Clutter.Actor
Description: Reference for Clutter.Actor

### Class

# ClutterActor

#### Description [src]

    class Clutter.Actor : GObject.InitiallyUnowned
      implements Atk.ImplementorIface, Clutter.Animatable {
      guint32 flags,
      AtkRole accessible_role
    }

The basic element of the scene graph

The ClutterActor class is the basic element of the scene graph in Clutter, and it encapsulates the position, size, and transformations of a node in the graph.

## Actor transformations

Each actor can be transformed using methods like `clutter_actor_set_scale()` or `clutter_actor_set_rotation_angle()`. The order in which the transformations are applied is decided by Clutter and it is the following:

1. translation by the origin of the `ClutterActor:allocation` property
2. translation by the actor’s `ClutterActor:z-position` property
3. translation by the actor’s `ClutterActor:pivot-point` property
4. scaling by the `ClutterActor:scale-x` and `ClutterActor:scale-y` factors
5. rotation around the `ClutterActor:rotation-angle-x`
6. rotation around the `ClutterActor:rotation-angle-y`
7. rotation around the `ClutterActor:rotation-angle-z`
8. negative translation by the actor’s `ClutterActor:pivot-point`

## Modifying an actor's geometry

Each actor has a bounding box, called `ClutterActor:allocation` which is either set by its parent or explicitly through the `clutter_actor_set_position()` and `clutter_actor_set_size()` methods. Each actor also has an implicit preferred size.

An actor’s preferred size can be defined by any subclass by overriding the `Clutter.ActorClass.get_preferred_width` and the `Clutter.ActorClass.get_preferred_height` virtual functions, or it can be explicitly set by using `clutter_actor_set_width()` and `clutter_actor_set_height()`.

An actor’s position can be set explicitly by using `clutter_actor_set_x()` and `clutter_actor_set_y()`; the coordinates are relative to the origin of the actor’s parent.

## Managing actor children

Each actor can have multiple children, by calling `clutter_actor_add_child()` to add a new child actor, and `clutter_actor_remove_child()` to remove an existing child. `ClutterActor` will hold a reference on each child actor, which will be released when the child is removed from its parent, or destroyed using `clutter_actor_destroy()`.

     ClutterActor *actor = clutter_actor_new ();

     // set the bounding box of the actor
     clutter_actor_set_position (actor, 0, 0);
     clutter_actor_set_size (actor, 480, 640);

     // set the background color of the actor
     clutter_actor_set_background_color (actor, &COGL_COLOR_INIT (0xf5, 0x79, 0x00, 0xff));

     // set the bounding box of the child, relative to the parent
     ClutterActor *child = clutter_actor_new ();
     clutter_actor_set_position (child, 20, 20);
     clutter_actor_set_size (child, 80, 240);

     // set the background color of the child
     clutter_actor_set_background_color (child, &COGL_COLOR_INIT (0x00, 0x00, 0xff, 0xff));

     // add the child to the actor
     clutter_actor_add_child (actor, child);

Children can be inserted at a given index, or above and below another child actor. The order of insertion determines the order of the children when iterating over them. Iterating over children is performed by using `clutter_actor_get_first_child()`, `clutter_actor_get_previous_sibling()`, `clutter_actor_get_next_sibling()`, and `clutter_actor_get_last_child()`. It is also possible to retrieve a list of children by using `clutter_actor_get_children()`, as well as retrieving a specific child at a given index by using `clutter_actor_get_child_at_index()`.

If you need to track additions of children to a `ClutterActor`, use the `ClutterActor::child-added` signal; similarly, to track removals of children from a ClutterActor, use the `ClutterActor::child-removed` signal.

## Painting an actor

There are three ways to paint an actor:

- set a delegate `ClutterContent` as the value for the `ClutterActor:content` property of the actor
- subclass `ClutterActor` and override the `Clutter.ActorClass.paint_node` virtual function
- subclass `ClutterActor` and override the `Clutter.ActorClass.paint` virtual function.

A `ClutterContent` is a delegate object that takes over the painting operations of one, or more actors. The `ClutterContent` painting will be performed on top of the `ClutterActor:background-color` of the actor, and before calling the actor’s own implementation of the `Clutter.ActorClass.paint_node` virtual function.

    ClutterActor *actor = clutter_actor_new ();

    // set the bounding box
    clutter_actor_set_position (actor, 50, 50);
    clutter_actor_set_size (actor, 100, 100);

    // set the content; the image_content variable is set elsewhere
    clutter_actor_set_content (actor, image_content);

The `Clutter.ActorClass.paint_node` virtual function is invoked whenever an actor needs to be painted. The implementation of the virtual function must only paint the contents of the actor itself, and not the contents of its children, if the actor has any.

The `ClutterPaintNode` passed to the virtual function is the local root of the render tree; any node added to it will be rendered at the correct position, as defined by the actor’s `ClutterActor:allocation`.

    static void
    my_actor_paint_node (ClutterActor     *actor,
                         ClutterPaintNode *root)
    {
      ClutterPaintNode *node;
      ClutterActorBox box;

      // where the content of the actor should be painted
      clutter_actor_get_allocation_box (actor, &box);

      // the cogl_texture variable is set elsewhere
      node = clutter_texture_node_new (cogl_texture, &COGL_COLOR_INIT (255, 255, 255, 255),
                                       CLUTTER_SCALING_FILTER_TRILINEAR,
                                       CLUTTER_SCALING_FILTER_LINEAR);

      // paint the content of the node using the allocation
      clutter_paint_node_add_rectangle (node, &box);

      // add the node, and transfer ownership
      clutter_paint_node_add_child (root, node);
      clutter_paint_node_unref (node);
    }

The `Clutter.ActorClass.paint` virtual function function gives total control to the paint sequence of the actor itself, including the children of the actor, if any. It is strongly discouraged to override the `Clutter.ActorClass.paint` virtual function and it will be removed when the Clutter API changes.

## Handling events on an actor

A `ClutterActor` can receive and handle input device events, for instance pointer events and key events, as long as its `ClutterActor:reactive` property is set to `TRUE`.

Once an actor has been determined to be the source of an event, Clutter will traverse the scene graph from the top-level actor towards the event source, emitting the `ClutterActor::captured-event` signal on each ancestor until it reaches the source; this phase is also called the “capture” phase. If the event propagation was not stopped, the graph is walked backwards, from the source actor to the top-level, and the [signal@Clutter.Actor::event signal] is emitted, alongside eventual event-specific signals like `ClutterActor::button-press-event` or `ClutterActor::motion-event`; this phase is also called the “bubble” phase.

At any point of the signal emission, signal handlers can stop the propagation through the scene graph by returning `CLUTTER_EVENT_STOP`; otherwise, they can continue the propagation by returning `CLUTTER_EVENT_PROPAGATE`.

## Animation

Animation is a core concept of modern user interfaces; Clutter provides a complete and powerful animation framework that automatically tweens the actor’s state without requiring direct, frame by frame manipulation from your application code. You have two models at your disposal:

- an implicit animation model
- an explicit animation model

The implicit animation model of Clutter assumes that all the changes in an actor state should be gradual and asynchronous; Clutter will automatically transition an actor’s property change between the current state and the desired one without manual intervention, if the property is defined to be animatable in its documentation.

By default, in the 1.0 API series, the transition happens with a duration of zero milliseconds, and the implicit animation is an opt in feature to retain backwards compatibility.

Implicit animations depend on the current easing state; in order to use the default easing state for an actor you should call the `clutter_actor_save_easing_state()` function:

    // assume that the actor is currently positioned at (100, 100)

    // store the current easing state and reset the new easing state to
    // its default values
    clutter_actor_save_easing_state (actor);

    // change the actor's position
    clutter_actor_set_position (actor, 500, 500);

    // restore the previously saved easing state
    clutter_actor_restore_easing_state (actor);

The example above will trigger an implicit animation of the actor between its current position to a new position.

