example because a grandparent's origin has moved.

`self` : | A ClutterActor
`box` : | new allocation of the actor, in parent-relative coordinates
`flags` : | flags that control the allocation

Since 0.8

### clutter_actor_allocate_preferred_size ()

    void                clutter_actor_allocate_preferred_size
                                                            (ClutterActor *self,
                                                             ClutterAllocationFlags flags);

Allocates the natural size of `self`.

This function is a utility call for ClutterActor implementations that allocates the actor's preferred natural size. It can be used by fixed layout managers (like ClutterGroup or so called 'composite actors') inside the ClutterActor::allocate implementation to give each child exactly how much space it requires.

This function is not meant to be used by applications. It is also not meant to be used outside the implementation of the ClutterActor::allocate virtual function.

`self` : | a ClutterActor
`flags` : | flags controlling the allocation

Since 0.8

### clutter_actor_allocate_available_size ()

    void                clutter_actor_allocate_available_size
                                                            (ClutterActor *self,
                                                             gfloat x,
                                                             gfloat y,
                                                             gfloat available_width,
                                                             gfloat available_height,
                                                             ClutterAllocationFlags flags);

Allocates `self` taking into account the ClutterActor's preferred size, but limiting it to the maximum available width and height provided.

This function will do the right thing when dealing with the actor's request mode.

The implementation of this function is equivalent to:

      if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
        {
          clutter_actor_get_preferred_width (self, available_height,
                                             &min_width,
                                             &natural_width);
          width = CLAMP (natural_width, min_width, available_width);

          clutter_actor_get_preferred_height (self, width,
                                              &min_height,
                                              &natural_height);
          height = CLAMP (natural_height, min_height, available_height);
        }
      else
        {
          clutter_actor_get_preferred_height (self, available_width,
                                              &min_height,
                                              &natural_height);
          height = CLAMP (natural_height, min_height, available_height);

          clutter_actor_get_preferred_width (self, height,
                                             &min_width,
                                             &natural_width);
          width = CLAMP (natural_width, min_width, available_width);
        }

      box.x1 = x; box.y1 = y;
      box.x2 = box.x1 + available_width;
      box.y2 = box.y1 + available_height;
      clutter_actor_allocate (self, &box, flags);

This function can be used by fluid layout managers to allocate an actor's preferred size without making it bigger than the area available for the container.

`self` : | a ClutterActor
`x` : | the actor's X coordinate
`y` : | the actor's Y coordinate
`available_width` : | the maximum available width, or -1 to use the actor's natural width
`available_height` : | the maximum available height, or -1 to use the actor's natural height
`flags` : | flags controlling the allocation

Since 1.0

### clutter_actor_get_allocation_box ()

    void                clutter_actor_get_allocation_box    (ClutterActor *self,
                                                             ClutterActorBox *box);

Gets the layout box an actor has been assigned. The allocation can only be assumed valid inside a `paint()` method; anywhere else, it may be out-of-date.

An allocation does not incorporate the actor's scale or anchor point; those transformations do not affect layout, only rendering.

### Note

Do not call any of the clutter_actor_get_allocation_*() family of functions inside the implementation of the `get_preferred_width()` or `get_preferred_height()` virtual functions.

`self` : | A ClutterActor
`box` : | the function fills this in with the actor's allocation. out.

Since 0.8

### clutter_actor_get_allocation_geometry ()

    void                clutter_actor_get_allocation_geometry
                                                            (ClutterActor *self,
                                                             ClutterGeometry *geom);

Gets the layout box an actor has been assigned. The allocation can only be assumed valid inside a `paint()` method; anywhere else, it may be out-of-date.

An allocation does not incorporate the actor's scale or anchor point; those transformations do not affect layout, only rendering.

The returned rectangle is in pixels.

`self` : | A ClutterActor
`geom` : | allocation geometry in pixels. out.

Since 0.8

### clutter_actor_get_allocation_vertices ()

    void                clutter_actor_get_allocation_vertices
                                                            (ClutterActor *self,
                                                             ClutterActor *ancestor,
                                                             ClutterVertex verts[]);

Calculates the transformed coordinates of the four corners of the actor in the plane of `ancestor`. The returned vertices relate to the ClutterActorBox coordinates as follows:

- `verts`[0] contains (x1, y1)

- `verts`[1] contains (x2, y1)

- `verts`[2] contains (x1, y2)

- `verts`[3] contains (x2, y2)

If `ancestor` is `NULL` the ancestor will be the ClutterStage. In this case, the coordinates returned will be the coordinates on the stage before the projection is applied. This is different from the behaviour of `clutter_actor_get_abs_allocation_vertices()`.

`self` : | A ClutterActor
`ancestor` : | allow-none. allow-none.
`verts` : | out) (array fixed-size=4. out. array fixed-size=4.

Since 0.6

### clutter_actor_get_preferred_size ()

    void                clutter_actor_get_preferred_size    (ClutterActor *self,
                                                             gfloat *min_width_p,
                                                             gfloat *min_height_p,
                                                             gfloat *natural_width_p,
                                                             gfloat *natural_height_p);

Computes the preferred minimum and natural size of an actor, taking into account the actor's geometry management (either height-for-width or width-for-height).

The width and height used to compute the preferred height and preferred width are the actor's natural ones.

If you need to control the height for the preferred width, or the width for the preferred height, you should use `clutter_actor_get_preferred_width()` and `clutter_actor_get_preferred_height()`, and check the actor's preferred geometry management using the "request-mode" property.

`self` : | a ClutterActor
`min_width_p` : | out) (allow-none. out. allow-none.
`min_height_p` : | out) (allow-none. out. allow-none.
`natural_width_p` : | out) (allow-none. out. allow-none.
`natural_height_p` : | out) (allow-none. out. allow-none.

Since 0.8

### clutter_actor_get_preferred_width ()

    void                clutter_actor_get_preferred_width   (ClutterActor *self,
                                                             gfloat for_height,
                                                             gfloat *min_width_p,
                                                             gfloat *natural_width_p);

Computes the requested minimum and natural widths for an actor, optionally depending on the specified height, or if they are already computed, returns the cached values.

An actor may not get its request - depending on the layout manager that's in effect.

A request should not incorporate the actor's scale or anchor point; those transformations do not affect layout, only rendering.

`self` : | A ClutterActor
`for_height` : | available height when computing the preferred width, or a negative value to indicate that no height is defined
`min_width_p` : | out) (allow-none. out. allow-none.
`natural_width_p` : | out) (allow-none. out. allow-none.

Since 0.8

### clutter_actor_get_preferred_height ()

    void                clutter_actor_get_preferred_height  (ClutterActor *self,
                                                             gfloat for_width,
                                                             gfloat *min_height_p,
                                                             gfloat *natural_height_p);

Computes the requested minimum and natural heights for an actor, or if they are already computed, returns the cached values.

An actor may not get its request - depending on the layout manager that's in effect.

A request should not incorporate the actor's scale or anchor point; those transformations do not affect layout, only rendering.

`self` : | A ClutterActor
`for_width` : | available width to assume in computing desired height, or a negative value to indicate that no width is defined
`min_height_p` : | out) (allow-none. out. allow-none.
`natural_height_p` : | out) (allow-none. out. allow-none.

Since 0.8

### clutter_actor_set_fixed_position_set ()

    void                clutter_actor_set_fixed_position_set
                                                            (ClutterActor *self,
                                                             gboolean is_set);

Sets whether an actor has a fixed position set (and will thus be unaffected by any layout manager).

`self` : | A ClutterActor
`is_set` : | whether to use fixed position

Since 0.8

### clutter_actor_get_fixed_position_set ()

    gboolean            clutter_actor_get_fixed_position_set
                                                            (ClutterActor *self);

Checks whether an actor has a fixed position set (and will thus be unaffected by any layout manager).

`self` : | A ClutterActor
Returns : | `TRUE` if the fixed position is set on the actor

Since 0.8

### clutter_actor_set_geometry ()

    void                clutter_actor_set_geometry          (ClutterActor *self,
                                                             const ClutterGeometry *geometry);

Sets the actor's fixed position and forces its minimum and natural size, in pixels. This means the untransformed actor will have the given geometry. This is the same as calling `clutter_actor_set_position()` and `clutter_actor_set_size()`.

`self` : | A ClutterActor
`geometry` : | A ClutterGeometry

### clutter_actor_get_geometry ()

    void                clutter_actor_get_geometry          (ClutterActor *self,
                                                             ClutterGeometry *geometry);

Gets the size and position of an actor relative to its parent actor. This is the same as calling `clutter_actor_get_position()` and `clutter_actor_get_size()`. It tries to "do what you mean" and get the requested size and position if the actor's allocation is invalid.