Implicit animations use a default duration of 250 milliseconds, and a default easing mode of `CLUTTER_EASE_OUT_CUBIC`, unless you call `clutter_actor_set_easing_mode()` and `clutter_actor_set_easing_duration()` after changing the easing state of the actor.

It is possible to animate multiple properties of an actor at the same time, and you can animate multiple actors at the same time as well, for instance:

    clutter_actor_save_easing_state (actor);

    // animate the actor's opacity and depth
    clutter_actor_set_opacity (actor, 0);
    clutter_actor_set_z_position (actor, -100);

    clutter_actor_restore_easing_state (actor);

    clutter_actor_save_easing_state (another_actor);

    // animate another actor's opacity
    clutter_actor_set_opacity (another_actor, 255);
    clutter_actor_set_z_position (another_actor, 100);

    clutter_actor_restore_easing_state (another_actor);

Changing the easing state will affect all the following property transitions, but will not affect existing transitions.

It is important to note that if you modify the state on an animatable property while a transition is in flight, the transition’s final value will be updated, as well as its duration and progress mode by using the current easing state; for instance, in the following example:

    clutter_actor_save_easing_state (actor);
    clutter_actor_set_easing_duration (actor, 1000);
    clutter_actor_set_x (actor, 200);
    clutter_actor_restore_easing_state (actor);

    clutter_actor_save_easing_state (actor);
    clutter_actor_set_easing_duration (actor, 500);
    clutter_actor_set_x (actor, 100);
    clutter_actor_restore_easing_state (actor);

the first call to `clutter_actor_set_x()` will begin a transition of the `ClutterActor:x` property from the current value to the value of 200 over a duration of one second; the second call to `clutter_actor_set_x()` will change the transition’s final value to 100 and the duration to 500 milliseconds.

It is possible to receive a notification of the completion of an implicit transition by using the `ClutterActor::transition-stopped` signal, decorated with the name of the property. In case you want to know when all the currently in flight transitions are complete, use the `ClutterActor::transitions-completed` signal instead.

It is possible to retrieve the `ClutterTransition` used by the animatable properties by using `clutter_actor_get_transition()` and using the property name as the transition name.

The explicit animation model supported by Clutter requires that you create a `ClutterTransition` object, and optionally set the initial and final values. The transition will not start unless you add it to the `ClutterActor`.

    ClutterTransition *transition;

    transition = clutter_property_transition_new_for_actor (actor, "opacity");
    clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 3000);
    clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), 2);
    clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);
    clutter_transition_set_from (transition, G_TYPE_UINT, 255);
    clutter_transition_set_to (transition, G_TYPE_UINT, 0);

    clutter_actor_add_transition (actor, "animate-opacity", transition);

The example above will animate the `ClutterActor:opacity` property of an actor between fully opaque and fully transparent, and back, over a span of 3 seconds. The animation does not begin until it is added to the actor.

The explicit animation API applies to all `GObject` properties, as well as the custom properties defined through the `ClutterAnimatable` interface, regardless of whether they are defined as implicitly animatable or not.

The explicit animation API should also be used when using custom animatable properties for `ClutterAction`, `ClutterConstraint`, and `ClutterEffect` instances associated to an actor; see the section on custom animatable properties below for an example.

Finally, explicit animations are useful for creating animations that run continuously, for instance:

    // this animation will pulse the actor's opacity continuously
    ClutterTransition *transition;
    ClutterInterval *interval;

    transition = clutter_property_transition_new_for_actor (actor, "opacity");

    // we want to animate the opacity between 0 and 255
    clutter_transition_set_from (transition, G_TYPE_UINT, 0);
    clutter_transition_set_to (transition, G_TYPE_UINT, 255);

    // over a one second duration, running an infinite amount of times
    clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 1000);
    clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), -1);

    // we want to fade in and out, so we need to auto-reverse the transition
    clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);

    // and we want to use an easing function that eases both in and out
    clutter_timeline_set_progress_mode (CLUTTER_TIMELINE (transition),
                                        CLUTTER_EASE_IN_OUT_CUBIC);

    // add the transition to the desired actor to start it
    clutter_actor_add_transition (actor, "opacityAnimation", transition);

## Implementing an actor

Careful consideration should be given when deciding to implement a `ClutterActor` sub-class. It is generally recommended to implement a sub-class of `ClutterActor` only for actors that should be used as leaf nodes of a scene graph.

By overriding the `Clutter.ActorClass.get_preferred_width` and `Clutter.ActorClass.get_preferred_height` virtual functions it is possible to change or provide the preferred size of an actor; similarly, by overriding the `Clutter.ActorClass.allocate` virtual function it is possible to control the layout of the children of an actor. Make sure to always chain up to the parent implementation of the `Clutter.ActorClass.allocate` virtual function.

In general, it is strongly encouraged to use delegation and composition instead of direct subclassing.

## Custom animatable properties

`ClutterActor` allows accessing properties of `ClutterAction`, `ClutterEffect`, and `ClutterConstraint` instances associated to an actor instance for animation purposes, as well as its `ClutterLayoutManager`.

In order to access a specific `ClutterAction` or a `ClutterConstraint` property it is necessary to set the `ClutterActorMeta:name` property on the given action or constraint.

The property can be accessed using the following syntax:

      @<section>.<meta-name>.<property-name>

- the initial `@` is mandatory
- the `section` fragment can be one between “actions”, “constraints”, “content”, and “effects”
- the `meta-name` fragment is the name of the action, effect, or constraint, as specified by the `ClutterActorMeta:name` property of `ClutterActorMeta`
- the `property-name` fragment is the name of the action, effect, or constraint property to be animated.

The example below animates a `ClutterBindConstraint` applied to an actor using an explicit transition. The `rect` actor has a binding constraint on the `origin` actor, and in its initial state is overlapping the actor to which is bound to.

As the actor has only one `ClutterLayoutManager`, the syntax for accessing its properties is simpler:

      @layout.<property-name>

    constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0);
    clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x");
    clutter_actor_add_constraint (rect, constraint);

    constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0);
    clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y");
    clutter_actor_add_constraint (rect, constraint);

    clutter_actor_set_reactive (origin, TRUE);

    g_signal_connect (origin, "button-press-event",
                      G_CALLBACK (on_button_press),
                      rect);

On button press, the rectangle “slides” from behind the actor to which is bound to, using the `ClutterBindConstraint:offset` property to achieve the effect:

    gboolean
    on_button_press (ClutterActor *origin,
                     ClutterEvent *event,
                     ClutterActor *rect)
    {
      ClutterTransition *transition;

      // the offset that we want to apply; this will make the actor
      // slide in from behind the origin and rest at the right of
      // the origin, plus a padding value
      float new_offset = clutter_actor_get_width (origin) + h_padding;

      // the property we wish to animate; the "@constraints" section
      // tells Clutter to check inside the constraints associated
      // with the actor; the "bind-x" section is the name of the
      // constraint; and the "offset" is the name of the property
      // on the constraint
      const char *prop = "@constraints.bind-x.offset";

      // create a new transition for the given property
      transition = clutter_property_transition_new_for_actor (rect, prop);

      // set the easing mode and duration
      clutter_timeline_set_progress_mode (CLUTTER_TIMELINE (transition),
                                          CLUTTER_EASE_OUT_CUBIC);
      clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 500);

      // create the interval with the initial and final values
      clutter_transition_set_from (transition, G_TYPE_FLOAT, 0.f);
      clutter_transition_set_to (transition, G_TYPE_FLOAT, new_offset);

      // add the transition to the actor; this causes the animation
      // to start. the name "offsetAnimation" can be used to retrieve
      // the transition later
      clutter_actor_add_transition (rect, "offsetAnimation", transition);

      // we handled the event
      return CLUTTER_EVENT_STOP;
    }

#### Hierarchy

#### Ancestors

- GInitiallyUnowned
- GObject

#### Descendants

- ClutterClone
- ClutterStage
- ClutterText

#### Implements

- AtkImplementorIface
- ClutterAnimatable

#### Constructors

###### clutter_actor_new

Creates a new `ClutterActor`.

#### Instance methods

###### clutter_actor_add_accessible_state

This method adds `state` as one of the accessible states for `actor`. The list of states of an actor describes the current state of user interface element `actor` and is provided so that assistive technologies know how to present `actor` to the user.

###### clutter_actor_add_action

Adds `action` to the list of actions applied to `self`.

###### clutter_actor_add_action_full

No description available.

###### clutter_actor_add_action_with_name

A convenience function for setting the name of a `ClutterAction` while adding it to the list of actions applied to `self`.

###### clutter_actor_add_child

Adds `child` to the children of `self`.

###### clutter_actor_add_constraint

Adds `constraint` to the list`of`ClutterConstraint`s applied to`self`.

###### clutter_actor_add_constraint_with_name

A convenience function for setting the name of a `ClutterConstraint` while adding it to the list of constraints applied to `self`.

###### clutter_actor_add_effect

Adds `effect` to the list of `ClutterEffect`s applied to `self`.

###### clutter_actor_add_effect_with_name

A convenience function for setting the name of a `ClutterEffect` while adding it to the list of effectss applied to `self`.

###### clutter_actor_add_transition

Adds a `transition` to the `ClutterActor`‘s list of animations.

###### clutter_actor_allocate

Assigns the size of a `ClutterActor` from the given `box`.

###### clutter_actor_allocate_align_fill

Allocates `self` by taking into consideration the available allocation area; an alignment factor on either axis; and whether the actor should fill the allocation on either axis.

###### clutter_actor_allocate_available_size

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

###### clutter_actor_allocate_preferred_size

Allocates the natural size of `self`.

###### clutter_actor_apply_relative_transform_to_point

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

###### clutter_actor_apply_transform_to_point

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

###### clutter_actor_bind_model

Binds a `GListModel` to a `ClutterActor`.

###### clutter_actor_bind_model_with_properties

Binds a `GListModel` to a `ClutterActor`.

###### clutter_actor_clear_actions

Clears the list of actions applied to `self`.

###### clutter_actor_clear_constraints

Clears the list of constraints applied to `self`.

###### clutter_actor_clear_effects

Clears the list of effects applied to `self`.

###### clutter_actor_contains

Determines if `descendant` is contained inside `self` (either as an immediate child, or as a deeper descendant). If `self` and `descendant` point to the same actor then it will also return `TRUE`.

###### clutter_actor_continue_paint

Run the next stage of the paint sequence. This function should only be called within the implementation of the ‘run’ virtual of a `ClutterEffect`. It will cause the run method of the next effect to be applied, or it will paint the actual actor if the current effect is the last effect in the chain.

###### clutter_actor_continue_pick

Run the next stage of the pick sequence. This function should only be called within the implementation of the ‘pick’ virtual of a `ClutterEffect`. It will cause the run method of the next effect to be applied, or it will pick the actual actor if the current effect is the last effect in the chain.

###### clutter_actor_create_pango_context

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

###### clutter_actor_create_pango_layout

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`.

###### clutter_actor_create_texture_paint_node

Creates a `ClutterPaintNode` initialized using the state of the given `ClutterActor`, ready to be used inside the implementation of the `ClutterActorClass`.paint_node virtual function.

###### clutter_actor_destroy

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.

###### clutter_actor_destroy_all_children

Destroys all children of `self`.

###### clutter_actor_event

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

###### clutter_actor_get_abs_allocation_vertices

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

###### clutter_actor_get_accessible

Returns the accessible object that describes the actor to an assistive technology.

###### clutter_actor_get_accessible_name

Gets the accessible name for this widget. See `clutter_actor_set_accessible_name()` for more information.

###### clutter_actor_get_accessible_role

Gets the `AtkRole` for this widget. See `clutter_actor_set_accessible_role()` for more information.

###### clutter_actor_get_action

Retrieves the `ClutterAction` with the given name in the list of actions applied to `self`.

###### clutter_actor_get_actions

Retrieves the list of actions applied to `self`.

###### clutter_actor_get_allocation_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.

###### clutter_actor_get_background_color

Retrieves the color set using `clutter_actor_set_background_color()`.

###### clutter_actor_get_child_at_index

Retrieves the actor at the given `index_` inside the list of children of `self`.

###### clutter_actor_get_child_transform

Retrieves the child transformation matrix set using `clutter_actor_set_child_transform()`; if none is currently set, the `transform` matrix will be initialized to the identity matrix.

###### clutter_actor_get_children

Retrieves the list of children of `self`.

###### clutter_actor_get_clip

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

###### clutter_actor_get_clip_to_allocation

Retrieves the value set using clutter_actor_set_clip_to_allocation().

###### clutter_actor_get_color_state

Retrieves the color_state of a `ClutterActor` set by `clutter_actor_set_color_state()`.

###### clutter_actor_get_constraint

Retrieves the `ClutterConstraint` with the given name in the list of constraints applied to `self`.

###### clutter_actor_get_constraints

Retrieves the list of constraints applied to `self`.

###### clutter_actor_get_content

Retrieves the contents of `self`.

###### clutter_actor_get_content_box

Retrieves the bounding box for the `ClutterContent` of `self`.

###### clutter_actor_get_content_gravity

Retrieves the content gravity as set using `clutter_actor_set_content_gravity()`.

###### clutter_actor_get_content_repeat

Retrieves the repeat policy for a `ClutterActor` set by `clutter_actor_set_content_repeat()`.

###### clutter_actor_get_content_scaling_filters

Retrieves the values set using `clutter_actor_set_content_scaling_filters()`.

###### clutter_actor_get_context

No description available.

###### clutter_actor_get_cursor_type

No description available.

###### clutter_actor_get_easing_delay

Retrieves the delay that should be applied when tweening animatable properties.

###### clutter_actor_get_easing_duration

Retrieves the duration of the tweening for animatable properties of `self` for the current easing state.

###### clutter_actor_get_easing_mode

Retrieves the easing mode for the tweening of animatable properties of `self` for the current easing state.

###### clutter_actor_get_effect

Retrieves the `ClutterEffect` with the given name in the list of effects applied to `self`.

###### clutter_actor_get_effects

Retrieves the `ClutterEffect`s applied on `self`, if any.

###### clutter_actor_get_first_child

Retrieves the first child of `self`.

###### clutter_actor_get_fixed_position

This function gets the fixed position of the actor, if set. If there is no fixed position set, this function returns `FALSE` and doesn’t set the x and y coordinates.

###### clutter_actor_get_fixed_position_set

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

###### clutter_actor_get_height

Retrieves the height of a `ClutterActor`.

###### clutter_actor_get_last_child

Retrieves the last child of `self`.

###### clutter_actor_get_layout_manager

Retrieves the `ClutterLayoutManager` used by `self`.

###### clutter_actor_get_margin

Retrieves all the components of the margin of a `ClutterActor`.

###### clutter_actor_get_margin_bottom

Retrieves the bottom margin of a `ClutterActor`.

###### clutter_actor_get_margin_left

Retrieves the left margin of a `ClutterActor`.

###### clutter_actor_get_margin_right

Retrieves the right margin of a `ClutterActor`.

###### clutter_actor_get_margin_top

Retrieves the top margin of a `ClutterActor`.

###### clutter_actor_get_n_children

Retrieves the number of children of `self`.

###### clutter_actor_get_name

Retrieves the name of `self`.

###### clutter_actor_get_next_sibling

Retrieves the sibling of `self` that comes after it in the list of children of `self`‘s parent.

###### clutter_actor_get_offscreen_redirect

Retrieves whether to redirect the actor to an offscreen buffer, as set by clutter_actor_set_offscreen_redirect().

###### clutter_actor_get_opacity

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

###### clutter_actor_get_opacity_override

See clutter_actor_set_opacity_override().

###### clutter_actor_get_paint_box

Retrieves the paint volume of the passed `ClutterActor`, and transforms it into a 2D bounding box in stage coordinates.