`self` : | A ClutterActor
`geometry` : | A location to store actors ClutterGeometry. out.

### clutter_actor_set_size ()

    void                clutter_actor_set_size              (ClutterActor *self,
                                                             gfloat width,
                                                             gfloat height);

Sets the actor's size request in pixels. This overrides any "normal" size request the actor would have. For example a text actor might normally request the size of the text; this function would force a specific size instead.

If `width` and/or `height` are -1 the actor will use its "normal" size request instead of overriding it, i.e. you can "unset" the size with -1.

This function sets or unsets both the minimum and natural size.

`self` : | A ClutterActor
`width` : | New width of actor in pixels, or -1
`height` : | New height of actor in pixels, or -1

### clutter_actor_get_size ()

    void                clutter_actor_get_size              (ClutterActor *self,
                                                             gfloat *width,
                                                             gfloat *height);

This function tries to "do what you mean" and return the size an actor will have. If the actor has a valid allocation, the allocation will be returned; otherwise, the actors natural size request will be returned.

If you care whether you get the request vs. the allocation, you should probably call a different function like `clutter_actor_get_allocation_box()` or `clutter_actor_get_preferred_width()`.

`self` : | A ClutterActor
`width` : | return location for the width, or `NULL`.. out. allow-none.
`height` : | return location for the height, or `NULL`.. out. allow-none.

Since 0.2

### clutter_actor_set_position ()

    void                clutter_actor_set_position          (ClutterActor *self,
                                                             gfloat x,
                                                             gfloat y);

Sets the actor's fixed position in pixels relative to any parent actor.

If a layout manager is in use, this position will override the layout manager and force a fixed position.

`self` : | A ClutterActor
`x` : | New left position of actor in pixels.
`y` : | New top position of actor in pixels.

### clutter_actor_get_position ()

    void                clutter_actor_get_position          (ClutterActor *self,
                                                             gfloat *x,
                                                             gfloat *y);

This function tries to "do what you mean" and tell you where the actor is, prior to any transformations. Retrieves the fixed position of an actor in pixels, if one has been set; otherwise, if the allocation is valid, returns the actor's allocated position; otherwise, returns 0,0.

The returned position is in pixels.

`self` : | a ClutterActor
`x` : | return location for the X coordinate, or `NULL`. out. allow-none.
`y` : | return location for the Y coordinate, or `NULL`. out. allow-none.

Since 0.6

### clutter_actor_set_width ()

    void                clutter_actor_set_width             (ClutterActor *self,
                                                             gfloat width);

Forces a width on an actor, causing the actor's preferred width and height (if any) to be ignored.

This function sets both the minimum and natural size of the actor.

`self` : | A ClutterActor
`width` : | Requested new width for the actor, in pixels

Since 0.2

### clutter_actor_get_width ()

    gfloat              clutter_actor_get_width             (ClutterActor *self);

Retrieves the width of a ClutterActor.

If the actor has a valid allocation, this function will return the width of the allocated area given to the actor.

If the actor does not have a valid allocation, this function will return the actor's natural width, that is the preferred width of the actor.

If you care whether you get the preferred width or the width that has been assigned to the actor, you should probably call a different function like `clutter_actor_get_allocation_box()` to retrieve the allocated size or `clutter_actor_get_preferred_width()` to retrieve the preferred width.

If an actor has a fixed width, for instance a width that has been assigned using `clutter_actor_set_width()`, the width returned will be the same value.

`self` : | A ClutterActor
Returns : | the width of the actor, in pixels

### clutter_actor_set_height ()

    void                clutter_actor_set_height            (ClutterActor *self,
                                                             gfloat height);

Forces a height on an actor, causing the actor's preferred width and height (if any) to be ignored.

This function sets both the minimum and natural size of the actor.

`self` : | A ClutterActor
`height` : | Requested new height for the actor, in pixels

Since 0.2

### clutter_actor_get_height ()

    gfloat              clutter_actor_get_height            (ClutterActor *self);

Retrieves the height of a ClutterActor.

If the actor has a valid allocation, this function will return the height of the allocated area given to the actor.

If the actor does not have a valid allocation, this function will return the actor's natural height, that is the preferred height of the actor.

If you care whether you get the preferred height or the height that has been assigned to the actor, you should probably call a different function like `clutter_actor_get_allocation_box()` to retrieve the allocated size or `clutter_actor_get_preferred_height()` to retrieve the preferred height.

If an actor has a fixed height, for instance a height that has been assigned using `clutter_actor_set_height()`, the height returned will be the same value.

`self` : | A ClutterActor
Returns : | the height of the actor, in pixels

### clutter_actor_set_x ()

    void                clutter_actor_set_x                 (ClutterActor *self,
                                                             gfloat x);

Sets the actor's X coordinate, relative to its parent, in pixels.

Overrides any layout manager and forces a fixed position for the actor.

`self` : | a ClutterActor
`x` : | the actor's position on the X axis

Since 0.6

### clutter_actor_get_x ()

    gfloat              clutter_actor_get_x                 (ClutterActor *self);

Retrieves the X coordinate of a ClutterActor.

This function tries to "do what you mean", by returning the correct value depending on the actor's state.

If the actor has a valid allocation, this function will return the X coordinate of the origin of the allocation box.

If the actor has any fixed coordinate set using `clutter_actor_set_x()`, `clutter_actor_set_position()` or `clutter_actor_set_geometry()`, this function will return that coordinate.

If both the allocation and a fixed position are missing, this function will return 0.

`self` : | A ClutterActor
Returns : | the X coordinate, in pixels, ignoring any transformation (i.e. scaling, rotation)

### clutter_actor_set_y ()

    void                clutter_actor_set_y                 (ClutterActor *self,
                                                             gfloat y);

Sets the actor's Y coordinate, relative to its parent, in pixels.#

Overrides any layout manager and forces a fixed position for the actor.

`self` : | a ClutterActor
`y` : | the actor's position on the Y axis

Since 0.6

### clutter_actor_get_y ()

    gfloat              clutter_actor_get_y                 (ClutterActor *self);

Retrieves the Y coordinate of a ClutterActor.

This function tries to "do what you mean", by returning the correct value depending on the actor's state.

If the actor has a valid allocation, this function will return the Y coordinate of the origin of the allocation box.

If the actor has any fixed coordinate set using `clutter_actor_set_y()`, `clutter_actor_set_position()` or `clutter_actor_set_geometry()`, this function will return that coordinate.

If both the allocation and a fixed position are missing, this function will return 0.

`self` : | A ClutterActor
Returns : | the Y coordinate, in pixels, ignoring any transformation (i.e. scaling, rotation)

### clutter_actor_move_by ()

    void                clutter_actor_move_by               (ClutterActor *self,
                                                             gfloat dx,
                                                             gfloat dy);

Moves an actor by the specified distance relative to its current position in pixels.

This function modifies the fixed position of an actor and thus removes it from any layout management. Another way to move an actor is with an anchor point, see `clutter_actor_set_anchor_point()`.

`self` : | A ClutterActor
`dx` : | Distance to move Actor on X axis.
`dy` : | Distance to move Actor on Y axis.

Since 0.2

### clutter_actor_set_rotation ()

    void                clutter_actor_set_rotation          (ClutterActor *self,
                                                             ClutterRotateAxis axis,
                                                             gdouble angle,
                                                             gfloat x,
                                                             gfloat y,
                                                             gfloat z);

Sets the rotation angle of `self` around the given axis.

The rotation center coordinates used depend on the value of `axis`:

- `CLUTTER_X_AXIS` requires `y` and `z`

- `CLUTTER_Y_AXIS` requires `x` and `z`

- `CLUTTER_Z_AXIS` requires `x` and `y`

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.

`self` : | a ClutterActor
`axis` : | the axis of rotation
`angle` : | the angle of rotation
`x` : | X coordinate of the rotation center
`y` : | Y coordinate of the rotation center
`z` : | Z coordinate of the rotation center

Since 0.8

### clutter_actor_set_z_rotation_from_gravity ()

    void                clutter_actor_set_z_rotation_from_gravity
                                                            (ClutterActor *self,
                                                             gdouble angle,
                                                             ClutterGravity gravity);

Sets the rotation angle of `self` around the Z axis using the center point specified as a compass point. For example to rotate such that the center of the actor remains static you can use `CLUTTER_GRAVITY_CENTER`. If the actor changes size the center point will move accordingly.

`self` : | a ClutterActor
`angle` : | the angle of rotation
`gravity` : | the center point of the rotation

Since 1.0

### clutter_actor_get_rotation ()

    gdouble             clutter_actor_get_rotation          (ClutterActor *self,
                                                             ClutterRotateAxis axis,
                                                             gfloat *x,
                                                             gfloat *y,
                                                             gfloat *z);

Retrieves the angle and center of rotation on the given axis, set using `clutter_actor_set_rotation()`.