###### clutter_actor_get_paint_opacity

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

###### clutter_actor_get_paint_visibility

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

###### clutter_actor_get_paint_volume

Retrieves the paint volume of the passed `ClutterActor`, or `NULL` when a paint volume can’t be determined.

###### clutter_actor_get_pango_context

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

###### clutter_actor_get_parent

Retrieves the parent of `self`.

###### clutter_actor_get_pivot_point

Retrieves the coordinates of the `ClutterActor:pivot-point`.

###### clutter_actor_get_pivot_point_z

Retrieves the Z component of the `ClutterActor:pivot-point`.

###### clutter_actor_get_position

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.

###### clutter_actor_get_preferred_height

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

###### clutter_actor_get_preferred_size

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).

###### clutter_actor_get_preferred_width

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.

###### clutter_actor_get_previous_sibling

Retrieves the sibling of `self` that comes before it in the list of children of `self`‘s parent.

###### clutter_actor_get_reactive

Checks whether `actor` is marked as reactive.

###### clutter_actor_get_request_mode

Retrieves the geometry request mode of `self`.

###### clutter_actor_get_resource_scale

Retrieves the resource scale for this actor.

###### clutter_actor_get_rotation_angle

Retrieves the angle of rotation set by clutter_actor_set_rotation_angle().

###### clutter_actor_get_scale

Retrieves an actors scale factors.

###### clutter_actor_get_scale_z

Retrieves the scaling factor along the Z axis, as set using `clutter_actor_set_scale_z()`.

###### clutter_actor_get_size

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.

###### clutter_actor_get_stage

Retrieves the `ClutterStage` where `actor` is contained.

###### clutter_actor_get_text_direction

Retrieves the value set using clutter_actor_set_text_direction().

###### clutter_actor_get_transform

Retrieves the current transformation matrix of a `ClutterActor`.

###### clutter_actor_get_transformed_extents

Gets the transformed bounding rect of an actor, in pixels relative to the stage. Using this outside of `paint()` may result in outdated results.

###### clutter_actor_get_transformed_paint_volume

Retrieves the 3D paint volume of an actor like `clutter_actor_get_paint_volume()` does and it additionally transforms the paint volume into the coordinate space of `relative_to_ancestor`. (Or the stage if `NULL` is passed for `relative_to_ancestor`).

###### clutter_actor_get_transformed_position

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

###### clutter_actor_get_transformed_size

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

###### clutter_actor_get_transition

Retrieves the `ClutterTransition` of a `ClutterActor` by using the transition `name`.

###### clutter_actor_get_translation

Retrieves the translation set using clutter_actor_set_translation().

###### clutter_actor_get_width

Retrieves the width of a `ClutterActor`.

###### clutter_actor_get_x

Retrieves the X coordinate of a `ClutterActor`.

###### clutter_actor_get_x_align

Retrieves the horizontal alignment policy set using `clutter_actor_set_x_align()`.

###### clutter_actor_get_x_expand

Retrieves the value set with `clutter_actor_set_x_expand()`.

###### clutter_actor_get_y

Retrieves the Y coordinate of a `ClutterActor`.

###### clutter_actor_get_y_align

Retrieves the vertical alignment policy set using `clutter_actor_set_y_align()`.

###### clutter_actor_get_y_expand

Retrieves the value set with `clutter_actor_set_y_expand()`.

###### clutter_actor_get_z_position

Retrieves the actor’s position on the Z axis.

###### clutter_actor_grab_key_focus

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

###### clutter_actor_has_actions

Returns whether the actor has any actions applied.

###### clutter_actor_has_allocation

Checks if the actor has an up-to-date allocation assigned to it. This means that the actor should have an allocation: it’s visible and has a parent. It also means that there is no outstanding relayout request in progress for the actor or its children (There might be other outstanding layout requests in progress that will cause the actor to get a new allocation when the stage is laid out, however).

###### clutter_actor_has_clip

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

###### clutter_actor_has_constraints

Returns whether the actor has any constraints applied.

###### clutter_actor_has_effects

Returns whether the actor has any effects applied.

###### clutter_actor_has_key_focus

Checks whether `self` is the `ClutterActor` that has key focus.

###### clutter_actor_has_mapped_clones

Returns whether a `ClutterActor` or any parent actors have mapped clones that are clone-painting `self`.

###### clutter_actor_has_overlaps

Asks the actor’s implementation whether it may contain overlapping primitives.

###### clutter_actor_has_pointer

Checks whether an actor contains the pointer of a `ClutterInputDevice`.

###### clutter_actor_hide

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

###### clutter_actor_inhibit_culling

Increases the culling inhibitor counter. Inhibiting culling forces the actor to be painted even when outside the visible bounds of the stage view.

###### clutter_actor_insert_child_above

Inserts `child` into the list of children of `self`, above another child of `self` or, if `sibling` is `NULL`, above all the children of `self`.

###### clutter_actor_insert_child_at_index

Inserts `child` into the list of children of `self`, using the given `index_`. If `index_` is greater than the number of children in `self`, or is less than 0, then the new child is added at the end.

###### clutter_actor_insert_child_below

Inserts `child` into the list of children of `self`, below another child of `self` or, if `sibling` is `NULL`, below all the children of `self`.

###### clutter_actor_invalidate_paint_volume

Invalidates the cached paint volume of `self`. This is needed for implementations overriding the `Clutter.ActorClass.get_paint_volume` virtual function and has to be called every time the paint volume returned by that function would change.

###### clutter_actor_invalidate_transform

Invalidate the cached transformation matrix of `self`. This is needed for implementations overriding the `apply_transform()` vfunc and has to be called if the matrix returned by `apply_transform()` would change.

###### clutter_actor_is_in_clone_paint

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

###### clutter_actor_is_mapped

Checks whether a `ClutterActor` has been set as mapped.

###### clutter_actor_is_no_layout

Checks whether `actor` is marked as no layout.

###### clutter_actor_is_realized

Checks whether a `ClutterActor` is realized.

###### clutter_actor_is_rotated

Checks whether any rotation is applied to the actor.

###### clutter_actor_is_scaled

Checks whether the actor is scaled in either dimension.

###### clutter_actor_is_visible

Checks whether an actor is marked as visible.

###### clutter_actor_map

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.

###### clutter_actor_move_by

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

###### clutter_actor_needs_expand

Checks whether an actor, or any of its children, is set to expand horizontally or vertically.

###### clutter_actor_paint

Renders the actor to display.

###### clutter_actor_peek_stage_views

Retrieves the list of `ClutterStageView`s the actor is being painted on.

###### clutter_actor_pick

Asks `actor` to perform a pick.

###### clutter_actor_pick_box

Logs (does a virtual paint of) a rectangle for picking. Note that `box` is in the actor’s own local coordinates, so is usually {0,0,width,height} to include the whole actor. That is unless the actor has a shaped input region in which case you may wish to log the (multiple) smaller rectangles that make up the input region.

###### clutter_actor_queue_redraw

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).

###### clutter_actor_queue_redraw_with_clip

Queues a redraw on `self` limited to a specific, actor-relative rectangular area.

###### clutter_actor_queue_relayout

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.

###### clutter_actor_realize

Realization informs the actor that it is attached to a stage. It can use this to allocate resources if it wanted to delay allocation until it would be rendered. However it is perfectly acceptable for an actor to create resources before being realized because Clutter only ever has a single rendering context so that actor is free to be moved from one stage to another.

deprecated: 1.16

###### clutter_actor_remove_accessible_state

This method removes `state` as on of the accessible states for `actor`. See `clutter_actor_add_accessible_state()` for more information.

###### clutter_actor_remove_action

Removes `action` from the list of actions applied to `self`.

###### clutter_actor_remove_action_by_name

Removes the `ClutterAction` with the given name from the list of actions applied to `self`.

###### clutter_actor_remove_all_children

Removes all children of `self`.

###### clutter_actor_remove_all_transitions

Removes all transitions associated to `self`.

###### clutter_actor_remove_child

Removes `child` from the children of `self`.

###### clutter_actor_remove_clip

Removes clip area from `self`.

###### clutter_actor_remove_constraint

Removes `constraint` from the list of constraints applied to `self`.

###### clutter_actor_remove_constraint_by_name

Removes the `ClutterConstraint` with the given name from the list of constraints applied to `self`.

###### clutter_actor_remove_effect

Removes `effect` from the list of effects applied to `self`.

###### clutter_actor_remove_effect_by_name

Removes the `ClutterEffect` with the given name from the list of effects applied to `self`.

###### clutter_actor_remove_transition

Removes the transition stored inside a `ClutterActor` using `name` identifier.

###### clutter_actor_replace_child

Replaces `old_child` with `new_child` in the list of children of `self`.

###### clutter_actor_restore_easing_state

Restores the easing state as it was prior to a call to `clutter_actor_save_easing_state()`.

###### clutter_actor_save_easing_state

Saves the current easing state for animatable properties, and creates a new state with the default values for easing mode and duration.

###### clutter_actor_set_accessible

This method allows to set a customly created accessible object to this widget.

###### clutter_actor_set_accessible_name

This method sets `name` as the accessible name for `self`.

###### clutter_actor_set_accessible_role

This method sets `role` as the accessible role for `self`. This role describes what kind of user interface element `self` is and is provided so that assistive technologies know how to present `self` to the user.

###### clutter_actor_set_allocation

Stores the allocation of `self` as defined by `box`.

###### clutter_actor_set_background_color

Sets the background color of a `ClutterActor`.

###### clutter_actor_set_child_above_sibling

Sets `child` to be above `sibling` in the list of children of `self`.

###### clutter_actor_set_child_at_index

Changes the index of `child` in the list of children of `self`.

###### clutter_actor_set_child_below_sibling

Sets `child` to be below `sibling` in the list of children of `self`.

###### clutter_actor_set_child_transform

Sets the transformation matrix to be applied to all the children of `self` prior to their own transformations. The default child transformation is the identity matrix.

###### clutter_actor_set_clip

Sets clip area for `self`. The clip area is always computed from the upper left corner of the actor.

###### clutter_actor_set_clip_to_allocation

Sets whether `self` should be clipped to the same size as its allocation.

###### clutter_actor_set_color_state

Set `self`‘s color state to `color_state`.

###### clutter_actor_set_content

Sets the contents of a `ClutterActor`.

###### clutter_actor_set_content_gravity

Sets the gravity of the `ClutterContent` used by `self`.

###### clutter_actor_set_content_repeat

Sets the policy for repeating the `ClutterActor:content` of a `ClutterActor`. The behaviour is deferred to the `ClutterContent` implementation.

###### clutter_actor_set_content_scaling_filters

Sets the minification and magnification filter to be applied when scaling the `ClutterActor:content` of a `ClutterActor`.

###### clutter_actor_set_cursor_type

No description available.

###### clutter_actor_set_easing_delay

Sets the delay that should be applied before tweening animatable properties.

###### clutter_actor_set_easing_duration

Sets the duration of the tweening for animatable properties of `self` for the current easing state.

###### clutter_actor_set_easing_mode

Sets the easing mode for the tweening of animatable properties of `self`.

###### clutter_actor_set_fixed_position_set

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

###### clutter_actor_set_height

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

###### clutter_actor_set_layout_manager

Sets the `ClutterLayoutManager` delegate object that will be used to lay out the children of `self`.

###### clutter_actor_set_margin

Sets all the components of the margin of a `ClutterActor`.

###### clutter_actor_set_margin_bottom

Sets the margin from the bottom of a `ClutterActor`.

###### clutter_actor_set_margin_left

Sets the margin from the left of a `ClutterActor`.

###### clutter_actor_set_margin_right

Sets the margin from the right of a `ClutterActor`.

###### clutter_actor_set_margin_top

Sets the margin from the top of a `ClutterActor`.

###### clutter_actor_set_name

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

###### clutter_actor_set_no_layout

No description available.

###### clutter_actor_set_offscreen_redirect

Defines the circumstances where the actor should be redirected into an offscreen image. The offscreen image is used to flatten the actor into a single image while painting for two main reasons. Firstly, when the actor is painted a second time without any of its contents changing it can simply repaint the cached image without descending further down the actor hierarchy. Secondly, it will make the opacity look correct even if there are overlapping primitives in the actor.

###### clutter_actor_set_opacity

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

###### clutter_actor_set_opacity_override

Allows overriding the calculated paint opacity (as returned by clutter_actor_get_paint_opacity()). This is used internally by ClutterClone and ClutterOffscreenEffect, and should be used by actors that need to mimic those.

###### clutter_actor_set_pivot_point

Sets the position of the `ClutterActor:pivot-point` around which the scaling and rotation transformations occur.

###### clutter_actor_set_pivot_point_z

Sets the component on the Z axis of the `ClutterActor:pivot-point` around which the scaling and rotation transformations occur.

###### clutter_actor_set_position

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

###### clutter_actor_set_reactive

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

###### clutter_actor_set_request_mode

Sets the geometry request mode of `self`.

###### clutter_actor_set_rotation_angle

Sets the `angle` of rotation of a `ClutterActor` on the given `axis`.

###### clutter_actor_set_scale

Scales an actor with the given factors.

###### clutter_actor_set_scale_z

Scales an actor on the Z axis by the given `scale_z` factor.

###### clutter_actor_set_size

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.

###### clutter_actor_set_text_direction

Sets the `ClutterTextDirection` for an actor.

###### clutter_actor_set_transform

Overrides the transformations of a `ClutterActor` with a custom matrix, which will be applied relative to the origin of the actor’s allocation and to the actor’s pivot point.

###### clutter_actor_set_translation

Sets an additional translation transformation on a `ClutterActor`, relative to the `ClutterActor:pivot-point`.

###### clutter_actor_set_width

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

###### clutter_actor_set_x

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

###### clutter_actor_set_x_align

Sets the horizontal alignment policy of a `ClutterActor`, in case the actor received extra horizontal space.

###### clutter_actor_set_x_expand

Sets whether a `ClutterActor` should expand horizontally; this means that layout manager should allocate extra space for the actor, if possible.

###### clutter_actor_set_y

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

###### clutter_actor_set_y_align

Sets the vertical alignment policy of a `ClutterActor`, in case the actor received extra vertical space.

###### clutter_actor_set_y_expand

Sets whether a `ClutterActor` should expand horizontally; this means that layout manager should allocate extra space for the actor, if possible.

###### clutter_actor_set_z_position

Sets the actor’s position on the Z axis.

###### clutter_actor_should_pick

Should be called inside the implementation of the `Clutter.ActorClass.pick` virtual function in order to check whether the actor should be picked or not.

###### clutter_actor_show

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

###### clutter_actor_transform_stage_point

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.

###### clutter_actor_uninhibit_culling

Decreases the culling inhibitor counter. See `clutter_actor_inhibit_culling()` for when inhibit culling is necessary.

###### clutter_actor_unmap

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

###### clutter_actor_unrealize

Unrealization informs the actor that it may be being destroyed or moved to another stage. The actor may want to destroy any underlying graphics resources at this point. However it is perfectly acceptable for it to retain the resources until the actor is destroyed because Clutter only ever uses a single rendering context and all of the graphics resources are valid on any stage.

deprecated: 1.16

###### clutter_actor_unset_color_state

Set `self`‘s color state to the default.

##### Methods inherited from GObject (43)

Please see GObject for a full list of methods.

##### Methods inherited from ClutterAnimatable (5)

###### clutter_animatable_find_property

Finds the `GParamSpec` for `property_name`.

###### clutter_animatable_get_actor

Get animated actor.

###### clutter_animatable_get_initial_state

Retrieves the current state of `property_name` and sets `value` with it.

###### clutter_animatable_interpolate_value

Asks a `ClutterAnimatable` implementation to interpolate a a named property between the initial and final values of a `ClutterInterval`, using `progress` as the interpolation value, and store the result inside `value`.

###### clutter_animatable_set_final_state

Sets the current state of `property_name` to `value`.