`self` : | a ClutterActor
`axis` : | the axis of rotation
`x` : | return value for the X coordinate of the center of rotation. out.
`y` : | return value for the Y coordinate of the center of rotation. out.
`z` : | return value for the Z coordinate of the center of rotation. out.
Returns : | the angle of rotation

Since 0.8

### clutter_actor_get_z_rotation_gravity ()

    ClutterGravity      clutter_actor_get_z_rotation_gravity
                                                            (ClutterActor *self);

Retrieves the center for the rotation around the Z axis as a compass direction. If the center was specified in pixels or units this will return `CLUTTER_GRAVITY_NONE`.

`self` : | A ClutterActor
Returns : | the Z rotation center

Since 1.0

### clutter_actor_is_rotated ()

    gboolean            clutter_actor_is_rotated            (ClutterActor *self);

Checks whether any rotation is applied to the actor.

`self` : | a ClutterActor
Returns : | `TRUE` if the actor is rotated.

Since 0.6

### clutter_actor_set_opacity ()

    void                clutter_actor_set_opacity           (ClutterActor *self,
                                                             guint8 opacity);

Sets the actor's opacity, with zero being completely transparent and 255 (0xff) being fully opaque.

`self` : | A ClutterActor
`opacity` : | New opacity value for the actor.

### clutter_actor_get_opacity ()

    guint8              clutter_actor_get_opacity           (ClutterActor *self);

Retrieves the opacity value of an actor, as set by `clutter_actor_set_opacity()`.

For retrieving the absolute opacity of the actor inside a paint virtual function, see `clutter_actor_get_paint_opacity()`.

`self` : | a ClutterActor
Returns : | the opacity of the actor

### clutter_actor_set_name ()

    void                clutter_actor_set_name              (ClutterActor *self,
                                                             const gchar *name);

Sets the given name to `self`. The name can be used to identify a ClutterActor.

`self` : | A ClutterActor
`name` : | Textual tag to apply to actor

### clutter_actor_get_name ()

    const gchar *       clutter_actor_get_name              (ClutterActor *self);

Retrieves the name of `self`.

`self` : | A ClutterActor
Returns : | the name of the actor, or `NULL`. The returned string is owned by the actor and should not be modified or freed.

### clutter_actor_get_gid ()

    guint32             clutter_actor_get_gid               (ClutterActor *self);

Retrieves the unique id for `self`.

`self` : | A ClutterActor
Returns : | Globally unique value for this object instance.

Since 0.6

### clutter_actor_set_clip ()

    void                clutter_actor_set_clip              (ClutterActor *self,
                                                             gfloat xoff,
                                                             gfloat yoff,
                                                             gfloat width,
                                                             gfloat height);

Sets clip area for `self`. The clip area is always computed from the upper left corner of the actor, even if the anchor point is set otherwise.

`self` : | A ClutterActor
`xoff` : | X offset of the clip rectangle
`yoff` : | Y offset of the clip rectangle
`width` : | Width of the clip rectangle
`height` : | Height of the clip rectangle

Since 0.6

### clutter_actor_remove_clip ()

    void                clutter_actor_remove_clip           (ClutterActor *self);

Removes clip area from `self`.

`self` : | A ClutterActor

### clutter_actor_has_clip ()

    gboolean            clutter_actor_has_clip              (ClutterActor *self);

Determines whether the actor has a clip area set or not.

`self` : | a ClutterActor
Returns : | `TRUE` if the actor has a clip area set.

Since 0.1.1

### clutter_actor_get_clip ()

    void                clutter_actor_get_clip              (ClutterActor *self,
                                                             gfloat *xoff,
                                                             gfloat *yoff,
                                                             gfloat *width,
                                                             gfloat *height);

Gets the clip area for `self`, if any is set

`self` : | a ClutterActor
`xoff` : | out) (allow-none. out. allow-none.
`yoff` : | out) (allow-none. out. allow-none.
`width` : | out) (allow-none. out. allow-none.
`height` : | out) (allow-none. out. allow-none.

Since 0.6

### clutter_actor_set_parent ()

    void                clutter_actor_set_parent            (ClutterActor *self,
                                                             ClutterActor *parent);

Sets the parent of `self` to `parent`. The opposite function is `clutter_actor_unparent()`.

This function should not be used by applications, but by custom container actor subclasses.

`self` : | A ClutterActor
`parent` : | A new ClutterActor parent

### clutter_actor_get_parent ()

    ClutterActor *      clutter_actor_get_parent            (ClutterActor *self);

Retrieves the parent of `self`.

`self` : | A ClutterActor
Returns : | transfer none. transfer none.

### clutter_actor_reparent ()

    void                clutter_actor_reparent              (ClutterActor *self,
                                                             ClutterActor *new_parent);

This function resets the parent actor of `self`. It is logically equivalent to calling `clutter_actor_unparent()` and `clutter_actor_set_parent()`, but more efficiently implemented, ensures the child is not finalized when unparented, and emits the parent-set signal only one time.

`self` : | a ClutterActor
`new_parent` : | the new ClutterActor parent

Since 0.2

### clutter_actor_unparent ()

    void                clutter_actor_unparent              (ClutterActor *self);

Removes the parent of `self`.

This function should not be used in applications. It should be called by implementations of container actors, to dissociate a child from the container.

`self` : | a ClutterActor

Since 0.1.1

### clutter_actor_raise ()

    void                clutter_actor_raise                 (ClutterActor *self,
                                                             ClutterActor *below);

Puts `self` above `below`.

Both actors must have the same parent.

This function is the equivalent of `clutter_container_raise_child()`.

`self` : | A ClutterActor
`below` : | A ClutterActor to raise above.. allow-none.

### clutter_actor_lower ()

    void                clutter_actor_lower                 (ClutterActor *self,
                                                             ClutterActor *above);

Puts `self` below `above`.

Both actors must have the same parent.

This function is the equivalent of `clutter_container_lower_child()`.

`self` : | A ClutterActor
`above` : | A ClutterActor to lower below. allow-none.

### clutter_actor_raise_top ()

    void                clutter_actor_raise_top             (ClutterActor *self);

Raises `self` to the top.

This function calls `clutter_actor_raise()` internally.

`self` : | A ClutterActor

### clutter_actor_lower_bottom ()

    void                clutter_actor_lower_bottom          (ClutterActor *self);

Lowers `self` to the bottom.

This function calls `clutter_actor_lower()` internally.

`self` : | A ClutterActor

### clutter_actor_get_stage ()

    ClutterActor*       clutter_actor_get_stage             (ClutterActor *actor);

Retrieves the ClutterStage where `actor` is contained.

`actor` : | a ClutterActor
Returns : | the stage containing the actor, or `NULL`. transfer none.

Since 0.8

### clutter_actor_set_depth ()

    void                clutter_actor_set_depth             (ClutterActor *self,
                                                             gfloat depth);

Sets the Z coordinate of `self` to `depth`.

The unit used by `depth` is dependant on the perspective setup. See also `clutter_stage_set_perspective()`.

`self` : | a ClutterActor
`depth` : | Z co-ord

### clutter_actor_get_depth ()

    gfloat              clutter_actor_get_depth             (ClutterActor *self);

Retrieves the depth of `self`.

`self` : | a ClutterActor
Returns : | the depth of the actor

### clutter_actor_set_scale ()

    void                clutter_actor_set_scale             (ClutterActor *self,
                                                             gdouble scale_x,
                                                             gdouble scale_y);

Scales an actor with the given factors. The scaling is relative to the scale center and the anchor point. The scale center is unchanged by this function and defaults to 0,0.

`self` : | A ClutterActor
`scale_x` : | double factor to scale actor by horizontally.
`scale_y` : | double factor to scale actor by vertically.

Since 0.2

### clutter_actor_set_scale_full ()

    void                clutter_actor_set_scale_full        (ClutterActor *self,
                                                             gdouble scale_x,
                                                             gdouble scale_y,
                                                             gfloat center_x,
                                                             gfloat center_y);

Scales an actor with the given factors around the given center point. The center point is specified in pixels relative to the anchor point (usually the top left corner of the actor).

`self` : | A ClutterActor
`scale_x` : | double factor to scale actor by horizontally.
`scale_y` : | double factor to scale actor by vertically.
`center_x` : | X coordinate of the center of the scale.
`center_y` : | Y coordinate of the center of the scale

Since 1.0

### clutter_actor_set_scale_with_gravity ()

    void                clutter_actor_set_scale_with_gravity
                                                            (ClutterActor *self,
                                                             gdouble scale_x,
                                                             gdouble scale_y,
                                                             ClutterGravity gravity);

Scales an actor with the given factors around the given center point. The center point is specified as one of the compass directions in ClutterGravity. For example, setting it to north will cause the top of the actor to remain unchanged and the rest of the actor to expand left, right and downwards.