#### Properties

###### Clutter.Actor:accessible-name

Object instance’s name for assistive technology access.

###### Clutter.Actor:accessible-role

The accessible role of this object.

###### Clutter.Actor:actions

Adds a `ClutterAction` to the actor.

###### Clutter.Actor:allocation

The allocation for the actor, in pixels.

###### Clutter.Actor:background-color

Paints a solid fill of the actor’s allocation using the specified color.

###### Clutter.Actor:background-color-set

Whether the `ClutterActor:background-color` property has been set.

###### Clutter.Actor:child-transform

Applies a transformation matrix on each child of an actor.

###### Clutter.Actor:child-transform-set

Whether the `ClutterActor:child-transform` property is set.

###### Clutter.Actor:clip-rect

The visible region of the actor, in actor-relative coordinates, expressed as a #graphene_rect_t.

###### Clutter.Actor:clip-to-allocation

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

###### Clutter.Actor:color-state

The `ClutterColorState` contains the properties like colorspace for each actors.

###### Clutter.Actor:constraints

Adds a `ClutterConstraint` to the actor.

###### Clutter.Actor:content

The `ClutterContent` implementation that controls the content of the actor.

###### Clutter.Actor:content-box

The bounding box for the `ClutterContent` used by the actor.

###### Clutter.Actor:content-gravity

The alignment that should be honoured by the `ClutterContent` set with the `ClutterActor:content` property.

###### Clutter.Actor:content-repeat

The repeat policy for the actor’s `ClutterActor:content`.

###### Clutter.Actor:context

The %ClutterContext of the actor.

###### Clutter.Actor:cursor-type

No description available.

###### Clutter.Actor:effect

Adds `ClutterEffect` to the list of effects be applied on a `ClutterActor`.

###### Clutter.Actor:first-child

The actor’s first child.

###### Clutter.Actor:fixed-position-set

This flag controls whether the `ClutterActor:fixed-x` and `ClutterActor:fixed-y` properties are used.

###### Clutter.Actor:fixed-x

The fixed X position of the actor in pixels.

###### Clutter.Actor:fixed-y

The fixed Y position of the actor in pixels.

###### Clutter.Actor:has-clip

Whether the actor has the `ClutterActor:clip-rect` property set or not.

###### Clutter.Actor:has-pointer

Whether the actor contains the pointer of a `ClutterInputDevice` or not.

###### Clutter.Actor:height

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.

###### Clutter.Actor:last-child

The actor’s last child.

###### Clutter.Actor:layout-manager

A delegate object for controlling the layout of the children of an actor.

###### Clutter.Actor:magnification-filter

No description available.

###### Clutter.Actor:mapped

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

###### Clutter.Actor:margin-bottom

The margin (in pixels) from the bottom of the actor.

###### Clutter.Actor:margin-left

The margin (in pixels) from the left of the actor.

###### Clutter.Actor:margin-right

The margin (in pixels) from the right of the actor.

###### Clutter.Actor:margin-top

The margin (in pixels) from the top of the actor.

###### Clutter.Actor:min-height

A forced minimum height request for the actor, in pixels.

###### Clutter.Actor:min-height-set

This flag controls whether the `ClutterActor:min-height` property is used.

###### Clutter.Actor:min-width

A forced minimum width request for the actor, in pixels.

###### Clutter.Actor:min-width-set

This flag controls whether the `ClutterActor:min-width` property is used.

###### Clutter.Actor:minification-filter

No description available.

###### Clutter.Actor:name

The name of the actor.

###### Clutter.Actor:natural-height

A forced natural height request for the actor, in pixels.

###### Clutter.Actor:natural-height-set

This flag controls whether the `ClutterActor:natural-height` property is used.

###### Clutter.Actor:natural-width

A forced natural width request for the actor, in pixels.

###### Clutter.Actor:natural-width-set

This flag controls whether the `ClutterActor:natural-width` property is used.

###### Clutter.Actor:offscreen-redirect

Determines the conditions in which the actor will be redirected to an offscreen framebuffer while being painted. For example this can be used to cache an actor in a framebuffer or for improved handling of transparent actors. See `clutter_actor_set_offscreen_redirect()` for details.

###### Clutter.Actor:opacity

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

###### Clutter.Actor:pivot-point

The point around which the scaling and rotation transformations occur.

###### Clutter.Actor:pivot-point-z

The Z component of the `ClutterActor:pivot-point`, expressed as a value along the Z axis.

###### Clutter.Actor:position

The position of the origin of the actor.

###### Clutter.Actor:reactive

Whether the actor is reactive to events or not.

###### Clutter.Actor:realized

Whether the actor has been realized.

###### Clutter.Actor:request-mode

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.

###### Clutter.Actor:rotation-angle-x

The rotation angle on the X axis.

###### Clutter.Actor:rotation-angle-y

The rotation angle on the Y axis.

###### Clutter.Actor:rotation-angle-z

The rotation angle on the Z axis.

###### Clutter.Actor:scale-x

The horizontal scale of the actor.

###### Clutter.Actor:scale-y

The vertical scale of the actor.

###### Clutter.Actor:scale-z

The scale factor of the actor along the Z axis.

###### Clutter.Actor:show-on-set-parent

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

###### Clutter.Actor:size

The size of the actor.

###### Clutter.Actor:text-direction

The direction of the text inside a `ClutterActor`.

###### Clutter.Actor:transform

Overrides the transformations of a `ClutterActor` with a custom matrix.

###### Clutter.Actor:transform-set

Whether the `ClutterActor:transform` property is set.

###### Clutter.Actor:translation-x

An additional translation applied along the X axis, relative to the actor’s `ClutterActor:pivot-point`.

###### Clutter.Actor:translation-y

An additional translation applied along the Y axis, relative to the actor’s `ClutterActor:pivot-point`.

###### Clutter.Actor:translation-z

An additional translation applied along the Z axis, relative to the actor’s `ClutterActor:pivot-point`.

###### Clutter.Actor:visible

Whether the actor is set to be visible or not.

###### Clutter.Actor:width

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.

###### Clutter.Actor:x

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.

###### Clutter.Actor:x-align

The alignment of an actor on the X axis, if the actor has been given extra space for its allocation. See also the `ClutterActor:x-expand` property.

###### Clutter.Actor:x-expand

Whether a layout manager should assign more space to the actor on the X axis.

###### Clutter.Actor:y

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.

###### Clutter.Actor:y-align

The alignment of an actor on the Y axis, if the actor has been given extra space for its allocation.

###### Clutter.Actor:y-expand

Whether a layout manager should assign more space to the actor on the Y axis.

###### Clutter.Actor:z-position

The actor’s position on the Z axis, relative to the parent’s transformations.

#### Signals

###### Clutter.Actor::button-press-event

The signal is emitted each time a mouse button is pressed on `actor`.

###### Clutter.Actor::button-release-event

The signal is emitted each time a mouse button is released on `actor`.

###### Clutter.Actor::captured-event

The 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 `ClutterActor::button-release-event`) are emitted.

###### Clutter.Actor::child-added

The signal is emitted each time an actor has been added to `actor`.

###### Clutter.Actor::child-removed

The signal is emitted each time an actor is removed from `actor`.

###### Clutter.Actor::cloned

No description available.

###### Clutter.Actor::decloned

No description available.

###### Clutter.Actor::destroy

The signal notifies that all references held on the actor which emitted it should be released.

###### Clutter.Actor::enter-event

The signal is emitted when the pointer enters the `actor`.

###### Clutter.Actor::event

The 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`).

###### Clutter.Actor::hide

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

###### Clutter.Actor::key-focus-in

The signal is emitted when `actor` receives key focus.

###### Clutter.Actor::key-focus-out

The signal is emitted when `actor` loses key focus.

###### Clutter.Actor::key-press-event

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

###### Clutter.Actor::key-release-event

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

###### Clutter.Actor::leave-event

The signal is emitted when the pointer leaves the `actor`.

###### Clutter.Actor::motion-event

The signal is emitted each time the mouse pointer is moved over `actor`.