`self` : | A ClutterActor
`scale_x` : | double factor to scale actor by horizontally.
`scale_y` : | double factor to scale actor by vertically.
`gravity` : | the location of the scale center expressed as a compass direction.

Since 1.0

### clutter_actor_get_scale ()

    void                clutter_actor_get_scale             (ClutterActor *self,
                                                             gdouble *scale_x,
                                                             gdouble *scale_y);

Retrieves an actors scale factors.

`self` : | A ClutterActor
`scale_x` : | out) (allow-none. out. allow-none.
`scale_y` : | out) (allow-none. out. allow-none.

Since 0.2

### clutter_actor_get_scale_center ()

    void                clutter_actor_get_scale_center      (ClutterActor *self,
                                                             gfloat *center_x,
                                                             gfloat *center_y);

Retrieves the scale center coordinate in pixels relative to the top left corner of the actor. If the scale center was specified using a ClutterGravity this will calculate the pixel offset using the current size of the actor.

`self` : | A ClutterActor
`center_x` : | out) (allow-none. out. allow-none.
`center_y` : | out) (allow-none. out. allow-none.

Since 1.0

### clutter_actor_get_scale_gravity ()

    ClutterGravity      clutter_actor_get_scale_gravity     (ClutterActor *self);

Retrieves the scale center as a compass direction. If the scale center was specified in pixels or units this will return `CLUTTER_GRAVITY_NONE`.

`self` : | A ClutterActor
Returns : | the scale gravity

Since 1.0

### clutter_actor_is_scaled ()

    gboolean            clutter_actor_is_scaled             (ClutterActor *self);

Checks whether the actor is scaled in either dimension.

`self` : | a ClutterActor
Returns : | `TRUE` if the actor is scaled.

Since 0.6

### clutter_actor_apply_transform_to_point ()

    void                clutter_actor_apply_transform_to_point
                                                            (ClutterActor *self,
                                                             const ClutterVertex *point,
                                                             ClutterVertex *vertex);

Transforms `point` in coordinates relative to the actor into screen-relative coordinates with the current actor transformation (i.e. scale, rotation, etc)

`self` : | A ClutterActor
`point` : | A point as ClutterVertex
`vertex` : | The translated ClutterVertex

Since 0.4

### clutter_actor_transform_stage_point ()

    gboolean            clutter_actor_transform_stage_point (ClutterActor *self,
                                                             gfloat x,
                                                             gfloat y,
                                                             gfloat *x_out,
                                                             gfloat *y_out);

This function translates screen coordinates (`x`, `y`) to coordinates relative to the actor. For example, it can be used to translate screen events from global screen coordinates into actor-local coordinates.

The conversion can fail, notably if the transform stack results in the actor being projected on the screen as a mere line.

The conversion should not be expected to be pixel-perfect due to the nature of the operation. In general the error grows when the skewing of the actor rectangle on screen increases.

Note: This function is fairly computationally intensive.

Note: This function only works when the allocation is up-to-date, i.e. inside of `paint()`

`self` : | A ClutterActor
`x` : | x screen coordinate of the point to unproject. in.
`y` : | y screen coordinate of the point to unproject. in.
`x_out` : | return location for the unprojected x coordinance. out.
`y_out` : | return location for the unprojected y coordinance. out.
Returns : | `TRUE` if conversion was successful.

Since 0.6

### clutter_actor_apply_relative_transform_to_point ()

    void                clutter_actor_apply_relative_transform_to_point
                                                            (ClutterActor *self,
                                                             ClutterActor *ancestor,
                                                             const ClutterVertex *point,
                                                             ClutterVertex *vertex);

Transforms `point` in coordinates relative to the actor into ancestor-relative coordinates using the relevant transform stack (i.e. scale, rotation, etc).

If `ancestor` is `NULL` the ancestor will be the ClutterStage. In this case, the coordinates returned will be the coordinates on the stage before the projection is applied. This is different from the behaviour of `clutter_actor_apply_transform_to_point()`.

`self` : | A ClutterActor
`ancestor` : | allow-none. allow-none.
`point` : | A point as ClutterVertex
`vertex` : | The translated ClutterVertex

Since 0.6

### clutter_actor_get_transformed_position ()

    void                clutter_actor_get_transformed_position
                                                            (ClutterActor *self,
                                                             gfloat *x,
                                                             gfloat *y);

Gets the absolute position of an actor, in pixels relative to the stage.

`self` : | A ClutterActor
`x` : | return location for the X coordinate, or `NULL`. out. allow-none.
`y` : | return location for the Y coordinate, or `NULL`. out. allow-none.

Since 0.8

### clutter_actor_get_transformed_size ()

    void                clutter_actor_get_transformed_size  (ClutterActor *self,
                                                             gfloat *width,
                                                             gfloat *height);

Gets the absolute size of an actor in pixels, taking into account the scaling factors.

If the actor has a valid allocation, the allocated size will be used. If the actor has not a valid allocation then the preferred size will be transformed and returned.

If you want the transformed allocation, see `clutter_actor_get_abs_allocation_vertices()` instead.

### Note

When the actor (or one of its ancestors) is rotated around the X or Y axis, it no longer appears as on the stage as a rectangle, but as a generic quadrangle; in that case this function returns the size of the smallest rectangle that encapsulates the entire quad. Please note that in this case no assumptions can be made about the relative position of this envelope to the absolute position of the actor, as returned by `clutter_actor_get_transformed_position()`; if you need this information, you need to use `clutter_actor_get_abs_allocation_vertices()` to get the coords of the actual quadrangle.

`self` : | A ClutterActor
`width` : | return location for the width, or `NULL`. out. allow-none.
`height` : | return location for the height, or `NULL`. out. allow-none.

Since 0.8

### clutter_actor_get_paint_opacity ()

    guint8              clutter_actor_get_paint_opacity     (ClutterActor *self);

Retrieves the absolute opacity of the actor, as it appears on the stage.

This function traverses the hierarchy chain and composites the opacity of the actor with that of its parents.

This function is intended for subclasses to use in the paint virtual function, to paint themselves with the correct opacity.

`self` : | A ClutterActor
Returns : | The actor opacity value.

Since 0.8

### clutter_actor_get_paint_visibility ()

    gboolean            clutter_actor_get_paint_visibility  (ClutterActor *self);

Retrieves the 'paint' visibility of an actor recursively checking for non visible parents.

This is by definition the same as `CLUTTER_ACTOR_IS_MAPPED()`.

`self` : | A ClutterActor
Returns : | TRUE if the actor is visibile and will be painted.

Since 0.8.4

### clutter_actor_get_abs_allocation_vertices ()

    void                clutter_actor_get_abs_allocation_vertices
                                                            (ClutterActor *self,
                                                             ClutterVertex verts[]);

Calculates the transformed screen coordinates of the four corners of the actor; the returned vertices relate to the ClutterActorBox coordinates as follows:

- v[0] contains (x1, y1)

- v[1] contains (x2, y1)

- v[2] contains (x1, y2)

- v[3] contains (x2, y2)

`self` : | A ClutterActor
`verts` : | out) (array fixed-size=4. out. array fixed-size=4.

Since 0.4

### clutter_actor_get_transformation_matrix ()

    void                clutter_actor_get_transformation_matrix
                                                            (ClutterActor *self,
                                                             CoglMatrix *matrix);

Retrieves the transformations applied to `self`

`self` : | a ClutterActor
`matrix` : | the return location for a CoglMatrix. out.

Since 1.0

### clutter_actor_set_anchor_point ()

    void                clutter_actor_set_anchor_point      (ClutterActor *self,
                                                             gfloat anchor_x,
                                                             gfloat anchor_y);

Sets an anchor point for `self`. The anchor point is a point in the coordinate space of an actor to which the actor position within its parent is relative; the default is (0, 0), i.e. the top-left corner of the actor.

`self` : | a ClutterActor
`anchor_x` : | X coordinate of the anchor point
`anchor_y` : | Y coordinate of the anchor point

Since 0.6

### clutter_actor_get_anchor_point ()

    void                clutter_actor_get_anchor_point      (ClutterActor *self,
                                                             gfloat *anchor_x,
                                                             gfloat *anchor_y);

Gets the current anchor point of the `actor` in pixels.

`self` : | a ClutterActor
`anchor_x` : | return location for the X coordinate of the anchor point. out.
`anchor_y` : | return location for the Y coordinate of the anchor point. out.

Since 0.6

### clutter_actor_set_anchor_point_from_gravity ()

    void                clutter_actor_set_anchor_point_from_gravity
                                                            (ClutterActor *self,
                                                             ClutterGravity gravity);

Sets an anchor point on the actor, based on the given gravity (this is a convenience function wrapping `clutter_actor_set_anchor_point()`).

Since version 1.0 the anchor point will be stored as a gravity so that if the actor changes size then the anchor point will move. For example, if you set the anchor point to `CLUTTER_GRAVITY_SOUTH_EAST` and later double the size of the actor, the anchor point will move to the bottom right.

`self` : | a ClutterActor
`gravity` : | ClutterGravity.

Since 0.6

### clutter_actor_get_anchor_point_gravity ()

    ClutterGravity      clutter_actor_get_anchor_point_gravity
                                                            (ClutterActor *self);

Retrieves the anchor position expressed as a ClutterGravity. If the anchor point was specified using pixels or units this will return `CLUTTER_GRAVITY_NONE`.

`self` : | a ClutterActor
Returns : | the ClutterGravity used by the anchor point

Since 1.0

### clutter_actor_move_anchor_point ()

    void                clutter_actor_move_anchor_point     (ClutterActor *self,
                                                             gfloat anchor_x,
                                                             gfloat anchor_y);

Sets an anchor point for the actor, and adjusts the actor postion so that the relative position of the actor toward its parent remains the same.

`self` : | a ClutterActor
`anchor_x` : | X coordinate of the anchor point
`anchor_y` : | Y coordinate of the anchor point

Since 0.6

### clutter_actor_move_anchor_point_from_gravity ()

    void                clutter_actor_move_anchor_point_from_gravity
                                                            (ClutterActor *self,
                                                             ClutterGravity gravity);

Sets an anchor point on the actor based on the given gravity, adjusting the actor postion so that its relative position within its parent remains unchanged.

Since version 1.0 the anchor point will be stored as a gravity so that if the actor changes size then the anchor point will move. For example, if you set the anchor point to `CLUTTER_GRAVITY_SOUTH_EAST` and later double the size of the actor, the anchor point will move to the bottom right.

`self` : | a ClutterActor
`gravity` : | ClutterGravity.

Since 0.6

### clutter_actor_set_reactive ()

    void                clutter_actor_set_reactive          (ClutterActor *actor,
                                                             gboolean reactive);

Sets `actor` as reactive. Reactive actors will receive events.

`actor` : | a ClutterActor
`reactive` : | whether the actor should be reactive to events

Since 0.6

### clutter_actor_get_reactive ()

    gboolean            clutter_actor_get_reactive          (ClutterActor *actor);

Checks whether `actor` is marked as reactive.

`actor` : | a ClutterActor
Returns : | `TRUE` if the actor is reactive

Since 0.6

### clutter_actor_set_shader ()

    gboolean            clutter_actor_set_shader            (ClutterActor *self,
                                                             ClutterShader *shader);

Sets the ClutterShader to be used when rendering `self`.

If `shader` is `NULL` it will unset any currently set shader for the actor.

`self` : | a ClutterActor
`shader` : | a ClutterShader or `NULL` to unset the shader.. allow-none.
Returns : | `TRUE` if the shader was successfully applied

Since 0.6

### clutter_actor_get_shader ()

    ClutterShader *     clutter_actor_get_shader            (ClutterActor *self);

Queries the currently set ClutterShader on `self`.

`self` : | a ClutterActor
Returns : | transfer none. transfer none.

Since 0.6

### clutter_actor_set_shader_param ()

    void                clutter_actor_set_shader_param      (ClutterActor *self,
                                                             const gchar *param,
                                                             const GValue *value);

Sets the value for a named parameter of the shader applied to `actor`.

`self` : | a ClutterActor
`param` : | the name of the parameter
`value` : | the value of the parameter

Since 1.0

### clutter_actor_set_shader_param_float ()

    void                clutter_actor_set_shader_param_float
                                                            (ClutterActor *self,
                                                             const gchar *param,
                                                             gfloat value);

Sets the value for a named float parameter of the shader applied to `actor`.

`self` : | a ClutterActor
`param` : | the name of the parameter
`value` : | the value of the parameter

Since 0.8

### clutter_actor_set_shader_param_int ()

    void                clutter_actor_set_shader_param_int  (ClutterActor *self,
                                                             const gchar *param,
                                                             gint value);

Sets the value for a named int parameter of the shader applied to `actor`.

`self` : | a ClutterActor
`param` : | the name of the parameter
`value` : | the value of the parameter

Since 0.8

### clutter_actor_grab_key_focus ()

    void                clutter_actor_grab_key_focus        (ClutterActor *self);

Sets the key focus of the ClutterStage including `self` to this ClutterActor.

`self` : | a ClutterActor

Since 1.0

### clutter_actor_get_pango_context ()

    PangoContext *      clutter_actor_get_pango_context     (ClutterActor *self);

Retrieves the PangoContext for `self`. The actor's PangoContext is already configured using the appropriate font map, resolution and font options.

Unlike `clutter_actor_create_pango_context()`, this context is owend by the ClutterActor and it will be updated each time the options stored by the ClutterBackend change.

You can use the returned PangoContext to create a PangoLayout and render text using `cogl_pango_render_layout()` to reuse the glyphs cache also used by Clutter.

`self` : | a ClutterActor
Returns : | transfer none. transfer none.

Since 1.0

### clutter_actor_create_pango_context ()

    PangoContext *      clutter_actor_create_pango_context  (ClutterActor *self);

Creates a PangoContext for the given actor. The PangoContext is already configured using the appropriate font map, resolution and font options.

See also `clutter_actor_get_pango_context()`.

`self` : | a ClutterActor
Returns : | the newly created PangoContext. Use `g_object_unref()` on the returned value to deallocate its resources

Since 1.0

### clutter_actor_create_pango_layout ()

    PangoLayout *       clutter_actor_create_pango_layout   (ClutterActor *self,
                                                             const gchar *text);

Creates a new PangoLayout from the same PangoContext used by the ClutterActor. The PangoLayout is already configured with the font map, resolution and font options, and the given `text`.

If you want to keep around a PangoLayout created by this function you will have to connect to the "font-changed" and "resolution-changed" signals, and call `pango_layout_context_changed()` in response to them.

`self` : | a ClutterActor
`text` : | (allow-none) the text to set on the PangoLayout, or `NULL`
Returns : | the newly created PangoLayout. Use `g_object_unref()` when done

Since 1.0

### clutter_actor_is_in_clone_paint ()

    gboolean            clutter_actor_is_in_clone_paint     (ClutterActor *self);

Checks whether `self` is being currently painted by a ClutterClone

This function is useful only inside the ::paint virtual function implementations or within handlers for the "paint" signal

This function should not be used by applications

`self` : | a ClutterActor
Returns : | `TRUE` if the ClutterActor is currently being painted by a ClutterClone, and `FALSE` otherwise

Since 1.0

### ClutterActorBox

    typedef struct {
      gfloat x1;
      gfloat y1;

      gfloat x2;
      gfloat y2;
    } ClutterActorBox;

Bounding box of an actor. The coordinates of the top left and right bottom corners of an actor. The coordinates of the two points are expressed in pixels with sub-pixel precision

gfloat `x1`; | X coordinate of the top left corner
gfloat `y1`; | Y coordinate of the top left corner
gfloat `x2`; | X coordinate of the bottom right corner
gfloat `y2`; | Y coordinate of the bottom right corner

### clutter_actor_box_new ()

    ClutterActorBox *   clutter_actor_box_new               (gfloat x_1,
                                                             gfloat y_1,
                                                             gfloat x_2,
                                                             gfloat y_2);

Allocates a new ClutterActorBox using the passed coordinates for the top left and bottom right points

`x_1` : | X coordinate of the top left point
`y_1` : | Y coordinate of the top left point
`x_2` : | X coordinate of the bottom right point
`y_2` : | Y coordinate of the bottom right point
Returns : | the newly allocated ClutterActorBox. Use `clutter_actor_box_free()` to free the resources

Since 1.0

### clutter_actor_box_copy ()

    ClutterActorBox *   clutter_actor_box_copy              (const ClutterActorBox *box);

Copies `box`

`box` : | a ClutterActorBox
Returns : | a newly allocated copy of ClutterActorBox. Use `clutter_actor_box_free()` to free the allocated resources

Since 1.0

### clutter_actor_box_free ()

    void                clutter_actor_box_free              (ClutterActorBox *box);

Frees a ClutterActorBox allocated using `clutter_actor_box_new()` or `clutter_actor_box_copy()`

`box` : | a ClutterActorBox

Since 1.0

### clutter_actor_box_equal ()

    gboolean            clutter_actor_box_equal             (const ClutterActorBox *box_a,
                                                             const ClutterActorBox *box_b);