###### Clutter.Actor::parent-set

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

###### Clutter.Actor::pick

The 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()`.

deprecated: 1.12

###### Clutter.Actor::queue-relayout

The signal is emitted when `clutter_actor_queue_relayout()` is called on an actor.

###### Clutter.Actor::realize

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

deprecated: 1.16

###### Clutter.Actor::resource-scale-changed

The signal is emitted when the resource scale value returned by `clutter_actor_get_resource_scale()` changes.

###### Clutter.Actor::scroll-event

The signal is emitted each time the mouse is scrolled on `actor`.

###### Clutter.Actor::show

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

###### Clutter.Actor::stage-views-changed

The signal is emitted when the position or size an actor is being painted at have changed so that it’s visible on different stage views.

###### Clutter.Actor::touch-event

The signal is emitted each time a touch begin/end/update/cancel event.

###### Clutter.Actor::transition-removed

This signal is particularly useful for handling transitions that have a delay and are removed before starting, where the `ClutterTimeline::stopped` signal would not be emitted.

###### Clutter.Actor::transition-stopped

The signal is emitted once a transition is stopped; a transition is stopped once it reached its total duration (including eventual repeats), it has been stopped using `clutter_timeline_stop()`, or it has been removed from the transitions applied on `actor`, using `clutter_actor_remove_transition()`.

###### Clutter.Actor::transitions-completed

The signal is emitted once all transitions involving `actor` are complete.

###### Clutter.Actor::unrealize

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

deprecated: 1.16

##### Signals inherited from GObject (1)

###### GObject::notify

The notify signal is emitted on an object when one of its properties has its value set through g_object_set_property(), g_object_set(), et al.

#### Class structure

    struct ClutterActorClass {
      void (* show) (
        ClutterActor* self
      );
      void (* hide) (
        ClutterActor* self
      );
      void (* hide_all) (
        ClutterActor* self
      );
      void (* realize) (
        ClutterActor* self
      );
      void (* unrealize) (
        ClutterActor* self
      );
      void (* map) (
        ClutterActor* self
      );
      void (* unmap) (
        ClutterActor* self
      );
      void (* paint) (
        ClutterActor* self,
        ClutterPaintContext* paint_context
      );
      void (* parent_set) (
        ClutterActor* actor,
        ClutterActor* old_parent
      );
      void (* destroy) (
        ClutterActor* self
      );
      void (* pick) (
        ClutterActor* actor,
        ClutterPickContext* pick_context
      );
      void (* get_preferred_width) (
        ClutterActor* self,
        gfloat for_height,
        gfloat* min_width_p,
        gfloat* natural_width_p
      );
      void (* get_preferred_height) (
        ClutterActor* self,
        gfloat for_width,
        gfloat* min_height_p,
        gfloat* natural_height_p
      );
      void (* allocate) (
        ClutterActor* self,
        const ClutterActorBox* box
      );
      void (* apply_transform) (
        ClutterActor* actor,
        graphene_matrix_t* matrix
      );
      gboolean (* event) (
        ClutterActor* actor,
        ClutterEvent* event
      );
      gboolean (* button_press_event) (
        ClutterActor* actor,
        ClutterEvent* event
      );
      gboolean (* button_release_event) (
        ClutterActor* actor,
        ClutterEvent* event
      );
      gboolean (* scroll_event) (
        ClutterActor* actor,
        ClutterEvent* event
      );
      gboolean (* key_press_event) (
        ClutterActor* actor,
        ClutterEvent* event
      );
      gboolean (* key_release_event) (
        ClutterActor* actor,
        ClutterEvent* event
      );
      gboolean (* motion_event) (
        ClutterActor* actor,
        ClutterEvent* event
      );
      gboolean (* enter_event) (
        ClutterActor* actor,
        ClutterEvent* event
      );
      gboolean (* leave_event) (
        ClutterActor* actor,
        ClutterEvent* event
      );
      gboolean (* captured_event) (
        ClutterActor* actor,
        ClutterEvent* event
      );
      void (* key_focus_in) (
        ClutterActor* actor
      );
      void (* key_focus_out) (
        ClutterActor* actor
      );
      void (* queue_relayout) (
        ClutterActor* self
      );
      ClutterCursor* (* get_cursor_for_sprite) (
        ClutterActor* self,
        ClutterSprite* sprite
      );
      AtkObject* (* get_accessible) (
        ClutterActor* self
      );
      GType (* get_accessible_type) (
    void
      );
      gboolean (* get_paint_volume) (
        ClutterActor* actor,
        ClutterPaintVolume* volume
      );
      gboolean (* has_overlaps) (
        ClutterActor* self
      );
      void (* paint_node) (
        ClutterActor* self,
        ClutterPaintNode* root,
        ClutterPaintContext* paint_context
      );
      gboolean (* touch_event) (
        ClutterActor* self,
        ClutterEvent* event
      );
      void (* resource_scale_changed) (
        ClutterActor* self
      );
      float (* calculate_resource_scale) (
        ClutterActor* self,
        int phase
      );
      void (* child_added) (
        ClutterActor* self,
        ClutterActor* child
      );
      void (* child_removed) (
        ClutterActor* self,
        ClutterActor* child
      );
      GType layout_manager_type;

    }

Base class for actors.

###### Class members

`show: void (* show) ( ClutterActor* self )`

  Signal class handler for `ClutterActor::show`; it must chain up to the parent’s implementation.

`hide: void (* hide) ( ClutterActor* self )`

  Signal class handler for `ClutterActor::hide`; it must chain up to the parent’s implementation.

`hide_all: void (* hide_all) ( ClutterActor* self )`

  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(). This virtual function is deprecated and it should not be overridden.

`realize: void (* realize) ( ClutterActor* self )`

  Virtual function, used to allocate resources for the actor; it should chain up to the parent’s implementation. This virtual function is deprecated and should not be overridden in newly written code.

`unrealize: void (* unrealize) ( ClutterActor* self )`

  Virtual function, used to deallocate resources allocated in ::realize; it should chain up to the parent’s implementation. This function is deprecated and should not be overridden in newly written code.

`map: void (* map) ( ClutterActor* self )`

  Virtual function for containers and composite actors, to map their children; it must chain up to the parent’s implementation. Overriding this function is optional.

`unmap: void (* unmap) ( ClutterActor* self )`

  Virtual function for containers and composite actors, to unmap their children; it must chain up to the parent’s implementation. Overriding this function is optional.

`paint: void (* paint) ( ClutterActor* self, ClutterPaintContext* paint_context )`

  Virtual function, used to paint the actor.

`parent_set: void (* parent_set) ( ClutterActor* actor, ClutterActor* old_parent )`

  Signal class handler for the `ClutterActor::parent-set`.

`destroy: void (* destroy) ( ClutterActor* self )`

  Signal class handler for `ClutterActor::destroy`. It must chain up to the parent’s implementation.

`pick: void (* pick) ( ClutterActor* actor, ClutterPickContext* pick_context )`

  Virtual function, used to draw an outline of the actor with the given color.

`get_preferred_width: void (* get_preferred_width) ( ClutterActor* self, gfloat for_height, gfloat* min_width_p, gfloat* natural_width_p )`

  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: void (* get_preferred_height) ( ClutterActor* self, gfloat for_width, gfloat* min_height_p, gfloat* natural_height_p )`

  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: void (* allocate) ( ClutterActor* self, const ClutterActorBox* box )`

  Virtual function, used when setting the coordinates of an actor; it is used by clutter_actor_allocate(); when overriding this function without chaining up, `clutter_actor_set_allocation()` must be called and children must be allocated by the implementation, when chaining up though, those things will be done by the parent’s implementation.

`apply_transform: void (* apply_transform) ( ClutterActor* actor, graphene_matrix_t* matrix )`

  Virtual function, used when applying the transformations to an actor before painting it or when transforming coordinates or the allocation; if the transformation calculated by this function may have changed, the cached transformation must be invalidated by calling clutter_actor_invalidate_transform(); it must chain up to the parent’s implementation.