Checks `box_a` and `box_b` for equality

`box_a` : | a ClutterActorBox
`box_b` : | a ClutterActorBox
Returns : | `TRUE` if the passed ClutterActorBox are equal

Since 1.0

### clutter_actor_box_get_x ()

    gfloat              clutter_actor_box_get_x             (const ClutterActorBox *box);

Retrieves the X coordinate of the origin of `box`

`box` : | a ClutterActorBox
Returns : | the X coordinate of the origin

Since 1.0

### clutter_actor_box_get_y ()

    gfloat              clutter_actor_box_get_y             (const ClutterActorBox *box);

Retrieves the Y coordinate of the origin of `box`

`box` : | a ClutterActorBox
Returns : | the Y coordinate of the origin

Since 1.0

### clutter_actor_box_get_width ()

    gfloat              clutter_actor_box_get_width         (const ClutterActorBox *box);

Retrieves the width of the `box`

`box` : | a ClutterActorBox
Returns : | the width of the box

Since 1.0

### clutter_actor_box_get_height ()

    gfloat              clutter_actor_box_get_height        (const ClutterActorBox *box);

Retrieves the height of the `box`

`box` : | a ClutterActorBox
Returns : | the height of the box

Since 1.0

### clutter_actor_box_get_origin ()

    void                clutter_actor_box_get_origin        (const ClutterActorBox *box,
                                                             gfloat *x,
                                                             gfloat *y);

Retrieves the origin of `box`

`box` : | a ClutterActorBox
`x` : | return location for the X coordinate, or `NULL`. out. allow-none.
`y` : | return location for the Y coordinate, or `NULL`. out. allow-none.

Since 1.0

### clutter_actor_box_get_size ()

    void                clutter_actor_box_get_size          (const ClutterActorBox *box,
                                                             gfloat *width,
                                                             gfloat *height);

Retrieves the size of `box`

`box` : | a ClutterActorBox
`width` : | return location for the width, or `NULL`. out. allow-none.
`height` : | return location for the height, or `NULL`. out. allow-none.

Since 1.0

### clutter_actor_box_get_area ()

    gfloat              clutter_actor_box_get_area          (const ClutterActorBox *box);

Retrieves the area of `box`

`box` : | a ClutterActorBox
Returns : | the area of a ClutterActorBox, in pixels

Since 1.0

### clutter_actor_box_contains ()

    gboolean            clutter_actor_box_contains          (const ClutterActorBox *box,
                                                             gfloat x,
                                                             gfloat y);

Checks whether a point with `x`, `y` coordinates is contained withing `box`

`box` : | a ClutterActorBox
`x` : | X coordinate of the point
`y` : | Y coordinate of the point
Returns : | `TRUE` if the point is contained by the ClutterActorBox

Since 1.0

### clutter_actor_box_from_vertices ()

    void                clutter_actor_box_from_vertices     (ClutterActorBox *box,
                                                             const ClutterVertex verts[]);

Calculates the bounding box represented by the four vertices; for details of the vertex array see `clutter_actor_get_abs_allocation_vertices()`.

`box` : | a ClutterActorBox
`verts` : | array of four ClutterVertex. array fixed-size=4.

Since 1.0

### ClutterVertex

    typedef struct {
      gfloat x;
      gfloat y;
      gfloat z;
    } ClutterVertex;

Vertex of an actor in 3D space, expressed in pixels

gfloat `x`; | X coordinate of the vertex
gfloat `y`; | Y coordinate of the vertex
gfloat `z`; | Z coordinate of the vertex

Since 0.4

### clutter_vertex_new ()

    ClutterVertex *     clutter_vertex_new                  (gfloat x,
                                                             gfloat y,
                                                             gfloat z);

Creates a new ClutterVertex for the point in 3D space identified by the 3 coordinates `x`, `y`, `z`

`x` : | X coordinate
`y` : | Y coordinate
`z` : | Z coordinate
Returns : | the newly allocate ClutterVertex. Use `clutter_vertex_free()` to free the resources

Since 1.0

### clutter_vertex_copy ()

    ClutterVertex *     clutter_vertex_copy                 (const ClutterVertex *vertex);

Copies `vertex`

`vertex` : | a ClutterVertex
Returns : | a newly allocated copy of ClutterVertex. Use `clutter_vertex_free()` to free the allocated resources

Since 1.0

### clutter_vertex_free ()

    void                clutter_vertex_free                 (ClutterVertex *vertex);

Frees a ClutterVertex allocated using `clutter_vertex_copy()`

`vertex` : | a ClutterVertex

Since 1.0

### clutter_vertex_equal ()

    gboolean            clutter_vertex_equal                (const ClutterVertex *vertex_a,
                                                             const ClutterVertex *vertex_b);

Compares `vertex_a` and `vertex_b` for equality

`vertex_a` : | a ClutterVertex
`vertex_b` : | a ClutterVertex
Returns : | `TRUE` if the passed ClutterVertex are equal

Since 1.0

## Property Details

### The `"allocation"` property

      "allocation"               ClutterActorBox*      : Read

The allocation for the actor, in pixels

This is property is read-only, but you might monitor it to know when an actor moves or resizes

Since 0.8

### The `"anchor-gravity"` property

      "anchor-gravity"           ClutterGravity        : Read / Write

The anchor point expressed as a ClutterGravity

Default value: CLUTTER_GRAVITY_NONE

Since 1.0

### The `"anchor-x"` property

      "anchor-x"                 gfloat                : Read / Write

The X coordinate of an actor's anchor point, relative to the actor coordinate space, in pixels

Default value: 0

Since 0.8

### The `"anchor-y"` property

      "anchor-y"                 gfloat                : Read / Write

The Y coordinate of an actor's anchor point, relative to the actor coordinate space, in pixels

Default value: 0

Since 0.8

### The `"clip"` property

      "clip"                     ClutterGeometry*      : Read / Write

The clip region for the actor, in actor-relative coordinates

Every part of the actor outside the clip region will not be painted

### The `"clip-to-allocation"` property

      "clip-to-allocation"       gboolean              : Read / Write

Whether the clip region should track the allocated area of the actor.

This property is ignored if a clip area has been explicitly set using `clutter_actor_set_clip()`.

Default value: FALSE

Since 1.0

### The `"depth"` property

      "depth"                    gfloat                : Read / Write

The position of the actor on the Z axis

Default value: 0

Since 0.6

### The `"fixed-position-set"` property

      "fixed-position-set"       gboolean              : Read / Write

This flag controls whether the "fixed-x" and "fixed-y" properties are used

Default value: FALSE

Since 0.8

### The `"fixed-x"` property

      "fixed-x"                  gfloat                : Read / Write

The fixed X position of the actor in pixels.

Writing this property sets "fixed-position-set" property as well, as a side effect

Default value: 0

Since 0.8

### The `"fixed-y"` property

      "fixed-y"                  gfloat                : Read / Write

The fixed Y position of the actor in pixels.

Writing this property sets the "fixed-position-set" property as well, as a side effect

Default value: 0

Since 0.8

### The `"has-clip"` property

      "has-clip"                 gboolean              : Read

Whether the actor has the "clip" property set or not

Default value: FALSE

### The `"height"` property

      "height"                   gfloat                : Read / Write

Height of the actor (in pixels). If written, forces the minimum and natural size request of the actor to the given height. If read, returns the allocated height if available, otherwise the height request.

Allowed values: >= 0

Default value: 0

### The `"mapped"` property

      "mapped"                   gboolean              : Read

Whether the actor is mapped (will be painted when the stage to which it belongs is mapped)

Default value: FALSE

Since 1.0

### The `"min-height"` property

      "min-height"               gfloat                : Read / Write

A forced minimum height request for the actor, in pixels

Writing this property sets the "min-height-set" property as well, as a side effect. This property overrides the usual height request of the actor.

Allowed values: >= 0

Default value: 0

Since 0.8

### The `"min-height-set"` property

      "min-height-set"           gboolean              : Read / Write

This flag controls whether the "min-height" property is used

Default value: FALSE

Since 0.8

### The `"min-width"` property

      "min-width"                gfloat                : Read / Write

A forced minimum width request for the actor, in pixels

Writing this property sets the "min-width-set" property as well, as a side effect.

This property overrides the usual width request of the actor.