`event: gboolean (* event) ( ClutterActor* actor, ClutterEvent* event )`

  Class handler for `ClutterActor::event`.

`button_press_event: gboolean (* button_press_event) ( ClutterActor* actor, ClutterEvent* event )`

  Class handler for `ClutterActor::button-press-event`.

`button_release_event: gboolean (* button_release_event) ( ClutterActor* actor, ClutterEvent* event )`

  Class handler for `ClutterActor::button-release-event`.

`scroll_event: gboolean (* scroll_event) ( ClutterActor* actor, ClutterEvent* event )`

  Signal class closure for `ClutterActor::scroll-event`.

`key_press_event: gboolean (* key_press_event) ( ClutterActor* actor, ClutterEvent* event )`

  Signal class closure for `ClutterActor::key-press-event`.

`key_release_event: gboolean (* key_release_event) ( ClutterActor* actor, ClutterEvent* event )`

  Signal class closure for `ClutterActor::key-release-event`.

`motion_event: gboolean (* motion_event) ( ClutterActor* actor, ClutterEvent* event )`

  Signal class closure for `ClutterActor::motion-event`.

`enter_event: gboolean (* enter_event) ( ClutterActor* actor, ClutterEvent* event )`

  Signal class closure for `ClutterActor::enter-event`.

`leave_event: gboolean (* leave_event) ( ClutterActor* actor, ClutterEvent* event )`

  Signal class closure for `ClutterActor::leave-event`.

`captured_event: gboolean (* captured_event) ( ClutterActor* actor, ClutterEvent* event )`

  Signal class closure for `ClutterActor::captured-event`.

`key_focus_in: void (* key_focus_in) ( ClutterActor* actor )`

  Signal class closure for `ClutterActor::key-focus-in`.

`key_focus_out: void (* key_focus_out) ( ClutterActor* actor )`

  Signal class closure for `ClutterActor::key-focus-out`.

`queue_relayout: void (* queue_relayout) ( ClutterActor* self )`

  Class handler for `ClutterActor::queue-relayout`.

`get_cursor_for_sprite: ClutterCursor* (* get_cursor_for_sprite) ( ClutterActor* self, ClutterSprite* sprite )`

  No description available.

`get_accessible: AtkObject* (* get_accessible) ( ClutterActor* self )`

  Virtual function, returns the accessible object that describes the actor to an assistive technology.

`get_accessible_type: GType (* get_accessible_type) ( void )`

  Returns the type of the accessible object that describes the actor to an assistive technology.

`get_paint_volume: gboolean (* get_paint_volume) ( ClutterActor* actor, ClutterPaintVolume* volume )`

  Virtual function, for sub-classes to define their `ClutterPaintVolume`.

`has_overlaps: gboolean (* has_overlaps) ( ClutterActor* self )`

  Virtual function for sub-classes to advertise whether they need an offscreen redirect to get the correct opacity. See `clutter_actor_set_offscreen_redirect()` for details.

`paint_node: void (* paint_node) ( ClutterActor* self, ClutterPaintNode* root, ClutterPaintContext* paint_context )`

  Virtual function for creating paint nodes and attaching them to the render tree.

`touch_event: gboolean (* touch_event) ( ClutterActor* self, ClutterEvent* event )`

  Signal class closure for `ClutterActor::touch-event`.

`resource_scale_changed: void (* resource_scale_changed) ( ClutterActor* self )`

  No description available.

`calculate_resource_scale: float (* calculate_resource_scale) ( ClutterActor* self, int phase )`

  No description available.

`child_added: void (* child_added) ( ClutterActor* self, ClutterActor* child )`

  No description available.

`child_removed: void (* child_removed) ( ClutterActor* self, ClutterActor* child )`

  No description available.

`layout_manager_type: GType`

  No description available.

#### Virtual methods

###### Clutter.ActorClass.allocate

Assigns the size of a `ClutterActor` from the given `box`.

###### Clutter.ActorClass.apply_transform

Virtual function, used when applying the transformations to an actor before painting it or when transforming coordinates or the allocation; if the transformation calculated by this function may have changed, the cached transformation must be invalidated by calling clutter_actor_invalidate_transform(); it must chain up to the parent’s implementation.

###### Clutter.ActorClass.button_press_event

Class handler for `ClutterActor::button-press-event`.

###### Clutter.ActorClass.button_release_event

Class handler for `ClutterActor::button-release-event`.

###### Clutter.ActorClass.calculate_resource_scale

No description available.

###### Clutter.ActorClass.captured_event

Signal class closure for `ClutterActor::captured-event`.

###### Clutter.ActorClass.child_added

No description available.

###### Clutter.ActorClass.child_removed

No description available.

###### Clutter.ActorClass.destroy

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.

###### Clutter.ActorClass.enter_event

Signal class closure for `ClutterActor::enter-event`.

###### Clutter.ActorClass.event

Class handler for `ClutterActor::event`.

###### Clutter.ActorClass.get_accessible

Returns the accessible object that describes the actor to an assistive technology.

###### Clutter.ActorClass.get_cursor_for_sprite

No description available.

###### Clutter.ActorClass.get_paint_volume

Virtual function, for sub-classes to define their `ClutterPaintVolume`.

###### Clutter.ActorClass.get_preferred_height

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

###### Clutter.ActorClass.get_preferred_width

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.

###### Clutter.ActorClass.has_overlaps

Asks the actor’s implementation whether it may contain overlapping primitives.

###### Clutter.ActorClass.hide

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

###### Clutter.ActorClass.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(). This virtual function is deprecated and it should not be overridden.

###### Clutter.ActorClass.key_focus_in

Signal class closure for `ClutterActor::key-focus-in`.

###### Clutter.ActorClass.key_focus_out

Signal class closure for `ClutterActor::key-focus-out`.

###### Clutter.ActorClass.key_press_event

Signal class closure for `ClutterActor::key-press-event`.

###### Clutter.ActorClass.key_release_event

Signal class closure for `ClutterActor::key-release-event`.

###### Clutter.ActorClass.leave_event

Signal class closure for `ClutterActor::leave-event`.

###### Clutter.ActorClass.map

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.

###### Clutter.ActorClass.motion_event

Signal class closure for `ClutterActor::motion-event`.

###### Clutter.ActorClass.paint

Renders the actor to display.

###### Clutter.ActorClass.paint_node

Virtual function for creating paint nodes and attaching them to the render tree.

###### Clutter.ActorClass.parent_set

Signal class handler for the `ClutterActor::parent-set`.

###### Clutter.ActorClass.pick

Asks `actor` to perform a pick.

###### Clutter.ActorClass.queue_relayout

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.

###### Clutter.ActorClass.realize

Realization informs the actor that it is attached to a stage. It can use this to allocate resources if it wanted to delay allocation until it would be rendered. However it is perfectly acceptable for an actor to create resources before being realized because Clutter only ever has a single rendering context so that actor is free to be moved from one stage to another.

deprecated: 1.16

###### Clutter.ActorClass.resource_scale_changed

No description available.

###### Clutter.ActorClass.scroll_event

Signal class closure for `ClutterActor::scroll-event`.

###### Clutter.ActorClass.show

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

###### Clutter.ActorClass.touch_event

Signal class closure for `ClutterActor::touch-event`.

###### Clutter.ActorClass.unmap

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

###### Clutter.ActorClass.unrealize

Unrealization informs the actor that it may be being destroyed or moved to another stage. The actor may want to destroy any underlying graphics resources at this point. However it is perfectly acceptable for it to retain the resources until the actor is destroyed because Clutter only ever uses a single rendering context and all of the graphics resources are valid on any stage.

deprecated: 1.16

#### Class methods

###### clutter_actor_class_get_binding_pool

Gets the `ClutterBindingPool` for the actor type.

###### clutter_actor_class_get_layout_manager_type

Retrieves the type of the `ClutterLayoutManager` used by actors of class `actor_class`.

###### clutter_actor_class_set_layout_manager_type

Sets the type to be used for creating layout managers for actors of `actor_class`.