Allowed values: >= 0

Default value: 0

Since 0.8

### The `"min-width-set"` property

      "min-width-set"            gboolean              : Read / Write

This flag controls whether the "min-width" property is used

Default value: FALSE

Since 0.8

### The `"name"` property

      "name"                     gchar*                : Read / Write

The name of the actor

Default value: NULL

Since 0.2

### The `"natural-height"` property

      "natural-height"           gfloat                : Read / Write

A forced natural height request for the actor, in pixels

Writing this property sets the "natural-height-set" property as well, as a side effect. This property overrides the usual height request of the actor

Allowed values: >= 0

Default value: 0

Since 0.8

### The `"natural-height-set"` property

      "natural-height-set"       gboolean              : Read / Write

This flag controls whether the "natural-height" property is used

Default value: FALSE

Since 0.8

### The `"natural-width"` property

      "natural-width"            gfloat                : Read / Write

A forced natural width request for the actor, in pixels

Writing this property sets the "natural-width-set" property as well, as a side effect. This property overrides the usual width request of the actor

Allowed values: >= 0

Default value: 0

Since 0.8

### The `"natural-width-set"` property

      "natural-width-set"        gboolean              : Read / Write

This flag controls whether the "natural-width" property is used

Default value: FALSE

Since 0.8

### The `"opacity"` property

      "opacity"                  guchar                : Read / Write

Opacity of the actor, between 0 (fully transparent) and 255 (fully opaque)

Default value: 255

### The `"reactive"` property

      "reactive"                 gboolean              : Read / Write

Whether the actor is reactive to events or not

Only reactive actors will emit event-related signals

Default value: FALSE

Since 0.6

### The `"realized"` property

      "realized"                 gboolean              : Read

Whether the actor has been realized

Default value: FALSE

Since 1.0

### The `"request-mode"` property

      "request-mode"             ClutterRequestMode    : Read / Write

Request mode for the ClutterActor. The request mode determines the type of geometry management used by the actor, either height for width (the default) or width for height.

For actors implementing height for width, the parent container should get the preferred width first, and then the preferred height for that width.

For actors implementing width for height, the parent container should get the preferred height first, and then the preferred width for that height.

For instance:

      ClutterRequestMode mode;
      gfloat natural_width, min_width;
      gfloat natural_height, min_height;
      g_object_get (G_OBJECT (child), "request-mode", &mode, NULL);
      if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
        {
          clutter_actor_get_preferred_width (child, -1,
                                             &min_width,
                                             &natural_width);
          clutter_actor_get_preferred_height (child, natural_width,
                                              &min_height,
                                              &natural_height);
        }
      else
        {
          clutter_actor_get_preferred_height (child, -1,
                                              &min_height,
                                              &natural_height);
          clutter_actor_get_preferred_width (child, natural_height,
                                             &min_width,
                                             &natural_width);
        }

will retrieve the minimum and natural width and height depending on the preferred request mode of the ClutterActor "child".

The `clutter_actor_get_preferred_size()` function will implement this check for you.

Default value: CLUTTER_REQUEST_HEIGHT_FOR_WIDTH

Since 0.8

### The `"rotation-angle-x"` property

      "rotation-angle-x"         gdouble               : Read / Write

The rotation angle on the X axis

Default value: 0

Since 0.6

### The `"rotation-angle-y"` property

      "rotation-angle-y"         gdouble               : Read / Write

The rotation angle on the Y axis

Default value: 0

Since 0.6

### The `"rotation-angle-z"` property

      "rotation-angle-z"         gdouble               : Read / Write

The rotation angle on the Z axis

Default value: 0

Since 0.6

### The `"rotation-center-x"` property

      "rotation-center-x"        ClutterVertex*        : Read / Write

The rotation center on the X axis.

Since 0.6

### The `"rotation-center-y"` property

      "rotation-center-y"        ClutterVertex*        : Read / Write

The rotation center on the Y axis.

Since 0.6

### The `"rotation-center-z"` property

      "rotation-center-z"        ClutterVertex*        : Read / Write

The rotation center on the Z axis.

Since 0.6

### The `"rotation-center-z-gravity"` property

      "rotation-center-z-gravity" ClutterGravity        : Read / Write

The rotation center on the Z axis expressed as a ClutterGravity.

Default value: CLUTTER_GRAVITY_NONE

Since 1.0

### The `"scale-center-x"` property

      "scale-center-x"           gfloat                : Read / Write

The horizontal center point for scaling

Default value: 0

Since 1.0

### The `"scale-center-y"` property

      "scale-center-y"           gfloat                : Read / Write

The vertical center point for scaling

Default value: 0

Since 1.0

### The `"scale-gravity"` property

      "scale-gravity"            ClutterGravity        : Read / Write

The center point for scaling expressed as a ClutterGravity

Default value: CLUTTER_GRAVITY_NONE

Since 1.0

### The `"scale-x"` property

      "scale-x"                  gdouble               : Read / Write

The horizontal scale of the actor

Allowed values: >= 0

Default value: 1

Since 0.6

### The `"scale-y"` property

      "scale-y"                  gdouble               : Read / Write

The vertical scale of the actor

Allowed values: >= 0

Default value: 1

Since 0.6

### The `"show-on-set-parent"` property

      "show-on-set-parent"       gboolean              : Read / Write

If `TRUE`, the actor is automatically shown when parented.

Calling `clutter_actor_hide()` on an actor which has not been parented will set this property to `FALSE` as a side effect.

Default value: TRUE

Since 0.8

### The `"visible"` property

      "visible"                  gboolean              : Read / Write

Whether the actor is set to be visible or not

See also "mapped"

Default value: FALSE

### The `"width"` property

      "width"                    gfloat                : Read / Write

Width of the actor (in pixels). If written, forces the minimum and natural size request of the actor to the given width. If read, returns the allocated width if available, otherwise the width request.

Allowed values: >= 0

Default value: 0

### The `"x"` property

      "x"                        gfloat                : Read / Write

X coordinate of the actor in pixels. If written, forces a fixed position for the actor. If read, returns the fixed position if any, otherwise the allocation if available, otherwise 0.

Default value: 0

### The `"y"` property

      "y"                        gfloat                : Read / Write

Y coordinate of the actor in pixels. If written, forces a fixed position for the actor. If read, returns the fixed position if any, otherwise the allocation if available, otherwise 0.

Default value: 0

## Signal Details

### The `"allocation-changed"` signal

    void                user_function                      (ClutterActor          *actor,
                                                            ClutterActorBox       *box,
                                                            ClutterAllocationFlags flags,
                                                            gpointer               user_data)      : Run Last

The ::allocation-changed signal is emitted when the "allocation" property changes. Usually, application code should just use the notifications for the :allocation property but if you want to track the allocation flags as well, for instance to know whether the absolute origin of `actor` changed, then you might want use this signal instead.

`actor` : | the ClutterActor that emitted the signal
`box` : | a ClutterActorBox with the new allocation
`flags` : | ClutterAllocationFlags for the allocation
`user_data` : | user data set when the signal handler was connected.

Since 1.0

### The `"button-press-event"` signal

    gboolean            user_function                      (ClutterActor *actor,
                                                            ClutterEvent *event,
                                                            gpointer      user_data)      : Run Last

The ::button-press-event signal is emitted each time a mouse button is pressed on `actor`.

`actor` : | the actor which received the event
`event` : | a ClutterButtonEvent
`user_data` : | user data set when the signal handler was connected.
Returns : | `TRUE` if the event has been handled by the actor, or `FALSE` to continue the emission.

Since 0.6

### The `"button-release-event"` signal

    gboolean            user_function                      (ClutterActor *actor,
                                                            ClutterEvent *event,
                                                            gpointer      user_data)      : Run Last

The ::button-release-event signal is emitted each time a mouse button is released on `actor`.

`actor` : | the actor which received the event
`event` : | a ClutterButtonEvent
`user_data` : | user data set when the signal handler was connected.
Returns : | `TRUE` if the event has been handled by the actor, or `FALSE` to continue the emission.

Since 0.6

### The `"captured-event"` signal

    gboolean            user_function                      (ClutterActor *actor,
                                                            ClutterEvent *event,
                                                            gpointer      user_data)      : Run Last

The ::captured-event signal is emitted when an event is captured by Clutter. This signal will be emitted starting from the top-level container (the ClutterStage) to the actor which received the event going down the hierarchy. This signal can be used to intercept every event before the specialized events (like ClutterActor::button-press-event or ::key-released-event) are emitted.

`actor` : | the actor which received the signal
`event` : | a ClutterEvent
`user_data` : | user data set when the signal handler was connected.
Returns : | `TRUE` if the event has been handled by the actor, or `FALSE` to continue the emission.

Since 0.6

### The `"destroy"` signal

    void                user_function                      (ClutterActor *actor,
                                                            gpointer      user_data)      : Cleanup / No Recursion / No Hooks

The ::destroy signal is emitted when an actor is destroyed, either by direct invocation of `clutter_actor_destroy()` or when the ClutterGroup that contains the actor is destroyed.

`actor` : | the object which received the signal
`user_data` : | user data set when the signal handler was connected.

Since 0.2

### The `"enter-event"` signal

    gboolean            user_function                      (ClutterActor *actor,
                                                            ClutterEvent *event,
                                                            gpointer      user_data)      : Run Last

The ::enter-event signal is emitted when the pointer enters the `actor`

`actor` : | the actor which the pointer has entered.
`event` : | a ClutterCrossingEvent
`user_data` : | user data set when the signal handler was connected.
Returns : | `TRUE` if the event has been handled by the actor, or `FALSE` to continue the emission.

Since 0.6

### The `"event"` signal

    gboolean            user_function                      (ClutterActor *actor,
                                                            ClutterEvent *event,
                                                            gpointer      user_data)      : Run Last

The ::event signal is emitted each time an event is received by the `actor`. This signal will be emitted on every actor, following the hierarchy chain, until it reaches the top-level container (the ClutterStage).

`actor` : | the actor which received the event
`event` : | a ClutterEvent
`user_data` : | user data set when the signal handler was connected.
Returns : | `TRUE` if the event has been handled by the actor, or `FALSE` to continue the emission.

Since 0.6

### The `"hide"` signal

    void                user_function                      (ClutterActor *actor,
                                                            gpointer      user_data)      : Run First

The ::hide signal is emitted when an actor is no longer rendered on the stage.

`actor` : | the object which received the signal
`user_data` : | user data set when the signal handler was connected.

Since 0.2

### The `"key-focus-in"` signal

    void                user_function                      (ClutterActor *actor,
                                                            gpointer      user_data)      : Run Last

The ::focus-in signal is emitted when `actor` recieves key focus.

`actor` : | the actor which now has key focus
`user_data` : | user data set when the signal handler was connected.

Since 0.6

### The `"key-focus-out"` signal

    void                user_function                      (ClutterActor *actor,
                                                            gpointer      user_data)      : Run Last

The ::key-focus-out signal is emitted when `actor` loses key focus.

`actor` : | the actor which now has key focus
`user_data` : | user data set when the signal handler was connected.

Since 0.6

### The `"key-press-event"` signal

    gboolean            user_function                      (ClutterActor *actor,
                                                            ClutterEvent *event,
                                                            gpointer      user_data)      : Run Last

The ::key-press-event signal is emitted each time a keyboard button is pressed while `actor` has key focus (see `clutter_stage_set_key_focus()`).

`actor` : | the actor which received the event
`event` : | a ClutterKeyEvent
`user_data` : | user data set when the signal handler was connected.
Returns : | `TRUE` if the event has been handled by the actor, or `FALSE` to continue the emission.

Since 0.6

### The `"key-release-event"` signal

    gboolean            user_function                      (ClutterActor *actor,
                                                            ClutterEvent *event,
                                                            gpointer      user_data)      : Run Last

The ::key-release-event signal is emitted each time a keyboard button is released while `actor` has key focus (see `clutter_stage_set_key_focus()`).

`actor` : | the actor which received the event
`event` : | a ClutterKeyEvent
`user_data` : | user data set when the signal handler was connected.
Returns : | `TRUE` if the event has been handled by the actor, or `FALSE` to continue the emission.

Since 0.6

### The `"leave-event"` signal

    gboolean            user_function                      (ClutterActor *actor,
                                                            ClutterEvent *event,
                                                            gpointer      user_data)      : Run Last

The ::leave-event signal is emitted when the pointer leaves the `actor`.

`actor` : | the actor which the pointer has left
`event` : | a ClutterCrossingEvent
`user_data` : | user data set when the signal handler was connected.
Returns : | `TRUE` if the event has been handled by the actor, or `FALSE` to continue the emission.

Since 0.6

### The `"motion-event"` signal

    gboolean            user_function                      (ClutterActor *actor,
                                                            ClutterEvent *event,
                                                            gpointer      user_data)      : Run Last

The ::motion-event signal is emitted each time the mouse pointer is moved over `actor`.

`actor` : | the actor which received the event
`event` : | a ClutterMotionEvent
`user_data` : | user data set when the signal handler was connected.
Returns : | `TRUE` if the event has been handled by the actor, or `FALSE` to continue the emission.

Since 0.6

### The `"paint"` signal

    void                user_function                      (ClutterActor *actor,
                                                            gpointer      user_data)      : Run Last

The ::paint signal is emitted each time an actor is being painted.

Subclasses of ClutterActor should override the class signal handler and paint themselves in that function.

It is possible to connect a handler to the ::paint signal in order to set up some custom aspect of a paint.

`actor` : | the ClutterActor that received the signal
`user_data` : | user data set when the signal handler was connected.

Since 0.8

### The `"parent-set"` signal

    void                user_function                      (ClutterActor *actor,
                                                            ClutterActor *old_parent,
                                                            gpointer      user_data)       : Run Last

This signal is emitted when the parent of the actor changes.

`actor` : | the object which received the signal
`old_parent` : | the previous parent of the actor, or `NULL`
`user_data` : | user data set when the signal handler was connected.

Since 0.2

### The `"pick"` signal

    void                user_function                      (ClutterActor *actor,
                                                            ClutterColor *color,
                                                            gpointer      user_data)      : Run Last

The ::pick signal is emitted each time an actor is being painted in "pick mode". The pick mode is used to identify the actor during the event handling phase, or by `clutter_stage_get_actor_at_pos()`. The actor should paint its shape using the passed `pick_color`.

Subclasses of ClutterActor should override the class signal handler and paint themselves in that function.

It is possible to connect a handler to the ::pick signal in order to set up some custom aspect of a paint in pick mode.

`actor` : | the ClutterActor that received the signal
`color` : | the ClutterColor to be used when picking
`user_data` : | user data set when the signal handler was connected.

Since 1.0

### The `"queue-redraw"` signal

    void                user_function                      (ClutterActor *actor,
                                                            ClutterActor *origin,
                                                            gpointer      user_data)      : Run Last

The ::queue_redraw signal is emitted when `clutter_actor_queue_redraw()` is called on `origin`.

The default implementation for ClutterActor chains up to the parent actor and queues a redraw on the parent, thus "bubbling" the redraw queue up through the actor graph. The default implementation for ClutterStage queues a `clutter_redraw()` in a main loop idle handler.

Note that the `origin` actor may be the stage, or a container; it does not have to be a leaf node in the actor graph.

Toolkits embedding a ClutterStage which require a redraw and relayout cycle can stop the emission of this signal using the GSignal API, redraw the UI and then call `clutter_redraw()` themselves, like:

      static void
      on_redraw_complete (void)
      {
        /* execute the Clutter drawing pipeline */
        clutter_redraw ();
      }

      static void
      on_stage_queue_redraw (ClutterStage *stage)
      {
        /* this prevents the default handler to run */
        g_signal_stop_emission_by_name (stage, "queue-redraw");

        /* queue a redraw with the host toolkit and call
         * a function when the redraw has been completed
         */
        queue_a_redraw (G_CALLBACK (on_redraw_complete));
      }

### Note

This signal is emitted before the Clutter paint pipeline is executed. If you want to know when the pipeline has been completed you should connect to the ::paint signal on the Stage with `g_signal_connect_after()`.

`actor` : | the actor we're bubbling the redraw request through
`origin` : | the actor which initiated the redraw request
`user_data` : | user data set when the signal handler was connected.

Since 1.0

### The `"realize"` signal

    void                user_function                      (ClutterActor *actor,
                                                            gpointer      user_data)      : Run Last

The ::realize signal is emitted each time an actor is being realized.

`actor` : | the ClutterActor that received the signal
`user_data` : | user data set when the signal handler was connected.

Since 0.8

### The `"scroll-event"` signal

    gboolean            user_function                      (ClutterActor *actor,
                                                            ClutterEvent *event,
                                                            gpointer      user_data)      : Run Last

The ::scroll-event signal is emitted each time the mouse is scrolled on `actor`

`actor` : | the actor which received the event
`event` : | a ClutterScrollEvent
`user_data` : | user data set when the signal handler was connected.
Returns : | `TRUE` if the event has been handled by the actor, or `FALSE` to continue the emission.

Since 0.6

### The `"show"` signal

    void                user_function                      (ClutterActor *actor,
                                                            gpointer      user_data)      : Run First

The ::show signal is emitted when an actor is visible and rendered on the stage.

`actor` : | the object which received the signal
`user_data` : | user data set when the signal handler was connected.

Since 0.2

### The `"unrealize"` signal

    void                user_function                      (ClutterActor *actor,
                                                            gpointer      user_data)      : Run Last

The ::unrealize signal is emitted each time an actor is being unrealized.

`actor` : | the ClutterActor that received the signal
`user_data` : | user data set when the signal handler was connected.

Since 0.8